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"
26 * Pronoun arrays, by gender.
28 static concptr wd_he[3] =
32 { "it", "he", "she" };
35 static concptr wd_his[3] =
37 { "それの", "彼の", "彼女の" };
39 { "its", "his", "her" };
45 * 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural)
47 #define plural(c,s,p) \
48 (((c) == 1) ? (s) : (p))
53 * @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
54 * @param r_idx モンスターの種族ID
55 * @return 敵のACを知る条件が満たされているならTRUEを返す
57 * The higher the level, the fewer kills needed.
59 static bool know_armour(MONRACE_IDX r_idx)
61 monster_race *r_ptr = &r_info[r_idx];
62 DEPTH level = r_ptr->level;
63 MONSTER_NUMBER kills = r_ptr->r_tkills;
65 bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
67 if (cheat_know || known) return (TRUE);
70 if (kills > 304 / (4 + level)) return (TRUE);
72 /* Skip non-uniques */
73 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
76 if (kills > 304 / (38 + (5 * level) / 4)) return (TRUE);
84 * @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
85 * Determine if the "damage" of the given attack is known
86 * @param r_idx モンスターの種族ID
88 * @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
91 * the higher the level of the monster, the fewer the attacks you need,
92 * the more damage an attack does, the more attacks you need
95 static bool know_damage(MONRACE_IDX r_idx, int i)
97 monster_race *r_ptr = &r_info[r_idx];
99 DEPTH level = r_ptr->level;
101 s32b a = r_ptr->r_blows[i];
103 s32b d1 = r_ptr->blow[i].d_dice;
104 s32b d2 = r_ptr->blow[i].d_side;
108 if (d >= ((4+level)*MAX_UCHAR)/80) d = ((4+level)*MAX_UCHAR-1)/80;
110 /* Normal monsters */
111 if ((4 + level) * a > 80 * d) return (TRUE);
113 /* Skip non-uniques */
114 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
116 /* Unique monsters */
117 if ((4 + level) * (2 * a) > 80 * d) return (TRUE);
125 * Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
127 void (*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
130 * @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
134 static void hooked_roff(concptr str)
137 hook_c_roff(TERM_WHITE, str);
141 * @brief ダイス目を文字列に変換する
142 * @param base_damage 固定値
143 * @param dice_num ダイス数
144 * @param dice_side ダイス面
145 * @param dice_mult ダイス倍率
146 * @param dice_div ダイス除数
147 * @param msg 文字列を格納するポインタ
150 void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
152 char base[80] = "", dice[80] = "", mult[80] = "";
156 sprintf(msg, "%d", base_damage);
160 if (base_damage != 0)
161 sprintf(base, "%d+", base_damage);
164 sprintf(dice, "d%d", dice_side);
166 sprintf(dice, "%dd%d", dice_num, dice_side);
168 if (dice_mult != 1 || dice_div != 1)
171 sprintf(mult, "*%d", dice_mult);
173 sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
175 sprintf(msg, "%s%s%s", base, dice, mult);
180 * @brief 文字列にモンスターの攻撃力を加える
181 * @param r_idx モンスターの種族ID
182 * @param SPELL_NUM 呪文番号
184 * @param tmp 返すメッセージを格納する配列
187 void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
189 int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
190 int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
191 int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
192 int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
193 int dice_div = monspell_race_damage(SPELL_NUM, r_idx, DICE_DIV);
194 char dmg_str[80], dice_str[80];
195 dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
196 sprintf(dice_str, "(%s)", dmg_str);
198 if (know_armour(r_idx))
199 sprintf(tmp, msg, dice_str);
201 sprintf(tmp, msg, "");
205 * @brief モンスターの思い出情報を表示する
206 * Hack -- display monster information using "hooked_roff()"
207 * @param r_idx モンスターの種族ID
208 * @param mode 表示オプション
211 * This function should only be called with the cursor placed at the
212 * left edge of the screen, on a cleared line, in which the recall is
213 * to take place. One extra blank line is left after the recall.
215 static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
217 monster_race *r_ptr = &r_info[r_idx];
229 bool nightmare = ironman_nightmare && !(mode & 0x02);
230 SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
234 bool reinforce = FALSE;
240 BIT_FLAGS a_ability_flags1;
241 BIT_FLAGS a_ability_flags2;
245 ITEM_NUMBER drop_gold, drop_item;
250 char tmp_msg[96][96];
252 bool know_everything = FALSE;
254 /* Obtain a copy of the "known" number of drops */
255 drop_gold = r_ptr->r_drop_gold;
256 drop_item = r_ptr->r_drop_item;
258 /* Obtain a copy of the "known" flags */
259 flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
260 flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
261 flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
262 flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
263 a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
264 a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
265 flags7 = (r_ptr->flags7 & r_ptr->flags7);
266 flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
268 for(n = 0; n < A_MAX; n++)
270 if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
273 /* cheat_know or research_mon() */
274 if (cheat_know || (mode & 0x01))
275 know_everything = TRUE;
277 /* Cheat -- Know everything */
280 /* Hack -- maximal drops */
281 drop_gold = drop_item =
282 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
283 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
284 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
285 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
286 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
287 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
289 /* Hack -- but only "valid" drops */
290 if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
291 if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0;
293 /* Hack -- know all the flags */
294 flags1 = r_ptr->flags1;
295 flags2 = r_ptr->flags2;
296 flags3 = r_ptr->flags3;
297 flags4 = r_ptr->flags4;
298 a_ability_flags1 = r_ptr->a_ability_flags1;
299 a_ability_flags2 = r_ptr->a_ability_flags2;
300 flagsr = r_ptr->flagsr;
304 /* Extract a gender (if applicable) */
305 if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
306 else if (r_ptr->flags1 & RF1_MALE) msex = 1;
308 /* Assume some "obvious" flags */
309 if (r_ptr->flags1 & RF1_UNIQUE) flags1 |= (RF1_UNIQUE);
310 if (r_ptr->flags1 & RF1_QUESTOR) flags1 |= (RF1_QUESTOR);
311 if (r_ptr->flags1 & RF1_MALE) flags1 |= (RF1_MALE);
312 if (r_ptr->flags1 & RF1_FEMALE) flags1 |= (RF1_FEMALE);
314 /* Assume some "creation" flags */
315 if (r_ptr->flags1 & RF1_FRIENDS) flags1 |= (RF1_FRIENDS);
316 if (r_ptr->flags1 & RF1_ESCORT) flags1 |= (RF1_ESCORT);
317 if (r_ptr->flags1 & RF1_ESCORTS) flags1 |= (RF1_ESCORTS);
319 /* Killing a monster reveals some properties */
320 if (r_ptr->r_tkills || know_everything)
322 /* Know "race" flags */
323 if (r_ptr->flags3 & RF3_ORC) flags3 |= (RF3_ORC);
324 if (r_ptr->flags3 & RF3_TROLL) flags3 |= (RF3_TROLL);
325 if (r_ptr->flags3 & RF3_GIANT) flags3 |= (RF3_GIANT);
326 if (r_ptr->flags3 & RF3_DRAGON) flags3 |= (RF3_DRAGON);
327 if (r_ptr->flags3 & RF3_DEMON) flags3 |= (RF3_DEMON);
328 if (r_ptr->flags3 & RF3_UNDEAD) flags3 |= (RF3_UNDEAD);
329 if (r_ptr->flags3 & RF3_EVIL) flags3 |= (RF3_EVIL);
330 if (r_ptr->flags3 & RF3_GOOD) flags3 |= (RF3_GOOD);
331 if (r_ptr->flags3 & RF3_ANIMAL) flags3 |= (RF3_ANIMAL);
332 if (r_ptr->flags3 & RF3_AMBERITE) flags3 |= (RF3_AMBERITE);
333 if (r_ptr->flags2 & RF2_HUMAN) flags2 |= (RF2_HUMAN);
335 /* Know 'quantum' flag */
336 if (r_ptr->flags2 & RF2_QUANTUM) flags2 |= (RF2_QUANTUM);
338 /* Know "forced" flags */
339 if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH);
340 if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP);
343 /* For output_monster_spoiler() */
350 /* Treat uniques differently */
351 if (flags1 & RF1_UNIQUE)
353 /* Hack -- Determine if the unique is "dead" */
354 bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
356 /* We've been killed... */
359 /* Killed ancestors */
360 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"),
361 wd_he[msex], r_ptr->r_deaths));
363 /* But we've also killed it */
367 _("が、すでに仇討ちは果たしている!",
368 (", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them")))));
371 /* Unavenged (ever) */
375 _("のに、まだ仇討ちを果たしていない。",
376 (", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain")))));
379 /* Start a new line */
383 /* Dead unique who never hurt us */
386 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. "));
388 /* Start a new line */
393 /* Not unique, but killed us */
394 else if (r_ptr->r_deaths)
398 _(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),
399 format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
401 /* Some kills this life */
405 _("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。",
406 "and you have exterminated at least %d of the creatures. "), r_ptr->r_pkills));
409 /* Some kills past lives */
410 else if (r_ptr->r_tkills)
413 _("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。",
414 "and your ancestors have exterminated at least %d of the creatures. "), r_ptr->r_tkills));
421 _("が、まだ%sを倒したことはない。",
422 "and %s is not ever known to have been defeated. "), wd_he[msex]));
425 /* Start a new line */
429 /* Normal monsters */
432 /* Killed some this life */
436 _("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。",
437 "You have killed at least %d of these creatures. "), r_ptr->r_pkills));
440 /* Killed some last life */
441 else if (r_ptr->r_tkills)
444 _("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。",
445 "Your ancestors have killed at least %d of these creatures. "), r_ptr->r_tkills));
451 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. "));
454 /* Start a new line */
460 concptr tmp = r_text + r_ptr->text;
467 /* Start a new line */
472 if (r_idx == MON_KAGE)
483 /* Describe location */
484 if (r_ptr->level == 0)
486 hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex]));
489 else if (r_ptr->r_tkills || know_everything)
494 _("%^sは通常地下 %d フィートで出現し", "%^s is normally found at depths of %d feet"),
495 wd_he[msex], r_ptr->level * 50));
500 _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
501 wd_he[msex], r_ptr->level));
507 /* Describe movement */
508 if (r_idx == MON_CHAMELEON)
510 hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
518 hooked_roff(_("、", ", and "));
522 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
526 hooked_roff("moves");
530 if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25))
533 if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
535 hooked_roff(_("かなり", " extremely"));
537 else if (flags1 & RF1_RAND_50)
539 hooked_roff(_("幾分", " somewhat"));
541 else if (flags1 & RF1_RAND_25)
543 hooked_roff(_("少々", " a bit"));
547 hooked_roff(_("不規則に", " erratically"));
549 /* Hack -- Occasional conjunction */
550 if (speed != 110) hooked_roff(_("、かつ", ", and"));
556 if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
557 else if (speed > 134) hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
558 else if (speed > 129) hook_c_roff(TERM_ORANGE, _("非常に", " very"));
559 else if (speed > 124) hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
560 else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
561 hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
563 else if (speed < 110)
565 if (speed < 90) hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
566 else if (speed < 95) hook_c_roff(TERM_BLUE, _("非常に", " very"));
567 else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
568 else if (speed > 104) hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
569 hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
573 hooked_roff(_("普通の速さで", " at normal speed"));
576 hooked_roff("動いている");
580 /* The code above includes "attack speed" */
581 if (flags1 & RF1_NEVER_MOVE)
586 hooked_roff(_("、しかし", ", but "));
590 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
593 hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
596 /* End this sentence */
599 hooked_roff(_("。", ". "));
604 /* Describe experience if known */
605 if (r_ptr->r_tkills || know_everything)
611 if (flags1 & RF1_UNIQUE)
613 hooked_roff("Killing this");
617 hooked_roff("A kill of this");
622 /* Describe the "quality" */
623 if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
624 if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
625 if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
626 if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, _("善良な", " good"));
627 if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
628 if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
630 if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
632 /* Describe the "race" */
633 if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
634 if (flags3 & RF3_DEMON) hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
635 if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, _("ジャイアント", " giant"));
636 if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, _("トロル", " troll"));
637 if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, _("オーク", " orc"));
638 if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, _("人間", " human"));
639 if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
640 if (flags3 & RF3_ANGEL) hook_c_roff(TERM_YELLOW, _("天使", " angel"));
644 hooked_roff(_("モンスター", " creature"));
648 hooked_roff("を倒すことは");
650 /* Group some variables */
654 /* calculate the integer exp part */
655 i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
657 /* calculate the fractional exp part scaled by 100, */
658 /* must use long arithmetic to avoid overflow */
659 j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
660 (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
663 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。",
664 p_ptr->lev, (long)i, (long)j ));
667 /* Mention the experience */
668 hooked_roff(format(" is worth about %ld.%02ld point%s for level %d player",
670 (((i == 1) && (j == 0)) ? "" : "s")), p_ptr->lev);
672 /* Take account of annoying English */
675 if ((p_ptr->lev / 10) == 1) /* nothing */;
676 else if (i == 1) p = "st";
677 else if (i == 2) p = "nd";
678 else if (i == 3) p = "rd";
680 /* Take account of "leading vowels" in numbers */
683 if ((i == 8) || (i == 11) || (i == 18)) q = "n";
685 /* Mention the dependance on the player's level */
686 hooked_roff(format(" for a%s %lu%s level character. ",
693 if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
695 hook_c_roff(TERM_VIOLET, format(
696 _("%^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]));
698 else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
700 hook_c_roff(TERM_L_RED, format(
701 _("%^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]));
703 else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
705 hook_c_roff(TERM_BLUE, format(
706 _("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice. "), wd_he[msex]));
708 else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
710 hook_c_roff(TERM_L_GREEN, format(
711 _("%^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]));
713 else if (flags2 & RF2_AURA_FIRE)
715 hook_c_roff(TERM_RED, format(
716 _("%^sは炎に包まれている。", "%^s is surrounded by flames. "), wd_he[msex]));
718 else if (flags3 & RF3_AURA_COLD)
720 hook_c_roff(TERM_BLUE, format(
721 _("%^sは氷に包まれている。", "%^s is surrounded by ice. "), wd_he[msex]));
723 else if (flags2 & RF2_AURA_ELEC)
725 hook_c_roff(TERM_L_BLUE, format(
726 _("%^sはスパークに包まれている。", "%^s is surrounded by electricity. "), wd_he[msex]));
729 if (flags2 & RF2_REFLECTING)
730 hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells. "), wd_he[msex]));
732 /* Describe escorts */
733 if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
736 _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts. "), wd_he[msex]));
740 hooked_roff(_("護衛の構成は", "These escorts"));
741 if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
743 hooked_roff(_("少なくとも", " at the least"));
746 hooked_roff(" contain ");
748 for(n = 0; n < A_MAX; n++)
750 if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
752 monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
753 if(rf_ptr->flags1 & RF1_UNIQUE)
755 hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
760 hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
762 bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
763 GAME_TEXT name[MAX_NLEN];
764 strcpy(name, r_name + rf_ptr->name);
765 if(plural) plural_aux(name);
766 hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
771 hooked_roff(_("で成り立っている。", "."));
775 /* Describe friends */
776 else if (flags1 & RF1_FRIENDS)
778 hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[msex]));
782 /* Collect inate attacks */
784 if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
785 if (flags4 & RF4_ROCKET)
787 set_damage(r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
788 vp[vn] = tmp_msg[vn];
789 color[vn++] = TERM_UMBER;
792 if (flags4 & RF4_SHOOT)
794 for (r = 0, m = 0; m < 4; m++)
796 if (r_ptr->blow[m].method == RBM_SHOOT)
798 if (know_armour(r_idx))
799 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);
801 sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
802 vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
807 if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
809 /* Describe inate attacks */
813 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
817 for (n = 0; n < vn; n++)
822 jverb(vp[n], jverb_buf, JVERB_OR);
823 hook_c_roff(color[n], jverb_buf);
824 hook_c_roff(color[n], "り");
827 else hook_c_roff(color[n], vp[n]);
830 if (n == 0) hooked_roff(" may ");
831 else if (n < vn - 1) hooked_roff(", ");
832 else hooked_roff(" or ");
835 hook_c_roff(color[n], vp[n]);
841 hooked_roff(_("ことがある。", ". "));
845 /* Collect breaths */
847 if (flags4 & (RF4_BR_ACID))
849 set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
850 vp[vn] = tmp_msg[vn];
851 color[vn++] = TERM_GREEN;
853 if (flags4 & (RF4_BR_ELEC))
855 set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
856 vp[vn] = tmp_msg[vn];
857 color[vn++] = TERM_BLUE;
859 if (flags4 & (RF4_BR_FIRE))
861 set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
862 vp[vn] = tmp_msg[vn];
863 color[vn++] = TERM_RED;
865 if (flags4 & (RF4_BR_COLD))
867 set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
868 vp[vn] = tmp_msg[vn];
869 color[vn++] = TERM_L_WHITE;
871 if (flags4 & (RF4_BR_POIS))
873 set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
874 vp[vn] = tmp_msg[vn];
875 color[vn++] = TERM_L_GREEN;
877 if (flags4 & (RF4_BR_NETH))
879 set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
880 vp[vn] = tmp_msg[vn];
881 color[vn++] = TERM_L_DARK;
883 if (flags4 & (RF4_BR_LITE))
885 set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
886 vp[vn] = tmp_msg[vn];
887 color[vn++] = TERM_YELLOW;
889 if (flags4 & (RF4_BR_DARK))
891 set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
892 vp[vn] = tmp_msg[vn];
893 color[vn++] = TERM_L_DARK;
895 if (flags4 & (RF4_BR_CONF))
897 set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
898 vp[vn] = tmp_msg[vn];
899 color[vn++] = TERM_L_UMBER;
901 if (flags4 & (RF4_BR_SOUN))
903 set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
904 vp[vn] = tmp_msg[vn];
905 color[vn++] = TERM_ORANGE;
907 if (flags4 & (RF4_BR_CHAO))
909 set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
910 vp[vn] = tmp_msg[vn];
911 color[vn++] = TERM_VIOLET;
913 if (flags4 & (RF4_BR_DISE))
915 set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
916 vp[vn] = tmp_msg[vn];
917 color[vn++] = TERM_VIOLET;
919 if (flags4 & (RF4_BR_NEXU))
921 set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
922 vp[vn] = tmp_msg[vn];
923 color[vn++] = TERM_VIOLET;
925 if (flags4 & (RF4_BR_TIME))
927 set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
928 vp[vn] = tmp_msg[vn];
929 color[vn++] = TERM_L_BLUE;
931 if (flags4 & (RF4_BR_INER))
933 set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
934 vp[vn] = tmp_msg[vn];
935 color[vn++] = TERM_SLATE;
937 if (flags4 & (RF4_BR_GRAV))
939 set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
940 vp[vn] = tmp_msg[vn];
941 color[vn++] = TERM_SLATE;
943 if (flags4 & (RF4_BR_SHAR))
945 set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
946 vp[vn] = tmp_msg[vn];
947 color[vn++] = TERM_L_UMBER;
949 if (flags4 & (RF4_BR_PLAS))
951 set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
952 vp[vn] = tmp_msg[vn];
953 color[vn++] = TERM_L_RED;
955 if (flags4 & (RF4_BR_WALL))
957 set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
958 vp[vn] = tmp_msg[vn];
959 color[vn++] = TERM_UMBER;
961 if (flags4 & (RF4_BR_MANA))
963 set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
964 vp[vn] = tmp_msg[vn];
965 color[vn++] = TERM_L_BLUE;
967 if (flags4 & (RF4_BR_NUKE))
969 set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
970 vp[vn] = tmp_msg[vn];
971 color[vn++] = TERM_L_GREEN;
973 if (flags4 & (RF4_BR_DISI))
975 set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
976 vp[vn] = tmp_msg[vn];
977 color[vn++] = TERM_SLATE;
980 /* Describe breaths */
987 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
990 for (n = 0; n < vn; n++)
994 if ( n != 0 ) hooked_roff("や");
996 if (n == 0) hooked_roff(" may breathe ");
997 else if (n < vn-1) hooked_roff(", ");
998 else hooked_roff(" or ");
1003 hook_c_roff(color[n], vp[n]);
1006 hooked_roff("のブレスを吐くことがある");
1011 /* Collect spells */
1013 if (a_ability_flags1 & (RF5_BA_ACID))
1015 set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
1016 vp[vn] = tmp_msg[vn];
1017 color[vn++] = TERM_GREEN;
1019 if (a_ability_flags1 & (RF5_BA_ELEC))
1021 set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
1022 vp[vn] = tmp_msg[vn];
1023 color[vn++] = TERM_BLUE;
1025 if (a_ability_flags1 & (RF5_BA_FIRE))
1027 set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
1028 vp[vn] = tmp_msg[vn];
1029 color[vn++] = TERM_RED;
1031 if (a_ability_flags1 & (RF5_BA_COLD))
1033 set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
1034 vp[vn] = tmp_msg[vn];
1035 color[vn++] = TERM_L_WHITE;
1037 if (a_ability_flags1 & (RF5_BA_POIS))
1039 set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
1040 vp[vn] = tmp_msg[vn];
1041 color[vn++] = TERM_L_GREEN;
1043 if (a_ability_flags1 & (RF5_BA_NETH))
1045 set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
1046 vp[vn] = tmp_msg[vn];
1047 color[vn++] = TERM_L_DARK;
1049 if (a_ability_flags1 & (RF5_BA_WATE))
1051 set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
1052 vp[vn] = tmp_msg[vn];
1053 color[vn++] = TERM_BLUE;
1055 if (flags4 & (RF4_BA_NUKE))
1057 set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
1058 vp[vn] = tmp_msg[vn];
1059 color[vn++] = TERM_L_GREEN;
1061 if (a_ability_flags1 & (RF5_BA_MANA))
1063 set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
1064 vp[vn] = tmp_msg[vn];
1065 color[vn++] = TERM_L_BLUE;
1067 if (a_ability_flags1 & (RF5_BA_DARK))
1069 set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
1070 vp[vn] = tmp_msg[vn];
1071 color[vn++] = TERM_L_DARK;
1073 if (a_ability_flags1 & (RF5_BA_LITE))
1075 set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
1076 vp[vn] = tmp_msg[vn];
1077 color[vn++] = TERM_YELLOW;
1079 if (flags4 & (RF4_BA_CHAO))
1081 set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
1082 vp[vn] = tmp_msg[vn];
1083 color[vn++] = TERM_VIOLET;
1085 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; }
1086 if (a_ability_flags2 & (RF6_PSY_SPEAR))
1088 set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
1089 vp[vn] = tmp_msg[vn];
1090 color[vn++] = TERM_YELLOW;
1092 if (a_ability_flags1 & (RF5_DRAIN_MANA))
1094 set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
1095 vp[vn] = tmp_msg[vn];
1096 color[vn++] = TERM_SLATE;
1098 if (a_ability_flags1 & (RF5_MIND_BLAST))
1100 set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
1101 vp[vn] = tmp_msg[vn];
1102 color[vn++] = TERM_L_RED;
1104 if (a_ability_flags1 & (RF5_BRAIN_SMASH))
1106 set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
1107 vp[vn] = tmp_msg[vn];
1108 color[vn++] = TERM_RED;
1110 if (a_ability_flags1 & (RF5_CAUSE_1))
1112 set_damage(r_idx, (MS_CAUSE_1),
1113 _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
1114 vp[vn] = tmp_msg[vn];
1115 color[vn++] = TERM_L_WHITE;
1117 if (a_ability_flags1 & (RF5_CAUSE_2))
1119 set_damage(r_idx, (MS_CAUSE_2),
1120 _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
1121 vp[vn] = tmp_msg[vn];
1122 color[vn++] = TERM_L_WHITE;
1124 if (a_ability_flags1 & (RF5_CAUSE_3))
1126 set_damage(r_idx, (MS_CAUSE_3),
1127 _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
1128 vp[vn] = tmp_msg[vn];
1129 color[vn++] = TERM_L_WHITE;
1131 if (a_ability_flags1 & (RF5_CAUSE_4))
1133 set_damage(r_idx, (MS_CAUSE_4),
1134 _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
1135 vp[vn] = tmp_msg[vn];
1136 color[vn++] = TERM_L_WHITE;
1138 if (a_ability_flags1 & (RF5_BO_ACID))
1140 set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
1141 vp[vn] = tmp_msg[vn];
1142 color[vn++] = TERM_GREEN;
1144 if (a_ability_flags1 & (RF5_BO_ELEC))
1146 set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
1147 vp[vn] = tmp_msg[vn];
1148 color[vn++] = TERM_BLUE;
1150 if (a_ability_flags1 & (RF5_BO_FIRE))
1152 set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
1153 vp[vn] = tmp_msg[vn];
1154 color[vn++] = TERM_RED;
1156 if (a_ability_flags1 & (RF5_BO_COLD))
1158 set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
1159 vp[vn] = tmp_msg[vn];
1160 color[vn++] = TERM_L_WHITE;
1162 if (a_ability_flags1 & (RF5_BO_NETH))
1164 set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
1165 vp[vn] = tmp_msg[vn];
1166 color[vn++] = TERM_L_DARK;
1168 if (a_ability_flags1 & (RF5_BO_WATE))
1170 set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
1171 vp[vn] = tmp_msg[vn];
1172 color[vn++] = TERM_BLUE;
1174 if (a_ability_flags1 & (RF5_BO_MANA))
1176 set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
1177 vp[vn] = tmp_msg[vn];
1178 color[vn++] = TERM_L_BLUE;
1180 if (a_ability_flags1 & (RF5_BO_PLAS))
1182 set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
1183 vp[vn] = tmp_msg[vn];
1184 color[vn++] = TERM_L_RED;
1186 if (a_ability_flags1 & (RF5_BO_ICEE))
1188 set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
1189 vp[vn] = tmp_msg[vn];
1190 color[vn++] = TERM_WHITE;
1192 if (a_ability_flags1 & (RF5_MISSILE))
1194 set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
1195 vp[vn] = tmp_msg[vn];
1196 color[vn++] = TERM_SLATE;
1198 if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
1199 if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
1200 if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
1201 if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
1202 if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
1203 if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
1204 if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
1205 if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
1206 if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
1207 if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
1208 if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
1209 if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
1210 if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
1211 if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
1212 if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
1214 if (a_ability_flags2 & (RF6_DARKNESS))
1216 if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
1218 vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
1222 vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
1226 if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
1227 if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
1228 if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
1229 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; }
1230 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; }
1231 if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
1232 if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
1233 if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
1234 if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
1235 if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
1236 if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
1237 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; }
1238 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; }
1239 if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
1240 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; }
1241 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; }
1242 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; }
1243 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; }
1244 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; }
1247 /* Describe spells */
1256 hooked_roff(_("、なおかつ", ", and is also"));
1260 hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
1265 if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
1268 hooked_roff("魔法を使うことができ、");
1271 hooked_roff(" magical, casting spells");
1274 if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
1279 for (n = 0; n < vn; n++)
1283 if ( n != 0 ) hooked_roff("、");
1285 if (n == 0) hooked_roff(" which ");
1286 else if (n < vn-1) hooked_roff(", ");
1287 else hooked_roff(" or ");
1292 hook_c_roff(color[n], vp[n]);
1295 hooked_roff("の呪文を唱えることがある");
1300 /* End the sentence about inate/other spells */
1301 if (breath || magic)
1304 m = r_ptr->r_cast_spell;
1306 /* Average frequency */
1307 n = r_ptr->freq_spell;
1309 /* Describe the spell frequency */
1310 if (m > 100 || know_everything)
1313 _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
1316 /* Guess at the frequency */
1319 n = ((n + 9) / 10) * 10;
1321 _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
1324 /* End this sentence */
1325 hooked_roff(_("。", ". "));
1328 /* Describe monster "toughness" */
1329 if (know_everything || know_armour(r_idx))
1333 _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
1334 wd_he[msex], r_ptr->ac));
1336 /* Maximized hitpoints */
1337 if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
1339 u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
1341 _(" %d の体力がある。", " and a life rating of %d. "),
1342 (s16b)MIN(30000, hp)));
1345 /* Variable hitpoints */
1349 _(" %dd%d の体力がある。", " and a life rating of %dd%d. "),
1350 r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
1356 /* Collect special abilities. */
1358 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; }
1359 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; }
1360 if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
1361 if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
1362 if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
1363 if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
1364 if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
1365 if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
1366 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; }
1367 if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
1368 if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
1369 if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
1372 /* Describe special abilities. */
1376 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1379 for (n = 0; n < vn; n++)
1385 jverb(vp[n], jverb_buf, JVERB_AND);
1386 hook_c_roff(color[n], jverb_buf);
1389 else hook_c_roff(color[n], vp[n]);
1391 if (n == 0) hooked_roff(" can ");
1392 else if (n < vn - 1) hooked_roff(", ");
1393 else hooked_roff(" and ");
1396 hook_c_roff(color[n], vp[n]);
1402 hooked_roff(_("ことができる。", ". "));
1407 if (flags7 & RF7_AQUATIC)
1409 hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water. "), wd_he[msex]));
1412 /* Describe special abilities. */
1413 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
1415 hooked_roff(format(_("%^sは光っている。", "%^s is shining. "), wd_he[msex]));
1417 if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
1419 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]));
1421 if (flags2 & RF2_INVISIBLE)
1423 hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible. "), wd_he[msex]));
1425 if (flags2 & RF2_COLD_BLOOD)
1427 hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded. "), wd_he[msex]));
1429 if (flags2 & RF2_EMPTY_MIND)
1431 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]));
1433 else if (flags2 & RF2_WEIRD_MIND)
1435 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]));
1437 if (flags2 & RF2_MULTIPLY)
1439 hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively. "), wd_he[msex]));
1441 if (flags2 & RF2_REGENERATE)
1443 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]));
1445 if (flags7 & RF7_RIDING)
1447 hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[msex]));
1451 /* Collect susceptibilities */
1453 if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
1454 if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
1455 if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1456 if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1459 /* Describe susceptibilities */
1463 hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
1466 for (n = 0; n < vn; n++)
1470 if ( n != 0 ) hooked_roff("や");
1472 if (n == 0) hooked_roff(" is hurt by ");
1473 else if (n < vn-1) hooked_roff(", ");
1474 else hooked_roff(" and ");
1479 hook_c_roff(color[n], vp[n]);
1483 hooked_roff(_("でダメージを与えられる。", ". "));
1487 /* Collect immunities */
1489 if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
1490 if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
1491 if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1492 if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1493 if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
1496 /* Collect resistances */
1497 if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
1498 if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
1499 if (flagsr & RFR_RES_NETH) { vp[vn] = _("地獄", "nether"); color[vn++] = TERM_L_DARK; }
1500 if (flagsr & RFR_RES_WATE) { vp[vn] = _("水", "water"); color[vn++] = TERM_BLUE; }
1501 if (flagsr & RFR_RES_PLAS) { vp[vn] = _("プラズマ", "plasma"); color[vn++] = TERM_L_RED; }
1502 if (flagsr & RFR_RES_SHAR) { vp[vn] = _("破片", "shards"); color[vn++] = TERM_L_UMBER; }
1503 if (flagsr & RFR_RES_SOUN) { vp[vn] = _("轟音", "sound"); color[vn++] = TERM_ORANGE; }
1504 if (flagsr & RFR_RES_CHAO) { vp[vn] = _("カオス", "chaos"); color[vn++] = TERM_VIOLET; }
1505 if (flagsr & RFR_RES_NEXU) { vp[vn] = _("因果混乱", "nexus"); color[vn++] = TERM_VIOLET; }
1506 if (flagsr & RFR_RES_DISE) { vp[vn] = _("劣化", "disenchantment"); color[vn++] = TERM_VIOLET; }
1507 if (flagsr & RFR_RES_WALL) { vp[vn] = _("フォース", "force"); color[vn++] = TERM_UMBER; }
1508 if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
1509 if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
1510 if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
1511 if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
1512 if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
1514 /* Describe immunities and resistances */
1518 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1521 for (n = 0; n < vn; n++)
1525 if ( n != 0 ) hooked_roff("と");
1527 if (n == 0) hooked_roff(" resists ");
1528 else if (n < vn-1) hooked_roff(", ");
1529 else hooked_roff(" and ");
1534 hook_c_roff(color[n], vp[n]);
1538 hooked_roff(_("の耐性を持っている。", ". "));
1542 if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything)
1544 if (r_ptr->next_r_idx)
1546 hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
1547 hook_c_roff(TERM_YELLOW, format("%s", r_name+r_info[r_ptr->next_r_idx].name));
1550 (" when %s gets enugh experience. ", wd_he[msex]))));
1552 else if (!(r_ptr->flags1 & RF1_UNIQUE))
1554 hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[msex]));
1558 /* Collect non-effects */
1560 if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
1561 if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
1562 if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
1563 if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
1564 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; }
1566 /* Describe non-effects */
1571 _("%^sは", "%^s"), wd_he[msex]));
1574 for (n = 0; n < vn; n++)
1578 if ( n != 0 ) hooked_roff("し、");
1580 if (n == 0) hooked_roff(" cannot be ");
1581 else if (n < vn - 1) hooked_roff(", ");
1582 else hooked_roff(" or ");
1587 hook_c_roff(color[n], vp[n]);
1591 hooked_roff(_("。", ". "));
1595 /* Do we know how aware it is? */
1596 if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) ||
1597 (r_ptr->r_ignore == MAX_UCHAR) ||
1598 (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
1602 if (r_ptr->sleep > 200)
1604 act = _("を無視しがちであるが", "prefers to ignore");
1606 else if (r_ptr->sleep > 95)
1608 act = _("に対してほとんど注意を払わないが", "pays very little attention to");
1610 else if (r_ptr->sleep > 75)
1612 act = _("に対してあまり注意を払わないが", "pays little attention to");
1614 else if (r_ptr->sleep > 45)
1616 act = _("を見過ごしがちであるが", "tends to overlook");
1618 else if (r_ptr->sleep > 25)
1620 act = _("をほんの少しは見ており", "takes quite a while to see");
1622 else if (r_ptr->sleep > 10)
1624 act = _("をしばらくは見ており", "takes a while to see");
1626 else if (r_ptr->sleep > 5)
1628 act = _("を幾分注意深く見ており", "is fairly observant of");
1630 else if (r_ptr->sleep > 3)
1632 act = _("を注意深く見ており", "is observant of");
1634 else if (r_ptr->sleep > 1)
1636 act = _("をかなり注意深く見ており", "is very observant of");
1638 else if (r_ptr->sleep > 0)
1640 act = _("を警戒しており", "is vigilant for");
1644 act = _("をかなり警戒しており", "is ever vigilant for");
1648 _(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),
1649 format("%^s %s intruders, which %s may notice from %d feet. ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
1653 /* Drops gold and/or items */
1654 if (drop_gold || drop_item)
1658 _("%^sは", "%^s may carry"), wd_he[msex]));
1665 /* Count maximum drop */
1666 n = MAX(drop_gold, drop_item);
1668 /* One drop (may need an "n") */
1671 hooked_roff(_("一つの", " a"));
1681 _("一つか二つの", " one or two"));
1688 _(" %d 個までの", " up to %d"), n));
1693 if (flags1 & RF1_DROP_GREAT)
1695 p = _("特別な", " exceptional");
1698 /* Good (no "n" needed) */
1699 else if (flags1 & RF1_DROP_GOOD)
1701 p = _("上質な", " good");
1716 /* Handle singular "an" */
1718 if (sin) hooked_roff("n");
1722 /* Dump "object(s)" */
1723 if (p) hooked_roff(p);
1725 _("アイテム", " object"));
1728 if (n != 1) hooked_roff("s");
1731 /* Conjunction replaces variety, if needed for "gold" below */
1740 if (!p) sin = FALSE;
1742 /* Handle singular "an" */
1743 if (sin) hooked_roff("n");
1747 /* Dump "treasure(s)" */
1748 if (p) hooked_roff(p);
1749 hooked_roff(_("財宝", " treasure"));
1751 if (n != 1) hooked_roff("s");
1756 /* End this sentence */
1757 hooked_roff(_("を持っていることがある。", ". "));
1761 /* Count the number of "known" attacks */
1762 for (n = 0, m = 0; m < 4; m++)
1764 /* Skip non-attacks */
1765 if (!r_ptr->blow[m].method) continue;
1766 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1768 /* Count known attacks */
1769 if (r_ptr->r_blows[m] || know_everything) n++;
1772 /* Examine (and count) the actual attacks */
1773 for (r = 0, m = 0; m < 4; m++)
1775 int method, effect, d1, d2;
1777 /* Skip non-attacks */
1778 if (!r_ptr->blow[m].method) continue;
1779 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1781 /* Skip unknown attacks */
1782 if (!r_ptr->r_blows[m] && !know_everything) continue;
1784 /* Extract the attack info */
1785 method = r_ptr->blow[m].method;
1786 effect = r_ptr->blow[m].effect;
1787 d1 = r_ptr->blow[m].d_dice;
1788 d2 = r_ptr->blow[m].d_side;
1793 /* Acquire the method */
1796 case RBM_HIT: p = _("殴る", "hit"); break;
1797 case RBM_TOUCH: p = _("触る", "touch"); break;
1798 case RBM_PUNCH: p = _("パンチする", "punch"); break;
1799 case RBM_KICK: p = _("蹴る", "kick"); break;
1800 case RBM_CLAW: p = _("ひっかく", "claw"); break;
1801 case RBM_BITE: p = _("噛む", "bite"); break;
1802 case RBM_STING: p = _("刺す", "sting"); break;
1803 case RBM_SLASH: p = _("斬る", "slash"); break;
1804 case RBM_BUTT: p = _("角で突く", "butt"); break;
1805 case RBM_CRUSH: p = _("体当たりする", "crush"); break;
1806 case RBM_ENGULF: p = _("飲み込む", "engulf"); break;
1807 case RBM_CHARGE: p = _("請求書をよこす", "charge"); break;
1808 case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break;
1809 case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break;
1810 case RBM_SPIT: p = _("つばを吐く", "spit"); break;
1811 case RBM_EXPLODE: p = _("爆発する", "explode"); break;
1812 case RBM_GAZE: p = _("にらむ", "gaze"); break;
1813 case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break;
1814 case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break;
1815 case RBM_XXX4: break;
1816 case RBM_BEG: p = _("金をせがむ", "beg"); break;
1817 case RBM_INSULT: p = _("侮辱する", "insult"); break;
1818 case RBM_MOAN: p = _("うめく", "moan"); break;
1819 case RBM_SHOW: p = _("歌う", "sing"); break;
1823 /* Default effect */
1826 /* Acquire the effect */
1829 case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
1830 case RBE_HURT: q = _("攻撃する", "attack"); break;
1831 case RBE_POISON: q = _("毒をくらわす", "poison"); break;
1832 case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break;
1833 case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break;
1834 case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break;
1835 case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break;
1836 case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break;
1837 case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break;
1838 case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break;
1839 case RBE_ELEC: q = _("感電させる", "electrocute"); break;
1840 case RBE_FIRE: q = _("燃やす", "burn"); break;
1841 case RBE_COLD: q = _("凍らせる", "freeze"); break;
1842 case RBE_BLIND: q = _("盲目にする", "blind"); break;
1843 case RBE_CONFUSE: q = _("混乱させる", "confuse"); break;
1844 case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break;
1845 case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break;
1846 case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break;
1847 case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break;
1848 case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break;
1849 case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break;
1850 case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break;
1851 case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break;
1852 case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break;
1853 case RBE_SHATTER: q = _("粉砕する", "shatter"); break;
1854 case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
1855 case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
1856 case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
1857 case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
1858 case RBE_DISEASE: q = _("病気にする", "disease"); break;
1859 case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break;
1860 case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break;
1861 case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break;
1862 case RBE_INERTIA: q = _("減速させる", "slow"); break;
1863 case RBE_STUN: q = _("朦朧とさせる", "stun"); break;
1868 if ( r == 0 ) hooked_roff( format("%^sは", wd_he[msex]) );
1870 /***若干表現を変更 ita ***/
1872 /* Describe damage (if known) */
1873 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1876 /* Display the damage */
1877 hooked_roff(format(" %dd%d ", d1, d2));
1878 hooked_roff("のダメージで");
1880 /* Hack -- force a method */
1881 if (!p) p = "何か奇妙なことをする";
1883 /* Describe the method */
1884 /* XXしてYYし/XXしてYYする/XXし/XXする */
1885 if(q) jverb( p ,jverb_buf, JVERB_TO);
1886 else if(r!=n-1) jverb( p ,jverb_buf, JVERB_AND);
1887 else strcpy(jverb_buf, p);
1889 hooked_roff(jverb_buf);
1891 /* Describe the effect (if any) */
1894 if(r!=n-1) jverb( q,jverb_buf, JVERB_AND);
1895 else strcpy(jverb_buf,q);
1896 hooked_roff(jverb_buf);
1898 if(r!=n-1) hooked_roff("、");
1900 /* Introduce the attack description */
1903 hooked_roff(format("%^s can ", wd_he[msex]));
1911 hooked_roff(", and ");
1915 /* Hack -- force a method */
1916 if (!p) p = "do something weird";
1918 /* Describe the method */
1922 /* Describe the effect (if any) */
1925 /* Describe the attack type */
1926 hooked_roff(" to ");
1929 /* Describe damage (if known) */
1930 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1932 /* Display the damage */
1933 hooked_roff(" with damage");
1934 hooked_roff(format(" %dd%d", d1, d2));
1941 /* Count the attacks as printed */
1945 /* Finish sentence above */
1948 hooked_roff(_("。", ". "));
1951 /* Notice lack of attacks */
1952 else if (flags1 & RF1_NEVER_BLOW)
1955 _("%^sは物理的な攻撃方法を持たない。",
1956 "%^s has no physical attacks. "), wd_he[msex]));
1959 /* Or describe the lack of knowledge */
1963 _("%s攻撃については何も知らない。",
1964 "Nothing is known about %s attack. "), wd_his[msex]));
1969 * Notice "Quest" monsters, but only if you
1970 * already encountered the monster.
1972 if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
1974 hook_c_roff(TERM_VIOLET,
1975 _("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...",
1976 "You feel an intense desire to kill this monster... "));
1979 else if (flags7 & RF7_GUARDIAN)
1981 hook_c_roff(TERM_L_RED,
1982 _("このモンスターはダンジョンの主である。",
1983 "This monster is the master of a dungeon."));
1994 * @brief モンスター情報のヘッダを記述する
1995 * Hack -- Display the "name" and "attr/chars" of a monster race
1996 * @param r_idx モンスターの種族ID
1999 void roff_top(MONRACE_IDX r_idx)
2001 monster_race *r_ptr = &r_info[r_idx];
2007 /* Access the chars */
2011 /* Access the attrs */
2016 /* Clear the top line */
2017 Term_erase(0, 0, 255);
2019 /* Reset the cursor */
2023 /* A title (use "The" for non-uniques) */
2024 if (!(r_ptr->flags1 & RF1_UNIQUE))
2026 Term_addstr(-1, TERM_WHITE, "The ");
2031 Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
2033 /* Append the "standard" attr/char info */
2034 Term_addstr(-1, TERM_WHITE, " ('");
2035 Term_add_bigch(a1, c1);
2036 Term_addstr(-1, TERM_WHITE, "')");
2038 /* Append the "optional" attr/char info */
2039 Term_addstr(-1, TERM_WHITE, "/('");
2040 Term_add_bigch(a2, c2);
2041 Term_addstr(-1, TERM_WHITE, "'):");
2043 /* Wizards get extra info */
2048 sprintf(buf, "%d", r_idx);
2050 Term_addstr(-1, TERM_WHITE, " (");
2051 Term_addstr(-1, TERM_L_BLUE, buf);
2052 Term_addch(TERM_WHITE, ')');
2059 * @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 /
2060 * Hack -- describe the given monster race at the top of the screen
2061 * @param r_idx モンスターの種族ID
2062 * @param mode 表示オプション
2065 void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
2070 Term_erase(0, 1, 255);
2072 hook_c_roff = c_roff;
2074 /* Recall monster */
2075 roff_aux(r_idx, mode);
2077 /* Describe monster */
2085 * @brief モンスター情報の現在のウィンドウに表示する /
2086 * Hack -- describe the given monster race in the current "term" window
2087 * @param r_idx モンスターの種族ID
2090 void display_roff(MONRACE_IDX r_idx)
2094 /* Erase the window */
2095 for (y = 0; y < Term->hgt; y++)
2097 /* Erase the line */
2098 Term_erase(0, y, 255);
2104 hook_c_roff = c_roff;
2106 /* Recall monster */
2109 /* Describe monster */
2115 * @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 /
2116 * Hack -- output description of the given monster race
2117 * @param r_idx モンスターの種族ID
2118 * @param roff_func 出力処理を行う関数ポインタ
2121 void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(TERM_COLOR attr, concptr str))
2123 hook_c_roff = roff_func;
2125 /* Recall monster */
2126 roff_aux(r_idx, 0x03);
2132 * @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
2133 * @return 地勢にあったモンスターの生成条件関数
2135 monsterrace_hook_type get_monster_hook(void)
2137 if (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
2139 switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
2142 return (monsterrace_hook_type)mon_hook_town;
2143 case TERRAIN_DEEP_WATER:
2144 return (monsterrace_hook_type)mon_hook_ocean;
2145 case TERRAIN_SHALLOW_WATER:
2147 return (monsterrace_hook_type)mon_hook_shore;
2149 case TERRAIN_DESERT:
2150 return (monsterrace_hook_type)mon_hook_waste;
2152 return (monsterrace_hook_type)mon_hook_grass;
2154 return (monsterrace_hook_type)mon_hook_wood;
2155 case TERRAIN_SHALLOW_LAVA:
2156 case TERRAIN_DEEP_LAVA:
2157 return (monsterrace_hook_type)mon_hook_volcano;
2158 case TERRAIN_MOUNTAIN:
2159 return (monsterrace_hook_type)mon_hook_mountain;
2161 return (monsterrace_hook_type)mon_hook_dungeon;
2166 return (monsterrace_hook_type)mon_hook_dungeon;
2171 * @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
2172 * @return 地勢にあったモンスターの生成条件関数
2174 monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
2176 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2178 /* Set the monster list */
2181 if (have_flag(f_ptr->flags, FF_WATER))
2184 if (have_flag(f_ptr->flags, FF_DEEP))
2186 return (monsterrace_hook_type)mon_hook_deep_water;
2192 return (monsterrace_hook_type)mon_hook_shallow_water;
2197 else if (have_flag(f_ptr->flags, FF_LAVA))
2199 return (monsterrace_hook_type)mon_hook_lava;
2202 else return (monsterrace_hook_type)mon_hook_floor;
2206 * @brief モンスターを友好的にする
2207 * @param m_ptr モンスター情報構造体の参照ポインタ
2210 void set_friendly(monster_type *m_ptr)
2212 m_ptr->smart |= SM_FRIENDLY;
2216 * @brief モンスターをペットにする
2217 * @param m_ptr モンスター情報構造体の参照ポインタ
2220 void set_pet(monster_type *m_ptr)
2222 if (!is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2224 /* Check for quest completion */
2225 check_quest_completion(m_ptr);
2227 m_ptr->smart |= SM_PET;
2228 if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
2229 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2234 * Makes the monster hostile towards the player
2235 * @param m_ptr モンスター情報構造体の参照ポインタ
2238 void set_hostile(monster_type *m_ptr)
2240 if (p_ptr->inside_battle) return;
2242 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2244 m_ptr->smart &= ~SM_PET;
2245 m_ptr->smart &= ~SM_FRIENDLY;
2252 * @param m_ptr モンスター情報構造体の参照ポインタ
2255 void anger_monster(monster_type *m_ptr)
2257 if (p_ptr->inside_battle) return;
2258 if (is_friendly(m_ptr))
2260 GAME_TEXT m_name[MAX_NLEN];
2262 monster_desc(m_name, m_ptr, 0);
2263 msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
2267 chg_virtue(V_INDIVIDUALISM, 1);
2268 chg_virtue(V_HONOUR, -1);
2269 chg_virtue(V_JUSTICE, -1);
2270 chg_virtue(V_COMPASSION, -1);
2276 * @brief モンスターが地形を踏破できるかどうかを返す
2277 * Check if monster can cross terrain
2279 * @param r_ptr モンスター種族構造体の参照ポインタ
2281 * @return 踏破可能ならばTRUEを返す
2283 bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
2285 feature_type *f_ptr = &f_info[feat];
2287 if (have_flag(f_ptr->flags, FF_PATTERN))
2289 if (!(mode & CEM_RIDING))
2291 if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
2295 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2300 if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
2301 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
2302 if (have_flag(f_ptr->flags, FF_CAN_PASS))
2304 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || p_ptr->pass_wall)) return TRUE;
2307 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2309 /* Some monsters can walk on mountains */
2310 if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
2313 if (have_flag(f_ptr->flags, FF_WATER))
2315 if (!(r_ptr->flags7 & RF7_AQUATIC))
2318 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2321 else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
2325 /* Aquatic monster into non-water? */
2326 else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2329 if (have_flag(f_ptr->flags, FF_LAVA))
2331 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
2335 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
2337 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
2341 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
2343 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
2347 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
2349 if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
2353 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
2355 if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
2363 * @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
2364 * Strictly check if monster can enter the grid
2367 * @param r_ptr モンスター種族構造体の参照ポインタ
2369 * @return 踏破可能ならばTRUEを返す
2371 bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
2373 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2375 /* Player or other monster */
2376 if (player_bold(y, x)) return FALSE;
2377 if (g_ptr->m_idx) return FALSE;
2379 return monster_can_cross_terrain(g_ptr->feat, r_ptr, mode);
2384 * @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)
2385 * Check if this monster has "hostile" alignment (aux)
2386 * @param sub_align1 モンスター1のサブフラグ
2387 * @param sub_align2 モンスター2のサブフラグ
2388 * @return 敵対関係にあるならばTRUEを返す
2390 static bool check_hostile_align(byte sub_align1, byte sub_align2)
2392 if (sub_align1 != sub_align2)
2394 if (((sub_align1 & SUB_ALIGN_EVIL) && (sub_align2 & SUB_ALIGN_GOOD)) ||
2395 ((sub_align1 & SUB_ALIGN_GOOD) && (sub_align2 & SUB_ALIGN_EVIL)))
2399 /* Non-hostile alignment */
2405 * @brief モンスターの属性の基づいた敵対関係の有無を返す
2406 * Check if two monsters are enemies
2407 * @param m_ptr モンスター1の構造体参照ポインタ
2408 * @param n_ptr モンスター2の構造体参照ポインタ
2409 * @return 敵対関係にあるならばTRUEを返す
2411 bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
2413 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2414 monster_race *s_ptr = &r_info[n_ptr->r_idx];
2416 if (p_ptr->inside_battle)
2418 if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
2422 if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
2423 && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
2425 if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
2428 /* Friendly vs. opposite aligned normal or pet */
2429 if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
2431 if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
2434 /* Hostile vs. non-hostile */
2435 if (is_hostile(m_ptr) != is_hostile(n_ptr))
2446 * @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
2447 * Check if this monster race has "hostile" alignment
2448 * @param m_ptr モンスター情報構造体の参照ポインタ
2449 * @param pa_good プレイヤーの善傾向値
2450 * @param pa_evil プレイヤーの悪傾向値
2451 * @param r_ptr モンスター種族情報の構造体参照ポインタ
2452 * @return プレイヤーに敵意を持つならばTRUEを返す
2454 * If user is player, m_ptr == NULL.
2456 bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
2458 byte sub_align1 = SUB_ALIGN_NEUTRAL;
2459 byte sub_align2 = SUB_ALIGN_NEUTRAL;
2461 if (m_ptr) /* For a monster */
2463 sub_align1 = m_ptr->sub_align;
2465 else /* For player */
2467 if (p_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
2468 if (p_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL;
2471 /* Racial alignment flags */
2472 if (r_ptr->flags3 & RF3_EVIL) sub_align2 |= SUB_ALIGN_EVIL;
2473 if (r_ptr->flags3 & RF3_GOOD) sub_align2 |= SUB_ALIGN_GOOD;
2475 if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
2477 /* Non-hostile alignment */
2482 * @brief モンスターを倒した際の財宝svalを返す
2483 * @param r_idx 倒したモンスターの種族ID
2486 * Hack -- Return the "automatic coin type" of a monster race
2487 * Used to allocate proper treasure when "Creeping coins" die
2488 * Note the use of actual "monster names"
2490 static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
2492 /* Analyze monsters */
2495 case MON_COPPER_COINS: return 2;
2496 case MON_SILVER_COINS: return 5;
2497 case MON_GOLD_COINS: return 10;
2498 case MON_MITHRIL_COINS:
2499 case MON_MITHRIL_GOLEM: return 16;
2500 case MON_ADAMANT_COINS: return 17;
2503 /* Assume nothing */
2509 * @brief モンスターが死亡した時の処理 /
2510 * Handle the "death" of a monster.
2511 * @param m_idx 死亡したモンスターのID
2512 * @param drop_item TRUEならばモンスターのドロップ処理を行う
2513 * @return 撃破されたモンスターの述語
2516 * Disperse treasures centered at the monster location based on the
2517 * various flags contained in the monster flags fields.
2518 * Check for "Quest" completion when a quest monster is killed.
2519 * Note that only the player can induce "monster_death()" on Uniques.
2520 * Thus (for now) all Quest monsters should be Uniques.
2521 * Note that monsters can now carry objects, and when a monster dies,
2522 * it drops all of its objects, which may disappear in crowded rooms.
2525 void monster_death(MONSTER_IDX m_idx, bool drop_item)
2534 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2535 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2537 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
2541 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
2542 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
2543 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
2544 int force_coin = get_coin_type(m_ptr->r_idx);
2549 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
2550 && !p_ptr->inside_battle && !is_pet(m_ptr);
2552 /* The caster is dead? */
2553 if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx) current_world_ptr->timewalk_m_idx = 0;
2555 /* Notice changes in view */
2556 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2558 /* Update some things */
2559 p_ptr->update |= (PU_MON_LITE);
2565 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2567 GAME_TEXT m_name[MAX_NLEN];
2569 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2570 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
2573 /* Let monsters explode! */
2574 for (i = 0; i < 4; i++)
2576 if (r_ptr->blow[i].method == RBM_EXPLODE)
2578 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2579 EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
2580 DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
2581 DICE_SID d_side = r_ptr->blow[i].d_side;
2582 HIT_POINT damage = damroll(d_dice, d_side);
2584 project(m_idx, 3, y, x, damage, typ, flg, -1);
2589 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
2591 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
2592 r_ptr = &r_info[m_ptr->r_idx];
2595 /* Check for quest completion */
2596 check_quest_completion(m_ptr);
2598 /* Handle the possibility of player vanquishing arena combatant -KMW- */
2599 if (p_ptr->inside_arena && !is_pet(m_ptr))
2601 p_ptr->exit_bldg = TRUE;
2603 if (p_ptr->arena_number > MAX_ARENA_MONS)
2605 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
2609 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."));
2612 if (arena_info[p_ptr->arena_number].tval)
2616 /* Prepare to make a prize */
2617 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
2618 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2619 (void)drop_near(q_ptr, -1, y, x);
2622 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
2623 p_ptr->arena_number++;
2626 GAME_TEXT m_name[MAX_NLEN];
2628 /* Extract monster name */
2629 monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
2631 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
2635 if (m_idx == p_ptr->riding)
2637 if (rakuba(-1, FALSE))
2639 msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
2643 /* Drop a dead corpse? */
2644 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
2645 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
2646 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
2648 /* Assume skeleton */
2649 bool corpse = FALSE;
2652 * We cannot drop a skeleton? Note, if we are in this check,
2653 * we *know* we can drop at least a corpse or a skeleton
2655 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
2657 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
2660 /* Else, a corpse is more likely unless we did a "lot" of damage */
2661 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
2663 /* Lots of damage in one blow */
2664 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
2666 if (one_in_(5)) corpse = TRUE;
2670 if (!one_in_(5)) corpse = TRUE;
2675 /* Prepare to make an object */
2676 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
2678 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2680 q_ptr->pval = m_ptr->r_idx;
2681 (void)drop_near(q_ptr, -1, y, x);
2684 /* Drop objects being carried */
2685 monster_drop_carried_objects(m_ptr);
2687 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
2688 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
2690 switch (m_ptr->r_idx)
2692 case MON_PINK_HORROR:
2693 /* Pink horrors are replaced with 2 Blue horrors */
2694 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
2696 bool notice = FALSE;
2698 for (i = 0; i < 2; i++)
2700 POSITION wy = y, wx = x;
2701 bool pet = is_pet(m_ptr);
2702 BIT_FLAGS mode = 0L;
2704 if (pet) mode |= PM_FORCE_PET;
2706 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode, '\0'))
2708 if (player_can_see_bold(wy, wx)) notice = TRUE;
2712 if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
2716 case MON_BLOODLETTER:
2717 /* Bloodletters of Khorne may drop a blade of chaos */
2718 if (drop_chosen_item && (randint1(100) < 15))
2722 /* Prepare to make a Blade of Chaos */
2723 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
2725 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
2726 (void)drop_near(q_ptr, -1, y, x);
2731 if (drop_chosen_item && (current_floor_ptr->dun_level > 9))
2736 /* Activate restriction */
2737 if ((current_floor_ptr->dun_level > 49) && one_in_(5))
2738 get_obj_num_hook = kind_is_good_book;
2740 get_obj_num_hook = kind_is_book;
2743 make_object(q_ptr, mo_mode);
2744 (void)drop_near(q_ptr, -1, y, x);
2750 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
2751 * spawn another in the fallen one's place!
2753 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2757 POSITION wy = y, wx = x;
2759 bool pet = is_pet(m_ptr);
2763 scatter(&wy, &wx, y, x, 20, 0);
2764 } while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
2768 BIT_FLAGS mode = 0L;
2769 if (pet) mode |= PM_FORCE_PET;
2771 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode, '\0'))
2773 if (player_can_see_bold(wy, wx))
2774 msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
2782 /* One more ultra-hack: An Unmaker goes out with a big bang! */
2784 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2785 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
2789 case MON_UNICORN_ORD:
2792 /* Reward for "lazy" player */
2793 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2795 ARTIFACT_IDX a_idx = 0;
2796 artifact_type *a_ptr = NULL;
2798 if (!drop_chosen_item) break;
2802 switch (randint0(3))
2805 a_idx = ART_NAMAKE_HAMMER;
2808 a_idx = ART_NAMAKE_BOW;
2811 a_idx = ART_NAMAKE_ARMOR;
2815 a_ptr = &a_info[a_idx];
2816 } while (a_ptr->cur_num);
2818 /* Create the artifact */
2819 if (create_named_art(a_idx, y, x))
2823 /* Hack -- Memorize location of artifact in saved floors */
2824 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
2826 else if (!preserve_mode) a_ptr->cur_num = 1;
2831 if (!drop_chosen_item) break;
2834 /* Mega-Hack -- Prepare to make "Grond" */
2835 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
2837 /* Mega-Hack -- Mark this item as "Grond" */
2838 q_ptr->name1 = ART_GROND;
2840 /* Mega-Hack -- Actually create "Grond" */
2841 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
2842 (void)drop_near(q_ptr, -1, y, x);
2845 /* Mega-Hack -- Prepare to make "Chaos" */
2846 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
2848 /* Mega-Hack -- Mark this item as "Chaos" */
2849 q_ptr->name1 = ART_CHAOS;
2851 /* Mega-Hack -- Actually create "Chaos" */
2852 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
2853 (void)drop_near(q_ptr, -1, y, x);
2856 case MON_B_DEATH_SWORD:
2857 if (drop_chosen_item)
2861 /* Prepare to make a broken sword */
2862 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
2863 (void)drop_near(q_ptr, -1, y, x);
2869 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
2870 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
2874 /* Prepare to make a Can of Toys */
2875 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
2877 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2878 (void)drop_near(q_ptr, -1, y, x);
2884 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2885 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
2890 if (!drop_chosen_item) break;
2892 switch (r_ptr->d_char)
2895 if (current_floor_ptr->dun_level > 0)
2900 /* Activate restriction */
2901 get_obj_num_hook = kind_is_cloak;
2904 make_object(q_ptr, mo_mode);
2905 (void)drop_near(q_ptr, -1, y, x);
2910 if (current_floor_ptr->dun_level > 4)
2915 /* Activate restriction */
2916 get_obj_num_hook = kind_is_polearm;
2918 /* Make a poleweapon */
2919 make_object(q_ptr, mo_mode);
2920 (void)drop_near(q_ptr, -1, y, x);
2925 if (current_floor_ptr->dun_level > 19)
2930 /* Activate restriction */
2931 get_obj_num_hook = kind_is_armor;
2933 /* Make a hard armor */
2934 make_object(q_ptr, mo_mode);
2935 (void)drop_near(q_ptr, -1, y, x);
2940 if (current_floor_ptr->dun_level > 4)
2945 /* Activate restriction */
2946 get_obj_num_hook = kind_is_hafted;
2948 /* Make a hafted weapon */
2949 make_object(q_ptr, mo_mode);
2950 (void)drop_near(q_ptr, -1, y, x);
2955 if (m_ptr->r_idx != MON_STORMBRINGER)
2960 /* Activate restriction */
2961 get_obj_num_hook = kind_is_sword;
2964 make_object(q_ptr, mo_mode);
2965 (void)drop_near(q_ptr, -1, y, x);
2972 /* Mega-Hack -- drop fixed items */
2973 if (drop_chosen_item)
2975 ARTIFACT_IDX a_idx = 0;
2978 for (i = 0; i < 4; i++)
2980 if (!r_ptr->artifact_id[i]) break;
2981 a_idx = r_ptr->artifact_id[i];
2982 chance = r_ptr->artifact_percent[i];
2985 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
2987 artifact_type *a_ptr = &a_info[a_idx];
2989 if (!a_ptr->cur_num)
2991 /* Create the artifact */
2992 if (create_named_art(a_idx, y, x))
2996 /* Hack -- Memorize location of artifact in saved floors */
2997 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
2999 else if (!preserve_mode) a_ptr->cur_num = 1;
3003 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[p_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
3005 KIND_OBJECT_IDX k_idx = d_info[p_ptr->dungeon_idx].final_object ? d_info[p_ptr->dungeon_idx].final_object
3006 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
3008 if (d_info[p_ptr->dungeon_idx].final_artifact)
3010 a_idx = d_info[p_ptr->dungeon_idx].final_artifact;
3011 artifact_type *a_ptr = &a_info[a_idx];
3013 if (!a_ptr->cur_num)
3015 /* Create the artifact */
3016 if (create_named_art(a_idx, y, x))
3020 /* Hack -- Memorize location of artifact in saved floors */
3021 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
3023 else if (!preserve_mode) a_ptr->cur_num = 1;
3025 /* Prevent rewarding both artifact and "default" object */
3026 if (!d_info[p_ptr->dungeon_idx].final_object) k_idx = 0;
3034 /* Prepare to make a reward */
3035 object_prep(q_ptr, k_idx);
3037 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
3038 (void)drop_near(q_ptr, -1, y, x);
3040 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);
3044 /* Determine how much we can drop */
3045 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
3046 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
3047 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
3048 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
3049 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
3050 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
3052 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
3053 number = 0; /* Clones drop no stuff unless Cloning Pits */
3055 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
3056 number = 0; /* Pets drop no stuff */
3057 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
3059 if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
3060 number = 0; /* Limit of Multiply monster drop */
3062 /* Hack -- handle creeping coins */
3063 coin_type = force_coin;
3065 /* Average dungeon and monster levels */
3066 current_floor_ptr->object_level = (current_floor_ptr->dun_level + r_ptr->level) / 2;
3068 /* Drop some objects */
3069 for (j = 0; j < number; j++)
3075 if (do_gold && (!do_item || (randint0(100) < 50)))
3077 /* Make some gold */
3078 if (!make_gold(q_ptr)) continue;
3086 /* Make an object */
3087 if (!make_object(q_ptr, mo_mode)) continue;
3091 (void)drop_near(q_ptr, -1, y, x);
3094 /* Reset the object level */
3095 current_floor_ptr->object_level = current_floor_ptr->base_level;
3097 /* Reset "coin" type */
3101 /* Take note of any dropped treasure */
3102 if (visible && (dump_item || dump_gold))
3104 /* Take notes on treasure */
3105 lore_treasure(m_idx, dump_item, dump_gold);
3108 /* Only process "Quest Monsters" */
3109 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
3110 if (p_ptr->inside_battle) return;
3113 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
3116 p_ptr->total_winner = TRUE;
3118 /* Redraw the "title" */
3119 p_ptr->redraw |= (PR_TITLE);
3121 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
3123 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!"));
3125 if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
3127 msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
3128 msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
3131 /* Congratulations */
3132 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
3133 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!"));
3134 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."));