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[hengband/hengband.git] / src / spells2.c
1 /* File: spells2.c */
2
3 /*
4  * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
5  *
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.
9  */
10
11 /* Purpose: Spell code (part 2) */
12
13 #include "angband.h"
14 #include "grid.h"
15
16
17 /*
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
23  *
24  * It is now a lot more efficient. -BEN-
25  *
26  * See also "identify_fully()".
27  *
28  * XXX XXX XXX Use the "show_file()" method, perhaps.
29  */
30 void self_knowledge(void)
31 {
32         int i = 0, j, k;
33
34         int v_nr = 0;
35         char v_string [8] [128];
36         char s_string [6] [128];
37
38         u32b flgs[TR_FLAG_SIZE];
39
40         object_type *o_ptr;
41
42         char Dummy[80];
43         char buf[2][80];
44
45         cptr info[220];
46
47         int plev = p_ptr->lev;
48
49         int percent;
50
51         for (j = 0; j < TR_FLAG_SIZE; j++)
52                 flgs[j] = 0L;
53
54         p_ptr->knowledge |= (KNOW_STAT | KNOW_HPRATE);
55
56         strcpy(Dummy, "");
57
58         percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
59                 (2 * p_ptr->hitdie +
60                 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
61
62 #ifdef JP
63 sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent);
64 #else
65         sprintf(Dummy, "Your current Life Rating is %d/100.", percent);
66 #endif
67
68         strcpy(buf[0], Dummy);
69         info[i++] = buf[0];
70         info[i++] = "";
71
72         chg_virtue(V_KNOWLEDGE, 1);
73         chg_virtue(V_ENLIGHTEN, 1);
74
75         /* Acquire item flags from equipment */
76         for (k = INVEN_RARM; k < INVEN_TOTAL; k++)
77         {
78                 u32b tflgs[TR_FLAG_SIZE];
79
80                 o_ptr = &inventory[k];
81
82                 /* Skip non-objects */
83                 if (!o_ptr->k_idx) continue;
84
85                 /* Extract the flags */
86                 object_flags(o_ptr, tflgs);
87
88                 /* Extract flags */
89                 for (j = 0; j < TR_FLAG_SIZE; j++)
90                         flgs[j] |= tflgs[j];
91         }
92
93 #ifdef JP
94         info[i++] = "ǽÎϤκÇÂçÃÍ";
95 #else
96         info[i++] = "Limits of maximum stats";
97 #endif
98
99         for (v_nr = 0; v_nr < 6; v_nr++)
100         {
101                 char stat_desc[80];
102
103                 sprintf(stat_desc, "%s 18/%d", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
104
105                 strcpy(s_string[v_nr], stat_desc);
106
107                 info[i++] = s_string[v_nr];
108         }
109         info[i++] = "";
110
111 #ifdef JP
112         sprintf(Dummy, "¸½ºß¤Î°À­ : %s(%ld)", your_alignment(), p_ptr->align);
113 #else
114         sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), p_ptr->align);
115 #endif
116         strcpy(buf[1], Dummy);
117         info[i++] = buf[1];
118         for (v_nr = 0; v_nr < 8; v_nr++)
119         {
120                 char v_name [20];
121                 char vir_desc[80];
122                 int tester = p_ptr->virtues[v_nr];
123         
124                 strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
125  
126 #ifdef JP
127                 sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name);
128 #else
129                 sprintf(vir_desc, "Oops. No info about %s.", v_name);
130 #endif
131                 if (tester < -100)
132 #ifdef JP
133                         sprintf(vir_desc, "[%s]¤ÎÂжˠ(%d)",
134 #else
135                         sprintf(vir_desc, "You are the polar opposite of %s (%d).",
136 #endif
137                                 v_name, tester);
138                 else if (tester < -80)
139 #ifdef JP
140                         sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)",
141 #else
142                         sprintf(vir_desc, "You are an arch-enemy of %s (%d).",
143 #endif
144                                 v_name, tester);
145                 else if (tester < -60)
146 #ifdef JP
147                         sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)",
148 #else
149                         sprintf(vir_desc, "You are a bitter enemy of %s (%d).",
150 #endif
151                                 v_name, tester);
152                 else if (tester < -40)
153 #ifdef JP
154                         sprintf(vir_desc, "[%s]¤ÎŨ (%d)",
155 #else
156                         sprintf(vir_desc, "You are an enemy of %s (%d).",
157 #endif
158                                 v_name, tester);
159                 else if (tester < -20)
160 #ifdef JP
161                         sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)",
162 #else
163                         sprintf(vir_desc, "You have sinned against %s (%d).",
164 #endif
165                                 v_name, tester);
166                 else if (tester < 0)
167 #ifdef JP
168                         sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)",
169 #else
170                         sprintf(vir_desc, "You have strayed from the path of %s (%d).",
171 #endif
172                                 v_name, tester);
173                 else if (tester == 0)                   
174 #ifdef JP
175                         sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)",
176 #else
177                         sprintf(vir_desc,"You are neutral to %s (%d).",
178 #endif
179                                 v_name, tester);
180                 else if (tester < 20)
181 #ifdef JP
182                         sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)",
183 #else
184                         sprintf(vir_desc,"You are somewhat virtuous in %s (%d).",
185 #endif
186                                 v_name, tester);
187                 else if (tester < 40)
188 #ifdef JP
189                         sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)",
190 #else
191                         sprintf(vir_desc,"You are virtuous in %s (%d).",
192 #endif
193                                 v_name, tester);
194                 else if (tester < 60)
195 #ifdef JP
196                         sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)",
197 #else
198                         sprintf(vir_desc,"You are very virtuous in %s (%d).",
199 #endif
200                                 v_name, tester);
201                 else if (tester < 80)
202 #ifdef JP
203                         sprintf(vir_desc, "[%s]¤ÎÇƼԠ(%d)",
204 #else
205                         sprintf(vir_desc,"You are a champion of %s (%d).",
206 #endif
207                                 v_name, tester);
208                 else if (tester < 100)
209 #ifdef JP
210                         sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇƼԠ(%d)",
211 #else
212                         sprintf(vir_desc,"You are a great champion of %s (%d).",
213 #endif
214                                 v_name, tester);
215                 else
216 #ifdef JP
217                         sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)",
218 #else
219                         sprintf(vir_desc,"You are the living embodiment of %s (%d).",
220 #endif
221                 v_name, tester);
222         
223                 strcpy(v_string[v_nr], vir_desc);
224         
225                 info[i++] = v_string[v_nr];
226         }
227         info[i++] = "";
228         
229         /* Racial powers... */
230         if (p_ptr->mimic_form)
231         {
232                 switch (p_ptr->mimic_form)
233                 {
234                         case MIMIC_DEMON:
235                         case MIMIC_DEMON_LORD:
236 #ifdef JP
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);
238 #else
239                                 sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3);
240 #endif
241
242                                 info[i++] = Dummy;
243                         break;
244                 case MIMIC_VAMPIRE:
245                         if (plev > 1)
246                         {
247 #ifdef JP
248 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤­¤ë¡£(%d MP)",
249 #else
250                                 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
251 #endif
252
253                                     plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
254                                 info[i++] = Dummy;
255                         }
256                         break;
257                 }
258         }
259         else
260         {
261         switch (p_ptr->prace)
262         {
263                 case RACE_NIBELUNG:
264                 case RACE_DWARF:
265                         if (plev > 4)
266 #ifdef JP
267 info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ­¤ë¡£(5 MP)";
268 #else
269                                 info[i++] = "You can find traps, doors and stairs (cost 5).";
270 #endif
271
272                         break;
273                 case RACE_HOBBIT:
274                         if (plev > 14)
275                         {
276 #ifdef JP
277 info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤­¤ë¡£(10 MP)";
278 #else
279                                 info[i++] = "You can produce food (cost 10).";
280 #endif
281
282                         }
283                         break;
284                 case RACE_GNOME:
285                         if (plev > 4)
286                         {
287 #ifdef JP
288 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤­¤ë¡£(%d MP)",
289 #else
290                                 sprintf(Dummy, "You can teleport, range %d (cost %d).",
291 #endif
292
293                                     (1 + plev), (5 + (plev / 5)));
294                                 info[i++] = Dummy;
295                         }
296                         break;
297                 case RACE_HALF_ORC:
298                         if (plev > 2)
299 #ifdef JP
300 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤­¤ë¡£(5 MP)";
301 #else
302                                 info[i++] = "You can remove fear (cost 5).";
303 #endif
304
305                         break;
306                 case RACE_HALF_TROLL:
307                         if (plev > 9)
308 #ifdef JP
309 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(12 MP) ";
310 #else
311                                 info[i++] = "You enter berserk fury (cost 12).";
312 #endif
313
314                         break;
315                 case RACE_AMBERITE:
316                         if (plev > 29)
317 #ifdef JP
318 info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(50 MP)";
319 #else
320                                 info[i++] = "You can Shift Shadows (cost 50).";
321 #endif
322
323                         if (plev > 39)
324 #ifdef JP
325 info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤­¤ë¡£(75 MP)";
326 #else
327                                 info[i++] = "You can mentally Walk the Pattern (cost 75).";
328 #endif
329
330                         break;
331                 case RACE_BARBARIAN:
332                         if (plev > 7)
333 #ifdef JP
334 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(10 MP) ";
335 #else
336                                 info[i++] = "You can enter berserk fury (cost 10).";
337 #endif
338
339                         break;
340                 case RACE_HALF_OGRE:
341                         if (plev > 24)
342 #ifdef JP
343 info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(35 MP)";
344 #else
345                                 info[i++] = "You can set an Explosive Rune (cost 35).";
346 #endif
347
348                         break;
349                 case RACE_HALF_GIANT:
350                         if (plev > 19)
351 #ifdef JP
352 info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤­¤ë¡£(10 MP)";
353 #else
354                                 info[i++] = "You can break stone walls (cost 10).";
355 #endif
356
357                         break;
358                 case RACE_HALF_TITAN:
359                         if (plev > 34)
360 #ifdef JP
361 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥­¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(20 MP)";
362 #else
363                                 info[i++] = "You can probe monsters (cost 20).";
364 #endif
365
366                         break;
367                 case RACE_CYCLOPS:
368                         if (plev > 19)
369                         {
370 #ifdef JP
371 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(15 MP)",
372 #else
373                                 sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).",
374 #endif
375
376                                     3 * plev);
377                                 info[i++] = Dummy;
378                         }
379                         break;
380                 case RACE_YEEK:
381                         if (plev > 14)
382 #ifdef JP
383 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(15 MP)";
384 #else
385                                 info[i++] = "You can make a terrifying scream (cost 15).";
386 #endif
387
388                         break;
389                 case RACE_KLACKON:
390                         if (plev > 8)
391                         {
392 #ifdef JP
393 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤­¤«¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(9 MP)", plev);
394 #else
395                                 sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev);
396 #endif
397
398                                 info[i++] = Dummy;
399                         }
400                         break;
401                 case RACE_KOBOLD:
402                         if (plev > 11)
403                         {
404                                 sprintf(Dummy,
405 #ifdef JP
406     "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(8 MP)", plev);
407 #else
408                                     "You can throw a dart of poison, dam. %d (cost 8).", plev);
409 #endif
410
411                                 info[i++] = Dummy;
412                         }
413                         break;
414                 case RACE_DARK_ELF:
415                         if (plev > 1)
416                         {
417 #ifdef JP
418 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)",
419 #else
420                                 sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).",
421 #endif
422
423                                     (3 + ((plev-1) / 5)));
424                                 info[i++] = Dummy;
425                         }
426                         break;
427                 case RACE_DRACONIAN:
428 #ifdef JP
429 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤­¤ë¡£(%d MP)", 2 * plev, plev);
430 #else
431                         sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev);
432 #endif
433
434                         info[i++] = Dummy;
435                         break;
436                 case RACE_MIND_FLAYER:
437                         if (plev > 14)
438 #ifdef JP
439 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(12 MP)", plev);
440 #else
441                                 sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev);
442 #endif
443
444                         info[i++] = Dummy;
445                         break;
446                 case RACE_IMP:
447                         if (plev > 29)
448                         {
449 #ifdef JP
450 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
451 #else
452                                 sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev);
453 #endif
454
455                                 info[i++] = Dummy;
456                         }
457                         else if (plev > 8)
458                         {
459 #ifdef JP
460 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
461 #else
462                                 sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev);
463 #endif
464
465                                 info[i++] = Dummy;
466                         }
467                         break;
468                 case RACE_GOLEM:
469                         if (plev > 19)
470 #ifdef JP
471 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)";
472 #else
473                                 info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15).";
474 #endif
475
476                         break;
477                 case RACE_ZOMBIE:
478                 case RACE_SKELETON:
479                         if (plev > 29)
480 #ifdef JP
481 info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(30 MP)";
482 #else
483                                 info[i++] = "You can restore lost life forces (cost 30).";
484 #endif
485
486                         break;
487                 case RACE_VAMPIRE:
488                         if (plev > 1)
489                         {
490 #ifdef JP
491 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤­¤ë¡£(%d MP)",
492 #else
493                                 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
494 #endif
495
496                                     plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
497                                 info[i++] = Dummy;
498                         }
499                         break;
500                 case RACE_SPECTRE:
501                         if (plev > 3)
502                         {
503 #ifdef JP
504 info[i++] = "¤¢¤Ê¤¿¤Ïµã¤­¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(3 MP)";
505 #else
506                                 info[i++] = "You can wail to terrify your enemies (cost 3).";
507 #endif
508
509                         }
510                         break;
511                 case RACE_SPRITE:
512                         if (plev > 11)
513                         {
514 #ifdef JP
515 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(12 MP)";
516 #else
517                                 info[i++] = "You can throw magical dust which induces sleep (cost 12).";
518 #endif
519
520                         }
521                         break;
522                 case RACE_DEMON:
523 #ifdef JP
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);
525 #else
526                         sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3);
527 #endif
528
529                         info[i++] = Dummy;
530                         break;
531                 case RACE_KUTA:
532                         if (plev > 19)
533 #ifdef JP
534 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿­¤Ó¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(15 MP)";
535 #else
536                                 info[i++] = "You can expand horizontally, dur d20+30 (cost 15).";
537 #endif
538
539                         break;
540                 case RACE_ANDROID:
541                         if (plev < 10)
542 #ifdef JP
543 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(7 MP)", (plev + 1) / 2);
544 #else
545                                 sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2);
546 #endif
547                         else if (plev < 25)
548 #ifdef JP
549 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(13 MP)", plev);
550 #else
551                                 sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev);
552 #endif
553                         else if (plev < 35)
554 #ifdef JP
555 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(26 MP)", plev * 2);
556 #else
557                                 sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2);
558 #endif
559                         else if (plev < 45)
560 #ifdef JP
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);
562 #else
563                                 sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2);
564 #endif
565                         else
566 #ifdef JP
567 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(60 MP)", plev * 5);
568 #else
569                                 sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5);
570 #endif
571
572                         info[i++] = Dummy;
573                         break;
574                 default:
575                         break;
576         }
577         }
578
579         switch(p_ptr->pclass)
580         {
581                 case CLASS_WARRIOR:
582                         if (plev > 39)
583                         {
584 #ifdef JP
585 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(75 MP)";
586 #else
587                                 info[i++] = "You can attack some random directions at a time (cost 75).";
588 #endif
589                         }
590                         break;
591                 case CLASS_MAGE:
592                 case CLASS_HIGH_MAGE:
593                 case CLASS_SORCERER:
594                         if (plev > 24)
595                         {
596 #ifdef JP
597 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(1 MP)";
598 #else
599                                 info[i++] = "You can absorb charges from an item (cost 1).";
600 #endif
601                         }
602                         break;
603                 case CLASS_PRIEST:
604                         if (is_good_realm(p_ptr->realm1))
605                         {
606                                 if (plev > 34)
607                                 {
608 #ifdef JP
609 info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(70 MP)";
610 #else
611                                         info[i++] = "You can bless a weapon (cost 70).";
612 #endif
613                                 }
614                         }
615                         else
616                         {
617                                 if (plev > 41)
618                                 {
619 #ifdef JP
620 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ¤ê¤Î¤¹¤Ù¤Æ¤Î¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(40 MP)";
621 #else
622                                         info[i++] = "You can damages all monsters in sight (cost 40).";
623 #endif
624                                 }
625                         }
626                         break;
627                 case CLASS_ROGUE:
628                         if (plev > 7)
629                         {
630 #ifdef JP
631 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(12 MP)";
632 #else
633                                 info[i++] = "You can hit a monster and teleport at a time (cost 12).";
634 #endif
635                         }
636                         break;
637                 case CLASS_RANGER:
638                         if (plev > 14)
639                         {
640 #ifdef JP
641 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(20 MP)";
642 #else
643                                 info[i++] = "You can prove monsters (cost 20).";
644 #endif
645                         }
646                         break;
647                 case CLASS_PALADIN:
648                         if (is_good_realm(p_ptr->realm1))
649                         {
650                                 if (plev > 29)
651                                 {
652 #ifdef JP
653 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(30 MP)";
654 #else
655                                         info[i++] = "You can fires a holy spear (cost 30).";
656 #endif
657                                 }
658                         }
659                         else
660                         {
661                                 if (plev > 29)
662                                 {
663 #ifdef JP
664 info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£(30 MP)";
665 #else
666                                         info[i++] = "You can fires a spear which drains vitality (cost 30).";
667 #endif
668                                 }
669                         }
670                         break;
671                 case CLASS_WARRIOR_MAGE:
672                         if (plev > 24)
673                         {
674 #ifdef JP
675 info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
676 #else
677                                 info[i++] = "You can convert HP to SP (cost 0).";
678 #endif
679 #ifdef JP
680 info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
681 #else
682                                 info[i++] = "You can convert SP to HP (cost 0).";
683 #endif
684                         }
685                         break;
686                 case CLASS_CHAOS_WARRIOR:
687                         if (plev > 39)
688                         {
689 #ifdef JP
690 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(50 MP)";
691 #else
692                                 info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
693 #endif
694                         }
695                         break;
696                 case CLASS_MONK:
697                         if (plev > 24)
698                         {
699 #ifdef JP
700 info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
701 #else
702                                 info[i++] = "You can assume a posture of special form (cost 0).";
703 #endif
704                         }
705                         if (plev > 29)
706                         {
707 #ifdef JP
708 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤­¤ë¡£(30 MP)";
709 #else
710                                 info[i++] = "You can perform double attacks in a time (cost 30).";
711 #endif
712                         }
713                         break;
714                 case CLASS_MINDCRAFTER:
715                 case CLASS_FORCETRAINER:
716                         if (plev > 14)
717                         {
718 #ifdef JP
719 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
720 #else
721                                 info[i++] = "You can concentrate to regenerate your mana (cost 0).";
722 #endif
723                         }
724                         break;
725                 case CLASS_TOURIST:
726 #ifdef JP
727 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
728 #else
729                                 info[i++] = "You can take a photograph (cost 0).";
730 #endif
731                         if (plev > 24)
732                         {
733 #ifdef JP
734 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(20 MP)";
735 #else
736                                 info[i++] = "You can *identify* items (cost 20).";
737 #endif
738                         }
739                         break;
740                 case CLASS_IMITATOR:
741                         if (plev > 29)
742                         {
743 #ifdef JP
744 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤­¤ë¡£(100 MP)";
745 #else
746                                 info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
747 #endif
748                         }
749                         break;
750                 case CLASS_BEASTMASTER:
751 #ifdef JP
752 info[i++] = "¤¢¤Ê¤¿¤Ï1ÂΤÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥ì¥Ù¥ë/4 MP)";
753 #else
754                         info[i++] = "You can dominate a monster (cost level/4).";
755 #endif
756                         if (plev > 29)
757                         {
758 #ifdef JP
759 info[i++] = "¤¢¤Ê¤¿¤Ï»ë³¦Æâ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£((¥ì¥Ù¥ë+20)/2 MP)";
760 #else
761                                 info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
762 #endif
763                         }
764                         break;
765                 case CLASS_MAGIC_EATER:
766 #ifdef JP
767 info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
768 #else
769                         info[i++] = "You can absorb a staff, wand or rod itself.";
770 #endif
771                         break;
772                 case CLASS_RED_MAGE:
773                         if (plev > 47)
774                         {
775 #ifdef JP
776 info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(77 MP)";
777 #else
778                                 info[i++] = "You can cast two spells in one time (cost 77).";
779 #endif
780                         }
781                         break;
782                 case CLASS_SAMURAI:
783                         {
784 #ifdef JP
785 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
786 #else
787                                 info[i++] = "You can concentrate to regenerate your mana.";
788 #endif
789                         }
790                         if (plev > 24)
791                         {
792 #ifdef JP
793 info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
794 #else
795                                 info[i++] = "You can assume a posture of special form.";
796 #endif
797                         }
798                         break;
799                 case CLASS_BLUE_MAGE:
800 #ifdef JP
801 info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤­¤ë¡£";
802 #else
803                         info[i++] = "You can study spells which your enemy casts on you.";
804 #endif
805                         break;
806                 case CLASS_CAVALRY:
807                         if (plev > 9)
808                         {
809 #ifdef JP
810 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
811 #else
812                                 info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
813 #endif
814                         }
815                         break;
816                 case CLASS_BERSERKER:
817                         if (plev > 9)
818                         {
819 #ifdef JP
820 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤­Í褹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
821 #else
822                         info[i++] = "You can travel between town and the depths.";
823 #endif
824                         }
825                         break;
826                 case CLASS_MIRROR_MASTER:
827 #ifdef JP
828 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤­¤ë¡£(2 MP)";
829 #else
830                                 info[i++] = "You can create a Mirror (cost 2).";
831 #endif
832 #ifdef JP
833 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(0 MP)";
834 #else
835                                 info[i++] = "You can break distant Mirrors (cost 0).";
836 #endif
837                         break;
838                 case CLASS_NINJA:
839                         if (plev > 19)
840                         {
841 #ifdef JP
842 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
843 #else
844                                 info[i++] = "You can walk extremery fast.";
845 #endif
846                         }
847                         break;
848         }
849
850         if (p_ptr->muta1)
851         {
852                 if (p_ptr->muta1 & MUT1_SPIT_ACID)
853                 {
854 #ifdef JP
855 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤­¤«¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
856 #else
857                         info[i++] = "You can spit acid (dam lvl).";
858 #endif
859
860                 }
861                 if (p_ptr->muta1 & MUT1_BR_FIRE)
862                 {
863 #ifdef JP
864 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
865 #else
866                         info[i++] = "You can breathe fire (dam lvl * 2).";
867 #endif
868
869                 }
870                 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
871                 {
872 #ifdef JP
873 info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
874 #else
875                         info[i++] = "Your gaze is hypnotic.";
876 #endif
877
878                 }
879                 if (p_ptr->muta1 & MUT1_TELEKINES)
880                 {
881 #ifdef JP
882 info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
883 #else
884                         info[i++] = "You are telekinetic.";
885 #endif
886
887                 }
888                 if (p_ptr->muta1 & MUT1_VTELEPORT)
889                 {
890 #ifdef JP
891 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤­¤ë¡£";
892 #else
893                         info[i++] = "You can teleport at will.";
894 #endif
895
896                 }
897                 if (p_ptr->muta1 & MUT1_MIND_BLST)
898                 {
899 #ifdef JP
900 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
901 #else
902                         info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
903 #endif
904
905                 }
906                 if (p_ptr->muta1 & MUT1_RADIATION)
907                 {
908 #ifdef JP
909 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
910 #else
911                         info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
912 #endif
913
914                 }
915                 if (p_ptr->muta1 & MUT1_VAMPIRISM)
916                 {
917 #ifdef JP
918 info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
919 #else
920                         info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
921 #endif
922
923                 }
924                 if (p_ptr->muta1 & MUT1_SMELL_MET)
925                 {
926 #ifdef JP
927 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
928 #else
929                         info[i++] = "You can smell nearby precious metal.";
930 #endif
931
932                 }
933                 if (p_ptr->muta1 & MUT1_SMELL_MON)
934                 {
935 #ifdef JP
936 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
937 #else
938                         info[i++] = "You can smell nearby monsters.";
939 #endif
940
941                 }
942                 if (p_ptr->muta1 & MUT1_BLINK)
943                 {
944 #ifdef JP
945 info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤­¤ë¡£";
946 #else
947                         info[i++] = "You can teleport yourself short distances.";
948 #endif
949
950                 }
951                 if (p_ptr->muta1 & MUT1_EAT_ROCK)
952                 {
953 #ifdef JP
954 info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
955 #else
956                         info[i++] = "You can consume solid rock.";
957 #endif
958
959                 }
960                 if (p_ptr->muta1 & MUT1_SWAP_POS)
961                 {
962 #ifdef JP
963 info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
964 #else
965                         info[i++] = "You can switch locations with another being.";
966 #endif
967
968                 }
969                 if (p_ptr->muta1 & MUT1_SHRIEK)
970                 {
971 #ifdef JP
972 info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
973 #else
974                         info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
975 #endif
976
977                 }
978                 if (p_ptr->muta1 & MUT1_ILLUMINE)
979                 {
980 #ifdef JP
981 info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤­¤ë¡£";
982 #else
983                         info[i++] = "You can emit bright light.";
984 #endif
985
986                 }
987                 if (p_ptr->muta1 & MUT1_DET_CURSE)
988                 {
989 #ifdef JP
990 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
991 #else
992                         info[i++] = "You can feel the danger of evil magic.";
993 #endif
994
995                 }
996                 if (p_ptr->muta1 & MUT1_BERSERK)
997                 {
998 #ifdef JP
999 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤­¤ë¡£";
1000 #else
1001                         info[i++] = "You can drive yourself into a berserk frenzy.";
1002 #endif
1003
1004                 }
1005                 if (p_ptr->muta1 & MUT1_POLYMORPH)
1006                 {
1007 #ifdef JP
1008 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤­¤ë¡£";
1009 #else
1010                         info[i++] = "You can polymorph yourself at will.";
1011 #endif
1012
1013                 }
1014                 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1015                 {
1016 #ifdef JP
1017 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1018 #else
1019                         info[i++] = "You can turn ordinary items to gold.";
1020 #endif
1021
1022                 }
1023                 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1024                 {
1025 #ifdef JP
1026 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥­¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
1027 #else
1028                         info[i++] = "You can cause mold to grow near you.";
1029 #endif
1030
1031                 }
1032                 if (p_ptr->muta1 & MUT1_RESIST)
1033                 {
1034 #ifdef JP
1035 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1036 #else
1037                         info[i++] = "You can harden yourself to the ravages of the elements.";
1038 #endif
1039
1040                 }
1041                 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1042                 {
1043 #ifdef JP
1044 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1045 #else
1046                         info[i++] = "You can bring down the dungeon around your ears.";
1047 #endif
1048
1049                 }
1050                 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1051                 {
1052 #ifdef JP
1053 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ­¤ë¡£";
1054 #else
1055                         info[i++] = "You can consume magic energy for your own use.";
1056 #endif
1057
1058                 }
1059                 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1060                 {
1061 #ifdef JP
1062 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1063 #else
1064                         info[i++] = "You can feel the strength of the magics affecting you.";
1065 #endif
1066
1067                 }
1068                 if (p_ptr->muta1 & MUT1_STERILITY)
1069                 {
1070 #ifdef JP
1071 info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
1072 #else
1073                         info[i++] = "You can cause mass impotence.";
1074 #endif
1075
1076                 }
1077                 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1078                 {
1079 #ifdef JP
1080 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1081 #else
1082                         info[i++] = "You can run for your life after hitting something.";
1083 #endif
1084
1085                 }
1086                 if (p_ptr->muta1 & MUT1_DAZZLE)
1087                 {
1088 #ifdef JP
1089 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤­µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£ ";
1090 #else
1091                         info[i++] = "You can emit confusing, blinding radiation.";
1092 #endif
1093
1094                 }
1095                 if (p_ptr->muta1 & MUT1_LASER_EYE)
1096                 {
1097 #ifdef JP
1098 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
1099 #else
1100                         info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
1101 #endif
1102
1103                 }
1104                 if (p_ptr->muta1 & MUT1_RECALL)
1105                 {
1106 #ifdef JP
1107 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤­Í褹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1108 #else
1109                         info[i++] = "You can travel between town and the depths.";
1110 #endif
1111
1112                 }
1113                 if (p_ptr->muta1 & MUT1_BANISH)
1114                 {
1115 #ifdef JP
1116 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤­¤ë¡£";
1117 #else
1118                         info[i++] = "You can send evil creatures directly to Hell.";
1119 #endif
1120
1121                 }
1122                 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1123                 {
1124 #ifdef JP
1125 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤­¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
1126 #else
1127                         info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
1128 #endif
1129
1130                 }
1131                 if (p_ptr->muta1 & MUT1_LAUNCHER)
1132                 {
1133 #ifdef JP
1134 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
1135 #else
1136                         info[i++] = "You can hurl objects with great force.";
1137 #endif
1138
1139                 }
1140         }
1141
1142         if (p_ptr->muta2)
1143         {
1144                 if (p_ptr->muta2 & MUT2_BERS_RAGE)
1145                 {
1146 #ifdef JP
1147 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
1148 #else
1149                         info[i++] = "You are subject to berserker fits.";
1150 #endif
1151
1152                 }
1153                 if (p_ptr->muta2 & MUT2_COWARDICE)
1154                 {
1155 #ifdef JP
1156 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1157 #else
1158                         info[i++] = "You are subject to cowardice.";
1159 #endif
1160
1161                 }
1162                 if (p_ptr->muta2 & MUT2_RTELEPORT)
1163                 {
1164 #ifdef JP
1165 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
1166 #else
1167                         info[i++] = "You are teleporting randomly.";
1168 #endif
1169
1170                 }
1171                 if (p_ptr->muta2 & MUT2_ALCOHOL)
1172                 {
1173 #ifdef JP
1174 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
1175 #else
1176                         info[i++] = "Your body produces alcohol.";
1177 #endif
1178
1179                 }
1180                 if (p_ptr->muta2 & MUT2_HALLU)
1181                 {
1182 #ifdef JP
1183 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤­µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1184 #else
1185                         info[i++] = "You have a hallucinatory insanity.";
1186 #endif
1187
1188                 }
1189                 if (p_ptr->muta2 & MUT2_FLATULENT)
1190                 {
1191 #ifdef JP
1192 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤­¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
1193 #else
1194                         info[i++] = "You are subject to uncontrollable flatulence.";
1195 #endif
1196
1197                 }
1198                 if (p_ptr->muta2 & MUT2_PROD_MANA)
1199                 {
1200 #ifdef JP
1201 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
1202 #else
1203                         info[i++] = "You are producing magical energy uncontrollably.";
1204 #endif
1205
1206                 }
1207                 if (p_ptr->muta2 & MUT2_ATT_DEMON)
1208                 {
1209 #ifdef JP
1210 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤­¤Ä¤±¤ë¡£";
1211 #else
1212                         info[i++] = "You attract demons.";
1213 #endif
1214
1215                 }
1216                 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
1217                 {
1218 #ifdef JP
1219 info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
1220 #else
1221                         info[i++] = "You have a scorpion tail (poison, 3d7).";
1222 #endif
1223
1224                 }
1225                 if (p_ptr->muta2 & MUT2_HORNS)
1226                 {
1227 #ifdef JP
1228 info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
1229 #else
1230                         info[i++] = "You have horns (dam. 2d6).";
1231 #endif
1232
1233                 }
1234                 if (p_ptr->muta2 & MUT2_BEAK)
1235                 {
1236 #ifdef JP
1237 info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
1238 #else
1239                         info[i++] = "You have a beak (dam. 2d4).";
1240 #endif
1241
1242                 }
1243                 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
1244                 {
1245 #ifdef JP
1246 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
1247 #else
1248                         info[i++] = "You move faster or slower randomly.";
1249 #endif
1250
1251                 }
1252                 if (p_ptr->muta2 & MUT2_BANISH_ALL)
1253                 {
1254 #ifdef JP
1255 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
1256 #else
1257                         info[i++] = "You sometimes cause nearby creatures to vanish.";
1258 #endif
1259
1260                 }
1261                 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
1262                 {
1263 #ifdef JP
1264 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
1265 #else
1266                         info[i++] = "You sometimes feed off of the light around you.";
1267 #endif
1268
1269                 }
1270                 if (p_ptr->muta2 & MUT2_TRUNK)
1271                 {
1272 #ifdef JP
1273 info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
1274 #else
1275                         info[i++] = "You have an elephantine trunk (dam 1d4).";
1276 #endif
1277
1278                 }
1279                 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
1280                 {
1281 #ifdef JP
1282 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤­¤Ä¤±¤ë¡£";
1283 #else
1284                         info[i++] = "You attract animals.";
1285 #endif
1286
1287                 }
1288                 if (p_ptr->muta2 & MUT2_TENTACLES)
1289                 {
1290 #ifdef JP
1291 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
1292 #else
1293                         info[i++] = "You have evil looking tentacles (dam 2d5).";
1294 #endif
1295
1296                 }
1297                 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
1298                 {
1299 #ifdef JP
1300 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
1301 #else
1302                         info[i++] = "You occasionally are surrounded with raw chaos.";
1303 #endif
1304
1305                 }
1306                 if (p_ptr->muta2 & MUT2_NORMALITY)
1307                 {
1308 #ifdef JP
1309 info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤­¤Æ¤¤¤ë¡£";
1310 #else
1311                         info[i++] = "You may be mutated, but you're recovering.";
1312 #endif
1313
1314                 }
1315                 if (p_ptr->muta2 & MUT2_WRAITH)
1316                 {
1317 #ifdef JP
1318 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
1319 #else
1320                         info[i++] = "You fade in and out of physical reality.";
1321 #endif
1322
1323                 }
1324                 if (p_ptr->muta2 & MUT2_POLY_WOUND)
1325                 {
1326 #ifdef JP
1327 info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
1328 #else
1329                         info[i++] = "Your health is subject to chaotic forces.";
1330 #endif
1331
1332                 }
1333                 if (p_ptr->muta2 & MUT2_WASTING)
1334                 {
1335 #ifdef JP
1336 info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
1337 #else
1338                         info[i++] = "You have a horrible wasting disease.";
1339 #endif
1340
1341                 }
1342                 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
1343                 {
1344 #ifdef JP
1345 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤­¤Ä¤±¤ë¡£";
1346 #else
1347                         info[i++] = "You attract dragons.";
1348 #endif
1349
1350                 }
1351                 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
1352                 {
1353 #ifdef JP
1354 info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
1355 #else
1356                         info[i++] = "Your mind randomly expands and contracts.";
1357 #endif
1358
1359                 }
1360                 if (p_ptr->muta2 & MUT2_NAUSEA)
1361                 {
1362 #ifdef JP
1363 info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夭¤¬¤Ê¤¤¡£";
1364 #else
1365                         info[i++] = "You have a seriously upset stomach.";
1366 #endif
1367
1368                 }
1369                 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
1370                 {
1371 #ifdef JP
1372 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°­Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
1373 #else
1374                         info[i++] = "Chaos deities give you gifts.";
1375 #endif
1376
1377                 }
1378                 if (p_ptr->muta2 & MUT2_WALK_SHAD)
1379                 {
1380 #ifdef JP
1381 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
1382 #else
1383                         info[i++] = "You occasionally stumble into other shadows.";
1384 #endif
1385
1386                 }
1387                 if (p_ptr->muta2 & MUT2_WARNING)
1388                 {
1389 #ifdef JP
1390 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
1391 #else
1392                         info[i++] = "You receive warnings about your foes.";
1393 #endif
1394
1395                 }
1396                 if (p_ptr->muta2 & MUT2_INVULN)
1397                 {
1398 #ifdef JP
1399 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
1400 #else
1401                         info[i++] = "You occasionally feel invincible.";
1402 #endif
1403
1404                 }
1405                 if (p_ptr->muta2 & MUT2_SP_TO_HP)
1406                 {
1407 #ifdef JP
1408 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
1409 #else
1410                         info[i++] = "Your blood sometimes rushes to your muscles.";
1411 #endif
1412
1413                 }
1414                 if (p_ptr->muta2 & MUT2_HP_TO_SP)
1415                 {
1416 #ifdef JP
1417 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
1418 #else
1419                         info[i++] = "Your blood sometimes rushes to your head.";
1420 #endif
1421
1422                 }
1423                 if (p_ptr->muta2 & MUT2_DISARM)
1424                 {
1425 #ifdef JP
1426 info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
1427 #else
1428                         info[i++] = "You occasionally stumble and drop things.";
1429 #endif
1430
1431                 }
1432         }
1433
1434         if (p_ptr->muta3)
1435         {
1436                 if (p_ptr->muta3 & MUT3_HYPER_STR)
1437                 {
1438 #ifdef JP
1439 info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
1440 #else
1441                         info[i++] = "You are superhumanly strong (+4 STR).";
1442 #endif
1443
1444                 }
1445                 if (p_ptr->muta3 & MUT3_PUNY)
1446                 {
1447 #ifdef JP
1448 info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
1449 #else
1450                         info[i++] = "You are puny (-4 STR).";
1451 #endif
1452
1453                 }
1454                 if (p_ptr->muta3 & MUT3_HYPER_INT)
1455                 {
1456 #ifdef JP
1457 info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸­¤µ+4)";
1458 #else
1459                         info[i++] = "Your brain is a living computer (+4 INT/WIS).";
1460 #endif
1461
1462                 }
1463                 if (p_ptr->muta3 & MUT3_MORONIC)
1464                 {
1465 #ifdef JP
1466 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸­¤µ-4)";
1467 #else
1468                         info[i++] = "You are moronic (-4 INT/WIS).";
1469 #endif
1470
1471                 }
1472                 if (p_ptr->muta3 & MUT3_RESILIENT)
1473                 {
1474 #ifdef JP
1475 info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
1476 #else
1477                         info[i++] = "You are very resilient (+4 CON).";
1478 #endif
1479
1480                 }
1481                 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1482                 {
1483 #ifdef JP
1484 info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
1485 #else
1486                         info[i++] = "You are extremely fat (+2 CON, -2 speed).";
1487 #endif
1488
1489                 }
1490                 if (p_ptr->muta3 & MUT3_ALBINO)
1491                 {
1492 #ifdef JP
1493 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
1494 #else
1495                         info[i++] = "You are albino (-4 CON).";
1496 #endif
1497
1498                 }
1499                 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1500                 {
1501 #ifdef JP
1502 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
1503 #else
1504                         info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
1505 #endif
1506
1507                 }
1508                 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1509                 {
1510 #ifdef JP
1511 info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥­¡¼¥­¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
1512 #else
1513                         info[i++] = "Your voice is a silly squeak (-4 CHR).";
1514 #endif
1515
1516                 }
1517                 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1518                 {
1519 #ifdef JP
1520 info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
1521 #else
1522                         info[i++] = "Your face is featureless (-1 CHR).";
1523 #endif
1524
1525                 }
1526                 if (p_ptr->muta3 & MUT3_ILL_NORM)
1527                 {
1528 #ifdef JP
1529 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1530 #else
1531                         info[i++] = "Your appearance is masked with illusion.";
1532 #endif
1533
1534                 }
1535                 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1536                 {
1537 #ifdef JP
1538 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
1539 #else
1540                         info[i++] = "You have an extra pair of eyes (+15 search).";
1541 #endif
1542
1543                 }
1544                 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1545                 {
1546 #ifdef JP
1547 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ­¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
1548 #else
1549                         info[i++] = "You are resistant to magic.";
1550 #endif
1551
1552                 }
1553                 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1554                 {
1555 #ifdef JP
1556 info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
1557 #else
1558                         info[i++] = "You make a lot of strange noise (-3 stealth).";
1559 #endif
1560
1561                 }
1562                 if (p_ptr->muta3 & MUT3_INFRAVIS)
1563                 {
1564 #ifdef JP
1565 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
1566 #else
1567                         info[i++] = "You have remarkable infravision (+3).";
1568 #endif
1569
1570                 }
1571                 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1572                 {
1573 #ifdef JP
1574 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤέ¤¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
1575 #else
1576                         info[i++] = "You have an extra pair of legs (+3 speed).";
1577 #endif
1578
1579                 }
1580                 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1581                 {
1582 #ifdef JP
1583 info[i++] = "¤¢¤Ê¤¿¤Î­¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
1584 #else
1585                         info[i++] = "Your legs are short stubs (-3 speed).";
1586 #endif
1587
1588                 }
1589                 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1590                 {
1591 #ifdef JP
1592 info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
1593 #else
1594                         info[i++] = "Electricity is running through your veins.";
1595 #endif
1596
1597                 }
1598                 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1599                 {
1600 #ifdef JP
1601 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1602 #else
1603                         info[i++] = "Your body is enveloped in flames.";
1604 #endif
1605                 }
1606                 if (p_ptr->muta3 & MUT3_WART_SKIN)
1607                 {
1608 #ifdef JP
1609 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
1610 #else
1611                         info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
1612 #endif
1613
1614                 }
1615                 if (p_ptr->muta3 & MUT3_SCALES)
1616                 {
1617 #ifdef JP
1618 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
1619 #else
1620                         info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
1621 #endif
1622
1623                 }
1624                 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1625                 {
1626 #ifdef JP
1627 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤­¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
1628 #else
1629                         info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
1630 #endif
1631
1632                 }
1633                 if (p_ptr->muta3 & MUT3_WINGS)
1634                 {
1635 #ifdef JP
1636 info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1637 #else
1638                         info[i++] = "You have wings.";
1639 #endif
1640
1641                 }
1642                 if (p_ptr->muta3 & MUT3_FEARLESS)
1643                 {
1644                         /* Unnecessary */
1645                 }
1646                 if (p_ptr->muta3 & MUT3_REGEN)
1647                 {
1648                         /* Unnecessary */
1649                 }
1650                 if (p_ptr->muta3 & MUT3_ESP)
1651                 {
1652                         /* Unnecessary */
1653                 }
1654                 if (p_ptr->muta3 & MUT3_LIMBER)
1655                 {
1656 #ifdef JP
1657 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
1658 #else
1659                         info[i++] = "Your body is very limber (+3 DEX).";
1660 #endif
1661
1662                 }
1663                 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1664                 {
1665 #ifdef JP
1666 info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
1667 #else
1668                         info[i++] = "Your joints ache constantly (-3 DEX).";
1669 #endif
1670
1671                 }
1672                 if (p_ptr->muta3 & MUT3_VULN_ELEM)
1673                 {
1674 #ifdef JP
1675 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£";
1676 #else
1677                         info[i++] = "You are susceptible to damage from the elements.";
1678 #endif
1679
1680                 }
1681                 if (p_ptr->muta3 & MUT3_MOTION)
1682                 {
1683 #ifdef JP
1684 info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)";
1685 #else
1686                         info[i++] = "Your movements are precise and forceful (+1 STL).";
1687 #endif
1688
1689                 }
1690                 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
1691                 {
1692 #ifdef JP
1693 info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1694 #else
1695                         info[i++] = "There is a white aura surrounding you.";
1696 #endif
1697                 }
1698                 if (p_ptr->muta3 & MUT3_BAD_LUCK)
1699                 {
1700 #ifdef JP
1701 info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1702 #else
1703                         info[i++] = "There is a black aura surrounding you.";
1704 #endif
1705                 }
1706         }
1707
1708         if (p_ptr->blind)
1709         {
1710 #ifdef JP
1711 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
1712 #else
1713                 info[i++] = "You cannot see.";
1714 #endif
1715
1716         }
1717         if (p_ptr->confused)
1718         {
1719 #ifdef JP
1720 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
1721 #else
1722                 info[i++] = "You are confused.";
1723 #endif
1724
1725         }
1726         if (p_ptr->afraid)
1727         {
1728 #ifdef JP
1729 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1730 #else
1731                 info[i++] = "You are terrified.";
1732 #endif
1733
1734         }
1735         if (p_ptr->cut)
1736         {
1737 #ifdef JP
1738 info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£";
1739 #else
1740                 info[i++] = "You are bleeding.";
1741 #endif
1742
1743         }
1744         if (p_ptr->stun)
1745         {
1746 #ifdef JP
1747 info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£";
1748 #else
1749                 info[i++] = "You are stunned.";
1750 #endif
1751
1752         }
1753         if (p_ptr->poisoned)
1754         {
1755 #ifdef JP
1756 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1757 #else
1758                 info[i++] = "You are poisoned.";
1759 #endif
1760
1761         }
1762         if (p_ptr->image)
1763         {
1764 #ifdef JP
1765 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
1766 #else
1767                 info[i++] = "You are hallucinating.";
1768 #endif
1769
1770         }
1771         if (p_ptr->cursed & TRC_TY_CURSE)
1772         {
1773 #ifdef JP
1774 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê±åÇ°¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
1775 #else
1776                 info[i++] = "You carry an ancient foul curse.";
1777 #endif
1778
1779         }
1780         if (p_ptr->cursed & TRC_AGGRAVATE)
1781         {
1782 #ifdef JP
1783 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
1784 #else
1785                 info[i++] = "You aggravate monsters.";
1786 #endif
1787
1788         }
1789         if (p_ptr->cursed & TRC_DRAIN_EXP)
1790         {
1791 #ifdef JP
1792 info[i++] = "¤¢¤Ê¤¿¤Ï·Ð¸³ÃͤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1793 #else
1794                 info[i++] = "You are drained.";
1795 #endif
1796
1797         }
1798         if (p_ptr->cursed & TRC_SLOW_REGEN)
1799         {
1800 #ifdef JP
1801 info[i++] = "¤¢¤Ê¤¿¤Î²óÉüÎϤÏÈó¾ï¤ËÃÙ¤¤¡£";
1802 #else
1803                 info[i++] = "You regenerate slowly.";
1804 #endif
1805
1806         }
1807         if (p_ptr->cursed & TRC_ADD_L_CURSE)
1808         {
1809 #ifdef JP
1810 info[i++] = "¤¢¤Ê¤¿¤Î¼å¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1811 #else
1812                 info[i++] = "Your weak curses multiply.";
1813 #endif
1814
1815         }
1816         if (p_ptr->cursed & TRC_ADD_H_CURSE)
1817         {
1818 #ifdef JP
1819 info[i++] = "¤¢¤Ê¤¿¤Î¶¯¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1820 #else
1821                 info[i++] = "Your heavy curses multiply.";
1822 #endif
1823
1824         }
1825         if (p_ptr->cursed & TRC_CALL_ANIMAL)
1826         {
1827 #ifdef JP
1828 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1829 #else
1830                 info[i++] = "You attract animals.";
1831 #endif
1832
1833         }
1834         if (p_ptr->cursed & TRC_CALL_DEMON)
1835         {
1836 #ifdef JP
1837 info[i++] = "¤¢¤Ê¤¿¤Ï°­Ëâ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1838 #else
1839                 info[i++] = "You attract demons.";
1840 #endif
1841
1842         }
1843         if (p_ptr->cursed & TRC_CALL_DRAGON)
1844         {
1845 #ifdef JP
1846 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1847 #else
1848                 info[i++] = "You attract dragons.";
1849 #endif
1850
1851         }
1852         if (p_ptr->cursed & TRC_COWARDICE)
1853         {
1854 #ifdef JP
1855 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1856 #else
1857                 info[i++] = "You are subject to cowardice.";
1858 #endif
1859
1860         }
1861         if (p_ptr->cursed & TRC_TELEPORT)
1862         {
1863 #ifdef JP
1864 info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
1865 #else
1866                 info[i++] = "Your position is very uncertain.";
1867 #endif
1868
1869         }
1870         if (p_ptr->cursed & TRC_LOW_MELEE)
1871         {
1872 #ifdef JP
1873 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
1874 #else
1875                 info[i++] = "Your weapon causes you to miss blows.";
1876 #endif
1877
1878         }
1879         if (p_ptr->cursed & TRC_LOW_AC)
1880         {
1881 #ifdef JP
1882 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
1883 #else
1884                 info[i++] = "You are subject to be hit.";
1885 #endif
1886
1887         }
1888         if (p_ptr->cursed & TRC_LOW_MAGIC)
1889         {
1890 #ifdef JP
1891 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤ò¼ºÇÔ¤·¤ä¤¹¤¤¡£";
1892 #else
1893                 info[i++] = "You are subject to fail spellcasting.";
1894 #endif
1895
1896         }
1897         if (p_ptr->cursed & TRC_FAST_DIGEST)
1898         {
1899 #ifdef JP
1900 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤ªÊ¢¤¬¤Ø¤ë¡£";
1901 #else
1902                 info[i++] = "You have a good appetite.";
1903 #endif
1904
1905         }
1906         if (p_ptr->cursed & TRC_DRAIN_HP)
1907         {
1908 #ifdef JP
1909 info[i++] = "¤¢¤Ê¤¿¤ÏÂÎÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1910 #else
1911                 info[i++] = "You are drained.";
1912 #endif
1913
1914         }
1915         if (p_ptr->cursed & TRC_DRAIN_MANA)
1916         {
1917 #ifdef JP
1918 info[i++] = "¤¢¤Ê¤¿¤ÏËâÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1919 #else
1920                 info[i++] = "You brain is drained.";
1921 #endif
1922
1923         }
1924         if (IS_BLESSED())
1925         {
1926 #ifdef JP
1927 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
1928 #else
1929                 info[i++] = "You feel rightous.";
1930 #endif
1931
1932         }
1933         if (IS_HERO())
1934         {
1935 #ifdef JP
1936 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
1937 #else
1938                 info[i++] = "You feel heroic.";
1939 #endif
1940
1941         }
1942         if (p_ptr->shero)
1943         {
1944 #ifdef JP
1945 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
1946 #else
1947                 info[i++] = "You are in a battle rage.";
1948 #endif
1949
1950         }
1951         if (p_ptr->protevil)
1952         {
1953 #ifdef JP
1954 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
1955 #else
1956                 info[i++] = "You are protected from evil.";
1957 #endif
1958
1959         }
1960         if (p_ptr->shield)
1961         {
1962 #ifdef JP
1963 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
1964 #else
1965                 info[i++] = "You are protected by a mystic shield.";
1966 #endif
1967
1968         }
1969         if (IS_INVULN())
1970         {
1971 #ifdef JP
1972 info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
1973 #else
1974                 info[i++] = "You are temporarily invulnerable.";
1975 #endif
1976
1977         }
1978         if (p_ptr->wraith_form)
1979         {
1980 #ifdef JP
1981 info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
1982 #else
1983                 info[i++] = "You are temporarily incorporeal.";
1984 #endif
1985
1986         }
1987         if (p_ptr->special_attack & ATTACK_CONFUSE)
1988         {
1989 #ifdef JP
1990 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1991 #else
1992                 info[i++] = "Your hands are glowing dull red.";
1993 #endif
1994
1995         }
1996         if (p_ptr->special_attack & ATTACK_FIRE)
1997         {
1998 #ifdef JP
1999 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2000 #else
2001                 info[i++] = "You can strike the enemy with flame.";
2002 #endif
2003
2004         }
2005         if (p_ptr->special_attack & ATTACK_COLD)
2006         {
2007 #ifdef JP
2008 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2009 #else
2010                 info[i++] = "You can strike the enemy with cold.";
2011 #endif
2012
2013         }
2014         if (p_ptr->special_attack & ATTACK_ACID)
2015         {
2016 #ifdef JP
2017 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2018 #else
2019                 info[i++] = "You can strike the enemy with acid.";
2020 #endif
2021
2022         }
2023         if (p_ptr->special_attack & ATTACK_ELEC)
2024         {
2025 #ifdef JP
2026 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2027 #else
2028                 info[i++] = "You can strike the enemy with electoric shock.";
2029 #endif
2030
2031         }
2032         if (p_ptr->special_attack & ATTACK_POIS)
2033         {
2034 #ifdef JP
2035 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2036 #else
2037                 info[i++] = "You can strike the enemy with poison.";
2038 #endif
2039
2040         }
2041         switch (p_ptr->action)
2042         {
2043                 case ACTION_SEARCH:
2044 #ifdef JP
2045 info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
2046 #else
2047                         info[i++] = "You are looking around very carefully.";
2048 #endif
2049                         break;
2050         }
2051         if (p_ptr->new_spells)
2052         {
2053 #ifdef JP
2054 info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤­¤ë¡£";
2055 #else
2056                 info[i++] = "You can learn some spells/prayers.";
2057 #endif
2058
2059         }
2060         if (p_ptr->word_recall)
2061         {
2062 #ifdef JP
2063 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
2064 #else
2065                 info[i++] = "You will soon be recalled.";
2066 #endif
2067
2068         }
2069         if (p_ptr->alter_reality)
2070         {
2071 #ifdef JP
2072                 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ë¤³¤ÎÀ¤³¦¤òÎ¥¤ì¤ë¤À¤í¤¦¡£";
2073 #else
2074                 info[i++] = "You will soon be altered.";
2075 #endif
2076
2077         }
2078         if (p_ptr->see_infra)
2079         {
2080 #ifdef JP
2081 info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
2082 #else
2083                 info[i++] = "Your eyes are sensitive to infrared light.";
2084 #endif
2085
2086         }
2087         if (p_ptr->see_inv)
2088         {
2089 #ifdef JP
2090 info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2091 #else
2092                 info[i++] = "You can see invisible creatures.";
2093 #endif
2094
2095         }
2096         if (p_ptr->levitation)
2097         {
2098 #ifdef JP
2099 info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤­¤ë¡£";
2100 #else
2101                 info[i++] = "You can fly.";
2102 #endif
2103
2104         }
2105         if (p_ptr->free_act)
2106         {
2107 #ifdef JP
2108 info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2109 #else
2110                 info[i++] = "You have free action.";
2111 #endif
2112
2113         }
2114         if (p_ptr->regenerate)
2115         {
2116 #ifdef JP
2117 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
2118 #else
2119                 info[i++] = "You regenerate quickly.";
2120 #endif
2121
2122         }
2123         if (p_ptr->slow_digest)
2124         {
2125 #ifdef JP
2126 info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
2127 #else
2128                 info[i++] = "Your appetite is small.";
2129 #endif
2130
2131         }
2132         if (p_ptr->telepathy)
2133         {
2134 #ifdef JP
2135 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2136 #else
2137                 info[i++] = "You have ESP.";
2138 #endif
2139
2140         }
2141         if (p_ptr->esp_animal)
2142         {
2143 #ifdef JP
2144 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Á³³¦¤ÎÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2145 #else
2146                 info[i++] = "You sense natural creatures.";
2147 #endif
2148
2149         }
2150         if (p_ptr->esp_undead)
2151         {
2152 #ifdef JP
2153 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ó¥Ç¥Ã¥É¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2154 #else
2155                 info[i++] = "You sense undead.";
2156 #endif
2157
2158         }
2159         if (p_ptr->esp_demon)
2160         {
2161 #ifdef JP
2162 info[i++] = "¤¢¤Ê¤¿¤Ï°­Ëâ¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2163 #else
2164                 info[i++] = "You sense demons.";
2165 #endif
2166
2167         }
2168         if (p_ptr->esp_orc)
2169         {
2170 #ifdef JP
2171 info[i++] = "¤¢¤Ê¤¿¤Ï¥ª¡¼¥¯¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2172 #else
2173                 info[i++] = "You sense orcs.";
2174 #endif
2175
2176         }
2177         if (p_ptr->esp_troll)
2178         {
2179 #ifdef JP
2180 info[i++] = "¤¢¤Ê¤¿¤Ï¥È¥í¥ë¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2181 #else
2182                 info[i++] = "You sense trolls.";
2183 #endif
2184
2185         }
2186         if (p_ptr->esp_giant)
2187         {
2188 #ifdef JP
2189 info[i++] = "¤¢¤Ê¤¿¤Ïµð¿Í¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2190 #else
2191                 info[i++] = "You sense giants.";
2192 #endif
2193
2194         }
2195         if (p_ptr->esp_dragon)
2196         {
2197 #ifdef JP
2198 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2199 #else
2200                 info[i++] = "You sense dragons.";
2201 #endif
2202
2203         }
2204         if (p_ptr->esp_human)
2205         {
2206 #ifdef JP
2207 info[i++] = "¤¢¤Ê¤¿¤Ï¿Í´Ö¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2208 #else
2209                 info[i++] = "You sense humans.";
2210 #endif
2211
2212         }
2213         if (p_ptr->esp_evil)
2214         {
2215 #ifdef JP
2216 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤ÊÀ¸¤­Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2217 #else
2218                 info[i++] = "You sense evil creatures.";
2219 #endif
2220
2221         }
2222         if (p_ptr->esp_good)
2223         {
2224 #ifdef JP
2225 info[i++] = "¤¢¤Ê¤¿¤ÏÁ±ÎɤÊÀ¸¤­Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2226 #else
2227                 info[i++] = "You sense good creatures.";
2228 #endif
2229
2230         }
2231         if (p_ptr->esp_nonliving)
2232         {
2233 #ifdef JP
2234 info[i++] = "¤¢¤Ê¤¿¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤθºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2235 #else
2236                 info[i++] = "You sense non-living creatures.";
2237 #endif
2238
2239         }
2240         if (p_ptr->esp_unique)
2241         {
2242 #ifdef JP
2243 info[i++] = "¤¢¤Ê¤¿¤ÏÆÃÊ̤ʶ¯Å¨¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2244 #else
2245                 info[i++] = "You sense unique monsters.";
2246 #endif
2247
2248         }
2249         if (p_ptr->hold_life)
2250         {
2251 #ifdef JP
2252 info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
2253 #else
2254                 info[i++] = "You have a firm hold on your life force.";
2255 #endif
2256
2257         }
2258         if (p_ptr->reflect)
2259         {
2260 #ifdef JP
2261 info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
2262 #else
2263                 info[i++] = "You reflect arrows and bolts.";
2264 #endif
2265
2266         }
2267         if (p_ptr->sh_fire)
2268         {
2269 #ifdef JP
2270 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2271 #else
2272                 info[i++] = "You are surrounded with a fiery aura.";
2273 #endif
2274
2275         }
2276         if (p_ptr->sh_elec)
2277         {
2278 #ifdef JP
2279 info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2280 #else
2281                 info[i++] = "You are surrounded with electricity.";
2282 #endif
2283
2284         }
2285         if (p_ptr->sh_cold)
2286         {
2287 #ifdef JP
2288 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2289 #else
2290                 info[i++] = "You are surrounded with an aura of coldness.";
2291 #endif
2292
2293         }
2294         if (p_ptr->tim_sh_holy)
2295         {
2296 #ifdef JP
2297 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2298 #else
2299                 info[i++] = "You are surrounded with a holy aura.";
2300 #endif
2301
2302         }
2303         if (p_ptr->tim_sh_touki)
2304         {
2305 #ifdef JP
2306 info[i++] = "¤¢¤Ê¤¿¤ÏÆ®µ¤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2307 #else
2308                 info[i++] = "You are surrounded with a energy aura.";
2309 #endif
2310
2311         }
2312         if (p_ptr->anti_magic)
2313         {
2314 #ifdef JP
2315 info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2316 #else
2317                 info[i++] = "You are surrounded by an anti-magic shell.";
2318 #endif
2319
2320         }
2321         if (p_ptr->anti_tele)
2322         {
2323 #ifdef JP
2324 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤­¤Ê¤¤¡£";
2325 #else
2326                 info[i++] = "You cannot teleport.";
2327 #endif
2328
2329         }
2330         if (p_ptr->lite)
2331         {
2332 #ifdef JP
2333 info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
2334 #else
2335                 info[i++] = "You are carrying a permanent light.";
2336 #endif
2337
2338         }
2339         if (p_ptr->warning)
2340         {
2341 #ifdef JP
2342 info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2343 #else
2344                 info[i++] = "You will be warned before dangerous actions.";
2345 #endif
2346
2347         }
2348         if (p_ptr->dec_mana)
2349         {
2350 #ifdef JP
2351 info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2352 #else
2353                 info[i++] = "You can cast spells with fewer mana points.";
2354 #endif
2355
2356         }
2357         if (p_ptr->easy_spell)
2358         {
2359 #ifdef JP
2360 info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2361 #else
2362                 info[i++] = "Fail rate of your magic is decreased.";
2363 #endif
2364
2365         }
2366         if (p_ptr->heavy_spell)
2367         {
2368 #ifdef JP
2369 info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
2370 #else
2371                 info[i++] = "Fail rate of your magic is increased.";
2372 #endif
2373
2374         }
2375         if (p_ptr->mighty_throw)
2376         {
2377 #ifdef JP
2378 info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
2379 #else
2380                 info[i++] = "You can throw objects powerfully.";
2381 #endif
2382
2383         }
2384
2385         if (p_ptr->immune_acid)
2386         {
2387 #ifdef JP
2388 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2389 #else
2390                 info[i++] = "You are completely immune to acid.";
2391 #endif
2392
2393         }
2394         else if (p_ptr->resist_acid && IS_OPPOSE_ACID())
2395         {
2396 #ifdef JP
2397 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2398 #else
2399                 info[i++] = "You resist acid exceptionally well.";
2400 #endif
2401
2402         }
2403         else if (p_ptr->resist_acid || IS_OPPOSE_ACID())
2404         {
2405 #ifdef JP
2406 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2407 #else
2408                 info[i++] = "You are resistant to acid.";
2409 #endif
2410
2411         }
2412
2413         if (p_ptr->immune_elec)
2414         {
2415 #ifdef JP
2416 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2417 #else
2418                 info[i++] = "You are completely immune to lightning.";
2419 #endif
2420
2421         }
2422         else if (p_ptr->resist_elec && IS_OPPOSE_ELEC())
2423         {
2424 #ifdef JP
2425 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2426 #else
2427                 info[i++] = "You resist lightning exceptionally well.";
2428 #endif
2429
2430         }
2431         else if (p_ptr->resist_elec || IS_OPPOSE_ELEC())
2432         {
2433 #ifdef JP
2434 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2435 #else
2436                 info[i++] = "You are resistant to lightning.";
2437 #endif
2438
2439         }
2440
2441         if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
2442         {
2443 #ifdef JP
2444 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
2445 #else
2446                 info[i++] = "You are susceptible to damage from lightning.";
2447 #endif
2448
2449         }
2450
2451         if (p_ptr->immune_fire)
2452         {
2453 #ifdef JP
2454 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2455 #else
2456                 info[i++] = "You are completely immune to fire.";
2457 #endif
2458
2459         }
2460         else if (p_ptr->resist_fire && IS_OPPOSE_FIRE())
2461         {
2462 #ifdef JP
2463 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2464 #else
2465                 info[i++] = "You resist fire exceptionally well.";
2466 #endif
2467
2468         }
2469         else if (p_ptr->resist_fire || IS_OPPOSE_FIRE())
2470         {
2471 #ifdef JP
2472 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2473 #else
2474                 info[i++] = "You are resistant to fire.";
2475 #endif
2476
2477         }
2478
2479         if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
2480         {
2481 #ifdef JP
2482 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
2483 #else
2484                 info[i++] = "You are susceptible to damage from fire.";
2485 #endif
2486
2487         }
2488
2489         if (p_ptr->immune_cold)
2490         {
2491 #ifdef JP
2492 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2493 #else
2494                 info[i++] = "You are completely immune to cold.";
2495 #endif
2496
2497         }
2498         else if (p_ptr->resist_cold && IS_OPPOSE_COLD())
2499         {
2500 #ifdef JP
2501 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2502 #else
2503                 info[i++] = "You resist cold exceptionally well.";
2504 #endif
2505
2506         }
2507         else if (p_ptr->resist_cold || IS_OPPOSE_COLD())
2508         {
2509 #ifdef JP
2510 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2511 #else
2512                 info[i++] = "You are resistant to cold.";
2513 #endif
2514
2515         }
2516
2517         if (p_ptr->resist_pois && IS_OPPOSE_POIS())
2518         {
2519 #ifdef JP
2520 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2521 #else
2522                 info[i++] = "You resist poison exceptionally well.";
2523 #endif
2524
2525         }
2526         else if (p_ptr->resist_pois || IS_OPPOSE_POIS())
2527         {
2528 #ifdef JP
2529 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2530 #else
2531                 info[i++] = "You are resistant to poison.";
2532 #endif
2533
2534         }
2535
2536         if (p_ptr->resist_lite)
2537         {
2538 #ifdef JP
2539 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2540 #else
2541                 info[i++] = "You are resistant to bright light.";
2542 #endif
2543
2544         }
2545
2546         if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2547         {
2548 #ifdef JP
2549 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
2550 #else
2551                 info[i++] = "You are susceptible to damage from bright light.";
2552 #endif
2553
2554         }
2555
2556         if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
2557         {
2558 #ifdef JP
2559 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2560 #else
2561                 info[i++] = "You are completely immune to darkness.";
2562 #endif
2563         }
2564
2565         else if (p_ptr->resist_dark)
2566         {
2567 #ifdef JP
2568 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2569 #else
2570                 info[i++] = "You are resistant to darkness.";
2571 #endif
2572
2573         }
2574         if (p_ptr->resist_conf)
2575         {
2576 #ifdef JP
2577 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2578 #else
2579                 info[i++] = "You are resistant to confusion.";
2580 #endif
2581
2582         }
2583         if (p_ptr->resist_sound)
2584         {
2585 #ifdef JP
2586 info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2587 #else
2588                 info[i++] = "You are resistant to sonic attacks.";
2589 #endif
2590
2591         }
2592         if (p_ptr->resist_disen)
2593         {
2594 #ifdef JP
2595 info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2596 #else
2597                 info[i++] = "You are resistant to disenchantment.";
2598 #endif
2599
2600         }
2601         if (p_ptr->resist_chaos)
2602         {
2603 #ifdef JP
2604 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2605 #else
2606                 info[i++] = "You are resistant to chaos.";
2607 #endif
2608
2609         }
2610         if (p_ptr->resist_shard)
2611         {
2612 #ifdef JP
2613 info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2614 #else
2615                 info[i++] = "You are resistant to blasts of shards.";
2616 #endif
2617
2618         }
2619         if (p_ptr->resist_nexus)
2620         {
2621 #ifdef JP
2622 info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2623 #else
2624                 info[i++] = "You are resistant to nexus attacks.";
2625 #endif
2626
2627         }
2628
2629         if (prace_is_(RACE_SPECTRE))
2630         {
2631 #ifdef JP
2632 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤­¤ë¡£";
2633 #else
2634                 info[i++] = "You can drain nether forces.";
2635 #endif
2636
2637         }
2638         else if (p_ptr->resist_neth)
2639         {
2640 #ifdef JP
2641 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2642 #else
2643                 info[i++] = "You are resistant to nether forces.";
2644 #endif
2645
2646         }
2647         if (p_ptr->resist_fear)
2648         {
2649 #ifdef JP
2650 info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
2651 #else
2652                 info[i++] = "You are completely fearless.";
2653 #endif
2654
2655         }
2656         if (p_ptr->resist_blind)
2657         {
2658 #ifdef JP
2659 info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2660 #else
2661                 info[i++] = "Your eyes are resistant to blindness.";
2662 #endif
2663
2664         }
2665         if (p_ptr->resist_time)
2666         {
2667 #ifdef JP
2668 info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2669 #else
2670                 info[i++] = "You are resistant to time.";
2671 #endif
2672
2673         }
2674
2675         if (p_ptr->sustain_str)
2676         {
2677 #ifdef JP
2678 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2679 #else
2680                 info[i++] = "Your strength is sustained.";
2681 #endif
2682
2683         }
2684         if (p_ptr->sustain_int)
2685         {
2686 #ifdef JP
2687 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2688 #else
2689                 info[i++] = "Your intelligence is sustained.";
2690 #endif
2691
2692         }
2693         if (p_ptr->sustain_wis)
2694         {
2695 #ifdef JP
2696 info[i++] = "¤¢¤Ê¤¿¤Î¸­¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2697 #else
2698                 info[i++] = "Your wisdom is sustained.";
2699 #endif
2700
2701         }
2702         if (p_ptr->sustain_con)
2703         {
2704 #ifdef JP
2705 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2706 #else
2707                 info[i++] = "Your constitution is sustained.";
2708 #endif
2709
2710         }
2711         if (p_ptr->sustain_dex)
2712         {
2713 #ifdef JP
2714 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2715 #else
2716                 info[i++] = "Your dexterity is sustained.";
2717 #endif
2718
2719         }
2720         if (p_ptr->sustain_chr)
2721         {
2722 #ifdef JP
2723 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2724 #else
2725                 info[i++] = "Your charisma is sustained.";
2726 #endif
2727
2728         }
2729
2730         if (have_flag(flgs, TR_STR))
2731         {
2732 #ifdef JP
2733 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2734 #else
2735                 info[i++] = "Your strength is affected by your equipment.";
2736 #endif
2737
2738         }
2739         if (have_flag(flgs, TR_INT))
2740         {
2741 #ifdef JP
2742 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2743 #else
2744                 info[i++] = "Your intelligence is affected by your equipment.";
2745 #endif
2746
2747         }
2748         if (have_flag(flgs, TR_WIS))
2749         {
2750 #ifdef JP
2751 info[i++] = "¤¢¤Ê¤¿¤Î¸­¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2752 #else
2753                 info[i++] = "Your wisdom is affected by your equipment.";
2754 #endif
2755
2756         }
2757         if (have_flag(flgs, TR_DEX))
2758         {
2759 #ifdef JP
2760 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2761 #else
2762                 info[i++] = "Your dexterity is affected by your equipment.";
2763 #endif
2764
2765         }
2766         if (have_flag(flgs, TR_CON))
2767         {
2768 #ifdef JP
2769 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2770 #else
2771                 info[i++] = "Your constitution is affected by your equipment.";
2772 #endif
2773
2774         }
2775         if (have_flag(flgs, TR_CHR))
2776         {
2777 #ifdef JP
2778 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2779 #else
2780                 info[i++] = "Your charisma is affected by your equipment.";
2781 #endif
2782
2783         }
2784
2785         if (have_flag(flgs, TR_STEALTH))
2786         {
2787 #ifdef JP
2788 info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2789 #else
2790                 info[i++] = "Your stealth is affected by your equipment.";
2791 #endif
2792
2793         }
2794         if (have_flag(flgs, TR_SEARCH))
2795         {
2796 #ifdef JP
2797 info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2798 #else
2799                 info[i++] = "Your searching ability is affected by your equipment.";
2800 #endif
2801
2802         }
2803         if (have_flag(flgs, TR_INFRA))
2804         {
2805 #ifdef JP
2806 info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2807 #else
2808                 info[i++] = "Your infravision is affected by your equipment.";
2809 #endif
2810
2811         }
2812         if (have_flag(flgs, TR_TUNNEL))
2813         {
2814 #ifdef JP
2815 info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2816 #else
2817                 info[i++] = "Your digging ability is affected by your equipment.";
2818 #endif
2819
2820         }
2821         if (have_flag(flgs, TR_SPEED))
2822         {
2823 #ifdef JP
2824 info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2825 #else
2826                 info[i++] = "Your speed is affected by your equipment.";
2827 #endif
2828
2829         }
2830         if (have_flag(flgs, TR_BLOWS))
2831         {
2832 #ifdef JP
2833 info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2834 #else
2835                 info[i++] = "Your attack speed is affected by your equipment.";
2836 #endif
2837
2838         }
2839
2840
2841         /* Access the current weapon */
2842         o_ptr = &inventory[INVEN_RARM];
2843
2844         /* Analyze the weapon */
2845         if (o_ptr->k_idx)
2846         {
2847                 /* Indicate Blessing */
2848                 if (have_flag(flgs, TR_BLESSED))
2849                 {
2850 #ifdef JP
2851 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2852 #else
2853                         info[i++] = "Your weapon has been blessed by the gods.";
2854 #endif
2855
2856                 }
2857
2858                 if (have_flag(flgs, TR_CHAOTIC))
2859                 {
2860 #ifdef JP
2861 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À­¤ò¤â¤Ä¡£";
2862 #else
2863                         info[i++] = "Your weapon is branded with the Sign of Logrus.";
2864 #endif
2865
2866                 }
2867
2868                 /* Hack */
2869                 if (have_flag(flgs, TR_IMPACT))
2870                 {
2871 #ifdef JP
2872 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£";
2873 #else
2874                         info[i++] = "The impact of your weapon can cause earthquakes.";
2875 #endif
2876
2877                 }
2878
2879                 if (have_flag(flgs, TR_VORPAL))
2880                 {
2881 #ifdef JP
2882 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
2883 #else
2884                         info[i++] = "Your weapon is very sharp.";
2885 #endif
2886
2887                 }
2888
2889                 if (have_flag(flgs, TR_VAMPIRIC))
2890                 {
2891 #ifdef JP
2892 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
2893 #else
2894                         info[i++] = "Your weapon drains life from your foes.";
2895 #endif
2896
2897                 }
2898
2899                 /* Special "Attack Bonuses" */
2900                 if (have_flag(flgs, TR_BRAND_ACID))
2901                 {
2902 #ifdef JP
2903 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
2904 #else
2905                         info[i++] = "Your weapon melts your foes.";
2906 #endif
2907
2908                 }
2909                 if (have_flag(flgs, TR_BRAND_ELEC))
2910                 {
2911 #ifdef JP
2912 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
2913 #else
2914                         info[i++] = "Your weapon shocks your foes.";
2915 #endif
2916
2917                 }
2918                 if (have_flag(flgs, TR_BRAND_FIRE))
2919                 {
2920 #ifdef JP
2921 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
2922 #else
2923                         info[i++] = "Your weapon burns your foes.";
2924 #endif
2925
2926                 }
2927                 if (have_flag(flgs, TR_BRAND_COLD))
2928                 {
2929 #ifdef JP
2930 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
2931 #else
2932                         info[i++] = "Your weapon freezes your foes.";
2933 #endif
2934
2935                 }
2936                 if (have_flag(flgs, TR_BRAND_POIS))
2937                 {
2938 #ifdef JP
2939 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
2940 #else
2941                         info[i++] = "Your weapon poisons your foes.";
2942 #endif
2943
2944                 }
2945
2946                 /* Special "slay" flags */
2947                 if (have_flag(flgs, TR_KILL_ANIMAL))
2948                 {
2949 #ifdef JP
2950 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2951 #else
2952                         info[i++] = "Your weapon is a great bane of animals.";
2953 #endif
2954
2955                 }
2956                 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2957                 {
2958 #ifdef JP
2959 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2960 #else
2961                         info[i++] = "Your weapon strikes at animals with extra force.";
2962 #endif
2963
2964                 }
2965                 if (have_flag(flgs, TR_KILL_EVIL))
2966                 {
2967 #ifdef JP
2968 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°­¤Ê¤ë¸ºß¤ÎŷŨ¤Ç¤¢¤ë¡£";
2969 #else
2970                         info[i++] = "Your weapon is a great bane of evil.";
2971 #endif
2972
2973                 }
2974                 else if (have_flag(flgs, TR_SLAY_EVIL))
2975                 {
2976 #ifdef JP
2977 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°­¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2978 #else
2979                         info[i++] = "Your weapon strikes at evil with extra force.";
2980 #endif
2981
2982                 }
2983                 if (have_flag(flgs, TR_KILL_HUMAN))
2984                 {
2985 #ifdef JP
2986 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ÎŷŨ¤Ç¤¢¤ë¡£";
2987 #else
2988                         info[i++] = "Your weapon is a great bane of humans.";
2989 #endif
2990
2991                 }
2992                 else if (have_flag(flgs, TR_SLAY_HUMAN))
2993                 {
2994 #ifdef JP
2995 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2996 #else
2997                         info[i++] = "Your weapon is especially deadly against humans.";
2998 #endif
2999
3000                 }
3001                 if (have_flag(flgs, TR_KILL_UNDEAD))
3002                 {
3003 #ifdef JP
3004 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ÎŷŨ¤Ç¤¢¤ë¡£";
3005 #else
3006                         info[i++] = "Your weapon is a great bane of undead.";
3007 #endif
3008
3009                 }
3010                 else if (have_flag(flgs, TR_SLAY_UNDEAD))
3011                 {
3012 #ifdef JP
3013 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
3014 #else
3015                         info[i++] = "Your weapon strikes at undead with holy wrath.";
3016 #endif
3017
3018                 }
3019                 if (have_flag(flgs, TR_KILL_DEMON))
3020                 {
3021 #ifdef JP
3022 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
3023 #else
3024                         info[i++] = "Your weapon is a great bane of demons.";
3025 #endif
3026
3027                 }
3028                 else if (have_flag(flgs, TR_SLAY_DEMON))
3029                 {
3030 #ifdef JP
3031 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
3032 #else
3033                         info[i++] = "Your weapon strikes at demons with holy wrath.";
3034 #endif
3035
3036                 }
3037                 if (have_flag(flgs, TR_KILL_ORC))
3038                 {
3039 #ifdef JP
3040 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ÎŷŨ¤Ç¤¢¤ë¡£";
3041 #else
3042                         info[i++] = "Your weapon is a great bane of orcs.";
3043 #endif
3044
3045                 }
3046                 else if (have_flag(flgs, TR_SLAY_ORC))
3047                 {
3048 #ifdef JP
3049 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3050 #else
3051                         info[i++] = "Your weapon is especially deadly against orcs.";
3052 #endif
3053
3054                 }
3055                 if (have_flag(flgs, TR_KILL_TROLL))
3056                 {
3057 #ifdef JP
3058 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ÎŷŨ¤Ç¤¢¤ë¡£";
3059 #else
3060                         info[i++] = "Your weapon is a great bane of trolls.";
3061 #endif
3062
3063                 }
3064                 else if (have_flag(flgs, TR_SLAY_TROLL))
3065                 {
3066 #ifdef JP
3067 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3068 #else
3069                         info[i++] = "Your weapon is especially deadly against trolls.";
3070 #endif
3071
3072                 }
3073                 if (have_flag(flgs, TR_KILL_GIANT))
3074                 {
3075 #ifdef JP
3076 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ÎŷŨ¤Ç¤¢¤ë¡£";
3077 #else
3078                         info[i++] = "Your weapon is a great bane of giants.";
3079 #endif
3080
3081                 }
3082                 else if (have_flag(flgs, TR_SLAY_GIANT))
3083                 {
3084 #ifdef JP
3085 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3086 #else
3087                         info[i++] = "Your weapon is especially deadly against giants.";
3088 #endif
3089
3090                 }
3091                 /* Special "kill" flags */
3092                 if (have_flag(flgs, TR_KILL_DRAGON))
3093                 {
3094 #ifdef JP
3095 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
3096 #else
3097                         info[i++] = "Your weapon is a great bane of dragons.";
3098 #endif
3099
3100                 }
3101                 else if (have_flag(flgs, TR_SLAY_DRAGON))
3102                 {
3103 #ifdef JP
3104 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3105 #else
3106                         info[i++] = "Your weapon is especially deadly against dragons.";
3107 #endif
3108
3109                 }
3110
3111                 if (have_flag(flgs, TR_FORCE_WEAPON))
3112                 {
3113 #ifdef JP
3114 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
3115 #else
3116                         info[i++] = "Your weapon causes greate damages using your MP.";
3117 #endif
3118
3119                 }
3120                 if (have_flag(flgs, TR_THROW))
3121                 {
3122 #ifdef JP
3123 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
3124 #else
3125                         info[i++] = "Your weapon can be thrown well.";
3126 #endif
3127                 }
3128         }
3129
3130
3131         /* Save the screen */
3132         screen_save();
3133
3134         /* Erase the screen */
3135         for (k = 1; k < 24; k++) prt("", k, 13);
3136
3137         /* Label the information */
3138 #ifdef JP
3139 prt("        ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
3140 #else
3141         prt("     Your Attributes:", 1, 15);
3142 #endif
3143
3144
3145         /* We will print on top of the map (column 13) */
3146         for (k = 2, j = 0; j < i; j++)
3147         {
3148                 /* Show the info */
3149                 prt(info[j], k++, 15);
3150
3151                 /* Every 20 entries (lines 2 to 21), start over */
3152                 if ((k == 22) && (j+1 < i))
3153                 {
3154 #ifdef JP
3155 prt("-- Â³¤¯ --", k, 15);
3156 #else
3157                         prt("-- more --", k, 15);
3158 #endif
3159
3160                         inkey();
3161                         for (; k > 2; k--) prt("", k, 15);
3162                 }
3163         }
3164
3165         /* Pause */
3166 #ifdef JP
3167 prt("[²¿¤«¥­¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3168 #else
3169         prt("[Press any key to continue]", k, 13);
3170 #endif
3171
3172         inkey();
3173
3174         /* Restore the screen */
3175         screen_load();
3176 }
3177
3178
3179 static int report_magics_aux(int dur)
3180 {
3181         if (dur <= 5)
3182         {
3183                 return 0;
3184         }
3185         else if (dur <= 10)
3186         {
3187                 return 1;
3188         }
3189         else if (dur <= 20)
3190         {
3191                 return 2;
3192         }
3193         else if (dur <= 50)
3194         {
3195                 return 3;
3196         }
3197         else if (dur <= 100)
3198         {
3199                 return 4;
3200         }
3201         else if (dur <= 200)
3202         {
3203                 return 5;
3204         }
3205         else
3206         {
3207                 return 6;
3208         }
3209 }
3210
3211 static cptr report_magic_durations[] =
3212 {
3213 #ifdef JP
3214 "¤´¤¯Ã»¤¤´Ö",
3215 "¾¯¤·¤Î´Ö",
3216 "¤·¤Ð¤é¤¯¤Î´Ö",
3217 "¿¾¯Ä¹¤¤´Ö",
3218 "Ť¤´Ö",
3219 "Èó¾ï¤ËŤ¤´Ö",
3220 "¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
3221 "¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
3222 #else
3223         "for a short time",
3224         "for a little while",
3225         "for a while",
3226         "for a long while",
3227         "for a long time",
3228         "for a very long time",
3229         "for an incredibly long time",
3230         "until you hit a monster"
3231 #endif
3232
3233 };
3234
3235
3236 /*
3237  * Report all currently active magical effects.
3238  */
3239 void report_magics(void)
3240 {
3241         int     i = 0, j, k;
3242         char    Dummy[80];
3243         cptr    info[128];
3244         int     info2[128];
3245
3246
3247         if (p_ptr->blind)
3248         {
3249                 info2[i]  = report_magics_aux(p_ptr->blind);
3250 #ifdef JP
3251 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
3252 #else
3253                 info[i++] = "You cannot see";
3254 #endif
3255
3256         }
3257         if (p_ptr->confused)
3258         {
3259                 info2[i]  = report_magics_aux(p_ptr->confused);
3260 #ifdef JP
3261 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
3262 #else
3263                 info[i++] = "You are confused";
3264 #endif
3265
3266         }
3267         if (p_ptr->afraid)
3268         {
3269                 info2[i]  = report_magics_aux(p_ptr->afraid);
3270 #ifdef JP
3271 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3272 #else
3273                 info[i++] = "You are terrified";
3274 #endif
3275
3276         }
3277         if (p_ptr->poisoned)
3278         {
3279                 info2[i]  = report_magics_aux(p_ptr->poisoned);
3280 #ifdef JP
3281 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3282 #else
3283                 info[i++] = "You are poisoned";
3284 #endif
3285
3286         }
3287         if (p_ptr->image)
3288         {
3289                 info2[i]  = report_magics_aux(p_ptr->image);
3290 #ifdef JP
3291 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
3292 #else
3293                 info[i++] = "You are hallucinating";
3294 #endif
3295
3296         }
3297         if (p_ptr->blessed)
3298         {
3299                 info2[i]  = report_magics_aux(p_ptr->blessed);
3300 #ifdef JP
3301 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
3302 #else
3303                 info[i++] = "You feel rightous";
3304 #endif
3305
3306         }
3307         if (p_ptr->hero)
3308         {
3309                 info2[i]  = report_magics_aux(p_ptr->hero);
3310 #ifdef JP
3311 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
3312 #else
3313                 info[i++] = "You feel heroic";
3314 #endif
3315
3316         }
3317         if (p_ptr->shero)
3318         {
3319                 info2[i]  = report_magics_aux(p_ptr->shero);
3320 #ifdef JP
3321 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
3322 #else
3323                 info[i++] = "You are in a battle rage";
3324 #endif
3325
3326         }
3327         if (p_ptr->protevil)
3328         {
3329                 info2[i]  = report_magics_aux(p_ptr->protevil);
3330 #ifdef JP
3331 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°­¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
3332 #else
3333                 info[i++] = "You are protected from evil";
3334 #endif
3335
3336         }
3337         if (p_ptr->shield)
3338         {
3339                 info2[i]  = report_magics_aux(p_ptr->shield);
3340 #ifdef JP
3341 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
3342 #else
3343                 info[i++] = "You are protected by a mystic shield";
3344 #endif
3345
3346         }
3347         if (p_ptr->invuln)
3348         {
3349                 info2[i]  = report_magics_aux(p_ptr->invuln);
3350 #ifdef JP
3351 info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
3352 #else
3353                 info[i++] = "You are invulnerable";
3354 #endif
3355
3356         }
3357         if (p_ptr->wraith_form)
3358         {
3359                 info2[i]  = report_magics_aux(p_ptr->wraith_form);
3360 #ifdef JP
3361 info[i++] = "Í©Âβ½¤Ç¤­¤ë¡£";
3362 #else
3363                 info[i++] = "You are incorporeal";
3364 #endif
3365
3366         }
3367         if (p_ptr->special_attack & ATTACK_CONFUSE)
3368         {
3369                 info2[i]  = 7;
3370 #ifdef JP
3371 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
3372 #else
3373                 info[i++] = "Your hands are glowing dull red.";
3374 #endif
3375
3376         }
3377         if (p_ptr->word_recall)
3378         {
3379                 info2[i]  = report_magics_aux(p_ptr->word_recall);
3380 #ifdef JP
3381                 info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
3382 #else
3383                 info[i++] = "You are waiting to be recalled";
3384 #endif
3385
3386         }
3387         if (p_ptr->alter_reality)
3388         {
3389                 info2[i]  = report_magics_aux(p_ptr->alter_reality);
3390 #ifdef JP
3391                 info[i++] = "¤³¤Î¸å¸½¼ÂÊÑÍƤ¬È¯Æ°¤¹¤ë¡£";
3392 #else
3393                 info[i++] = "You waiting to be altered";
3394 #endif
3395
3396         }
3397         if (p_ptr->oppose_acid)
3398         {
3399                 info2[i]  = report_magics_aux(p_ptr->oppose_acid);
3400 #ifdef JP
3401 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3402 #else
3403                 info[i++] = "You are resistant to acid";
3404 #endif
3405
3406         }
3407         if (p_ptr->oppose_elec)
3408         {
3409                 info2[i]  = report_magics_aux(p_ptr->oppose_elec);
3410 #ifdef JP
3411 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3412 #else
3413                 info[i++] = "You are resistant to lightning";
3414 #endif
3415
3416         }
3417         if (p_ptr->oppose_fire)
3418         {
3419                 info2[i]  = report_magics_aux(p_ptr->oppose_fire);
3420 #ifdef JP
3421 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3422 #else
3423                 info[i++] = "You are resistant to fire";
3424 #endif
3425
3426         }
3427         if (p_ptr->oppose_cold)
3428         {
3429                 info2[i]  = report_magics_aux(p_ptr->oppose_cold);
3430 #ifdef JP
3431 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3432 #else
3433                 info[i++] = "You are resistant to cold";
3434 #endif
3435
3436         }
3437         if (p_ptr->oppose_pois)
3438         {
3439                 info2[i]  = report_magics_aux(p_ptr->oppose_pois);
3440 #ifdef JP
3441 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ­¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3442 #else
3443                 info[i++] = "You are resistant to poison";
3444 #endif
3445
3446         }
3447
3448         /* Save the screen */
3449         screen_save();
3450
3451         /* Erase the screen */
3452         for (k = 1; k < 24; k++) prt("", k, 13);
3453
3454         /* Label the information */
3455 #ifdef JP
3456 prt("           ËâË¡        :", 1, 15);
3457 #else
3458         prt("     Your Current Magic:", 1, 15);
3459 #endif
3460
3461
3462         /* We will print on top of the map (column 13) */
3463         for (k = 2, j = 0; j < i; j++)
3464         {
3465                 /* Show the info */
3466 #ifdef JP
3467 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
3468 #else
3469                 sprintf(Dummy, "%s %s.", info[j],
3470 #endif
3471
3472                         report_magic_durations[info2[j]]);
3473                 prt(Dummy, k++, 15);
3474
3475                 /* Every 20 entries (lines 2 to 21), start over */
3476                 if ((k == 22) && (j + 1 < i))
3477                 {
3478 #ifdef JP
3479 prt("-- Â³¤¯ --", k, 15);
3480 #else
3481                         prt("-- more --", k, 15);
3482 #endif
3483
3484                         inkey();
3485                         for (; k > 2; k--) prt("", k, 15);
3486                 }
3487         }
3488
3489         /* Pause */
3490 #ifdef JP
3491 prt("[²¿¤«¥­¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3492 #else
3493         prt("[Press any key to continue]", k, 13);
3494 #endif
3495
3496         inkey();
3497
3498         /* Restore the screen */
3499         screen_load();
3500 }
3501
3502
3503 static bool detect_feat_flag(int range, int flag, bool known)
3504 {
3505         int       x, y;
3506         bool      detect = FALSE;
3507         cave_type *c_ptr;
3508
3509         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3510
3511         /* Scan the current panel */
3512         for (y = 1; y < cur_hgt - 1; y++)
3513         {
3514                 for (x = 1; x <= cur_wid - 1; x++)
3515                 {
3516                         int dist = distance(py, px, y, x);
3517                         if (dist > range) continue;
3518
3519                         /* Access the grid */
3520                         c_ptr = &cave[y][x];
3521
3522                         /* Hack -- Safe */
3523                         if (flag == FF_TRAP)
3524                         {
3525                                 /* Mark as detected */
3526                                 if (dist <= range && known)
3527                                 {
3528                                         if (dist <= range - 1) c_ptr->info |= (CAVE_IN_DETECT);
3529
3530                                         c_ptr->info &= ~(CAVE_UNSAFE);
3531
3532                                         /* Redraw */
3533                                         lite_spot(y, x);
3534                                 }
3535                         }
3536
3537                         /* Detect flags */
3538                         if (cave_have_flag_grid(c_ptr, flag))
3539                         {
3540                                 /* Detect secrets */
3541                                 disclose_grid(y, x);
3542
3543                                 /* Hack -- Memorize */
3544                                 c_ptr->info |= (CAVE_MARK);
3545
3546                                 /* Redraw */
3547                                 lite_spot(y, x);
3548
3549                                 /* Obvious */
3550                                 detect = TRUE;
3551                         }
3552                 }
3553         }
3554
3555         /* Result */
3556         return detect;
3557 }
3558
3559
3560 /*
3561  * Detect all traps on current panel
3562  */
3563 bool detect_traps(int range, bool known)
3564 {
3565         bool detect = detect_feat_flag(range, FF_TRAP, known);
3566
3567         if (known) p_ptr->dtrap = TRUE;
3568
3569         if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
3570
3571         /* Describe */
3572         if (detect)
3573         {
3574 #ifdef JP
3575                 msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3576 #else
3577                 msg_print("You sense the presence of traps!");
3578 #endif
3579         }
3580
3581         /* Result */
3582         return detect;
3583 }
3584
3585
3586 /*
3587  * Detect all doors on current panel
3588  */
3589 bool detect_doors(int range)
3590 {
3591         bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
3592
3593         if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
3594
3595         /* Describe */
3596         if (detect)
3597         {
3598 #ifdef JP
3599                 msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3600 #else
3601                 msg_print("You sense the presence of doors!");
3602 #endif
3603         }
3604
3605         /* Result */
3606         return detect;
3607 }
3608
3609
3610 /*
3611  * Detect all stairs on current panel
3612  */
3613 bool detect_stairs(int range)
3614 {
3615         bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
3616
3617         if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
3618
3619         /* Describe */
3620         if (detect)
3621         {
3622 #ifdef JP
3623                 msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3624 #else
3625                 msg_print("You sense the presence of stairs!");
3626 #endif
3627         }
3628
3629         /* Result */
3630         return detect;
3631 }
3632
3633
3634 /*
3635  * Detect any treasure on the current panel
3636  */
3637 bool detect_treasure(int range)
3638 {
3639         bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
3640
3641         if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
3642
3643         /* Describe */
3644         if (detect)
3645         {
3646 #ifdef JP
3647                 msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3648 #else
3649                 msg_print("You sense the presence of buried treasure!");
3650 #endif
3651         }
3652
3653         /* Result */
3654         return detect;
3655 }
3656
3657
3658 /*
3659  * Detect all "gold" objects on the current panel
3660  */
3661 bool detect_objects_gold(int range)
3662 {
3663         int i, y, x;
3664         int range2 = range;
3665
3666         bool detect = FALSE;
3667
3668         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3669
3670         /* Scan objects */
3671         for (i = 1; i < o_max; i++)
3672         {
3673                 object_type *o_ptr = &o_list[i];
3674
3675                 /* Skip dead objects */
3676                 if (!o_ptr->k_idx) continue;
3677
3678                 /* Skip held objects */
3679                 if (o_ptr->held_m_idx) continue;
3680
3681                 /* Location */
3682                 y = o_ptr->iy;
3683                 x = o_ptr->ix;
3684
3685                 /* Only detect nearby objects */
3686                 if (distance(py, px, y, x) > range2) continue;
3687
3688                 /* Detect "gold" objects */
3689                 if (o_ptr->tval == TV_GOLD)
3690                 {
3691                         /* Hack -- memorize it */
3692                         o_ptr->marked |= OM_FOUND;
3693
3694                         /* Redraw */
3695                         lite_spot(y, x);
3696
3697                         /* Detect */
3698                         detect = TRUE;
3699                 }
3700         }
3701
3702         if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
3703
3704         /* Describe */
3705         if (detect)
3706         {
3707 #ifdef JP
3708 msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3709 #else
3710                 msg_print("You sense the presence of treasure!");
3711 #endif
3712
3713         }
3714
3715         if (detect_monsters_string(range, "$"))
3716         {
3717                 detect = TRUE;
3718         }
3719
3720         /* Result */
3721         return (detect);
3722 }
3723
3724
3725 /*
3726  * Detect all "normal" objects on the current panel
3727  */
3728 bool detect_objects_normal(int range)
3729 {
3730         int i, y, x;
3731         int range2 = range;
3732
3733         bool detect = FALSE;
3734
3735         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3736
3737         /* Scan objects */
3738         for (i = 1; i < o_max; i++)
3739         {
3740                 object_type *o_ptr = &o_list[i];
3741
3742                 /* Skip dead objects */
3743                 if (!o_ptr->k_idx) continue;
3744
3745                 /* Skip held objects */
3746                 if (o_ptr->held_m_idx) continue;
3747
3748                 /* Location */
3749                 y = o_ptr->iy;
3750                 x = o_ptr->ix;
3751
3752                 /* Only detect nearby objects */
3753                 if (distance(py, px, y, x) > range2) continue;
3754
3755                 /* Detect "real" objects */
3756                 if (o_ptr->tval != TV_GOLD)
3757                 {
3758                         /* Hack -- memorize it */
3759                         o_ptr->marked |= OM_FOUND;
3760
3761                         /* Redraw */
3762                         lite_spot(y, x);
3763
3764                         /* Detect */
3765                         detect = TRUE;
3766                 }
3767         }
3768
3769         if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
3770
3771         /* Describe */
3772         if (detect)
3773         {
3774 #ifdef JP
3775 msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3776 #else
3777                 msg_print("You sense the presence of objects!");
3778 #endif
3779
3780         }
3781
3782         if (detect_monsters_string(range, "!=?|/`"))
3783         {
3784                 detect = TRUE;
3785         }
3786
3787         /* Result */
3788         return (detect);
3789 }
3790
3791
3792 /*
3793  * Detect all "magic" objects on the current panel.
3794  *
3795  * This will light up all spaces with "magic" items, including artifacts,
3796  * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
3797  * and "enchanted" items of the "good" variety.
3798  *
3799  * It can probably be argued that this function is now too powerful.
3800  */
3801 bool detect_objects_magic(int range)
3802 {
3803         int i, y, x, tv;
3804
3805         bool detect = FALSE;
3806
3807         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3808
3809         /* Scan all objects */
3810         for (i = 1; i < o_max; i++)
3811         {
3812                 object_type *o_ptr = &o_list[i];
3813
3814                 /* Skip dead objects */
3815                 if (!o_ptr->k_idx) continue;
3816
3817                 /* Skip held objects */
3818                 if (o_ptr->held_m_idx) continue;
3819
3820                 /* Location */
3821                 y = o_ptr->iy;
3822                 x = o_ptr->ix;
3823
3824                 /* Only detect nearby objects */
3825                 if (distance(py, px, y, x) > range) continue;
3826
3827                 /* Examine the tval */
3828                 tv = o_ptr->tval;
3829
3830                 /* Artifacts, misc magic items, or enchanted wearables */
3831                 if (object_is_artifact(o_ptr) ||
3832                         object_is_ego(o_ptr) ||
3833                     (tv == TV_WHISTLE) ||
3834                     (tv == TV_AMULET) ||
3835                         (tv == TV_RING) ||
3836                     (tv == TV_STAFF) ||
3837                         (tv == TV_WAND) ||
3838                         (tv == TV_ROD) ||
3839                     (tv == TV_SCROLL) ||
3840                         (tv == TV_POTION) ||
3841                     (tv == TV_LIFE_BOOK) ||
3842                         (tv == TV_SORCERY_BOOK) ||
3843                     (tv == TV_NATURE_BOOK) ||
3844                         (tv == TV_CHAOS_BOOK) ||
3845                     (tv == TV_DEATH_BOOK) ||
3846                     (tv == TV_TRUMP_BOOK) ||
3847                         (tv == TV_ARCANE_BOOK) ||
3848                         (tv == TV_CRAFT_BOOK) ||
3849                         (tv == TV_DAEMON_BOOK) ||
3850                         (tv == TV_CRUSADE_BOOK) ||
3851                         (tv == TV_MUSIC_BOOK) ||
3852                         (tv == TV_HISSATSU_BOOK) ||
3853                     ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3854                 {
3855                         /* Memorize the item */
3856                         o_ptr->marked |= OM_FOUND;
3857
3858                         /* Redraw */
3859                         lite_spot(y, x);
3860
3861                         /* Detect */
3862                         detect = TRUE;
3863                 }
3864         }
3865
3866         /* Describe */
3867         if (detect)
3868         {
3869 #ifdef JP
3870 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3871 #else
3872                 msg_print("You sense the presence of magic objects!");
3873 #endif
3874
3875         }
3876
3877         /* Return result */
3878         return (detect);
3879 }
3880
3881
3882 /*
3883  * Detect all "normal" monsters on the current panel
3884  */
3885 bool detect_monsters_normal(int range)
3886 {
3887         int i, y, x;
3888
3889         bool flag = FALSE;
3890
3891         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3892
3893         /* Scan monsters */
3894         for (i = 1; i < m_max; i++)
3895         {
3896                 monster_type *m_ptr = &m_list[i];
3897                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3898
3899                 /* Skip dead monsters */
3900                 if (!m_ptr->r_idx) continue;
3901
3902                 /* Location */
3903                 y = m_ptr->fy;
3904                 x = m_ptr->fx;
3905
3906                 /* Only detect nearby monsters */
3907                 if (distance(py, px, y, x) > range) continue;
3908
3909                 /* Detect all non-invisible monsters */
3910                 if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv)
3911                 {
3912                         /* Repair visibility later */
3913                         repair_monsters = TRUE;
3914
3915                         /* Hack -- Detect monster */
3916                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
3917
3918                         /* Update the monster */
3919                         update_mon(i, FALSE);
3920
3921                         /* Detect */
3922                         flag = TRUE;
3923                 }
3924         }
3925
3926         if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
3927
3928         /* Describe */
3929         if (flag)
3930         {
3931                 /* Describe result */
3932 #ifdef JP
3933 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3934 #else
3935                 msg_print("You sense the presence of monsters!");
3936 #endif
3937
3938         }
3939
3940         /* Result */
3941         return (flag);
3942 }
3943
3944
3945 /*
3946  * Detect all "invisible" monsters around the player
3947  */
3948 bool detect_monsters_invis(int range)
3949 {
3950         int i, y, x;
3951         bool flag = FALSE;
3952
3953         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3954
3955         /* Scan monsters */
3956         for (i = 1; i < m_max; i++)
3957         {
3958                 monster_type *m_ptr = &m_list[i];
3959                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
3960
3961                 /* Skip dead monsters */
3962                 if (!m_ptr->r_idx) continue;
3963
3964                 /* Location */
3965                 y = m_ptr->fy;
3966                 x = m_ptr->fx;
3967
3968                 /* Only detect nearby monsters */
3969                 if (distance(py, px, y, x) > range) continue;
3970
3971                 /* Detect invisible monsters */
3972                 if (r_ptr->flags2 & RF2_INVISIBLE)
3973                 {
3974                         /* Update monster recall window */
3975                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
3976                         {
3977                                 /* Window stuff */
3978                                 p_ptr->window |= (PW_MONSTER);
3979                         }
3980
3981                         /* Repair visibility later */
3982                         repair_monsters = TRUE;
3983
3984                         /* Hack -- Detect monster */
3985                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
3986
3987                         /* Update the monster */
3988                         update_mon(i, FALSE);
3989
3990                         /* Detect */
3991                         flag = TRUE;
3992                 }
3993         }
3994
3995         if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
3996
3997         /* Describe */
3998         if (flag)
3999         {
4000                 /* Describe result */
4001 #ifdef JP
4002 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4003 #else
4004                 msg_print("You sense the presence of invisible creatures!");
4005 #endif
4006
4007         }
4008
4009         /* Result */
4010         return (flag);
4011 }
4012
4013
4014
4015 /*
4016  * Detect all "evil" monsters on current panel
4017  */
4018 bool detect_monsters_evil(int range)
4019 {
4020         int i, y, x;
4021         bool flag = FALSE;
4022
4023         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4024
4025         /* Scan monsters */
4026         for (i = 1; i < m_max; i++)
4027         {
4028                 monster_type *m_ptr = &m_list[i];
4029                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4030
4031                 /* Skip dead monsters */
4032                 if (!m_ptr->r_idx) continue;
4033
4034                 /* Location */
4035                 y = m_ptr->fy;
4036                 x = m_ptr->fx;
4037
4038                 /* Only detect nearby monsters */
4039                 if (distance(py, px, y, x) > range) continue;
4040
4041                 /* Detect evil monsters */
4042                 if (r_ptr->flags3 & RF3_EVIL)
4043                 {
4044                         if (is_original_ap(m_ptr))
4045                         {
4046                                 /* Take note that they are evil */
4047                                 r_ptr->r_flags3 |= (RF3_EVIL);
4048
4049                                 /* Update monster recall window */
4050                                 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4051                                 {
4052                                         /* Window stuff */
4053                                         p_ptr->window |= (PW_MONSTER);
4054                                 }
4055                         }
4056
4057                         /* Repair visibility later */
4058                         repair_monsters = TRUE;
4059
4060                         /* Hack -- Detect monster */
4061                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4062
4063                         /* Update the monster */
4064                         update_mon(i, FALSE);
4065
4066                         /* Detect */
4067                         flag = TRUE;
4068                 }
4069         }
4070
4071         /* Describe */
4072         if (flag)
4073         {
4074                 /* Describe result */
4075 #ifdef JP
4076 msg_print("¼Ù°­¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4077 #else
4078                 msg_print("You sense the presence of evil creatures!");
4079 #endif
4080
4081         }
4082
4083         /* Result */
4084         return (flag);
4085 }
4086
4087
4088
4089
4090 /*
4091  * Detect all "nonliving", "undead" or "demonic" monsters on current panel
4092  */
4093 bool detect_monsters_nonliving(int range)
4094 {
4095         int     i, y, x;
4096         bool    flag = FALSE;
4097
4098         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4099
4100         /* Scan monsters */
4101         for (i = 1; i < m_max; i++)
4102         {
4103                 monster_type *m_ptr = &m_list[i];
4104                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4105
4106                 /* Skip dead monsters */
4107                 if (!m_ptr->r_idx) continue;
4108
4109                 /* Location */
4110                 y = m_ptr->fy;
4111                 x = m_ptr->fx;
4112
4113                 /* Only detect nearby monsters */
4114                 if (distance(py, px, y, x) > range) continue;
4115
4116                 /* Detect non-living monsters */
4117                 if (!monster_living(r_ptr))
4118                 {
4119                         /* Update monster recall window */
4120                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4121                         {
4122                                 /* Window stuff */
4123                                 p_ptr->window |= (PW_MONSTER);
4124                         }
4125
4126                         /* Repair visibility later */
4127                         repair_monsters = TRUE;
4128
4129                         /* Hack -- Detect monster */
4130                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4131
4132                         /* Update the monster */
4133                         update_mon(i, FALSE);
4134
4135                         /* Detect */
4136                         flag = TRUE;
4137                 }
4138         }
4139
4140         /* Describe */
4141         if (flag)
4142         {
4143                 /* Describe result */
4144 #ifdef JP
4145 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
4146 #else
4147                 msg_print("You sense the presence of unnatural beings!");
4148 #endif
4149
4150         }
4151
4152         /* Result */
4153         return (flag);
4154 }
4155
4156
4157 /*
4158  * Detect all monsters it has mind on current panel
4159  */
4160 bool detect_monsters_mind(int range)
4161 {
4162         int     i, y, x;
4163         bool    flag = FALSE;
4164
4165         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4166
4167         /* Scan monsters */
4168         for (i = 1; i < m_max; i++)
4169         {
4170                 monster_type *m_ptr = &m_list[i];
4171                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4172
4173                 /* Skip dead monsters */
4174                 if (!m_ptr->r_idx) continue;
4175
4176                 /* Location */
4177                 y = m_ptr->fy;
4178                 x = m_ptr->fx;
4179
4180                 /* Only detect nearby monsters */
4181                 if (distance(py, px, y, x) > range) continue;
4182
4183                 /* Detect non-living monsters */
4184                 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
4185                 {
4186                         /* Update monster recall window */
4187                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4188                         {
4189                                 /* Window stuff */
4190                                 p_ptr->window |= (PW_MONSTER);
4191                         }
4192
4193                         /* Repair visibility later */
4194                         repair_monsters = TRUE;
4195
4196                         /* Hack -- Detect monster */
4197                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4198
4199                         /* Update the monster */
4200                         update_mon(i, FALSE);
4201
4202                         /* Detect */
4203                         flag = TRUE;
4204                 }
4205         }
4206
4207         /* Describe */
4208         if (flag)
4209         {
4210                 /* Describe result */
4211 #ifdef JP
4212 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4213 #else
4214                 msg_print("You sense the presence of someone's mind!");
4215 #endif
4216
4217         }
4218
4219         /* Result */
4220         return (flag);
4221 }
4222
4223
4224 /*
4225  * Detect all (string) monsters on current panel
4226  */
4227 bool detect_monsters_string(int range, cptr Match)
4228 {
4229         int i, y, x;
4230         bool flag = FALSE;
4231
4232         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4233
4234         /* Scan monsters */
4235         for (i = 1; i < m_max; i++)
4236         {
4237                 monster_type *m_ptr = &m_list[i];
4238                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4239
4240                 /* Skip dead monsters */
4241                 if (!m_ptr->r_idx) continue;
4242
4243                 /* Location */
4244                 y = m_ptr->fy;
4245                 x = m_ptr->fx;
4246
4247                 /* Only detect nearby monsters */
4248                 if (distance(py, px, y, x) > range) continue;
4249
4250                 /* Detect monsters with the same symbol */
4251                 if (my_strchr(Match, r_ptr->d_char))
4252                 {
4253                         /* Update monster recall window */
4254                         if (p_ptr->monster_race_idx == m_ptr->r_idx)
4255                         {
4256                                 /* Window stuff */
4257                                 p_ptr->window |= (PW_MONSTER);
4258                         }
4259
4260                         /* Repair visibility later */
4261                         repair_monsters = TRUE;
4262
4263                         /* Hack -- Detect monster */
4264                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4265
4266                         /* Update the monster */
4267                         update_mon(i, FALSE);
4268
4269                         /* Detect */
4270                         flag = TRUE;
4271                 }
4272         }
4273
4274         if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
4275
4276         /* Describe */
4277         if (flag)
4278         {
4279                 /* Describe result */
4280 #ifdef JP
4281 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4282 #else
4283                 msg_print("You sense the presence of monsters!");
4284 #endif
4285
4286         }
4287
4288         /* Result */
4289         return (flag);
4290 }
4291
4292
4293 /*
4294  * A "generic" detect monsters routine, tagged to flags3
4295  */
4296 bool detect_monsters_xxx(int range, u32b match_flag)
4297 {
4298         int  i, y, x;
4299         bool flag = FALSE;
4300 #ifdef JP
4301 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4302 #else
4303         cptr desc_monsters = "weird monsters";
4304 #endif
4305
4306         if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4307
4308         /* Scan monsters */
4309         for (i = 1; i < m_max; i++)
4310         {
4311                 monster_type *m_ptr = &m_list[i];
4312                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4313
4314                 /* Skip dead monsters */
4315                 if (!m_ptr->r_idx) continue;
4316
4317                 /* Location */
4318                 y = m_ptr->fy;
4319                 x = m_ptr->fx;
4320
4321                 /* Only detect nearby monsters */
4322                 if (distance(py, px, y, x) > range) continue;
4323
4324                 /* Detect evil monsters */
4325                 if (r_ptr->flags3 & (match_flag))
4326                 {
4327                         if (is_original_ap(m_ptr))
4328                         {
4329                                 /* Take note that they are something */
4330                                 r_ptr->r_flags3 |= (match_flag);
4331
4332                                 /* Update monster recall window */
4333                                 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4334                                 {
4335                                         /* Window stuff */
4336                                         p_ptr->window |= (PW_MONSTER);
4337                                 }
4338                         }
4339
4340                         /* Repair visibility later */
4341                         repair_monsters = TRUE;
4342
4343                         /* Hack -- Detect monster */
4344                         m_ptr->mflag2 |= (MFLAG2_MARK | MFLAG2_SHOW);
4345
4346                         /* Update the monster */
4347                         update_mon(i, FALSE);
4348
4349                         /* Detect */
4350                         flag = TRUE;
4351                 }
4352         }
4353
4354         /* Describe */
4355         if (flag)
4356         {
4357                 switch (match_flag)
4358                 {
4359                         case RF3_DEMON:
4360 #ifdef JP
4361 desc_monsters = "¥Ç¡¼¥â¥ó";
4362 #else
4363                                 desc_monsters = "demons";
4364 #endif
4365
4366                                 break;
4367                         case RF3_UNDEAD:
4368 #ifdef JP
4369 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4370 #else
4371                                 desc_monsters = "the undead";
4372 #endif
4373
4374                                 break;
4375                 }
4376
4377                 /* Describe result */
4378 #ifdef JP
4379 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4380 #else
4381                 msg_format("You sense the presence of %s!", desc_monsters);
4382 #endif
4383
4384                 msg_print(NULL);
4385         }
4386
4387         /* Result */
4388         return (flag);
4389 }
4390
4391
4392 /*
4393  * Detect everything
4394  */
4395 bool detect_all(int range)
4396 {
4397         bool detect = FALSE;
4398
4399         /* Detect everything */
4400         if (detect_traps(range, TRUE)) detect = TRUE;
4401         if (detect_doors(range)) detect = TRUE;
4402         if (detect_stairs(range)) detect = TRUE;
4403
4404         /* There are too many hidden treasure.  So... */
4405         /* if (detect_treasure(range)) detect = TRUE; */
4406
4407         if (detect_objects_gold(range)) detect = TRUE;
4408         if (detect_objects_normal(range)) detect = TRUE;
4409         if (detect_monsters_invis(range)) detect = TRUE;
4410         if (detect_monsters_normal(range)) detect = TRUE;
4411
4412         /* Result */
4413         return (detect);
4414 }
4415
4416
4417 /*
4418  * Apply a "project()" directly to all viewable monsters
4419  *
4420  * Note that affected monsters are NOT auto-tracked by this usage.
4421  *
4422  * To avoid misbehavior when monster deaths have side-effects,
4423  * this is done in two passes. -- JDL
4424  */
4425 bool project_hack(int typ, int dam)
4426 {
4427         int     i, x, y;
4428         int     flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
4429         bool    obvious = FALSE;
4430
4431
4432         /* Mark all (nearby) monsters */
4433         for (i = 1; i < m_max; i++)
4434         {
4435                 monster_type *m_ptr = &m_list[i];
4436
4437                 /* Paranoia -- Skip dead monsters */
4438                 if (!m_ptr->r_idx) continue;
4439
4440                 /* Location */
4441                 y = m_ptr->fy;
4442                 x = m_ptr->fx;
4443
4444                 /* Require line of sight */
4445                 if (!player_has_los_bold(y, x) || !projectable(py, px, y, x)) continue;
4446
4447                 /* Mark the monster */
4448                 m_ptr->mflag |= (MFLAG_TEMP);
4449         }
4450
4451         /* Affect all marked monsters */
4452         for (i = 1; i < m_max; i++)
4453         {
4454                 monster_type *m_ptr = &m_list[i];
4455
4456                 /* Skip unmarked monsters */
4457                 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4458
4459                 /* Remove mark */
4460                 m_ptr->mflag &= ~(MFLAG_TEMP);
4461
4462                 /* Location */
4463                 y = m_ptr->fy;
4464                 x = m_ptr->fx;
4465
4466                 /* Jump directly to the target monster */
4467                 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4468         }
4469
4470         /* Result */
4471         return (obvious);
4472 }
4473
4474
4475 /*
4476  * Speed monsters
4477  */
4478 bool speed_monsters(void)
4479 {
4480         return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4481 }
4482
4483 /*
4484  * Slow monsters
4485  */
4486 bool slow_monsters(void)
4487 {
4488         return (project_hack(GF_OLD_SLOW, p_ptr->lev));
4489 }
4490
4491 /*
4492  * Sleep monsters
4493  */
4494 bool sleep_monsters(void)
4495 {
4496         return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
4497 }
4498
4499
4500 /*
4501  * Banish evil monsters
4502  */
4503 bool banish_evil(int dist)
4504 {
4505         return (project_hack(GF_AWAY_EVIL, dist));
4506 }
4507
4508
4509 /*
4510  * Turn undead
4511  */
4512 bool turn_undead(void)
4513 {
4514         bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4515         if (tester)
4516                 chg_virtue(V_UNLIFE, -1);
4517         return tester;
4518 }
4519
4520
4521 /*
4522  * Dispel undead monsters
4523  */
4524 bool dispel_undead(int dam)
4525 {
4526         bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4527         if (tester)
4528                 chg_virtue(V_UNLIFE, -2);
4529         return tester;
4530 }
4531
4532 /*
4533  * Dispel evil monsters
4534  */
4535 bool dispel_evil(int dam)
4536 {
4537         return (project_hack(GF_DISP_EVIL, dam));
4538 }
4539
4540 /*
4541  * Dispel good monsters
4542  */
4543 bool dispel_good(int dam)
4544 {
4545         return (project_hack(GF_DISP_GOOD, dam));
4546 }
4547
4548 /*
4549  * Dispel all monsters
4550  */
4551 bool dispel_monsters(int dam)
4552 {
4553         return (project_hack(GF_DISP_ALL, dam));
4554 }
4555
4556 /*
4557  * Dispel 'living' monsters
4558  */
4559 bool dispel_living(int dam)
4560 {
4561         return (project_hack(GF_DISP_LIVING, dam));
4562 }
4563
4564 /*
4565  * Dispel demons
4566  */
4567 bool dispel_demons(int dam)
4568 {
4569         return (project_hack(GF_DISP_DEMON, dam));
4570 }
4571
4572
4573 /*
4574  * Crusade
4575  */
4576 bool crusade(void)
4577 {
4578         return (project_hack(GF_CRUSADE, p_ptr->lev*4));
4579 }
4580
4581
4582 /*
4583  * Wake up all monsters, and speed up "los" monsters.
4584  */
4585 void aggravate_monsters(int who)
4586 {
4587         int     i;
4588         bool    sleep = FALSE;
4589         bool    speed = FALSE;
4590
4591
4592         /* Aggravate everyone nearby */
4593         for (i = 1; i < m_max; i++)
4594         {
4595                 monster_type    *m_ptr = &m_list[i];
4596 /*              monster_race    *r_ptr = &r_info[m_ptr->r_idx]; */
4597
4598                 /* Paranoia -- Skip dead monsters */
4599                 if (!m_ptr->r_idx) continue;
4600
4601                 /* Skip aggravating monster (or player) */
4602                 if (i == who) continue;
4603
4604                 /* Wake up nearby sleeping monsters */
4605                 if (m_ptr->cdis < MAX_SIGHT * 2)
4606                 {
4607                         /* Wake up */
4608                         if (MON_CSLEEP(m_ptr))
4609                         {
4610                                 (void)set_monster_csleep(i, 0);
4611                                 sleep = TRUE;
4612                         }
4613                         if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
4614                 }
4615
4616                 /* Speed up monsters in line of sight */
4617                 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4618                 {
4619                         if (!is_pet(m_ptr))
4620                         {
4621                                 (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
4622                                 speed = TRUE;
4623                         }
4624                 }
4625         }
4626
4627         /* Messages */
4628 #ifdef JP
4629         if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4630         else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4631 #else
4632         if (speed) msg_print("You feel a sudden stirring nearby!");
4633         else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4634 #endif
4635         if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4636 }
4637
4638
4639 /*
4640  * Delete a non-unique/non-quest monster
4641  */
4642 bool genocide_aux(int m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
4643 {
4644         int          msec = delay_factor * delay_factor * delay_factor;
4645         monster_type *m_ptr = &m_list[m_idx];
4646         monster_race *r_ptr = &r_info[m_ptr->r_idx];
4647         bool         resist = FALSE;
4648
4649         if (is_pet(m_ptr) && !player_cast) return FALSE;
4650
4651         /* Hack -- Skip Unique Monsters or Quest Monsters */
4652         if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
4653
4654         else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
4655
4656         else if (m_idx == p_ptr->riding) resist = TRUE;
4657
4658         else if (p_ptr->inside_quest || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
4659
4660         else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
4661
4662         else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
4663
4664         /* Delete the monster */
4665         else
4666         {
4667                 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
4668                 {
4669                         char m_name[80];
4670
4671                         monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
4672                         do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
4673                 }
4674
4675                 delete_monster_idx(m_idx);
4676         }
4677
4678         if (resist && player_cast)
4679         {
4680                 bool see_m = is_seen(m_ptr);
4681                 char m_name[80];
4682
4683                 monster_desc(m_name, m_ptr, 0);
4684                 if (see_m)
4685                 {
4686 #ifdef JP
4687                         msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4688 #else
4689                         msg_format("%^s is unaffected.", m_name);
4690 #endif
4691                 }
4692                 if (MON_CSLEEP(m_ptr))
4693                 {
4694                         (void)set_monster_csleep(m_idx, 0);
4695                         if (m_ptr->ml)
4696                         {
4697 #ifdef JP
4698                                 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4699 #else
4700                                 msg_format("%^s wakes up.", m_name);
4701 #endif
4702                         }
4703                 }
4704                 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4705                 {
4706                         if (see_m)
4707                         {
4708 #ifdef JP
4709                                 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4710 #else
4711                                 msg_format("%^s gets angry!", m_name);
4712 #endif
4713                         }
4714                         set_hostile(m_ptr);
4715                 }
4716                 if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
4717         }
4718
4719         if (player_cast)
4720         {
4721                 /* Take damage */
4722 #ifdef JP
4723                 take_hit(DAMAGE_GENO, randint1(dam_side), format("%^s¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", spell_name), -1);
4724 #else
4725                 take_hit(DAMAGE_GENO, randint1(dam_side), format("the strain of casting %^s", spell_name), -1);
4726 #endif
4727         }
4728
4729         /* Visual feedback */
4730         move_cursor_relative(py, px);
4731
4732         /* Redraw */
4733         p_ptr->redraw |= (PR_HP);
4734
4735         /* Window stuff */
4736         p_ptr->window |= (PW_PLAYER);
4737
4738         /* Handle */
4739         handle_stuff();
4740
4741         /* Fresh */
4742         Term_fresh();
4743
4744         /* Delay */
4745         Term_xtra(TERM_XTRA_DELAY, msec);
4746
4747         return !resist;
4748 }
4749
4750
4751 /*
4752  * Delete all non-unique/non-quest monsters of a given "type" from the level
4753  */
4754 bool symbol_genocide(int power, bool player_cast)
4755 {
4756         int  i;
4757         char typ;
4758         bool result = FALSE;
4759
4760         /* Prevent genocide in quest levels */
4761         if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
4762         {
4763                 return (FALSE);
4764         }
4765
4766         /* Mega-Hack -- Get a monster symbol */
4767 #ifdef JP
4768         while (!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE)) ;
4769 #else
4770         while (!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE)) ;
4771 #endif
4772
4773         /* Delete the monsters of that "type" */
4774         for (i = 1; i < m_max; i++)
4775         {
4776                 monster_type *m_ptr = &m_list[i];
4777                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4778
4779                 /* Paranoia -- Skip dead monsters */
4780                 if (!m_ptr->r_idx) continue;
4781
4782                 /* Skip "wrong" monsters */
4783                 if (r_ptr->d_char != typ) continue;
4784
4785                 /* Take note */
4786 #ifdef JP
4787                 result |= genocide_aux(i, power, player_cast, 4, "Ëõ»¦");
4788 #else
4789                 result |= genocide_aux(i, power, player_cast, 4, "Genocide");
4790 #endif
4791         }
4792
4793         if (result)
4794         {
4795                 chg_virtue(V_VITALITY, -2);
4796                 chg_virtue(V_CHANCE, -1);
4797         }
4798
4799         return result;
4800 }
4801
4802
4803 /*
4804  * Delete all nearby (non-unique) monsters
4805  */
4806 bool mass_genocide(int power, bool player_cast)
4807 {
4808         int  i;
4809         bool result = FALSE;
4810
4811         /* Prevent mass genocide in quest levels */
4812         if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
4813         {
4814                 return (FALSE);
4815         }
4816
4817         /* Delete the (nearby) monsters */
4818         for (i = 1; i < m_max; i++)
4819         {
4820                 monster_type *m_ptr = &m_list[i];
4821
4822                 /* Paranoia -- Skip dead monsters */
4823                 if (!m_ptr->r_idx) continue;
4824
4825                 /* Skip distant monsters */
4826                 if (m_ptr->cdis > MAX_SIGHT) continue;
4827
4828                 /* Note effect */
4829 #ifdef JP
4830                 result |= genocide_aux(i, power, player_cast, 3, "¼þÊÕËõ»¦");
4831 #else
4832                 result |= genocide_aux(i, power, player_cast, 3, "Mass Genocide");
4833 #endif
4834         }
4835
4836         if (result)
4837         {
4838                 chg_virtue(V_VITALITY, -2);
4839                 chg_virtue(V_CHANCE, -1);
4840         }
4841
4842         return result;
4843 }
4844
4845
4846
4847 /*
4848  * Delete all nearby (non-unique) undead
4849  */
4850 bool mass_genocide_undead(int power, bool player_cast)
4851 {
4852         int  i;
4853         bool result = FALSE;
4854
4855         /* Prevent mass genocide in quest levels */
4856         if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
4857         {
4858                 return (FALSE);
4859         }
4860
4861         /* Delete the (nearby) monsters */
4862         for (i = 1; i < m_max; i++)
4863         {
4864                 monster_type *m_ptr = &m_list[i];
4865                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4866
4867                 /* Paranoia -- Skip dead monsters */
4868                 if (!m_ptr->r_idx) continue;
4869
4870                 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
4871
4872                 /* Skip distant monsters */
4873                 if (m_ptr->cdis > MAX_SIGHT) continue;
4874
4875                 /* Note effect */
4876 #ifdef JP
4877                 result |= genocide_aux(i, power, player_cast, 3, "¥¢¥ó¥Ç¥Ã¥É¾ÃÌÇ");
4878 #else
4879                 result |= genocide_aux(i, power, player_cast, 3, "Annihilate Undead");
4880 #endif
4881         }
4882
4883         if (result)
4884         {
4885                 chg_virtue(V_UNLIFE, -2);
4886                 chg_virtue(V_CHANCE, -1);
4887         }
4888
4889         return result;
4890 }
4891
4892
4893
4894 /*
4895  * Probe nearby monsters
4896  */
4897 bool probing(void)
4898 {
4899         int     i, speed;
4900         int cu, cv;
4901         bool    probe = FALSE;
4902         char buf[256];
4903         cptr align;
4904
4905         cu = Term->scr->cu;
4906         cv = Term->scr->cv;
4907         Term->scr->cu = 0;
4908         Term->scr->cv = 1;
4909
4910         /* Probe all (nearby) monsters */
4911         for (i = 1; i < m_max; i++)
4912         {
4913                 monster_type *m_ptr = &m_list[i];
4914                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4915
4916                 /* Paranoia -- Skip dead monsters */
4917                 if (!m_ptr->r_idx) continue;
4918
4919                 /* Require line of sight */
4920                 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
4921
4922                 /* Probe visible monsters */
4923                 if (m_ptr->ml)
4924                 {
4925                         char m_name[80];
4926
4927                         /* Start the message */
4928                         if (!probe)
4929                         {
4930 #ifdef JP
4931                                 msg_print("Ä´ººÃæ...");
4932 #else
4933                                 msg_print("Probing...");
4934 #endif
4935                         }
4936
4937                         msg_print(NULL);
4938
4939                         if (!is_original_ap(m_ptr))
4940                         {
4941                                 if (m_ptr->mflag2 & MFLAG2_KAGE)
4942                                         m_ptr->mflag2 &= ~(MFLAG2_KAGE);
4943
4944                                 m_ptr->ap_r_idx = m_ptr->r_idx;
4945                                 lite_spot(m_ptr->fy, m_ptr->fx);
4946                         }
4947                         /* Get "the monster" or "something" */
4948                         monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
4949
4950                         speed = m_ptr->mspeed - 110;
4951                         if (MON_FAST(m_ptr)) speed += 10;
4952                         if (MON_SLOW(m_ptr)) speed -= 10;
4953
4954                         /* Get the monster's alignment */
4955 #ifdef JP
4956                         if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "Á±°­";
4957                         else if (r_ptr->flags3 & RF3_EVIL) align = "¼Ù°­";
4958                         else if (r_ptr->flags3 & RF3_GOOD) align = "Á±ÎÉ";
4959                         else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "ÃæΩ(Á±°­)";
4960                         else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "ÃæΩ(¼Ù°­)";
4961                         else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "ÃæΩ(Á±ÎÉ)";
4962                         else align = "ÃæΩ";
4963 #else
4964                         if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "good&evil";
4965                         else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
4966                         else if (r_ptr->flags3 & RF3_GOOD) align = "good";
4967                         else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "neutral(good&evil)";
4968                         else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
4969                         else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
4970                         else align = "neutral";
4971 #endif
4972
4973                         /* Describe the monster */
4974 #ifdef JP
4975 sprintf(buf,"%s ... Â°À­:%s HP:%d/%d AC:%d Â®ÅÙ:%s%d ·Ð¸³:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
4976 #else
4977 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);
4978 #endif
4979                         if (r_ptr->next_r_idx)
4980                         {
4981                                 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
4982                         }
4983                         else
4984                         {
4985                                 strcat(buf, "xxx ");
4986                         }
4987
4988 #ifdef JP
4989                         if (MON_CSLEEP(m_ptr)) strcat(buf,"¿ç̲ ");
4990                         if (MON_STUNNED(m_ptr)) strcat(buf,"ۯ۰ ");
4991                         if (MON_MONFEAR(m_ptr)) strcat(buf,"¶²ÉÝ ");
4992                         if (MON_CONFUSED(m_ptr)) strcat(buf,"º®Íð ");
4993                         if (MON_INVULNER(m_ptr)) strcat(buf,"̵Ũ ");
4994 #else
4995                         if (MON_CSLEEP(m_ptr)) strcat(buf,"sleeping ");
4996                         if (MON_STUNNED(m_ptr)) strcat(buf,"stunned ");
4997                         if (MON_MONFEAR(m_ptr)) strcat(buf,"scared ");
4998                         if (MON_CONFUSED(m_ptr)) strcat(buf,"confused ");
4999                         if (MON_INVULNER(m_ptr)) strcat(buf,"invulnerable ");
5000 #endif
5001                         buf[strlen(buf)-1] = '\0';
5002                         prt(buf,0,0);
5003
5004                         /* HACK : Add the line to message buffer */
5005                         message_add(buf);
5006                         p_ptr->window |= (PW_MESSAGE);
5007                         window_stuff();
5008
5009                         if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
5010                         inkey();
5011
5012                         Term_erase(0, 0, 255);
5013
5014                         /* Learn everything about this monster */
5015                         if (lore_do_probe(m_ptr->r_idx))
5016                         {
5017                                 char buf[80];
5018
5019                                 /* Get base name of monster */
5020                                 strcpy(buf, (r_name + r_ptr->name));
5021
5022 #ifdef JP
5023                                 /* Note that we learnt some new flags  -Mogami- */
5024                                 msg_format("%s¤Ë¤Ä¤¤¤Æ¤µ¤é¤Ë¾Ü¤·¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£", buf);
5025 #else
5026                                 /* Pluralize it */
5027                                 plural_aux(buf);
5028
5029                                 /* Note that we learnt some new flags  -Mogami- */
5030                                 msg_format("You now know more about %s.", buf);
5031 #endif
5032                                 /* Clear -more- prompt */
5033                                 msg_print(NULL);
5034                         }
5035
5036                         /* Probe worked */
5037                         probe = TRUE;
5038                 }
5039         }
5040
5041         Term->scr->cu = cu;
5042         Term->scr->cv = cv;
5043         Term_fresh();
5044
5045         /* Done */
5046         if (probe)
5047         {
5048                 chg_virtue(V_KNOWLEDGE, 1);
5049
5050 #ifdef JP
5051 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
5052 #else
5053                 msg_print("That's all.");
5054 #endif
5055
5056         }
5057
5058         /* Result */
5059         return (probe);
5060 }
5061
5062
5063
5064 /*
5065  * The spell of destruction
5066  *
5067  * This spell "deletes" monsters (instead of "killing" them).
5068  *
5069  * Later we may use one function for both "destruction" and
5070  * "earthquake" by using the "full" to select "destruction".
5071  */
5072 bool destroy_area(int y1, int x1, int r, bool in_generate)
5073 {
5074         int       y, x, k, t;
5075         cave_type *c_ptr;
5076         bool      flag = FALSE;
5077
5078         /* Prevent destruction of quest levels and town */
5079         if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
5080         {
5081                 return (FALSE);
5082         }
5083
5084         /* Lose monster light */
5085         if (!in_generate) clear_mon_lite();
5086
5087         /* Big area of affect */
5088         for (y = (y1 - r); y <= (y1 + r); y++)
5089         {
5090                 for (x = (x1 - r); x <= (x1 + r); x++)
5091                 {
5092                         /* Skip illegal grids */
5093                         if (!in_bounds(y, x)) continue;
5094
5095                         /* Extract the distance */
5096                         k = distance(y1, x1, y, x);
5097
5098                         /* Stay in the circle of death */
5099                         if (k > r) continue;
5100
5101                         /* Access the grid */
5102                         c_ptr = &cave[y][x];
5103
5104                         /* Lose room and vault */
5105                         c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
5106
5107                         /* Lose light and knowledge */
5108                         c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
5109
5110                         if (!in_generate) /* Normal */
5111                         {
5112                                 /* Lose unsafety */
5113                                 c_ptr->info &= ~(CAVE_UNSAFE);
5114
5115                                 /* Hack -- Notice player affect */
5116                                 if (player_bold(y, x))
5117                                 {
5118                                         /* Hurt the player later */
5119                                         flag = TRUE;
5120
5121                                         /* Do not hurt this grid */
5122                                         continue;
5123                                 }
5124                         }
5125
5126                         /* Hack -- Skip the epicenter */
5127                         if ((y == y1) && (x == x1)) continue;
5128
5129                         if (c_ptr->m_idx)
5130                         {
5131                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5132                                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5133
5134                                 if (in_generate) /* In generation */
5135                                 {
5136                                         /* Delete the monster (if any) */
5137                                         delete_monster(y, x);
5138                                 }
5139                                 else if (r_ptr->flags1 & RF1_QUESTOR)
5140                                 {
5141                                         /* Heal the monster */
5142                                         m_ptr->hp = m_ptr->maxhp;
5143
5144                                         /* Try to teleport away quest monsters */
5145                                         if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
5146                                 }
5147                                 else
5148                                 {
5149                                         if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
5150                                         {
5151                                                 char m_name[80];
5152
5153                                                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
5154                                                 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
5155                                         }
5156
5157                                         /* Delete the monster (if any) */
5158                                         delete_monster(y, x);
5159                                 }
5160                         }
5161
5162                         /* During generation, destroyed artifacts are "preserved" */
5163                         if (preserve_mode || in_generate)
5164                         {
5165                                 s16b this_o_idx, next_o_idx = 0;
5166
5167                                 /* Scan all objects in the grid */
5168                                 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5169                                 {
5170                                         object_type *o_ptr;
5171
5172                                         /* Acquire object */
5173                                         o_ptr = &o_list[this_o_idx];
5174
5175                                         /* Acquire next object */
5176                                         next_o_idx = o_ptr->next_o_idx;
5177
5178                                         /* Hack -- Preserve unknown artifacts */
5179                                         if (object_is_fixed_artifact(o_ptr) && (!object_is_known(o_ptr) || in_generate))
5180                                         {
5181                                                 /* Mega-Hack -- Preserve the artifact */
5182                                                 a_info[o_ptr->name1].cur_num = 0;
5183
5184                                                 if (in_generate && cheat_peek)
5185                                                 {
5186                                                         char o_name[MAX_NLEN];
5187                                                         object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
5188 #ifdef JP
5189                                                         msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s) ¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£", o_name);
5190 #else
5191                                                         msg_format("Artifact (%s) was *destroyed* during generation.", o_name);
5192 #endif
5193                                                 }
5194                                         }
5195                                         else if (in_generate && cheat_peek && o_ptr->art_name)
5196                                         {
5197 #ifdef JP
5198                                                 msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î1¤Ä¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£");
5199 #else
5200                                                 msg_print("One of the random artifacts was *destroyed* during generation.");
5201 #endif
5202                                         }
5203                                 }
5204                         }
5205
5206                         /* Delete objects */
5207                         delete_object(y, x);
5208
5209                         /* Destroy "non-permanent" grids */
5210                         if (!cave_perma_grid(c_ptr))
5211                         {
5212                                 /* Wall (or floor) type */
5213                                 t = randint0(200);
5214
5215                                 if (!in_generate) /* Normal */
5216                                 {
5217                                         if (t < 20)
5218                                         {
5219                                                 /* Create granite wall */
5220                                                 cave_set_feat(y, x, feat_granite);
5221                                         }
5222                                         else if (t < 70)
5223                                         {
5224                                                 /* Create quartz vein */
5225                                                 cave_set_feat(y, x, feat_quartz_vein);
5226                                         }
5227                                         else if (t < 100)
5228                                         {
5229                                                 /* Create magma vein */
5230                                                 cave_set_feat(y, x, feat_magma_vein);
5231                                         }
5232                                         else
5233                                         {
5234                                                 /* Create floor */
5235                                                 cave_set_feat(y, x, floor_type[randint0(100)]);
5236                                         }
5237                                 }
5238                                 else /* In generation */
5239                                 {
5240                                         if (t < 20)
5241                                         {
5242                                                 /* Create granite wall */
5243                                                 place_extra_grid(c_ptr);
5244                                         }
5245                                         else if (t < 70)
5246                                         {
5247                                                 /* Create quartz vein */
5248                                                 c_ptr->feat = feat_quartz_vein;
5249                                         }
5250                                         else if (t < 100)
5251                                         {
5252                                                 /* Create magma vein */
5253                                                 c_ptr->feat = feat_magma_vein;
5254                                         }
5255                                         else
5256                                         {
5257                                                 /* Create floor */
5258                                                 place_floor_grid(c_ptr);
5259                                         }
5260
5261                                         /* Clear garbage of hidden trap or door */
5262                                         c_ptr->mimic = 0;
5263                                 }
5264                         }
5265                 }
5266         }
5267
5268         if (!in_generate)
5269         {
5270                 /* Process "re-glowing" */
5271                 for (y = (y1 - r); y <= (y1 + r); y++)
5272                 {
5273                         for (x = (x1 - r); x <= (x1 + r); x++)
5274                         {
5275                                 /* Skip illegal grids */
5276                                 if (!in_bounds(y, x)) continue;
5277
5278                                 /* Extract the distance */
5279                                 k = distance(y1, x1, y, x);
5280
5281                                 /* Stay in the circle of death */
5282                                 if (k > r) continue;
5283
5284                                 /* Access the grid */
5285                                 c_ptr = &cave[y][x];
5286
5287                                 if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
5288                                 else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
5289                                 {
5290                                         int i, yy, xx;
5291                                         cave_type *cc_ptr;
5292
5293                                         for (i = 0; i < 9; i++)
5294                                         {
5295                                                 yy = y + ddy_ddd[i];
5296                                                 xx = x + ddx_ddd[i];
5297                                                 if (!in_bounds2(yy, xx)) continue;
5298                                                 cc_ptr = &cave[yy][xx];
5299                                                 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
5300                                                 {
5301                                                         c_ptr->info |= CAVE_GLOW;
5302                                                         break;
5303                                                 }
5304                                         }
5305                                 }
5306                         }
5307                 }
5308
5309                 /* Hack -- Affect player */
5310                 if (flag)
5311                 {
5312                         /* Message */
5313 #ifdef JP
5314                         msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5315 #else
5316                         msg_print("There is a searing blast of light!");
5317 #endif
5318
5319                         /* Blind the player */
5320                         if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5321                         {
5322                                 /* Become blind */
5323                                 (void)set_blind(p_ptr->blind + 10 + randint1(10));
5324                         }
5325                 }
5326
5327                 forget_flow();
5328
5329                 /* Mega-Hack -- Forget the view and lite */
5330                 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5331
5332                 /* Update stuff */
5333                 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
5334
5335                 /* Redraw map */
5336                 p_ptr->redraw |= (PR_MAP);
5337
5338                 /* Window stuff */
5339                 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5340
5341                 if (p_ptr->special_defense & NINJA_S_STEALTH)
5342                 {
5343                         if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
5344                 }
5345         }
5346
5347         /* Success */
5348         return (TRUE);
5349 }
5350
5351
5352 /*
5353  * Induce an "earthquake" of the given radius at the given location.
5354  *
5355  * This will turn some walls into floors and some floors into walls.
5356  *
5357  * The player will take damage and "jump" into a safe grid if possible,
5358  * otherwise, he will "tunnel" through the rubble instantaneously.
5359  *
5360  * Monsters will take damage, and "jump" into a safe grid if possible,
5361  * otherwise they will be "buried" in the rubble, disappearing from
5362  * the level in the same way that they do when genocided.
5363  *
5364  * Note that thus the player and monsters (except eaters of walls and
5365  * passers through walls) will never occupy the same grid as a wall.
5366  * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5367  * for a single turn, unless that monster can pass_walls or kill_walls.
5368  * This has allowed massive simplification of the "monster" code.
5369  */
5370 bool earthquake_aux(int cy, int cx, int r, int m_idx)
5371 {
5372         int             i, t, y, x, yy, xx, dy, dx;
5373         int             damage = 0;
5374         int             sn = 0, sy = 0, sx = 0;
5375         bool            hurt = FALSE;
5376         cave_type       *c_ptr;
5377         bool            map[32][32];
5378
5379
5380         /* Prevent destruction of quest levels and town */
5381         if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
5382         {
5383                 return (FALSE);
5384         }
5385
5386         /* Paranoia -- Enforce maximum range */
5387         if (r > 12) r = 12;
5388
5389         /* Clear the "maximal blast" area */
5390         for (y = 0; y < 32; y++)
5391         {
5392                 for (x = 0; x < 32; x++)
5393                 {
5394                         map[y][x] = FALSE;
5395                 }
5396         }
5397
5398         /* Check around the epicenter */
5399         for (dy = -r; dy <= r; dy++)
5400         {
5401                 for (dx = -r; dx <= r; dx++)
5402                 {
5403                         /* Extract the location */
5404                         yy = cy + dy;
5405                         xx = cx + dx;
5406
5407                         /* Skip illegal grids */
5408                         if (!in_bounds(yy, xx)) continue;
5409
5410                         /* Skip distant grids */
5411                         if (distance(cy, cx, yy, xx) > r) continue;
5412
5413                         /* Access the grid */
5414                         c_ptr = &cave[yy][xx];
5415
5416                         /* Lose room and vault */
5417                         c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
5418
5419                         /* Lose light and knowledge */
5420                         c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
5421
5422                         /* Skip the epicenter */
5423                         if (!dx && !dy) continue;
5424
5425                         /* Skip most grids */
5426                         if (randint0(100) < 85) continue;
5427
5428                         /* Damage this grid */
5429                         map[16+yy-cy][16+xx-cx] = TRUE;
5430
5431                         /* Hack -- Take note of player damage */
5432                         if (player_bold(yy, xx)) hurt = TRUE;
5433                 }
5434         }
5435
5436         /* First, affect the player (if necessary) */
5437         if (hurt && !p_ptr->pass_wall && !p_ptr->kill_wall)
5438         {
5439                 /* Check around the player */
5440                 for (i = 0; i < 8; i++)
5441                 {
5442                         /* Access the location */
5443                         y = py + ddy_ddd[i];
5444                         x = px + ddx_ddd[i];
5445
5446                         /* Skip non-empty grids */
5447                         if (!cave_empty_bold(y, x)) continue;
5448
5449                         /* Important -- Skip "quake" grids */
5450                         if (map[16+y-cy][16+x-cx]) continue;
5451
5452                         if (cave[y][x].m_idx) continue;
5453
5454                         /* Count "safe" grids */
5455                         sn++;
5456
5457                         /* Randomize choice */
5458                         if (randint0(sn) > 0) continue;
5459
5460                         /* Save the safe location */
5461                         sy = y; sx = x;
5462                 }
5463
5464                 /* Random message */
5465                 switch (randint1(3))
5466                 {
5467                         case 1:
5468                         {
5469 #ifdef JP
5470                                 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5471 #else
5472                                 msg_print("The cave ceiling collapses!");
5473 #endif
5474                                 break;
5475                         }
5476                         case 2:
5477                         {
5478 #ifdef JP
5479                                 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5480 #else
5481                                 msg_print("The cave floor twists in an unnatural way!");
5482 #endif
5483                                 break;
5484                         }
5485                         default:
5486                         {
5487 #ifdef JP
5488                                 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤­¤¿¡ª");
5489 #else
5490                                 msg_print("The cave quakes!  You are pummeled with debris!");
5491 #endif
5492                                 break;
5493                         }
5494                 }
5495
5496                 /* Hurt the player a lot */
5497                 if (!sn)
5498                 {
5499                         /* Message and damage */
5500 #ifdef JP
5501                         msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5502 #else
5503                         msg_print("You are severely crushed!");
5504 #endif
5505                         damage = 200;
5506                 }
5507
5508                 /* Destroy the grid, and push the player to safety */
5509                 else
5510                 {
5511                         /* Calculate results */
5512                         switch (randint1(3))
5513                         {
5514                                 case 1:
5515                                 {
5516 #ifdef JP
5517                                         msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5518 #else
5519                                         msg_print("You nimbly dodge the blast!");
5520 #endif
5521                                         damage = 0;
5522                                         break;
5523                                 }
5524                                 case 2:
5525                                 {
5526 #ifdef JP
5527                                         msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5528 #else
5529                                         msg_print("You are bashed by rubble!");
5530 #endif
5531                                         damage = damroll(10, 4);
5532                                         (void)set_stun(p_ptr->stun + randint1(50));
5533                                         break;
5534                                 }
5535                                 case 3:
5536                                 {
5537 #ifdef JP
5538                                         msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5539 #else
5540                                         msg_print("You are crushed between the floor and ceiling!");
5541 #endif
5542                                         damage = damroll(10, 4);
5543                                         (void)set_stun(p_ptr->stun + randint1(50));
5544                                         break;
5545                                 }
5546                         }
5547
5548                         /* Move the player to the safe location */
5549                         (void)move_player_effect(sy, sx, MPE_DONT_PICKUP);
5550                 }
5551
5552                 /* Important -- no wall on player */
5553                 map[16+py-cy][16+px-cx] = FALSE;
5554
5555                 /* Take some damage */
5556                 if (damage)
5557                 {
5558                         char *killer;
5559
5560                         if (m_idx)
5561                         {
5562                                 char m_name[80];
5563                                 monster_type *m_ptr = &m_list[m_idx];
5564
5565                                 /* Get the monster's real name */
5566                                 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
5567
5568 #ifdef JP
5569                                 killer = format("%s¤Îµ¯¤³¤·¤¿ÃÏ¿Ì", m_name);
5570 #else
5571                                 killer = format("an earthquake caused by %s", m_name);
5572 #endif
5573                         }
5574                         else
5575                         {
5576 #ifdef JP
5577                                 killer = "ÃÏ¿Ì";
5578 #else
5579                                 killer = "an earthquake";
5580 #endif
5581                         }
5582
5583                         take_hit(DAMAGE_ATTACK, damage, killer, -1);
5584                 }
5585         }
5586
5587         /* Examine the quaked region */
5588         for (dy = -r; dy <= r; dy++)
5589         {
5590                 for (dx = -r; dx <= r; dx++)
5591                 {
5592                         /* Extract the location */
5593                         yy = cy + dy;
5594                         xx = cx + dx;
5595
5596                         /* Skip unaffected grids */
5597                         if (!map[16+yy-cy][16+xx-cx]) continue;
5598
5599                         /* Access the grid */
5600                         c_ptr = &cave[yy][xx];
5601
5602                         if (c_ptr->m_idx == p_ptr->riding) continue;
5603
5604                         /* Process monsters */
5605                         if (c_ptr->m_idx)
5606                         {
5607                                 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5608                                 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5609
5610                                 /* Quest monsters */
5611                                 if (r_ptr->flags1 & RF1_QUESTOR)
5612                                 {
5613                                         /* No wall on quest monsters */
5614                                         map[16+yy-cy][16+xx-cx] = FALSE;
5615
5616                                         continue;
5617                                 }
5618
5619                                 /* Most monsters cannot co-exist with rock */
5620                                 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5621                                     !(r_ptr->flags2 & (RF2_PASS_WALL)))
5622                                 {
5623                                         char m_name[80];
5624
5625                                         /* Assume not safe */
5626                                         sn = 0;
5627
5628                                         /* Monster can move to escape the wall */
5629                                         if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5630                                         {
5631                                                 /* Look for safety */
5632                                                 for (i = 0; i < 8; i++)
5633                                                 {
5634                                                         /* Access the grid */
5635                                                         y = yy + ddy_ddd[i];
5636                                                         x = xx + ddx_ddd[i];
5637
5638                                                         /* Skip non-empty grids */
5639                                                         if (!cave_empty_bold(y, x)) continue;
5640
5641                                                         /* Hack -- no safety on glyph of warding */
5642                                                         if (is_glyph_grid(&cave[y][x])) continue;
5643                                                         if (is_explosive_rune_grid(&cave[y][x])) continue;
5644
5645                                                         /* ... nor on the Pattern */
5646                                                         if (pattern_tile(y, x)) continue;
5647
5648                                                         /* Important -- Skip "quake" grids */
5649                                                         if (map[16+y-cy][16+x-cx]) continue;
5650
5651                                                         if (cave[y][x].m_idx) continue;
5652                                                         if (player_bold(y, x)) continue;
5653
5654                                                         /* Count "safe" grids */
5655                                                         sn++;
5656
5657                                                         /* Randomize choice */
5658                                                         if (randint0(sn) > 0) continue;
5659
5660                                                         /* Save the safe grid */
5661                                                         sy = y; sx = x;
5662                                                 }
5663                                         }
5664
5665                                         /* Describe the monster */
5666                                         monster_desc(m_name, m_ptr, 0);
5667
5668                                         /* Scream in pain */
5669 #ifdef JP
5670                                         if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s¤Ï¶ìÄˤǵ㤭¤ï¤á¤¤¤¿¡ª", m_name);
5671 #else
5672                                         if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s wails out in pain!", m_name);
5673 #endif
5674
5675                                         /* Take damage from the quake */
5676                                         damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5677
5678                                         /* Monster is certainly awake */
5679                                         (void)set_monster_csleep(c_ptr->m_idx, 0);
5680
5681                                         /* Apply damage directly */
5682                                         m_ptr->hp -= damage;
5683
5684                                         /* Delete (not kill) "dead" monsters */
5685                                         if (m_ptr->hp < 0)
5686                                         {
5687                                                 /* Message */
5688 #ifdef JP
5689                                                 if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5690 #else
5691                                                 if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s is embedded in the rock!", m_name);
5692 #endif
5693
5694                                                 if (c_ptr->m_idx)
5695                                                 {
5696                                                         if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5697                                                         {
5698                                                                 char m2_name[80];
5699
5700                                                                 monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
5701                                                                 do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
5702                                                         }
5703                                                 }
5704
5705                                                 /* Delete the monster */
5706                                                 delete_monster(yy, xx);
5707
5708                                                 /* No longer safe */
5709                                                 sn = 0;
5710                                         }
5711
5712                                         /* Hack -- Escape from the rock */
5713                                         if (sn)
5714                                         {
5715                                                 int m_idx = cave[yy][xx].m_idx;
5716
5717                                                 /* Update the old location */
5718                                                 cave[yy][xx].m_idx = 0;
5719
5720                                                 /* Update the new location */
5721                                                 cave[sy][sx].m_idx = m_idx;
5722
5723                                                 /* Move the monster */
5724                                                 m_ptr->fy = sy;
5725                                                 m_ptr->fx = sx;
5726
5727                                                 /* Update the monster (new location) */
5728                                                 update_mon(m_idx, TRUE);
5729
5730                                                 /* Redraw the old grid */
5731                                                 lite_spot(yy, xx);
5732
5733                                                 /* Redraw the new grid */
5734                                                 lite_spot(sy, sx);
5735                                         }
5736                                 }
5737                         }
5738                 }
5739         }
5740
5741         /* Lose monster light */
5742         clear_mon_lite();
5743
5744         /* Examine the quaked region */
5745         for (dy = -r; dy <= r; dy++)
5746         {
5747                 for (dx = -r; dx <= r; dx++)
5748                 {
5749                         /* Extract the location */
5750                         yy = cy + dy;
5751                         xx = cx + dx;
5752
5753                         /* Skip unaffected grids */
5754                         if (!map[16+yy-cy][16+xx-cx]) continue;
5755
5756                         /* Access the cave grid */
5757                         c_ptr = &cave[yy][xx];
5758
5759                         /* Paranoia -- never affect player */
5760 /*                      if (player_bold(yy, xx)) continue; */
5761
5762                         /* Destroy location (if valid) */
5763                         if (cave_valid_bold(yy, xx))
5764                         {
5765                                 /* Delete objects */
5766                                 delete_object(yy, xx);
5767
5768                                 /* Wall (or floor) type */
5769                                 t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
5770
5771                                 /* Granite */
5772                                 if (t < 20)
5773                                 {
5774                                         /* Create granite wall */
5775                                         cave_set_feat(yy, xx, feat_granite);
5776                                 }
5777
5778                                 /* Quartz */
5779                                 else if (t < 70)
5780                                 {
5781                                         /* Create quartz vein */
5782                                         cave_set_feat(yy, xx, feat_quartz_vein);
5783                                 }
5784
5785                                 /* Magma */
5786                                 else if (t < 100)
5787                                 {
5788                                         /* Create magma vein */
5789                                         cave_set_feat(yy, xx, feat_magma_vein);
5790                                 }
5791
5792                                 /* Floor */
5793                                 else
5794                                 {
5795                                         /* Create floor */
5796                                         cave_set_feat(yy, xx, floor_type[randint0(100)]);
5797                                 }
5798                         }
5799                 }
5800         }
5801
5802
5803         /* Process "re-glowing" */
5804         for (dy = -r; dy <= r; dy++)
5805         {
5806                 for (dx = -r; dx <= r; dx++)
5807                 {
5808                         /* Extract the location */
5809                         yy = cy + dy;
5810                         xx = cx + dx;
5811
5812                         /* Skip illegal grids */
5813                         if (!in_bounds(yy, xx)) continue;
5814
5815                         /* Skip distant grids */
5816                         if (distance(cy, cx, yy, xx) > r) continue;
5817
5818                         /* Access the grid */
5819                         c_ptr = &cave[yy][xx];
5820
5821                         if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
5822                         else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
5823                         {
5824                                 int ii, yyy, xxx;
5825                                 cave_type *cc_ptr;
5826
5827                                 for (ii = 0; ii < 9; ii++)
5828                                 {
5829                                         yyy = yy + ddy_ddd[ii];
5830                                         xxx = xx + ddx_ddd[ii];
5831                                         if (!in_bounds2(yyy, xxx)) continue;
5832                                         cc_ptr = &cave[yyy][xxx];
5833                                         if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
5834                                         {
5835                                                 c_ptr->info |= CAVE_GLOW;
5836                                                 break;
5837                                         }
5838                                 }
5839                         }
5840                 }
5841         }
5842
5843
5844         /* Mega-Hack -- Forget the view and lite */
5845         p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5846
5847         /* Update stuff */
5848         p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
5849
5850         /* Update the health bar */
5851         p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5852
5853         /* Redraw map */
5854         p_ptr->redraw |= (PR_MAP);
5855
5856         /* Window stuff */
5857         p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5858
5859         if (p_ptr->special_defense & NINJA_S_STEALTH)
5860         {
5861                 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
5862         }
5863
5864         /* Success */
5865         return (TRUE);
5866 }
5867
5868 bool earthquake(int cy, int cx, int r)
5869 {
5870         return earthquake_aux(cy, cx, r, 0);
5871 }
5872
5873
5874 void discharge_minion(void)
5875 {
5876         int i;
5877         bool okay = TRUE;
5878
5879         for (i = 1; i < m_max; i++)
5880         {
5881                 monster_type *m_ptr = &m_list[i];
5882                 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5883                 if (m_ptr->nickname) okay = FALSE;
5884         }
5885         if (!okay || p_ptr->riding)
5886         {
5887 #ifdef JP
5888                 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
5889 #else
5890                 if (!get_check("You will blast all pets. Are you sure? "))
5891 #endif
5892                         return;
5893         }
5894         for (i = 1; i < m_max; i++)
5895         {
5896                 int dam;
5897                 monster_type *m_ptr = &m_list[i];
5898                 monster_race *r_ptr;
5899
5900                 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5901                 r_ptr = &r_info[m_ptr->r_idx];
5902
5903                 /* Uniques resist discharging */
5904                 if (r_ptr->flags1 & RF1_UNIQUE)
5905                 {
5906                         char m_name[80];
5907                         monster_desc(m_name, m_ptr, 0x00);
5908 #ifdef JP
5909                         msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
5910 #else
5911                         msg_format("%^s resists to be blasted, and run away.", m_name);
5912 #endif
5913                         delete_monster_idx(i);
5914                         continue;
5915                 }
5916                 dam = m_ptr->maxhp / 2;
5917                 if (dam > 100) dam = (dam-100)/2 + 100;
5918                 if (dam > 400) dam = (dam-400)/2 + 400;
5919                 if (dam > 800) dam = 800;
5920                 project(i, 2+(r_ptr->level/20), m_ptr->fy,
5921                         m_ptr->fx, dam, GF_PLASMA, 
5922                         PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
5923
5924                 if (record_named_pet && m_ptr->nickname)
5925                 {
5926                         char m_name[80];
5927
5928                         monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
5929                         do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
5930                 }
5931
5932                 delete_monster_idx(i);
5933         }
5934 }
5935
5936
5937 /*
5938  * This routine clears the entire "temp" set.
5939  *
5940  * This routine will Perma-Lite all "temp" grids.
5941  *
5942  * This routine is used (only) by "lite_room()"
5943  *
5944  * Dark grids are illuminated.
5945  *
5946  * Also, process all affected monsters.
5947  *
5948  * SMART monsters always wake up when illuminated
5949  * NORMAL monsters wake up 1/4 the time when illuminated
5950  * STUPID monsters wake up 1/10 the time when illuminated
5951  */
5952 static void cave_temp_room_lite(void)
5953 {
5954         int i;
5955
5956         /* Clear them all */
5957         for (i = 0; i < temp_n; i++)
5958         {
5959                 int y = temp_y[i];
5960                 int x = temp_x[i];
5961
5962                 cave_type *c_ptr = &cave[y][x];
5963
5964                 /* No longer in the array */
5965                 c_ptr->info &= ~(CAVE_TEMP);
5966
5967                 /* Update only non-CAVE_GLOW grids */
5968                 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
5969
5970                 /* Perma-Lite */
5971                 c_ptr->info |= (CAVE_GLOW);
5972
5973                 /* Process affected monsters */
5974                 if (c_ptr->m_idx)
5975                 {
5976                         int chance = 25;
5977
5978                         monster_type    *m_ptr = &m_list[c_ptr->m_idx];
5979
5980                         monster_race    *r_ptr = &r_info[m_ptr->r_idx];
5981
5982                         /* Update the monster */
5983                         update_mon(c_ptr->m_idx, FALSE);
5984
5985                         /* Stupid monsters rarely wake up */
5986                         if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
5987
5988                         /* Smart monsters always wake up */
5989                         if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
5990
5991                         /* Sometimes monsters wake up */
5992                         if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
5993                         {
5994                                 /* Wake up! */
5995                                 (void)set_monster_csleep(c_ptr->m_idx, 0);
5996
5997                                 /* Notice the "waking up" */
5998                                 if (m_ptr->ml)
5999                                 {
6000                                         char m_name[80];
6001
6002                                         /* Acquire the monster name */
6003                                         monster_desc(m_name, m_ptr, 0);
6004
6005                                         /* Dump a message */
6006 #ifdef JP
6007                                         msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
6008 #else
6009                                         msg_format("%^s wakes up.", m_name);
6010 #endif
6011                                 }
6012                         }
6013                 }
6014
6015                 /* Note */
6016                 note_spot(y, x);
6017
6018                 /* Redraw */
6019                 lite_spot(y, x);
6020
6021                 update_local_illumination(y, x);
6022         }
6023
6024         /* None left */
6025         temp_n = 0;
6026 }
6027
6028
6029
6030 /*
6031  * This routine clears the entire "temp" set.
6032  *
6033  * This routine will "darken" all "temp" grids.
6034  *
6035  * In addition, some of these grids will be "unmarked".
6036  *
6037  * This routine is used (only) by "unlite_room()"
6038  *
6039  * Also, process all affected monsters
6040  */
6041 static void cave_temp_room_unlite(void)
6042 {
6043         int i;
6044
6045         /* Clear them all */
6046         for (i = 0; i < temp_n; i++)
6047         {
6048                 int y = temp_y[i];
6049                 int x = temp_x[i];
6050                 int j;
6051
6052                 cave_type *c_ptr = &cave[y][x];
6053                 bool do_dark = !is_mirror_grid(c_ptr);
6054
6055                 /* No longer in the array */
6056                 c_ptr->info &= ~(CAVE_TEMP);
6057
6058                 /* Darken the grid */
6059                 if (do_dark)
6060                 {
6061                         if (dun_level || !is_daytime())
6062                         {
6063                                 for (j = 0; j < 9; j++)
6064                                 {
6065                                         int by = y + ddy_ddd[j];
6066                                         int bx = x + ddx_ddd[j];
6067
6068                                         if (in_bounds2(by, bx))
6069                                         {
6070                                                 cave_type *cc_ptr = &cave[by][bx];
6071
6072                                                 if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
6073                                                 {
6074                                                         do_dark = FALSE;
6075                                                         break;
6076                                                 }
6077                                         }
6078                                 }
6079
6080                                 if (!do_dark) continue;
6081                         }
6082
6083                         c_ptr->info &= ~(CAVE_GLOW);
6084
6085                         /* Hack -- Forget "boring" grids */
6086                         if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_REMEMBER))
6087                         {
6088                                 /* Forget the grid */
6089                                 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
6090
6091                                 /* Notice */
6092                                 note_spot(y, x);
6093                         }
6094
6095                         /* Process affected monsters */
6096                         if (c_ptr->m_idx)
6097                         {
6098                                 /* Update the monster */
6099                                 update_mon(c_ptr->m_idx, FALSE);
6100                         }
6101
6102                         /* Redraw */
6103                         lite_spot(y, x);
6104
6105                         update_local_illumination(y, x);
6106                 }
6107         }
6108
6109         /* None left */
6110         temp_n = 0;
6111 }
6112
6113
6114 /*
6115  * Determine how much contiguous open space this grid is next to
6116  */
6117 static int next_to_open(int cy, int cx, bool (*pass_bold)(int, int))
6118 {
6119         int i;
6120
6121         int y, x;
6122
6123         int len = 0;
6124         int blen = 0;
6125
6126         for (i = 0; i < 16; i++)
6127         {
6128                 y = cy + ddy_cdd[i % 8];
6129                 x = cx + ddx_cdd[i % 8];
6130
6131                 /* Found a wall, break the length */
6132                 if (!pass_bold(y, x))
6133                 {
6134                         /* Track best length */
6135                         if (len > blen)
6136                         {
6137                                 blen = len;
6138                         }
6139
6140                         len = 0;
6141                 }
6142                 else
6143                 {
6144                         len++;
6145                 }
6146         }
6147
6148         return (MAX(len, blen));
6149 }
6150
6151
6152 static int next_to_walls_adj(int cy, int cx, bool (*pass_bold)(int, int))
6153 {
6154         int i;
6155
6156         int y, x;
6157
6158         int c = 0;
6159
6160         for (i = 0; i < 8; i++)
6161         {
6162                 y = cy + ddy_ddd[i];
6163                 x = cx + ddx_ddd[i];
6164
6165                 if (!pass_bold(y, x)) c++;
6166         }
6167
6168         return c;
6169 }
6170
6171
6172 /*
6173  * Aux function -- see below
6174  */
6175 static void cave_temp_room_aux(int y, int x, bool only_room, bool (*pass_bold)(int, int))
6176 {
6177         cave_type *c_ptr;
6178
6179         /* Get the grid */
6180         c_ptr = &cave[y][x];
6181
6182         /* Avoid infinite recursion */
6183         if (c_ptr->info & (CAVE_TEMP)) return;
6184
6185         /* Do not "leave" the current room */
6186         if (!(c_ptr->info & (CAVE_ROOM)))
6187         {
6188                 if (only_room) return;
6189
6190                 /* Verify */
6191                 if (!in_bounds2(y, x)) return;
6192
6193                 /* Do not exceed the maximum spell range */
6194                 if (distance(py, px, y, x) > MAX_RANGE) return;
6195
6196                 /* Verify this grid */
6197                 /*
6198                  * The reason why it is ==6 instead of >5 is that 8 is impossible
6199                  * due to the check for cave_bold above.
6200                  * 7 lights dead-end corridors (you need to do this for the
6201                  * checkboard interesting rooms, so that the boundary is lit
6202                  * properly.
6203                  * This leaves only a check for 6 bounding walls!
6204                  */
6205                 if (in_bounds(y, x) && pass_bold(y, x) &&
6206                     (next_to_walls_adj(y, x, pass_bold) == 6) && (next_to_open(y, x, pass_bold) <= 1)) return;
6207         }
6208
6209         /* Paranoia -- verify space */
6210         if (temp_n == TEMP_MAX) return;
6211
6212         /* Mark the grid as "seen" */
6213         c_ptr->info |= (CAVE_TEMP);
6214
6215         /* Add it to the "seen" set */
6216         temp_y[temp_n] = y;
6217         temp_x[temp_n] = x;
6218         temp_n++;
6219 }
6220
6221 /*
6222  * Aux function -- see below
6223  */
6224 static bool cave_pass_lite_bold(int y, int x)
6225 {
6226         return cave_los_bold(y, x);
6227 }
6228
6229 /*
6230  * Aux function -- see below
6231  */
6232 static void cave_temp_lite_room_aux(int y, int x)
6233 {
6234         cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold);
6235 }
6236
6237 /*
6238  * Aux function -- see below
6239  */
6240 static bool cave_pass_dark_bold(int y, int x)
6241 {
6242         return cave_have_flag_bold(y, x, FF_PROJECT);
6243 }
6244
6245 /*
6246  * Aux function -- see below
6247  */
6248 static void cave_temp_unlite_room_aux(int y, int x)
6249 {
6250         cave_temp_room_aux(y, x, TRUE, cave_pass_dark_bold);
6251 }
6252
6253
6254
6255
6256 /*
6257  * Illuminate any room containing the given location.
6258  */
6259 void lite_room(int y1, int x1)
6260 {
6261         int i, x, y;
6262
6263         /* Add the initial grid */
6264         cave_temp_lite_room_aux(y1, x1);
6265
6266         /* While grids are in the queue, add their neighbors */
6267         for (i = 0; i < temp_n; i++)
6268         {
6269                 x = temp_x[i], y = temp_y[i];
6270
6271                 /* Walls get lit, but stop light */
6272                 if (!cave_pass_lite_bold(y, x)) continue;
6273
6274                 /* Spread adjacent */
6275                 cave_temp_lite_room_aux(y + 1, x);
6276                 cave_temp_lite_room_aux(y - 1, x);
6277                 cave_temp_lite_room_aux(y, x + 1);
6278                 cave_temp_lite_room_aux(y, x - 1);
6279
6280                 /* Spread diagonal */
6281                 cave_temp_lite_room_aux(y + 1, x + 1);
6282                 cave_temp_lite_room_aux(y - 1, x - 1);
6283                 cave_temp_lite_room_aux(y - 1, x + 1);
6284                 cave_temp_lite_room_aux(y + 1, x - 1);
6285         }
6286
6287         /* Now, lite them all up at once */
6288         cave_temp_room_lite();
6289
6290         if (p_ptr->special_defense & NINJA_S_STEALTH)
6291         {
6292                 if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
6293         }
6294 }
6295
6296
6297 /*
6298  * Darken all rooms containing the given location
6299  */
6300 void unlite_room(int y1, int x1)
6301 {
6302         int i, x, y;
6303
6304         /* Add the initial grid */
6305         cave_temp_unlite_room_aux(y1, x1);
6306
6307         /* Spread, breadth first */
6308         for (i = 0; i < temp_n; i++)
6309         {
6310                 x = temp_x[i], y = temp_y[i];
6311
6312                 /* Walls get dark, but stop darkness */
6313                 if (!cave_pass_dark_bold(y, x)) continue;
6314
6315                 /* Spread adjacent */
6316                 cave_temp_unlite_room_aux(y + 1, x);
6317                 cave_temp_unlite_room_aux(y - 1, x);
6318                 cave_temp_unlite_room_aux(y, x + 1);
6319                 cave_temp_unlite_room_aux(y, x - 1);
6320
6321                 /* Spread diagonal */
6322                 cave_temp_unlite_room_aux(y + 1, x + 1);
6323                 cave_temp_unlite_room_aux(y - 1, x - 1);
6324                 cave_temp_unlite_room_aux(y - 1, x + 1);
6325                 cave_temp_unlite_room_aux(y + 1, x - 1);
6326         }
6327
6328         /* Now, darken them all at once */
6329         cave_temp_room_unlite();
6330 }
6331
6332
6333
6334 /*
6335  * Hack -- call light around the player
6336  * Affect all monsters in the projection radius
6337  */
6338 bool lite_area(int dam, int rad)
6339 {
6340         int flg = PROJECT_GRID | PROJECT_KILL;
6341
6342         if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
6343         {
6344 #ifdef JP
6345                 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
6346 #else
6347                 msg_print("The darkness of this dungeon absorb your light.");
6348 #endif
6349                 return FALSE;
6350         }
6351
6352         /* Hack -- Message */
6353         if (!p_ptr->blind)
6354         {
6355 #ifdef JP
6356 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6357 #else
6358                 msg_print("You are surrounded by a white light.");
6359 #endif
6360
6361         }
6362
6363         /* Hook into the "project()" function */
6364         (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
6365
6366         /* Lite up the room */
6367         lite_room(py, px);
6368
6369         /* Assume seen */
6370         return (TRUE);
6371 }
6372
6373
6374 /*
6375  * Hack -- call darkness around the player
6376  * Affect all monsters in the projection radius
6377  */
6378 bool unlite_area(int dam, int rad)
6379 {
6380         int flg = PROJECT_GRID | PROJECT_KILL;
6381
6382         /* Hack -- Message */
6383         if (!p_ptr->blind)
6384         {
6385 #ifdef JP
6386 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6387 #else
6388                 msg_print("Darkness surrounds you.");
6389 #endif
6390
6391         }
6392
6393         /* Hook into the "project()" function */
6394         (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
6395
6396         /* Lite up the room */
6397         unlite_room(py, px);
6398
6399         /* Assume seen */
6400         return (TRUE);
6401 }
6402
6403
6404
6405 /*
6406  * Cast a ball spell
6407  * Stop if we hit a monster, act as a "ball"
6408  * Allow "target" mode to pass over monsters
6409  * Affect grids, objects, and monsters
6410  */
6411 bool fire_ball(int typ, int dir, int dam, int rad)
6412 {
6413         int tx, ty;
6414
6415         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6416
6417         if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
6418         /* Use the given direction */
6419         tx = px + 99 * ddx[dir];
6420         ty = py + 99 * ddy[dir];
6421
6422         /* Hack -- Use an actual "target" */
6423         if ((dir == 5) && target_okay())
6424         {
6425                 flg &= ~(PROJECT_STOP);
6426                 tx = target_col;
6427                 ty = target_row;
6428         }
6429
6430         /* Analyze the "dir" and the "target".  Hurt items on floor. */
6431         return (project(0, rad, ty, tx, dam, typ, flg, -1));
6432 }
6433
6434
6435 /*
6436  * Cast a ball spell
6437  * Stop if we hit a monster, act as a "ball"
6438  * Allow "target" mode to pass over monsters
6439  * Affect grids, objects, and monsters
6440  */
6441 bool fire_rocket(int typ, int dir, int dam, int rad)
6442 {
6443         int tx, ty;
6444
6445         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6446
6447         /* Use the given direction */
6448         tx = px + 99 * ddx[dir];
6449         ty = py + 99 * ddy[dir];
6450
6451         /* Hack -- Use an actual "target" */
6452         if ((dir == 5) && target_okay())
6453         {
6454                 tx = target_col;
6455                 ty = target_row;
6456         }
6457
6458         /* Analyze the "dir" and the "target".  Hurt items on floor. */
6459         return (project(0, rad, ty, tx, dam, typ, flg, -1));
6460 }
6461
6462
6463 /*
6464  * Cast a ball spell
6465  * Stop if we hit a monster, act as a "ball"
6466  * Allow "target" mode to pass over monsters
6467  * Affect grids, objects, and monsters
6468  */
6469 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6470 {
6471         int tx, ty;
6472
6473         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
6474
6475         /* Use the given direction */
6476         tx = px + 99 * ddx[dir];
6477         ty = py + 99 * ddy[dir];
6478
6479         /* Hack -- Use an actual "target" */
6480         if ((dir == 5) && target_okay())
6481         {
6482                 flg &= ~(PROJECT_STOP);
6483                 tx = target_col;
6484                 ty = target_row;
6485         }
6486
6487         /* Analyze the "dir" and the "target".  Hurt items on floor. */
6488         return (project(0, rad, ty, tx, dam, typ, flg, -1));
6489 }
6490
6491
6492 /*
6493  * Cast a meteor spell, defined as a ball spell cast by an arbitary monster, 
6494  * player, or outside source, that starts out at an arbitrary location, and 
6495  * leaving no trail from the "caster" to the target.  This function is 
6496  * especially useful for bombardments and similar. -LM-
6497  *
6498  * Option to hurt the player.
6499  */
6500 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6501 {
6502         int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6503
6504         /* Analyze the "target" and the caster. */
6505         return (project(who, rad, y, x, dam, typ, flg, -1));
6506 }
6507
6508
6509 bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev)
6510 {
6511         int ly, lx, ld;
6512         int ty, tx, y, x;
6513         int i;
6514
6515         int flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
6516
6517         /* Assume okay */
6518         bool result = TRUE;
6519
6520         /* Use the given direction */
6521         if (dir != 5)
6522         {
6523                 ly = ty = py + 20 * ddy[dir];
6524                 lx = tx = px + 20 * ddx[dir];
6525         }
6526
6527         /* Use an actual "target" */
6528         else /* if (dir == 5) */
6529         {
6530                 tx = target_col;
6531                 ty = target_row;
6532
6533                 lx = 20 * (tx - px) + px;
6534                 ly = 20 * (ty - py) + py;
6535         }
6536
6537         ld = distance(py, px, ly, lx);
6538
6539         /* Blast */
6540         for (i = 0; i < num; i++)
6541         {
6542                 while (1)
6543                 {
6544                         /* Get targets for some bolts */
6545                         y = rand_spread(ly, ld * dev / 20);
6546                         x = rand_spread(lx, ld * dev / 20);
6547
6548                         if (distance(ly, lx, y, x) <= ld * dev / 20) break;
6549                 }
6550
6551                 /* Analyze the "dir" and the "target". */
6552                 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
6553                 {
6554                         result = FALSE;
6555                 }
6556         }
6557
6558         return (result);
6559 }
6560
6561
6562 /*
6563  * Switch position with a monster.
6564  */
6565 bool teleport_swap(int dir)
6566 {
6567         int tx, ty;
6568         cave_type * c_ptr;
6569         monster_type * m_ptr;
6570         monster_race * r_ptr;
6571
6572         if ((dir == 5) && target_okay())
6573         {
6574                 tx = target_col;
6575                 ty = target_row;
6576         }
6577         else
6578         {
6579                 tx = px + ddx[dir];
6580                 ty = py + ddy[dir];
6581         }
6582         c_ptr = &cave[ty][tx];
6583
6584         if (p_ptr->anti_tele)
6585         {
6586 #ifdef JP
6587 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6588 #else
6589                 msg_print("A mysterious force prevents you from teleporting!");
6590 #endif
6591
6592                 return FALSE;
6593         }
6594
6595         if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6596         {
6597 #ifdef JP
6598 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤­¤Þ¤»¤ó¡£");
6599 #else
6600                 msg_print("You can't trade places with that!");
6601 #endif
6602
6603
6604                 /* Failure */
6605                 return FALSE;
6606         }
6607
6608         if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6609         {
6610 #ifdef JP
6611 msg_print("¼ºÇÔ¤·¤¿¡£");
6612 #else
6613                 msg_print("Failed to swap.");
6614 #endif
6615
6616
6617                 /* Failure */
6618                 return FALSE;
6619         }
6620
6621         m_ptr = &m_list[c_ptr->m_idx];
6622         r_ptr = &r_info[m_ptr->r_idx];
6623
6624         (void)set_monster_csleep(c_ptr->m_idx, 0);
6625
6626         if (r_ptr->flagsr & RFR_RES_TELE)
6627         {
6628 #ifdef JP
6629                 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6630 #else
6631                 msg_print("Your teleportation is blocked!");
6632 #endif
6633
6634                 if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
6635
6636                 /* Failure */
6637                 return FALSE;
6638         }
6639
6640         sound(SOUND_TELEPORT);
6641
6642         /* Swap the player and monster */
6643         (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
6644
6645         /* Success */
6646         return TRUE;
6647 }
6648
6649
6650 /*
6651  * Hack -- apply a "projection()" in a direction (or at the target)
6652  */
6653 bool project_hook(int typ, int dir, int dam, int flg)
6654 {
6655         int tx, ty;
6656
6657         /* Pass through the target if needed */
6658         flg |= (PROJECT_THRU);
6659
6660         /* Use the given direction */
6661         tx = px + ddx[dir];
6662         ty = py + ddy[dir];
6663
6664         /* Hack -- Use an actual "target" */
6665         if ((dir == 5) && target_okay())
6666         {
6667                 tx = target_col;
6668                 ty = target_row;
6669         }
6670
6671         /* Analyze the "dir" and the "target", do NOT explode */
6672         return (project(0, 0, ty, tx, dam, typ, flg, -1));
6673 }
6674
6675
6676 /*
6677  * Cast a bolt spell.
6678  * Stop if we hit a monster, as a "bolt".
6679  * Affect monsters and grids (not objects).
6680  */
6681 bool fire_bolt(int typ, int dir, int dam)
6682 {
6683         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
6684         return (project_hook(typ, dir, dam, flg));
6685 }
6686
6687
6688 /*
6689  * Cast a beam spell.
6690  * Pass through monsters, as a "beam".
6691  * Affect monsters, grids and objects.
6692  */
6693 bool fire_beam(int typ, int dir, int dam)
6694 {
6695         int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6696         return (project_hook(typ, dir, dam, flg));
6697 }
6698
6699
6700 /*
6701  * Cast a bolt spell, or rarely, a beam spell
6702  */
6703 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6704 {
6705         if (randint0(100) < prob)
6706         {
6707                 return (fire_beam(typ, dir, dam));
6708         }
6709         else
6710         {
6711                 return (fire_bolt(typ, dir, dam));
6712         }
6713 }
6714
6715
6716 /*
6717  * Some of the old functions
6718  */
6719 bool lite_line(int dir)
6720 {
6721         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6722         return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
6723 }
6724
6725
6726 bool drain_life(int dir, int dam)
6727 {
6728         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6729         return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6730 }
6731
6732
6733 bool wall_to_mud(int dir)
6734 {
6735         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6736         return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
6737 }
6738
6739
6740 bool wizard_lock(int dir)
6741 {
6742         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6743         return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
6744 }
6745
6746
6747 bool destroy_door(int dir)
6748 {
6749         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6750         return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6751 }
6752
6753
6754 bool disarm_trap(int dir)
6755 {
6756         int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6757         return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6758 }
6759
6760
6761 bool heal_monster(int dir, int dam)
6762 {
6763         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6764         return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6765 }
6766
6767
6768 bool speed_monster(int dir)
6769 {
6770         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6771         return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
6772 }
6773
6774
6775 bool slow_monster(int dir)
6776 {
6777         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6778         return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
6779 }
6780
6781
6782 bool sleep_monster(int dir)
6783 {
6784         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6785         return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
6786 }
6787
6788
6789 bool stasis_monster(int dir)
6790 {
6791         return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6792 }
6793
6794
6795 bool stasis_evil(int dir)
6796 {
6797         return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
6798 }
6799
6800
6801 bool confuse_monster(int dir, int plev)
6802 {
6803         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6804         return (project_hook(GF_OLD_CONF, dir, plev, flg));
6805 }
6806
6807
6808 bool stun_monster(int dir, int plev)
6809 {
6810         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6811         return (project_hook(GF_STUN, dir, plev, flg));
6812 }
6813
6814
6815 bool poly_monster(int dir)
6816 {
6817         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6818         bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
6819         if (tester)
6820                 chg_virtue(V_CHANCE, 1);
6821         return(tester);
6822 }
6823
6824
6825 bool clone_monster(int dir)
6826 {
6827         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6828         return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6829 }
6830
6831
6832 bool fear_monster(int dir, int plev)
6833 {
6834         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6835         return (project_hook(GF_TURN_ALL, dir, plev, flg));
6836 }
6837
6838
6839 bool death_ray(int dir, int plev)
6840 {
6841         int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6842         return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6843 }
6844
6845
6846 bool teleport_monster(int dir)
6847 {
6848         int flg = PROJECT_BEAM | PROJECT_KILL;
6849         return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
6850 }
6851
6852 /*
6853  * Hooks -- affect adjacent grids (radius 1 ball attack)
6854  */
6855 bool door_creation(void)
6856 {
6857         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6858         return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6859 }
6860
6861
6862 bool trap_creation(int y, int x)
6863 {
6864         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6865         return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
6866 }
6867
6868
6869 bool tree_creation(void)
6870 {
6871         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6872         return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
6873 }
6874
6875
6876 bool glyph_creation(void)
6877 {
6878         int flg = PROJECT_GRID | PROJECT_ITEM;
6879         return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
6880 }
6881
6882
6883 bool wall_stone(void)
6884 {
6885         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6886
6887         bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
6888
6889         /* Update stuff */
6890         p_ptr->update |= (PU_FLOW);
6891
6892         /* Redraw map */
6893         p_ptr->redraw |= (PR_MAP);
6894
6895         return dummy;
6896 }
6897
6898
6899 bool destroy_doors_touch(void)
6900 {
6901         int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6902         return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
6903 }
6904
6905
6906 bool sleep_monsters_touch(void)
6907 {
6908         int flg = PROJECT_KILL | PROJECT_HIDE;
6909         return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
6910 }
6911
6912
6913 bool animate_dead(int who, int y, int x)
6914 {
6915         int flg = PROJECT_ITEM | PROJECT_HIDE;
6916         return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
6917 }
6918
6919
6920 void call_chaos(void)
6921 {
6922         int Chaos_type, dummy, dir;
6923         int plev = p_ptr->lev;
6924         bool line_chaos = FALSE;
6925
6926         int hurt_types[31] =
6927         {
6928                 GF_ELEC,      GF_POIS,    GF_ACID,    GF_COLD,
6929                 GF_FIRE,      GF_MISSILE, GF_ARROW,   GF_PLASMA,
6930                 GF_HOLY_FIRE, GF_WATER,   GF_LITE,    GF_DARK,
6931                 GF_FORCE,     GF_INERTIA, GF_MANA,    GF_METEOR,
6932                 GF_ICE,       GF_CHAOS,   GF_NETHER,  GF_DISENCHANT,
6933                 GF_SHARDS,    GF_SOUND,   GF_NEXUS,   GF_CONFUSION,
6934                 GF_TIME,      GF_GRAVITY, GF_ROCKET,  GF_NUKE,
6935                 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
6936         };
6937
6938         Chaos_type = hurt_types[randint0(31)];
6939         if (one_in_(4)) line_chaos = TRUE;
6940
6941         if (one_in_(6))
6942         {
6943                 for (dummy = 1; dummy < 10; dummy++)
6944                 {
6945                         if (dummy - 5)
6946                         {
6947                                 if (line_chaos)
6948                                         fire_beam(Chaos_type, dummy, 150);
6949                                 else
6950                                         fire_ball(Chaos_type, dummy, 150, 2);
6951                         }
6952                 }
6953         }
6954         else if (one_in_(3))
6955         {
6956                 fire_ball(Chaos_type, 0, 500, 8);
6957         }
6958         else
6959         {
6960                 if (!get_aim_dir(&dir)) return;
6961                 if (line_chaos)
6962                         fire_beam(Chaos_type, dir, 250);
6963                 else
6964                         fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
6965         }
6966 }
6967
6968
6969 /*
6970  * Activate the evil Topi Ylinen curse
6971  * rr9: Stop the nasty things when a Cyberdemon is summoned
6972  * or the player gets paralyzed.
6973  */
6974 bool activate_ty_curse(bool stop_ty, int *count)
6975 {
6976         int     i = 0;
6977
6978         int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
6979
6980         do
6981         {
6982                 switch (randint1(34))
6983                 {
6984                 case 28: case 29:
6985                         if (!(*count))
6986                         {
6987 #ifdef JP
6988 msg_print("ÃÏÌ̤¬Íɤ줿...");
6989 #else
6990                                 msg_print("The ground trembles...");
6991 #endif
6992
6993                                 earthquake(py, px, 5 + randint0(10));
6994                                 if (!one_in_(6)) break;
6995                         }
6996                 case 30: case 31:
6997                         if (!(*count))
6998                         {
6999                                 int dam = damroll(10, 10);
7000 #ifdef JP
7001 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
7002 #else
7003                                 msg_print("A portal opens to a plane of raw mana!");
7004 #endif
7005
7006                                 project(0, 8, py, px, dam, GF_MANA, flg, -1);
7007 #ifdef JP
7008                                 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
7009 #else
7010                                 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
7011 #endif
7012                                 if (!one_in_(6)) break;
7013                         }
7014                 case 32: case 33:
7015                         if (!(*count))
7016                         {
7017 #ifdef JP
7018 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
7019 #else
7020                                 msg_print("Space warps about you!");
7021 #endif
7022
7023                                 teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
7024                                 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
7025                                 if (!one_in_(6)) break;
7026                         }
7027                 case 34:
7028 #ifdef JP
7029 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
7030 #else
7031                         msg_print("You feel a surge of energy!");
7032 #endif
7033
7034                         wall_breaker();
7035                         if (!randint0(7))
7036                         {
7037                                 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
7038 #ifdef JP
7039                                 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
7040 #else
7041                                 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
7042 #endif
7043                         }
7044                         if (!one_in_(6)) break;
7045                 case 1: case 2: case 3: case 16: case 17:
7046                         aggravate_monsters(0);
7047                         if (!one_in_(6)) break;
7048                 case 4: case 5: case 6:
7049                         (*count) += activate_hi_summon(py, px, FALSE);
7050                         if (!one_in_(6)) break;
7051                 case 7: case 8: case 9: case 18:
7052                         (*count) += summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
7053                         if (!one_in_(6)) break;
7054                 case 10: case 11: case 12:
7055 #ifdef JP
7056 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
7057 #else
7058                         msg_print("You feel your life draining away...");
7059 #endif
7060
7061                         lose_exp(p_ptr->exp / 16);
7062                         if (!one_in_(6)) break;
7063                 case 13: case 14: case 15: case 19: case 20:
7064                         if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
7065                         {
7066                                 /* Do nothing */ ;
7067                         }
7068                         else
7069                         {
7070 #ifdef JP
7071 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
7072 #else
7073                                 msg_print("You feel like a statue!");
7074 #endif
7075
7076                                 if (p_ptr->free_act)
7077                                         set_paralyzed(p_ptr->paralyzed + randint1(3));
7078                                 else
7079                                         set_paralyzed(p_ptr->paralyzed + randint1(13));
7080                                 stop_ty = TRUE;
7081                         }
7082                         if (!one_in_(6)) break;
7083                 case 21: case 22: case 23:
7084                         (void)do_dec_stat(randint0(6));
7085                         if (!one_in_(6)) break;
7086                 case 24:
7087 #ifdef JP
7088 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
7089 #else
7090                         msg_print("Huh? Who am I? What am I doing here?");
7091 #endif
7092
7093                         lose_all_info();
7094                         if (!one_in_(6)) break;
7095                 case 25:
7096                         /*
7097                          * Only summon Cyberdemons deep in the dungeon.
7098                          */
7099                         if ((dun_level > 65) && !stop_ty)
7100                         {
7101                                 (*count) += summon_cyber(-1, py, px);
7102                                 stop_ty = TRUE;
7103                                 break;
7104                         }
7105                         if (!one_in_(6)) break;
7106                 default:
7107                         while (i < 6)
7108                         {
7109                                 do
7110                                 {
7111                                         (void)do_dec_stat(i);
7112                                 }
7113                                 while (one_in_(2));
7114
7115                                 i++;
7116                         }
7117                 }
7118         }
7119         while (one_in_(3) && !stop_ty);
7120
7121         return stop_ty;
7122 }
7123
7124
7125 int activate_hi_summon(int y, int x, bool can_pet)
7126 {
7127         int i;
7128         int count = 0;
7129         int summon_lev;
7130         u32b mode = PM_ALLOW_GROUP;
7131         bool pet = FALSE;
7132
7133         if (can_pet)
7134         {
7135                 if (one_in_(4))
7136                 {
7137                         mode |= PM_FORCE_FRIENDLY;
7138                 }
7139                 else
7140                 {
7141                         mode |= PM_FORCE_PET;
7142                         pet = TRUE;
7143                 }
7144         }
7145
7146         if (!pet) mode |= PM_NO_PET;
7147
7148         summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
7149
7150         for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
7151         {
7152                 switch (randint1(25) + (dun_level / 20))
7153                 {
7154                         case 1: case 2:
7155                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
7156                                 break;
7157                         case 3: case 4:
7158                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
7159                                 break;
7160                         case 5: case 6:
7161                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
7162                                 break;
7163                         case 7: case 8:
7164                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
7165                                 break;
7166                         case 9: case 10:
7167                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
7168                                 break;
7169                         case 11: case 12:
7170                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
7171                                 break;
7172                         case 13: case 14:
7173                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
7174                                 break;
7175                         case 15: case 16:
7176                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
7177                                 break;
7178                         case 17:
7179                                 if (can_pet) break;
7180                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
7181                                 break;
7182                         case 18: case 19:
7183                                 if (can_pet) break;
7184                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
7185                                 break;
7186                         case 20: case 21:
7187                                 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7188                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
7189                                 break;
7190                         case 22: case 23:
7191                                 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7192                                 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
7193                                 break;
7194                         case 24:
7195                                 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
7196                                 break;
7197                         default:
7198                                 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7199                                 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
7200                 }
7201         }
7202
7203         return count;
7204 }
7205
7206
7207 /* ToDo: check */
7208 int summon_cyber(int who, int y, int x)
7209 {
7210         int i;
7211         int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
7212         int count = 0;
7213         u32b mode = PM_ALLOW_GROUP;
7214
7215         /* Summoned by a monster */
7216         if (who > 0)
7217         {
7218                 monster_type *m_ptr = &m_list[who];
7219                 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
7220         }
7221
7222         if (max_cyber > 4) max_cyber = 4;
7223
7224         for (i = 0; i < max_cyber; i++)
7225         {
7226                 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
7227         }
7228
7229         return count;
7230 }
7231
7232
7233 void wall_breaker(void)
7234 {
7235         int i;
7236         int y, x;
7237         int attempts = 1000;
7238
7239         if (randint1(80 + p_ptr->lev) < 70)
7240         {
7241                 while (attempts--)
7242                 {
7243                         scatter(&y, &x, py, px, 4, 0);
7244
7245                         if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
7246
7247                         if (!player_bold(y, x)) break;
7248                 }
7249
7250                 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7251                                   (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7252         }
7253         else if (randint1(100) > 30)
7254         {
7255                 earthquake(py, px, 1);
7256         }
7257         else
7258         {
7259                 int num = damroll(5, 3);
7260
7261                 for (i = 0; i < num; i++)
7262                 {
7263                         while (1)
7264                         {
7265                                 scatter(&y, &x, py, px, 10, 0);
7266
7267                                 if (!player_bold(y, x)) break;
7268                         }
7269
7270                         project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7271                                           (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7272                 }
7273         }
7274 }
7275
7276
7277 /*
7278  * Confuse monsters
7279  */
7280 bool confuse_monsters(int dam)
7281 {
7282         return (project_hack(GF_OLD_CONF, dam));
7283 }
7284
7285
7286 /*
7287  * Charm monsters
7288  */
7289 bool charm_monsters(int dam)
7290 {
7291         return (project_hack(GF_CHARM, dam));
7292 }
7293
7294
7295 /*
7296  * Charm animals
7297  */
7298 bool charm_animals(int dam)
7299 {
7300         return (project_hack(GF_CONTROL_ANIMAL, dam));
7301 }
7302
7303
7304 /*
7305  * Stun monsters
7306  */
7307 bool stun_monsters(int dam)
7308 {
7309         return (project_hack(GF_STUN, dam));
7310 }
7311
7312
7313 /*
7314  * Stasis monsters
7315  */
7316 bool stasis_monsters(int dam)
7317 {
7318         return (project_hack(GF_STASIS, dam));
7319 }
7320
7321
7322 /*
7323  * Mindblast monsters
7324  */
7325 bool mindblast_monsters(int dam)
7326 {
7327         return (project_hack(GF_PSI, dam));
7328 }
7329
7330
7331 /*
7332  * Banish all monsters
7333  */
7334 bool banish_monsters(int dist)
7335 {
7336         return (project_hack(GF_AWAY_ALL, dist));
7337 }
7338
7339
7340 /*
7341  * Turn evil
7342  */
7343 bool turn_evil(int dam)
7344 {
7345         return (project_hack(GF_TURN_EVIL, dam));
7346 }
7347
7348
7349 /*
7350  * Turn everyone
7351  */
7352 bool turn_monsters(int dam)
7353 {
7354         return (project_hack(GF_TURN_ALL, dam));
7355 }
7356
7357
7358 /*
7359  * Death-ray all monsters (note: OBSCENELY powerful)
7360  */
7361 bool deathray_monsters(void)
7362 {
7363         return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
7364 }
7365
7366
7367 bool charm_monster(int dir, int plev)
7368 {
7369         int flg = PROJECT_STOP | PROJECT_KILL;
7370         return (project_hook(GF_CHARM, dir, plev, flg));
7371 }
7372
7373
7374 bool control_one_undead(int dir, int plev)
7375 {
7376         int flg = PROJECT_STOP | PROJECT_KILL;
7377         return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
7378 }
7379
7380
7381 bool control_one_demon(int dir, int plev)
7382 {
7383         int flg = PROJECT_STOP | PROJECT_KILL;
7384         return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
7385 }
7386
7387
7388 bool charm_animal(int dir, int plev)
7389 {
7390         int flg = PROJECT_STOP | PROJECT_KILL;
7391         return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
7392 }
7393
7394
7395 bool charm_living(int dir, int plev)
7396 {
7397         int flg = PROJECT_STOP | PROJECT_KILL;
7398         return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
7399 }
7400
7401
7402 bool kawarimi(bool success)
7403 {
7404         object_type forge;
7405         object_type *q_ptr = &forge;
7406         int y, x;
7407
7408         if (p_ptr->is_dead) return FALSE;
7409         if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
7410         if (randint0(200) < p_ptr->stun) return FALSE;
7411
7412         if (!success && one_in_(3))
7413         {
7414 #ifdef JP
7415                 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
7416 #else
7417                 msg_print("Failed! You couldn't run away.");
7418 #endif
7419                 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7420                 p_ptr->redraw |= (PR_STATUS);
7421                 return FALSE;
7422         }
7423
7424         y = py;
7425         x = px;
7426
7427         teleport_player(10 + randint1(90), 0L);
7428
7429         object_wipe(q_ptr);
7430
7431         object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7432
7433         q_ptr->pval = MON_NINJA;
7434
7435         /* Drop it in the dungeon */
7436         (void)drop_near(q_ptr, -1, y, x);
7437
7438 #ifdef JP
7439         if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7440         else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7441 #else
7442         if (success) msg_print("You have turned around just before the attack hit you.");
7443         else msg_print("Failed! You are hit by the attack.");
7444 #endif
7445
7446         p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7447         p_ptr->redraw |= (PR_STATUS);
7448
7449         /* Teleported */
7450         return TRUE;
7451 }
7452
7453
7454 /*
7455  * "Rush Attack" routine for Samurai or Ninja
7456  * Return value is for checking "done"
7457  */
7458 bool rush_attack(bool *mdeath)
7459 {
7460         int dir;
7461         int tx, ty;
7462         int tm_idx = 0;
7463         u16b path_g[32];
7464         int path_n, i;
7465         bool tmp_mdeath = FALSE;
7466         bool moved = FALSE;
7467
7468         if (mdeath) *mdeath = FALSE;
7469
7470         project_length = 5;
7471         if (!get_aim_dir(&dir)) return FALSE;
7472
7473         /* Use the given direction */
7474         tx = px + project_length * ddx[dir];
7475         ty = py + project_length * ddy[dir];
7476
7477         /* Hack -- Use an actual "target" */
7478         if ((dir == 5) && target_okay())
7479         {
7480                 tx = target_col;
7481                 ty = target_row;
7482         }
7483
7484         if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx;
7485
7486         path_n = project_path(path_g, project_length, py, px, ty, tx, PROJECT_STOP | PROJECT_KILL);
7487         project_length = 0;
7488
7489         /* No need to move */
7490         if (!path_n) return TRUE;
7491
7492         /* Use ty and tx as to-move point */
7493         ty = py;
7494         tx = px;
7495
7496         /* Project along the path */
7497         for (i = 0; i < path_n; i++)
7498         {
7499                 monster_type *m_ptr;
7500
7501                 int ny = GRID_Y(path_g[i]);
7502                 int nx = GRID_X(path_g[i]);
7503
7504                 if (cave_empty_bold(ny, nx) && player_can_enter(cave[ny][nx].feat, 0))
7505                 {
7506                         ty = ny;
7507                         tx = nx;
7508
7509                         /* Go to next grid */
7510                         continue;
7511                 }
7512
7513                 if (!cave[ny][nx].m_idx)
7514                 {
7515                         if (tm_idx)
7516                         {
7517 #ifdef JP
7518                                 msg_print("¼ºÇÔ¡ª");
7519 #else
7520                                 msg_print("Failed!");
7521 #endif
7522                         }
7523                         else
7524                         {
7525 #ifdef JP
7526                                 msg_print("¤³¤³¤Ë¤ÏÆþ¿È¤Ç¤ÏÆþ¤ì¤Ê¤¤¡£");
7527 #else
7528                                 msg_print("You can't move to that place.");
7529 #endif
7530                         }
7531
7532                         /* Exit loop */
7533                         break;
7534                 }
7535
7536                 /* Move player before updating the monster */
7537                 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
7538
7539                 /* Update the monster */
7540                 update_mon(cave[ny][nx].m_idx, TRUE);
7541
7542                 /* Found a monster */
7543                 m_ptr = &m_list[cave[ny][nx].m_idx];
7544
7545                 if (tm_idx != cave[ny][nx].m_idx)
7546                 {
7547 #ifdef JP
7548                         msg_format("%s%s¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª", tm_idx ? "Ê̤Î" : "",
7549                                    m_ptr->ml ? "¥â¥ó¥¹¥¿¡¼" : "²¿¤«");
7550 #else
7551                         msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
7552 #endif
7553                 }
7554                 else if (!player_bold(ty, tx))
7555                 {
7556                         /* Hold the monster name */
7557                         char m_name[80];
7558
7559                         /* Get the monster name (BEFORE polymorphing) */
7560                         monster_desc(m_name, m_ptr, 0);
7561 #ifdef JP
7562                         msg_format("ÁÇÁ᤯%s¤Î²û¤ËÆþ¤ê¹þ¤ó¤À¡ª", m_name);
7563 #else
7564                         msg_format("You quickly jump in and attack %s!", m_name);
7565 #endif
7566                 }
7567
7568                 if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
7569                 moved = TRUE;
7570                 tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
7571
7572                 break;
7573         }
7574
7575         if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
7576
7577         if (mdeath) *mdeath = tmp_mdeath;
7578         return TRUE;
7579 }
7580
7581
7582 /*
7583  * Remove all mirrors in this floor
7584  */
7585 void remove_all_mirrors(bool explode)
7586 {
7587         int x, y;
7588
7589         for (x = 0; x < cur_wid; x++)
7590         {
7591                 for (y = 0; y < cur_hgt; y++)
7592                 {
7593                         if (is_mirror_grid(&cave[y][x]))
7594                         {
7595                                 remove_mirror(y, x);
7596                                 if (explode)
7597                                         project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS,
7598                                                 (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
7599                         }
7600                 }
7601         }
7602 }