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"
22 #include "player-personality.h"
24 #include "monster-spell.h"
25 #include "monsterrace-hook.h"
26 #include "spells-summon.h"
37 #include "view-mainwindow.h"
38 #include "player-class.h"
42 * Pronoun arrays, by gender.
44 static concptr wd_he[3] =
48 { "it", "he", "she" };
51 static concptr wd_his[3] =
53 { "それの", "彼の", "彼女の" };
55 { "its", "his", "her" };
59 * 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural)
61 #define plural(c,s,p) \
62 (((c) == 1) ? (s) : (p))
65 * @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
66 * @param r_idx モンスターの種族ID
67 * @return 敵のACを知る条件が満たされているならTRUEを返す
69 * The higher the level, the fewer kills needed.
71 static bool know_armour(MONRACE_IDX r_idx)
73 monster_race *r_ptr = &r_info[r_idx];
74 DEPTH level = r_ptr->level;
75 MONSTER_NUMBER kills = r_ptr->r_tkills;
77 bool known = (r_ptr->r_cast_spell == MAX_UCHAR) ? TRUE : FALSE;
79 if (cheat_know || known) return TRUE;
80 if (kills > 304 / (4 + level)) return TRUE;
81 if (!(r_ptr->flags1 & RF1_UNIQUE)) return FALSE;
82 if (kills > 304 / (38 + (5 * level) / 4)) return TRUE;
88 * @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
89 * Determine if the "damage" of the given attack is known
90 * @param r_idx モンスターの種族ID
92 * @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
95 * the higher the level of the monster, the fewer the attacks you need,
96 * the more damage an attack does, the more attacks you need
99 static bool know_damage(MONRACE_IDX r_idx, int i)
101 monster_race *r_ptr = &r_info[r_idx];
103 DEPTH level = r_ptr->level;
105 s32b a = r_ptr->r_blows[i];
107 s32b d1 = r_ptr->blow[i].d_dice;
108 s32b d2 = r_ptr->blow[i].d_side;
112 if (d >= ((4 + level)*MAX_UCHAR) / 80) d = ((4 + level)*MAX_UCHAR - 1) / 80;
113 if ((4 + level) * a > 80 * d) return TRUE;
114 if (!(r_ptr->flags1 & RF1_UNIQUE)) return FALSE;
115 if ((4 + level) * (2 * a) > 80 * d) return TRUE;
122 * Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
124 void(*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
127 * @brief モンスターの思い出メッセージをあらかじめ指定された関数ポインタに基づき出力する
131 static void hooked_roff(concptr str)
134 hook_c_roff(TERM_WHITE, str);
138 * @brief ダイス目を文字列に変換する
139 * @param base_damage 固定値
140 * @param dice_num ダイス数
141 * @param dice_side ダイス面
142 * @param dice_mult ダイス倍率
143 * @param dice_div ダイス除数
144 * @param msg 文字列を格納するポインタ
147 void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
149 char base[80] = "", dice[80] = "", mult[80] = "";
153 sprintf(msg, "%d", base_damage);
157 if (base_damage != 0)
158 sprintf(base, "%d+", base_damage);
161 sprintf(dice, "d%d", dice_side);
163 sprintf(dice, "%dd%d", dice_num, dice_side);
165 if (dice_mult != 1 || dice_div != 1)
168 sprintf(mult, "*%d", dice_mult);
170 sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
173 sprintf(msg, "%s%s%s", base, dice, mult);
178 * @brief 文字列にモンスターの攻撃力を加える
179 * @param r_idx モンスターの種族ID
180 * @param SPELL_NUM 呪文番号
182 * @param tmp 返すメッセージを格納する配列
185 void set_damage(player_type *player_ptr, MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
187 int base_damage = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, BASE_DAM);
188 int dice_num = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_NUM);
189 int dice_side = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_SIDE);
190 int dice_mult = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_MULT);
191 int dice_div = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_DIV);
192 char dmg_str[80], dice_str[80];
193 dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
194 sprintf(dice_str, "(%s)", dmg_str);
196 if (know_armour(r_idx))
197 sprintf(tmp, msg, dice_str);
199 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(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
222 bool nightmare = ironman_nightmare && !(mode & 0x02);
223 monster_race *r_ptr = &r_info[r_idx];
224 SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
226 /* Obtain a copy of the "known" number of drops */
227 ITEM_NUMBER drop_gold = r_ptr->r_drop_gold;
228 ITEM_NUMBER drop_item = r_ptr->r_drop_item;
230 /* Obtain a copy of the "known" flags */
231 BIT_FLAGS flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
232 BIT_FLAGS flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
233 BIT_FLAGS flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
234 BIT_FLAGS flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
235 BIT_FLAGS a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
236 BIT_FLAGS a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
237 BIT_FLAGS flags7 = (r_ptr->flags7 & r_ptr->flags7);
238 BIT_FLAGS flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
240 bool reinforce = FALSE;
241 for (int n = 0; n < A_MAX; n++)
243 if (r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
246 /* cheat_know or research_mon() */
247 bool know_everything = FALSE;
248 if (cheat_know || (mode & 0x01))
249 know_everything = TRUE;
251 /* Cheat -- Know everything */
254 /* Hack -- maximal drops */
255 drop_gold = drop_item =
256 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
257 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
258 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
259 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
260 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
261 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
263 /* Hack -- but only "valid" drops */
264 if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
265 if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0;
267 /* Hack -- know all the flags */
268 flags1 = r_ptr->flags1;
269 flags2 = r_ptr->flags2;
270 flags3 = r_ptr->flags3;
271 flags4 = r_ptr->flags4;
272 a_ability_flags1 = r_ptr->a_ability_flags1;
273 a_ability_flags2 = r_ptr->a_ability_flags2;
274 flagsr = r_ptr->flagsr;
277 /* Extract a gender (if applicable) */
279 if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
280 else if (r_ptr->flags1 & RF1_MALE) msex = 1;
282 /* Assume some "obvious" flags */
283 if (r_ptr->flags1 & RF1_UNIQUE) flags1 |= (RF1_UNIQUE);
284 if (r_ptr->flags1 & RF1_QUESTOR) flags1 |= (RF1_QUESTOR);
285 if (r_ptr->flags1 & RF1_MALE) flags1 |= (RF1_MALE);
286 if (r_ptr->flags1 & RF1_FEMALE) flags1 |= (RF1_FEMALE);
288 /* Assume some "creation" flags */
289 if (r_ptr->flags1 & RF1_FRIENDS) flags1 |= (RF1_FRIENDS);
290 if (r_ptr->flags1 & RF1_ESCORT) flags1 |= (RF1_ESCORT);
291 if (r_ptr->flags1 & RF1_ESCORTS) flags1 |= (RF1_ESCORTS);
293 /* Killing a monster reveals some properties */
294 if (r_ptr->r_tkills || know_everything)
296 /* Know "race" flags */
297 if (r_ptr->flags3 & RF3_ORC) flags3 |= (RF3_ORC);
298 if (r_ptr->flags3 & RF3_TROLL) flags3 |= (RF3_TROLL);
299 if (r_ptr->flags3 & RF3_GIANT) flags3 |= (RF3_GIANT);
300 if (r_ptr->flags3 & RF3_DRAGON) flags3 |= (RF3_DRAGON);
301 if (r_ptr->flags3 & RF3_DEMON) flags3 |= (RF3_DEMON);
302 if (r_ptr->flags3 & RF3_UNDEAD) flags3 |= (RF3_UNDEAD);
303 if (r_ptr->flags3 & RF3_EVIL) flags3 |= (RF3_EVIL);
304 if (r_ptr->flags3 & RF3_GOOD) flags3 |= (RF3_GOOD);
305 if (r_ptr->flags3 & RF3_ANIMAL) flags3 |= (RF3_ANIMAL);
306 if (r_ptr->flags3 & RF3_AMBERITE) flags3 |= (RF3_AMBERITE);
307 if (r_ptr->flags2 & RF2_HUMAN) flags2 |= (RF2_HUMAN);
309 /* Know 'quantum' flag */
310 if (r_ptr->flags2 & RF2_QUANTUM) flags2 |= (RF2_QUANTUM);
312 /* Know "forced" flags */
313 if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH);
314 if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP);
317 /* For output_monster_spoiler() */
320 /* Treat uniques differently */
321 if (flags1 & RF1_UNIQUE)
323 /* Hack -- Determine if the unique is "dead" */
324 bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
326 /* We've been killed... */
329 /* Killed ancestors */
330 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"),
331 wd_he[msex], r_ptr->r_deaths));
333 /* But we've also killed it */
337 _(format("が、すでに仇討ちは果たしている!"),
338 format(", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them"))));
341 /* Unavenged (ever) */
345 _(format("のに、まだ仇討ちを果たしていない。"),
346 format(", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain"))));
349 /* Start a new line */
353 /* Dead unique who never hurt us */
356 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. "));
358 /* Start a new line */
363 /* Not unique, but killed us */
364 else if (r_ptr->r_deaths)
368 _(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),
369 format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
371 /* Some kills this life */
375 _("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。",
376 "and you have exterminated at least %d of the creatures. "), r_ptr->r_pkills));
379 /* Some kills past lives */
380 else if (r_ptr->r_tkills)
383 _("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。",
384 "and your ancestors have exterminated at least %d of the creatures. "), r_ptr->r_tkills));
391 _("が、まだ%sを倒したことはない。",
392 "and %s is not ever known to have been defeated. "), wd_he[msex]));
395 /* Start a new line */
400 /* Killed some this life */
404 _("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。",
405 "You have killed at least %d of these creatures. "), r_ptr->r_pkills));
408 /* Killed some last life */
409 else if (r_ptr->r_tkills)
412 _("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。",
413 "Your ancestors have killed at least %d of these creatures. "), r_ptr->r_tkills));
419 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. "));
422 /* Start a new line */
427 concptr tmp = r_text + r_ptr->text;
433 /* Start a new line */
437 if (r_idx == MON_KAGE)
444 if (r_ptr->level == 0)
446 hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex]));
449 else if (r_ptr->r_tkills || know_everything)
454 _("%^sは通常地下 %d フィートで出現し", "%^s is normally found at depths of %d feet"),
455 wd_he[msex], r_ptr->level * 50));
460 _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
461 wd_he[msex], r_ptr->level));
467 if (r_idx == MON_CHAMELEON)
469 hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
476 hooked_roff(_("、", ", and "));
480 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
486 hooked_roff("moves");
489 if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25))
491 if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
493 hooked_roff(_("かなり", " extremely"));
495 else if (flags1 & RF1_RAND_50)
497 hooked_roff(_("幾分", " somewhat"));
499 else if (flags1 & RF1_RAND_25)
501 hooked_roff(_("少々", " a bit"));
504 hooked_roff(_("不規則に", " erratically"));
505 if (speed != 110) hooked_roff(_("、かつ", ", and"));
510 if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
511 else if (speed > 134) hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
512 else if (speed > 129) hook_c_roff(TERM_ORANGE, _("非常に", " very"));
513 else if (speed > 124) hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
514 else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
515 hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
517 else if (speed < 110)
519 if (speed < 90) hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
520 else if (speed < 95) hook_c_roff(TERM_BLUE, _("非常に", " very"));
521 else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
522 else if (speed > 104) hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
523 hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
527 hooked_roff(_("普通の速さで", " at normal speed"));
531 hooked_roff("動いている");
535 /* The code above includes "attack speed" */
536 if (flags1 & RF1_NEVER_MOVE)
541 hooked_roff(_("、しかし", ", but "));
545 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
549 hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
554 hooked_roff(_("。", ". "));
558 if (r_ptr->r_tkills || know_everything)
563 if (flags1 & RF1_UNIQUE)
565 hooked_roff("Killing this");
569 hooked_roff("A kill of this");
573 if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
574 if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
575 if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
576 if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, _("善良な", " good"));
577 if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
578 if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
580 if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
582 if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
583 if (flags3 & RF3_DEMON) hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
584 if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, _("巨人", " giant"));
585 if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, _("トロル", " troll"));
586 if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, _("オーク", " orc"));
587 if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, _("人間", " human"));
588 if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
589 if (flags3 & RF3_ANGEL) hook_c_roff(TERM_YELLOW, _("天使", " angel"));
593 hooked_roff(_("モンスター", " creature"));
597 hooked_roff("を倒すことは");
599 /* Group some variables */
601 /* calculate the integer exp part */
602 long i = (long)r_ptr->mexp * r_ptr->level / (player_ptr->max_plv + 2) * 3 / 2;
604 /* calculate the fractional exp part scaled by 100, */
605 /* must use long arithmetic to avoid overflow */
606 long j = ((((long)r_ptr->mexp * r_ptr->level % (player_ptr->max_plv + 2) * 3 / 2) *
607 (long)1000 / (player_ptr->max_plv + 2) + 5) / 10);
610 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。", player_ptr->lev, (long)i, (long)j));
614 /* Mention the experience */
615 hooked_roff(format(" is worth about %ld.%02ld point%s",
616 (long)i, (long)j, ((i == 1) && (j == 0)) ? "" : "s"));
618 /* Take account of annoying English */
620 i = player_ptr->lev % 10;
621 if ((player_ptr->lev / 10) == 1) /* nothing */;
622 else if (i == 1) p = "st";
623 else if (i == 2) p = "nd";
624 else if (i == 3) p = "rd";
626 /* Take account of "leading vowels" in numbers */
629 if ((i == 8) || (i == 11) || (i == 18)) q = "n";
631 /* Mention the dependance on the player's level */
632 hooked_roff(format(" for a%s %lu%s level character. ",
640 if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
642 hook_c_roff(TERM_VIOLET, format(
643 _("%^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]));
645 else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
647 hook_c_roff(TERM_L_RED, format(
648 _("%^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]));
650 else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
652 hook_c_roff(TERM_BLUE, format(
653 _("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice. "), wd_he[msex]));
655 else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
657 hook_c_roff(TERM_L_GREEN, format(
658 _("%^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]));
660 else if (flags2 & RF2_AURA_FIRE)
662 hook_c_roff(TERM_RED, format(
663 _("%^sは炎に包まれている。", "%^s is surrounded by flames. "), wd_he[msex]));
665 else if (flags3 & RF3_AURA_COLD)
667 hook_c_roff(TERM_BLUE, format(
668 _("%^sは氷に包まれている。", "%^s is surrounded by ice. "), wd_he[msex]));
670 else if (flags2 & RF2_AURA_ELEC)
672 hook_c_roff(TERM_L_BLUE, format(
673 _("%^sはスパークに包まれている。", "%^s is surrounded by electricity. "), wd_he[msex]));
676 if (flags2 & RF2_REFLECTING)
677 hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells. "), wd_he[msex]));
679 /* Describe escorts */
680 if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
683 _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts. "), wd_he[msex]));
687 hooked_roff(_("護衛の構成は", "These escorts"));
688 if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
690 hooked_roff(_("少なくとも", " at the least"));
694 hooked_roff(" contain ");
696 for (int n = 0; n < A_MAX; n++)
698 bool is_reinforced = r_ptr->reinforce_id[n] > 0;
699 is_reinforced &= r_ptr->reinforce_dd[n];
700 is_reinforced &= r_ptr->reinforce_ds[n];
701 if (!is_reinforced) continue;
703 monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
704 if (rf_ptr->flags1 & RF1_UNIQUE)
706 hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
711 hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
713 bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
714 GAME_TEXT name[MAX_NLEN];
715 strcpy(name, r_name + rf_ptr->name);
716 if (plural) plural_aux(name);
717 hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
721 hooked_roff(_("で成り立っている。", "."));
725 else if (flags1 & RF1_FRIENDS)
727 hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[msex]));
733 char tmp_msg[96][96];
734 if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
735 if (flags4 & RF4_ROCKET)
737 set_damage(player_ptr, r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
738 vp[vn] = tmp_msg[vn];
739 color[vn++] = TERM_UMBER;
742 if (flags4 & RF4_SHOOT)
744 for (int m = 0; m < 4; m++)
746 if (r_ptr->blow[m].method != RBM_SHOOT) continue;
748 if (know_armour(r_idx))
749 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);
751 sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
752 vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
757 if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
761 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
762 for (int n = 0; n < vn; n++)
767 jverb(vp[n], jverb_buf, JVERB_OR);
768 hook_c_roff(color[n], jverb_buf);
769 hook_c_roff(color[n], "り");
772 else hook_c_roff(color[n], vp[n]);
774 if (n == 0) hooked_roff(" may ");
775 else if (n < vn - 1) hooked_roff(", ");
776 else hooked_roff(" or ");
778 hook_c_roff(color[n], vp[n]);
782 hooked_roff(_("ことがある。", ". "));
786 /* Collect breaths */
788 if (flags4 & (RF4_BR_ACID))
790 set_damage(player_ptr, r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
791 vp[vn] = tmp_msg[vn];
792 color[vn++] = TERM_GREEN;
795 if (flags4 & (RF4_BR_ELEC))
797 set_damage(player_ptr, r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
798 vp[vn] = tmp_msg[vn];
799 color[vn++] = TERM_BLUE;
802 if (flags4 & (RF4_BR_FIRE))
804 set_damage(player_ptr, r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
805 vp[vn] = tmp_msg[vn];
806 color[vn++] = TERM_RED;
809 if (flags4 & (RF4_BR_COLD))
811 set_damage(player_ptr, r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
812 vp[vn] = tmp_msg[vn];
813 color[vn++] = TERM_L_WHITE;
816 if (flags4 & (RF4_BR_POIS))
818 set_damage(player_ptr, r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
819 vp[vn] = tmp_msg[vn];
820 color[vn++] = TERM_L_GREEN;
823 if (flags4 & (RF4_BR_NETH))
825 set_damage(player_ptr, r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
826 vp[vn] = tmp_msg[vn];
827 color[vn++] = TERM_L_DARK;
830 if (flags4 & (RF4_BR_LITE))
832 set_damage(player_ptr, r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
833 vp[vn] = tmp_msg[vn];
834 color[vn++] = TERM_YELLOW;
837 if (flags4 & (RF4_BR_DARK))
839 set_damage(player_ptr, r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
840 vp[vn] = tmp_msg[vn];
841 color[vn++] = TERM_L_DARK;
844 if (flags4 & (RF4_BR_CONF))
846 set_damage(player_ptr, r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
847 vp[vn] = tmp_msg[vn];
848 color[vn++] = TERM_L_UMBER;
851 if (flags4 & (RF4_BR_SOUN))
853 set_damage(player_ptr, r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
854 vp[vn] = tmp_msg[vn];
855 color[vn++] = TERM_ORANGE;
858 if (flags4 & (RF4_BR_CHAO))
860 set_damage(player_ptr, r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
861 vp[vn] = tmp_msg[vn];
862 color[vn++] = TERM_VIOLET;
865 if (flags4 & (RF4_BR_DISE))
867 set_damage(player_ptr, r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
868 vp[vn] = tmp_msg[vn];
869 color[vn++] = TERM_VIOLET;
872 if (flags4 & (RF4_BR_NEXU))
874 set_damage(player_ptr, r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
875 vp[vn] = tmp_msg[vn];
876 color[vn++] = TERM_VIOLET;
879 if (flags4 & (RF4_BR_TIME))
881 set_damage(player_ptr, r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
882 vp[vn] = tmp_msg[vn];
883 color[vn++] = TERM_L_BLUE;
886 if (flags4 & (RF4_BR_INER))
888 set_damage(player_ptr, r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
889 vp[vn] = tmp_msg[vn];
890 color[vn++] = TERM_SLATE;
893 if (flags4 & (RF4_BR_GRAV))
895 set_damage(player_ptr, r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
896 vp[vn] = tmp_msg[vn];
897 color[vn++] = TERM_SLATE;
900 if (flags4 & (RF4_BR_SHAR))
902 set_damage(player_ptr, r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
903 vp[vn] = tmp_msg[vn];
904 color[vn++] = TERM_L_UMBER;
907 if (flags4 & (RF4_BR_PLAS))
909 set_damage(player_ptr, r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
910 vp[vn] = tmp_msg[vn];
911 color[vn++] = TERM_L_RED;
914 if (flags4 & (RF4_BR_WALL))
916 set_damage(player_ptr, r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
917 vp[vn] = tmp_msg[vn];
918 color[vn++] = TERM_UMBER;
921 if (flags4 & (RF4_BR_MANA))
923 set_damage(player_ptr, r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
924 vp[vn] = tmp_msg[vn];
925 color[vn++] = TERM_L_BLUE;
928 if (flags4 & (RF4_BR_NUKE))
930 set_damage(player_ptr, r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
931 vp[vn] = tmp_msg[vn];
932 color[vn++] = TERM_L_GREEN;
935 if (flags4 & (RF4_BR_DISI))
937 set_damage(player_ptr, r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
938 vp[vn] = tmp_msg[vn];
939 color[vn++] = TERM_SLATE;
946 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
947 for (int n = 0; n < vn; n++)
950 if (n != 0) hooked_roff("や");
952 if (n == 0) hooked_roff(" may breathe ");
953 else if (n < vn - 1) hooked_roff(", ");
954 else hooked_roff(" or ");
956 hook_c_roff(color[n], vp[n]);
959 hooked_roff("のブレスを吐くことがある");
964 if (a_ability_flags1 & (RF5_BA_ACID))
966 set_damage(player_ptr, r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
967 vp[vn] = tmp_msg[vn];
968 color[vn++] = TERM_GREEN;
971 if (a_ability_flags1 & (RF5_BA_ELEC))
973 set_damage(player_ptr, r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
974 vp[vn] = tmp_msg[vn];
975 color[vn++] = TERM_BLUE;
978 if (a_ability_flags1 & (RF5_BA_FIRE))
980 set_damage(player_ptr, r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
981 vp[vn] = tmp_msg[vn];
982 color[vn++] = TERM_RED;
985 if (a_ability_flags1 & (RF5_BA_COLD))
987 set_damage(player_ptr, r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
988 vp[vn] = tmp_msg[vn];
989 color[vn++] = TERM_L_WHITE;
992 if (a_ability_flags1 & (RF5_BA_POIS))
994 set_damage(player_ptr, r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
995 vp[vn] = tmp_msg[vn];
996 color[vn++] = TERM_L_GREEN;
999 if (a_ability_flags1 & (RF5_BA_NETH))
1001 set_damage(player_ptr, r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
1002 vp[vn] = tmp_msg[vn];
1003 color[vn++] = TERM_L_DARK;
1006 if (a_ability_flags1 & (RF5_BA_WATE))
1008 set_damage(player_ptr, r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
1009 vp[vn] = tmp_msg[vn];
1010 color[vn++] = TERM_BLUE;
1013 if (flags4 & (RF4_BA_NUKE))
1015 set_damage(player_ptr, r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
1016 vp[vn] = tmp_msg[vn];
1017 color[vn++] = TERM_L_GREEN;
1020 if (a_ability_flags1 & (RF5_BA_MANA))
1022 set_damage(player_ptr, r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
1023 vp[vn] = tmp_msg[vn];
1024 color[vn++] = TERM_L_BLUE;
1027 if (a_ability_flags1 & (RF5_BA_DARK))
1029 set_damage(player_ptr, r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
1030 vp[vn] = tmp_msg[vn];
1031 color[vn++] = TERM_L_DARK;
1034 if (a_ability_flags1 & (RF5_BA_LITE))
1036 set_damage(player_ptr, r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
1037 vp[vn] = tmp_msg[vn];
1038 color[vn++] = TERM_YELLOW;
1041 if (flags4 & (RF4_BA_CHAO))
1043 set_damage(player_ptr, r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
1044 vp[vn] = tmp_msg[vn];
1045 color[vn++] = TERM_VIOLET;
1048 if (a_ability_flags2 & (RF6_HAND_DOOM))
1050 vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)");
1051 color[vn++] = TERM_VIOLET;
1054 if (a_ability_flags2 & (RF6_PSY_SPEAR))
1056 set_damage(player_ptr, r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
1057 vp[vn] = tmp_msg[vn];
1058 color[vn++] = TERM_YELLOW;
1061 if (a_ability_flags1 & (RF5_DRAIN_MANA))
1063 set_damage(player_ptr, r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
1064 vp[vn] = tmp_msg[vn];
1065 color[vn++] = TERM_SLATE;
1068 if (a_ability_flags1 & (RF5_MIND_BLAST))
1070 set_damage(player_ptr, r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
1071 vp[vn] = tmp_msg[vn];
1072 color[vn++] = TERM_L_RED;
1075 if (a_ability_flags1 & (RF5_BRAIN_SMASH))
1077 set_damage(player_ptr, r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
1078 vp[vn] = tmp_msg[vn];
1079 color[vn++] = TERM_RED;
1082 if (a_ability_flags1 & (RF5_CAUSE_1))
1084 set_damage(player_ptr, r_idx, (MS_CAUSE_1),
1085 _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
1086 vp[vn] = tmp_msg[vn];
1087 color[vn++] = TERM_L_WHITE;
1090 if (a_ability_flags1 & (RF5_CAUSE_2))
1092 set_damage(player_ptr, r_idx, (MS_CAUSE_2),
1093 _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
1094 vp[vn] = tmp_msg[vn];
1095 color[vn++] = TERM_L_WHITE;
1098 if (a_ability_flags1 & (RF5_CAUSE_3))
1100 set_damage(player_ptr, r_idx, (MS_CAUSE_3),
1101 _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
1102 vp[vn] = tmp_msg[vn];
1103 color[vn++] = TERM_L_WHITE;
1106 if (a_ability_flags1 & (RF5_CAUSE_4))
1108 set_damage(player_ptr, r_idx, (MS_CAUSE_4),
1109 _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
1110 vp[vn] = tmp_msg[vn];
1111 color[vn++] = TERM_L_WHITE;
1114 if (a_ability_flags1 & (RF5_BO_ACID))
1116 set_damage(player_ptr, r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
1117 vp[vn] = tmp_msg[vn];
1118 color[vn++] = TERM_GREEN;
1121 if (a_ability_flags1 & (RF5_BO_ELEC))
1123 set_damage(player_ptr, r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
1124 vp[vn] = tmp_msg[vn];
1125 color[vn++] = TERM_BLUE;
1128 if (a_ability_flags1 & (RF5_BO_FIRE))
1130 set_damage(player_ptr, r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
1131 vp[vn] = tmp_msg[vn];
1132 color[vn++] = TERM_RED;
1135 if (a_ability_flags1 & (RF5_BO_COLD))
1137 set_damage(player_ptr, r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
1138 vp[vn] = tmp_msg[vn];
1139 color[vn++] = TERM_L_WHITE;
1142 if (a_ability_flags1 & (RF5_BO_NETH))
1144 set_damage(player_ptr, r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
1145 vp[vn] = tmp_msg[vn];
1146 color[vn++] = TERM_L_DARK;
1149 if (a_ability_flags1 & (RF5_BO_WATE))
1151 set_damage(player_ptr, r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
1152 vp[vn] = tmp_msg[vn];
1153 color[vn++] = TERM_BLUE;
1156 if (a_ability_flags1 & (RF5_BO_MANA))
1158 set_damage(player_ptr, r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
1159 vp[vn] = tmp_msg[vn];
1160 color[vn++] = TERM_L_BLUE;
1163 if (a_ability_flags1 & (RF5_BO_PLAS))
1165 set_damage(player_ptr, r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
1166 vp[vn] = tmp_msg[vn];
1167 color[vn++] = TERM_L_RED;
1170 if (a_ability_flags1 & (RF5_BO_ICEE))
1172 set_damage(player_ptr, r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
1173 vp[vn] = tmp_msg[vn];
1174 color[vn++] = TERM_WHITE;
1177 if (a_ability_flags1 & (RF5_MISSILE))
1179 set_damage(player_ptr, r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
1180 vp[vn] = tmp_msg[vn];
1181 color[vn++] = TERM_SLATE;
1184 if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
1185 if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
1186 if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
1187 if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
1188 if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
1189 if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
1190 if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
1191 if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
1192 if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
1193 if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
1194 if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
1195 if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
1196 if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
1197 if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
1198 if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
1200 if (a_ability_flags2 & (RF6_DARKNESS))
1202 if ((player_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
1204 vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
1208 vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
1212 if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
1213 if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
1214 if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
1215 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; }
1216 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; }
1217 if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
1218 if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
1219 if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
1220 if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
1221 if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
1222 if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
1223 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; }
1224 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; }
1225 if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
1226 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; }
1227 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; }
1228 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; }
1229 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; }
1230 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; }
1238 hooked_roff(_("、なおかつ", ", and is also"));
1242 hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
1246 if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
1247 hooked_roff("魔法を使うことができ、");
1249 hooked_roff(" magical, casting spells");
1250 if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
1253 for (int n = 0; n < vn; n++)
1256 if (n != 0) hooked_roff("、");
1258 if (n == 0) hooked_roff(" which ");
1259 else if (n < vn - 1) hooked_roff(", ");
1260 else hooked_roff(" or ");
1262 hook_c_roff(color[n], vp[n]);
1266 hooked_roff("の呪文を唱えることがある");
1270 /* End the sentence about inate/other spells */
1271 if (breath || magic)
1274 int m = r_ptr->r_cast_spell;
1276 /* Average frequency */
1277 int n = r_ptr->freq_spell;
1279 /* Describe the spell frequency */
1280 if (m > 100 || know_everything)
1283 _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
1286 /* Guess at the frequency */
1289 n = ((n + 9) / 10) * 10;
1291 _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
1294 hooked_roff(_("。", ". "));
1297 /* Describe monster "toughness" */
1298 if (know_everything || know_armour(r_idx))
1302 _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
1303 wd_he[msex], r_ptr->ac));
1305 /* Maximized hitpoints */
1306 if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
1308 u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
1310 _(" %d の体力がある。", " and a life rating of %d. "),
1311 (s16b)MIN(30000, hp)));
1314 /* Variable hitpoints */
1318 _(" %dd%d の体力がある。", " and a life rating of %dd%d. "),
1319 r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
1323 /* Collect special abilities. */
1325 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; }
1326 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; }
1327 if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
1328 if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
1329 if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
1330 if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
1331 if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
1332 if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
1333 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; }
1334 if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
1335 if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
1336 if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
1338 /* Describe special abilities. */
1341 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1342 for (int n = 0; n < vn; n++)
1347 jverb(vp[n], jverb_buf, JVERB_AND);
1348 hook_c_roff(color[n], jverb_buf);
1351 else hook_c_roff(color[n], vp[n]);
1353 if (n == 0) hooked_roff(" can ");
1354 else if (n < vn - 1) hooked_roff(", ");
1355 else hooked_roff(" and ");
1357 hook_c_roff(color[n], vp[n]);
1362 hooked_roff(_("ことができる。", ". "));
1366 if (flags7 & RF7_AQUATIC)
1368 hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water. "), wd_he[msex]));
1371 /* Describe special abilities. */
1372 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
1374 hooked_roff(format(_("%^sは光っている。", "%^s is shining. "), wd_he[msex]));
1377 if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
1379 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]));
1382 if (flags2 & RF2_INVISIBLE)
1384 hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible. "), wd_he[msex]));
1387 if (flags2 & RF2_COLD_BLOOD)
1389 hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded. "), wd_he[msex]));
1392 if (flags2 & RF2_EMPTY_MIND)
1394 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]));
1396 else if (flags2 & RF2_WEIRD_MIND)
1398 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]));
1401 if (flags2 & RF2_MULTIPLY)
1403 hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively. "), wd_he[msex]));
1406 if (flags2 & RF2_REGENERATE)
1408 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]));
1411 if (flags7 & RF7_RIDING)
1413 hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[msex]));
1416 /* Collect susceptibilities */
1418 if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
1419 if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
1420 if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1421 if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1423 /* Describe susceptibilities */
1426 hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
1428 for (int n = 0; n < vn; n++)
1431 if (n != 0) hooked_roff("や");
1433 if (n == 0) hooked_roff(" is hurt by ");
1434 else if (n < vn - 1) hooked_roff(", ");
1435 else hooked_roff(" and ");
1437 hook_c_roff(color[n], vp[n]);
1440 hooked_roff(_("でダメージを与えられる。", ". "));
1443 /* Collect immunities */
1445 if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
1446 if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
1447 if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1448 if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1449 if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
1451 /* Collect resistances */
1452 if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
1453 if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
1454 if (flagsr & RFR_RES_NETH) { vp[vn] = _("地獄", "nether"); color[vn++] = TERM_L_DARK; }
1455 if (flagsr & RFR_RES_WATE) { vp[vn] = _("水", "water"); color[vn++] = TERM_BLUE; }
1456 if (flagsr & RFR_RES_PLAS) { vp[vn] = _("プラズマ", "plasma"); color[vn++] = TERM_L_RED; }
1457 if (flagsr & RFR_RES_SHAR) { vp[vn] = _("破片", "shards"); color[vn++] = TERM_L_UMBER; }
1458 if (flagsr & RFR_RES_SOUN) { vp[vn] = _("轟音", "sound"); color[vn++] = TERM_ORANGE; }
1459 if (flagsr & RFR_RES_CHAO) { vp[vn] = _("カオス", "chaos"); color[vn++] = TERM_VIOLET; }
1460 if (flagsr & RFR_RES_NEXU) { vp[vn] = _("因果混乱", "nexus"); color[vn++] = TERM_VIOLET; }
1461 if (flagsr & RFR_RES_DISE) { vp[vn] = _("劣化", "disenchantment"); color[vn++] = TERM_VIOLET; }
1462 if (flagsr & RFR_RES_WALL) { vp[vn] = _("フォース", "force"); color[vn++] = TERM_UMBER; }
1463 if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
1464 if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
1465 if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
1466 if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
1467 if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
1469 /* Describe immunities and resistances */
1472 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1473 for (int n = 0; n < vn; n++)
1476 if (n != 0) hooked_roff("と");
1478 if (n == 0) hooked_roff(" resists ");
1479 else if (n < vn - 1) hooked_roff(", ");
1480 else hooked_roff(" and ");
1482 hook_c_roff(color[n], vp[n]);
1485 hooked_roff(_("の耐性を持っている。", ". "));
1488 if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything)
1490 if (r_ptr->next_r_idx)
1492 hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
1493 hook_c_roff(TERM_YELLOW, format("%s", r_name + r_info[r_ptr->next_r_idx].name));
1497 format(" when %s gets enough experience. ", wd_he[msex])));
1499 else if (!(r_ptr->flags1 & RF1_UNIQUE))
1501 hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[msex]));
1505 /* Collect non-effects */
1507 if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
1508 if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
1509 if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
1510 if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
1511 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; }
1513 /* Describe non-effects */
1518 _("%^sは", "%^s"), wd_he[msex]));
1521 for (int n = 0; n < vn; n++)
1524 if (n != 0) hooked_roff("し、");
1526 if (n == 0) hooked_roff(" cannot be ");
1527 else if (n < vn - 1) hooked_roff(", ");
1528 else hooked_roff(" or ");
1530 hook_c_roff(color[n], vp[n]);
1533 hooked_roff(_("。", ". "));
1536 /* Do we know how aware it is? */
1537 if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) ||
1538 (r_ptr->r_ignore == MAX_UCHAR) ||
1539 (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
1543 if (r_ptr->sleep > 200)
1545 act = _("を無視しがちであるが", "prefers to ignore");
1547 else if (r_ptr->sleep > 95)
1549 act = _("に対してほとんど注意を払わないが", "pays very little attention to");
1551 else if (r_ptr->sleep > 75)
1553 act = _("に対してあまり注意を払わないが", "pays little attention to");
1555 else if (r_ptr->sleep > 45)
1557 act = _("を見過ごしがちであるが", "tends to overlook");
1559 else if (r_ptr->sleep > 25)
1561 act = _("をほんの少しは見ており", "takes quite a while to see");
1563 else if (r_ptr->sleep > 10)
1565 act = _("をしばらくは見ており", "takes a while to see");
1567 else if (r_ptr->sleep > 5)
1569 act = _("を幾分注意深く見ており", "is fairly observant of");
1571 else if (r_ptr->sleep > 3)
1573 act = _("を注意深く見ており", "is observant of");
1575 else if (r_ptr->sleep > 1)
1577 act = _("をかなり注意深く見ており", "is very observant of");
1579 else if (r_ptr->sleep > 0)
1581 act = _("を警戒しており", "is vigilant for");
1585 act = _("をかなり警戒しており", "is ever vigilant for");
1589 _(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),
1590 format("%^s %s intruders, which %s may notice from %d feet. ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
1593 /* Drops gold and/or items */
1594 if (drop_gold || drop_item)
1596 hooked_roff(format(_("%^sは", "%^s may carry"), wd_he[msex]));
1603 int n = MAX(drop_gold, drop_item);
1606 hooked_roff(_("一つの", " a"));
1614 hooked_roff(_("一つか二つの", " one or two"));
1618 hooked_roff(format(_(" %d 個までの", " up to %d"), n));
1622 if (flags1 & RF1_DROP_GREAT)
1624 p = _("特別な", " exceptional");
1626 else if (flags1 & RF1_DROP_GOOD)
1628 p = _("上質な", " good");
1643 if (sin) hooked_roff("n");
1646 if (p) hooked_roff(p);
1647 hooked_roff(_("アイテム", " object"));
1650 if (n != 1) hooked_roff("s");
1659 if (!p) sin = FALSE;
1660 if (sin) hooked_roff("n");
1663 if (p) hooked_roff(p);
1664 hooked_roff(_("財宝", " treasure"));
1667 if (n != 1) hooked_roff("s");
1671 hooked_roff(_("を持っていることがある。", ". "));
1675 /* Count the number of "known" attacks */
1677 for (int m = 0; m < 4; m++)
1679 /* Skip non-attacks */
1680 if (!r_ptr->blow[m].method) continue;
1681 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1683 /* Count known attacks */
1684 if (r_ptr->r_blows[m] || know_everything) count++;
1687 /* Examine (and count) the actual attacks */
1688 int attack_numbers = 0;
1689 for (int m = 0; m < 4; m++)
1691 int method, effect, d1, d2;
1693 /* Skip non-attacks */
1694 if (!r_ptr->blow[m].method) continue;
1695 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1697 /* Skip unknown attacks */
1698 if (!r_ptr->r_blows[m] && !know_everything) continue;
1700 /* Extract the attack info */
1701 method = r_ptr->blow[m].method;
1702 effect = r_ptr->blow[m].effect;
1703 d1 = r_ptr->blow[m].d_dice;
1704 d2 = r_ptr->blow[m].d_side;
1709 case RBM_HIT: p = _("殴る", "hit"); break;
1710 case RBM_TOUCH: p = _("触る", "touch"); break;
1711 case RBM_PUNCH: p = _("パンチする", "punch"); break;
1712 case RBM_KICK: p = _("蹴る", "kick"); break;
1713 case RBM_CLAW: p = _("ひっかく", "claw"); break;
1714 case RBM_BITE: p = _("噛む", "bite"); break;
1715 case RBM_STING: p = _("刺す", "sting"); break;
1716 case RBM_SLASH: p = _("斬る", "slash"); break;
1717 case RBM_BUTT: p = _("角で突く", "butt"); break;
1718 case RBM_CRUSH: p = _("体当たりする", "crush"); break;
1719 case RBM_ENGULF: p = _("飲み込む", "engulf"); break;
1720 case RBM_CHARGE: p = _("請求書をよこす", "charge"); break;
1721 case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break;
1722 case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break;
1723 case RBM_SPIT: p = _("つばを吐く", "spit"); break;
1724 case RBM_EXPLODE: p = _("爆発する", "explode"); break;
1725 case RBM_GAZE: p = _("にらむ", "gaze"); break;
1726 case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break;
1727 case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break;
1728 case RBM_XXX4: break;
1729 case RBM_BEG: p = _("金をせがむ", "beg"); break;
1730 case RBM_INSULT: p = _("侮辱する", "insult"); break;
1731 case RBM_MOAN: p = _("うめく", "moan"); break;
1732 case RBM_SHOW: p = _("歌う", "sing"); break;
1738 case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
1739 case RBE_HURT: q = _("攻撃する", "attack"); break;
1740 case RBE_POISON: q = _("毒をくらわす", "poison"); break;
1741 case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break;
1742 case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break;
1743 case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break;
1744 case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break;
1745 case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break;
1746 case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break;
1747 case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break;
1748 case RBE_ELEC: q = _("感電させる", "electrocute"); break;
1749 case RBE_FIRE: q = _("燃やす", "burn"); break;
1750 case RBE_COLD: q = _("凍らせる", "freeze"); break;
1751 case RBE_BLIND: q = _("盲目にする", "blind"); break;
1752 case RBE_CONFUSE: q = _("混乱させる", "confuse"); break;
1753 case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break;
1754 case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break;
1755 case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break;
1756 case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break;
1757 case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break;
1758 case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break;
1759 case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break;
1760 case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break;
1761 case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break;
1762 case RBE_SHATTER: q = _("粉砕する", "shatter"); break;
1763 case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
1764 case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
1765 case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
1766 case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
1767 case RBE_DISEASE: q = _("病気にする", "disease"); break;
1768 case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break;
1769 case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break;
1770 case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break;
1771 case RBE_INERTIA: q = _("減速させる", "slow"); break;
1772 case RBE_STUN: q = _("朦朧とさせる", "stun"); break;
1776 if (attack_numbers == 0) hooked_roff(format("%^sは", wd_he[msex]));
1778 /***若干表現を変更 ita ***/
1780 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1782 hooked_roff(format(" %dd%d ", d1, d2));
1783 hooked_roff("のダメージで");
1786 /* Hack -- force a method */
1787 if (!p) p = "何か奇妙なことをする";
1789 /* Describe the method */
1790 /* XXしてYYし/XXしてYYする/XXし/XXする */
1791 if (!q) jverb(p, jverb_buf, JVERB_TO);
1792 else if (attack_numbers != count - 1) jverb(p, jverb_buf, JVERB_AND);
1793 else strcpy(jverb_buf, p);
1795 hooked_roff(jverb_buf);
1797 /* Describe the effect (if any) */
1800 if (attack_numbers != count - 1) jverb(q, jverb_buf, JVERB_AND);
1801 else strcpy(jverb_buf, q);
1802 hooked_roff(jverb_buf);
1805 if (attack_numbers != count - 1) hooked_roff("、");
1807 /* Introduce the attack description */
1808 if (attack_numbers == 0)
1810 hooked_roff(format("%^s can ", wd_he[msex]));
1812 else if (attack_numbers < count - 1)
1818 hooked_roff(", and ");
1821 /* Hack -- force a method */
1822 if (!p) p = "do something weird";
1824 /* Describe the method */
1827 /* Describe the effect (if any) */
1830 /* Describe the attack type */
1831 hooked_roff(" to ");
1834 /* Describe damage (if known) */
1835 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1837 /* Display the damage */
1838 hooked_roff(" with damage");
1839 hooked_roff(format(" %dd%d", d1, d2));
1847 /* Finish sentence above */
1848 if (attack_numbers > 0)
1850 hooked_roff(_("。", ". "));
1852 else if (flags1 & RF1_NEVER_BLOW)
1855 _("%^sは物理的な攻撃方法を持たない。",
1856 "%^s has no physical attacks. "), wd_he[msex]));
1861 _("%s攻撃については何も知らない。",
1862 "Nothing is known about %s attack. "), wd_his[msex]));
1866 * Notice "Quest" monsters, but only if you
1867 * already encountered the monster.
1869 if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
1871 hook_c_roff(TERM_VIOLET,
1872 _("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...",
1873 "You feel an intense desire to kill this monster... "));
1875 else if (flags7 & RF7_GUARDIAN)
1877 hook_c_roff(TERM_L_RED,
1878 _("このモンスターはダンジョンの主である。",
1879 "This monster is the master of a dungeon."));
1887 * @brief モンスター情報のヘッダを記述する
1888 * Hack -- Display the "name" and "attr/chars" of a monster race
1889 * @param r_idx モンスターの種族ID
1892 void roff_top(MONRACE_IDX r_idx)
1894 monster_race *r_ptr = &r_info[r_idx];
1895 char c1 = r_ptr->d_char;
1896 char c2 = r_ptr->x_char;
1898 TERM_COLOR a1 = r_ptr->d_attr;
1899 TERM_COLOR a2 = r_ptr->x_attr;
1901 /* Clear the top line */
1902 Term_erase(0, 0, 255);
1904 /* Reset the cursor */
1909 /* A title (use "The" for non-uniques) */
1910 if (!(r_ptr->flags1 & RF1_UNIQUE))
1912 Term_addstr(-1, TERM_WHITE, "The ");
1916 Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
1918 /* Append the "standard" attr/char info */
1919 Term_addstr(-1, TERM_WHITE, " ('");
1920 Term_add_bigch(a1, c1);
1921 Term_addstr(-1, TERM_WHITE, "')");
1923 /* Append the "optional" attr/char info */
1924 Term_addstr(-1, TERM_WHITE, "/('");
1925 Term_add_bigch(a2, c2);
1926 Term_addstr(-1, TERM_WHITE, "'):");
1928 /* Wizards get extra info */
1929 if (!current_world_ptr->wizard) return;
1932 sprintf(buf, "%d", r_idx);
1933 Term_addstr(-1, TERM_WHITE, " (");
1934 Term_addstr(-1, TERM_L_BLUE, buf);
1935 Term_addch(TERM_WHITE, ')');
1940 * @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 /
1941 * Hack -- describe the given monster race at the top of the screen
1942 * @param r_idx モンスターの種族ID
1943 * @param mode 表示オプション
1946 void screen_roff(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
1949 Term_erase(0, 1, 255);
1950 hook_c_roff = c_roff;
1951 roff_aux(player_ptr, r_idx, mode);
1957 * @brief モンスター情報の現在のウィンドウに表示する /
1958 * Hack -- describe the given monster race in the current "term" window
1959 * @param r_idx モンスターの種族ID
1962 void display_roff(player_type *player_ptr)
1964 for (int y = 0; y < Term->hgt; y++)
1966 Term_erase(0, y, 255);
1970 hook_c_roff = c_roff;
1971 MONRACE_IDX r_idx = player_ptr->monster_race_idx;
1972 roff_aux(player_ptr, r_idx, 0);
1978 * @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 /
1979 * Hack -- output description of the given monster race
1980 * @param r_idx モンスターの種族ID
1981 * @param roff_func 出力処理を行う関数ポインタ
1984 void output_monster_spoiler(player_type *player_ptr, MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr, concptr str))
1986 hook_c_roff = roff_func;
1987 roff_aux(player_ptr, r_idx, 0x03);
1992 * @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
1993 * @param player_ptr プレーヤーへの参照ポインタ
1994 * @return 地勢にあったモンスターの生成条件関数
1996 monsterrace_hook_type get_monster_hook(player_type *player_ptr)
1998 if ((player_ptr->current_floor_ptr->dun_level > 0) || (player_ptr->current_floor_ptr->inside_quest > 0))
1999 return (monsterrace_hook_type)mon_hook_dungeon;
2001 switch (wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].terrain)
2004 return (monsterrace_hook_type)mon_hook_town;
2005 case TERRAIN_DEEP_WATER:
2006 return (monsterrace_hook_type)mon_hook_ocean;
2007 case TERRAIN_SHALLOW_WATER:
2009 return (monsterrace_hook_type)mon_hook_shore;
2011 case TERRAIN_DESERT:
2012 return (monsterrace_hook_type)mon_hook_waste;
2014 return (monsterrace_hook_type)mon_hook_grass;
2016 return (monsterrace_hook_type)mon_hook_wood;
2017 case TERRAIN_SHALLOW_LAVA:
2018 case TERRAIN_DEEP_LAVA:
2019 return (monsterrace_hook_type)mon_hook_volcano;
2020 case TERRAIN_MOUNTAIN:
2021 return (monsterrace_hook_type)mon_hook_mountain;
2023 return (monsterrace_hook_type)mon_hook_dungeon;
2029 * @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
2030 * @return 地勢にあったモンスターの生成条件関数
2032 monsterrace_hook_type get_monster_hook2(player_type *player_ptr, POSITION y, POSITION x)
2034 feature_type *f_ptr = &f_info[player_ptr->current_floor_ptr->grid_array[y][x].feat];
2035 if (have_flag(f_ptr->flags, FF_WATER))
2037 if (have_flag(f_ptr->flags, FF_DEEP))
2039 return (monsterrace_hook_type)mon_hook_deep_water;
2043 return (monsterrace_hook_type)mon_hook_shallow_water;
2047 if (have_flag(f_ptr->flags, FF_LAVA))
2049 return (monsterrace_hook_type)mon_hook_lava;
2052 return (monsterrace_hook_type)mon_hook_floor;
2057 * @brief モンスターを友好的にする
2058 * @param m_ptr モンスター情報構造体の参照ポインタ
2061 void set_friendly(monster_type *m_ptr)
2063 m_ptr->smart |= SM_FRIENDLY;
2068 * @brief モンスターをペットにする
2069 * @param player_type プレーヤーへの参照ポインタ
2070 * @param m_ptr モンスター情報構造体の参照ポインタ
2073 void set_pet(player_type *player_ptr, monster_type *m_ptr)
2075 check_quest_completion(player_ptr, m_ptr);
2076 m_ptr->smart |= SM_PET;
2077 if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
2078 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2084 * Makes the monster hostile towards the player
2085 * @param m_ptr モンスター情報構造体の参照ポインタ
2088 void set_hostile(player_type *player_ptr, monster_type *m_ptr)
2090 if (player_ptr->phase_out) return;
2091 m_ptr->smart &= ~SM_PET;
2092 m_ptr->smart &= ~SM_FRIENDLY;
2099 * @param m_ptr モンスター情報構造体の参照ポインタ
2102 void anger_monster(player_type *player_ptr, monster_type *m_ptr)
2104 if (player_ptr->phase_out) return;
2105 if (!is_friendly(m_ptr)) return;
2107 GAME_TEXT m_name[MAX_NLEN];
2109 monster_desc(player_ptr, m_name, m_ptr, 0);
2110 msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
2111 set_hostile(player_ptr, m_ptr);
2112 chg_virtue(player_ptr, V_INDIVIDUALISM, 1);
2113 chg_virtue(player_ptr, V_HONOUR, -1);
2114 chg_virtue(player_ptr, V_JUSTICE, -1);
2115 chg_virtue(player_ptr, V_COMPASSION, -1);
2120 * @brief モンスターが地形を踏破できるかどうかを返す
2121 * Check if monster can cross terrain
2122 * @param player_ptr プレーヤーへの参照ポインタ
2124 * @param r_ptr モンスター種族構造体の参照ポインタ
2126 * @return 踏破可能ならばTRUEを返す
2128 bool monster_can_cross_terrain(player_type *player_ptr, FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
2130 feature_type *f_ptr = &f_info[feat];
2132 if (have_flag(f_ptr->flags, FF_PATTERN))
2134 if (!(mode & CEM_RIDING))
2136 if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
2140 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2145 if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
2146 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
2147 if (have_flag(f_ptr->flags, FF_CAN_PASS))
2149 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || player_ptr->pass_wall)) return TRUE;
2152 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2154 /* Some monsters can walk on mountains */
2155 if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
2158 if (have_flag(f_ptr->flags, FF_WATER))
2160 if (!(r_ptr->flags7 & RF7_AQUATIC))
2163 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2166 else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
2170 /* Aquatic monster into non-water? */
2171 else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2174 if (have_flag(f_ptr->flags, FF_LAVA))
2176 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
2180 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
2182 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
2186 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
2188 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
2192 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
2194 if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
2198 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
2200 if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
2208 * @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
2209 * Strictly check if monster can enter the grid
2210 * @param player_ptr プレーヤーへの参照ポインタ
2213 * @param r_ptr モンスター種族構造体の参照ポインタ
2215 * @return 踏破可能ならばTRUEを返す
2217 bool monster_can_enter(player_type *player_ptr, POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
2219 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
2220 if (player_bold(player_ptr, y, x)) return FALSE;
2221 if (g_ptr->m_idx) return FALSE;
2223 return monster_can_cross_terrain(player_ptr, g_ptr->feat, r_ptr, mode);
2228 * @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)
2229 * Check if this monster has "hostile" alignment (aux)
2230 * @param sub_align1 モンスター1のサブフラグ
2231 * @param sub_align2 モンスター2のサブフラグ
2232 * @return 敵対関係にあるならばTRUEを返す
2234 static bool check_hostile_align(byte sub_align1, byte sub_align2)
2236 if (sub_align1 != sub_align2)
2238 if (((sub_align1 & SUB_ALIGN_EVIL) && (sub_align2 & SUB_ALIGN_GOOD)) ||
2239 ((sub_align1 & SUB_ALIGN_GOOD) && (sub_align2 & SUB_ALIGN_EVIL)))
2248 * @brief モンスターの属性の基づいた敵対関係の有無を返す
2249 * Check if two monsters are enemies
2250 * @param m_ptr モンスター1の構造体参照ポインタ
2251 * @param n_ptr モンスター2の構造体参照ポインタ
2252 * @return 敵対関係にあるならばTRUEを返す
2254 bool are_enemies(player_type *player_ptr, monster_type *m_ptr, monster_type *n_ptr)
2256 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2257 monster_race *s_ptr = &r_info[n_ptr->r_idx];
2259 if (player_ptr->phase_out)
2261 if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
2265 if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
2266 && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
2268 if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
2271 /* Friendly vs. opposite aligned normal or pet */
2272 if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
2274 if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
2277 /* Hostile vs. non-hostile */
2278 if (is_hostile(m_ptr) != is_hostile(n_ptr))
2288 * @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
2289 * Check if this monster race has "hostile" alignment
2290 * @param player_ptr プレーヤーへの参照ポインタ
2291 * @param m_ptr モンスター情報構造体の参照ポインタ
2292 * @param pa_good プレイヤーの善傾向値
2293 * @param pa_evil プレイヤーの悪傾向値
2294 * @param r_ptr モンスター種族情報の構造体参照ポインタ
2295 * @return プレイヤーに敵意を持つならばTRUEを返す
2297 * If user is player, m_ptr == NULL.
2299 bool monster_has_hostile_align(player_type *player_ptr, monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
2301 byte sub_align1 = SUB_ALIGN_NEUTRAL;
2302 byte sub_align2 = SUB_ALIGN_NEUTRAL;
2304 if (m_ptr) /* For a monster */
2306 sub_align1 = m_ptr->sub_align;
2308 else /* For player */
2310 if (player_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
2311 if (player_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL;
2314 /* Racial alignment flags */
2315 if (r_ptr->flags3 & RF3_EVIL) sub_align2 |= SUB_ALIGN_EVIL;
2316 if (r_ptr->flags3 & RF3_GOOD) sub_align2 |= SUB_ALIGN_GOOD;
2318 if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
2325 * @brief モンスターを倒した際の財宝svalを返す
2326 * @param r_idx 倒したモンスターの種族ID
2329 * Hack -- Return the "automatic coin type" of a monster race
2330 * Used to allocate proper treasure when "Creeping coins" die
2331 * Note the use of actual "monster names"
2333 static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
2337 case MON_COPPER_COINS: return 2;
2338 case MON_SILVER_COINS: return 5;
2339 case MON_GOLD_COINS: return 10;
2340 case MON_MITHRIL_COINS:
2341 case MON_MITHRIL_GOLEM: return 16;
2342 case MON_ADAMANT_COINS: return 17;
2350 * @brief モンスターが死亡した時の処理 /
2351 * Handle the "death" of a monster.
2352 * @param m_idx 死亡したモンスターのID
2353 * @param drop_item TRUEならばモンスターのドロップ処理を行う
2354 * @return 撃破されたモンスターの述語
2357 * Disperse treasures centered at the monster location based on the
2358 * various flags contained in the monster flags fields.
2359 * Check for "Quest" completion when a quest monster is killed.
2360 * Note that only the player can induce "monster_death()" on Uniques.
2361 * Thus (for now) all Quest monsters should be Uniques.
2362 * Note that monsters can now carry objects, and when a monster dies,
2363 * it drops all of its objects, which may disappear in crowded rooms.
2366 void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item)
2368 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2369 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
2370 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2372 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
2373 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
2374 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
2375 int force_coin = get_coin_type(m_ptr->r_idx);
2377 bool drop_chosen_item = drop_item && !cloned && !floor_ptr->inside_arena && !player_ptr->phase_out && !is_pet(m_ptr);
2379 /* The caster is dead? */
2380 if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx)
2381 current_world_ptr->timewalk_m_idx = 0;
2383 /* Notice changes in view */
2384 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2386 player_ptr->update |= (PU_MON_LITE);
2389 POSITION y = m_ptr->fy;
2390 POSITION x = m_ptr->fx;
2392 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2394 GAME_TEXT m_name[MAX_NLEN];
2396 monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
2397 exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name);
2400 for (int i = 0; i < 4; i++)
2402 if (r_ptr->blow[i].method != RBM_EXPLODE) continue;
2404 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2405 EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
2406 DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
2407 DICE_SID d_side = r_ptr->blow[i].d_side;
2408 HIT_POINT damage = damroll(d_dice, d_side);
2410 project(player_ptr, m_idx, 3, y, x, damage, typ, flg, -1);
2414 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
2416 choose_new_monster(player_ptr, m_idx, TRUE, MON_CHAMELEON);
2417 r_ptr = &r_info[m_ptr->r_idx];
2420 check_quest_completion(player_ptr, m_ptr);
2422 /* Handle the possibility of player vanquishing arena combatant -KMW- */
2425 if (floor_ptr->inside_arena && !is_pet(m_ptr))
2427 player_ptr->exit_bldg = TRUE;
2429 if (player_ptr->arena_number > MAX_ARENA_MONS)
2431 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
2435 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."));
2438 if (arena_info[player_ptr->arena_number].tval)
2442 /* Prepare to make a prize */
2443 object_prep(q_ptr, lookup_kind(arena_info[player_ptr->arena_number].tval, arena_info[player_ptr->arena_number].sval));
2444 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
2445 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2448 if (player_ptr->arena_number > MAX_ARENA_MONS) player_ptr->arena_number++;
2449 player_ptr->arena_number++;
2452 GAME_TEXT m_name[MAX_NLEN];
2454 monster_desc(player_ptr, m_name, m_ptr, MD_WRONGDOER_NAME);
2456 exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
2460 if (m_idx == player_ptr->riding)
2462 if (rakuba(player_ptr, -1, FALSE))
2464 msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
2468 bool is_drop_corpse = one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4);
2469 is_drop_corpse &= (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON));
2470 is_drop_corpse &= !(floor_ptr->inside_arena || player_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr)));
2473 /* Assume skeleton */
2474 bool corpse = FALSE;
2477 * We cannot drop a skeleton? Note, if we are in this check,
2478 * we *know* we can drop at least a corpse or a skeleton
2480 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
2482 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
2485 /* Else, a corpse is more likely unless we did a "lot" of damage */
2486 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
2488 /* Lots of damage in one blow */
2489 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
2491 if (one_in_(5)) corpse = TRUE;
2495 if (!one_in_(5)) corpse = TRUE;
2500 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
2501 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
2502 q_ptr->pval = m_ptr->r_idx;
2503 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2506 /* Drop objects being carried */
2507 monster_drop_carried_objects(player_ptr, m_ptr);
2510 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
2511 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
2513 switch (m_ptr->r_idx)
2515 case MON_PINK_HORROR:
2517 /* Pink horrors are replaced with 2 Blue horrors */
2518 if (floor_ptr->inside_arena || player_ptr->phase_out) break;
2520 bool notice = FALSE;
2521 for (int i = 0; i < 2; i++)
2523 POSITION wy = y, wx = x;
2524 bool pet = is_pet(m_ptr);
2525 BIT_FLAGS mode = 0L;
2527 if (pet) mode |= PM_FORCE_PET;
2529 if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
2531 if (player_can_see_bold(player_ptr, wy, wx)) notice = TRUE;
2535 if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
2540 case MON_BLOODLETTER:
2542 /* Bloodletters of Khorne may drop a blade of chaos */
2543 if (!drop_chosen_item || (randint1(100) >= 15)) break;
2547 /* Prepare to make a Blade of Chaos */
2548 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
2550 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
2551 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2557 if (!drop_chosen_item || (floor_ptr->dun_level <= 9)) break;
2562 /* Activate restriction */
2563 if ((floor_ptr->dun_level > 49) && one_in_(5))
2564 get_obj_num_hook = kind_is_good_book;
2566 get_obj_num_hook = kind_is_book;
2569 make_object(player_ptr, q_ptr, mo_mode);
2570 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2577 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
2578 * spawn another in the fallen one's place!
2580 if (floor_ptr->inside_arena || player_ptr->phase_out) break;
2581 if (one_in_(7)) break;
2583 POSITION wy = y, wx = x;
2585 bool pet = is_pet(m_ptr);
2588 scatter(player_ptr, &wy, &wx, y, x, 20, 0);
2589 } while (!(in_bounds(floor_ptr, wy, wx) && is_cave_empty_bold2(player_ptr, wy, wx)) && --attempts);
2591 if (attempts <= 0) break;
2593 BIT_FLAGS mode = 0L;
2594 if (pet) mode |= PM_FORCE_PET;
2596 if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
2598 if (player_can_see_bold(player_ptr, wy, wx))
2599 msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
2605 /* One more ultra-hack: An Unmaker goes out with a big bang! */
2608 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2609 (void)project(player_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
2613 case MON_UNICORN_ORD:
2617 /* Reward for "lazy" player */
2618 if (player_ptr->pseikaku != SEIKAKU_NAMAKE) break;
2619 if (!drop_chosen_item) break;
2621 ARTIFACT_IDX a_idx = 0;
2622 artifact_type *a_ptr = NULL;
2625 switch (randint0(3))
2628 a_idx = ART_NAMAKE_HAMMER;
2631 a_idx = ART_NAMAKE_BOW;
2634 a_idx = ART_NAMAKE_ARMOR;
2638 a_ptr = &a_info[a_idx];
2639 } while (a_ptr->cur_num);
2641 if (create_named_art(player_ptr, a_idx, y, x))
2645 /* Hack -- Memorize location of artifact in saved floors */
2646 if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
2648 else if (!preserve_mode) a_ptr->cur_num = 1;
2655 if (!drop_chosen_item) break;
2658 /* Mega-Hack -- Prepare to make "Grond" */
2659 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
2661 /* Mega-Hack -- Mark this item as "Grond" */
2662 q_ptr->name1 = ART_GROND;
2664 /* Mega-Hack -- Actually create "Grond" */
2665 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
2666 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2669 /* Mega-Hack -- Prepare to make "Chaos" */
2670 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
2672 /* Mega-Hack -- Mark this item as "Chaos" */
2673 q_ptr->name1 = ART_CHAOS;
2675 /* Mega-Hack -- Actually create "Chaos" */
2676 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
2677 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2681 case MON_B_DEATH_SWORD:
2683 if (!drop_chosen_item) break;
2686 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
2687 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2694 bool is_drop_can = drop_chosen_item;
2695 bool is_silver = m_ptr->r_idx == MON_A_SILVER;
2696 is_silver &= r_ptr->r_akills % 5 == 0;
2697 is_drop_can &= (m_ptr->r_idx == MON_A_GOLD) || is_silver;
2698 if (!is_drop_can) break;
2701 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
2702 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
2703 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2709 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2710 (void)project(player_ptr, m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
2716 if (!drop_chosen_item) break;
2718 switch (r_ptr->d_char)
2722 if (floor_ptr->dun_level <= 0) break;
2727 /* Activate restriction */
2728 get_obj_num_hook = kind_is_cloak;
2731 make_object(player_ptr, q_ptr, mo_mode);
2732 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2738 if (floor_ptr->dun_level <= 4) break;
2743 /* Activate restriction */
2744 get_obj_num_hook = kind_is_polearm;
2746 /* Make a poleweapon */
2747 make_object(player_ptr, q_ptr, mo_mode);
2748 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2754 if (floor_ptr->dun_level <= 19) break;
2759 /* Activate restriction */
2760 get_obj_num_hook = kind_is_armor;
2762 /* Make a hard armor */
2763 make_object(player_ptr, q_ptr, mo_mode);
2764 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2770 if (floor_ptr->dun_level <= 4) break;
2774 /* Activate restriction */
2775 get_obj_num_hook = kind_is_hafted;
2777 /* Make a hafted weapon */
2778 make_object(player_ptr, q_ptr, mo_mode);
2779 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2786 if (m_ptr->r_idx == MON_STORMBRINGER) break;
2790 /* Activate restriction */
2791 get_obj_num_hook = kind_is_sword;
2794 make_object(player_ptr, q_ptr, mo_mode);
2795 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2802 /* Mega-Hack -- drop fixed items */
2803 if (drop_chosen_item)
2805 ARTIFACT_IDX a_idx = 0;
2806 PERCENTAGE chance = 0;
2808 for (int i = 0; i < 4; i++)
2810 if (!r_ptr->artifact_id[i]) break;
2811 a_idx = r_ptr->artifact_id[i];
2812 chance = r_ptr->artifact_percent[i];
2815 if ((a_idx > 0) && ((randint0(100) < chance) || current_world_ptr->wizard))
2817 artifact_type *a_ptr = &a_info[a_idx];
2819 if (!a_ptr->cur_num)
2821 if (create_named_art(player_ptr, a_idx, y, x))
2825 /* Hack -- Memorize location of artifact in saved floors */
2826 if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
2828 else if (!preserve_mode) a_ptr->cur_num = 1;
2832 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[player_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
2834 KIND_OBJECT_IDX k_idx = d_info[player_ptr->dungeon_idx].final_object ? d_info[player_ptr->dungeon_idx].final_object
2835 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
2837 if (d_info[player_ptr->dungeon_idx].final_artifact)
2839 a_idx = d_info[player_ptr->dungeon_idx].final_artifact;
2840 artifact_type *a_ptr = &a_info[a_idx];
2842 if (!a_ptr->cur_num)
2844 if (create_named_art(player_ptr, a_idx, y, x))
2848 /* Hack -- Memorize location of artifact in saved floors */
2849 if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
2851 else if (!preserve_mode) a_ptr->cur_num = 1;
2853 /* Prevent rewarding both artifact and "default" object */
2854 if (!d_info[player_ptr->dungeon_idx].final_object) k_idx = 0;
2862 /* Prepare to make a reward */
2863 object_prep(q_ptr, k_idx);
2865 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
2866 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2869 msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[player_ptr->dungeon_idx].name);
2873 /* Determine how much we can drop */
2875 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
2876 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
2877 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
2878 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
2879 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
2880 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
2882 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
2883 number = 0; /* Clones drop no stuff unless Cloning Pits */
2885 if (is_pet(m_ptr) || player_ptr->phase_out || floor_ptr->inside_arena)
2886 number = 0; /* Pets drop no stuff */
2887 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
2889 if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
2890 number = 0; /* Limit of Multiply monster drop */
2892 /* Hack -- handle creeping coins */
2893 coin_type = force_coin;
2895 /* Average dungeon and monster levels */
2896 floor_ptr->object_level = (floor_ptr->dun_level + r_ptr->level) / 2;
2898 /* Drop some objects */
2901 for (int i = 0; i < number; i++)
2906 if (do_gold && (!do_item || (randint0(100) < 50)))
2908 if (!make_gold(floor_ptr, q_ptr)) continue;
2913 if (!make_object(player_ptr, q_ptr, mo_mode)) continue;
2917 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2920 /* Reset the object level */
2921 floor_ptr->object_level = floor_ptr->base_level;
2923 /* Reset "coin" type */
2926 /* Take note of any dropped treasure */
2927 bool visible = ((m_ptr->ml && !player_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
2928 if (visible && (dump_item || dump_gold))
2930 /* Take notes on treasure */
2931 lore_treasure(player_ptr, m_idx, dump_item, dump_gold);
2934 /* Only process "Quest Monsters" */
2935 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
2936 if (player_ptr->phase_out) return;
2939 if ((m_ptr->r_idx != MON_SERPENT) || cloned) return;
2941 current_world_ptr->total_winner = TRUE;
2942 player_ptr->redraw |= (PR_TITLE);
2943 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
2944 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
2945 admire_from_patron(player_ptr);
2946 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
2947 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!"));
2948 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."));
2953 * @brief モンスターを撃破した際の述語メッセージを返す /
2954 * Return monster death string
2955 * @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
2956 * @return 撃破されたモンスターの述語
2958 concptr extract_note_dies(MONRACE_IDX r_idx)
2960 monster_race *r_ptr = &r_info[r_idx];
2961 if (monster_living(r_idx)) return _("は死んだ。", " dies.");
2963 for (int i = 0; i < 4; i++)
2965 if (r_ptr->blow[i].method == RBM_EXPLODE)
2967 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
2971 return _("を倒した。", " is destroyed.");
2976 * Monster health description
2978 concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
2980 bool living = monster_living(m_ptr->ap_r_idx);
2981 int perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
2984 if (m_ptr->hp >= m_ptr->maxhp)
2986 desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
2988 else if (perc >= 60)
2990 desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
2992 else if (perc >= 25)
2994 desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
2996 else if (perc >= 10)
2998 desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
3002 desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
3010 else if (is_pet(m_ptr))
3012 attitude = _(", ペット", ", pet");
3014 else if (is_friendly(m_ptr))
3016 attitude = _(", 友好的", ", friendly");
3020 attitude = _("", "");
3023 concptr clone = (m_ptr->smart & SM_CLONED) ? ", clone" : "";
3024 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3025 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
3027 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
3030 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
3034 bool is_original_ap_and_seen(player_type *player_ptr, monster_type *m_ptr)
3036 return m_ptr->ml && !player_ptr->image && (m_ptr->ap_r_idx == m_ptr->r_idx);