3 * @brief モンスター情報の記述 / describe monsters (using monster memory)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2014 Deskull rearranged comment for Doxygen.
15 #include "monsterrace-hook.h"
16 #include "objectkind-hook.h"
17 #include "projection.h"
19 #include "spells-summon.h"
23 * Pronoun arrays, by gender.
25 static concptr wd_he[3] =
29 { "it", "he", "she" };
32 static concptr wd_his[3] =
34 { "それの", "彼の", "彼女の" };
36 { "its", "his", "her" };
42 * 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural)
44 #define plural(c,s,p) \
45 (((c) == 1) ? (s) : (p))
50 * @brief モンスターのAC情報を得ることができるかを返す / Determine if the "armor" is known
51 * @param r_idx モンスターの種族ID
52 * @return 敵のACを知る条件が満たされているならTRUEを返す
54 * The higher the level, the fewer kills needed.
56 static bool know_armour(MONRACE_IDX r_idx)
58 monster_race *r_ptr = &r_info[r_idx];
59 DEPTH level = r_ptr->level;
60 MONSTER_NUMBER kills = r_ptr->r_tkills;
62 bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
64 if (cheat_know || known) return (TRUE);
67 if (kills > 304 / (4 + level)) return (TRUE);
69 /* Skip non-uniques */
70 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
73 if (kills > 304 / (38 + (5 * level) / 4)) return (TRUE);
81 * @brief モンスターの打撃威力を知ることができるかどうかを返す
82 * Determine if the "damage" of the given attack is known
83 * @param r_idx モンスターの種族ID
85 * @return 敵のダメージダイスを知る条件が満たされているならTRUEを返す
88 * the higher the level of the monster, the fewer the attacks you need,
89 * the more damage an attack does, the more attacks you need
92 static bool know_damage(MONRACE_IDX r_idx, int i)
94 monster_race *r_ptr = &r_info[r_idx];
96 DEPTH level = r_ptr->level;
98 s32b a = r_ptr->r_blows[i];
100 s32b d1 = r_ptr->blow[i].d_dice;
101 s32b d2 = r_ptr->blow[i].d_side;
105 if (d >= ((4+level)*MAX_UCHAR)/80) d = ((4+level)*MAX_UCHAR-1)/80;
107 /* Normal monsters */
108 if ((4 + level) * a > 80 * d) return (TRUE);
110 /* Skip non-uniques */
111 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
113 /* Unique monsters */
114 if ((4 + level) * (2 * a) > 80 * d) return (TRUE);
122 * Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
124 void (*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
127 * @brief モンスターの思い出メッセージをあらかじめ指定された関数ポインタに基づき出力する
131 static void hooked_roff(concptr str)
134 hook_c_roff(TERM_WHITE, str);
138 * @brief ダイス目を文字列に変換する
139 * @param base_damage 固定値
140 * @param dice_num ダイス数
141 * @param dice_side ダイス面
142 * @param dice_mult ダイス倍率
143 * @param dice_div ダイス除数
144 * @param msg 文字列を格納するポインタ
147 void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
149 char base[80] = "", dice[80] = "", mult[80] = "";
153 sprintf(msg, "%d", base_damage);
157 if (base_damage != 0)
158 sprintf(base, "%d+", base_damage);
161 sprintf(dice, "d%d", dice_side);
163 sprintf(dice, "%dd%d", dice_num, dice_side);
165 if (dice_mult != 1 || dice_div != 1)
168 sprintf(mult, "*%d", dice_mult);
170 sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
172 sprintf(msg, "%s%s%s", base, dice, mult);
177 * @brief 文字列にモンスターの攻撃力を加える
178 * @param r_idx モンスターの種族ID
179 * @param SPELL_NUM 呪文番号
181 * @param tmp 返すメッセージを格納する配列
184 void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
186 int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
187 int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
188 int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
189 int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
190 int dice_div = monspell_race_damage(SPELL_NUM, r_idx, DICE_DIV);
191 char dmg_str[80], dice_str[80];
192 dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
193 sprintf(dice_str, "(%s)", dmg_str);
195 if (know_armour(r_idx))
196 sprintf(tmp, msg, dice_str);
198 sprintf(tmp, msg, "");
202 * @brief モンスターの思い出情報を表示する
203 * Hack -- display monster information using "hooked_roff()"
204 * @param r_idx モンスターの種族ID
205 * @param mode 表示オプション
208 * This function should only be called with the cursor placed at the
209 * left edge of the screen, on a cleared line, in which the recall is
210 * to take place. One extra blank line is left after the recall.
212 static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
214 monster_race *r_ptr = &r_info[r_idx];
226 bool nightmare = ironman_nightmare && !(mode & 0x02);
227 SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
231 bool reinforce = FALSE;
237 BIT_FLAGS a_ability_flags1;
238 BIT_FLAGS a_ability_flags2;
242 ITEM_NUMBER drop_gold, drop_item;
247 char tmp_msg[96][96];
249 bool know_everything = FALSE;
251 /* Obtain a copy of the "known" number of drops */
252 drop_gold = r_ptr->r_drop_gold;
253 drop_item = r_ptr->r_drop_item;
255 /* Obtain a copy of the "known" flags */
256 flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
257 flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
258 flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
259 flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
260 a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
261 a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
262 flags7 = (r_ptr->flags7 & r_ptr->flags7);
263 flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
265 for(n = 0; n < A_MAX; n++)
267 if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
270 /* cheat_know or research_mon() */
271 if (cheat_know || (mode & 0x01))
272 know_everything = TRUE;
274 /* Cheat -- Know everything */
277 /* Hack -- maximal drops */
278 drop_gold = drop_item =
279 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
280 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
281 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
282 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
283 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
284 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
286 /* Hack -- but only "valid" drops */
287 if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
288 if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0;
290 /* Hack -- know all the flags */
291 flags1 = r_ptr->flags1;
292 flags2 = r_ptr->flags2;
293 flags3 = r_ptr->flags3;
294 flags4 = r_ptr->flags4;
295 a_ability_flags1 = r_ptr->a_ability_flags1;
296 a_ability_flags2 = r_ptr->a_ability_flags2;
297 flagsr = r_ptr->flagsr;
301 /* Extract a gender (if applicable) */
302 if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
303 else if (r_ptr->flags1 & RF1_MALE) msex = 1;
305 /* Assume some "obvious" flags */
306 if (r_ptr->flags1 & RF1_UNIQUE) flags1 |= (RF1_UNIQUE);
307 if (r_ptr->flags1 & RF1_QUESTOR) flags1 |= (RF1_QUESTOR);
308 if (r_ptr->flags1 & RF1_MALE) flags1 |= (RF1_MALE);
309 if (r_ptr->flags1 & RF1_FEMALE) flags1 |= (RF1_FEMALE);
311 /* Assume some "creation" flags */
312 if (r_ptr->flags1 & RF1_FRIENDS) flags1 |= (RF1_FRIENDS);
313 if (r_ptr->flags1 & RF1_ESCORT) flags1 |= (RF1_ESCORT);
314 if (r_ptr->flags1 & RF1_ESCORTS) flags1 |= (RF1_ESCORTS);
316 /* Killing a monster reveals some properties */
317 if (r_ptr->r_tkills || know_everything)
319 /* Know "race" flags */
320 if (r_ptr->flags3 & RF3_ORC) flags3 |= (RF3_ORC);
321 if (r_ptr->flags3 & RF3_TROLL) flags3 |= (RF3_TROLL);
322 if (r_ptr->flags3 & RF3_GIANT) flags3 |= (RF3_GIANT);
323 if (r_ptr->flags3 & RF3_DRAGON) flags3 |= (RF3_DRAGON);
324 if (r_ptr->flags3 & RF3_DEMON) flags3 |= (RF3_DEMON);
325 if (r_ptr->flags3 & RF3_UNDEAD) flags3 |= (RF3_UNDEAD);
326 if (r_ptr->flags3 & RF3_EVIL) flags3 |= (RF3_EVIL);
327 if (r_ptr->flags3 & RF3_GOOD) flags3 |= (RF3_GOOD);
328 if (r_ptr->flags3 & RF3_ANIMAL) flags3 |= (RF3_ANIMAL);
329 if (r_ptr->flags3 & RF3_AMBERITE) flags3 |= (RF3_AMBERITE);
330 if (r_ptr->flags2 & RF2_HUMAN) flags2 |= (RF2_HUMAN);
332 /* Know 'quantum' flag */
333 if (r_ptr->flags2 & RF2_QUANTUM) flags2 |= (RF2_QUANTUM);
335 /* Know "forced" flags */
336 if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH);
337 if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP);
340 /* For output_monster_spoiler() */
347 /* Treat uniques differently */
348 if (flags1 & RF1_UNIQUE)
350 /* Hack -- Determine if the unique is "dead" */
351 bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
353 /* We've been killed... */
356 /* Killed ancestors */
357 hooked_roff(format(_("%^sはあなたの先祖を %d 人葬っている", "%^s has slain %d of your ancestors"),
358 wd_he[msex], r_ptr->r_deaths));
360 /* But we've also killed it */
364 _("が、すでに仇討ちは果たしている!",
365 (", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them")))));
368 /* Unavenged (ever) */
372 _("のに、まだ仇討ちを果たしていない。",
373 (", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain")))));
376 /* Start a new line */
380 /* Dead unique who never hurt us */
383 hooked_roff(_("あなたはこの仇敵をすでに葬り去っている。", "You have slain this foe. "));
385 /* Start a new line */
390 /* Not unique, but killed us */
391 else if (r_ptr->r_deaths)
395 _(format("このモンスターはあなたの先祖を %d 人葬っている", r_ptr->r_deaths),
396 format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
398 /* Some kills this life */
402 _("が、あなたはこのモンスターを少なくとも %d 体は倒している。",
403 "and you have exterminated at least %d of the creatures. "), r_ptr->r_pkills));
406 /* Some kills past lives */
407 else if (r_ptr->r_tkills)
410 _("が、あなたの先祖はこのモンスターを少なくとも %d 体は倒している。",
411 "and your ancestors have exterminated at least %d of the creatures. "), r_ptr->r_tkills));
418 _("が、まだ%sを倒したことはない。",
419 "and %s is not ever known to have been defeated. "), wd_he[msex]));
422 /* Start a new line */
426 /* Normal monsters */
429 /* Killed some this life */
433 _("あなたはこのモンスターを少なくとも %d 体は殺している。",
434 "You have killed at least %d of these creatures. "), r_ptr->r_pkills));
437 /* Killed some last life */
438 else if (r_ptr->r_tkills)
441 _("あなたの先祖はこのモンスターを少なくとも %d 体は殺している。",
442 "Your ancestors have killed at least %d of these creatures. "), r_ptr->r_tkills));
448 hooked_roff(_("このモンスターを倒したことはない。", "No battles to the death are recalled. "));
451 /* Start a new line */
457 concptr tmp = r_text + r_ptr->text;
464 /* Start a new line */
469 if (r_idx == MON_KAGE)
480 /* Describe location */
481 if (r_ptr->level == 0)
483 hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex]));
486 else if (r_ptr->r_tkills || know_everything)
491 _("%^sは通常地下 %d フィートで出現し", "%^s is normally found at depths of %d feet"),
492 wd_he[msex], r_ptr->level * 50));
497 _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
498 wd_he[msex], r_ptr->level));
504 /* Describe movement */
505 if (r_idx == MON_CHAMELEON)
507 hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
515 hooked_roff(_("、", ", and "));
519 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
523 hooked_roff("moves");
527 if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25))
530 if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
532 hooked_roff(_("かなり", " extremely"));
534 else if (flags1 & RF1_RAND_50)
536 hooked_roff(_("幾分", " somewhat"));
538 else if (flags1 & RF1_RAND_25)
540 hooked_roff(_("少々", " a bit"));
544 hooked_roff(_("不規則に", " erratically"));
546 /* Hack -- Occasional conjunction */
547 if (speed != 110) hooked_roff(_("、かつ", ", and"));
553 if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
554 else if (speed > 134) hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
555 else if (speed > 129) hook_c_roff(TERM_ORANGE, _("非常に", " very"));
556 else if (speed > 124) hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
557 else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
558 hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
560 else if (speed < 110)
562 if (speed < 90) hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
563 else if (speed < 95) hook_c_roff(TERM_BLUE, _("非常に", " very"));
564 else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
565 else if (speed > 104) hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
566 hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
570 hooked_roff(_("普通の速さで", " at normal speed"));
573 hooked_roff("動いている");
577 /* The code above includes "attack speed" */
578 if (flags1 & RF1_NEVER_MOVE)
583 hooked_roff(_("、しかし", ", but "));
587 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
590 hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
593 /* End this sentence */
596 hooked_roff(_("。", ". "));
601 /* Describe experience if known */
602 if (r_ptr->r_tkills || know_everything)
608 if (flags1 & RF1_UNIQUE)
610 hooked_roff("Killing this");
614 hooked_roff("A kill of this");
619 /* Describe the "quality" */
620 if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
621 if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
622 if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
623 if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, _("善良な", " good"));
624 if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
625 if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
627 if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
629 /* Describe the "race" */
630 if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
631 if (flags3 & RF3_DEMON) hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
632 if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, _("ジャイアント", " giant"));
633 if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, _("トロル", " troll"));
634 if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, _("オーク", " orc"));
635 if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, _("人間", " human"));
636 if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
637 if (flags3 & RF3_ANGEL) hook_c_roff(TERM_YELLOW, _("天使", " angel"));
641 hooked_roff(_("モンスター", " creature"));
645 hooked_roff("を倒すことは");
647 /* Group some variables */
651 /* calculate the integer exp part */
652 i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
654 /* calculate the fractional exp part scaled by 100, */
655 /* must use long arithmetic to avoid overflow */
656 j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
657 (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
660 hooked_roff(format(" %d レベルのキャラクタにとって 約%ld.%02ld ポイントの経験となる。",
661 p_ptr->lev, (long)i, (long)j ));
664 /* Mention the experience */
665 hooked_roff(format(" is worth about %ld.%02ld point%s for level %d player",
667 (((i == 1) && (j == 0)) ? "" : "s")), p_ptr->lev);
669 /* Take account of annoying English */
672 if ((p_ptr->lev / 10) == 1) /* nothing */;
673 else if (i == 1) p = "st";
674 else if (i == 2) p = "nd";
675 else if (i == 3) p = "rd";
677 /* Take account of "leading vowels" in numbers */
680 if ((i == 8) || (i == 11) || (i == 18)) q = "n";
682 /* Mention the dependance on the player's level */
683 hooked_roff(format(" for a%s %lu%s level character. ",
690 if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
692 hook_c_roff(TERM_VIOLET, format(
693 _("%^sは炎と氷とスパークに包まれている。", "%^s is surrounded by flames, ice and electricity. "), wd_he[msex]));
695 else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
697 hook_c_roff(TERM_L_RED, format(
698 _("%^sは炎とスパークに包まれている。", "%^s is surrounded by flames and electricity. "), wd_he[msex]));
700 else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
702 hook_c_roff(TERM_BLUE, format(
703 _("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice. "), wd_he[msex]));
705 else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
707 hook_c_roff(TERM_L_GREEN, format(
708 _("%^sは氷とスパークに包まれている。", "%^s is surrounded by ice and electricity. "), wd_he[msex]));
710 else if (flags2 & RF2_AURA_FIRE)
712 hook_c_roff(TERM_RED, format(
713 _("%^sは炎に包まれている。", "%^s is surrounded by flames. "), wd_he[msex]));
715 else if (flags3 & RF3_AURA_COLD)
717 hook_c_roff(TERM_BLUE, format(
718 _("%^sは氷に包まれている。", "%^s is surrounded by ice. "), wd_he[msex]));
720 else if (flags2 & RF2_AURA_ELEC)
722 hook_c_roff(TERM_L_BLUE, format(
723 _("%^sはスパークに包まれている。", "%^s is surrounded by electricity. "), wd_he[msex]));
726 if (flags2 & RF2_REFLECTING)
727 hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells. "), wd_he[msex]));
729 /* Describe escorts */
730 if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
733 _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts. "), wd_he[msex]));
737 hooked_roff(_("護衛の構成は", "These escorts"));
738 if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
740 hooked_roff(_("少なくとも", " at the least"));
743 hooked_roff(" contain ");
745 for(n = 0; n < A_MAX; n++)
747 if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
749 monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
750 if(rf_ptr->flags1 & RF1_UNIQUE)
752 hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
757 hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
759 bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
760 GAME_TEXT name[MAX_NLEN];
761 strcpy(name, r_name + rf_ptr->name);
762 if(plural) plural_aux(name);
763 hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
768 hooked_roff(_("で成り立っている。", "."));
772 /* Describe friends */
773 else if (flags1 & RF1_FRIENDS)
775 hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[msex]));
779 /* Collect inate attacks */
781 if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
782 if (flags4 & RF4_ROCKET)
784 set_damage(r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
785 vp[vn] = tmp_msg[vn];
786 color[vn++] = TERM_UMBER;
789 if (flags4 & RF4_SHOOT)
791 for (r = 0, m = 0; m < 4; m++)
793 if (r_ptr->blow[m].method == RBM_SHOOT)
795 if (know_armour(r_idx))
796 sprintf(tmp_msg[vn], _("威力 %dd%d の射撃をする", "fire an arrow (Power:%dd%d)"), r_ptr->blow[m].d_side, r_ptr->blow[m].d_dice);
798 sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
799 vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
804 if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
806 /* Describe inate attacks */
810 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
814 for (n = 0; n < vn; n++)
819 jverb(vp[n], jverb_buf, JVERB_OR);
820 hook_c_roff(color[n], jverb_buf);
821 hook_c_roff(color[n], "り");
824 else hook_c_roff(color[n], vp[n]);
827 if (n == 0) hooked_roff(" may ");
828 else if (n < vn - 1) hooked_roff(", ");
829 else hooked_roff(" or ");
832 hook_c_roff(color[n], vp[n]);
838 hooked_roff(_("ことがある。", ". "));
842 /* Collect breaths */
844 if (flags4 & (RF4_BR_ACID))
846 set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
847 vp[vn] = tmp_msg[vn];
848 color[vn++] = TERM_GREEN;
850 if (flags4 & (RF4_BR_ELEC))
852 set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
853 vp[vn] = tmp_msg[vn];
854 color[vn++] = TERM_BLUE;
856 if (flags4 & (RF4_BR_FIRE))
858 set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
859 vp[vn] = tmp_msg[vn];
860 color[vn++] = TERM_RED;
862 if (flags4 & (RF4_BR_COLD))
864 set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
865 vp[vn] = tmp_msg[vn];
866 color[vn++] = TERM_L_WHITE;
868 if (flags4 & (RF4_BR_POIS))
870 set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
871 vp[vn] = tmp_msg[vn];
872 color[vn++] = TERM_L_GREEN;
874 if (flags4 & (RF4_BR_NETH))
876 set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
877 vp[vn] = tmp_msg[vn];
878 color[vn++] = TERM_L_DARK;
880 if (flags4 & (RF4_BR_LITE))
882 set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
883 vp[vn] = tmp_msg[vn];
884 color[vn++] = TERM_YELLOW;
886 if (flags4 & (RF4_BR_DARK))
888 set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
889 vp[vn] = tmp_msg[vn];
890 color[vn++] = TERM_L_DARK;
892 if (flags4 & (RF4_BR_CONF))
894 set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
895 vp[vn] = tmp_msg[vn];
896 color[vn++] = TERM_L_UMBER;
898 if (flags4 & (RF4_BR_SOUN))
900 set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
901 vp[vn] = tmp_msg[vn];
902 color[vn++] = TERM_ORANGE;
904 if (flags4 & (RF4_BR_CHAO))
906 set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
907 vp[vn] = tmp_msg[vn];
908 color[vn++] = TERM_VIOLET;
910 if (flags4 & (RF4_BR_DISE))
912 set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
913 vp[vn] = tmp_msg[vn];
914 color[vn++] = TERM_VIOLET;
916 if (flags4 & (RF4_BR_NEXU))
918 set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
919 vp[vn] = tmp_msg[vn];
920 color[vn++] = TERM_VIOLET;
922 if (flags4 & (RF4_BR_TIME))
924 set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
925 vp[vn] = tmp_msg[vn];
926 color[vn++] = TERM_L_BLUE;
928 if (flags4 & (RF4_BR_INER))
930 set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
931 vp[vn] = tmp_msg[vn];
932 color[vn++] = TERM_SLATE;
934 if (flags4 & (RF4_BR_GRAV))
936 set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
937 vp[vn] = tmp_msg[vn];
938 color[vn++] = TERM_SLATE;
940 if (flags4 & (RF4_BR_SHAR))
942 set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
943 vp[vn] = tmp_msg[vn];
944 color[vn++] = TERM_L_UMBER;
946 if (flags4 & (RF4_BR_PLAS))
948 set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
949 vp[vn] = tmp_msg[vn];
950 color[vn++] = TERM_L_RED;
952 if (flags4 & (RF4_BR_WALL))
954 set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
955 vp[vn] = tmp_msg[vn];
956 color[vn++] = TERM_UMBER;
958 if (flags4 & (RF4_BR_MANA))
960 set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
961 vp[vn] = tmp_msg[vn];
962 color[vn++] = TERM_L_BLUE;
964 if (flags4 & (RF4_BR_NUKE))
966 set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
967 vp[vn] = tmp_msg[vn];
968 color[vn++] = TERM_L_GREEN;
970 if (flags4 & (RF4_BR_DISI))
972 set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
973 vp[vn] = tmp_msg[vn];
974 color[vn++] = TERM_SLATE;
977 /* Describe breaths */
984 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
987 for (n = 0; n < vn; n++)
991 if ( n != 0 ) hooked_roff("や");
993 if (n == 0) hooked_roff(" may breathe ");
994 else if (n < vn-1) hooked_roff(", ");
995 else hooked_roff(" or ");
1000 hook_c_roff(color[n], vp[n]);
1003 hooked_roff("のブレスを吐くことがある");
1008 /* Collect spells */
1010 if (a_ability_flags1 & (RF5_BA_ACID))
1012 set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
1013 vp[vn] = tmp_msg[vn];
1014 color[vn++] = TERM_GREEN;
1016 if (a_ability_flags1 & (RF5_BA_ELEC))
1018 set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
1019 vp[vn] = tmp_msg[vn];
1020 color[vn++] = TERM_BLUE;
1022 if (a_ability_flags1 & (RF5_BA_FIRE))
1024 set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
1025 vp[vn] = tmp_msg[vn];
1026 color[vn++] = TERM_RED;
1028 if (a_ability_flags1 & (RF5_BA_COLD))
1030 set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
1031 vp[vn] = tmp_msg[vn];
1032 color[vn++] = TERM_L_WHITE;
1034 if (a_ability_flags1 & (RF5_BA_POIS))
1036 set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
1037 vp[vn] = tmp_msg[vn];
1038 color[vn++] = TERM_L_GREEN;
1040 if (a_ability_flags1 & (RF5_BA_NETH))
1042 set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
1043 vp[vn] = tmp_msg[vn];
1044 color[vn++] = TERM_L_DARK;
1046 if (a_ability_flags1 & (RF5_BA_WATE))
1048 set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
1049 vp[vn] = tmp_msg[vn];
1050 color[vn++] = TERM_BLUE;
1052 if (flags4 & (RF4_BA_NUKE))
1054 set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
1055 vp[vn] = tmp_msg[vn];
1056 color[vn++] = TERM_L_GREEN;
1058 if (a_ability_flags1 & (RF5_BA_MANA))
1060 set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
1061 vp[vn] = tmp_msg[vn];
1062 color[vn++] = TERM_L_BLUE;
1064 if (a_ability_flags1 & (RF5_BA_DARK))
1066 set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
1067 vp[vn] = tmp_msg[vn];
1068 color[vn++] = TERM_L_DARK;
1070 if (a_ability_flags1 & (RF5_BA_LITE))
1072 set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
1073 vp[vn] = tmp_msg[vn];
1074 color[vn++] = TERM_YELLOW;
1076 if (flags4 & (RF4_BA_CHAO))
1078 set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
1079 vp[vn] = tmp_msg[vn];
1080 color[vn++] = TERM_VIOLET;
1082 if (a_ability_flags2 & (RF6_HAND_DOOM)) { vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)"); color[vn++] = TERM_VIOLET; }
1083 if (a_ability_flags2 & (RF6_PSY_SPEAR))
1085 set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
1086 vp[vn] = tmp_msg[vn];
1087 color[vn++] = TERM_YELLOW;
1089 if (a_ability_flags1 & (RF5_DRAIN_MANA))
1091 set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
1092 vp[vn] = tmp_msg[vn];
1093 color[vn++] = TERM_SLATE;
1095 if (a_ability_flags1 & (RF5_MIND_BLAST))
1097 set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
1098 vp[vn] = tmp_msg[vn];
1099 color[vn++] = TERM_L_RED;
1101 if (a_ability_flags1 & (RF5_BRAIN_SMASH))
1103 set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
1104 vp[vn] = tmp_msg[vn];
1105 color[vn++] = TERM_RED;
1107 if (a_ability_flags1 & (RF5_CAUSE_1))
1109 set_damage(r_idx, (MS_CAUSE_1),
1110 _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
1111 vp[vn] = tmp_msg[vn];
1112 color[vn++] = TERM_L_WHITE;
1114 if (a_ability_flags1 & (RF5_CAUSE_2))
1116 set_damage(r_idx, (MS_CAUSE_2),
1117 _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
1118 vp[vn] = tmp_msg[vn];
1119 color[vn++] = TERM_L_WHITE;
1121 if (a_ability_flags1 & (RF5_CAUSE_3))
1123 set_damage(r_idx, (MS_CAUSE_3),
1124 _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
1125 vp[vn] = tmp_msg[vn];
1126 color[vn++] = TERM_L_WHITE;
1128 if (a_ability_flags1 & (RF5_CAUSE_4))
1130 set_damage(r_idx, (MS_CAUSE_4),
1131 _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
1132 vp[vn] = tmp_msg[vn];
1133 color[vn++] = TERM_L_WHITE;
1135 if (a_ability_flags1 & (RF5_BO_ACID))
1137 set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
1138 vp[vn] = tmp_msg[vn];
1139 color[vn++] = TERM_GREEN;
1141 if (a_ability_flags1 & (RF5_BO_ELEC))
1143 set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
1144 vp[vn] = tmp_msg[vn];
1145 color[vn++] = TERM_BLUE;
1147 if (a_ability_flags1 & (RF5_BO_FIRE))
1149 set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
1150 vp[vn] = tmp_msg[vn];
1151 color[vn++] = TERM_RED;
1153 if (a_ability_flags1 & (RF5_BO_COLD))
1155 set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
1156 vp[vn] = tmp_msg[vn];
1157 color[vn++] = TERM_L_WHITE;
1159 if (a_ability_flags1 & (RF5_BO_NETH))
1161 set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
1162 vp[vn] = tmp_msg[vn];
1163 color[vn++] = TERM_L_DARK;
1165 if (a_ability_flags1 & (RF5_BO_WATE))
1167 set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
1168 vp[vn] = tmp_msg[vn];
1169 color[vn++] = TERM_BLUE;
1171 if (a_ability_flags1 & (RF5_BO_MANA))
1173 set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
1174 vp[vn] = tmp_msg[vn];
1175 color[vn++] = TERM_L_BLUE;
1177 if (a_ability_flags1 & (RF5_BO_PLAS))
1179 set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
1180 vp[vn] = tmp_msg[vn];
1181 color[vn++] = TERM_L_RED;
1183 if (a_ability_flags1 & (RF5_BO_ICEE))
1185 set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
1186 vp[vn] = tmp_msg[vn];
1187 color[vn++] = TERM_WHITE;
1189 if (a_ability_flags1 & (RF5_MISSILE))
1191 set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
1192 vp[vn] = tmp_msg[vn];
1193 color[vn++] = TERM_SLATE;
1195 if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
1196 if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
1197 if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
1198 if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
1199 if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
1200 if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
1201 if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
1202 if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
1203 if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
1204 if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
1205 if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
1206 if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
1207 if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
1208 if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
1209 if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
1211 if (a_ability_flags2 & (RF6_DARKNESS))
1213 if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
1215 vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
1219 vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
1223 if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
1224 if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
1225 if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
1226 if (a_ability_flags2 & (RF6_S_MONSTER)) { vp[vn] = _("モンスター一体召喚", "summon a monster"); color[vn++] = TERM_SLATE; }
1227 if (a_ability_flags2 & (RF6_S_MONSTERS)) { vp[vn] = _("モンスター複数召喚", "summon monsters"); color[vn++] = TERM_L_WHITE; }
1228 if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
1229 if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
1230 if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
1231 if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
1232 if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
1233 if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
1234 if (a_ability_flags2 & (RF6_S_DEMON)) { vp[vn] = _("デーモン一体召喚", "summon a demon"); color[vn++] = TERM_L_RED; }
1235 if (a_ability_flags2 & (RF6_S_UNDEAD)) { vp[vn] = _("アンデッド一体召喚", "summon an undead"); color[vn++] = TERM_L_DARK; }
1236 if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
1237 if (a_ability_flags2 & (RF6_S_HI_UNDEAD)) { vp[vn] = _("強力なアンデッド召喚", "summon Greater Undead"); color[vn++] = TERM_L_DARK; }
1238 if (a_ability_flags2 & (RF6_S_HI_DRAGON)) { vp[vn] = _("古代ドラゴン召喚", "summon Ancient Dragons"); color[vn++] = TERM_ORANGE; }
1239 if (a_ability_flags2 & (RF6_S_CYBER)) { vp[vn] = _("サイバーデーモン召喚", "summon Cyberdemons"); color[vn++] = TERM_UMBER; }
1240 if (a_ability_flags2 & (RF6_S_AMBERITES)) { vp[vn] = _("アンバーの王族召喚", "summon Lords of Amber"); color[vn++] = TERM_VIOLET; }
1241 if (a_ability_flags2 & (RF6_S_UNIQUE)) { vp[vn] = _("ユニーク・モンスター召喚", "summon Unique Monsters"); color[vn++] = TERM_VIOLET; }
1244 /* Describe spells */
1253 hooked_roff(_("、なおかつ", ", and is also"));
1257 hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
1262 if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
1265 hooked_roff("魔法を使うことができ、");
1268 hooked_roff(" magical, casting spells");
1271 if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
1276 for (n = 0; n < vn; n++)
1280 if ( n != 0 ) hooked_roff("、");
1282 if (n == 0) hooked_roff(" which ");
1283 else if (n < vn-1) hooked_roff(", ");
1284 else hooked_roff(" or ");
1289 hook_c_roff(color[n], vp[n]);
1292 hooked_roff("の呪文を唱えることがある");
1297 /* End the sentence about inate/other spells */
1298 if (breath || magic)
1301 m = r_ptr->r_cast_spell;
1303 /* Average frequency */
1304 n = r_ptr->freq_spell;
1306 /* Describe the spell frequency */
1307 if (m > 100 || know_everything)
1310 _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
1313 /* Guess at the frequency */
1316 n = ((n + 9) / 10) * 10;
1318 _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
1321 /* End this sentence */
1322 hooked_roff(_("。", ". "));
1325 /* Describe monster "toughness" */
1326 if (know_everything || know_armour(r_idx))
1330 _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
1331 wd_he[msex], r_ptr->ac));
1333 /* Maximized hitpoints */
1334 if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
1336 u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
1338 _(" %d の体力がある。", " and a life rating of %d. "),
1339 (s16b)MIN(30000, hp)));
1342 /* Variable hitpoints */
1346 _(" %dd%d の体力がある。", " and a life rating of %dd%d. "),
1347 r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
1353 /* Collect special abilities. */
1355 if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) { vp[vn] = _("ダンジョンを照らす", "illuminate the dungeon"); color[vn++] = TERM_WHITE; }
1356 if (flags7 & (RF7_HAS_DARK_1 | RF7_HAS_DARK_2)) { vp[vn] = _("ダンジョンを暗くする", "darken the dungeon"); color[vn++] = TERM_L_DARK; }
1357 if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
1358 if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
1359 if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
1360 if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
1361 if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
1362 if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
1363 if (flags2 & RF2_MOVE_BODY) { vp[vn] = _("弱いモンスターを押しのける", "push past weaker monsters"); color[vn++] = TERM_WHITE; }
1364 if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
1365 if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
1366 if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
1369 /* Describe special abilities. */
1373 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1376 for (n = 0; n < vn; n++)
1382 jverb(vp[n], jverb_buf, JVERB_AND);
1383 hook_c_roff(color[n], jverb_buf);
1386 else hook_c_roff(color[n], vp[n]);
1388 if (n == 0) hooked_roff(" can ");
1389 else if (n < vn - 1) hooked_roff(", ");
1390 else hooked_roff(" and ");
1393 hook_c_roff(color[n], vp[n]);
1399 hooked_roff(_("ことができる。", ". "));
1404 if (flags7 & RF7_AQUATIC)
1406 hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water. "), wd_he[msex]));
1409 /* Describe special abilities. */
1410 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
1412 hooked_roff(format(_("%^sは光っている。", "%^s is shining. "), wd_he[msex]));
1414 if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
1416 hook_c_roff(TERM_L_DARK, format(_("%^sは暗黒に包まれている。", "%^s is surrounded by darkness. "), wd_he[msex]));
1418 if (flags2 & RF2_INVISIBLE)
1420 hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible. "), wd_he[msex]));
1422 if (flags2 & RF2_COLD_BLOOD)
1424 hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded. "), wd_he[msex]));
1426 if (flags2 & RF2_EMPTY_MIND)
1428 hooked_roff(format(_("%^sはテレパシーでは感知できない。", "%^s is not detected by telepathy. "), wd_he[msex]));
1430 else if (flags2 & RF2_WEIRD_MIND)
1432 hooked_roff(format(_("%^sはまれにテレパシーで感知できる。", "%^s is rarely detected by telepathy. "), wd_he[msex]));
1434 if (flags2 & RF2_MULTIPLY)
1436 hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively. "), wd_he[msex]));
1438 if (flags2 & RF2_REGENERATE)
1440 hook_c_roff(TERM_L_WHITE, format(_("%^sは素早く体力を回復する。", "%^s regenerates quickly. "), wd_he[msex]));
1442 if (flags7 & RF7_RIDING)
1444 hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[msex]));
1448 /* Collect susceptibilities */
1450 if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
1451 if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
1452 if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1453 if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1456 /* Describe susceptibilities */
1460 hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
1463 for (n = 0; n < vn; n++)
1467 if ( n != 0 ) hooked_roff("や");
1469 if (n == 0) hooked_roff(" is hurt by ");
1470 else if (n < vn-1) hooked_roff(", ");
1471 else hooked_roff(" and ");
1476 hook_c_roff(color[n], vp[n]);
1480 hooked_roff(_("でダメージを与えられる。", ". "));
1484 /* Collect immunities */
1486 if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
1487 if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
1488 if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1489 if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1490 if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
1493 /* Collect resistances */
1494 if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
1495 if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
1496 if (flagsr & RFR_RES_NETH) { vp[vn] = _("地獄", "nether"); color[vn++] = TERM_L_DARK; }
1497 if (flagsr & RFR_RES_WATE) { vp[vn] = _("水", "water"); color[vn++] = TERM_BLUE; }
1498 if (flagsr & RFR_RES_PLAS) { vp[vn] = _("プラズマ", "plasma"); color[vn++] = TERM_L_RED; }
1499 if (flagsr & RFR_RES_SHAR) { vp[vn] = _("破片", "shards"); color[vn++] = TERM_L_UMBER; }
1500 if (flagsr & RFR_RES_SOUN) { vp[vn] = _("轟音", "sound"); color[vn++] = TERM_ORANGE; }
1501 if (flagsr & RFR_RES_CHAO) { vp[vn] = _("カオス", "chaos"); color[vn++] = TERM_VIOLET; }
1502 if (flagsr & RFR_RES_NEXU) { vp[vn] = _("因果混乱", "nexus"); color[vn++] = TERM_VIOLET; }
1503 if (flagsr & RFR_RES_DISE) { vp[vn] = _("劣化", "disenchantment"); color[vn++] = TERM_VIOLET; }
1504 if (flagsr & RFR_RES_WALL) { vp[vn] = _("フォース", "force"); color[vn++] = TERM_UMBER; }
1505 if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
1506 if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
1507 if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
1508 if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
1509 if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
1511 /* Describe immunities and resistances */
1515 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1518 for (n = 0; n < vn; n++)
1522 if ( n != 0 ) hooked_roff("と");
1524 if (n == 0) hooked_roff(" resists ");
1525 else if (n < vn-1) hooked_roff(", ");
1526 else hooked_roff(" and ");
1531 hook_c_roff(color[n], vp[n]);
1535 hooked_roff(_("の耐性を持っている。", ". "));
1539 if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything)
1541 if (r_ptr->next_r_idx)
1543 hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
1544 hook_c_roff(TERM_YELLOW, format("%s", r_name+r_info[r_ptr->next_r_idx].name));
1547 (" when %s gets enugh experience. ", wd_he[msex]))));
1549 else if (!(r_ptr->flags1 & RF1_UNIQUE))
1551 hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[msex]));
1555 /* Collect non-effects */
1557 if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
1558 if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
1559 if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
1560 if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
1561 if ((flagsr & RFR_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポートされない", "teleported"); color[vn++] = TERM_ORANGE; }
1563 /* Describe non-effects */
1568 _("%^sは", "%^s"), wd_he[msex]));
1571 for (n = 0; n < vn; n++)
1575 if ( n != 0 ) hooked_roff("し、");
1577 if (n == 0) hooked_roff(" cannot be ");
1578 else if (n < vn - 1) hooked_roff(", ");
1579 else hooked_roff(" or ");
1584 hook_c_roff(color[n], vp[n]);
1588 hooked_roff(_("。", ". "));
1592 /* Do we know how aware it is? */
1593 if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) ||
1594 (r_ptr->r_ignore == MAX_UCHAR) ||
1595 (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
1599 if (r_ptr->sleep > 200)
1601 act = _("を無視しがちであるが", "prefers to ignore");
1603 else if (r_ptr->sleep > 95)
1605 act = _("に対してほとんど注意を払わないが", "pays very little attention to");
1607 else if (r_ptr->sleep > 75)
1609 act = _("に対してあまり注意を払わないが", "pays little attention to");
1611 else if (r_ptr->sleep > 45)
1613 act = _("を見過ごしがちであるが", "tends to overlook");
1615 else if (r_ptr->sleep > 25)
1617 act = _("をほんの少しは見ており", "takes quite a while to see");
1619 else if (r_ptr->sleep > 10)
1621 act = _("をしばらくは見ており", "takes a while to see");
1623 else if (r_ptr->sleep > 5)
1625 act = _("を幾分注意深く見ており", "is fairly observant of");
1627 else if (r_ptr->sleep > 3)
1629 act = _("を注意深く見ており", "is observant of");
1631 else if (r_ptr->sleep > 1)
1633 act = _("をかなり注意深く見ており", "is very observant of");
1635 else if (r_ptr->sleep > 0)
1637 act = _("を警戒しており", "is vigilant for");
1641 act = _("をかなり警戒しており", "is ever vigilant for");
1645 _(format("%^sは侵入者%s、 %d フィート先から侵入者に気付くことがある。", wd_he[msex], act, 10 * r_ptr->aaf),
1646 format("%^s %s intruders, which %s may notice from %d feet. ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
1650 /* Drops gold and/or items */
1651 if (drop_gold || drop_item)
1655 _("%^sは", "%^s may carry"), wd_he[msex]));
1662 /* Count maximum drop */
1663 n = MAX(drop_gold, drop_item);
1665 /* One drop (may need an "n") */
1668 hooked_roff(_("一つの", " a"));
1678 _("一つか二つの", " one or two"));
1685 _(" %d 個までの", " up to %d"), n));
1690 if (flags1 & RF1_DROP_GREAT)
1692 p = _("特別な", " exceptional");
1695 /* Good (no "n" needed) */
1696 else if (flags1 & RF1_DROP_GOOD)
1698 p = _("上質な", " good");
1713 /* Handle singular "an" */
1715 if (sin) hooked_roff("n");
1719 /* Dump "object(s)" */
1720 if (p) hooked_roff(p);
1722 _("アイテム", " object"));
1725 if (n != 1) hooked_roff("s");
1728 /* Conjunction replaces variety, if needed for "gold" below */
1737 if (!p) sin = FALSE;
1739 /* Handle singular "an" */
1740 if (sin) hooked_roff("n");
1744 /* Dump "treasure(s)" */
1745 if (p) hooked_roff(p);
1746 hooked_roff(_("財宝", " treasure"));
1748 if (n != 1) hooked_roff("s");
1753 /* End this sentence */
1754 hooked_roff(_("を持っていることがある。", ". "));
1758 /* Count the number of "known" attacks */
1759 for (n = 0, m = 0; m < 4; m++)
1761 /* Skip non-attacks */
1762 if (!r_ptr->blow[m].method) continue;
1763 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1765 /* Count known attacks */
1766 if (r_ptr->r_blows[m] || know_everything) n++;
1769 /* Examine (and count) the actual attacks */
1770 for (r = 0, m = 0; m < 4; m++)
1772 int method, effect, d1, d2;
1774 /* Skip non-attacks */
1775 if (!r_ptr->blow[m].method) continue;
1776 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1778 /* Skip unknown attacks */
1779 if (!r_ptr->r_blows[m] && !know_everything) continue;
1781 /* Extract the attack info */
1782 method = r_ptr->blow[m].method;
1783 effect = r_ptr->blow[m].effect;
1784 d1 = r_ptr->blow[m].d_dice;
1785 d2 = r_ptr->blow[m].d_side;
1790 /* Acquire the method */
1793 case RBM_HIT: p = _("殴る", "hit"); break;
1794 case RBM_TOUCH: p = _("触る", "touch"); break;
1795 case RBM_PUNCH: p = _("パンチする", "punch"); break;
1796 case RBM_KICK: p = _("蹴る", "kick"); break;
1797 case RBM_CLAW: p = _("ひっかく", "claw"); break;
1798 case RBM_BITE: p = _("噛む", "bite"); break;
1799 case RBM_STING: p = _("刺す", "sting"); break;
1800 case RBM_SLASH: p = _("斬る", "slash"); break;
1801 case RBM_BUTT: p = _("角で突く", "butt"); break;
1802 case RBM_CRUSH: p = _("体当たりする", "crush"); break;
1803 case RBM_ENGULF: p = _("飲み込む", "engulf"); break;
1804 case RBM_CHARGE: p = _("請求書をよこす", "charge"); break;
1805 case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break;
1806 case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break;
1807 case RBM_SPIT: p = _("つばを吐く", "spit"); break;
1808 case RBM_EXPLODE: p = _("爆発する", "explode"); break;
1809 case RBM_GAZE: p = _("にらむ", "gaze"); break;
1810 case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break;
1811 case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break;
1812 case RBM_XXX4: break;
1813 case RBM_BEG: p = _("金をせがむ", "beg"); break;
1814 case RBM_INSULT: p = _("侮辱する", "insult"); break;
1815 case RBM_MOAN: p = _("うめく", "moan"); break;
1816 case RBM_SHOW: p = _("歌う", "sing"); break;
1820 /* Default effect */
1823 /* Acquire the effect */
1826 case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
1827 case RBE_HURT: q = _("攻撃する", "attack"); break;
1828 case RBE_POISON: q = _("毒をくらわす", "poison"); break;
1829 case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break;
1830 case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break;
1831 case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break;
1832 case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break;
1833 case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break;
1834 case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break;
1835 case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break;
1836 case RBE_ELEC: q = _("感電させる", "electrocute"); break;
1837 case RBE_FIRE: q = _("燃やす", "burn"); break;
1838 case RBE_COLD: q = _("凍らせる", "freeze"); break;
1839 case RBE_BLIND: q = _("盲目にする", "blind"); break;
1840 case RBE_CONFUSE: q = _("混乱させる", "confuse"); break;
1841 case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break;
1842 case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break;
1843 case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break;
1844 case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break;
1845 case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break;
1846 case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break;
1847 case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break;
1848 case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break;
1849 case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break;
1850 case RBE_SHATTER: q = _("粉砕する", "shatter"); break;
1851 case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
1852 case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
1853 case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
1854 case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
1855 case RBE_DISEASE: q = _("病気にする", "disease"); break;
1856 case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break;
1857 case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break;
1858 case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break;
1859 case RBE_INERTIA: q = _("減速させる", "slow"); break;
1860 case RBE_STUN: q = _("朦朧とさせる", "stun"); break;
1865 if ( r == 0 ) hooked_roff( format("%^sは", wd_he[msex]) );
1867 /***若干表現を変更 ita ***/
1869 /* Describe damage (if known) */
1870 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1873 /* Display the damage */
1874 hooked_roff(format(" %dd%d ", d1, d2));
1875 hooked_roff("のダメージで");
1877 /* Hack -- force a method */
1878 if (!p) p = "何か奇妙なことをする";
1880 /* Describe the method */
1881 /* XXしてYYし/XXしてYYする/XXし/XXする */
1882 if(q) jverb( p ,jverb_buf, JVERB_TO);
1883 else if(r!=n-1) jverb( p ,jverb_buf, JVERB_AND);
1884 else strcpy(jverb_buf, p);
1886 hooked_roff(jverb_buf);
1888 /* Describe the effect (if any) */
1891 if(r!=n-1) jverb( q,jverb_buf, JVERB_AND);
1892 else strcpy(jverb_buf,q);
1893 hooked_roff(jverb_buf);
1895 if(r!=n-1) hooked_roff("、");
1897 /* Introduce the attack description */
1900 hooked_roff(format("%^s can ", wd_he[msex]));
1908 hooked_roff(", and ");
1912 /* Hack -- force a method */
1913 if (!p) p = "do something weird";
1915 /* Describe the method */
1919 /* Describe the effect (if any) */
1922 /* Describe the attack type */
1923 hooked_roff(" to ");
1926 /* Describe damage (if known) */
1927 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1929 /* Display the damage */
1930 hooked_roff(" with damage");
1931 hooked_roff(format(" %dd%d", d1, d2));
1938 /* Count the attacks as printed */
1942 /* Finish sentence above */
1945 hooked_roff(_("。", ". "));
1948 /* Notice lack of attacks */
1949 else if (flags1 & RF1_NEVER_BLOW)
1952 _("%^sは物理的な攻撃方法を持たない。",
1953 "%^s has no physical attacks. "), wd_he[msex]));
1956 /* Or describe the lack of knowledge */
1960 _("%s攻撃については何も知らない。",
1961 "Nothing is known about %s attack. "), wd_his[msex]));
1966 * Notice "Quest" monsters, but only if you
1967 * already encountered the monster.
1969 if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
1971 hook_c_roff(TERM_VIOLET,
1972 _("あなたはこのモンスターを殺したいという強い欲望を感じている...",
1973 "You feel an intense desire to kill this monster... "));
1976 else if (flags7 & RF7_GUARDIAN)
1978 hook_c_roff(TERM_L_RED,
1979 _("このモンスターはダンジョンの主である。",
1980 "This monster is the master of a dungeon."));
1991 * @brief モンスター情報のヘッダを記述する
1992 * Hack -- Display the "name" and "attr/chars" of a monster race
1993 * @param r_idx モンスターの種族ID
1996 void roff_top(MONRACE_IDX r_idx)
1998 monster_race *r_ptr = &r_info[r_idx];
2004 /* Access the chars */
2008 /* Access the attrs */
2013 /* Clear the top line */
2014 Term_erase(0, 0, 255);
2016 /* Reset the cursor */
2020 /* A title (use "The" for non-uniques) */
2021 if (!(r_ptr->flags1 & RF1_UNIQUE))
2023 Term_addstr(-1, TERM_WHITE, "The ");
2028 Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
2030 /* Append the "standard" attr/char info */
2031 Term_addstr(-1, TERM_WHITE, " ('");
2032 Term_add_bigch(a1, c1);
2033 Term_addstr(-1, TERM_WHITE, "')");
2035 /* Append the "optional" attr/char info */
2036 Term_addstr(-1, TERM_WHITE, "/('");
2037 Term_add_bigch(a2, c2);
2038 Term_addstr(-1, TERM_WHITE, "'):");
2040 /* Wizards get extra info */
2045 sprintf(buf, "%d", r_idx);
2047 Term_addstr(-1, TERM_WHITE, " (");
2048 Term_addstr(-1, TERM_L_BLUE, buf);
2049 Term_addch(TERM_WHITE, ')');
2056 * @brief モンスター情報の表示と共に画面を一時消去するサブルーチン /
2057 * Hack -- describe the given monster race at the top of the screen
2058 * @param r_idx モンスターの種族ID
2059 * @param mode 表示オプション
2062 void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
2067 Term_erase(0, 1, 255);
2069 hook_c_roff = c_roff;
2071 /* Recall monster */
2072 roff_aux(r_idx, mode);
2074 /* Describe monster */
2082 * @brief モンスター情報の現在のウィンドウに表示する /
2083 * Hack -- describe the given monster race in the current "term" window
2084 * @param r_idx モンスターの種族ID
2087 void display_roff(MONRACE_IDX r_idx)
2091 /* Erase the window */
2092 for (y = 0; y < Term->hgt; y++)
2094 /* Erase the line */
2095 Term_erase(0, y, 255);
2101 hook_c_roff = c_roff;
2103 /* Recall monster */
2106 /* Describe monster */
2112 * @brief モンスター詳細情報を自動スポイラー向けに出力する /
2113 * Hack -- output description of the given monster race
2114 * @param r_idx モンスターの種族ID
2115 * @param roff_func 出力処理を行う関数ポインタ
2118 void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(TERM_COLOR attr, concptr str))
2120 hook_c_roff = roff_func;
2122 /* Recall monster */
2123 roff_aux(r_idx, 0x03);
2129 * @brief プレイヤーの現在の広域マップ座標から得た地勢を元にモンスターの生成条件関数を返す
2130 * @return 地勢にあったモンスターの生成条件関数
2132 monsterrace_hook_type get_monster_hook(void)
2134 if (!dun_level && !p_ptr->inside_quest)
2136 switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
2139 return (monsterrace_hook_type)mon_hook_town;
2140 case TERRAIN_DEEP_WATER:
2141 return (monsterrace_hook_type)mon_hook_ocean;
2142 case TERRAIN_SHALLOW_WATER:
2144 return (monsterrace_hook_type)mon_hook_shore;
2146 case TERRAIN_DESERT:
2147 return (monsterrace_hook_type)mon_hook_waste;
2149 return (monsterrace_hook_type)mon_hook_grass;
2151 return (monsterrace_hook_type)mon_hook_wood;
2152 case TERRAIN_SHALLOW_LAVA:
2153 case TERRAIN_DEEP_LAVA:
2154 return (monsterrace_hook_type)mon_hook_volcano;
2155 case TERRAIN_MOUNTAIN:
2156 return (monsterrace_hook_type)mon_hook_mountain;
2158 return (monsterrace_hook_type)mon_hook_dungeon;
2163 return (monsterrace_hook_type)mon_hook_dungeon;
2168 * @brief 指定された広域マップ座標の地勢を元にモンスターの生成条件関数を返す
2169 * @return 地勢にあったモンスターの生成条件関数
2171 monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
2173 feature_type *f_ptr = &f_info[cave[y][x].feat];
2175 /* Set the monster list */
2178 if (have_flag(f_ptr->flags, FF_WATER))
2181 if (have_flag(f_ptr->flags, FF_DEEP))
2183 return (monsterrace_hook_type)mon_hook_deep_water;
2189 return (monsterrace_hook_type)mon_hook_shallow_water;
2194 else if (have_flag(f_ptr->flags, FF_LAVA))
2196 return (monsterrace_hook_type)mon_hook_lava;
2199 else return (monsterrace_hook_type)mon_hook_floor;
2203 * @brief モンスターを友好的にする
2204 * @param m_ptr モンスター情報構造体の参照ポインタ
2207 void set_friendly(monster_type *m_ptr)
2209 m_ptr->smart |= SM_FRIENDLY;
2213 * @brief モンスターをペットにする
2214 * @param m_ptr モンスター情報構造体の参照ポインタ
2217 void set_pet(monster_type *m_ptr)
2219 if (!is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2221 /* Check for quest completion */
2222 check_quest_completion(m_ptr);
2224 m_ptr->smart |= SM_PET;
2225 if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
2226 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2231 * Makes the monster hostile towards the player
2232 * @param m_ptr モンスター情報構造体の参照ポインタ
2235 void set_hostile(monster_type *m_ptr)
2237 if (p_ptr->inside_battle) return;
2239 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2241 m_ptr->smart &= ~SM_PET;
2242 m_ptr->smart &= ~SM_FRIENDLY;
2249 * @param m_ptr モンスター情報構造体の参照ポインタ
2252 void anger_monster(monster_type *m_ptr)
2254 if (p_ptr->inside_battle) return;
2255 if (is_friendly(m_ptr))
2257 GAME_TEXT m_name[MAX_NLEN];
2259 monster_desc(m_name, m_ptr, 0);
2260 msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
2264 chg_virtue(V_INDIVIDUALISM, 1);
2265 chg_virtue(V_HONOUR, -1);
2266 chg_virtue(V_JUSTICE, -1);
2267 chg_virtue(V_COMPASSION, -1);
2273 * @brief モンスターが地形を踏破できるかどうかを返す
2274 * Check if monster can cross terrain
2276 * @param r_ptr モンスター種族構造体の参照ポインタ
2278 * @return 踏破可能ならばTRUEを返す
2280 bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
2282 feature_type *f_ptr = &f_info[feat];
2284 if (have_flag(f_ptr->flags, FF_PATTERN))
2286 if (!(mode & CEM_RIDING))
2288 if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
2292 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2297 if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
2298 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
2299 if (have_flag(f_ptr->flags, FF_CAN_PASS))
2301 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || p_ptr->pass_wall)) return TRUE;
2304 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2306 /* Some monsters can walk on mountains */
2307 if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
2310 if (have_flag(f_ptr->flags, FF_WATER))
2312 if (!(r_ptr->flags7 & RF7_AQUATIC))
2315 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2318 else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
2322 /* Aquatic monster into non-water? */
2323 else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2326 if (have_flag(f_ptr->flags, FF_LAVA))
2328 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
2332 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
2334 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
2338 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
2340 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
2344 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
2346 if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
2350 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
2352 if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
2360 * @brief 指定された座標の地形をモンスターが踏破できるかどうかを返す
2361 * Strictly check if monster can enter the grid
2364 * @param r_ptr モンスター種族構造体の参照ポインタ
2366 * @return 踏破可能ならばTRUEを返す
2368 bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
2370 cave_type *c_ptr = &cave[y][x];
2372 /* Player or other monster */
2373 if (player_bold(y, x)) return FALSE;
2374 if (c_ptr->m_idx) return FALSE;
2376 return monster_can_cross_terrain(c_ptr->feat, r_ptr, mode);
2381 * @brief モンスターの属性の基づいた敵対関係の有無を返す(サブルーチン)
2382 * Check if this monster has "hostile" alignment (aux)
2383 * @param sub_align1 モンスター1のサブフラグ
2384 * @param sub_align2 モンスター2のサブフラグ
2385 * @return 敵対関係にあるならばTRUEを返す
2387 static bool check_hostile_align(byte sub_align1, byte sub_align2)
2389 if (sub_align1 != sub_align2)
2391 if (((sub_align1 & SUB_ALIGN_EVIL) && (sub_align2 & SUB_ALIGN_GOOD)) ||
2392 ((sub_align1 & SUB_ALIGN_GOOD) && (sub_align2 & SUB_ALIGN_EVIL)))
2396 /* Non-hostile alignment */
2402 * @brief モンスターの属性の基づいた敵対関係の有無を返す
2403 * Check if two monsters are enemies
2404 * @param m_ptr モンスター1の構造体参照ポインタ
2405 * @param n_ptr モンスター2の構造体参照ポインタ
2406 * @return 敵対関係にあるならばTRUEを返す
2408 bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
2410 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2411 monster_race *s_ptr = &r_info[n_ptr->r_idx];
2413 if (p_ptr->inside_battle)
2415 if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
2419 if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
2420 && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
2422 if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
2425 /* Friendly vs. opposite aligned normal or pet */
2426 if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
2428 if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
2431 /* Hostile vs. non-hostile */
2432 if (is_hostile(m_ptr) != is_hostile(n_ptr))
2443 * @brief モンスターがプレイヤーに対して敵意を抱くかどうかを返す
2444 * Check if this monster race has "hostile" alignment
2445 * @param m_ptr モンスター情報構造体の参照ポインタ
2446 * @param pa_good プレイヤーの善傾向値
2447 * @param pa_evil プレイヤーの悪傾向値
2448 * @param r_ptr モンスター種族情報の構造体参照ポインタ
2449 * @return プレイヤーに敵意を持つならばTRUEを返す
2451 * If user is player, m_ptr == NULL.
2453 bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
2455 byte sub_align1 = SUB_ALIGN_NEUTRAL;
2456 byte sub_align2 = SUB_ALIGN_NEUTRAL;
2458 if (m_ptr) /* For a monster */
2460 sub_align1 = m_ptr->sub_align;
2462 else /* For player */
2464 if (p_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
2465 if (p_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL;
2468 /* Racial alignment flags */
2469 if (r_ptr->flags3 & RF3_EVIL) sub_align2 |= SUB_ALIGN_EVIL;
2470 if (r_ptr->flags3 & RF3_GOOD) sub_align2 |= SUB_ALIGN_GOOD;
2472 if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
2474 /* Non-hostile alignment */
2479 * @brief モンスターを倒した際の財宝svalを返す
2480 * @param r_idx 倒したモンスターの種族ID
2483 * Hack -- Return the "automatic coin type" of a monster race
2484 * Used to allocate proper treasure when "Creeping coins" die
2485 * Note the use of actual "monster names"
2487 static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
2489 /* Analyze monsters */
2492 case MON_COPPER_COINS: return 2;
2493 case MON_SILVER_COINS: return 5;
2494 case MON_GOLD_COINS: return 10;
2495 case MON_MITHRIL_COINS:
2496 case MON_MITHRIL_GOLEM: return 16;
2497 case MON_ADAMANT_COINS: return 17;
2500 /* Assume nothing */
2506 * @brief モンスターが死亡した時の処理 /
2507 * Handle the "death" of a monster.
2508 * @param m_idx 死亡したモンスターのID
2509 * @param drop_item TRUEならばモンスターのドロップ処理を行う
2510 * @return 撃破されたモンスターの述語
2513 * Disperse treasures centered at the monster location based on the
2514 * various flags contained in the monster flags fields.
2515 * Check for "Quest" completion when a quest monster is killed.
2516 * Note that only the player can induce "monster_death()" on Uniques.
2517 * Thus (for now) all Quest monsters should be Uniques.
2518 * Note that monsters can now carry objects, and when a monster dies,
2519 * it drops all of its objects, which may disappear in crowded rooms.
2522 void monster_death(MONSTER_IDX m_idx, bool drop_item)
2531 monster_type *m_ptr = &m_list[m_idx];
2532 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2534 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
2538 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
2539 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
2540 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
2541 int force_coin = get_coin_type(m_ptr->r_idx);
2546 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
2547 && !p_ptr->inside_battle && !is_pet(m_ptr);
2549 /* The caster is dead? */
2550 if (world_monster && world_monster == m_idx) world_monster = 0;
2552 /* Notice changes in view */
2553 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2555 /* Update some things */
2556 p_ptr->update |= (PU_MON_LITE);
2562 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2564 GAME_TEXT m_name[MAX_NLEN];
2566 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2567 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
2570 /* Let monsters explode! */
2571 for (i = 0; i < 4; i++)
2573 if (r_ptr->blow[i].method == RBM_EXPLODE)
2575 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2576 EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
2577 DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
2578 DICE_SID d_side = r_ptr->blow[i].d_side;
2579 HIT_POINT damage = damroll(d_dice, d_side);
2581 project(m_idx, 3, y, x, damage, typ, flg, -1);
2586 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
2588 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
2589 r_ptr = &r_info[m_ptr->r_idx];
2592 /* Check for quest completion */
2593 check_quest_completion(m_ptr);
2595 /* Handle the possibility of player vanquishing arena combatant -KMW- */
2596 if (p_ptr->inside_arena && !is_pet(m_ptr))
2598 p_ptr->exit_bldg = TRUE;
2600 if (p_ptr->arena_number > MAX_ARENA_MONS)
2602 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
2606 msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
2609 if (arena_info[p_ptr->arena_number].tval)
2613 /* Prepare to make a prize */
2614 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
2615 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
2616 (void)drop_near(q_ptr, -1, y, x);
2619 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
2620 p_ptr->arena_number++;
2623 GAME_TEXT m_name[MAX_NLEN];
2625 /* Extract monster name */
2626 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
2628 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
2632 if (m_idx == p_ptr->riding)
2634 if (rakuba(-1, FALSE))
2636 msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
2640 /* Drop a dead corpse? */
2641 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
2642 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
2643 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
2645 /* Assume skeleton */
2646 bool corpse = FALSE;
2649 * We cannot drop a skeleton? Note, if we are in this check,
2650 * we *know* we can drop at least a corpse or a skeleton
2652 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
2654 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
2657 /* Else, a corpse is more likely unless we did a "lot" of damage */
2658 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
2660 /* Lots of damage in one blow */
2661 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
2663 if (one_in_(5)) corpse = TRUE;
2667 if (!one_in_(5)) corpse = TRUE;
2672 /* Prepare to make an object */
2673 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
2675 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
2677 q_ptr->pval = m_ptr->r_idx;
2678 (void)drop_near(q_ptr, -1, y, x);
2681 /* Drop objects being carried */
2682 monster_drop_carried_objects(m_ptr);
2684 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
2685 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
2687 switch (m_ptr->r_idx)
2689 case MON_PINK_HORROR:
2690 /* Pink horrors are replaced with 2 Blue horrors */
2691 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
2693 bool notice = FALSE;
2695 for (i = 0; i < 2; i++)
2697 POSITION wy = y, wx = x;
2698 bool pet = is_pet(m_ptr);
2699 BIT_FLAGS mode = 0L;
2701 if (pet) mode |= PM_FORCE_PET;
2703 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode, '\0'))
2705 if (player_can_see_bold(wy, wx)) notice = TRUE;
2709 if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
2713 case MON_BLOODLETTER:
2714 /* Bloodletters of Khorne may drop a blade of chaos */
2715 if (drop_chosen_item && (randint1(100) < 15))
2719 /* Prepare to make a Blade of Chaos */
2720 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
2722 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | mo_mode);
2723 (void)drop_near(q_ptr, -1, y, x);
2728 if (drop_chosen_item && (dun_level > 9))
2733 /* Activate restriction */
2734 if ((dun_level > 49) && one_in_(5))
2735 get_obj_num_hook = kind_is_good_book;
2737 get_obj_num_hook = kind_is_book;
2740 make_object(q_ptr, mo_mode);
2741 (void)drop_near(q_ptr, -1, y, x);
2747 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
2748 * spawn another in the fallen one's place!
2750 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2754 POSITION wy = y, wx = x;
2756 bool pet = is_pet(m_ptr);
2760 scatter(&wy, &wx, y, x, 20, 0);
2761 } while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
2765 BIT_FLAGS mode = 0L;
2766 if (pet) mode |= PM_FORCE_PET;
2768 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode, '\0'))
2770 if (player_can_see_bold(wy, wx))
2771 msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
2779 /* One more ultra-hack: An Unmaker goes out with a big bang! */
2781 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2782 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
2786 case MON_UNICORN_ORD:
2789 /* Reward for "lazy" player */
2790 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2792 ARTIFACT_IDX a_idx = 0;
2793 artifact_type *a_ptr = NULL;
2795 if (!drop_chosen_item) break;
2799 switch (randint0(3))
2802 a_idx = ART_NAMAKE_HAMMER;
2805 a_idx = ART_NAMAKE_BOW;
2808 a_idx = ART_NAMAKE_ARMOR;
2812 a_ptr = &a_info[a_idx];
2813 } while (a_ptr->cur_num);
2815 /* Create the artifact */
2816 if (create_named_art(a_idx, y, x))
2820 /* Hack -- Memorize location of artifact in saved floors */
2821 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
2823 else if (!preserve_mode) a_ptr->cur_num = 1;
2828 if (!drop_chosen_item) break;
2831 /* Mega-Hack -- Prepare to make "Grond" */
2832 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
2834 /* Mega-Hack -- Mark this item as "Grond" */
2835 q_ptr->name1 = ART_GROND;
2837 /* Mega-Hack -- Actually create "Grond" */
2838 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
2839 (void)drop_near(q_ptr, -1, y, x);
2842 /* Mega-Hack -- Prepare to make "Chaos" */
2843 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
2845 /* Mega-Hack -- Mark this item as "Chaos" */
2846 q_ptr->name1 = ART_CHAOS;
2848 /* Mega-Hack -- Actually create "Chaos" */
2849 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
2850 (void)drop_near(q_ptr, -1, y, x);
2853 case MON_B_DEATH_SWORD:
2854 if (drop_chosen_item)
2858 /* Prepare to make a broken sword */
2859 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
2860 (void)drop_near(q_ptr, -1, y, x);
2866 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
2867 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
2871 /* Prepare to make a Can of Toys */
2872 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
2874 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART);
2875 (void)drop_near(q_ptr, -1, y, x);
2881 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2882 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
2887 if (!drop_chosen_item) break;
2889 switch (r_ptr->d_char)
2897 /* Activate restriction */
2898 get_obj_num_hook = kind_is_cloak;
2901 make_object(q_ptr, mo_mode);
2902 (void)drop_near(q_ptr, -1, y, x);
2912 /* Activate restriction */
2913 get_obj_num_hook = kind_is_polearm;
2915 /* Make a poleweapon */
2916 make_object(q_ptr, mo_mode);
2917 (void)drop_near(q_ptr, -1, y, x);
2927 /* Activate restriction */
2928 get_obj_num_hook = kind_is_armor;
2930 /* Make a hard armor */
2931 make_object(q_ptr, mo_mode);
2932 (void)drop_near(q_ptr, -1, y, x);
2942 /* Activate restriction */
2943 get_obj_num_hook = kind_is_hafted;
2945 /* Make a hafted weapon */
2946 make_object(q_ptr, mo_mode);
2947 (void)drop_near(q_ptr, -1, y, x);
2952 if (m_ptr->r_idx != MON_STORMBRINGER)
2957 /* Activate restriction */
2958 get_obj_num_hook = kind_is_sword;
2961 make_object(q_ptr, mo_mode);
2962 (void)drop_near(q_ptr, -1, y, x);
2969 /* Mega-Hack -- drop fixed items */
2970 if (drop_chosen_item)
2972 ARTIFACT_IDX a_idx = 0;
2975 for (i = 0; i < 4; i++)
2977 if (!r_ptr->artifact_id[i]) break;
2978 a_idx = r_ptr->artifact_id[i];
2979 chance = r_ptr->artifact_percent[i];
2982 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
2984 artifact_type *a_ptr = &a_info[a_idx];
2986 if (!a_ptr->cur_num)
2988 /* Create the artifact */
2989 if (create_named_art(a_idx, y, x))
2993 /* Hack -- Memorize location of artifact in saved floors */
2994 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
2996 else if (!preserve_mode) a_ptr->cur_num = 1;
3000 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
3002 KIND_OBJECT_IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
3003 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
3005 if (d_info[dungeon_type].final_artifact)
3007 a_idx = d_info[dungeon_type].final_artifact;
3008 artifact_type *a_ptr = &a_info[a_idx];
3010 if (!a_ptr->cur_num)
3012 /* Create the artifact */
3013 if (create_named_art(a_idx, y, x))
3017 /* Hack -- Memorize location of artifact in saved floors */
3018 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
3020 else if (!preserve_mode) a_ptr->cur_num = 1;
3022 /* Prevent rewarding both artifact and "default" object */
3023 if (!d_info[dungeon_type].final_object) k_idx = 0;
3031 /* Prepare to make a reward */
3032 object_prep(q_ptr, k_idx);
3034 apply_magic(q_ptr, object_level, AM_NO_FIXED_ART | AM_GOOD);
3035 (void)drop_near(q_ptr, -1, y, x);
3037 msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[dungeon_type].name);
3041 /* Determine how much we can drop */
3042 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
3043 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
3044 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
3045 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
3046 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
3047 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
3049 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
3050 number = 0; /* Clones drop no stuff unless Cloning Pits */
3052 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
3053 number = 0; /* Pets drop no stuff */
3054 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
3056 if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
3057 number = 0; /* Limit of Multiply monster drop */
3059 /* Hack -- handle creeping coins */
3060 coin_type = force_coin;
3062 /* Average dungeon and monster levels */
3063 object_level = (dun_level + r_ptr->level) / 2;
3065 /* Drop some objects */
3066 for (j = 0; j < number; j++)
3072 if (do_gold && (!do_item || (randint0(100) < 50)))
3074 /* Make some gold */
3075 if (!make_gold(q_ptr)) continue;
3083 /* Make an object */
3084 if (!make_object(q_ptr, mo_mode)) continue;
3088 (void)drop_near(q_ptr, -1, y, x);
3091 /* Reset the object level */
3092 object_level = base_level;
3094 /* Reset "coin" type */
3098 /* Take note of any dropped treasure */
3099 if (visible && (dump_item || dump_gold))
3101 /* Take notes on treasure */
3102 lore_treasure(m_idx, dump_item, dump_gold);
3105 /* Only process "Quest Monsters" */
3106 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
3107 if (p_ptr->inside_battle) return;
3110 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
3113 p_ptr->total_winner = TRUE;
3115 /* Redraw the "title" */
3116 p_ptr->redraw |= (PR_TITLE);
3118 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
3120 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
3122 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3124 msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
3125 msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
3128 /* Congratulations */
3129 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
3130 msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
3131 msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));