--- /dev/null
+#include "lore/combat-types-setter.h"
+#include "monster-attack/monster-attack-effect.h"
+#include "monster-attack/monster-attack-types.h"
+#include "term/term-color-types.h"
+
+void set_monster_blow_method(lore_type *lore_ptr, int m)
+{
+ rbm_type method = lore_ptr->r_ptr->blow[m].method;
+ lore_ptr->p = NULL;
+ lore_ptr->pc = TERM_WHITE;
+ switch (method) {
+ case RBM_HIT:
+ lore_ptr->p = _("殴る", "hit");
+ lore_ptr->pc = TERM_L_WHITE;
+ break;
+ case RBM_TOUCH:
+ lore_ptr->p = _("触る", "touch");
+ break;
+ case RBM_PUNCH:
+ lore_ptr->p = _("パンチする", "punch");
+ lore_ptr->pc = TERM_L_WHITE;
+ break;
+ case RBM_KICK:
+ lore_ptr->p = _("蹴る", "kick");
+ lore_ptr->pc = TERM_L_WHITE;
+ break;
+ case RBM_CLAW:
+ lore_ptr->p = _("ひっかく", "claw");
+ lore_ptr->pc = TERM_L_UMBER;
+ break;
+ case RBM_BITE:
+ lore_ptr->p = _("噛む", "bite");
+ lore_ptr->pc = TERM_L_UMBER;
+ break;
+ case RBM_STING:
+ lore_ptr->p = _("刺す", "sting");
+ break;
+ case RBM_SLASH:
+ lore_ptr->p = _("斬る", "slash");
+ lore_ptr->pc = TERM_L_UMBER;
+ break;
+ case RBM_BUTT:
+ lore_ptr->p = _("角で突く", "butt");
+ lore_ptr->pc = TERM_L_WHITE;
+ break;
+ case RBM_CRUSH:
+ lore_ptr->p = _("体当たりする", "crush");
+ lore_ptr->pc = TERM_L_WHITE;
+ break;
+ case RBM_ENGULF:
+ lore_ptr->p = _("飲み込む", "engulf");
+ break;
+ case RBM_CHARGE:
+ lore_ptr->p = _("請求書をよこす", "charge");
+ break;
+ case RBM_CRAWL:
+ lore_ptr->p = _("体の上を這い回る", "crawl on you");
+ break;
+ case RBM_DROOL:
+ lore_ptr->p = _("よだれをたらす", "drool on you");
+ lore_ptr->pc = TERM_SLATE;
+ break;
+ case RBM_SPIT:
+ lore_ptr->p = _("つばを吐く", "spit");
+ lore_ptr->pc = TERM_SLATE;
+ break;
+ case RBM_EXPLODE:
+ lore_ptr->p = _("爆発する", "explode");
+ lore_ptr->pc = TERM_L_BLUE;
+ break;
+ case RBM_GAZE:
+ lore_ptr->p = _("にらむ", "gaze");
+ lore_ptr->pc = TERM_SLATE;
+ break;
+ case RBM_WAIL:
+ lore_ptr->p = _("泣き叫ぶ", "wail");
+ lore_ptr->pc = TERM_SLATE;
+ break;
+ case RBM_SPORE:
+ lore_ptr->p = _("胞子を飛ばす", "release spores");
+ lore_ptr->pc = TERM_SLATE;
+ break;
+ case RBM_XXX4:
+ break;
+ case RBM_BEG:
+ lore_ptr->p = _("金をせがむ", "beg");
+ lore_ptr->pc = TERM_SLATE;
+ break;
+ case RBM_INSULT:
+ lore_ptr->p = _("侮辱する", "insult");
+ lore_ptr->pc = TERM_SLATE;
+ break;
+ case RBM_MOAN:
+ lore_ptr->p = _("うめく", "moan");
+ lore_ptr->pc = TERM_SLATE;
+ break;
+ case RBM_SHOW:
+ lore_ptr->p = _("歌う", "sing");
+ lore_ptr->pc = TERM_SLATE;
+ break;
+ }
+}
+
+void set_monster_blow_effect(lore_type *lore_ptr, int m)
+{
+ rbe_type effect = lore_ptr->r_ptr->blow[m].effect;
+ lore_ptr->q = NULL;
+ lore_ptr->qc = TERM_WHITE;
+ switch (effect) {
+ case RBE_SUPERHURT:
+ lore_ptr->q = _("強力に攻撃する", "slaughter");
+ lore_ptr->qc = TERM_L_RED;
+ break;
+ case RBE_HURT:
+ lore_ptr->q = _("攻撃する", "attack");
+ break;
+ case RBE_POISON:
+ lore_ptr->q = _("毒をくらわす", "poison");
+ lore_ptr->qc = TERM_L_GREEN;
+ break;
+ case RBE_UN_BONUS:
+ lore_ptr->q = _("劣化させる", "disenchant");
+ lore_ptr->qc = TERM_VIOLET;
+ break;
+ case RBE_UN_POWER:
+ lore_ptr->q = _("充填魔力を吸収する", "drain charges");
+ lore_ptr->qc = TERM_SLATE;
+ break;
+ case RBE_EAT_GOLD:
+ lore_ptr->q = _("金を盗む", "steal gold");
+ lore_ptr->qc = TERM_YELLOW;
+ break;
+ case RBE_EAT_ITEM:
+ lore_ptr->q = _("アイテムを盗む", "steal items");
+ lore_ptr->qc = TERM_UMBER;
+ break;
+ case RBE_EAT_FOOD:
+ lore_ptr->q = _("あなたの食料を食べる", "eat your food");
+ lore_ptr->qc = TERM_L_UMBER;
+ break;
+ case RBE_EAT_LITE:
+ lore_ptr->q = _("明かりを吸収する", "absorb light");
+ lore_ptr->qc = TERM_YELLOW;
+ break;
+ case RBE_ACID:
+ lore_ptr->q = _("酸を飛ばす", "shoot acid");
+ lore_ptr->qc = TERM_GREEN;
+ break;
+ case RBE_ELEC:
+ lore_ptr->q = _("感電させる", "electrocute");
+ lore_ptr->qc = TERM_BLUE;
+ break;
+ case RBE_FIRE:
+ lore_ptr->q = _("燃やす", "burn");
+ lore_ptr->qc = TERM_RED;
+ break;
+ case RBE_COLD:
+ lore_ptr->q = _("凍らせる", "freeze");
+ lore_ptr->qc = TERM_L_WHITE;
+ break;
+ case RBE_BLIND:
+ lore_ptr->q = _("盲目にする", "blind");
+ lore_ptr->qc = TERM_L_DARK;
+ break;
+ case RBE_CONFUSE:
+ lore_ptr->q = _("混乱させる", "confuse");
+ lore_ptr->qc = TERM_L_UMBER;
+ break;
+ case RBE_TERRIFY:
+ lore_ptr->q = _("恐怖させる", "terrify");
+ lore_ptr->qc = TERM_SLATE;
+ break;
+ case RBE_PARALYZE:
+ lore_ptr->q = _("麻痺させる", "paralyze");
+ lore_ptr->qc = TERM_BLUE;
+ break;
+ case RBE_LOSE_STR:
+ lore_ptr->q = _("腕力を減少させる", "reduce strength");
+ lore_ptr->qc = TERM_L_GREEN;
+ break;
+ case RBE_LOSE_INT:
+ lore_ptr->q = _("知能を減少させる", "reduce intelligence");
+ lore_ptr->qc = TERM_L_GREEN;
+ break;
+ case RBE_LOSE_WIS:
+ lore_ptr->q = _("賢さを減少させる", "reduce wisdom");
+ lore_ptr->qc = TERM_L_GREEN;
+ break;
+ case RBE_LOSE_DEX:
+ lore_ptr->q = _("器用さを減少させる", "reduce dexterity");
+ lore_ptr->qc = TERM_L_GREEN;
+ break;
+ case RBE_LOSE_CON:
+ lore_ptr->q = _("耐久力を減少させる", "reduce constitution");
+ lore_ptr->qc = TERM_L_GREEN;
+ break;
+ case RBE_LOSE_CHR:
+ lore_ptr->q = _("魅力を減少させる", "reduce charisma");
+ lore_ptr->qc = TERM_L_GREEN;
+ break;
+ case RBE_LOSE_ALL:
+ lore_ptr->q = _("全ステータスを減少させる", "reduce all stats");
+ lore_ptr->qc = TERM_L_GREEN;
+ break;
+ case RBE_SHATTER:
+ lore_ptr->q = _("粉砕する", "shatter");
+ lore_ptr->qc = TERM_SLATE;
+ break;
+ case RBE_EXP_10:
+ lore_ptr->q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)");
+ lore_ptr->qc = TERM_L_BLUE;
+ break;
+ case RBE_EXP_20:
+ lore_ptr->q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)");
+ lore_ptr->qc = TERM_L_BLUE;
+ break;
+ case RBE_EXP_40:
+ lore_ptr->q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)");
+ lore_ptr->qc = TERM_L_BLUE;
+ break;
+ case RBE_EXP_80:
+ lore_ptr->q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)");
+ lore_ptr->qc = TERM_L_BLUE;
+ break;
+ case RBE_DISEASE:
+ lore_ptr->q = _("病気にする", "disease");
+ lore_ptr->qc = TERM_L_GREEN;
+ break;
+ case RBE_TIME:
+ lore_ptr->q = _("時間を逆戻りさせる", "time");
+ lore_ptr->qc = TERM_L_BLUE;
+ break;
+ case RBE_DR_LIFE:
+ lore_ptr->q = _("生命力を吸収する", "drain life");
+ lore_ptr->qc = TERM_L_BLUE;
+ break;
+ case RBE_DR_MANA:
+ lore_ptr->q = _("魔力を奪う", "drain mana force");
+ lore_ptr->qc = TERM_SLATE;
+ break;
+ case RBE_INERTIA:
+ lore_ptr->q = _("減速させる", "slow");
+ lore_ptr->qc = TERM_UMBER;
+ break;
+ case RBE_STUN:
+ lore_ptr->q = _("朦朧とさせる", "stun");
+ lore_ptr->qc = TERM_ORANGE;
+ break;
+ case RBE_FLAVOR:
+ // フレーバー打撃には何の効果もないので付加説明もない。
+ break;
+ }
+}