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.
21 #include "objectkind-hook.h"
23 #include "monster-spell.h"
24 #include "monsterrace-hook.h"
25 #include "spells-summon.h"
39 * Pronoun arrays, by gender.
41 static concptr wd_he[3] =
45 { "it", "he", "she" };
48 static concptr wd_his[3] =
50 { "それの", "彼の", "彼女の" };
52 { "its", "his", "her" };
58 * 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural)
60 #define plural(c,s,p) \
61 (((c) == 1) ? (s) : (p))
66 * @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
67 * @param r_idx モンスターの種族ID
68 * @return 敵のACを知る条件が満たされているならTRUEを返す
70 * The higher the level, the fewer kills needed.
72 static bool know_armour(MONRACE_IDX r_idx)
74 monster_race *r_ptr = &r_info[r_idx];
75 DEPTH level = r_ptr->level;
76 MONSTER_NUMBER kills = r_ptr->r_tkills;
78 bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
80 if (cheat_know || known) return (TRUE);
81 if (kills > 304 / (4 + level)) return (TRUE);
82 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
83 if (kills > 304 / (38 + (5 * level) / 4)) return (TRUE);
89 * @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
90 * Determine if the "damage" of the given attack is known
91 * @param r_idx モンスターの種族ID
93 * @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
96 * the higher the level of the monster, the fewer the attacks you need,
97 * the more damage an attack does, the more attacks you need
100 static bool know_damage(MONRACE_IDX r_idx, int i)
102 monster_race *r_ptr = &r_info[r_idx];
104 DEPTH level = r_ptr->level;
106 s32b a = r_ptr->r_blows[i];
108 s32b d1 = r_ptr->blow[i].d_dice;
109 s32b d2 = r_ptr->blow[i].d_side;
113 if (d >= ((4+level)*MAX_UCHAR)/80) d = ((4+level)*MAX_UCHAR-1)/80;
114 if ((4 + level) * a > 80 * d) return (TRUE);
115 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
116 if ((4 + level) * (2 * a) > 80 * d) return (TRUE);
124 * Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
126 void (*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
129 * @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
133 static void hooked_roff(concptr str)
136 hook_c_roff(TERM_WHITE, str);
140 * @brief ダイス目を文字列に変換する
141 * @param base_damage 固定値
142 * @param dice_num ダイス数
143 * @param dice_side ダイス面
144 * @param dice_mult ダイス倍率
145 * @param dice_div ダイス除数
146 * @param msg 文字列を格納するポインタ
149 void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
151 char base[80] = "", dice[80] = "", mult[80] = "";
155 sprintf(msg, "%d", base_damage);
159 if (base_damage != 0)
160 sprintf(base, "%d+", base_damage);
163 sprintf(dice, "d%d", dice_side);
165 sprintf(dice, "%dd%d", dice_num, dice_side);
167 if (dice_mult != 1 || dice_div != 1)
170 sprintf(mult, "*%d", dice_mult);
172 sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
174 sprintf(msg, "%s%s%s", base, dice, mult);
179 * @brief 文字列にモンスターの攻撃力を加える
180 * @param r_idx モンスターの種族ID
181 * @param SPELL_NUM 呪文番号
183 * @param tmp 返すメッセージを格納する配列
186 void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
188 int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
189 int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
190 int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
191 int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
192 int dice_div = monspell_race_damage(SPELL_NUM, r_idx, DICE_DIV);
193 char dmg_str[80], dice_str[80];
194 dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
195 sprintf(dice_str, "(%s)", dmg_str);
197 if (know_armour(r_idx))
198 sprintf(tmp, msg, dice_str);
200 sprintf(tmp, msg, "");
204 * @brief モンスターの思い出情報を表示する
205 * Hack -- display monster information using "hooked_roff()"
206 * @param r_idx モンスターの種族ID
207 * @param mode 表示オプション
210 * This function should only be called with the cursor placed at the
211 * left edge of the screen, on a cleared line, in which the recall is
212 * to take place. One extra blank line is left after the recall.
214 static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
216 monster_race *r_ptr = &r_info[r_idx];
228 bool nightmare = ironman_nightmare && !(mode & 0x02);
229 SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
233 bool reinforce = FALSE;
239 BIT_FLAGS a_ability_flags1;
240 BIT_FLAGS a_ability_flags2;
244 ITEM_NUMBER drop_gold, drop_item;
249 char tmp_msg[96][96];
251 bool know_everything = FALSE;
253 /* Obtain a copy of the "known" number of drops */
254 drop_gold = r_ptr->r_drop_gold;
255 drop_item = r_ptr->r_drop_item;
257 /* Obtain a copy of the "known" flags */
258 flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
259 flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
260 flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
261 flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
262 a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
263 a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
264 flags7 = (r_ptr->flags7 & r_ptr->flags7);
265 flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
267 for(n = 0; n < A_MAX; n++)
269 if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
272 /* cheat_know or research_mon() */
273 if (cheat_know || (mode & 0x01))
274 know_everything = TRUE;
276 /* Cheat -- Know everything */
279 /* Hack -- maximal drops */
280 drop_gold = drop_item =
281 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
282 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
283 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
284 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
285 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
286 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
288 /* Hack -- but only "valid" drops */
289 if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
290 if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0;
292 /* Hack -- know all the flags */
293 flags1 = r_ptr->flags1;
294 flags2 = r_ptr->flags2;
295 flags3 = r_ptr->flags3;
296 flags4 = r_ptr->flags4;
297 a_ability_flags1 = r_ptr->a_ability_flags1;
298 a_ability_flags2 = r_ptr->a_ability_flags2;
299 flagsr = r_ptr->flagsr;
303 /* Extract a gender (if applicable) */
304 if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
305 else if (r_ptr->flags1 & RF1_MALE) msex = 1;
307 /* Assume some "obvious" flags */
308 if (r_ptr->flags1 & RF1_UNIQUE) flags1 |= (RF1_UNIQUE);
309 if (r_ptr->flags1 & RF1_QUESTOR) flags1 |= (RF1_QUESTOR);
310 if (r_ptr->flags1 & RF1_MALE) flags1 |= (RF1_MALE);
311 if (r_ptr->flags1 & RF1_FEMALE) flags1 |= (RF1_FEMALE);
313 /* Assume some "creation" flags */
314 if (r_ptr->flags1 & RF1_FRIENDS) flags1 |= (RF1_FRIENDS);
315 if (r_ptr->flags1 & RF1_ESCORT) flags1 |= (RF1_ESCORT);
316 if (r_ptr->flags1 & RF1_ESCORTS) flags1 |= (RF1_ESCORTS);
318 /* Killing a monster reveals some properties */
319 if (r_ptr->r_tkills || know_everything)
321 /* Know "race" flags */
322 if (r_ptr->flags3 & RF3_ORC) flags3 |= (RF3_ORC);
323 if (r_ptr->flags3 & RF3_TROLL) flags3 |= (RF3_TROLL);
324 if (r_ptr->flags3 & RF3_GIANT) flags3 |= (RF3_GIANT);
325 if (r_ptr->flags3 & RF3_DRAGON) flags3 |= (RF3_DRAGON);
326 if (r_ptr->flags3 & RF3_DEMON) flags3 |= (RF3_DEMON);
327 if (r_ptr->flags3 & RF3_UNDEAD) flags3 |= (RF3_UNDEAD);
328 if (r_ptr->flags3 & RF3_EVIL) flags3 |= (RF3_EVIL);
329 if (r_ptr->flags3 & RF3_GOOD) flags3 |= (RF3_GOOD);
330 if (r_ptr->flags3 & RF3_ANIMAL) flags3 |= (RF3_ANIMAL);
331 if (r_ptr->flags3 & RF3_AMBERITE) flags3 |= (RF3_AMBERITE);
332 if (r_ptr->flags2 & RF2_HUMAN) flags2 |= (RF2_HUMAN);
334 /* Know 'quantum' flag */
335 if (r_ptr->flags2 & RF2_QUANTUM) flags2 |= (RF2_QUANTUM);
337 /* Know "forced" flags */
338 if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH);
339 if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP);
342 /* For output_monster_spoiler() */
349 /* Treat uniques differently */
350 if (flags1 & RF1_UNIQUE)
352 /* Hack -- Determine if the unique is "dead" */
353 bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
355 /* We've been killed... */
358 /* Killed ancestors */
359 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"),
360 wd_he[msex], r_ptr->r_deaths));
362 /* But we've also killed it */
366 _("が、すでに仇討ちは果たしている!",
367 (", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them")))));
370 /* Unavenged (ever) */
374 _("のに、まだ仇討ちを果たしていない。",
375 (", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain")))));
378 /* Start a new line */
382 /* Dead unique who never hurt us */
385 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. "));
387 /* Start a new line */
392 /* Not unique, but killed us */
393 else if (r_ptr->r_deaths)
397 _(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),
398 format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
400 /* Some kills this life */
404 _("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。",
405 "and you have exterminated at least %d of the creatures. "), r_ptr->r_pkills));
408 /* Some kills past lives */
409 else if (r_ptr->r_tkills)
412 _("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。",
413 "and your ancestors have exterminated at least %d of the creatures. "), r_ptr->r_tkills));
420 _("が、まだ%sを倒したことはない。",
421 "and %s is not ever known to have been defeated. "), wd_he[msex]));
424 /* Start a new line */
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"));
552 if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
553 else if (speed > 134) hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
554 else if (speed > 129) hook_c_roff(TERM_ORANGE, _("非常に", " very"));
555 else if (speed > 124) hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
556 else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
557 hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
559 else if (speed < 110)
561 if (speed < 90) hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
562 else if (speed < 95) hook_c_roff(TERM_BLUE, _("非常に", " very"));
563 else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
564 else if (speed > 104) hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
565 hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
569 hooked_roff(_("普通の速さで", " at normal speed"));
572 hooked_roff("動いている");
576 /* The code above includes "attack speed" */
577 if (flags1 & RF1_NEVER_MOVE)
582 hooked_roff(_("、しかし", ", but "));
586 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
589 hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
592 /* End this sentence */
595 hooked_roff(_("。", ". "));
600 /* Describe experience if known */
601 if (r_ptr->r_tkills || know_everything)
607 if (flags1 & RF1_UNIQUE)
609 hooked_roff("Killing this");
613 hooked_roff("A kill of this");
618 /* Describe the "quality" */
619 if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
620 if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
621 if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
622 if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, _("善良な", " good"));
623 if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
624 if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
626 if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
628 /* Describe the "race" */
629 if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
630 if (flags3 & RF3_DEMON) hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
631 if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, _("ジャイアント", " giant"));
632 if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, _("トロル", " troll"));
633 if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, _("オーク", " orc"));
634 if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, _("人間", " human"));
635 if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
636 if (flags3 & RF3_ANGEL) hook_c_roff(TERM_YELLOW, _("天使", " angel"));
640 hooked_roff(_("モンスター", " creature"));
644 hooked_roff("を倒すことは");
646 /* Group some variables */
650 /* calculate the integer exp part */
651 i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
653 /* calculate the fractional exp part scaled by 100, */
654 /* must use long arithmetic to avoid overflow */
655 j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
656 (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
659 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。",
660 p_ptr->lev, (long)i, (long)j ));
663 /* Mention the experience */
664 hooked_roff(format(" is worth about %ld.%02ld point%s for level %d player",
666 (((i == 1) && (j == 0)) ? "" : "s")), p_ptr->lev);
668 /* Take account of annoying English */
671 if ((p_ptr->lev / 10) == 1) /* nothing */;
672 else if (i == 1) p = "st";
673 else if (i == 2) p = "nd";
674 else if (i == 3) p = "rd";
676 /* Take account of "leading vowels" in numbers */
679 if ((i == 8) || (i == 11) || (i == 18)) q = "n";
681 /* Mention the dependance on the player's level */
682 hooked_roff(format(" for a%s %lu%s level character. ",
689 if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
691 hook_c_roff(TERM_VIOLET, format(
692 _("%^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]));
694 else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
696 hook_c_roff(TERM_L_RED, format(
697 _("%^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]));
699 else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
701 hook_c_roff(TERM_BLUE, format(
702 _("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice. "), wd_he[msex]));
704 else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
706 hook_c_roff(TERM_L_GREEN, format(
707 _("%^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]));
709 else if (flags2 & RF2_AURA_FIRE)
711 hook_c_roff(TERM_RED, format(
712 _("%^sは炎に包まれている。", "%^s is surrounded by flames. "), wd_he[msex]));
714 else if (flags3 & RF3_AURA_COLD)
716 hook_c_roff(TERM_BLUE, format(
717 _("%^sは氷に包まれている。", "%^s is surrounded by ice. "), wd_he[msex]));
719 else if (flags2 & RF2_AURA_ELEC)
721 hook_c_roff(TERM_L_BLUE, format(
722 _("%^sはスパークに包まれている。", "%^s is surrounded by electricity. "), wd_he[msex]));
725 if (flags2 & RF2_REFLECTING)
726 hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells. "), wd_he[msex]));
728 /* Describe escorts */
729 if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
732 _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts. "), wd_he[msex]));
736 hooked_roff(_("護衛の構成は", "These escorts"));
737 if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
739 hooked_roff(_("少なくとも", " at the least"));
742 hooked_roff(" contain ");
744 for(n = 0; n < A_MAX; n++)
746 if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
748 monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
749 if(rf_ptr->flags1 & RF1_UNIQUE)
751 hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
756 hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
758 bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
759 GAME_TEXT name[MAX_NLEN];
760 strcpy(name, r_name + rf_ptr->name);
761 if(plural) plural_aux(name);
762 hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
767 hooked_roff(_("で成り立っている。", "."));
771 /* Describe friends */
772 else if (flags1 & RF1_FRIENDS)
774 hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[msex]));
778 /* Collect inate attacks */
780 if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
781 if (flags4 & RF4_ROCKET)
783 set_damage(r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
784 vp[vn] = tmp_msg[vn];
785 color[vn++] = TERM_UMBER;
788 if (flags4 & RF4_SHOOT)
790 for (r = 0, m = 0; m < 4; m++)
792 if (r_ptr->blow[m].method == RBM_SHOOT)
794 if (know_armour(r_idx))
795 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);
797 sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
798 vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
803 if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
805 /* Describe inate attacks */
809 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
813 for (n = 0; n < vn; n++)
818 jverb(vp[n], jverb_buf, JVERB_OR);
819 hook_c_roff(color[n], jverb_buf);
820 hook_c_roff(color[n], "り");
823 else hook_c_roff(color[n], vp[n]);
826 if (n == 0) hooked_roff(" may ");
827 else if (n < vn - 1) hooked_roff(", ");
828 else hooked_roff(" or ");
831 hook_c_roff(color[n], vp[n]);
837 hooked_roff(_("ことがある。", ". "));
841 /* Collect breaths */
843 if (flags4 & (RF4_BR_ACID))
845 set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
846 vp[vn] = tmp_msg[vn];
847 color[vn++] = TERM_GREEN;
849 if (flags4 & (RF4_BR_ELEC))
851 set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
852 vp[vn] = tmp_msg[vn];
853 color[vn++] = TERM_BLUE;
855 if (flags4 & (RF4_BR_FIRE))
857 set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
858 vp[vn] = tmp_msg[vn];
859 color[vn++] = TERM_RED;
861 if (flags4 & (RF4_BR_COLD))
863 set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
864 vp[vn] = tmp_msg[vn];
865 color[vn++] = TERM_L_WHITE;
867 if (flags4 & (RF4_BR_POIS))
869 set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
870 vp[vn] = tmp_msg[vn];
871 color[vn++] = TERM_L_GREEN;
873 if (flags4 & (RF4_BR_NETH))
875 set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
876 vp[vn] = tmp_msg[vn];
877 color[vn++] = TERM_L_DARK;
879 if (flags4 & (RF4_BR_LITE))
881 set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
882 vp[vn] = tmp_msg[vn];
883 color[vn++] = TERM_YELLOW;
885 if (flags4 & (RF4_BR_DARK))
887 set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
888 vp[vn] = tmp_msg[vn];
889 color[vn++] = TERM_L_DARK;
891 if (flags4 & (RF4_BR_CONF))
893 set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
894 vp[vn] = tmp_msg[vn];
895 color[vn++] = TERM_L_UMBER;
897 if (flags4 & (RF4_BR_SOUN))
899 set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
900 vp[vn] = tmp_msg[vn];
901 color[vn++] = TERM_ORANGE;
903 if (flags4 & (RF4_BR_CHAO))
905 set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
906 vp[vn] = tmp_msg[vn];
907 color[vn++] = TERM_VIOLET;
909 if (flags4 & (RF4_BR_DISE))
911 set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
912 vp[vn] = tmp_msg[vn];
913 color[vn++] = TERM_VIOLET;
915 if (flags4 & (RF4_BR_NEXU))
917 set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
918 vp[vn] = tmp_msg[vn];
919 color[vn++] = TERM_VIOLET;
921 if (flags4 & (RF4_BR_TIME))
923 set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
924 vp[vn] = tmp_msg[vn];
925 color[vn++] = TERM_L_BLUE;
927 if (flags4 & (RF4_BR_INER))
929 set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
930 vp[vn] = tmp_msg[vn];
931 color[vn++] = TERM_SLATE;
933 if (flags4 & (RF4_BR_GRAV))
935 set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
936 vp[vn] = tmp_msg[vn];
937 color[vn++] = TERM_SLATE;
939 if (flags4 & (RF4_BR_SHAR))
941 set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
942 vp[vn] = tmp_msg[vn];
943 color[vn++] = TERM_L_UMBER;
945 if (flags4 & (RF4_BR_PLAS))
947 set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
948 vp[vn] = tmp_msg[vn];
949 color[vn++] = TERM_L_RED;
951 if (flags4 & (RF4_BR_WALL))
953 set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
954 vp[vn] = tmp_msg[vn];
955 color[vn++] = TERM_UMBER;
957 if (flags4 & (RF4_BR_MANA))
959 set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
960 vp[vn] = tmp_msg[vn];
961 color[vn++] = TERM_L_BLUE;
963 if (flags4 & (RF4_BR_NUKE))
965 set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
966 vp[vn] = tmp_msg[vn];
967 color[vn++] = TERM_L_GREEN;
969 if (flags4 & (RF4_BR_DISI))
971 set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
972 vp[vn] = tmp_msg[vn];
973 color[vn++] = TERM_SLATE;
976 /* Describe breaths */
983 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
986 for (n = 0; n < vn; n++)
990 if ( n != 0 ) hooked_roff("や");
992 if (n == 0) hooked_roff(" may breathe ");
993 else if (n < vn-1) hooked_roff(", ");
994 else hooked_roff(" or ");
999 hook_c_roff(color[n], vp[n]);
1002 hooked_roff("のブレスを吐くことがある");
1007 /* Collect spells */
1009 if (a_ability_flags1 & (RF5_BA_ACID))
1011 set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
1012 vp[vn] = tmp_msg[vn];
1013 color[vn++] = TERM_GREEN;
1015 if (a_ability_flags1 & (RF5_BA_ELEC))
1017 set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
1018 vp[vn] = tmp_msg[vn];
1019 color[vn++] = TERM_BLUE;
1021 if (a_ability_flags1 & (RF5_BA_FIRE))
1023 set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
1024 vp[vn] = tmp_msg[vn];
1025 color[vn++] = TERM_RED;
1027 if (a_ability_flags1 & (RF5_BA_COLD))
1029 set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
1030 vp[vn] = tmp_msg[vn];
1031 color[vn++] = TERM_L_WHITE;
1033 if (a_ability_flags1 & (RF5_BA_POIS))
1035 set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
1036 vp[vn] = tmp_msg[vn];
1037 color[vn++] = TERM_L_GREEN;
1039 if (a_ability_flags1 & (RF5_BA_NETH))
1041 set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
1042 vp[vn] = tmp_msg[vn];
1043 color[vn++] = TERM_L_DARK;
1045 if (a_ability_flags1 & (RF5_BA_WATE))
1047 set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
1048 vp[vn] = tmp_msg[vn];
1049 color[vn++] = TERM_BLUE;
1051 if (flags4 & (RF4_BA_NUKE))
1053 set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
1054 vp[vn] = tmp_msg[vn];
1055 color[vn++] = TERM_L_GREEN;
1057 if (a_ability_flags1 & (RF5_BA_MANA))
1059 set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
1060 vp[vn] = tmp_msg[vn];
1061 color[vn++] = TERM_L_BLUE;
1063 if (a_ability_flags1 & (RF5_BA_DARK))
1065 set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
1066 vp[vn] = tmp_msg[vn];
1067 color[vn++] = TERM_L_DARK;
1069 if (a_ability_flags1 & (RF5_BA_LITE))
1071 set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
1072 vp[vn] = tmp_msg[vn];
1073 color[vn++] = TERM_YELLOW;
1075 if (flags4 & (RF4_BA_CHAO))
1077 set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
1078 vp[vn] = tmp_msg[vn];
1079 color[vn++] = TERM_VIOLET;
1081 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; }
1082 if (a_ability_flags2 & (RF6_PSY_SPEAR))
1084 set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
1085 vp[vn] = tmp_msg[vn];
1086 color[vn++] = TERM_YELLOW;
1088 if (a_ability_flags1 & (RF5_DRAIN_MANA))
1090 set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
1091 vp[vn] = tmp_msg[vn];
1092 color[vn++] = TERM_SLATE;
1094 if (a_ability_flags1 & (RF5_MIND_BLAST))
1096 set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
1097 vp[vn] = tmp_msg[vn];
1098 color[vn++] = TERM_L_RED;
1100 if (a_ability_flags1 & (RF5_BRAIN_SMASH))
1102 set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
1103 vp[vn] = tmp_msg[vn];
1104 color[vn++] = TERM_RED;
1106 if (a_ability_flags1 & (RF5_CAUSE_1))
1108 set_damage(r_idx, (MS_CAUSE_1),
1109 _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
1110 vp[vn] = tmp_msg[vn];
1111 color[vn++] = TERM_L_WHITE;
1113 if (a_ability_flags1 & (RF5_CAUSE_2))
1115 set_damage(r_idx, (MS_CAUSE_2),
1116 _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
1117 vp[vn] = tmp_msg[vn];
1118 color[vn++] = TERM_L_WHITE;
1120 if (a_ability_flags1 & (RF5_CAUSE_3))
1122 set_damage(r_idx, (MS_CAUSE_3),
1123 _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
1124 vp[vn] = tmp_msg[vn];
1125 color[vn++] = TERM_L_WHITE;
1127 if (a_ability_flags1 & (RF5_CAUSE_4))
1129 set_damage(r_idx, (MS_CAUSE_4),
1130 _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
1131 vp[vn] = tmp_msg[vn];
1132 color[vn++] = TERM_L_WHITE;
1134 if (a_ability_flags1 & (RF5_BO_ACID))
1136 set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
1137 vp[vn] = tmp_msg[vn];
1138 color[vn++] = TERM_GREEN;
1140 if (a_ability_flags1 & (RF5_BO_ELEC))
1142 set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
1143 vp[vn] = tmp_msg[vn];
1144 color[vn++] = TERM_BLUE;
1146 if (a_ability_flags1 & (RF5_BO_FIRE))
1148 set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
1149 vp[vn] = tmp_msg[vn];
1150 color[vn++] = TERM_RED;
1152 if (a_ability_flags1 & (RF5_BO_COLD))
1154 set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
1155 vp[vn] = tmp_msg[vn];
1156 color[vn++] = TERM_L_WHITE;
1158 if (a_ability_flags1 & (RF5_BO_NETH))
1160 set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
1161 vp[vn] = tmp_msg[vn];
1162 color[vn++] = TERM_L_DARK;
1164 if (a_ability_flags1 & (RF5_BO_WATE))
1166 set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
1167 vp[vn] = tmp_msg[vn];
1168 color[vn++] = TERM_BLUE;
1170 if (a_ability_flags1 & (RF5_BO_MANA))
1172 set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
1173 vp[vn] = tmp_msg[vn];
1174 color[vn++] = TERM_L_BLUE;
1176 if (a_ability_flags1 & (RF5_BO_PLAS))
1178 set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
1179 vp[vn] = tmp_msg[vn];
1180 color[vn++] = TERM_L_RED;
1182 if (a_ability_flags1 & (RF5_BO_ICEE))
1184 set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
1185 vp[vn] = tmp_msg[vn];
1186 color[vn++] = TERM_WHITE;
1188 if (a_ability_flags1 & (RF5_MISSILE))
1190 set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
1191 vp[vn] = tmp_msg[vn];
1192 color[vn++] = TERM_SLATE;
1194 if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
1195 if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
1196 if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
1197 if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
1198 if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
1199 if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
1200 if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
1201 if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
1202 if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
1203 if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
1204 if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
1205 if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
1206 if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
1207 if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
1208 if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
1210 if (a_ability_flags2 & (RF6_DARKNESS))
1212 if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
1214 vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
1218 vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
1222 if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
1223 if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
1224 if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
1225 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; }
1226 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; }
1227 if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
1228 if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
1229 if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
1230 if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
1231 if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
1232 if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
1233 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; }
1234 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; }
1235 if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
1236 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; }
1237 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; }
1238 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; }
1239 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; }
1240 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; }
1243 /* Describe spells */
1252 hooked_roff(_("、なおかつ", ", and is also"));
1256 hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
1261 if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
1264 hooked_roff("魔法を使うことができ、");
1267 hooked_roff(" magical, casting spells");
1270 if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
1275 for (n = 0; n < vn; n++)
1279 if ( n != 0 ) hooked_roff("、");
1281 if (n == 0) hooked_roff(" which ");
1282 else if (n < vn-1) hooked_roff(", ");
1283 else hooked_roff(" or ");
1288 hook_c_roff(color[n], vp[n]);
1291 hooked_roff("の呪文を唱えることがある");
1296 /* End the sentence about inate/other spells */
1297 if (breath || magic)
1300 m = r_ptr->r_cast_spell;
1302 /* Average frequency */
1303 n = r_ptr->freq_spell;
1305 /* Describe the spell frequency */
1306 if (m > 100 || know_everything)
1309 _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
1312 /* Guess at the frequency */
1315 n = ((n + 9) / 10) * 10;
1317 _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
1320 /* End this sentence */
1321 hooked_roff(_("。", ". "));
1324 /* Describe monster "toughness" */
1325 if (know_everything || know_armour(r_idx))
1329 _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
1330 wd_he[msex], r_ptr->ac));
1332 /* Maximized hitpoints */
1333 if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
1335 u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
1337 _(" %d の体力がある。", " and a life rating of %d. "),
1338 (s16b)MIN(30000, hp)));
1341 /* Variable hitpoints */
1345 _(" %dd%d の体力がある。", " and a life rating of %dd%d. "),
1346 r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
1352 /* Collect special abilities. */
1354 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; }
1355 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; }
1356 if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
1357 if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
1358 if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
1359 if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
1360 if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
1361 if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
1362 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; }
1363 if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
1364 if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
1365 if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
1368 /* Describe special abilities. */
1372 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1375 for (n = 0; n < vn; n++)
1381 jverb(vp[n], jverb_buf, JVERB_AND);
1382 hook_c_roff(color[n], jverb_buf);
1385 else hook_c_roff(color[n], vp[n]);
1387 if (n == 0) hooked_roff(" can ");
1388 else if (n < vn - 1) hooked_roff(", ");
1389 else hooked_roff(" and ");
1392 hook_c_roff(color[n], vp[n]);
1398 hooked_roff(_("ことができる。", ". "));
1403 if (flags7 & RF7_AQUATIC)
1405 hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water. "), wd_he[msex]));
1408 /* Describe special abilities. */
1409 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
1411 hooked_roff(format(_("%^sは光っている。", "%^s is shining. "), wd_he[msex]));
1413 if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
1415 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]));
1417 if (flags2 & RF2_INVISIBLE)
1419 hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible. "), wd_he[msex]));
1421 if (flags2 & RF2_COLD_BLOOD)
1423 hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded. "), wd_he[msex]));
1425 if (flags2 & RF2_EMPTY_MIND)
1427 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]));
1429 else if (flags2 & RF2_WEIRD_MIND)
1431 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]));
1433 if (flags2 & RF2_MULTIPLY)
1435 hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively. "), wd_he[msex]));
1437 if (flags2 & RF2_REGENERATE)
1439 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]));
1441 if (flags7 & RF7_RIDING)
1443 hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[msex]));
1447 /* Collect susceptibilities */
1449 if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
1450 if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
1451 if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1452 if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1455 /* Describe susceptibilities */
1459 hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
1462 for (n = 0; n < vn; n++)
1466 if ( n != 0 ) hooked_roff("や");
1468 if (n == 0) hooked_roff(" is hurt by ");
1469 else if (n < vn-1) hooked_roff(", ");
1470 else hooked_roff(" and ");
1475 hook_c_roff(color[n], vp[n]);
1479 hooked_roff(_("でダメージを与えられる。", ". "));
1483 /* Collect immunities */
1485 if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
1486 if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
1487 if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1488 if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1489 if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
1492 /* Collect resistances */
1493 if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
1494 if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
1495 if (flagsr & RFR_RES_NETH) { vp[vn] = _("地獄", "nether"); color[vn++] = TERM_L_DARK; }
1496 if (flagsr & RFR_RES_WATE) { vp[vn] = _("水", "water"); color[vn++] = TERM_BLUE; }
1497 if (flagsr & RFR_RES_PLAS) { vp[vn] = _("プラズマ", "plasma"); color[vn++] = TERM_L_RED; }
1498 if (flagsr & RFR_RES_SHAR) { vp[vn] = _("破片", "shards"); color[vn++] = TERM_L_UMBER; }
1499 if (flagsr & RFR_RES_SOUN) { vp[vn] = _("轟音", "sound"); color[vn++] = TERM_ORANGE; }
1500 if (flagsr & RFR_RES_CHAO) { vp[vn] = _("カオス", "chaos"); color[vn++] = TERM_VIOLET; }
1501 if (flagsr & RFR_RES_NEXU) { vp[vn] = _("因果混乱", "nexus"); color[vn++] = TERM_VIOLET; }
1502 if (flagsr & RFR_RES_DISE) { vp[vn] = _("劣化", "disenchantment"); color[vn++] = TERM_VIOLET; }
1503 if (flagsr & RFR_RES_WALL) { vp[vn] = _("フォース", "force"); color[vn++] = TERM_UMBER; }
1504 if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
1505 if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
1506 if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
1507 if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
1508 if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
1510 /* Describe immunities and resistances */
1514 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1517 for (n = 0; n < vn; n++)
1521 if ( n != 0 ) hooked_roff("と");
1523 if (n == 0) hooked_roff(" resists ");
1524 else if (n < vn-1) hooked_roff(", ");
1525 else hooked_roff(" and ");
1530 hook_c_roff(color[n], vp[n]);
1534 hooked_roff(_("の耐性を持っている。", ". "));
1538 if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything)
1540 if (r_ptr->next_r_idx)
1542 hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
1543 hook_c_roff(TERM_YELLOW, format("%s", r_name+r_info[r_ptr->next_r_idx].name));
1546 (" when %s gets enugh experience. ", wd_he[msex]))));
1548 else if (!(r_ptr->flags1 & RF1_UNIQUE))
1550 hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[msex]));
1554 /* Collect non-effects */
1556 if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
1557 if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
1558 if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
1559 if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
1560 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; }
1562 /* Describe non-effects */
1567 _("%^sは", "%^s"), wd_he[msex]));
1570 for (n = 0; n < vn; n++)
1574 if ( n != 0 ) hooked_roff("し、");
1576 if (n == 0) hooked_roff(" cannot be ");
1577 else if (n < vn - 1) hooked_roff(", ");
1578 else hooked_roff(" or ");
1583 hook_c_roff(color[n], vp[n]);
1587 hooked_roff(_("。", ". "));
1591 /* Do we know how aware it is? */
1592 if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) ||
1593 (r_ptr->r_ignore == MAX_UCHAR) ||
1594 (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
1598 if (r_ptr->sleep > 200)
1600 act = _("を無視しがちであるが", "prefers to ignore");
1602 else if (r_ptr->sleep > 95)
1604 act = _("に対してほとんど注意を払わないが", "pays very little attention to");
1606 else if (r_ptr->sleep > 75)
1608 act = _("に対してあまり注意を払わないが", "pays little attention to");
1610 else if (r_ptr->sleep > 45)
1612 act = _("を見過ごしがちであるが", "tends to overlook");
1614 else if (r_ptr->sleep > 25)
1616 act = _("をほんの少しは見ており", "takes quite a while to see");
1618 else if (r_ptr->sleep > 10)
1620 act = _("をしばらくは見ており", "takes a while to see");
1622 else if (r_ptr->sleep > 5)
1624 act = _("を幾分注意深く見ており", "is fairly observant of");
1626 else if (r_ptr->sleep > 3)
1628 act = _("を注意深く見ており", "is observant of");
1630 else if (r_ptr->sleep > 1)
1632 act = _("をかなり注意深く見ており", "is very observant of");
1634 else if (r_ptr->sleep > 0)
1636 act = _("を警戒しており", "is vigilant for");
1640 act = _("をかなり警戒しており", "is ever vigilant for");
1644 _(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),
1645 format("%^s %s intruders, which %s may notice from %d feet. ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
1649 /* Drops gold and/or items */
1650 if (drop_gold || drop_item)
1654 _("%^sは", "%^s may carry"), wd_he[msex]));
1661 /* Count maximum drop */
1662 n = MAX(drop_gold, drop_item);
1664 /* One drop (may need an "n") */
1667 hooked_roff(_("一つの", " a"));
1677 _("一つか二つの", " one or two"));
1684 _(" %d 個までの", " up to %d"), n));
1689 if (flags1 & RF1_DROP_GREAT)
1691 p = _("特別な", " exceptional");
1694 /* Good (no "n" needed) */
1695 else if (flags1 & RF1_DROP_GOOD)
1697 p = _("上質な", " good");
1712 /* Handle singular "an" */
1714 if (sin) hooked_roff("n");
1718 /* Dump "object(s)" */
1719 if (p) hooked_roff(p);
1721 _("アイテム", " object"));
1724 if (n != 1) hooked_roff("s");
1727 /* Conjunction replaces variety, if needed for "gold" below */
1736 if (!p) sin = FALSE;
1738 /* Handle singular "an" */
1739 if (sin) hooked_roff("n");
1743 /* Dump "treasure(s)" */
1744 if (p) hooked_roff(p);
1745 hooked_roff(_("財宝", " treasure"));
1747 if (n != 1) hooked_roff("s");
1752 /* End this sentence */
1753 hooked_roff(_("を持っていることがある。", ". "));
1757 /* Count the number of "known" attacks */
1758 for (n = 0, m = 0; m < 4; m++)
1760 /* Skip non-attacks */
1761 if (!r_ptr->blow[m].method) continue;
1762 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1764 /* Count known attacks */
1765 if (r_ptr->r_blows[m] || know_everything) n++;
1768 /* Examine (and count) the actual attacks */
1769 for (r = 0, m = 0; m < 4; m++)
1771 int method, effect, d1, d2;
1773 /* Skip non-attacks */
1774 if (!r_ptr->blow[m].method) continue;
1775 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1777 /* Skip unknown attacks */
1778 if (!r_ptr->r_blows[m] && !know_everything) continue;
1780 /* Extract the attack info */
1781 method = r_ptr->blow[m].method;
1782 effect = r_ptr->blow[m].effect;
1783 d1 = r_ptr->blow[m].d_dice;
1784 d2 = r_ptr->blow[m].d_side;
1789 /* Acquire the method */
1792 case RBM_HIT: p = _("殴る", "hit"); break;
1793 case RBM_TOUCH: p = _("触る", "touch"); break;
1794 case RBM_PUNCH: p = _("パンチする", "punch"); break;
1795 case RBM_KICK: p = _("蹴る", "kick"); break;
1796 case RBM_CLAW: p = _("ひっかく", "claw"); break;
1797 case RBM_BITE: p = _("噛む", "bite"); break;
1798 case RBM_STING: p = _("刺す", "sting"); break;
1799 case RBM_SLASH: p = _("斬る", "slash"); break;
1800 case RBM_BUTT: p = _("角で突く", "butt"); break;
1801 case RBM_CRUSH: p = _("体当たりする", "crush"); break;
1802 case RBM_ENGULF: p = _("飲み込む", "engulf"); break;
1803 case RBM_CHARGE: p = _("請求書をよこす", "charge"); break;
1804 case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break;
1805 case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break;
1806 case RBM_SPIT: p = _("つばを吐く", "spit"); break;
1807 case RBM_EXPLODE: p = _("爆発する", "explode"); break;
1808 case RBM_GAZE: p = _("にらむ", "gaze"); break;
1809 case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break;
1810 case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break;
1811 case RBM_XXX4: break;
1812 case RBM_BEG: p = _("金をせがむ", "beg"); break;
1813 case RBM_INSULT: p = _("侮辱する", "insult"); break;
1814 case RBM_MOAN: p = _("うめく", "moan"); break;
1815 case RBM_SHOW: p = _("歌う", "sing"); break;
1819 /* Default effect */
1822 /* Acquire the effect */
1825 case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
1826 case RBE_HURT: q = _("攻撃する", "attack"); break;
1827 case RBE_POISON: q = _("毒をくらわす", "poison"); break;
1828 case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break;
1829 case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break;
1830 case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break;
1831 case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break;
1832 case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break;
1833 case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break;
1834 case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break;
1835 case RBE_ELEC: q = _("感電させる", "electrocute"); break;
1836 case RBE_FIRE: q = _("燃やす", "burn"); break;
1837 case RBE_COLD: q = _("凍らせる", "freeze"); break;
1838 case RBE_BLIND: q = _("盲目にする", "blind"); break;
1839 case RBE_CONFUSE: q = _("混乱させる", "confuse"); break;
1840 case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break;
1841 case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break;
1842 case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break;
1843 case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break;
1844 case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break;
1845 case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break;
1846 case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break;
1847 case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break;
1848 case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break;
1849 case RBE_SHATTER: q = _("粉砕する", "shatter"); break;
1850 case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
1851 case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
1852 case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
1853 case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
1854 case RBE_DISEASE: q = _("病気にする", "disease"); break;
1855 case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break;
1856 case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break;
1857 case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break;
1858 case RBE_INERTIA: q = _("減速させる", "slow"); break;
1859 case RBE_STUN: q = _("朦朧とさせる", "stun"); break;
1864 if ( r == 0 ) hooked_roff( format("%^sは", wd_he[msex]) );
1866 /***若干表現を変更 ita ***/
1868 /* Describe damage (if known) */
1869 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1872 /* Display the damage */
1873 hooked_roff(format(" %dd%d ", d1, d2));
1874 hooked_roff("のダメージで");
1876 /* Hack -- force a method */
1877 if (!p) p = "何か奇妙なことをする";
1879 /* Describe the method */
1880 /* XXしてYYし/XXしてYYする/XXし/XXする */
1881 if(q) jverb( p ,jverb_buf, JVERB_TO);
1882 else if(r!=n-1) jverb( p ,jverb_buf, JVERB_AND);
1883 else strcpy(jverb_buf, p);
1885 hooked_roff(jverb_buf);
1887 /* Describe the effect (if any) */
1890 if(r!=n-1) jverb( q,jverb_buf, JVERB_AND);
1891 else strcpy(jverb_buf,q);
1892 hooked_roff(jverb_buf);
1894 if(r!=n-1) hooked_roff("、");
1896 /* Introduce the attack description */
1899 hooked_roff(format("%^s can ", wd_he[msex]));
1907 hooked_roff(", and ");
1911 /* Hack -- force a method */
1912 if (!p) p = "do something weird";
1914 /* Describe the method */
1918 /* Describe the effect (if any) */
1921 /* Describe the attack type */
1922 hooked_roff(" to ");
1925 /* Describe damage (if known) */
1926 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1928 /* Display the damage */
1929 hooked_roff(" with damage");
1930 hooked_roff(format(" %dd%d", d1, d2));
1937 /* Count the attacks as printed */
1941 /* Finish sentence above */
1944 hooked_roff(_("。", ". "));
1947 /* Notice lack of attacks */
1948 else if (flags1 & RF1_NEVER_BLOW)
1951 _("%^sは物理的な攻撃方法を持たない。",
1952 "%^s has no physical attacks. "), wd_he[msex]));
1955 /* Or describe the lack of knowledge */
1959 _("%s攻撃については何も知らない。",
1960 "Nothing is known about %s attack. "), wd_his[msex]));
1965 * Notice "Quest" monsters, but only if you
1966 * already encountered the monster.
1968 if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
1970 hook_c_roff(TERM_VIOLET,
1971 _("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...",
1972 "You feel an intense desire to kill this monster... "));
1975 else if (flags7 & RF7_GUARDIAN)
1977 hook_c_roff(TERM_L_RED,
1978 _("このモンスターはダンジョンの主である。",
1979 "This monster is the master of a dungeon."));
1990 * @brief モンスター情報のヘッダを記述する
1991 * Hack -- Display the "name" and "attr/chars" of a monster race
1992 * @param r_idx モンスターの種族ID
1995 void roff_top(MONRACE_IDX r_idx)
1997 monster_race *r_ptr = &r_info[r_idx];
2003 /* Access the chars */
2007 /* Access the attrs */
2012 /* Clear the top line */
2013 Term_erase(0, 0, 255);
2015 /* Reset the cursor */
2019 /* A title (use "The" for non-uniques) */
2020 if (!(r_ptr->flags1 & RF1_UNIQUE))
2022 Term_addstr(-1, TERM_WHITE, "The ");
2027 Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
2029 /* Append the "standard" attr/char info */
2030 Term_addstr(-1, TERM_WHITE, " ('");
2031 Term_add_bigch(a1, c1);
2032 Term_addstr(-1, TERM_WHITE, "')");
2034 /* Append the "optional" attr/char info */
2035 Term_addstr(-1, TERM_WHITE, "/('");
2036 Term_add_bigch(a2, c2);
2037 Term_addstr(-1, TERM_WHITE, "'):");
2039 /* Wizards get extra info */
2044 sprintf(buf, "%d", r_idx);
2046 Term_addstr(-1, TERM_WHITE, " (");
2047 Term_addstr(-1, TERM_L_BLUE, buf);
2048 Term_addch(TERM_WHITE, ')');
2055 * @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 /
2056 * Hack -- describe the given monster race at the top of the screen
2057 * @param r_idx モンスターの種族ID
2058 * @param mode 表示オプション
2061 void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
2066 Term_erase(0, 1, 255);
2068 hook_c_roff = c_roff;
2070 /* Recall monster */
2071 roff_aux(r_idx, mode);
2073 /* Describe monster */
2081 * @brief モンスター情報の現在のウィンドウに表示する /
2082 * Hack -- describe the given monster race in the current "term" window
2083 * @param r_idx モンスターの種族ID
2086 void display_roff(MONRACE_IDX r_idx)
2090 /* Erase the window */
2091 for (y = 0; y < Term->hgt; y++)
2093 /* Erase the line */
2094 Term_erase(0, y, 255);
2100 hook_c_roff = c_roff;
2102 /* Recall monster */
2105 /* Describe monster */
2111 * @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 /
2112 * Hack -- output description of the given monster race
2113 * @param r_idx モンスターの種族ID
2114 * @param roff_func 出力処理を行う関数ポインタ
2117 void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(TERM_COLOR attr, concptr str))
2119 hook_c_roff = roff_func;
2121 /* Recall monster */
2122 roff_aux(r_idx, 0x03);
2128 * @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
2129 * @return 地勢にあったモンスターの生成条件関数
2131 monsterrace_hook_type get_monster_hook(void)
2133 if (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
2135 switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
2138 return (monsterrace_hook_type)mon_hook_town;
2139 case TERRAIN_DEEP_WATER:
2140 return (monsterrace_hook_type)mon_hook_ocean;
2141 case TERRAIN_SHALLOW_WATER:
2143 return (monsterrace_hook_type)mon_hook_shore;
2145 case TERRAIN_DESERT:
2146 return (monsterrace_hook_type)mon_hook_waste;
2148 return (monsterrace_hook_type)mon_hook_grass;
2150 return (monsterrace_hook_type)mon_hook_wood;
2151 case TERRAIN_SHALLOW_LAVA:
2152 case TERRAIN_DEEP_LAVA:
2153 return (monsterrace_hook_type)mon_hook_volcano;
2154 case TERRAIN_MOUNTAIN:
2155 return (monsterrace_hook_type)mon_hook_mountain;
2157 return (monsterrace_hook_type)mon_hook_dungeon;
2162 return (monsterrace_hook_type)mon_hook_dungeon;
2167 * @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
2168 * @return 地勢にあったモンスターの生成条件関数
2170 monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
2172 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2174 /* Set the monster list */
2177 if (have_flag(f_ptr->flags, FF_WATER))
2180 if (have_flag(f_ptr->flags, FF_DEEP))
2182 return (monsterrace_hook_type)mon_hook_deep_water;
2188 return (monsterrace_hook_type)mon_hook_shallow_water;
2193 else if (have_flag(f_ptr->flags, FF_LAVA))
2195 return (monsterrace_hook_type)mon_hook_lava;
2198 else return (monsterrace_hook_type)mon_hook_floor;
2202 * @brief モンスターを友好的にする
2203 * @param m_ptr モンスター情報構造体の参照ポインタ
2206 void set_friendly(monster_type *m_ptr)
2208 m_ptr->smart |= SM_FRIENDLY;
2212 * @brief モンスターをペットにする
2213 * @param m_ptr モンスター情報構造体の参照ポインタ
2216 void set_pet(monster_type *m_ptr)
2218 check_quest_completion(m_ptr);
2220 m_ptr->smart |= SM_PET;
2221 if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
2222 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2227 * Makes the monster hostile towards the player
2228 * @param m_ptr モンスター情報構造体の参照ポインタ
2231 void set_hostile(monster_type *m_ptr)
2233 if (p_ptr->inside_battle) return;
2234 m_ptr->smart &= ~SM_PET;
2235 m_ptr->smart &= ~SM_FRIENDLY;
2242 * @param m_ptr モンスター情報構造体の参照ポインタ
2245 void anger_monster(monster_type *m_ptr)
2247 if (p_ptr->inside_battle) return;
2248 if (is_friendly(m_ptr))
2250 GAME_TEXT m_name[MAX_NLEN];
2252 monster_desc(m_name, m_ptr, 0);
2253 msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
2257 chg_virtue(V_INDIVIDUALISM, 1);
2258 chg_virtue(V_HONOUR, -1);
2259 chg_virtue(V_JUSTICE, -1);
2260 chg_virtue(V_COMPASSION, -1);
2266 * @brief モンスターが地形を踏破できるかどうかを返す
2267 * Check if monster can cross terrain
2269 * @param r_ptr モンスター種族構造体の参照ポインタ
2271 * @return 踏破可能ならばTRUEを返す
2273 bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
2275 feature_type *f_ptr = &f_info[feat];
2277 if (have_flag(f_ptr->flags, FF_PATTERN))
2279 if (!(mode & CEM_RIDING))
2281 if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
2285 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2290 if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
2291 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
2292 if (have_flag(f_ptr->flags, FF_CAN_PASS))
2294 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || p_ptr->pass_wall)) return TRUE;
2297 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2299 /* Some monsters can walk on mountains */
2300 if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
2303 if (have_flag(f_ptr->flags, FF_WATER))
2305 if (!(r_ptr->flags7 & RF7_AQUATIC))
2308 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2311 else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
2315 /* Aquatic monster into non-water? */
2316 else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2319 if (have_flag(f_ptr->flags, FF_LAVA))
2321 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
2325 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
2327 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
2331 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
2333 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
2337 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
2339 if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
2343 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
2345 if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
2353 * @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
2354 * Strictly check if monster can enter the grid
2357 * @param r_ptr モンスター種族構造体の参照ポインタ
2359 * @return 踏破可能ならばTRUEを返す
2361 bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
2363 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2365 /* Player or other monster */
2366 if (player_bold(y, x)) return FALSE;
2367 if (g_ptr->m_idx) return FALSE;
2369 return monster_can_cross_terrain(g_ptr->feat, r_ptr, mode);
2374 * @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)
2375 * Check if this monster has "hostile" alignment (aux)
2376 * @param sub_align1 モンスター1のサブフラグ
2377 * @param sub_align2 モンスター2のサブフラグ
2378 * @return 敵対関係にあるならばTRUEを返す
2380 static bool check_hostile_align(byte sub_align1, byte sub_align2)
2382 if (sub_align1 != sub_align2)
2384 if (((sub_align1 & SUB_ALIGN_EVIL) && (sub_align2 & SUB_ALIGN_GOOD)) ||
2385 ((sub_align1 & SUB_ALIGN_GOOD) && (sub_align2 & SUB_ALIGN_EVIL)))
2389 /* Non-hostile alignment */
2395 * @brief モンスターの属性の基づいた敵対関係の有無を返す
2396 * Check if two monsters are enemies
2397 * @param m_ptr モンスター1の構造体参照ポインタ
2398 * @param n_ptr モンスター2の構造体参照ポインタ
2399 * @return 敵対関係にあるならばTRUEを返す
2401 bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
2403 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2404 monster_race *s_ptr = &r_info[n_ptr->r_idx];
2406 if (p_ptr->inside_battle)
2408 if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
2412 if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
2413 && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
2415 if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
2418 /* Friendly vs. opposite aligned normal or pet */
2419 if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
2421 if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
2424 /* Hostile vs. non-hostile */
2425 if (is_hostile(m_ptr) != is_hostile(n_ptr))
2436 * @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
2437 * Check if this monster race has "hostile" alignment
2438 * @param m_ptr モンスター情報構造体の参照ポインタ
2439 * @param pa_good プレイヤーの善傾向値
2440 * @param pa_evil プレイヤーの悪傾向値
2441 * @param r_ptr モンスター種族情報の構造体参照ポインタ
2442 * @return プレイヤーに敵意を持つならばTRUEを返す
2444 * If user is player, m_ptr == NULL.
2446 bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
2448 byte sub_align1 = SUB_ALIGN_NEUTRAL;
2449 byte sub_align2 = SUB_ALIGN_NEUTRAL;
2451 if (m_ptr) /* For a monster */
2453 sub_align1 = m_ptr->sub_align;
2455 else /* For player */
2457 if (p_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
2458 if (p_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL;
2461 /* Racial alignment flags */
2462 if (r_ptr->flags3 & RF3_EVIL) sub_align2 |= SUB_ALIGN_EVIL;
2463 if (r_ptr->flags3 & RF3_GOOD) sub_align2 |= SUB_ALIGN_GOOD;
2465 if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
2467 /* Non-hostile alignment */
2472 * @brief モンスターを倒した際の財宝svalを返す
2473 * @param r_idx 倒したモンスターの種族ID
2476 * Hack -- Return the "automatic coin type" of a monster race
2477 * Used to allocate proper treasure when "Creeping coins" die
2478 * Note the use of actual "monster names"
2480 static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
2482 /* Analyze monsters */
2485 case MON_COPPER_COINS: return 2;
2486 case MON_SILVER_COINS: return 5;
2487 case MON_GOLD_COINS: return 10;
2488 case MON_MITHRIL_COINS:
2489 case MON_MITHRIL_GOLEM: return 16;
2490 case MON_ADAMANT_COINS: return 17;
2493 /* Assume nothing */
2499 * @brief モンスターが死亡した時の処理 /
2500 * Handle the "death" of a monster.
2501 * @param m_idx 死亡したモンスターのID
2502 * @param drop_item TRUEならばモンスターのドロップ処理を行う
2503 * @return 撃破されたモンスターの述語
2506 * Disperse treasures centered at the monster location based on the
2507 * various flags contained in the monster flags fields.
2508 * Check for "Quest" completion when a quest monster is killed.
2509 * Note that only the player can induce "monster_death()" on Uniques.
2510 * Thus (for now) all Quest monsters should be Uniques.
2511 * Note that monsters can now carry objects, and when a monster dies,
2512 * it drops all of its objects, which may disappear in crowded rooms.
2515 void monster_death(MONSTER_IDX m_idx, bool drop_item)
2524 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2525 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2527 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
2531 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
2532 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
2533 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
2534 int force_coin = get_coin_type(m_ptr->r_idx);
2539 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
2540 && !p_ptr->inside_battle && !is_pet(m_ptr);
2542 /* The caster is dead? */
2543 if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx) current_world_ptr->timewalk_m_idx = 0;
2545 /* Notice changes in view */
2546 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2548 p_ptr->update |= (PU_MON_LITE);
2554 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2556 GAME_TEXT m_name[MAX_NLEN];
2558 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2559 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
2562 /* Let monsters explode! */
2563 for (i = 0; i < 4; i++)
2565 if (r_ptr->blow[i].method == RBM_EXPLODE)
2567 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2568 EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
2569 DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
2570 DICE_SID d_side = r_ptr->blow[i].d_side;
2571 HIT_POINT damage = damroll(d_dice, d_side);
2573 project(m_idx, 3, y, x, damage, typ, flg, -1);
2578 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
2580 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
2581 r_ptr = &r_info[m_ptr->r_idx];
2584 check_quest_completion(m_ptr);
2586 /* Handle the possibility of player vanquishing arena combatant -KMW- */
2587 if (p_ptr->inside_arena && !is_pet(m_ptr))
2589 p_ptr->exit_bldg = TRUE;
2591 if (p_ptr->arena_number > MAX_ARENA_MONS)
2593 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
2597 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."));
2600 if (arena_info[p_ptr->arena_number].tval)
2604 /* Prepare to make a prize */
2605 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
2606 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2607 (void)drop_near(q_ptr, -1, y, x);
2610 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
2611 p_ptr->arena_number++;
2614 GAME_TEXT m_name[MAX_NLEN];
2616 monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
2618 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
2622 if (m_idx == p_ptr->riding)
2624 if (rakuba(-1, FALSE))
2626 msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
2630 /* Drop a dead corpse? */
2631 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
2632 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
2633 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
2635 /* Assume skeleton */
2636 bool corpse = FALSE;
2639 * We cannot drop a skeleton? Note, if we are in this check,
2640 * we *know* we can drop at least a corpse or a skeleton
2642 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
2644 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
2647 /* Else, a corpse is more likely unless we did a "lot" of damage */
2648 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
2650 /* Lots of damage in one blow */
2651 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
2653 if (one_in_(5)) corpse = TRUE;
2657 if (!one_in_(5)) corpse = TRUE;
2662 /* Prepare to make an object */
2663 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
2665 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2667 q_ptr->pval = m_ptr->r_idx;
2668 (void)drop_near(q_ptr, -1, y, x);
2671 /* Drop objects being carried */
2672 monster_drop_carried_objects(m_ptr);
2674 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
2675 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
2677 switch (m_ptr->r_idx)
2679 case MON_PINK_HORROR:
2680 /* Pink horrors are replaced with 2 Blue horrors */
2681 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
2683 bool notice = FALSE;
2685 for (i = 0; i < 2; i++)
2687 POSITION wy = y, wx = x;
2688 bool pet = is_pet(m_ptr);
2689 BIT_FLAGS mode = 0L;
2691 if (pet) mode |= PM_FORCE_PET;
2693 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
2695 if (player_can_see_bold(wy, wx)) notice = TRUE;
2699 if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
2703 case MON_BLOODLETTER:
2704 /* Bloodletters of Khorne may drop a blade of chaos */
2705 if (drop_chosen_item && (randint1(100) < 15))
2709 /* Prepare to make a Blade of Chaos */
2710 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
2712 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
2713 (void)drop_near(q_ptr, -1, y, x);
2718 if (drop_chosen_item && (current_floor_ptr->dun_level > 9))
2723 /* Activate restriction */
2724 if ((current_floor_ptr->dun_level > 49) && one_in_(5))
2725 get_obj_num_hook = kind_is_good_book;
2727 get_obj_num_hook = kind_is_book;
2730 make_object(q_ptr, mo_mode);
2731 (void)drop_near(q_ptr, -1, y, x);
2737 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
2738 * spawn another in the fallen one's place!
2740 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2744 POSITION wy = y, wx = x;
2746 bool pet = is_pet(m_ptr);
2750 scatter(&wy, &wx, y, x, 20, 0);
2751 } while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
2755 BIT_FLAGS mode = 0L;
2756 if (pet) mode |= PM_FORCE_PET;
2758 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
2760 if (player_can_see_bold(wy, wx))
2761 msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
2769 /* One more ultra-hack: An Unmaker goes out with a big bang! */
2771 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2772 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
2776 case MON_UNICORN_ORD:
2779 /* Reward for "lazy" player */
2780 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2782 ARTIFACT_IDX a_idx = 0;
2783 artifact_type *a_ptr = NULL;
2785 if (!drop_chosen_item) break;
2789 switch (randint0(3))
2792 a_idx = ART_NAMAKE_HAMMER;
2795 a_idx = ART_NAMAKE_BOW;
2798 a_idx = ART_NAMAKE_ARMOR;
2802 a_ptr = &a_info[a_idx];
2803 } while (a_ptr->cur_num);
2805 if (create_named_art(a_idx, y, x))
2809 /* Hack -- Memorize location of artifact in saved floors */
2810 if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
2812 else if (!preserve_mode) a_ptr->cur_num = 1;
2817 if (!drop_chosen_item) break;
2820 /* Mega-Hack -- Prepare to make "Grond" */
2821 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
2823 /* Mega-Hack -- Mark this item as "Grond" */
2824 q_ptr->name1 = ART_GROND;
2826 /* Mega-Hack -- Actually create "Grond" */
2827 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
2828 (void)drop_near(q_ptr, -1, y, x);
2831 /* Mega-Hack -- Prepare to make "Chaos" */
2832 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
2834 /* Mega-Hack -- Mark this item as "Chaos" */
2835 q_ptr->name1 = ART_CHAOS;
2837 /* Mega-Hack -- Actually create "Chaos" */
2838 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
2839 (void)drop_near(q_ptr, -1, y, x);
2842 case MON_B_DEATH_SWORD:
2843 if (drop_chosen_item)
2847 /* Prepare to make a broken sword */
2848 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
2849 (void)drop_near(q_ptr, -1, y, x);
2855 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
2856 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
2860 /* Prepare to make a Can of Toys */
2861 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
2863 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2864 (void)drop_near(q_ptr, -1, y, x);
2870 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2871 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
2876 if (!drop_chosen_item) break;
2878 switch (r_ptr->d_char)
2881 if (current_floor_ptr->dun_level > 0)
2886 /* Activate restriction */
2887 get_obj_num_hook = kind_is_cloak;
2890 make_object(q_ptr, mo_mode);
2891 (void)drop_near(q_ptr, -1, y, x);
2896 if (current_floor_ptr->dun_level > 4)
2901 /* Activate restriction */
2902 get_obj_num_hook = kind_is_polearm;
2904 /* Make a poleweapon */
2905 make_object(q_ptr, mo_mode);
2906 (void)drop_near(q_ptr, -1, y, x);
2911 if (current_floor_ptr->dun_level > 19)
2916 /* Activate restriction */
2917 get_obj_num_hook = kind_is_armor;
2919 /* Make a hard armor */
2920 make_object(q_ptr, mo_mode);
2921 (void)drop_near(q_ptr, -1, y, x);
2926 if (current_floor_ptr->dun_level > 4)
2931 /* Activate restriction */
2932 get_obj_num_hook = kind_is_hafted;
2934 /* Make a hafted weapon */
2935 make_object(q_ptr, mo_mode);
2936 (void)drop_near(q_ptr, -1, y, x);
2941 if (m_ptr->r_idx != MON_STORMBRINGER)
2946 /* Activate restriction */
2947 get_obj_num_hook = kind_is_sword;
2950 make_object(q_ptr, mo_mode);
2951 (void)drop_near(q_ptr, -1, y, x);
2958 /* Mega-Hack -- drop fixed items */
2959 if (drop_chosen_item)
2961 ARTIFACT_IDX a_idx = 0;
2962 PERCENTAGE chance = 0;
2964 for (i = 0; i < 4; i++)
2966 if (!r_ptr->artifact_id[i]) break;
2967 a_idx = r_ptr->artifact_id[i];
2968 chance = r_ptr->artifact_percent[i];
2971 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
2973 artifact_type *a_ptr = &a_info[a_idx];
2975 if (!a_ptr->cur_num)
2977 if (create_named_art(a_idx, y, x))
2981 /* Hack -- Memorize location of artifact in saved floors */
2982 if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
2984 else if (!preserve_mode) a_ptr->cur_num = 1;
2988 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[p_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
2990 KIND_OBJECT_IDX k_idx = d_info[p_ptr->dungeon_idx].final_object ? d_info[p_ptr->dungeon_idx].final_object
2991 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
2993 if (d_info[p_ptr->dungeon_idx].final_artifact)
2995 a_idx = d_info[p_ptr->dungeon_idx].final_artifact;
2996 artifact_type *a_ptr = &a_info[a_idx];
2998 if (!a_ptr->cur_num)
3000 if (create_named_art(a_idx, y, x))
3004 /* Hack -- Memorize location of artifact in saved floors */
3005 if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
3007 else if (!preserve_mode) a_ptr->cur_num = 1;
3009 /* Prevent rewarding both artifact and "default" object */
3010 if (!d_info[p_ptr->dungeon_idx].final_object) k_idx = 0;
3018 /* Prepare to make a reward */
3019 object_prep(q_ptr, k_idx);
3021 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
3022 (void)drop_near(q_ptr, -1, y, x);
3024 msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[p_ptr->dungeon_idx].name);
3028 /* Determine how much we can drop */
3029 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
3030 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
3031 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
3032 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
3033 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
3034 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
3036 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
3037 number = 0; /* Clones drop no stuff unless Cloning Pits */
3039 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
3040 number = 0; /* Pets drop no stuff */
3041 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
3043 if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
3044 number = 0; /* Limit of Multiply monster drop */
3046 /* Hack -- handle creeping coins */
3047 coin_type = force_coin;
3049 /* Average dungeon and monster levels */
3050 current_floor_ptr->object_level = (current_floor_ptr->dun_level + r_ptr->level) / 2;
3052 /* Drop some objects */
3053 for (j = 0; j < number; j++)
3058 if (do_gold && (!do_item || (randint0(100) < 50)))
3060 if (!make_gold(q_ptr)) continue;
3065 if (!make_object(q_ptr, mo_mode)) continue;
3068 (void)drop_near(q_ptr, -1, y, x);
3071 /* Reset the object level */
3072 current_floor_ptr->object_level = current_floor_ptr->base_level;
3074 /* Reset "coin" type */
3078 /* Take note of any dropped treasure */
3079 if (visible && (dump_item || dump_gold))
3081 /* Take notes on treasure */
3082 lore_treasure(m_idx, dump_item, dump_gold);
3085 /* Only process "Quest Monsters" */
3086 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
3087 if (p_ptr->inside_battle) return;
3090 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
3093 p_ptr->total_winner = TRUE;
3095 /* Redraw the "title" */
3096 p_ptr->redraw |= (PR_TITLE);
3098 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
3100 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!"));
3102 admire_from_patron(p_ptr);
3104 /* Congratulations */
3105 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
3106 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!"));
3107 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."));
3112 * @brief モンスターを撃破した際の述語メッセージを返す /
3113 * Return monster death string
3114 * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
3115 * @return 撃破されたモンスターの述語
3117 concptr extract_note_dies(MONRACE_IDX r_idx)
3119 monster_race *r_ptr = &r_info[r_idx];
3120 /* Some monsters get "destroyed" */
3121 if (!monster_living(r_idx))
3125 for (i = 0; i < 4; i++)
3127 if (r_ptr->blow[i].method == RBM_EXPLODE)
3129 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
3132 return _("を倒した。", " is destroyed.");
3135 return _("は死んだ。", " dies.");
3139 * Monster health description
3141 concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
3143 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3150 /* Determine if the monster is "living" */
3151 living = monster_living(m_ptr->ap_r_idx);
3153 /* Calculate a health "percentage" */
3154 perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
3156 /* Healthy monsters */
3157 if (m_ptr->hp >= m_ptr->maxhp)
3159 desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
3162 else if (perc >= 60)
3164 desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
3167 else if (perc >= 25)
3169 desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
3172 else if (perc >= 10)
3174 desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
3179 desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
3182 /* Need attitude information? */
3185 /* Full information is not needed */
3188 else if (is_pet(m_ptr))
3190 attitude = _(", ペット", ", pet");
3192 else if (is_friendly(m_ptr))
3194 attitude = _(", 友好的", ", friendly");
3198 attitude = _("", "");
3201 /* Clone monster? */
3202 if (m_ptr->smart & SM_CLONED)
3211 /* Display monster's level --- idea borrowed from ToME */
3212 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
3214 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
3218 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);