3 /* Purpose: Spell code (part 2) */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
17 * self-knowledge... idea from nethack. Useful for determining powers and
18 * resistences of items. It saves the screen, clears it, then starts listing
19 * attributes, a screenful at a time. (There are a LOT of attributes to
20 * list. It will probably take 2 or 3 screens for a powerful character whose
21 * using several artifacts...) -CFT
23 * It is now a lot more efficient. -BEN-
25 * See also "identify_fully()".
27 * XXX XXX XXX Use the "show_file()" method, perhaps.
29 void self_knowledge(void)
34 char v_string [8] [128];
35 char s_string [6] [128];
37 u32b flgs[TR_FLAG_SIZE];
46 int plev = p_ptr->lev;
50 for (j = 0; j < TR_FLAG_SIZE; j++)
53 p_ptr->knowledge |= (KNOW_STAT | KNOW_HPRATE);
57 percent = (int)(((long)p_ptr->player_hp[PY_MAX_LEVEL - 1] * 200L) /
59 ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
62 sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent);
64 sprintf(Dummy, "Your current Life Rating is %d/100.", percent);
67 strcpy(buf[0], Dummy);
71 chg_virtue(V_KNOWLEDGE, 1);
72 chg_virtue(V_ENLIGHTEN, 1);
74 /* Acquire item flags from equipment */
75 for (k = INVEN_RARM; k < INVEN_TOTAL; k++)
77 u32b tflgs[TR_FLAG_SIZE];
79 o_ptr = &inventory[k];
81 /* Skip non-objects */
82 if (!o_ptr->k_idx) continue;
84 /* Extract the flags */
85 object_flags(o_ptr, tflgs);
88 for (j = 0; j < TR_FLAG_SIZE; j++)
93 info[i++] = "ǽÎϤκÇÂçÃÍ";
95 info[i++] = "Limits of maximum stats";
98 for (v_nr = 0; v_nr < 6; v_nr++)
102 sprintf(stat_desc, "%s 18/%d", stat_names[v_nr], p_ptr->stat_max_max[v_nr]-18);
104 strcpy(s_string[v_nr], stat_desc);
106 info[i++] = s_string[v_nr];
111 sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), p_ptr->align);
113 sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), p_ptr->align);
115 strcpy(buf[1], Dummy);
117 for (v_nr = 0; v_nr < 8; v_nr++)
121 int tester = p_ptr->virtues[v_nr];
123 strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
126 sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name);
128 sprintf(vir_desc, "Oops. No info about %s.", v_name);
132 sprintf(vir_desc, "[%s]¤ÎÂÐ¶Ë (%d)",
134 sprintf(vir_desc, "You are the polar opposite of %s (%d).",
137 else if (tester < -80)
139 sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)",
141 sprintf(vir_desc, "You are an arch-enemy of %s (%d).",
144 else if (tester < -60)
146 sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)",
148 sprintf(vir_desc, "You are a bitter enemy of %s (%d).",
151 else if (tester < -40)
153 sprintf(vir_desc, "[%s]¤ÎŨ (%d)",
155 sprintf(vir_desc, "You are an enemy of %s (%d).",
158 else if (tester < -20)
160 sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)",
162 sprintf(vir_desc, "You have sinned against %s (%d).",
167 sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)",
169 sprintf(vir_desc, "You have strayed from the path of %s (%d).",
172 else if (tester == 0)
174 sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)",
176 sprintf(vir_desc,"You are neutral to %s (%d).",
179 else if (tester < 20)
181 sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)",
183 sprintf(vir_desc,"You are somewhat virtuous in %s (%d).",
186 else if (tester < 40)
188 sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)",
190 sprintf(vir_desc,"You are virtuous in %s (%d).",
193 else if (tester < 60)
195 sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)",
197 sprintf(vir_desc,"You are very virtuous in %s (%d).",
200 else if (tester < 80)
202 sprintf(vir_desc, "[%s]¤ÎÇÆ¼Ô (%d)",
204 sprintf(vir_desc,"You are a champion of %s (%d).",
207 else if (tester < 100)
209 sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇÆ¼Ô (%d)",
211 sprintf(vir_desc,"You are a great champion of %s (%d).",
216 sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)",
218 sprintf(vir_desc,"You are the living embodiment of %s (%d).",
222 strcpy(v_string[v_nr], vir_desc);
224 info[i++] = v_string[v_nr];
228 /* Racial powers... */
229 if (p_ptr->mimic_form)
231 switch (p_ptr->mimic_form)
234 case MIMIC_DEMON_LORD:
236 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 sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3);
247 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
249 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
252 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
260 switch (p_ptr->prace)
266 info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ¤ë¡£(5 MP)";
268 info[i++] = "You can find traps, doors and stairs (cost 5).";
276 info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤¤ë¡£(10 MP)";
278 info[i++] = "You can produce food (cost 10).";
287 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£(%d MP)",
289 sprintf(Dummy, "You can teleport, range %d (cost %d).",
292 (1 + plev), (5 + (plev / 5)));
299 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤¤ë¡£(5 MP)";
301 info[i++] = "You can remove fear (cost 5).";
305 case RACE_HALF_TROLL:
308 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP) ";
310 info[i++] = "You enter berserk fury (cost 12).";
317 info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
319 info[i++] = "You can Shift Shadows (cost 50).";
324 info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
326 info[i++] = "You can mentally Walk the Pattern (cost 75).";
333 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(10 MP) ";
335 info[i++] = "You can enter berserk fury (cost 10).";
342 info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(35 MP)";
344 info[i++] = "You can set an Explosive Rune (cost 35).";
348 case RACE_HALF_GIANT:
351 info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤¤ë¡£(10 MP)";
353 info[i++] = "You can break stone walls (cost 10).";
357 case RACE_HALF_TITAN:
360 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
362 info[i++] = "You can probe monsters (cost 20).";
370 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)",
372 sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).",
382 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
384 info[i++] = "You can make a terrifying scream (cost 15).";
392 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(9 MP)", plev);
394 sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev);
405 "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(8 MP)", plev);
407 "You can throw a dart of poison, dam. %d (cost 8).", plev);
417 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)",
419 sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).",
422 (3 + ((plev-1) / 5)));
428 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 2 * plev, plev);
430 sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev);
435 case RACE_MIND_FLAYER:
438 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)", plev);
440 sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev);
449 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
451 sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev);
459 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
461 sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev);
470 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)";
472 info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15).";
480 info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
482 info[i++] = "You can restore lost life forces (cost 30).";
490 sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
492 sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
495 plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3));
503 info[i++] = "¤¢¤Ê¤¿¤Ïµã¤¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(3 MP)";
505 info[i++] = "You can wail to terrify your enemies (cost 3).";
514 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
516 info[i++] = "You can throw magical dust which induces sleep (cost 12).";
523 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 sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3);
533 info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿¤Ó¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
535 info[i++] = "You can expand horizontally, dur d20+30 (cost 15).";
542 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(7 MP)", (plev + 1) / 2);
544 sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2);
548 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(13 MP)", plev);
550 sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev);
554 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(26 MP)", plev * 2);
556 sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2);
560 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 sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2);
566 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(60 MP)", plev * 5);
568 sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5);
578 switch(p_ptr->pclass)
584 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
586 info[i++] = "You can attack some random directions at a time (cost 75).";
591 case CLASS_HIGH_MAGE:
596 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(1 MP)";
598 info[i++] = "You can absorb charges from an item (cost 1).";
603 if (is_good_realm(p_ptr->realm1))
608 info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(70 MP)";
610 info[i++] = "You can bless a weapon (cost 70).";
619 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 info[i++] = "You can damages all monsters in sight (cost 40).";
630 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
632 info[i++] = "You can hit a monster and teleport at a time (cost 12).";
640 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
642 info[i++] = "You can prove monsters (cost 20).";
647 if (is_good_realm(p_ptr->realm1))
652 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
654 info[i++] = "You can fires a holy spear (cost 30).";
663 info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
665 info[i++] = "You can fires a spear which drains vitality (cost 30).";
670 case CLASS_WARRIOR_MAGE:
674 info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
676 info[i++] = "You can convert HP to SP (cost 0).";
679 info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
681 info[i++] = "You can convert SP to HP (cost 0).";
685 case CLASS_CHAOS_WARRIOR:
689 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
691 info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
699 info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
701 info[i++] = "You can assume a posture of special form (cost 0).";
707 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
709 info[i++] = "You can perform double attacks in a time (cost 30).";
713 case CLASS_MINDCRAFTER:
714 case CLASS_FORCETRAINER:
718 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
720 info[i++] = "You can concentrate to regenerate your mana (cost 0).";
726 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
728 info[i++] = "You can take a photograph (cost 0).";
733 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
735 info[i++] = "You can *identify* items (cost 20).";
743 info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤¤ë¡£(100 MP)";
745 info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
749 case CLASS_BEASTMASTER:
751 info[i++] = "¤¢¤Ê¤¿¤Ï1ɤ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥ì¥Ù¥ë/4 MP)";
753 info[i++] = "You can dominate a monster (cost level/4).";
758 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 info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
764 case CLASS_MAGIC_EATER:
766 info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
768 info[i++] = "You can absorb a staff, wand or rod itself.";
775 info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(77 MP)";
777 info[i++] = "You can cast two spells in one time (cost 77).";
784 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
786 info[i++] = "You can concentrate to regenerate your mana.";
792 info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
794 info[i++] = "You can assume a posture of special form.";
798 case CLASS_BLUE_MAGE:
800 info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
802 info[i++] = "You can study spells which your enemy casts on you.";
809 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
811 info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
815 case CLASS_BERSERKER:
819 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ç¶õÊ¢¤òËþ¤¿¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
821 info[i++] = "You can satisfy hunger.";
827 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
829 info[i++] = "You can travel between town and the depths.";
833 case CLASS_MIRROR_MASTER:
835 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤ë¡£(2 MP)";
837 info[i++] = "You can create a Mirror (cost 2).";
840 info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
842 info[i++] = "You can break distant Mirrors (cost 0).";
849 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
851 info[i++] = "You can walk extremery fast.";
859 if (p_ptr->muta1 & MUT1_SPIT_ACID)
862 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
864 info[i++] = "You can spit acid (dam lvl).";
868 if (p_ptr->muta1 & MUT1_BR_FIRE)
871 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
873 info[i++] = "You can breathe fire (dam lvl * 2).";
877 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
880 info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
882 info[i++] = "Your gaze is hypnotic.";
886 if (p_ptr->muta1 & MUT1_TELEKINES)
889 info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
891 info[i++] = "You are telekinetic.";
895 if (p_ptr->muta1 & MUT1_VTELEPORT)
898 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
900 info[i++] = "You can teleport at will.";
904 if (p_ptr->muta1 & MUT1_MIND_BLST)
907 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
909 info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
913 if (p_ptr->muta1 & MUT1_RADIATION)
916 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
918 info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
922 if (p_ptr->muta1 & MUT1_VAMPIRISM)
925 info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
927 info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
931 if (p_ptr->muta1 & MUT1_SMELL_MET)
934 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
936 info[i++] = "You can smell nearby precious metal.";
940 if (p_ptr->muta1 & MUT1_SMELL_MON)
943 info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
945 info[i++] = "You can smell nearby monsters.";
949 if (p_ptr->muta1 & MUT1_BLINK)
952 info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
954 info[i++] = "You can teleport yourself short distances.";
958 if (p_ptr->muta1 & MUT1_EAT_ROCK)
961 info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
963 info[i++] = "You can consume solid rock.";
967 if (p_ptr->muta1 & MUT1_SWAP_POS)
970 info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
972 info[i++] = "You can switch locations with another being.";
976 if (p_ptr->muta1 & MUT1_SHRIEK)
979 info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
981 info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
985 if (p_ptr->muta1 & MUT1_ILLUMINE)
988 info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£";
990 info[i++] = "You can emit bright light.";
994 if (p_ptr->muta1 & MUT1_DET_CURSE)
997 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
999 info[i++] = "You can feel the danger of evil magic.";
1003 if (p_ptr->muta1 & MUT1_BERSERK)
1006 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤¤ë¡£";
1008 info[i++] = "You can drive yourself into a berserk frenzy.";
1012 if (p_ptr->muta1 & MUT1_POLYMORPH)
1015 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤¤ë¡£";
1017 info[i++] = "You can polymorph yourself at will.";
1021 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1024 info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1026 info[i++] = "You can turn ordinary items to gold.";
1030 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1033 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1035 info[i++] = "You can cause mold to grow near you.";
1039 if (p_ptr->muta1 & MUT1_RESIST)
1042 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1044 info[i++] = "You can harden yourself to the ravages of the elements.";
1048 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1051 info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1053 info[i++] = "You can bring down the dungeon around your ears.";
1057 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1060 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ¤ë¡£";
1062 info[i++] = "You can consume magic energy for your own use.";
1066 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1069 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1071 info[i++] = "You can feel the strength of the magics affecting you.";
1075 if (p_ptr->muta1 & MUT1_STERILITY)
1078 info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1080 info[i++] = "You can cause mass impotence.";
1084 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1087 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1089 info[i++] = "You can run for your life after hitting something.";
1093 if (p_ptr->muta1 & MUT1_DAZZLE)
1096 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£ ";
1098 info[i++] = "You can emit confusing, blinding radiation.";
1102 if (p_ptr->muta1 & MUT1_LASER_EYE)
1105 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
1107 info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
1111 if (p_ptr->muta1 & MUT1_RECALL)
1114 info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1116 info[i++] = "You can travel between town and the depths.";
1120 if (p_ptr->muta1 & MUT1_BANISH)
1123 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
1125 info[i++] = "You can send evil creatures directly to Hell.";
1129 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1132 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
1134 info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
1138 if (p_ptr->muta1 & MUT1_LAUNCHER)
1141 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
1143 info[i++] = "You can hurl objects with great force.";
1151 if (p_ptr->muta2 & MUT2_BERS_RAGE)
1154 info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
1156 info[i++] = "You are subject to berserker fits.";
1160 if (p_ptr->muta2 & MUT2_COWARDICE)
1163 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1165 info[i++] = "You are subject to cowardice.";
1169 if (p_ptr->muta2 & MUT2_RTELEPORT)
1172 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
1174 info[i++] = "You are teleporting randomly.";
1178 if (p_ptr->muta2 & MUT2_ALCOHOL)
1181 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
1183 info[i++] = "Your body produces alcohol.";
1187 if (p_ptr->muta2 & MUT2_HALLU)
1190 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1192 info[i++] = "You have a hallucinatory insanity.";
1196 if (p_ptr->muta2 & MUT2_FLATULENT)
1199 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
1201 info[i++] = "You are subject to uncontrollable flatulence.";
1205 if (p_ptr->muta2 & MUT2_PROD_MANA)
1208 info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
1210 info[i++] = "You are producing magical energy uncontrollably.";
1214 if (p_ptr->muta2 & MUT2_ATT_DEMON)
1217 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1219 info[i++] = "You attract demons.";
1223 if (p_ptr->muta2 & MUT2_SCOR_TAIL)
1226 info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
1228 info[i++] = "You have a scorpion tail (poison, 3d7).";
1232 if (p_ptr->muta2 & MUT2_HORNS)
1235 info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
1237 info[i++] = "You have horns (dam. 2d6).";
1241 if (p_ptr->muta2 & MUT2_BEAK)
1244 info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
1246 info[i++] = "You have a beak (dam. 2d4).";
1250 if (p_ptr->muta2 & MUT2_SPEED_FLUX)
1253 info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
1255 info[i++] = "You move faster or slower randomly.";
1259 if (p_ptr->muta2 & MUT2_BANISH_ALL)
1262 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
1264 info[i++] = "You sometimes cause nearby creatures to vanish.";
1268 if (p_ptr->muta2 & MUT2_EAT_LIGHT)
1271 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
1273 info[i++] = "You sometimes feed off of the light around you.";
1277 if (p_ptr->muta2 & MUT2_TRUNK)
1280 info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
1282 info[i++] = "You have an elephantine trunk (dam 1d4).";
1286 if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
1289 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤¤Ä¤±¤ë¡£";
1291 info[i++] = "You attract animals.";
1295 if (p_ptr->muta2 & MUT2_TENTACLES)
1298 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
1300 info[i++] = "You have evil looking tentacles (dam 2d5).";
1304 if (p_ptr->muta2 & MUT2_RAW_CHAOS)
1307 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
1309 info[i++] = "You occasionally are surrounded with raw chaos.";
1313 if (p_ptr->muta2 & MUT2_NORMALITY)
1316 info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤¤Æ¤¤¤ë¡£";
1318 info[i++] = "You may be mutated, but you're recovering.";
1322 if (p_ptr->muta2 & MUT2_WRAITH)
1325 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
1327 info[i++] = "You fade in and out of physical reality.";
1331 if (p_ptr->muta2 & MUT2_POLY_WOUND)
1334 info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
1336 info[i++] = "Your health is subject to chaotic forces.";
1340 if (p_ptr->muta2 & MUT2_WASTING)
1343 info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
1345 info[i++] = "You have a horrible wasting disease.";
1349 if (p_ptr->muta2 & MUT2_ATT_DRAGON)
1352 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
1354 info[i++] = "You attract dragons.";
1358 if (p_ptr->muta2 & MUT2_WEIRD_MIND)
1361 info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
1363 info[i++] = "Your mind randomly expands and contracts.";
1367 if (p_ptr->muta2 & MUT2_NAUSEA)
1370 info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夤¬¤Ê¤¤¡£";
1372 info[i++] = "You have a seriously upset stomach.";
1376 if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
1379 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
1381 info[i++] = "Chaos deities give you gifts.";
1385 if (p_ptr->muta2 & MUT2_WALK_SHAD)
1388 info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
1390 info[i++] = "You occasionally stumble into other shadows.";
1394 if (p_ptr->muta2 & MUT2_WARNING)
1397 info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
1399 info[i++] = "You receive warnings about your foes.";
1403 if (p_ptr->muta2 & MUT2_INVULN)
1406 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
1408 info[i++] = "You occasionally feel invincible.";
1412 if (p_ptr->muta2 & MUT2_SP_TO_HP)
1415 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
1417 info[i++] = "Your blood sometimes rushes to your muscles.";
1421 if (p_ptr->muta2 & MUT2_HP_TO_SP)
1424 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
1426 info[i++] = "Your blood sometimes rushes to your head.";
1430 if (p_ptr->muta2 & MUT2_DISARM)
1433 info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
1435 info[i++] = "You occasionally stumble and drop things.";
1443 if (p_ptr->muta3 & MUT3_HYPER_STR)
1446 info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
1448 info[i++] = "You are superhumanly strong (+4 STR).";
1452 if (p_ptr->muta3 & MUT3_PUNY)
1455 info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
1457 info[i++] = "You are puny (-4 STR).";
1461 if (p_ptr->muta3 & MUT3_HYPER_INT)
1464 info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸¤µ+4)";
1466 info[i++] = "Your brain is a living computer (+4 INT/WIS).";
1470 if (p_ptr->muta3 & MUT3_MORONIC)
1473 info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸¤µ-4)";
1475 info[i++] = "You are moronic (-4 INT/WIS).";
1479 if (p_ptr->muta3 & MUT3_RESILIENT)
1482 info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
1484 info[i++] = "You are very resilient (+4 CON).";
1488 if (p_ptr->muta3 & MUT3_XTRA_FAT)
1491 info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
1493 info[i++] = "You are extremely fat (+2 CON, -2 speed).";
1497 if (p_ptr->muta3 & MUT3_ALBINO)
1500 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
1502 info[i++] = "You are albino (-4 CON).";
1506 if (p_ptr->muta3 & MUT3_FLESH_ROT)
1509 info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
1511 info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
1515 if (p_ptr->muta3 & MUT3_SILLY_VOI)
1518 info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥¡¼¥¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
1520 info[i++] = "Your voice is a silly squeak (-4 CHR).";
1524 if (p_ptr->muta3 & MUT3_BLANK_FAC)
1527 info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
1529 info[i++] = "Your face is featureless (-1 CHR).";
1533 if (p_ptr->muta3 & MUT3_ILL_NORM)
1536 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
1538 info[i++] = "Your appearance is masked with illusion.";
1542 if (p_ptr->muta3 & MUT3_XTRA_EYES)
1545 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
1547 info[i++] = "You have an extra pair of eyes (+15 search).";
1551 if (p_ptr->muta3 & MUT3_MAGIC_RES)
1554 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
1556 info[i++] = "You are resistant to magic.";
1560 if (p_ptr->muta3 & MUT3_XTRA_NOIS)
1563 info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
1565 info[i++] = "You make a lot of strange noise (-3 stealth).";
1569 if (p_ptr->muta3 & MUT3_INFRAVIS)
1572 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
1574 info[i++] = "You have remarkable infravision (+3).";
1578 if (p_ptr->muta3 & MUT3_XTRA_LEGS)
1581 info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤΤ¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
1583 info[i++] = "You have an extra pair of legs (+3 speed).";
1587 if (p_ptr->muta3 & MUT3_SHORT_LEG)
1590 info[i++] = "¤¢¤Ê¤¿¤Î¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
1592 info[i++] = "Your legs are short stubs (-3 speed).";
1596 if (p_ptr->muta3 & MUT3_ELEC_TOUC)
1599 info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
1601 info[i++] = "Electricity is running through your veins.";
1605 if (p_ptr->muta3 & MUT3_FIRE_BODY)
1608 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1610 info[i++] = "Your body is enveloped in flames.";
1613 if (p_ptr->muta3 & MUT3_WART_SKIN)
1616 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
1618 info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
1622 if (p_ptr->muta3 & MUT3_SCALES)
1625 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
1627 info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
1631 if (p_ptr->muta3 & MUT3_IRON_SKIN)
1634 info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
1636 info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
1640 if (p_ptr->muta3 & MUT3_WINGS)
1643 info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
1645 info[i++] = "You have wings.";
1649 if (p_ptr->muta3 & MUT3_FEARLESS)
1653 if (p_ptr->muta3 & MUT3_REGEN)
1657 if (p_ptr->muta3 & MUT3_ESP)
1661 if (p_ptr->muta3 & MUT3_LIMBER)
1664 info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
1666 info[i++] = "Your body is very limber (+3 DEX).";
1670 if (p_ptr->muta3 & MUT3_ARTHRITIS)
1673 info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
1675 info[i++] = "Your joints ache constantly (-3 DEX).";
1679 if (p_ptr->muta3 & MUT3_VULN_ELEM)
1682 info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£";
1684 info[i++] = "You are susceptible to damage from the elements.";
1688 if (p_ptr->muta3 & MUT3_MOTION)
1691 info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)";
1693 info[i++] = "Your movements are precise and forceful (+1 STL).";
1697 if (p_ptr->muta3 & MUT3_GOOD_LUCK)
1700 info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1702 info[i++] = "There is a white aura surrounding you.";
1705 if (p_ptr->muta3 & MUT3_BAD_LUCK)
1708 info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
1710 info[i++] = "There is a black aura surrounding you.";
1718 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
1720 info[i++] = "You cannot see.";
1724 if (p_ptr->confused)
1727 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
1729 info[i++] = "You are confused.";
1736 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1738 info[i++] = "You are terrified.";
1745 info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£";
1747 info[i++] = "You are bleeding.";
1754 info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£";
1756 info[i++] = "You are stunned.";
1760 if (p_ptr->poisoned)
1763 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
1765 info[i++] = "You are poisoned.";
1772 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
1774 info[i++] = "You are hallucinating.";
1778 if (p_ptr->cursed & TRC_TY_CURSE)
1781 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê±åÇ°¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
1783 info[i++] = "You carry an ancient foul curse.";
1787 if (p_ptr->cursed & TRC_AGGRAVATE)
1790 info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
1792 info[i++] = "You aggravate monsters.";
1796 if (p_ptr->cursed & TRC_DRAIN_EXP)
1799 info[i++] = "¤¢¤Ê¤¿¤Ï·Ð¸³ÃͤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1801 info[i++] = "You are drained.";
1805 if (p_ptr->cursed & TRC_SLOW_REGEN)
1808 info[i++] = "¤¢¤Ê¤¿¤Î²óÉüÎϤÏÈó¾ï¤ËÃÙ¤¤¡£";
1810 info[i++] = "You regenerate slowly.";
1814 if (p_ptr->cursed & TRC_ADD_L_CURSE)
1817 info[i++] = "¤¢¤Ê¤¿¤Î¼å¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1819 info[i++] = "Your weak curses multiply.";
1823 if (p_ptr->cursed & TRC_ADD_H_CURSE)
1826 info[i++] = "¤¢¤Ê¤¿¤Î¶¯¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
1828 info[i++] = "Your heavy curses multiply.";
1832 if (p_ptr->cursed & TRC_CALL_ANIMAL)
1835 info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1837 info[i++] = "You attract animals.";
1841 if (p_ptr->cursed & TRC_CALL_DEMON)
1844 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1846 info[i++] = "You attract demons.";
1850 if (p_ptr->cursed & TRC_CALL_DRAGON)
1853 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
1855 info[i++] = "You attract dragons.";
1859 if (p_ptr->cursed & TRC_COWARDICE)
1862 info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
1864 info[i++] = "You are subject to cowardice.";
1868 if (p_ptr->cursed & TRC_TELEPORT)
1871 info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
1873 info[i++] = "Your position is very uncertain.";
1877 if (p_ptr->cursed & TRC_LOW_MELEE)
1880 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
1882 info[i++] = "Your weapon causes you miss blows.";
1886 if (p_ptr->cursed & TRC_LOW_AC)
1889 info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
1891 info[i++] = "You are subject to be hit.";
1895 if (p_ptr->cursed & TRC_LOW_MAGIC)
1898 info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤ò¼ºÇÔ¤·¤ä¤¹¤¤¡£";
1900 info[i++] = "You are subject to fail spellcasting.";
1904 if (p_ptr->cursed & TRC_FAST_DIGEST)
1907 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤ªÊ¢¤¬¤Ø¤ë¡£";
1909 info[i++] = "You have a good appetite.";
1913 if (p_ptr->cursed & TRC_DRAIN_HP)
1916 info[i++] = "¤¢¤Ê¤¿¤ÏÂÎÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1918 info[i++] = "You are drained.";
1922 if (p_ptr->cursed & TRC_DRAIN_MANA)
1925 info[i++] = "¤¢¤Ê¤¿¤ÏËâÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
1927 info[i++] = "You brain is drained.";
1934 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
1936 info[i++] = "You feel rightous.";
1943 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
1945 info[i++] = "You feel heroic.";
1952 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
1954 info[i++] = "You are in a battle rage.";
1958 if (p_ptr->protevil)
1961 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
1963 info[i++] = "You are protected from evil.";
1970 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
1972 info[i++] = "You are protected by a mystic shield.";
1979 info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
1981 info[i++] = "You are temporarily invulnerable.";
1985 if (p_ptr->wraith_form)
1988 info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
1990 info[i++] = "You are temporarily incorporeal.";
1994 if (p_ptr->special_attack & ATTACK_CONFUSE)
1997 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
1999 info[i++] = "Your hands are glowing dull red.";
2003 if (p_ptr->special_attack & ATTACK_FIRE)
2006 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2008 info[i++] = "You can strike enemy with flame.";
2012 if (p_ptr->special_attack & ATTACK_COLD)
2015 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2017 info[i++] = "You can strike enemy with cold.";
2021 if (p_ptr->special_attack & ATTACK_ACID)
2024 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2026 info[i++] = "You can strike enemy with acid.";
2030 if (p_ptr->special_attack & ATTACK_ELEC)
2033 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2035 info[i++] = "You can strike enemy with electoric shock.";
2039 if (p_ptr->special_attack & ATTACK_POIS)
2042 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
2044 info[i++] = "You can strike enemy with poison.";
2048 switch (p_ptr->action)
2052 info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
2054 info[i++] = "You are looking around very carefully.";
2058 if (p_ptr->new_spells)
2061 info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2063 info[i++] = "You can learn some spells/prayers.";
2067 if (p_ptr->word_recall)
2070 info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
2072 info[i++] = "You will soon be recalled.";
2076 if (p_ptr->see_infra)
2079 info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
2081 info[i++] = "Your eyes are sensitive to infrared light.";
2088 info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2090 info[i++] = "You can see invisible creatures.";
2097 info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
2099 info[i++] = "You can fly.";
2103 if (p_ptr->free_act)
2106 info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2108 info[i++] = "You have free action.";
2112 if (p_ptr->regenerate)
2115 info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
2117 info[i++] = "You regenerate quickly.";
2121 if (p_ptr->slow_digest)
2124 info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
2126 info[i++] = "Your appetite is small.";
2130 if (p_ptr->telepathy)
2133 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2135 info[i++] = "You have ESP.";
2139 if (p_ptr->esp_animal)
2142 info[i++] = "¤¢¤Ê¤¿¤Ï¼«Á³³¦¤ÎÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2144 info[i++] = "You sense natural creatures.";
2148 if (p_ptr->esp_undead)
2151 info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ó¥Ç¥Ã¥É¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2153 info[i++] = "You sense undead.";
2157 if (p_ptr->esp_demon)
2160 info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2162 info[i++] = "You sense demons.";
2169 info[i++] = "¤¢¤Ê¤¿¤Ï¥ª¡¼¥¯¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2171 info[i++] = "You sense orcs.";
2175 if (p_ptr->esp_troll)
2178 info[i++] = "¤¢¤Ê¤¿¤Ï¥È¥í¥ë¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2180 info[i++] = "You sense trolls.";
2184 if (p_ptr->esp_giant)
2187 info[i++] = "¤¢¤Ê¤¿¤Ïµð¿Í¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2189 info[i++] = "You sense giants.";
2193 if (p_ptr->esp_dragon)
2196 info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2198 info[i++] = "You sense dragons.";
2202 if (p_ptr->esp_human)
2205 info[i++] = "¤¢¤Ê¤¿¤Ï¿Í´Ö¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2207 info[i++] = "You sense humans.";
2211 if (p_ptr->esp_evil)
2214 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2216 info[i++] = "You sense evil creatures.";
2220 if (p_ptr->esp_good)
2223 info[i++] = "¤¢¤Ê¤¿¤ÏÁ±ÎɤÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2225 info[i++] = "You sense good creatures.";
2229 if (p_ptr->esp_nonliving)
2232 info[i++] = "¤¢¤Ê¤¿¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤθºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2234 info[i++] = "You sense non-living creatures.";
2238 if (p_ptr->esp_unique)
2241 info[i++] = "¤¢¤Ê¤¿¤ÏÆÃÊ̤ʶ¯Å¨¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
2243 info[i++] = "You sense unique monsters.";
2247 if (p_ptr->hold_life)
2250 info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
2252 info[i++] = "You have a firm hold on your life force.";
2259 info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
2261 info[i++] = "You reflect arrows and bolts.";
2268 info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2270 info[i++] = "You are surrounded with a fiery aura.";
2277 info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2279 info[i++] = "You are surrounded with electricity.";
2286 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2288 info[i++] = "You are surrounded with an aura of coldness.";
2292 if (p_ptr->tim_sh_holy)
2295 info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2297 info[i++] = "You are surrounded with a holy aura.";
2301 if (p_ptr->tim_sh_touki)
2304 info[i++] = "¤¢¤Ê¤¿¤ÏÆ®µ¤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2306 info[i++] = "You are surrounded with a energy aura.";
2310 if (p_ptr->anti_magic)
2313 info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
2315 info[i++] = "You are surrounded by an anti-magic shell.";
2319 if (p_ptr->anti_tele)
2322 info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤Ê¤¤¡£";
2324 info[i++] = "You cannot teleport.";
2331 info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
2333 info[i++] = "You are carrying a permanent light.";
2340 info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2342 info[i++] = "You will be warn before dangerous action.";
2346 if (p_ptr->dec_mana)
2349 info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2351 info[i++] = "You can cast spell with fewer mana.";
2355 if (p_ptr->easy_spell)
2358 info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2360 info[i++] = "Fail rate of your magic is decreased.";
2364 if (p_ptr->heavy_spell)
2367 info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
2369 info[i++] = "Fail rate of your magic is incresed.";
2373 if (p_ptr->mighty_throw)
2376 info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
2378 info[i++] = "You can throw objects powerfully.";
2383 if (p_ptr->immune_acid)
2386 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2388 info[i++] = "You are completely immune to acid.";
2392 else if ((p_ptr->resist_acid) && (p_ptr->oppose_acid))
2395 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2397 info[i++] = "You resist acid exceptionally well.";
2401 else if ((p_ptr->resist_acid) || (p_ptr->oppose_acid))
2404 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2406 info[i++] = "You are resistant to acid.";
2411 if (p_ptr->immune_elec)
2414 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2416 info[i++] = "You are completely immune to lightning.";
2420 else if ((p_ptr->resist_elec) && (p_ptr->oppose_elec))
2423 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2425 info[i++] = "You resist lightning exceptionally well.";
2429 else if ((p_ptr->resist_elec) || (p_ptr->oppose_elec))
2432 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2434 info[i++] = "You are resistant to lightning.";
2439 if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
2442 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
2444 info[i++] = "You are susceptible to damage from lightning.";
2449 if (p_ptr->immune_fire)
2452 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2454 info[i++] = "You are completely immune to fire.";
2458 else if ((p_ptr->resist_fire) && (p_ptr->oppose_fire))
2461 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2463 info[i++] = "You resist fire exceptionally well.";
2467 else if ((p_ptr->resist_fire) || (p_ptr->oppose_fire))
2470 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2472 info[i++] = "You are resistant to fire.";
2477 if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
2480 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
2482 info[i++] = "You are susceptible to damage from fire.";
2487 if (p_ptr->immune_cold)
2490 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2492 info[i++] = "You are completely immune to cold.";
2496 else if ((p_ptr->resist_cold) && (p_ptr->oppose_cold))
2499 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2501 info[i++] = "You resist cold exceptionally well.";
2505 else if ((p_ptr->resist_cold) || (p_ptr->oppose_cold))
2508 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2510 info[i++] = "You are resistant to cold.";
2515 if ((p_ptr->resist_pois) && (p_ptr->oppose_pois))
2518 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2520 info[i++] = "You resist poison exceptionally well.";
2524 else if ((p_ptr->resist_pois) || (p_ptr->oppose_pois))
2527 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2529 info[i++] = "You are resistant to poison.";
2534 if (p_ptr->resist_lite)
2537 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2539 info[i++] = "You are resistant to bright light.";
2544 if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
2547 info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
2549 info[i++] = "You are susceptible to damage from bright light.";
2554 if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
2557 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2559 info[i++] = "You are completely immune to darkness.";
2563 else if (p_ptr->resist_dark)
2566 info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2568 info[i++] = "You are resistant to darkness.";
2572 if (p_ptr->resist_conf)
2575 info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2577 info[i++] = "You are resistant to confusion.";
2581 if (p_ptr->resist_sound)
2584 info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2586 info[i++] = "You are resistant to sonic attacks.";
2590 if (p_ptr->resist_disen)
2593 info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2595 info[i++] = "You are resistant to disenchantment.";
2599 if (p_ptr->resist_chaos)
2602 info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2604 info[i++] = "You are resistant to chaos.";
2608 if (p_ptr->resist_shard)
2611 info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2613 info[i++] = "You are resistant to blasts of shards.";
2617 if (p_ptr->resist_nexus)
2620 info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2622 info[i++] = "You are resistant to nexus attacks.";
2627 if (prace_is_(RACE_SPECTRE))
2630 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤¤ë¡£";
2632 info[i++] = "You can drain nether forces.";
2636 else if (p_ptr->resist_neth)
2639 info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2641 info[i++] = "You are resistant to nether forces.";
2645 if (p_ptr->resist_fear)
2648 info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
2650 info[i++] = "You are completely fearless.";
2654 if (p_ptr->resist_blind)
2657 info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2659 info[i++] = "Your eyes are resistant to blindness.";
2663 if (p_ptr->resist_time)
2666 info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
2668 info[i++] = "You are resistant to time.";
2673 if (p_ptr->sustain_str)
2676 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2678 info[i++] = "Your strength is sustained.";
2682 if (p_ptr->sustain_int)
2685 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2687 info[i++] = "Your intelligence is sustained.";
2691 if (p_ptr->sustain_wis)
2694 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2696 info[i++] = "Your wisdom is sustained.";
2700 if (p_ptr->sustain_con)
2703 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2705 info[i++] = "Your constitution is sustained.";
2709 if (p_ptr->sustain_dex)
2712 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
2714 info[i++] = "Your dexterity is sustained.";
2718 if (p_ptr->sustain_chr)
2721 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
2723 info[i++] = "Your charisma is sustained.";
2728 if (have_flag(flgs, TR_STR))
2731 info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2733 info[i++] = "Your strength is affected by your equipment.";
2737 if (have_flag(flgs, TR_INT))
2740 info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2742 info[i++] = "Your intelligence is affected by your equipment.";
2746 if (have_flag(flgs, TR_WIS))
2749 info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2751 info[i++] = "Your wisdom is affected by your equipment.";
2755 if (have_flag(flgs, TR_DEX))
2758 info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2760 info[i++] = "Your dexterity is affected by your equipment.";
2764 if (have_flag(flgs, TR_CON))
2767 info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2769 info[i++] = "Your constitution is affected by your equipment.";
2773 if (have_flag(flgs, TR_CHR))
2776 info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2778 info[i++] = "Your charisma is affected by your equipment.";
2783 if (have_flag(flgs, TR_STEALTH))
2786 info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2788 info[i++] = "Your stealth is affected by your equipment.";
2792 if (have_flag(flgs, TR_SEARCH))
2795 info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2797 info[i++] = "Your searching ability is affected by your equipment.";
2801 if (have_flag(flgs, TR_INFRA))
2804 info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2806 info[i++] = "Your infravision is affected by your equipment.";
2810 if (have_flag(flgs, TR_TUNNEL))
2813 info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2815 info[i++] = "Your digging ability is affected by your equipment.";
2819 if (have_flag(flgs, TR_SPEED))
2822 info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2824 info[i++] = "Your speed is affected by your equipment.";
2828 if (have_flag(flgs, TR_BLOWS))
2831 info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2833 info[i++] = "Your attack speed is affected by your equipment.";
2839 /* Access the current weapon */
2840 o_ptr = &inventory[INVEN_RARM];
2842 /* Analyze the weapon */
2845 /* Indicate Blessing */
2846 if (have_flag(flgs, TR_BLESSED))
2849 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
2851 info[i++] = "Your weapon has been blessed by the gods.";
2856 if (have_flag(flgs, TR_CHAOTIC))
2859 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À¤ò¤â¤Ä¡£";
2861 info[i++] = "Your weapon is branded with the Sign of Logrus.";
2867 if (have_flag(flgs, TR_IMPACT))
2870 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
2872 info[i++] = "The impact of your weapon can cause earthquakes.";
2877 if (have_flag(flgs, TR_VORPAL))
2880 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
2882 info[i++] = "Your weapon is very sharp.";
2887 if (have_flag(flgs, TR_VAMPIRIC))
2890 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
2892 info[i++] = "Your weapon drains life from your foes.";
2897 /* Special "Attack Bonuses" */
2898 if (have_flag(flgs, TR_BRAND_ACID))
2901 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
2903 info[i++] = "Your weapon melts your foes.";
2907 if (have_flag(flgs, TR_BRAND_ELEC))
2910 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
2912 info[i++] = "Your weapon shocks your foes.";
2916 if (have_flag(flgs, TR_BRAND_FIRE))
2919 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
2921 info[i++] = "Your weapon burns your foes.";
2925 if (have_flag(flgs, TR_BRAND_COLD))
2928 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
2930 info[i++] = "Your weapon freezes your foes.";
2934 if (have_flag(flgs, TR_BRAND_POIS))
2937 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
2939 info[i++] = "Your weapon poisons your foes.";
2944 /* Special "slay" flags */
2945 if (have_flag(flgs, TR_KILL_ANIMAL))
2948 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ÎŷŨ¤Ç¤¢¤ë¡£";
2950 info[i++] = "Your weapon is a great bane of animals.";
2954 else if (have_flag(flgs, TR_SLAY_ANIMAL))
2957 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2959 info[i++] = "Your weapon strikes at animals with extra force.";
2963 if (have_flag(flgs, TR_KILL_EVIL))
2966 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ÎŷŨ¤Ç¤¢¤ë¡£";
2968 info[i++] = "Your weapon is a great bane of evil.";
2972 else if (have_flag(flgs, TR_SLAY_EVIL))
2975 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2977 info[i++] = "Your weapon strikes at evil with extra force.";
2981 if (have_flag(flgs, TR_KILL_HUMAN))
2984 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ÎŷŨ¤Ç¤¢¤ë¡£";
2986 info[i++] = "Your weapon is a great bane of humans.";
2990 else if (have_flag(flgs, TR_SLAY_HUMAN))
2993 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
2995 info[i++] = "Your weapon is especially deadly against humans.";
2999 if (have_flag(flgs, TR_KILL_UNDEAD))
3002 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ÎŷŨ¤Ç¤¢¤ë¡£";
3004 info[i++] = "Your weapon is a great bane of undead.";
3008 else if (have_flag(flgs, TR_SLAY_UNDEAD))
3011 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
3013 info[i++] = "Your weapon strikes at undead with holy wrath.";
3017 if (have_flag(flgs, TR_KILL_DEMON))
3020 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
3022 info[i++] = "Your weapon is a great bane of demons.";
3026 else if (have_flag(flgs, TR_SLAY_DEMON))
3029 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
3031 info[i++] = "Your weapon strikes at demons with holy wrath.";
3035 if (have_flag(flgs, TR_KILL_ORC))
3038 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ÎŷŨ¤Ç¤¢¤ë¡£";
3040 info[i++] = "Your weapon is a great bane of orcs.";
3044 else if (have_flag(flgs, TR_SLAY_ORC))
3047 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3049 info[i++] = "Your weapon is especially deadly against orcs.";
3053 if (have_flag(flgs, TR_KILL_TROLL))
3056 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ÎŷŨ¤Ç¤¢¤ë¡£";
3058 info[i++] = "Your weapon is a great bane of trolls.";
3062 else if (have_flag(flgs, TR_SLAY_TROLL))
3065 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3067 info[i++] = "Your weapon is especially deadly against trolls.";
3071 if (have_flag(flgs, TR_KILL_GIANT))
3074 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ÎŷŨ¤Ç¤¢¤ë¡£";
3076 info[i++] = "Your weapon is a great bane of giants.";
3080 else if (have_flag(flgs, TR_SLAY_GIANT))
3083 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3085 info[i++] = "Your weapon is especially deadly against giants.";
3089 /* Special "kill" flags */
3090 if (have_flag(flgs, TR_KILL_DRAGON))
3093 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
3095 info[i++] = "Your weapon is a great bane of dragons.";
3099 else if (have_flag(flgs, TR_SLAY_DRAGON))
3102 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
3104 info[i++] = "Your weapon is especially deadly against dragons.";
3109 if (have_flag(flgs, TR_FORCE_WEAPON))
3112 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
3114 info[i++] = "Your weapon causes greate damages using your MP.";
3118 if (have_flag(flgs, TR_THROW))
3121 info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
3123 info[i++] = "Your weapon can be thrown well.";
3129 /* Save the screen */
3132 /* Erase the screen */
3133 for (k = 1; k < 24; k++) prt("", k, 13);
3135 /* Label the information */
3137 prt(" ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
3139 prt(" Your Attributes:", 1, 15);
3143 /* We will print on top of the map (column 13) */
3144 for (k = 2, j = 0; j < i; j++)
3147 prt(info[j], k++, 15);
3149 /* Every 20 entries (lines 2 to 21), start over */
3150 if ((k == 22) && (j+1 < i))
3153 prt("-- ³¤¯ --", k, 15);
3155 prt("-- more --", k, 15);
3159 for (; k > 2; k--) prt("", k, 15);
3165 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3167 prt("[Press any key to continue]", k, 13);
3172 /* Restore the screen */
3177 static int report_magics_aux(int dur)
3195 else if (dur <= 100)
3199 else if (dur <= 200)
3209 static cptr report_magic_durations[] =
3218 "¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
3219 "¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
3222 "for a little while",
3226 "for a very long time",
3227 "for an incredibly long time",
3228 "until you hit a monster"
3235 * Report all currently active magical effects.
3237 void report_magics(void)
3247 info2[i] = report_magics_aux(p_ptr->blind);
3249 info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
3251 info[i++] = "You cannot see";
3255 if (p_ptr->confused)
3257 info2[i] = report_magics_aux(p_ptr->confused);
3259 info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
3261 info[i++] = "You are confused";
3267 info2[i] = report_magics_aux(p_ptr->afraid);
3269 info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3271 info[i++] = "You are terrified";
3275 if (p_ptr->poisoned)
3277 info2[i] = report_magics_aux(p_ptr->poisoned);
3279 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
3281 info[i++] = "You are poisoned";
3287 info2[i] = report_magics_aux(p_ptr->image);
3289 info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
3291 info[i++] = "You are hallucinating";
3297 info2[i] = report_magics_aux(p_ptr->blessed);
3299 info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
3301 info[i++] = "You feel rightous";
3307 info2[i] = report_magics_aux(p_ptr->hero);
3309 info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
3311 info[i++] = "You feel heroic";
3317 info2[i] = report_magics_aux(p_ptr->shero);
3319 info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
3321 info[i++] = "You are in a battle rage";
3325 if (p_ptr->protevil)
3327 info2[i] = report_magics_aux(p_ptr->protevil);
3329 info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
3331 info[i++] = "You are protected from evil";
3337 info2[i] = report_magics_aux(p_ptr->shield);
3339 info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
3341 info[i++] = "You are protected by a mystic shield";
3347 info2[i] = report_magics_aux(p_ptr->invuln);
3349 info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
3351 info[i++] = "You are invulnerable";
3355 if (p_ptr->wraith_form)
3357 info2[i] = report_magics_aux(p_ptr->wraith_form);
3359 info[i++] = "Í©Âβ½¤Ç¤¤ë¡£";
3361 info[i++] = "You are incorporeal";
3365 if (p_ptr->special_attack & ATTACK_CONFUSE)
3369 info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
3371 info[i++] = "Your hands are glowing dull red.";
3375 if (p_ptr->word_recall)
3377 info2[i] = report_magics_aux(p_ptr->word_recall);
3379 info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
3381 info[i++] = "You waiting to be recalled";
3385 if (p_ptr->oppose_acid)
3387 info2[i] = report_magics_aux(p_ptr->oppose_acid);
3389 info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3391 info[i++] = "You are resistant to acid";
3395 if (p_ptr->oppose_elec)
3397 info2[i] = report_magics_aux(p_ptr->oppose_elec);
3399 info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3401 info[i++] = "You are resistant to lightning";
3405 if (p_ptr->oppose_fire)
3407 info2[i] = report_magics_aux(p_ptr->oppose_fire);
3409 info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3411 info[i++] = "You are resistant to fire";
3415 if (p_ptr->oppose_cold)
3417 info2[i] = report_magics_aux(p_ptr->oppose_cold);
3419 info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3421 info[i++] = "You are resistant to cold";
3425 if (p_ptr->oppose_pois)
3427 info2[i] = report_magics_aux(p_ptr->oppose_pois);
3429 info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
3431 info[i++] = "You are resistant to poison";
3436 /* Save the screen */
3439 /* Erase the screen */
3440 for (k = 1; k < 24; k++) prt("", k, 13);
3442 /* Label the information */
3444 prt(" ËâË¡ :", 1, 15);
3446 prt(" Your Current Magic:", 1, 15);
3450 /* We will print on top of the map (column 13) */
3451 for (k = 2, j = 0; j < i; j++)
3455 sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
3457 sprintf(Dummy, "%s %s.", info[j],
3460 report_magic_durations[info2[j]]);
3461 prt(Dummy, k++, 15);
3463 /* Every 20 entries (lines 2 to 21), start over */
3464 if ((k == 22) && (j + 1 < i))
3467 prt("-- ³¤¯ --", k, 15);
3469 prt("-- more --", k, 15);
3473 for (; k > 2; k--) prt("", k, 15);
3479 prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
3481 prt("[Press any key to continue]", k, 13);
3486 /* Restore the screen */
3492 * Detect all traps on current panel
3494 bool detect_traps(int range, bool known)
3497 bool detect = FALSE;
3501 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3503 /* Scan the current panel */
3504 for (y = 1; y < cur_hgt - 1; y++)
3506 for (x = 1; x <= cur_wid - 1; x++)
3508 int dist = distance(py, px, y, x);
3509 if (dist > range) continue;
3511 /* Access the grid */
3512 c_ptr = &cave[y][x];
3514 /* Mark as detected */
3515 if (dist <= range && known)
3517 if (dist <= range - 1)
3518 c_ptr->info |= (CAVE_IN_DETECT);
3520 c_ptr->info &= ~(CAVE_UNSAFE);
3526 /* Detect invisible traps */
3527 if (c_ptr->info & CAVE_TRAP)
3534 if (is_trap(c_ptr->feat))
3536 if (c_ptr->feat == FEAT_INVIS)
3537 c_ptr->feat = FEAT_TRAP_OPEN;
3539 /* Hack -- Memorize */
3540 c_ptr->info |= (CAVE_MARK);
3551 p_ptr->dtrap = TRUE;
3553 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3559 msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3561 msg_print("You sense the presence of traps!");
3573 * Detect all doors on current panel
3575 bool detect_doors(int range)
3579 bool detect = FALSE;
3583 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3585 /* Scan the panel */
3586 for (y = 1; y < cur_hgt - 1; y++)
3588 for (x = 1; x < cur_wid - 1; x++)
3590 if (distance(py, px, y, x) > range) continue;
3592 c_ptr = &cave[y][x];
3594 /* Detect secret doors */
3595 if (c_ptr->feat == FEAT_SECRET)
3598 place_closed_door(y, x);
3602 if (((c_ptr->feat >= FEAT_DOOR_HEAD) &&
3603 (c_ptr->feat <= FEAT_DOOR_TAIL)) ||
3604 ((c_ptr->feat == FEAT_OPEN) ||
3605 (c_ptr->feat == FEAT_BROKEN)))
3607 /* Hack -- Memorize */
3608 c_ptr->info |= (CAVE_MARK);
3619 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3625 msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3627 msg_print("You sense the presence of doors!");
3638 * Detect all stairs on current panel
3640 bool detect_stairs(int range)
3644 bool detect = FALSE;
3648 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3650 /* Scan the panel */
3651 for (y = 1; y < cur_hgt - 1; y++)
3653 for (x = 1; x < cur_wid - 1; x++)
3655 if (distance(py, px, y, x) > range) continue;
3657 c_ptr = &cave[y][x];
3660 if ((c_ptr->feat == FEAT_LESS) ||
3661 (c_ptr->feat == FEAT_LESS_LESS) ||
3662 (c_ptr->feat == FEAT_MORE) ||
3663 (c_ptr->feat == FEAT_MORE_MORE) ||
3664 (c_ptr->feat == FEAT_ENTRANCE))
3666 /* Hack -- Memorize */
3667 c_ptr->info |= (CAVE_MARK);
3678 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
3684 msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3686 msg_print("You sense the presence of stairs!");
3697 * Detect any treasure on the current panel
3699 bool detect_treasure(int range)
3703 bool detect = FALSE;
3707 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3709 /* Scan the current panel */
3710 for (y = 1; y < cur_hgt; y++)
3712 for (x = 1; x < cur_wid; x++)
3714 if (distance(py, px, y, x) > range) continue;
3716 c_ptr = &cave[y][x];
3718 /* Notice embedded gold */
3719 if ((c_ptr->feat == FEAT_MAGMA_H) ||
3720 (c_ptr->feat == FEAT_QUARTZ_H))
3722 /* Expose the gold */
3723 c_ptr->feat += 0x02;
3726 /* Magma/Quartz + Known Gold */
3727 if ((c_ptr->feat == FEAT_MAGMA_K) ||
3728 (c_ptr->feat == FEAT_QUARTZ_K))
3730 /* Hack -- Memorize */
3731 c_ptr->info |= (CAVE_MARK);
3742 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3748 msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3750 msg_print("You sense the presence of buried treasure!");
3763 * Detect all "gold" objects on the current panel
3765 bool detect_objects_gold(int range)
3770 bool detect = FALSE;
3772 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3775 for (i = 1; i < o_max; i++)
3777 object_type *o_ptr = &o_list[i];
3779 /* Skip dead objects */
3780 if (!o_ptr->k_idx) continue;
3782 /* Skip held objects */
3783 if (o_ptr->held_m_idx) continue;
3789 /* Only detect nearby objects */
3790 if (distance(py, px, y, x) > range2) continue;
3792 /* Detect "gold" objects */
3793 if (o_ptr->tval == TV_GOLD)
3795 /* Hack -- memorize it */
3796 o_ptr->marked |= OM_FOUND;
3806 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3812 msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3814 msg_print("You sense the presence of treasure!");
3819 if (detect_monsters_string(range, "$"))
3830 * Detect all "normal" objects on the current panel
3832 bool detect_objects_normal(int range)
3837 bool detect = FALSE;
3839 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range2 /= 3;
3842 for (i = 1; i < o_max; i++)
3844 object_type *o_ptr = &o_list[i];
3846 /* Skip dead objects */
3847 if (!o_ptr->k_idx) continue;
3849 /* Skip held objects */
3850 if (o_ptr->held_m_idx) continue;
3856 /* Only detect nearby objects */
3857 if (distance(py, px, y, x) > range2) continue;
3859 /* Detect "real" objects */
3860 if (o_ptr->tval != TV_GOLD)
3862 /* Hack -- memorize it */
3863 o_ptr->marked |= OM_FOUND;
3873 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
3879 msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3881 msg_print("You sense the presence of objects!");
3886 if (detect_monsters_string(range, "!=?|/`"))
3897 * Detect all "magic" objects on the current panel.
3899 * This will light up all spaces with "magic" items, including artifacts,
3900 * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
3901 * and "enchanted" items of the "good" variety.
3903 * It can probably be argued that this function is now too powerful.
3905 bool detect_objects_magic(int range)
3909 bool detect = FALSE;
3911 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3913 /* Scan all objects */
3914 for (i = 1; i < o_max; i++)
3916 object_type *o_ptr = &o_list[i];
3918 /* Skip dead objects */
3919 if (!o_ptr->k_idx) continue;
3921 /* Skip held objects */
3922 if (o_ptr->held_m_idx) continue;
3928 /* Only detect nearby objects */
3929 if (distance(py, px, y, x) > range) continue;
3931 /* Examine the tval */
3934 /* Artifacts, misc magic items, or enchanted wearables */
3935 if (artifact_p(o_ptr) ||
3936 ego_item_p(o_ptr) ||
3938 (tv == TV_WHISTLE) ||
3939 (tv == TV_AMULET) ||
3944 (tv == TV_SCROLL) ||
3945 (tv == TV_POTION) ||
3946 (tv == TV_LIFE_BOOK) ||
3947 (tv == TV_SORCERY_BOOK) ||
3948 (tv == TV_NATURE_BOOK) ||
3949 (tv == TV_CHAOS_BOOK) ||
3950 (tv == TV_DEATH_BOOK) ||
3951 (tv == TV_TRUMP_BOOK) ||
3952 (tv == TV_ARCANE_BOOK) ||
3953 (tv == TV_ENCHANT_BOOK) ||
3954 (tv == TV_DAEMON_BOOK) ||
3955 (tv == TV_CRUSADE_BOOK) ||
3956 (tv == TV_MUSIC_BOOK) ||
3957 (tv == TV_HISSATSU_BOOK) ||
3958 ((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
3960 /* Memorize the item */
3961 o_ptr->marked |= OM_FOUND;
3975 msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
3977 msg_print("You sense the presence of magic objects!");
3988 * Detect all "normal" monsters on the current panel
3990 bool detect_monsters_normal(int range)
3996 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
3999 for (i = 1; i < m_max; i++)
4001 monster_type *m_ptr = &m_list[i];
4002 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4004 /* Skip dead monsters */
4005 if (!m_ptr->r_idx) continue;
4011 /* Only detect nearby monsters */
4012 if (distance(py, px, y, x) > range) continue;
4014 /* Detect all non-invisible monsters */
4015 if ((!(r_ptr->flags2 & RF2_INVISIBLE)) ||
4016 p_ptr->see_inv || p_ptr->tim_invis)
4018 /* Repair visibility later */
4019 repair_monsters = TRUE;
4021 /* Hack -- Detect monster */
4022 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4024 /* Update the monster */
4025 update_mon(i, FALSE);
4032 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4037 /* Describe result */
4039 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4041 msg_print("You sense the presence of monsters!");
4052 * Detect all "invisible" monsters around the player
4054 bool detect_monsters_invis(int range)
4059 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4062 for (i = 1; i < m_max; i++)
4064 monster_type *m_ptr = &m_list[i];
4065 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4067 /* Skip dead monsters */
4068 if (!m_ptr->r_idx) continue;
4074 /* Only detect nearby monsters */
4075 if (distance(py, px, y, x) > range) continue;
4077 /* Detect invisible monsters */
4078 if (r_ptr->flags2 & RF2_INVISIBLE)
4080 /* Update monster recall window */
4081 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4084 p_ptr->window |= (PW_MONSTER);
4087 /* Repair visibility later */
4088 repair_monsters = TRUE;
4090 /* Hack -- Detect monster */
4091 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4093 /* Update the monster */
4094 update_mon(i, FALSE);
4101 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4106 /* Describe result */
4108 msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4110 msg_print("You sense the presence of invisible creatures!");
4122 * Detect all "evil" monsters on current panel
4124 bool detect_monsters_evil(int range)
4129 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4132 for (i = 1; i < m_max; i++)
4134 monster_type *m_ptr = &m_list[i];
4135 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4137 /* Skip dead monsters */
4138 if (!m_ptr->r_idx) continue;
4144 /* Only detect nearby monsters */
4145 if (distance(py, px, y, x) > range) continue;
4147 /* Detect evil monsters */
4148 if (r_ptr->flags3 & RF3_EVIL)
4150 /* Take note that they are evil */
4151 r_ptr->r_flags3 |= (RF3_EVIL);
4153 /* Update monster recall window */
4154 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4157 p_ptr->window |= (PW_MONSTER);
4160 /* Repair visibility later */
4161 repair_monsters = TRUE;
4163 /* Hack -- Detect monster */
4164 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4166 /* Update the monster */
4167 update_mon(i, FALSE);
4177 /* Describe result */
4179 msg_print("¼Ù°¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4181 msg_print("You sense the presence of evil creatures!");
4194 * Detect all "nonliving", "undead" or "demonic" monsters on current panel
4196 bool detect_monsters_nonliving(int range)
4201 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4204 for (i = 1; i < m_max; i++)
4206 monster_type *m_ptr = &m_list[i];
4207 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4209 /* Skip dead monsters */
4210 if (!m_ptr->r_idx) continue;
4216 /* Only detect nearby monsters */
4217 if (distance(py, px, y, x) > range) continue;
4219 /* Detect non-living monsters */
4220 if (!monster_living(r_ptr))
4222 /* Update monster recall window */
4223 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4226 p_ptr->window |= (PW_MONSTER);
4229 /* Repair visibility later */
4230 repair_monsters = TRUE;
4232 /* Hack -- Detect monster */
4233 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4235 /* Update the monster */
4236 update_mon(i, FALSE);
4246 /* Describe result */
4248 msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
4250 msg_print("You sense the presence of unnatural beings!");
4261 * Detect all monsters it has mind on current panel
4263 bool detect_monsters_mind(int range)
4268 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4271 for (i = 1; i < m_max; i++)
4273 monster_type *m_ptr = &m_list[i];
4274 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4276 /* Skip dead monsters */
4277 if (!m_ptr->r_idx) continue;
4283 /* Only detect nearby monsters */
4284 if (distance(py, px, y, x) > range) continue;
4286 /* Detect non-living monsters */
4287 if (!(r_ptr->flags2 & RF2_EMPTY_MIND))
4289 /* Update monster recall window */
4290 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4293 p_ptr->window |= (PW_MONSTER);
4296 /* Repair visibility later */
4297 repair_monsters = TRUE;
4299 /* Hack -- Detect monster */
4300 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4302 /* Update the monster */
4303 update_mon(i, FALSE);
4313 /* Describe result */
4315 msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4317 msg_print("You sense the presence of someone's mind!");
4328 * Detect all (string) monsters on current panel
4330 bool detect_monsters_string(int range, cptr Match)
4335 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4338 for (i = 1; i < m_max; i++)
4340 monster_type *m_ptr = &m_list[i];
4341 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4343 /* Skip dead monsters */
4344 if (!m_ptr->r_idx) continue;
4350 /* Only detect nearby monsters */
4351 if (distance(py, px, y, x) > range) continue;
4353 /* Detect monsters with the same symbol */
4354 if (strchr(Match, r_ptr->d_char))
4356 /* Update monster recall window */
4357 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4360 p_ptr->window |= (PW_MONSTER);
4363 /* Repair visibility later */
4364 repair_monsters = TRUE;
4366 /* Hack -- Detect monster */
4367 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4369 /* Update the monster */
4370 update_mon(i, FALSE);
4377 if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
4382 /* Describe result */
4384 msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
4386 msg_print("You sense the presence of monsters!");
4397 * A "generic" detect monsters routine, tagged to flags3
4399 bool detect_monsters_xxx(int range, u32b match_flag)
4404 cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
4406 cptr desc_monsters = "weird monsters";
4409 if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3;
4412 for (i = 1; i < m_max; i++)
4414 monster_type *m_ptr = &m_list[i];
4415 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4417 /* Skip dead monsters */
4418 if (!m_ptr->r_idx) continue;
4424 /* Only detect nearby monsters */
4425 if (distance(py, px, y, x) > range) continue;
4427 /* Detect evil monsters */
4428 if (r_ptr->flags3 & (match_flag))
4430 /* Take note that they are something */
4431 r_ptr->r_flags3 |= (match_flag);
4433 /* Update monster recall window */
4434 if (p_ptr->monster_race_idx == m_ptr->r_idx)
4437 p_ptr->window |= (PW_MONSTER);
4440 /* Repair visibility later */
4441 repair_monsters = TRUE;
4443 /* Hack -- Detect monster */
4444 m_ptr->mflag |= (MFLAG_MARK | MFLAG_SHOW);
4446 /* Update the monster */
4447 update_mon(i, FALSE);
4461 desc_monsters = "¥Ç¡¼¥â¥ó";
4463 desc_monsters = "demons";
4469 desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
4471 desc_monsters = "the undead";
4477 /* Describe result */
4479 msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
4481 msg_format("You sense the presence of %s!", desc_monsters);
4495 bool detect_all(int range)
4497 bool detect = FALSE;
4499 /* Detect everything */
4500 if (detect_traps(range, TRUE)) detect = TRUE;
4501 if (detect_doors(range)) detect = TRUE;
4502 if (detect_stairs(range)) detect = TRUE;
4503 if (detect_treasure(range)) detect = TRUE;
4504 if (detect_objects_gold(range)) detect = TRUE;
4505 if (detect_objects_normal(range)) detect = TRUE;
4506 if (detect_monsters_invis(range)) detect = TRUE;
4507 if (detect_monsters_normal(range)) detect = TRUE;
4515 * Apply a "project()" directly to all viewable monsters
4517 * Note that affected monsters are NOT auto-tracked by this usage.
4519 * To avoid misbehavior when monster deaths have side-effects,
4520 * this is done in two passes. -- JDL
4522 bool project_hack(int typ, int dam)
4525 int flg = PROJECT_JUMP | PROJECT_KILL | PROJECT_HIDE;
4526 bool obvious = FALSE;
4529 /* Mark all (nearby) monsters */
4530 for (i = 1; i < m_max; i++)
4532 monster_type *m_ptr = &m_list[i];
4534 /* Paranoia -- Skip dead monsters */
4535 if (!m_ptr->r_idx) continue;
4541 /* Require line of sight */
4542 if (!player_has_los_bold(y, x)) continue;
4544 /* Mark the monster */
4545 m_ptr->mflag |= (MFLAG_TEMP);
4548 /* Affect all marked monsters */
4549 for (i = 1; i < m_max; i++)
4551 monster_type *m_ptr = &m_list[i];
4553 /* Skip unmarked monsters */
4554 if (!(m_ptr->mflag & (MFLAG_TEMP))) continue;
4557 m_ptr->mflag &= ~(MFLAG_TEMP);
4563 /* Jump directly to the target monster */
4564 if (project(0, 0, y, x, dam, typ, flg, -1)) obvious = TRUE;
4575 bool speed_monsters(void)
4577 return (project_hack(GF_OLD_SPEED, p_ptr->lev));
4583 bool slow_monsters(void)
4585 return (project_hack(GF_OLD_SLOW, p_ptr->lev));
4591 bool sleep_monsters(void)
4593 return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
4598 * Banish evil monsters
4600 bool banish_evil(int dist)
4602 return (project_hack(GF_AWAY_EVIL, dist));
4609 bool turn_undead(void)
4611 bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
4613 chg_virtue(V_UNLIFE, -1);
4619 * Dispel undead monsters
4621 bool dispel_undead(int dam)
4623 bool tester = (project_hack(GF_DISP_UNDEAD, dam));
4625 chg_virtue(V_UNLIFE, -2);
4630 * Dispel evil monsters
4632 bool dispel_evil(int dam)
4634 return (project_hack(GF_DISP_EVIL, dam));
4638 * Dispel good monsters
4640 bool dispel_good(int dam)
4642 return (project_hack(GF_DISP_GOOD, dam));
4646 * Dispel all monsters
4648 bool dispel_monsters(int dam)
4650 return (project_hack(GF_DISP_ALL, dam));
4654 * Dispel 'living' monsters
4656 bool dispel_living(int dam)
4658 return (project_hack(GF_DISP_LIVING, dam));
4664 bool dispel_demons(int dam)
4666 return (project_hack(GF_DISP_DEMON, dam));
4675 return (project_hack(GF_CRUSADE, p_ptr->lev*4));
4680 * Wake up all monsters, and speed up "los" monsters.
4682 void aggravate_monsters(int who)
4689 /* Aggravate everyone nearby */
4690 for (i = 1; i < m_max; i++)
4692 monster_type *m_ptr = &m_list[i];
4693 /* monster_race *r_ptr = &r_info[m_ptr->r_idx]; */
4695 /* Paranoia -- Skip dead monsters */
4696 if (!m_ptr->r_idx) continue;
4698 /* Skip aggravating monster (or player) */
4699 if (i == who) continue;
4701 /* Wake up nearby sleeping monsters */
4702 if (m_ptr->cdis < MAX_SIGHT * 2)
4711 if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG_NOPET;
4714 /* Speed up monsters in line of sight */
4715 if (player_has_los_bold(m_ptr->fy, m_ptr->fx))
4719 m_ptr->fast = MIN(200, m_ptr->fast + 100);
4727 if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
4728 else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
4730 if (speed) msg_print("You feel a sudden stirring nearby!");
4731 else if (sleep) msg_print("You hear a sudden stirring in the distance!");
4733 if (p_ptr->riding) p_ptr->update |= PU_BONUS;
4739 * Delete all non-unique/non-quest monsters of a given "type" from the level
4741 bool symbol_genocide(int power, int player_cast)
4745 bool result = FALSE;
4746 int msec = delay_factor * delay_factor * delay_factor;
4748 /* Prevent genocide in quest levels */
4749 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4754 /* Mega-Hack -- Get a monster symbol */
4756 while(!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE));
4758 while(!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE));
4762 /* Delete the monsters of that "type" */
4763 for (i = 1; i < m_max; i++)
4765 monster_type *m_ptr = &m_list[i];
4766 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4770 /* Paranoia -- Skip dead monsters */
4771 if (!m_ptr->r_idx) continue;
4773 /* Skip "wrong" monsters */
4774 if (r_ptr->d_char != typ) continue;
4776 if (is_pet(m_ptr) && !player_cast) continue;
4778 /* Hack -- Skip Unique Monsters */
4779 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4781 /* Hack -- Skip Quest Monsters */
4782 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4784 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4786 else if (i == p_ptr->riding) angry = TRUE;
4788 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4790 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4792 /* Delete the monster */
4793 else delete_monster_idx(i);
4795 if (angry && player_cast)
4797 monster_desc(m_name, m_ptr, 0);
4798 if (m_ptr->ml && !p_ptr->blind)
4801 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4803 msg_format("%^s is unaffected.", m_name);
4809 if (m_ptr->ml && !p_ptr->blind)
4812 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4814 msg_format("%^s wakes up.", m_name);
4818 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4820 if (m_ptr->ml && !p_ptr->blind)
4823 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4825 msg_format("%^s gets angry!", m_name);
4830 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4837 take_hit(DAMAGE_GENO, randint1(4), "Ëõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4839 take_hit(DAMAGE_GENO, randint1(4), "the strain of casting Genocide", -1);
4844 /* Visual feedback */
4845 move_cursor_relative(py, px);
4848 p_ptr->redraw |= (PR_HP);
4851 p_ptr->window |= (PW_PLAYER);
4860 Term_xtra(TERM_XTRA_DELAY, msec);
4867 chg_virtue(V_VITALITY, -2);
4868 chg_virtue(V_CHANCE, -1);
4876 * Delete all nearby (non-unique) monsters
4878 bool mass_genocide(int power, int player_cast)
4881 bool result = FALSE;
4882 int msec = delay_factor * delay_factor * delay_factor;
4885 /* Prevent mass genocide in quest levels */
4886 if (p_ptr->inside_quest && !random_quest_number(dun_level))
4891 /* Delete the (nearby) monsters */
4892 for (i = 1; i < m_max; i++)
4894 monster_type *m_ptr = &m_list[i];
4895 monster_race *r_ptr = &r_info[m_ptr->r_idx];
4899 /* Paranoia -- Skip dead monsters */
4900 if (!m_ptr->r_idx) continue;
4902 /* Skip distant monsters */
4903 if (m_ptr->cdis > MAX_SIGHT) continue;
4905 if (is_pet(m_ptr) && !player_cast) continue;
4907 /* Hack -- Skip unique monsters */
4908 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
4910 /* Hack -- Skip Quest Monsters */
4911 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
4913 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
4915 else if (i == p_ptr->riding) angry = TRUE;
4917 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
4919 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
4921 /* Delete the monster */
4922 else delete_monster_idx(i);
4924 if (angry && player_cast)
4926 monster_desc(m_name, m_ptr, 0);
4927 if (m_ptr->ml && !p_ptr->blind)
4930 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
4932 msg_format("%^s is unaffected.", m_name);
4938 if (m_ptr->ml && !p_ptr->blind)
4941 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
4943 msg_format("%^s wakes up.", m_name);
4947 if (is_friendly(m_ptr) && !is_pet(m_ptr))
4949 if (m_ptr->ml && !p_ptr->blind)
4952 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
4954 msg_format("%^s gets angry!", m_name);
4959 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
4964 /* Hack -- visual feedback */
4966 take_hit(DAMAGE_GENO, randint1(3), "¼þÊÕËõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
4968 take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
4973 move_cursor_relative(py, px);
4976 p_ptr->redraw |= (PR_HP);
4979 p_ptr->window |= (PW_PLAYER);
4988 Term_xtra(TERM_XTRA_DELAY, msec);
4996 chg_virtue(V_VITALITY, -2);
4997 chg_virtue(V_CHANCE, -1);
5006 * Delete all nearby (non-unique) undead
5008 bool mass_genocide_undead(int power, int player_cast)
5011 bool result = FALSE;
5012 int msec = delay_factor * delay_factor * delay_factor;
5015 /* Prevent mass genocide in quest levels */
5016 if (p_ptr->inside_quest && !random_quest_number(dun_level))
5021 /* Delete the (nearby) monsters */
5022 for (i = 1; i < m_max; i++)
5024 monster_type *m_ptr = &m_list[i];
5025 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5029 /* Paranoia -- Skip dead monsters */
5030 if (!m_ptr->r_idx) continue;
5032 if (!(r_ptr->flags3 & RF3_UNDEAD)) continue;
5034 /* Skip distant monsters */
5035 if (m_ptr->cdis > MAX_SIGHT) continue;
5037 if (is_pet(m_ptr) && !player_cast) continue;
5039 /* Hack -- Skip unique monsters */
5040 if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
5042 /* Hack -- Skip Quest Monsters */
5043 else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
5045 else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
5047 else if (i == p_ptr->riding) angry = TRUE;
5049 else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
5051 else if (player_cast && (m_ptr->mflag2 & MFLAG_NOGENO)) angry = TRUE;
5053 /* Delete the monster */
5054 else delete_monster_idx(i);
5056 if (angry && player_cast)
5058 monster_desc(m_name, m_ptr, 0);
5059 if (m_ptr->ml && !p_ptr->blind)
5062 msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
5064 msg_format("%^s is unaffected.", m_name);
5070 if (m_ptr->ml && !p_ptr->blind)
5073 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
5075 msg_format("%^s wakes up.", m_name);
5079 if (is_friendly(m_ptr) && !is_pet(m_ptr))
5081 if (m_ptr->ml && !p_ptr->blind)
5084 msg_format("%s¤ÏÅܤä¿¡ª", m_name);
5086 msg_format("%^s gets angry!", m_name);
5091 if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
5096 /* Hack -- visual feedback */
5098 take_hit(DAMAGE_GENO, randint1(3), "¥¢¥ó¥Ç¥Ã¥É¾ÃÌǤμöʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
5100 take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
5105 move_cursor_relative(py, px);
5108 p_ptr->redraw |= (PR_HP);
5111 p_ptr->window |= (PW_PLAYER);
5120 Term_xtra(TERM_XTRA_DELAY, msec);
5128 chg_virtue(V_UNLIFE, -2);
5129 chg_virtue(V_CHANCE, -1);
5138 * Probe nearby monsters
5153 /* Probe all (nearby) monsters */
5154 for (i = 1; i < m_max; i++)
5156 monster_type *m_ptr = &m_list[i];
5157 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5159 /* Paranoia -- Skip dead monsters */
5160 if (!m_ptr->r_idx) continue;
5162 /* Require line of sight */
5163 if (!player_has_los_bold(m_ptr->fy, m_ptr->fx)) continue;
5165 /* Probe visible monsters */
5170 /* Start the message */
5172 if (!probe) {msg_print("Ä´ººÃæ...");msg_print(NULL);}
5174 if (!probe) {msg_print("Probing...");msg_print(NULL);}
5177 if (m_ptr->ap_r_idx != m_ptr->r_idx)
5179 if (m_ptr->mflag2 & MFLAG_KAGE)
5180 m_ptr->mflag2 &= ~(MFLAG_KAGE);
5182 m_ptr->ap_r_idx = m_ptr->r_idx;
5183 lite_spot(m_ptr->fy, m_ptr->fx);
5185 /* Get "the monster" or "something" */
5186 monster_desc(m_name, m_ptr, 0x204);
5188 speed = m_ptr->mspeed - 110;
5189 if(m_ptr->fast) speed += 10;
5190 if(m_ptr->slow) speed -= 10;
5192 /* Get the monster's alignment */
5194 if ((r_ptr->flags3 & RF3_EVIL) && (r_ptr->flags3 & RF3_GOOD)) align = "籡";
5195 else if (r_ptr->flags3 & RF3_EVIL) align = "¼Ù°";
5196 else if (r_ptr->flags3 & RF3_GOOD) align = "Á±ÎÉ";
5197 else if ((m_ptr->sub_align & SUB_ALIGN_EVIL) && (m_ptr->sub_align & SUB_ALIGN_GOOD)) align = "ÃæΩ(Á±°)";
5198 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "ÃæΩ(¼Ù°)";
5199 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "ÃæΩ(Á±ÎÉ)";
5200 else align = "ÃæΩ";
5202 if ((r_ptr->flags3 & RF3_EVIL) && (r_ptr->flags3 & RF3_GOOD)) align = "good&evil";
5203 else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
5204 else if (r_ptr->flags3 & RF3_GOOD) align = "good";
5205 else if ((m_ptr->sub_align & SUB_ALIGN_EVIL) && (m_ptr->sub_align & SUB_ALIGN_GOOD)) align = "neutral(good&evil)";
5206 else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "neutral(evil)";
5207 else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "neutral(good)";
5208 else align = "neutral";
5211 /* Describe the monster */
5213 sprintf(buf,"%s ... °À:%s HP:%d/%d AC:%d ®ÅÙ:%s%d ·Ð¸³:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
5215 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);
5217 if (r_ptr->next_r_idx)
5219 strcat(buf, format("%d/%d ", m_ptr->exp, r_ptr->next_exp));
5223 strcat(buf, "xxx ");
5227 if (m_ptr->csleep) strcat(buf,"¿ç̲ ");
5228 if (m_ptr->stunned) strcat(buf,"ۯ۰ ");
5229 if (m_ptr->monfear) strcat(buf,"¶²ÉÝ ");
5230 if (m_ptr->confused) strcat(buf,"º®Íð ");
5231 if (m_ptr->invulner) strcat(buf,"̵Ũ ");
5233 if (m_ptr->csleep) strcat(buf,"sleeping ");
5234 if (m_ptr->stunned) strcat(buf,"stunned ");
5235 if (m_ptr->monfear) strcat(buf,"scared ");
5236 if (m_ptr->confused) strcat(buf,"confused ");
5237 if (m_ptr->invulner) strcat(buf,"invulnerable ");
5239 buf[strlen(buf)-1] = '\0';
5242 /* HACK : Add the line to message buffer */
5244 p_ptr->window |= (PW_MESSAGE);
5247 /* Learn all of the non-spell, non-treasure flags */
5250 if (m_ptr->ml) move_cursor_relative(m_ptr->fy, m_ptr->fx);
5253 Term_erase(0, 0, 255);
5267 chg_virtue(V_KNOWLEDGE, 1);
5270 msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
5272 msg_print("That's all.");
5284 * The spell of destruction
5286 * This spell "deletes" monsters (instead of "killing" them).
5288 * Later we may use one function for both "destruction" and
5289 * "earthquake" by using the "full" to select "destruction".
5291 bool destroy_area(int y1, int x1, int r, int full)
5298 /* Prevent destruction of quest levels and town */
5299 if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5304 /* Big area of affect */
5305 for (y = (y1 - r); y <= (y1 + r); y++)
5307 for (x = (x1 - r); x <= (x1 + r); x++)
5309 monster_type *m_ptr;
5310 monster_race *r_ptr;
5312 /* Skip illegal grids */
5313 if (!in_bounds(y, x)) continue;
5315 /* Extract the distance */
5316 k = distance(y1, x1, y, x);
5318 /* Stay in the circle of death */
5319 if (k > r) continue;
5321 /* Access the grid */
5322 c_ptr = &cave[y][x];
5323 m_ptr = &m_list[c_ptr->m_idx];
5324 r_ptr = &r_info[m_ptr->r_idx];
5326 /* Lose room and vault */
5327 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP | CAVE_UNSAFE | CAVE_IN_MIRROR);
5329 /* Lose light and knowledge */
5330 c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
5332 /* Hack -- Notice player affect */
5333 if ((x == px) && (y == py))
5335 /* Hurt the player later */
5338 /* Do not hurt this grid */
5342 /* Hack -- Skip the epicenter */
5343 if ((y == y1) && (x == x1)) continue;
5346 if ((r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->flags7 & RF7_GUARDIAN) || ((m_ptr->mflag2 & MFLAG_CHAMELEON) && (r_ptr->flags1 & RF1_UNIQUE)))
5348 if ((r_ptr->flags1 & RF1_QUESTOR))
5351 /* Heal the monster */
5352 m_list[c_ptr->m_idx].hp = m_list[c_ptr->m_idx].maxhp;
5354 /* Try to teleport away quest monsters */
5355 if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TRUE)) continue;
5361 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5365 monster_desc(m_name, &m_list[c_ptr->m_idx], 0x08);
5366 do_cmd_write_nikki(NIKKI_NAMED_PET, 6, m_name);
5369 /* Delete the monster (if any) */
5370 delete_monster(y, x);
5375 s16b this_o_idx, next_o_idx = 0;
5377 /* Scan all objects in the grid */
5378 for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
5382 /* Acquire object */
5383 o_ptr = &o_list[this_o_idx];
5385 /* Acquire next object */
5386 next_o_idx = o_ptr->next_o_idx;
5388 /* Hack -- Preserve unknown artifacts */
5389 if (artifact_p(o_ptr) && !object_known_p(o_ptr))
5391 /* Mega-Hack -- Preserve the artifact */
5392 a_info[o_ptr->name1].cur_num = 0;
5396 delete_object(y, x);
5398 /* Destroy "valid" grids */
5399 if (!cave_perma_bold(y, x))
5401 /* Wall (or floor) type */
5407 /* Create granite wall */
5408 c_ptr->feat = FEAT_WALL_EXTRA;
5414 /* Create quartz vein */
5415 c_ptr->feat = FEAT_QUARTZ;
5421 /* Create magma vein */
5422 c_ptr->feat = FEAT_MAGMA;
5429 c_ptr->feat = floor_type[randint0(100)];
5436 /* Hack -- Affect player */
5441 msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
5443 msg_print("There is a searing blast of light!");
5447 /* Blind the player */
5448 if (!p_ptr->resist_blind && !p_ptr->resist_lite)
5451 (void)set_blind(p_ptr->blind + 10 + randint1(10));
5457 /* Mega-Hack -- Forget the view and lite */
5458 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5461 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5463 /* Update the monsters */
5464 p_ptr->update |= (PU_MONSTERS);
5467 p_ptr->redraw |= (PR_MAP);
5470 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5478 * Induce an "earthquake" of the given radius at the given location.
5480 * This will turn some walls into floors and some floors into walls.
5482 * The player will take damage and "jump" into a safe grid if possible,
5483 * otherwise, he will "tunnel" through the rubble instantaneously.
5485 * Monsters will take damage, and "jump" into a safe grid if possible,
5486 * otherwise they will be "buried" in the rubble, disappearing from
5487 * the level in the same way that they do when genocided.
5489 * Note that thus the player and monsters (except eaters of walls and
5490 * passers through walls) will never occupy the same grid as a wall.
5491 * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even
5492 * for a single turn, unless that monster can pass_walls or kill_walls.
5493 * This has allowed massive simplification of the "monster" code.
5495 bool earthquake(int cy, int cx, int r)
5497 int i, t, y, x, yy, xx, dy, dx, oy, ox;
5499 int sn = 0, sy = 0, sx = 0;
5505 /* Prevent destruction of quest levels and town */
5506 if ((p_ptr->inside_quest && (p_ptr->inside_quest < MIN_RANDOM_QUEST)) || !dun_level)
5511 /* Paranoia -- Enforce maximum range */
5514 /* Clear the "maximal blast" area */
5515 for (y = 0; y < 32; y++)
5517 for (x = 0; x < 32; x++)
5523 /* Check around the epicenter */
5524 for (dy = -r; dy <= r; dy++)
5526 for (dx = -r; dx <= r; dx++)
5528 /* Extract the location */
5532 /* Skip illegal grids */
5533 if (!in_bounds(yy, xx)) continue;
5535 /* Skip distant grids */
5536 if (distance(cy, cx, yy, xx) > r) continue;
5538 /* Access the grid */
5539 c_ptr = &cave[yy][xx];
5541 /* Lose room and vault */
5542 c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_TRAP | CAVE_UNSAFE | CAVE_IN_MIRROR );
5544 /* Lose light and knowledge */
5545 c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
5547 /* Skip the epicenter */
5548 if (!dx && !dy) continue;
5550 /* Skip most grids */
5551 if (randint0(100) < 85) continue;
5553 /* Damage this grid */
5554 map[16+yy-cy][16+xx-cx] = TRUE;
5556 /* Hack -- Take note of player damage */
5557 if ((yy == py) && (xx == px)) hurt = TRUE;
5561 /* First, affect the player (if necessary) */
5562 if (hurt && !(p_ptr->prace == RACE_SPECTRE) && !(p_ptr->wraith_form) && !(p_ptr->kabenuke))
5564 /* Check around the player */
5565 for (i = 0; i < 8; i++)
5567 /* Access the location */
5568 y = py + ddy_ddd[i];
5569 x = px + ddx_ddd[i];
5571 /* Skip non-empty grids */
5572 if (!cave_empty_bold(y, x)) continue;
5574 /* Important -- Skip "quake" grids */
5575 if (map[16+y-cy][16+x-cx]) continue;
5577 if (cave[y][x].m_idx) continue;
5579 /* Count "safe" grids */
5582 /* Randomize choice */
5583 if (randint0(sn) > 0) continue;
5585 /* Save the safe location */
5589 /* Random message */
5590 switch (randint1(3))
5595 msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
5597 msg_print("The cave ceiling collapses!");
5605 msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
5607 msg_print("The cave floor twists in an unnatural way!");
5615 msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª");
5617 msg_print("The cave quakes! You are pummeled with debris!");
5624 /* Hurt the player a lot */
5627 /* Message and damage */
5629 msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
5631 msg_print("You are severely crushed!");
5637 /* Destroy the grid, and push the player to safety */
5640 /* Calculate results */
5641 switch (randint1(3))
5646 msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
5648 msg_print("You nimbly dodge the blast!");
5657 msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
5659 msg_print("You are bashed by rubble!");
5662 damage = damroll(10, 4);
5663 (void)set_stun(p_ptr->stun + randint1(50));
5669 msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
5671 msg_print("You are crushed between the floor and ceiling!");
5674 damage = damroll(10, 4);
5675 (void)set_stun(p_ptr->stun + randint1(50));
5680 /* Save the old location */
5684 /* Move the player to the safe location */
5691 tmp = cave[py][px].m_idx;
5692 cave[py][px].m_idx = cave[oy][ox].m_idx;
5693 cave[oy][ox].m_idx = tmp;
5694 m_list[p_ptr->riding].fy = py;
5695 m_list[p_ptr->riding].fx = px;
5696 update_mon(cave[py][px].m_idx, TRUE);
5699 /* Redraw the old spot */
5702 /* Redraw the new spot */
5705 /* Check for new panel */
5709 /* Important -- no wall on player */
5710 map[16+py-cy][16+px-cx] = FALSE;
5712 /* Take some damage */
5714 if (damage) take_hit(DAMAGE_ATTACK, damage, "ÃÏ¿Ì", -1);
5716 if (damage) take_hit(DAMAGE_ATTACK, damage, "an earthquake", -1);
5722 /* Examine the quaked region */
5723 for (dy = -r; dy <= r; dy++)
5725 for (dx = -r; dx <= r; dx++)
5727 /* Extract the location */
5731 /* Skip unaffected grids */
5732 if (!map[16+yy-cy][16+xx-cx]) continue;
5734 /* Access the grid */
5735 c_ptr = &cave[yy][xx];
5737 if (c_ptr->m_idx == p_ptr->riding) continue;
5739 /* Process monsters */
5742 monster_type *m_ptr = &m_list[c_ptr->m_idx];
5743 monster_race *r_ptr = &r_info[m_ptr->r_idx];
5745 /* Quest monsters */
5746 if (r_ptr->flags1 & RF1_QUESTOR)
5748 /* No wall on quest monsters */
5749 map[16+yy-cy][16+xx-cx] = FALSE;
5754 /* Most monsters cannot co-exist with rock */
5755 if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
5756 !(r_ptr->flags2 & (RF2_PASS_WALL)))
5760 /* Assume not safe */
5763 /* Monster can move to escape the wall */
5764 if (!(r_ptr->flags1 & (RF1_NEVER_MOVE)))
5766 /* Look for safety */
5767 for (i = 0; i < 8; i++)
5769 /* Access the grid */
5770 y = yy + ddy_ddd[i];
5771 x = xx + ddx_ddd[i];
5773 /* Skip non-empty grids */
5774 if (!cave_empty_bold(y, x)) continue;
5776 /* Hack -- no safety on glyph of warding */
5777 if (cave[y][x].feat == FEAT_GLYPH) continue;
5778 if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;
5780 /* ... nor on the Pattern */
5781 if ((cave[y][x].feat <= FEAT_PATTERN_XTRA2) &&
5782 (cave[y][x].feat >= FEAT_PATTERN_START))
5785 /* Important -- Skip "quake" grids */
5786 if (map[16+y-cy][16+x-cx]) continue;
5788 if (cave[y][x].m_idx) continue;
5789 if ((y == py) && (x == px)) continue;
5791 /* Count "safe" grids */
5794 /* Randomize choice */
5795 if (randint0(sn) > 0) continue;
5797 /* Save the safe grid */
5802 /* Describe the monster */
5803 monster_desc(m_name, m_ptr, 0);
5805 /* Scream in pain */
5807 msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name);
5809 msg_format("%^s wails out in pain!", m_name);
5813 /* Take damage from the quake */
5814 damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
5816 /* Monster is certainly awake */
5819 /* Apply damage directly */
5820 m_ptr->hp -= damage;
5822 /* Delete (not kill) "dead" monsters */
5827 msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
5829 msg_format("%^s is embedded in the rock!", m_name);
5834 if (record_named_pet && is_pet(&m_list[c_ptr->m_idx]) && m_list[c_ptr->m_idx].nickname)
5838 monster_desc(m2_name, m_ptr, 0x08);
5839 do_cmd_write_nikki(NIKKI_NAMED_PET, 7, m2_name);
5843 /* Delete the monster */
5844 delete_monster(yy, xx);
5846 /* No longer safe */
5850 /* Hack -- Escape from the rock */
5853 int m_idx = cave[yy][xx].m_idx;
5855 /* Update the new location */
5856 cave[sy][sx].m_idx = m_idx;
5858 /* Update the old location */
5859 cave[yy][xx].m_idx = 0;
5861 /* Move the monster */
5865 /* Update the monster (new location) */
5866 update_mon(m_idx, TRUE);
5868 /* Redraw the old grid */
5871 /* Redraw the new grid */
5880 /* Examine the quaked region */
5881 for (dy = -r; dy <= r; dy++)
5883 for (dx = -r; dx <= r; dx++)
5885 /* Extract the location */
5889 /* Skip unaffected grids */
5890 if (!map[16+yy-cy][16+xx-cx]) continue;
5892 /* Access the cave grid */
5893 c_ptr = &cave[yy][xx];
5895 /* Paranoia -- never affect player */
5896 /* if ((yy == py) && (xx == px)) continue; */
5898 /* Destroy location (if valid) */
5899 if (cave_valid_bold(yy, xx))
5901 bool floor = cave_floor_bold(yy, xx);
5903 /* Delete objects */
5904 delete_object(yy, xx);
5906 /* Wall (or floor) type */
5907 t = (floor ? randint0(100) : 200);
5912 /* Create granite wall */
5913 c_ptr->feat = FEAT_WALL_EXTRA;
5919 /* Create quartz vein */
5920 c_ptr->feat = FEAT_QUARTZ;
5926 /* Create magma vein */
5927 c_ptr->feat = FEAT_MAGMA;
5934 c_ptr->feat = floor_type[randint0(100)];
5941 /* Mega-Hack -- Forget the view and lite */
5942 p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
5945 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
5947 /* Update the monsters */
5948 p_ptr->update |= (PU_DISTANCE);
5950 /* Update the health bar */
5951 p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
5954 p_ptr->redraw |= (PR_MAP);
5957 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
5964 void discharge_minion(void)
5969 for (i = 1; i < m_max; i++)
5971 monster_type *m_ptr = &m_list[i];
5972 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5973 if (m_ptr->nickname) okay = FALSE;
5975 if (!okay || p_ptr->riding)
5978 if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
5980 if (!get_check("You will blast all pets. Are you sure? "))
5984 for (i = 1; i < m_max; i++)
5987 monster_type *m_ptr = &m_list[i];
5988 monster_race *r_ptr;
5990 if (!m_ptr->r_idx || !is_pet(m_ptr)) continue;
5991 r_ptr = &r_info[m_ptr->r_idx];
5993 /* Uniques resist discharging */
5994 if (r_ptr->flags1 & RF1_UNIQUE)
5997 monster_desc(m_name, m_ptr, 0x00);
5999 msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
6001 msg_format("%^s resists to be blasted, and run away.", m_name);
6003 delete_monster_idx(i);
6006 dam = m_ptr->hp / 2;
6007 if (dam > 100) dam = (dam-100)/2 + 100;
6008 if (dam > 400) dam = (dam-400)/2 + 400;
6009 if (dam > 800) dam = 800;
6010 project(i, 2+(r_ptr->level/20), m_ptr->fy,
6011 m_ptr->fx, dam, GF_PLASMA,
6012 PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_MONSTER, -1);
6013 delete_monster_idx(i);
6019 * This routine clears the entire "temp" set.
6021 * This routine will Perma-Lite all "temp" grids.
6023 * This routine is used (only) by "lite_room()"
6025 * Dark grids are illuminated.
6027 * Also, process all affected monsters.
6029 * SMART monsters always wake up when illuminated
6030 * NORMAL monsters wake up 1/4 the time when illuminated
6031 * STUPID monsters wake up 1/10 the time when illuminated
6033 static void cave_temp_room_lite(void)
6037 /* Clear them all */
6038 for (i = 0; i < temp_n; i++)
6043 cave_type *c_ptr = &cave[y][x];
6045 /* No longer in the array */
6046 c_ptr->info &= ~(CAVE_TEMP);
6048 /* Update only non-CAVE_GLOW grids */
6049 /* if (c_ptr->info & (CAVE_GLOW)) continue; */
6052 c_ptr->info |= (CAVE_GLOW);
6054 /* Process affected monsters */
6059 monster_type *m_ptr = &m_list[c_ptr->m_idx];
6061 monster_race *r_ptr = &r_info[m_ptr->r_idx];
6063 /* Update the monster */
6064 update_mon(c_ptr->m_idx, FALSE);
6066 /* Stupid monsters rarely wake up */
6067 if (r_ptr->flags2 & (RF2_STUPID)) chance = 10;
6069 /* Smart monsters always wake up */
6070 if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
6072 /* Sometimes monsters wake up */
6073 if (m_ptr->csleep && (randint0(100) < chance))
6078 /* Notice the "waking up" */
6083 /* Acquire the monster name */
6084 monster_desc(m_name, m_ptr, 0);
6086 /* Dump a message */
6088 msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
6090 msg_format("%^s wakes up.", m_name);
6092 /* Redraw the health bar */
6093 if (p_ptr->health_who == c_ptr->m_idx)
6094 p_ptr->redraw |= (PR_HEALTH);
6114 * This routine clears the entire "temp" set.
6116 * This routine will "darken" all "temp" grids.
6118 * In addition, some of these grids will be "unmarked".
6120 * This routine is used (only) by "unlite_room()"
6122 * Also, process all affected monsters
6124 static void cave_temp_room_unlite(void)
6128 /* Clear them all */
6129 for (i = 0; i < temp_n; i++)
6134 cave_type *c_ptr = &cave[y][x];
6136 /* No longer in the array */
6137 c_ptr->info &= ~(CAVE_TEMP);
6139 /* Darken the grid */
6140 if (!(c_ptr->info & CAVE_IN_MIRROR ))c_ptr->info &= ~(CAVE_GLOW);
6142 /* Hack -- Forget "boring" grids */
6143 if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
6145 /* Forget the grid */
6146 if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
6152 /* Process affected monsters */
6155 /* Update the monster */
6156 update_mon(c_ptr->m_idx, FALSE);
6170 * Determine how much contiguous open space this grid is next to
6172 static int next_to_open(int cy, int cx)
6181 for (i = 0; i < 16; i++)
6183 y = cy + ddy_cdd[i % 8];
6184 x = cx + ddx_cdd[i % 8];
6186 /* Found a wall, break the length */
6187 if (!cave_floor_bold(y, x))
6189 /* Track best length */
6203 return (MAX(len, blen));
6207 static int next_to_walls_adj(int cy, int cx)
6215 for (i = 0; i < 8; i++)
6217 y = cy + ddy_ddd[i];
6218 x = cx + ddx_ddd[i];
6220 if (!cave_floor_bold(y, x)) c++;
6228 * Aux function -- see below
6230 static void cave_temp_room_aux(int y, int x, bool only_room)
6235 c_ptr = &cave[y][x];
6237 /* Avoid infinite recursion */
6238 if (c_ptr->info & (CAVE_TEMP)) return;
6240 /* Do not "leave" the current room */
6241 if (!(c_ptr->info & (CAVE_ROOM)))
6243 if (only_room) return;
6246 if (!in_bounds(y, x)) return;
6248 /* If a wall, exit */
6249 if (!cave_floor_bold(y, x)) return;
6251 /* Do not exceed the maximum spell range */
6252 if (distance(py, px, y, x) > MAX_RANGE) return;
6254 /* Verify this grid */
6256 * The reason why it is ==6 instead of >5 is that 8 is impossible
6257 * due to the check for cave_bold above.
6258 * 7 lights dead-end corridors (you need to do this for the
6259 * checkboard interesting rooms, so that the boundary is lit
6261 * This leaves only a check for 6 bounding walls!
6263 if ((next_to_walls_adj(y, x) == 6) && (next_to_open(y, x) <= 1)) return;
6266 /* Paranoia -- verify space */
6267 if (temp_n == TEMP_MAX) return;
6269 /* Mark the grid as "seen" */
6270 c_ptr->info |= (CAVE_TEMP);
6272 /* Add it to the "seen" set */
6279 * Aux function -- see below
6281 static void cave_temp_lite_room_aux(int y, int x)
6283 cave_temp_room_aux(y, x, FALSE);
6287 * Aux function -- see below
6289 static void cave_temp_unlite_room_aux(int y, int x)
6291 cave_temp_room_aux(y, x, TRUE);
6298 * Illuminate any room containing the given location.
6300 void lite_room(int y1, int x1)
6304 /* Add the initial grid */
6305 cave_temp_lite_room_aux(y1, x1);
6307 /* While grids are in the queue, add their neighbors */
6308 for (i = 0; i < temp_n; i++)
6310 x = temp_x[i], y = temp_y[i];
6312 /* Walls get lit, but stop light */
6313 if (!cave_floor_bold(y, x)) continue;
6315 /* Spread adjacent */
6316 cave_temp_lite_room_aux(y + 1, x);
6317 cave_temp_lite_room_aux(y - 1, x);
6318 cave_temp_lite_room_aux(y, x + 1);
6319 cave_temp_lite_room_aux(y, x - 1);
6321 /* Spread diagonal */
6322 cave_temp_lite_room_aux(y + 1, x + 1);
6323 cave_temp_lite_room_aux(y - 1, x - 1);
6324 cave_temp_lite_room_aux(y - 1, x + 1);
6325 cave_temp_lite_room_aux(y + 1, x - 1);
6328 /* Now, lite them all up at once */
6329 cave_temp_room_lite();
6334 * Darken all rooms containing the given location
6336 void unlite_room(int y1, int x1)
6340 /* Add the initial grid */
6341 cave_temp_unlite_room_aux(y1, x1);
6343 /* Spread, breadth first */
6344 for (i = 0; i < temp_n; i++)
6346 x = temp_x[i], y = temp_y[i];
6348 /* Walls get dark, but stop darkness */
6349 if (!cave_floor_bold(y, x)) continue;
6351 /* Spread adjacent */
6352 cave_temp_unlite_room_aux(y + 1, x);
6353 cave_temp_unlite_room_aux(y - 1, x);
6354 cave_temp_unlite_room_aux(y, x + 1);
6355 cave_temp_unlite_room_aux(y, x - 1);
6357 /* Spread diagonal */
6358 cave_temp_unlite_room_aux(y + 1, x + 1);
6359 cave_temp_unlite_room_aux(y - 1, x - 1);
6360 cave_temp_unlite_room_aux(y - 1, x + 1);
6361 cave_temp_unlite_room_aux(y + 1, x - 1);
6364 /* Now, darken them all at once */
6365 cave_temp_room_unlite();
6371 * Hack -- call light around the player
6372 * Affect all monsters in the projection radius
6374 bool lite_area(int dam, int rad)
6376 int flg = PROJECT_GRID | PROJECT_KILL;
6378 if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
6381 msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
6383 msg_print("The darkness of this dungeon absorb your light.");
6388 /* Hack -- Message */
6392 msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6394 msg_print("You are surrounded by a white light.");
6399 /* Hook into the "project()" function */
6400 (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1);
6402 /* Lite up the room */
6405 if (p_ptr->special_defense & NINJA_S_STEALTH)
6407 set_superstealth(FALSE);
6416 * Hack -- call darkness around the player
6417 * Affect all monsters in the projection radius
6419 bool unlite_area(int dam, int rad)
6421 int flg = PROJECT_GRID | PROJECT_KILL;
6423 /* Hack -- Message */
6427 msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
6429 msg_print("Darkness surrounds you.");
6434 /* Hook into the "project()" function */
6435 (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1);
6437 /* Lite up the room */
6438 unlite_room(py, px);
6448 * Stop if we hit a monster, act as a "ball"
6449 * Allow "target" mode to pass over monsters
6450 * Affect grids, objects, and monsters
6452 bool fire_ball(int typ, int dir, int dam, int rad)
6456 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6458 if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE;
6459 /* Use the given direction */
6460 tx = px + 99 * ddx[dir];
6461 ty = py + 99 * ddy[dir];
6463 /* Hack -- Use an actual "target" */
6464 if ((dir == 5) && target_okay())
6466 flg &= ~(PROJECT_STOP);
6471 /* Analyze the "dir" and the "target". Hurt items on floor. */
6472 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6478 * Stop if we hit a monster, act as a "ball"
6479 * Allow "target" mode to pass over monsters
6480 * Affect grids, objects, and monsters
6482 bool fire_rocket(int typ, int dir, int dam, int rad)
6486 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6488 /* Use the given direction */
6489 tx = px + 99 * ddx[dir];
6490 ty = py + 99 * ddy[dir];
6492 /* Hack -- Use an actual "target" */
6493 if ((dir == 5) && target_okay())
6499 /* Analyze the "dir" and the "target". Hurt items on floor. */
6500 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6506 * Stop if we hit a monster, act as a "ball"
6507 * Allow "target" mode to pass over monsters
6508 * Affect grids, objects, and monsters
6510 bool fire_ball_hide(int typ, int dir, int dam, int rad)
6514 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE;
6516 /* Use the given direction */
6517 tx = px + 99 * ddx[dir];
6518 ty = py + 99 * ddy[dir];
6520 /* Hack -- Use an actual "target" */
6521 if ((dir == 5) && target_okay())
6523 flg &= ~(PROJECT_STOP);
6528 /* Analyze the "dir" and the "target". Hurt items on floor. */
6529 return (project(0, rad, ty, tx, dam, typ, flg, -1));
6534 * Cast a meteor spell, defined as a ball spell cast by an arbitary monster,
6535 * player, or outside source, that starts out at an arbitrary location, and
6536 * leaving no trail from the "caster" to the target. This function is
6537 * especially useful for bombardments and similar. -LM-
6539 * Option to hurt the player.
6541 bool fire_meteor(int who, int typ, int y, int x, int dam, int rad)
6543 int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6545 /* Analyze the "target" and the caster. */
6546 return (project(who, rad, y, x, dam, typ, flg, -1));
6550 bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev)
6556 int flg = PROJECT_FAST | PROJECT_THRU | PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
6561 /* Use the given direction */
6564 ly = ty = py + 20 * ddy[dir];
6565 lx = tx = px + 20 * ddx[dir];
6568 /* Use an actual "target" */
6574 lx = 20 * (tx - px) + px;
6575 ly = 20 * (ty - py) + py;
6578 ld = distance(py, px, ly, lx);
6581 for (i = 0; i < num; i++)
6585 /* Get targets for some bolts */
6586 y = rand_spread(ly, ld * dev / 20);
6587 x = rand_spread(lx, ld * dev / 20);
6589 if (distance(ly, lx, y, x) <= ld * dev / 20) break;
6592 /* Analyze the "dir" and the "target". */
6593 if (!project(0, 0, y, x, damroll(dd, ds), typ, flg, -1))
6604 * Switch position with a monster.
6606 bool teleport_swap(int dir)
6610 monster_type * m_ptr;
6611 monster_race * r_ptr;
6613 if ((dir == 5) && target_okay())
6623 c_ptr = &cave[ty][tx];
6625 if (p_ptr->anti_tele)
6628 msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
6630 msg_print("A mysterious force prevents you from teleporting!");
6636 if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
6639 msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤¤Þ¤»¤ó¡£");
6641 msg_print("You can't trade places with that!");
6649 if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
6652 msg_print("¼ºÇÔ¤·¤¿¡£");
6654 msg_print("Failed to swap.");
6662 m_ptr = &m_list[c_ptr->m_idx];
6663 r_ptr = &r_info[m_ptr->r_idx];
6665 if (r_ptr->flags3 & RF3_RES_TELE)
6668 msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
6670 msg_print("Your teleportation is blocked!");
6678 sound(SOUND_TELEPORT);
6680 cave[py][px].m_idx = c_ptr->m_idx;
6682 /* Update the old location */
6683 c_ptr->m_idx = p_ptr->riding;
6685 /* Move the monster */
6689 /* Move the player */
6695 m_list[p_ptr->riding].fy = ty;
6696 m_list[p_ptr->riding].fx = tx;
6698 /* Update the monster (new location) */
6699 update_mon(cave[ty][tx].m_idx, TRUE);
6707 /* Update the monster (new location) */
6708 update_mon(cave[ty][tx].m_idx, TRUE);
6710 /* Redraw the old grid */
6713 /* Redraw the new grid */
6716 /* Check for new panel (redraw map) */
6720 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6722 /* Notice changes in view */
6723 if (r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2 | RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
6725 /* Update some things */
6726 p_ptr->update |= (PU_MON_LITE);
6729 /* Update the monsters */
6730 p_ptr->update |= (PU_DISTANCE);
6733 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
6735 /* Redraw the health bar */
6736 if (p_ptr->health_who == cave[ty][tx].m_idx)
6737 p_ptr->redraw |= (PR_HEALTH);
6739 /* Handle stuff XXX XXX XXX */
6748 * Hack -- apply a "projection()" in a direction (or at the target)
6750 bool project_hook(int typ, int dir, int dam, int flg)
6754 /* Pass through the target if needed */
6755 flg |= (PROJECT_THRU);
6757 /* Use the given direction */
6761 /* Hack -- Use an actual "target" */
6762 if ((dir == 5) && target_okay())
6768 /* Analyze the "dir" and the "target", do NOT explode */
6769 return (project(0, 0, ty, tx, dam, typ, flg, -1));
6775 * Stop if we hit a monster, as a "bolt"
6776 * Affect monsters (not grids or objects)
6778 bool fire_bolt(int typ, int dir, int dam)
6780 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
6781 return (project_hook(typ, dir, dam, flg));
6787 * Pass through monsters, as a "beam"
6788 * Affect monsters (not grids or objects)
6790 bool fire_beam(int typ, int dir, int dam)
6792 int flg = PROJECT_BEAM | PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM;
6793 return (project_hook(typ, dir, dam, flg));
6798 * Cast a bolt spell, or rarely, a beam spell
6800 bool fire_bolt_or_beam(int prob, int typ, int dir, int dam)
6802 if (randint0(100) < prob)
6804 return (fire_beam(typ, dir, dam));
6808 return (fire_bolt(typ, dir, dam));
6814 * Some of the old functions
6816 bool lite_line(int dir)
6818 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
6819 return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
6823 bool drain_life(int dir, int dam)
6825 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6826 return (project_hook(GF_OLD_DRAIN, dir, dam, flg));
6830 bool wall_to_mud(int dir)
6832 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6833 return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
6837 bool wizard_lock(int dir)
6839 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
6840 return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg));
6844 bool destroy_door(int dir)
6846 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6847 return (project_hook(GF_KILL_DOOR, dir, 0, flg));
6851 bool disarm_trap(int dir)
6853 int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM;
6854 return (project_hook(GF_KILL_TRAP, dir, 0, flg));
6858 bool heal_monster(int dir, int dam)
6860 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6861 return (project_hook(GF_OLD_HEAL, dir, dam, flg));
6865 bool speed_monster(int dir)
6867 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6868 return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
6872 bool slow_monster(int dir)
6874 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6875 return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
6879 bool sleep_monster(int dir)
6881 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6882 return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
6886 bool stasis_monster(int dir)
6888 return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0));
6892 bool stasis_evil(int dir)
6894 return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0));
6898 bool confuse_monster(int dir, int plev)
6900 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6901 return (project_hook(GF_OLD_CONF, dir, plev, flg));
6905 bool stun_monster(int dir, int plev)
6907 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6908 return (project_hook(GF_STUN, dir, plev, flg));
6912 bool poly_monster(int dir)
6914 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6915 bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
6917 chg_virtue(V_CHANCE, 1);
6922 bool clone_monster(int dir)
6924 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6925 return (project_hook(GF_OLD_CLONE, dir, 0, flg));
6929 bool fear_monster(int dir, int plev)
6931 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6932 return (project_hook(GF_TURN_ALL, dir, plev, flg));
6936 bool death_ray(int dir, int plev)
6938 int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
6939 return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg));
6943 bool teleport_monster(int dir)
6945 int flg = PROJECT_BEAM | PROJECT_KILL;
6946 return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
6950 * Hooks -- affect adjacent grids (radius 1 ball attack)
6952 bool door_creation(void)
6954 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6955 return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1));
6959 bool trap_creation(int y, int x)
6961 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6962 return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1));
6966 bool tree_creation(void)
6968 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6969 return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1));
6973 bool glyph_creation(void)
6975 int flg = PROJECT_GRID | PROJECT_ITEM;
6976 return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1));
6980 bool wall_stone(void)
6982 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
6984 bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
6987 p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
6989 /* Update the monsters */
6990 p_ptr->update |= (PU_MONSTERS);
6993 p_ptr->redraw |= (PR_MAP);
6996 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
7002 bool destroy_doors_touch(void)
7004 int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
7005 return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
7009 bool sleep_monsters_touch(void)
7011 int flg = PROJECT_KILL | PROJECT_HIDE;
7012 return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1));
7016 bool animate_dead(int who, int y, int x)
7018 int flg = PROJECT_ITEM | PROJECT_HIDE;
7019 return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1));
7023 void call_chaos(void)
7025 int Chaos_type, dummy, dir;
7026 int plev = p_ptr->lev;
7027 bool line_chaos = FALSE;
7029 int hurt_types[31] =
7031 GF_ELEC, GF_POIS, GF_ACID, GF_COLD,
7032 GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA,
7033 GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK,
7034 GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR,
7035 GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT,
7036 GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION,
7037 GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE,
7038 GF_HELL_FIRE, GF_DISINTEGRATE, GF_PSY_SPEAR
7041 Chaos_type = hurt_types[randint0(31)];
7042 if (one_in_(4)) line_chaos = TRUE;
7046 for (dummy = 1; dummy < 10; dummy++)
7051 fire_beam(Chaos_type, dummy, 150);
7053 fire_ball(Chaos_type, dummy, 150, 2);
7057 else if (one_in_(3))
7059 fire_ball(Chaos_type, 0, 500, 8);
7063 if (!get_aim_dir(&dir)) return;
7065 fire_beam(Chaos_type, dir, 250);
7067 fire_ball(Chaos_type, dir, 250, 3 + (plev / 35));
7073 * Activate the evil Topi Ylinen curse
7074 * rr9: Stop the nasty things when a Cyberdemon is summoned
7075 * or the player gets paralyzed.
7077 bool activate_ty_curse(bool stop_ty, int *count)
7081 int flg = (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP);
7085 switch (randint1(34))
7091 msg_print("ÃÏÌ̤¬Íɤ줿...");
7093 msg_print("The ground trembles...");
7096 earthquake(py, px, 5 + randint0(10));
7097 if (!one_in_(6)) break;
7102 int dam = damroll(10, 10);
7104 msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
7106 msg_print("A portal opens to a plane of raw mana!");
7109 project(0, 8, py, px, dam, GF_MANA, flg, -1);
7111 take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
7113 take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
7115 if (!one_in_(6)) break;
7121 msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
7123 msg_print("Space warps about you!");
7126 teleport_player(damroll(10, 10));
7127 if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
7128 if (!one_in_(6)) break;
7132 msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
7134 msg_print("You feel a surge of energy!");
7140 project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
7142 take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
7144 take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
7147 if (!one_in_(6)) break;
7148 case 1: case 2: case 3: case 16: case 17:
7149 aggravate_monsters(0);
7150 if (!one_in_(6)) break;
7151 case 4: case 5: case 6:
7152 (*count) += activate_hi_summon(py, px, FALSE);
7153 if (!one_in_(6)) break;
7154 case 7: case 8: case 9: case 18:
7155 (*count) += summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
7156 if (!one_in_(6)) break;
7157 case 10: case 11: case 12:
7159 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
7161 msg_print("You feel your life draining away...");
7164 lose_exp(p_ptr->exp / 16);
7165 if (!one_in_(6)) break;
7166 case 13: case 14: case 15: case 19: case 20:
7167 if (stop_ty || (p_ptr->free_act && (randint1(125) < p_ptr->skill_sav)) || (p_ptr->pclass == CLASS_BERSERKER))
7174 msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
7176 msg_print("You feel like a statue!");
7179 if (p_ptr->free_act)
7180 set_paralyzed(p_ptr->paralyzed + randint1(3));
7182 set_paralyzed(p_ptr->paralyzed + randint1(13));
7185 if (!one_in_(6)) break;
7186 case 21: case 22: case 23:
7187 (void)do_dec_stat(randint0(6));
7188 if (!one_in_(6)) break;
7191 msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
7193 msg_print("Huh? Who am I? What am I doing here?");
7197 if (!one_in_(6)) break;
7200 * Only summon Cyberdemons deep in the dungeon.
7202 if ((dun_level > 65) && !stop_ty)
7204 (*count) += summon_cyber(-1, py, px);
7208 if (!one_in_(6)) break;
7214 (void)do_dec_stat(i);
7222 while (one_in_(3) && !stop_ty);
7228 int activate_hi_summon(int y, int x, bool can_pet)
7233 u32b mode = PM_ALLOW_GROUP;
7240 mode |= PM_FORCE_FRIENDLY;
7244 mode |= PM_FORCE_PET;
7249 if (!pet) mode |= PM_NO_PET;
7251 summon_lev = (pet ? p_ptr->lev * 2 / 3 + randint1(p_ptr->lev / 2) : dun_level);
7253 for (i = 0; i < (randint1(7) + (dun_level / 40)); i++)
7255 switch (randint1(25) + (dun_level / 20))
7258 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANT, mode);
7261 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_SPIDER, mode);
7264 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HOUND, mode);
7267 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HYDRA, mode);
7270 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_ANGEL, mode);
7273 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNDEAD, mode);
7276 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DRAGON, mode);
7279 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_DEMON, mode);
7283 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
7287 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE));
7290 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7291 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_UNDEAD, mode);
7294 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7295 count += summon_specific((pet ? -1 : 0), y, x, summon_lev, SUMMON_HI_DRAGON, mode);
7298 count += summon_specific((pet ? -1 : 0), y, x, 100, SUMMON_CYBER, mode);
7301 if (!can_pet) mode |= PM_ALLOW_UNIQUE;
7302 count += summon_specific((pet ? -1 : 0), y, x,pet ? summon_lev : (((summon_lev * 3) / 2) + 5), 0, mode);
7311 int summon_cyber(int who, int y, int x)
7314 int max_cyber = (easy_band ? 1 : (dun_level / 50) + randint1(2));
7316 u32b mode = PM_ALLOW_GROUP;
7318 /* Summoned by a monster */
7321 monster_type *m_ptr = &m_list[who];
7322 if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
7325 if (max_cyber > 4) max_cyber = 4;
7327 for (i = 0; i < max_cyber; i++)
7329 count += summon_specific(who, y, x, 100, SUMMON_CYBER, mode);
7336 void wall_breaker(void)
7340 int attempts = 1000;
7342 if (randint1(80 + p_ptr->lev) < 70)
7346 scatter(&y, &x, py, px, 4, 0);
7348 if (!cave_floor_bold(y, x)) continue;
7350 if ((y != py) || (x != px)) break;
7353 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7354 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7356 else if (randint1(100) > 30)
7358 earthquake(py, px, 1);
7362 int num = damroll(5, 3);
7364 for (i = 0; i < num; i++)
7368 scatter(&y, &x, py, px, 10, 0);
7370 if ((y != py) && (x != px)) break;
7373 project(0, 0, y, x, 20 + randint1(30), GF_KILL_WALL,
7374 (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
7383 bool confuse_monsters(int dam)
7385 return (project_hack(GF_OLD_CONF, dam));
7392 bool charm_monsters(int dam)
7394 return (project_hack(GF_CHARM, dam));
7401 bool charm_animals(int dam)
7403 return (project_hack(GF_CONTROL_ANIMAL, dam));
7410 bool stun_monsters(int dam)
7412 return (project_hack(GF_STUN, dam));
7419 bool stasis_monsters(int dam)
7421 return (project_hack(GF_STASIS, dam));
7426 * Mindblast monsters
7428 bool mindblast_monsters(int dam)
7430 return (project_hack(GF_PSI, dam));
7435 * Banish all monsters
7437 bool banish_monsters(int dist)
7439 return (project_hack(GF_AWAY_ALL, dist));
7446 bool turn_evil(int dam)
7448 return (project_hack(GF_TURN_EVIL, dam));
7455 bool turn_monsters(int dam)
7457 return (project_hack(GF_TURN_ALL, dam));
7462 * Death-ray all monsters (note: OBSCENELY powerful)
7464 bool deathray_monsters(void)
7466 return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
7470 bool charm_monster(int dir, int plev)
7472 int flg = PROJECT_STOP | PROJECT_KILL;
7473 return (project_hook(GF_CHARM, dir, plev, flg));
7477 bool control_one_undead(int dir, int plev)
7479 int flg = PROJECT_STOP | PROJECT_KILL;
7480 return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg));
7484 bool control_one_demon(int dir, int plev)
7486 int flg = PROJECT_STOP | PROJECT_KILL;
7487 return (project_hook(GF_CONTROL_DEMON, dir, plev, flg));
7491 bool charm_animal(int dir, int plev)
7493 int flg = PROJECT_STOP | PROJECT_KILL;
7494 return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg));
7498 bool charm_living(int dir, int plev)
7500 int flg = PROJECT_STOP | PROJECT_KILL;
7501 return (project_hook(GF_CONTROL_LIVING, dir, plev, flg));
7505 void kawarimi(bool success)
7508 object_type *q_ptr = &forge;
7511 if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return;
7512 if (randint0(200) < p_ptr->stun) return;
7514 if (!success && one_in_(3))
7517 msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
7519 msg_print("Failed! You couldn't run away.");
7521 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7522 p_ptr->redraw |= (PR_STATUS);
7529 teleport_player(10+randint1(90));
7533 object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
7535 q_ptr->pval = MON_NINJA;
7537 /* Drop it in the dungeon */
7538 (void)drop_near(q_ptr, -1, y, x);
7541 if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
7542 else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
7544 if (success) msg_print("You have turned around just before the attack hit you.");
7545 else msg_print("Failed! You are hit by the attack.");
7548 p_ptr->special_defense &= ~(NINJA_KAWARIMI);
7549 p_ptr->redraw |= (PR_STATUS);