/*!
- * @brief モンスターの思い出を表示する処理
+ * @brief モンスターの思い出表示に必要なフラグ類の処理
* @date 2020/06/09
* @author Hourier
*/
#include "lore/monster-lore.h"
-#include "locale/english.h"
-#include "locale/japanese.h"
+#include "game-option/cheat-options.h"
+#include "lore/lore-calculator.h"
#include "lore/lore-util.h"
-#include "monster-race/race-flags-ability1.h"
+#include "lore/magic-types-setter.h"
+#include "monster-race/monster-race.h"
#include "monster-race/race-flags-ability2.h"
-#include "monster-race/race-flags-resistance.h"
#include "monster-race/race-flags1.h"
#include "monster-race/race-flags2.h"
#include "monster-race/race-flags3.h"
#include "monster-race/race-flags4.h"
-#include "monster-race/race-flags7.h"
#include "monster-race/race-indice-types.h"
-#include "mspell/monster-spell.h"
-#include "mspell/mspell-damage-calculator.h"
-#include "mspell/mspell-type.h"
#include "term/term-color-types.h"
-#include "util/util.h"
-#include "view/display-monster-lore.h"
+#include "view/display-lore-attacks.h"
+#include "view/display-lore-drops.h"
+#include "view/display-lore-magics.h"
+#include "view/display-lore-status.h"
+#include "view/display-lore.h"
-/*!
- * 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural)
- */
-#define plural(c, s, p) (((c) == 1) ? (s) : (p))
-
-/*!
- * @brief ダイス目を文字列に変換する
- * @param base_damage 固定値
- * @param dice_num ダイス数
- * @param dice_side ダイス面
- * @param dice_mult ダイス倍率
- * @param dice_div ダイス除数
- * @param msg 文字列を格納するポインタ
- * @return なし
- */
-void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char *msg)
+static void set_msex_flags(lore_type *lore_ptr)
{
- char base[80] = "", dice[80] = "", mult[80] = "";
-
- if (dice_num == 0) {
- sprintf(msg, "%d", base_damage);
+ lore_ptr->msex = MSEX_NONE;
+ if (lore_ptr->r_ptr->flags1 & RF1_FEMALE) {
+ lore_ptr->msex = MSEX_FEMALE;
return;
}
- if (base_damage != 0)
- sprintf(base, "%d+", base_damage);
-
- if (dice_num == 1)
- sprintf(dice, "d%d", dice_side);
- else
- sprintf(dice, "%dd%d", dice_num, dice_side);
-
- if (dice_mult != 1 || dice_div != 1) {
- if (dice_div == 1)
- sprintf(mult, "*%d", dice_mult);
- else
- sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
- }
-
- sprintf(msg, "%s%s%s", base, dice, mult);
-}
-
-/*!
- * @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
- * @param r_idx モンスターの種族ID
- * @return 敵のACを知る条件が満たされているならTRUEを返す
- * @details
- * The higher the level, the fewer kills needed.
- */
-static bool know_armour(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
- DEPTH level = r_ptr->level;
- MONSTER_NUMBER kills = r_ptr->r_tkills;
-
- bool known = (r_ptr->r_cast_spell == MAX_UCHAR) ? TRUE : FALSE;
-
- if (cheat_know || known)
- return TRUE;
- if (kills > 304 / (4 + level))
- return TRUE;
- if (!(r_ptr->flags1 & RF1_UNIQUE))
- return FALSE;
- if (kills > 304 / (38 + (5 * level) / 4))
- return TRUE;
- return FALSE;
-}
-
-/*!
- * @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
- * Determine if the "damage" of the given attack is known
- * @param r_idx モンスターの種族ID
- * @param i 確認したい攻撃手番
- * @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
- * @details
- * <pre>
- * the higher the level of the monster, the fewer the attacks you need,
- * the more damage an attack does, the more attacks you need
- * </pre>
- */
-static bool know_damage(MONRACE_IDX r_idx, int i)
-{
- monster_race *r_ptr = &r_info[r_idx];
- DEPTH level = r_ptr->level;
- s32b a = r_ptr->r_blows[i];
-
- s32b d1 = r_ptr->blow[i].d_dice;
- s32b d2 = r_ptr->blow[i].d_side;
- s32b d = d1 * d2;
-
- if (d >= ((4 + level) * MAX_UCHAR) / 80)
- d = ((4 + level) * MAX_UCHAR - 1) / 80;
- if ((4 + level) * a > 80 * d)
- return TRUE;
- if (!(r_ptr->flags1 & RF1_UNIQUE))
- return FALSE;
- if ((4 + level) * (2 * a) > 80 * d)
- return TRUE;
-
- return FALSE;
-}
-
-/*!
- * @brief 文字列にモンスターの攻撃力を加える
- * @param r_idx モンスターの種族ID
- * @param SPELL_NUM 呪文番号
- * @param msg 表示する文字列
- * @param tmp 返すメッセージを格納する配列
- * @return なし
- */
-static void set_damage(player_type *player_ptr, MONRACE_IDX r_idx, monster_spell_type ms_type, char *msg, char *tmp)
-{
- int base_damage = monspell_race_damage(player_ptr, ms_type, r_idx, BASE_DAM);
- int dice_num = monspell_race_damage(player_ptr, ms_type, r_idx, DICE_NUM);
- int dice_side = monspell_race_damage(player_ptr, ms_type, r_idx, DICE_SIDE);
- int dice_mult = monspell_race_damage(player_ptr, ms_type, r_idx, DICE_MULT);
- int dice_div = monspell_race_damage(player_ptr, ms_type, r_idx, DICE_DIV);
- char dmg_str[80], dice_str[80];
- dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
- sprintf(dice_str, "(%s)", dmg_str);
-
- if (know_armour(r_idx))
- sprintf(tmp, msg, dice_str);
- else
- sprintf(tmp, msg, "");
+ if (lore_ptr->r_ptr->flags1 & RF1_MALE)
+ lore_ptr->msex = MSEX_MALE;
}
-static void set_drop_flags(lore_type *lore_ptr)
+static void set_flags1(lore_type *lore_ptr)
{
- if (!lore_ptr->know_everything)
- return;
+ if (lore_ptr->r_ptr->flags1 & RF1_UNIQUE)
+ lore_ptr->flags1 |= (RF1_UNIQUE);
- lore_ptr->drop_gold = lore_ptr->drop_item = (((lore_ptr->r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) + ((lore_ptr->r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0)
- + ((lore_ptr->r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) + ((lore_ptr->r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0)
- + ((lore_ptr->r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) + ((lore_ptr->r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
+ if (lore_ptr->r_ptr->flags1 & RF1_QUESTOR)
+ lore_ptr->flags1 |= (RF1_QUESTOR);
- if (lore_ptr->r_ptr->flags1 & RF1_ONLY_GOLD)
- lore_ptr->drop_item = 0;
+ if (lore_ptr->r_ptr->flags1 & RF1_MALE)
+ lore_ptr->flags1 |= (RF1_MALE);
- if (lore_ptr->r_ptr->flags1 & RF1_ONLY_ITEM)
- lore_ptr->drop_gold = 0;
+ if (lore_ptr->r_ptr->flags1 & RF1_FEMALE)
+ lore_ptr->flags1 |= (RF1_FEMALE);
- lore_ptr->flags1 = lore_ptr->r_ptr->flags1;
- lore_ptr->flags2 = lore_ptr->r_ptr->flags2;
- lore_ptr->flags3 = lore_ptr->r_ptr->flags3;
- lore_ptr->flags4 = lore_ptr->r_ptr->flags4;
- lore_ptr->a_ability_flags1 = lore_ptr->r_ptr->a_ability_flags1;
- lore_ptr->a_ability_flags2 = lore_ptr->r_ptr->a_ability_flags2;
- lore_ptr->flagsr = lore_ptr->r_ptr->flagsr;
-}
+ if (lore_ptr->r_ptr->flags1 & RF1_FRIENDS)
+ lore_ptr->flags1 |= (RF1_FRIENDS);
-static void set_msex_flags(lore_type *lore_ptr)
-{
- lore_ptr->msex = MSEX_NONE;
- if (lore_ptr->r_ptr->flags1 & RF1_FEMALE) {
- lore_ptr->msex = MSEX_FEMALE;
- return;
- }
+ if (lore_ptr->r_ptr->flags1 & RF1_ESCORT)
+ lore_ptr->flags1 |= (RF1_ESCORT);
- if (lore_ptr->r_ptr->flags1 & RF1_MALE)
- lore_ptr->msex = MSEX_MALE;
+ if (lore_ptr->r_ptr->flags1 & RF1_ESCORTS)
+ lore_ptr->flags1 |= (RF1_ESCORTS);
}
static void set_race_flags(lore_type *lore_ptr)
set_drop_flags(lore_ptr);
set_msex_flags(lore_ptr);
- if (lore_ptr->r_ptr->flags1 & RF1_UNIQUE)
- lore_ptr->flags1 |= (RF1_UNIQUE);
-
- if (lore_ptr->r_ptr->flags1 & RF1_QUESTOR)
- lore_ptr->flags1 |= (RF1_QUESTOR);
-
- if (lore_ptr->r_ptr->flags1 & RF1_MALE)
- lore_ptr->flags1 |= (RF1_MALE);
-
- if (lore_ptr->r_ptr->flags1 & RF1_FEMALE)
- lore_ptr->flags1 |= (RF1_FEMALE);
-
- if (lore_ptr->r_ptr->flags1 & RF1_FRIENDS)
- lore_ptr->flags1 |= (RF1_FRIENDS);
-
- if (lore_ptr->r_ptr->flags1 & RF1_ESCORT)
- lore_ptr->flags1 |= (RF1_ESCORT);
-
- if (lore_ptr->r_ptr->flags1 & RF1_ESCORTS)
- lore_ptr->flags1 |= (RF1_ESCORTS);
-
+ set_flags1(lore_ptr);
set_race_flags(lore_ptr);
display_kill_numbers(lore_ptr);
concptr tmp = r_text + lore_ptr->r_ptr->text;
if (!display_where_to_appear(lore_ptr))
return;
-#ifdef JP
-#else
- hooked_roff("moves");
-#endif
-
- if ((lore_ptr->flags1 & RF1_RAND_50) || (lore_ptr->flags1 & RF1_RAND_25)) {
- if ((lore_ptr->flags1 & RF1_RAND_50) && (lore_ptr->flags1 & RF1_RAND_25)) {
- hooked_roff(_("かなり", " extremely"));
- } else if (lore_ptr->flags1 & RF1_RAND_50) {
- hooked_roff(_("幾分", " somewhat"));
- } else if (lore_ptr->flags1 & RF1_RAND_25) {
- hooked_roff(_("少々", " a bit"));
- }
-
- hooked_roff(_("不規則に", " erratically"));
- if (lore_ptr->speed != 110)
- hooked_roff(_("、かつ", ", and"));
- }
-
- if (lore_ptr->speed > 110) {
- if (lore_ptr->speed > 139)
- hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
- else if (lore_ptr->speed > 134)
- hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
- else if (lore_ptr->speed > 129)
- hook_c_roff(TERM_ORANGE, _("非常に", " very"));
- else if (lore_ptr->speed > 124)
- hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
- else if (lore_ptr->speed < 120)
- hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
- hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
- } else if (lore_ptr->speed < 110) {
- if (lore_ptr->speed < 90)
- hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
- else if (lore_ptr->speed < 95)
- hook_c_roff(TERM_BLUE, _("非常に", " very"));
- else if (lore_ptr->speed < 100)
- hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
- else if (lore_ptr->speed > 104)
- hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
- hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
- } else {
- hooked_roff(_("普通の速さで", " at normal speed"));
- }
-
-#ifdef JP
- hooked_roff("動いている");
-#endif
-
- if (lore_ptr->flags1 & RF1_NEVER_MOVE) {
- if (lore_ptr->old) {
- hooked_roff(_("、しかし", ", but "));
- } else {
- hooked_roff(format(_("%^sは", "%^s "), wd_he[lore_ptr->msex]));
- lore_ptr->old = TRUE;
- }
-
- hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
- }
-
+ display_monster_move(lore_ptr);
+ display_monster_never_move(lore_ptr);
if (lore_ptr->old) {
hooked_roff(_("。", ". "));
lore_ptr->old = FALSE;
}
- if (lore_ptr->r_ptr->r_tkills || lore_ptr->know_everything) {
-#ifdef JP
- hooked_roff("この");
-#else
- if (lore_ptr->flags1 & RF1_UNIQUE) {
- hooked_roff("Killing this");
- } else {
- hooked_roff("A kill of this");
- }
-#endif
-
- if (lore_ptr->flags2 & RF2_ELDRITCH_HORROR)
- hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));
- if (lore_ptr->flags3 & RF3_ANIMAL)
- hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
- if (lore_ptr->flags3 & RF3_EVIL)
- hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
- if (lore_ptr->flags3 & RF3_GOOD)
- hook_c_roff(TERM_YELLOW, _("善良な", " good"));
- if (lore_ptr->flags3 & RF3_UNDEAD)
- hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
- if (lore_ptr->flags3 & RF3_AMBERITE)
- hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
-
- if ((lore_ptr->flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (lore_ptr->flags2 & (RF2_QUANTUM | RF2_HUMAN))) {
- if (lore_ptr->flags3 & RF3_DRAGON)
- hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
- if (lore_ptr->flags3 & RF3_DEMON)
- hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
- if (lore_ptr->flags3 & RF3_GIANT)
- hook_c_roff(TERM_L_UMBER, _("巨人", " giant"));
- if (lore_ptr->flags3 & RF3_TROLL)
- hook_c_roff(TERM_BLUE, _("トロル", " troll"));
- if (lore_ptr->flags3 & RF3_ORC)
- hook_c_roff(TERM_UMBER, _("オーク", " orc"));
- if (lore_ptr->flags2 & RF2_HUMAN)
- hook_c_roff(TERM_L_WHITE, _("人間", " human"));
- if (lore_ptr->flags2 & RF2_QUANTUM)
- hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
- if (lore_ptr->flags3 & RF3_ANGEL)
- hook_c_roff(TERM_YELLOW, _("天使", " angel"));
- } else {
- hooked_roff(_("モンスター", " creature"));
- }
-
-#ifdef JP
- hooked_roff("を倒すことは");
-#endif
- long exp_integer = (long)lore_ptr->r_ptr->mexp * lore_ptr->r_ptr->level / (player_ptr->max_plv + 2) * 3 / 2;
- long exp_decimal
- = ((((long)lore_ptr->r_ptr->mexp * lore_ptr->r_ptr->level % (player_ptr->max_plv + 2) * 3 / 2) * (long)1000 / (player_ptr->max_plv + 2) + 5) / 10);
-
-#ifdef JP
- 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)exp_integer, (long)exp_decimal));
-#else
- hooked_roff(format(" is worth about %ld.%02ld point%s", (long)exp_integer, (long)exp_decimal, ((exp_integer == 1) && (exp_decimal == 0)) ? "" : "s"));
-
- char *ordinal;
- ordinal = "th";
- exp_integer = player_ptr->lev % 10;
- if ((player_ptr->lev / 10) != 1) {
- if (exp_integer == 1)
- ordinal = "st";
- else if (exp_integer == 2)
- ordinal = "nd";
- else if (exp_integer == 3)
- ordinal = "rd";
- }
-
- char *vowel;
- vowel = "";
- exp_integer = player_ptr->lev;
- if ((exp_integer == 8) || (exp_integer == 11) || (exp_integer == 18))
- vowel = "n";
-
- hooked_roff(format(" for a%s %lu%s level character. ", vowel, (long)exp_integer, ordinal));
-#endif
- }
-
- if ((lore_ptr->flags2 & RF2_AURA_FIRE) && (lore_ptr->flags2 & RF2_AURA_ELEC) && (lore_ptr->flags3 & RF3_AURA_COLD)) {
- hook_c_roff(
- TERM_VIOLET, format(_("%^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[lore_ptr->msex]));
- } else if ((lore_ptr->flags2 & RF2_AURA_FIRE) && (lore_ptr->flags2 & RF2_AURA_ELEC)) {
- hook_c_roff(TERM_L_RED, format(_("%^sは炎とスパークに包まれている。", "%^s is surrounded by flames and electricity. "), wd_he[lore_ptr->msex]));
- } else if ((lore_ptr->flags2 & RF2_AURA_FIRE) && (lore_ptr->flags3 & RF3_AURA_COLD)) {
- hook_c_roff(TERM_BLUE, format(_("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice. "), wd_he[lore_ptr->msex]));
- } else if ((lore_ptr->flags3 & RF3_AURA_COLD) && (lore_ptr->flags2 & RF2_AURA_ELEC)) {
- hook_c_roff(TERM_L_GREEN, format(_("%^sは氷とスパークに包まれている。", "%^s is surrounded by ice and electricity. "), wd_he[lore_ptr->msex]));
- } else if (lore_ptr->flags2 & RF2_AURA_FIRE) {
- hook_c_roff(TERM_RED, format(_("%^sは炎に包まれている。", "%^s is surrounded by flames. "), wd_he[lore_ptr->msex]));
- } else if (lore_ptr->flags3 & RF3_AURA_COLD) {
- hook_c_roff(TERM_BLUE, format(_("%^sは氷に包まれている。", "%^s is surrounded by ice. "), wd_he[lore_ptr->msex]));
- } else if (lore_ptr->flags2 & RF2_AURA_ELEC) {
- hook_c_roff(TERM_L_BLUE, format(_("%^sはスパークに包まれている。", "%^s is surrounded by electricity. "), wd_he[lore_ptr->msex]));
- }
-
+ display_lore_this(player_ptr, lore_ptr);
+ display_monster_aura(lore_ptr);
if (lore_ptr->flags2 & RF2_REFLECTING)
hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells. "), wd_he[lore_ptr->msex]));
- if ((lore_ptr->flags1 & RF1_ESCORT) || (lore_ptr->flags1 & RF1_ESCORTS) || lore_ptr->reinforce) {
- hooked_roff(format(_("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts. "), wd_he[lore_ptr->msex]));
-
- if (lore_ptr->reinforce) {
- hooked_roff(_("護衛の構成は", "These escorts"));
- if ((lore_ptr->flags1 & RF1_ESCORT) || (lore_ptr->flags1 & RF1_ESCORTS)) {
- hooked_roff(_("少なくとも", " at the least"));
- }
-#ifdef JP
-#else
- hooked_roff(" contain ");
-#endif
- for (int n = 0; n < A_MAX; n++) {
- bool is_reinforced = lore_ptr->r_ptr->reinforce_id[n] > 0;
- is_reinforced &= lore_ptr->r_ptr->reinforce_dd[n] > 0;
- is_reinforced &= lore_ptr->r_ptr->reinforce_ds[n] > 0;
- if (!is_reinforced)
- continue;
-
- monster_race *rf_ptr = &r_info[lore_ptr->r_ptr->reinforce_id[n]];
- if (rf_ptr->flags1 & RF1_UNIQUE) {
- hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
- continue;
- }
-
-#ifdef JP
- hooked_roff(format("、 %dd%d 体の%s", lore_ptr->r_ptr->reinforce_dd[n], lore_ptr->r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
-#else
- bool plural = (lore_ptr->r_ptr->reinforce_dd[n] * lore_ptr->r_ptr->reinforce_ds[n] > 1);
- GAME_TEXT name[MAX_NLEN];
- strcpy(name, r_name + rf_ptr->name);
- if (plural)
- plural_aux(name);
- hooked_roff(format(",%dd%d %s", lore_ptr->r_ptr->reinforce_dd[n], lore_ptr->r_ptr->reinforce_ds[n], name));
-#endif
- }
-
- hooked_roff(_("で成り立っている。", "."));
- }
- }
-
- else if (lore_ptr->flags1 & RF1_FRIENDS) {
- hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[lore_ptr->msex]));
- }
-
- int vn = 0;
- byte color[96];
- concptr vp[96];
- char tmp_msg[96][96];
+ display_monster_collective(lore_ptr);
+ lore_ptr->vn = 0;
if (lore_ptr->flags4 & RF4_SHRIEK) {
- vp[vn] = _("悲鳴で助けを求める", "shriek for help");
- color[vn++] = TERM_L_WHITE;
- }
-
- if (lore_ptr->flags4 & RF4_ROCKET) {
- 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]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_UMBER;
- }
-
- if (lore_ptr->flags4 & RF4_SHOOT) {
- for (int m = 0; m < 4; m++) {
- if (lore_ptr->r_ptr->blow[m].method != RBM_SHOOT)
- continue;
-
- if (know_armour(r_idx))
- sprintf(
- tmp_msg[vn], _("威力 %dd%d の射撃をする", "fire an arrow (Power:%dd%d)"), lore_ptr->r_ptr->blow[m].d_side, lore_ptr->r_ptr->blow[m].d_dice);
- else
- sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_UMBER;
- break;
- }
+ lore_ptr->vp[lore_ptr->vn] = _("悲鳴で助けを求める", "shriek for help");
+ lore_ptr->color[lore_ptr->vn++] = TERM_L_WHITE;
}
+ display_monster_launching(player_ptr, lore_ptr);
if (lore_ptr->a_ability_flags2 & (RF6_SPECIAL)) {
- vp[vn] = _("特別な行動をする", "do something");
- color[vn++] = TERM_VIOLET;
- }
-
- if (vn > 0) {
- hooked_roff(format(_("%^sは", "%^s"), wd_he[lore_ptr->msex]));
- for (int n = 0; n < vn; n++) {
-#ifdef JP
- if (n != vn - 1) {
- jverb(vp[n], lore_ptr->jverb_buf, JVERB_OR);
- hook_c_roff(color[n], lore_ptr->jverb_buf);
- hook_c_roff(color[n], "り");
- hooked_roff("、");
- } else
- hook_c_roff(color[n], vp[n]);
-#else
- if (n == 0)
- hooked_roff(" may ");
- else if (n < vn - 1)
- hooked_roff(", ");
- else
- hooked_roff(" or ");
-
- hook_c_roff(color[n], vp[n]);
-#endif
- }
-
- hooked_roff(_("ことがある。", ". "));
- }
-
- vn = 0;
- if (lore_ptr->flags4 & (RF4_BR_ACID)) {
- set_damage(player_ptr, r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_GREEN;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_ELEC)) {
- set_damage(player_ptr, r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_BLUE;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_FIRE)) {
- set_damage(player_ptr, r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_RED;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_COLD)) {
- set_damage(player_ptr, r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_WHITE;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_POIS)) {
- set_damage(player_ptr, r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_GREEN;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_NETH)) {
- set_damage(player_ptr, r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_DARK;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_LITE)) {
- set_damage(player_ptr, r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_YELLOW;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_DARK)) {
- set_damage(player_ptr, r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_DARK;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_CONF)) {
- set_damage(player_ptr, r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_UMBER;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_SOUN)) {
- set_damage(player_ptr, r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_ORANGE;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_CHAO)) {
- set_damage(player_ptr, r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_VIOLET;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_DISE)) {
- set_damage(player_ptr, r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_VIOLET;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_NEXU)) {
- set_damage(player_ptr, r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_VIOLET;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_TIME)) {
- set_damage(player_ptr, r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_BLUE;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_INER)) {
- set_damage(player_ptr, r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_GRAV)) {
- set_damage(player_ptr, r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_SHAR)) {
- set_damage(player_ptr, r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_UMBER;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_PLAS)) {
- set_damage(player_ptr, r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_RED;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_WALL)) {
- set_damage(player_ptr, r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_UMBER;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_MANA)) {
- set_damage(player_ptr, r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_BLUE;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_NUKE)) {
- set_damage(player_ptr, r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_GREEN;
- }
-
- if (lore_ptr->flags4 & (RF4_BR_DISI)) {
- set_damage(player_ptr, r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
- }
-
- bool breath = FALSE;
- if (vn > 0) {
- breath = TRUE;
- hooked_roff(format(_("%^sは", "%^s"), wd_he[lore_ptr->msex]));
- for (int n = 0; n < vn; n++) {
-#ifdef JP
- if (n != 0)
- hooked_roff("や");
-#else
- if (n == 0)
- hooked_roff(" may breathe ");
- else if (n < vn - 1)
- hooked_roff(", ");
- else
- hooked_roff(" or ");
-#endif
- hook_c_roff(color[n], vp[n]);
- }
-
-#ifdef JP
- hooked_roff("のブレスを吐くことがある");
-#endif
- }
-
- vn = 0;
- if (lore_ptr->a_ability_flags1 & (RF5_BA_ACID)) {
- set_damage(player_ptr, r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_GREEN;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BA_ELEC)) {
- set_damage(player_ptr, r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_BLUE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BA_FIRE)) {
- set_damage(player_ptr, r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_RED;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BA_COLD)) {
- set_damage(player_ptr, r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_WHITE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BA_POIS)) {
- set_damage(player_ptr, r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_GREEN;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BA_NETH)) {
- set_damage(player_ptr, r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_DARK;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BA_WATE)) {
- 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]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_BLUE;
- }
-
- if (lore_ptr->flags4 & (RF4_BA_NUKE)) {
- set_damage(player_ptr, r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_GREEN;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BA_MANA)) {
- set_damage(player_ptr, r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_BLUE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BA_DARK)) {
- set_damage(player_ptr, r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_DARK;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BA_LITE)) {
- set_damage(player_ptr, r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_YELLOW;
- }
-
- if (lore_ptr->flags4 & (RF4_BA_CHAO)) {
- set_damage(player_ptr, r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_VIOLET;
- }
-
- if (lore_ptr->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;
- }
-
- if (lore_ptr->a_ability_flags2 & (RF6_PSY_SPEAR)) {
- set_damage(player_ptr, r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_YELLOW;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_DRAIN_MANA)) {
- set_damage(player_ptr, r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_MIND_BLAST)) {
- set_damage(player_ptr, r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_RED;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BRAIN_SMASH)) {
- set_damage(player_ptr, r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_RED;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_CAUSE_1)) {
- set_damage(player_ptr, r_idx, (MS_CAUSE_1), _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_WHITE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_CAUSE_2)) {
- set_damage(player_ptr, r_idx, (MS_CAUSE_2), _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_WHITE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_CAUSE_3)) {
- set_damage(player_ptr, r_idx, (MS_CAUSE_3), _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_WHITE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_CAUSE_4)) {
- set_damage(player_ptr, r_idx, (MS_CAUSE_4), _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_WHITE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_ACID)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_GREEN;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_ELEC)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_BLUE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_FIRE)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_RED;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_COLD)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_WHITE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_NETH)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_DARK;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_WATE)) {
- 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]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_BLUE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_MANA)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_BLUE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_PLAS)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_RED;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_ICEE)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_WHITE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_MISSILE)) {
- 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]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_SCARE)) {
- vp[vn] = _("恐怖", "terrify");
- color[vn++] = TERM_SLATE;
- }
- if (lore_ptr->a_ability_flags1 & (RF5_BLIND)) {
- vp[vn] = _("目くらまし", "blind");
- color[vn++] = TERM_L_DARK;
- }
- if (lore_ptr->a_ability_flags1 & (RF5_CONF)) {
- vp[vn] = _("混乱", "confuse");
- color[vn++] = TERM_L_UMBER;
- }
- if (lore_ptr->a_ability_flags1 & (RF5_SLOW)) {
- vp[vn] = _("減速", "slow");
- color[vn++] = TERM_UMBER;
- }
- if (lore_ptr->a_ability_flags1 & (RF5_HOLD)) {
- vp[vn] = _("麻痺", "paralyze");
- color[vn++] = TERM_RED;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_HASTE)) {
- vp[vn] = _("加速", "haste-self");
- color[vn++] = TERM_L_GREEN;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_HEAL)) {
- vp[vn] = _("治癒", "heal-self");
- color[vn++] = TERM_WHITE;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_INVULNER)) {
- vp[vn] = _("無敵化", "make invulnerable");
- color[vn++] = TERM_WHITE;
- }
- if (lore_ptr->flags4 & RF4_DISPEL) {
- vp[vn] = _("魔力消去", "dispel-magic");
- color[vn++] = TERM_L_WHITE;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_BLINK)) {
- vp[vn] = _("ショートテレポート", "blink-self");
- color[vn++] = TERM_UMBER;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_TPORT)) {
- vp[vn] = _("テレポート", "teleport-self");
- color[vn++] = TERM_ORANGE;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_WORLD)) {
- vp[vn] = _("時を止める", "stop the time");
- color[vn++] = TERM_L_BLUE;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_TELE_TO)) {
- vp[vn] = _("テレポートバック", "teleport to");
- color[vn++] = TERM_L_UMBER;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_TELE_AWAY)) {
- vp[vn] = _("テレポートアウェイ", "teleport away");
- color[vn++] = TERM_UMBER;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_TELE_LEVEL)) {
- vp[vn] = _("テレポート・レベル", "teleport level");
- color[vn++] = TERM_ORANGE;
- }
-
- if (lore_ptr->a_ability_flags2 & (RF6_DARKNESS)) {
- if ((player_ptr->pclass != CLASS_NINJA) || (lore_ptr->r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (lore_ptr->r_ptr->flags7 & RF7_DARK_MASK)) {
- vp[vn] = _("暗闇", "create darkness");
- color[vn++] = TERM_L_DARK;
- } else {
- vp[vn] = _("閃光", "create light");
- color[vn++] = TERM_YELLOW;
- }
- }
-
- if (lore_ptr->a_ability_flags2 & (RF6_TRAPS)) {
- vp[vn] = _("トラップ", "create traps");
- color[vn++] = TERM_BLUE;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_FORGET)) {
- vp[vn] = _("記憶消去", "cause amnesia");
- color[vn++] = TERM_BLUE;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_RAISE_DEAD)) {
- vp[vn] = _("死者復活", "raise dead");
- color[vn++] = TERM_RED;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_S_MONSTER)) {
- vp[vn] = _("モンスター一体召喚", "summon a monster");
- color[vn++] = TERM_SLATE;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_S_MONSTERS)) {
- vp[vn] = _("モンスター複数召喚", "summon monsters");
- color[vn++] = TERM_L_WHITE;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_S_KIN)) {
- vp[vn] = _("救援召喚", "summon aid");
- color[vn++] = TERM_ORANGE;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_S_ANT)) {
- vp[vn] = _("アリ召喚", "summon ants");
- color[vn++] = TERM_RED;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_S_SPIDER)) {
- vp[vn] = _("クモ召喚", "summon spiders");
- color[vn++] = TERM_L_DARK;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_S_HOUND)) {
- vp[vn] = _("ハウンド召喚", "summon hounds");
- color[vn++] = TERM_L_UMBER;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_S_HYDRA)) {
- vp[vn] = _("ヒドラ召喚", "summon hydras");
- color[vn++] = TERM_L_GREEN;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_S_ANGEL)) {
- vp[vn] = _("天使一体召喚", "summon an angel");
- color[vn++] = TERM_YELLOW;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_S_DEMON)) {
- vp[vn] = _("デーモン一体召喚", "summon a demon");
- color[vn++] = TERM_L_RED;
- }
- if (lore_ptr->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;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_S_DRAGON)) {
- vp[vn] = _("ドラゴン一体召喚", "summon a dragon");
- color[vn++] = TERM_ORANGE;
- }
- if (lore_ptr->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;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_S_HI_DRAGON)) {
- vp[vn] = _("古代ドラゴン召喚", "summon Ancient Dragons");
- color[vn++] = TERM_ORANGE;
- }
- if (lore_ptr->a_ability_flags2 & (RF6_S_CYBER)) {
- vp[vn] = _("サイバーデーモン召喚", "summon Cyberdemons");
- color[vn++] = TERM_UMBER;
- }
- if (lore_ptr->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;
- }
- if (lore_ptr->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;
- }
-
- bool magic = FALSE;
- if (vn) {
- magic = TRUE;
- if (breath) {
- hooked_roff(_("、なおかつ", ", and is also"));
- } else {
- hooked_roff(format(_("%^sは", "%^s is"), wd_he[lore_ptr->msex]));
- }
-
-#ifdef JP
- if (lore_ptr->flags2 & (RF2_SMART))
- hook_c_roff(TERM_YELLOW, "的確に");
- hooked_roff("魔法を使うことができ、");
-#else
- hooked_roff(" magical, casting spells");
- if (lore_ptr->flags2 & RF2_SMART)
- hook_c_roff(TERM_YELLOW, " intelligently");
-#endif
-
- for (int n = 0; n < vn; n++) {
-#ifdef JP
- if (n != 0)
- hooked_roff("、");
-#else
- if (n == 0)
- hooked_roff(" which ");
- else if (n < vn - 1)
- hooked_roff(", ");
- else
- hooked_roff(" or ");
-#endif
- hook_c_roff(color[n], vp[n]);
- }
-
-#ifdef JP
- hooked_roff("の呪文を唱えることがある");
-#endif
- }
-
- if (breath || magic) {
- int m = lore_ptr->r_ptr->r_cast_spell;
- int n = lore_ptr->r_ptr->freq_spell;
- if (m > 100 || lore_ptr->know_everything) {
- hooked_roff(format(_("(確率:1/%d)", "; 1 time in %d"), 100 / n));
- } else if (m) {
- n = ((n + 9) / 10) * 10;
- hooked_roff(format(_("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
- }
-
- hooked_roff(_("。", ". "));
- }
-
- if (lore_ptr->know_everything || know_armour(r_idx)) {
- hooked_roff(format(_("%^sは AC%d の防御力と", "%^s has an armor rating of %d"), wd_he[lore_ptr->msex], lore_ptr->r_ptr->ac));
-
- if ((lore_ptr->flags1 & RF1_FORCE_MAXHP) || (lore_ptr->r_ptr->hside == 1)) {
- u32b hp = lore_ptr->r_ptr->hdice * (lore_ptr->nightmare ? 2 : 1) * lore_ptr->r_ptr->hside;
- hooked_roff(format(_(" %d の体力がある。", " and a life rating of %d. "), (s16b)MIN(30000, hp)));
- } else {
- hooked_roff(format(
- _(" %dd%d の体力がある。", " and a life rating of %dd%d. "), lore_ptr->r_ptr->hdice * (lore_ptr->nightmare ? 2 : 1), lore_ptr->r_ptr->hside));
- }
- }
-
- vn = 0;
- if (lore_ptr->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;
- }
- if (lore_ptr->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;
- }
- if (lore_ptr->flags2 & RF2_OPEN_DOOR) {
- vp[vn] = _("ドアを開ける", "open doors");
- color[vn++] = TERM_WHITE;
- }
- if (lore_ptr->flags2 & RF2_BASH_DOOR) {
- vp[vn] = _("ドアを打ち破る", "bash down doors");
- color[vn++] = TERM_WHITE;
- }
- if (lore_ptr->flags7 & RF7_CAN_FLY) {
- vp[vn] = _("空を飛ぶ", "fly");
- color[vn++] = TERM_WHITE;
- }
- if (lore_ptr->flags7 & RF7_CAN_SWIM) {
- vp[vn] = _("水を渡る", "swim");
- color[vn++] = TERM_WHITE;
- }
- if (lore_ptr->flags2 & RF2_PASS_WALL) {
- vp[vn] = _("壁をすり抜ける", "pass through walls");
- color[vn++] = TERM_WHITE;
- }
- if (lore_ptr->flags2 & RF2_KILL_WALL) {
- vp[vn] = _("壁を掘り進む", "bore through walls");
- color[vn++] = TERM_WHITE;
- }
- if (lore_ptr->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;
- }
- if (lore_ptr->flags2 & RF2_KILL_BODY) {
- vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters");
- color[vn++] = TERM_WHITE;
- }
- if (lore_ptr->flags2 & RF2_TAKE_ITEM) {
- vp[vn] = _("アイテムを拾う", "pick up objects");
- color[vn++] = TERM_WHITE;
- }
- if (lore_ptr->flags2 & RF2_KILL_ITEM) {
- vp[vn] = _("アイテムを壊す", "destroy objects");
- color[vn++] = TERM_WHITE;
- }
-
- if (vn > 0) {
- hooked_roff(format(_("%^sは", "%^s"), wd_he[lore_ptr->msex]));
- for (int n = 0; n < vn; n++) {
-#ifdef JP
- if (n != vn - 1) {
- jverb(vp[n], lore_ptr->jverb_buf, JVERB_AND);
- hook_c_roff(color[n], lore_ptr->jverb_buf);
- hooked_roff("、");
- } else {
- hook_c_roff(color[n], vp[n]);
- }
-#else
- if (n == 0)
- hooked_roff(" can ");
- else if (n < vn - 1)
- hooked_roff(", ");
- else
- hooked_roff(" and ");
-
- hook_c_roff(color[n], vp[n]);
-#endif
- }
-
- hooked_roff(_("ことができる。", ". "));
- }
-
- if (lore_ptr->flags7 & RF7_AQUATIC) {
- hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water. "), wd_he[lore_ptr->msex]));
- }
-
- if (lore_ptr->flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2)) {
- hooked_roff(format(_("%^sは光っている。", "%^s is shining. "), wd_he[lore_ptr->msex]));
- }
-
- if (lore_ptr->flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2)) {
- 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[lore_ptr->msex]));
- }
-
- if (lore_ptr->flags2 & RF2_INVISIBLE) {
- hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible. "), wd_he[lore_ptr->msex]));
- }
-
- if (lore_ptr->flags2 & RF2_COLD_BLOOD) {
- hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded. "), wd_he[lore_ptr->msex]));
- }
-
- if (lore_ptr->flags2 & RF2_EMPTY_MIND) {
- 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[lore_ptr->msex]));
- } else if (lore_ptr->flags2 & RF2_WEIRD_MIND) {
- 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[lore_ptr->msex]));
- }
-
- if (lore_ptr->flags2 & RF2_MULTIPLY) {
- hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively. "), wd_he[lore_ptr->msex]));
- }
-
- if (lore_ptr->flags2 & RF2_REGENERATE) {
- hook_c_roff(TERM_L_WHITE, format(_("%^sは素早く体力を回復する。", "%^s regenerates quickly. "), wd_he[lore_ptr->msex]));
- }
-
- if (lore_ptr->flags7 & RF7_RIDING) {
- hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[lore_ptr->msex]));
- }
-
- vn = 0;
- if (lore_ptr->flags3 & RF3_HURT_ROCK) {
- vp[vn] = _("岩を除去するもの", "rock remover");
- color[vn++] = TERM_UMBER;
- }
- if (lore_ptr->flags3 & RF3_HURT_LITE) {
- vp[vn] = _("明るい光", "bright light");
- color[vn++] = TERM_YELLOW;
- }
- if (lore_ptr->flags3 & RF3_HURT_FIRE) {
- vp[vn] = _("炎", "fire");
- color[vn++] = TERM_RED;
- }
- if (lore_ptr->flags3 & RF3_HURT_COLD) {
- vp[vn] = _("冷気", "cold");
- color[vn++] = TERM_L_WHITE;
- }
-
- if (vn > 0) {
- hooked_roff(format(_("%^sには", "%^s"), wd_he[lore_ptr->msex]));
-
- for (int n = 0; n < vn; n++) {
-#ifdef JP
- if (n != 0)
- hooked_roff("や");
-#else
- if (n == 0)
- hooked_roff(" is hurt by ");
- else if (n < vn - 1)
- hooked_roff(", ");
- else
- hooked_roff(" and ");
-#endif
- hook_c_roff(color[n], vp[n]);
- }
-
- hooked_roff(_("でダメージを与えられる。", ". "));
- }
-
- vn = 0;
- if (lore_ptr->flagsr & RFR_IM_ACID) {
- vp[vn] = _("酸", "acid");
- color[vn++] = TERM_GREEN;
- }
- if (lore_ptr->flagsr & RFR_IM_ELEC) {
- vp[vn] = _("稲妻", "lightning");
- color[vn++] = TERM_BLUE;
- }
- if (lore_ptr->flagsr & RFR_IM_FIRE) {
- vp[vn] = _("炎", "fire");
- color[vn++] = TERM_RED;
- }
- if (lore_ptr->flagsr & RFR_IM_COLD) {
- vp[vn] = _("冷気", "cold");
- color[vn++] = TERM_L_WHITE;
- }
- if (lore_ptr->flagsr & RFR_IM_POIS) {
- vp[vn] = _("毒", "poison");
- color[vn++] = TERM_L_GREEN;
- }
-
- if (lore_ptr->flagsr & RFR_RES_LITE) {
- vp[vn] = _("閃光", "light");
- color[vn++] = TERM_YELLOW;
- }
- if (lore_ptr->flagsr & RFR_RES_DARK) {
- vp[vn] = _("暗黒", "dark");
- color[vn++] = TERM_L_DARK;
- }
- if (lore_ptr->flagsr & RFR_RES_NETH) {
- vp[vn] = _("地獄", "nether");
- color[vn++] = TERM_L_DARK;
- }
- if (lore_ptr->flagsr & RFR_RES_WATE) {
- vp[vn] = _("水", "water");
- color[vn++] = TERM_BLUE;
- }
- if (lore_ptr->flagsr & RFR_RES_PLAS) {
- vp[vn] = _("プラズマ", "plasma");
- color[vn++] = TERM_L_RED;
- }
- if (lore_ptr->flagsr & RFR_RES_SHAR) {
- vp[vn] = _("破片", "shards");
- color[vn++] = TERM_L_UMBER;
- }
- if (lore_ptr->flagsr & RFR_RES_SOUN) {
- vp[vn] = _("轟音", "sound");
- color[vn++] = TERM_ORANGE;
- }
- if (lore_ptr->flagsr & RFR_RES_CHAO) {
- vp[vn] = _("カオス", "chaos");
- color[vn++] = TERM_VIOLET;
- }
- if (lore_ptr->flagsr & RFR_RES_NEXU) {
- vp[vn] = _("因果混乱", "nexus");
- color[vn++] = TERM_VIOLET;
- }
- if (lore_ptr->flagsr & RFR_RES_DISE) {
- vp[vn] = _("劣化", "disenchantment");
- color[vn++] = TERM_VIOLET;
- }
- if (lore_ptr->flagsr & RFR_RES_WALL) {
- vp[vn] = _("フォース", "force");
- color[vn++] = TERM_UMBER;
- }
- if (lore_ptr->flagsr & RFR_RES_INER) {
- vp[vn] = _("遅鈍", "inertia");
- color[vn++] = TERM_SLATE;
- }
- if (lore_ptr->flagsr & RFR_RES_TIME) {
- vp[vn] = _("時間逆転", "time");
- color[vn++] = TERM_L_BLUE;
- }
- if (lore_ptr->flagsr & RFR_RES_GRAV) {
- vp[vn] = _("重力", "gravity");
- color[vn++] = TERM_SLATE;
- }
- if (lore_ptr->flagsr & RFR_RES_ALL) {
- vp[vn] = _("あらゆる攻撃", "all");
- color[vn++] = TERM_YELLOW;
- }
- if ((lore_ptr->flagsr & RFR_RES_TELE) && !(lore_ptr->r_ptr->flags1 & RF1_UNIQUE)) {
- vp[vn] = _("テレポート", "teleportation");
- color[vn++] = TERM_ORANGE;
- }
-
- if (vn > 0) {
- hooked_roff(format(_("%^sは", "%^s"), wd_he[lore_ptr->msex]));
- for (int n = 0; n < vn; n++) {
-#ifdef JP
- if (n != 0)
- hooked_roff("と");
-#else
- if (n == 0)
- hooked_roff(" resists ");
- else if (n < vn - 1)
- hooked_roff(", ");
- else
- hooked_roff(" and ");
-#endif
- hook_c_roff(color[n], vp[n]);
- }
-
- hooked_roff(_("の耐性を持っている。", ". "));
- }
-
- if ((lore_ptr->r_ptr->r_xtra1 & MR1_SINKA) || lore_ptr->know_everything) {
- if (lore_ptr->r_ptr->next_r_idx) {
- hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[lore_ptr->msex]));
- hook_c_roff(TERM_YELLOW, format("%s", r_name + r_info[lore_ptr->r_ptr->next_r_idx].name));
-
- hooked_roff(_(format("に進化する。"), format(" when %s gets enough experience. ", wd_he[lore_ptr->msex])));
- } else if (!(lore_ptr->r_ptr->flags1 & RF1_UNIQUE)) {
- hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[lore_ptr->msex]));
- }
- }
-
- vn = 0;
- if (lore_ptr->flags3 & RF3_NO_STUN) {
- vp[vn] = _("朦朧としない", "stunned");
- color[vn++] = TERM_ORANGE;
- }
- if (lore_ptr->flags3 & RF3_NO_FEAR) {
- vp[vn] = _("恐怖を感じない", "frightened");
- color[vn++] = TERM_SLATE;
- }
- if (lore_ptr->flags3 & RF3_NO_CONF) {
- vp[vn] = _("混乱しない", "confused");
- color[vn++] = TERM_L_UMBER;
- }
- if (lore_ptr->flags3 & RF3_NO_SLEEP) {
- vp[vn] = _("眠らされない", "slept");
- color[vn++] = TERM_BLUE;
- }
- if ((lore_ptr->flagsr & RFR_RES_TELE) && (lore_ptr->r_ptr->flags1 & RF1_UNIQUE)) {
- vp[vn] = _("テレポートされない", "teleported");
- color[vn++] = TERM_ORANGE;
- }
-
- if (vn > 0) {
- hooked_roff(format(_("%^sは", "%^s"), wd_he[lore_ptr->msex]));
- for (int n = 0; n < vn; n++) {
-#ifdef JP
- if (n != 0)
- hooked_roff("し、");
-#else
- if (n == 0)
- hooked_roff(" cannot be ");
- else if (n < vn - 1)
- hooked_roff(", ");
- else
- hooked_roff(" or ");
-#endif
- hook_c_roff(color[n], vp[n]);
- }
-
- hooked_roff(_("。", ". "));
- }
-
- if ((((int)lore_ptr->r_ptr->r_wake * (int)lore_ptr->r_ptr->r_wake) > lore_ptr->r_ptr->sleep) || (lore_ptr->r_ptr->r_ignore == MAX_UCHAR)
- || (lore_ptr->r_ptr->sleep == 0 && lore_ptr->r_ptr->r_tkills >= 10) || lore_ptr->know_everything) {
- concptr act;
- if (lore_ptr->r_ptr->sleep > 200) {
- act = _("を無視しがちであるが", "prefers to ignore");
- } else if (lore_ptr->r_ptr->sleep > 95) {
- act = _("に対してほとんど注意を払わないが", "pays very little attention to");
- } else if (lore_ptr->r_ptr->sleep > 75) {
- act = _("に対してあまり注意を払わないが", "pays little attention to");
- } else if (lore_ptr->r_ptr->sleep > 45) {
- act = _("を見過ごしがちであるが", "tends to overlook");
- } else if (lore_ptr->r_ptr->sleep > 25) {
- act = _("をほんの少しは見ており", "takes quite a while to see");
- } else if (lore_ptr->r_ptr->sleep > 10) {
- act = _("をしばらくは見ており", "takes a while to see");
- } else if (lore_ptr->r_ptr->sleep > 5) {
- act = _("を幾分注意深く見ており", "is fairly observant of");
- } else if (lore_ptr->r_ptr->sleep > 3) {
- act = _("を注意深く見ており", "is observant of");
- } else if (lore_ptr->r_ptr->sleep > 1) {
- act = _("をかなり注意深く見ており", "is very observant of");
- } else if (lore_ptr->r_ptr->sleep > 0) {
- act = _("を警戒しており", "is vigilant for");
- } else {
- act = _("をかなり警戒しており", "is ever vigilant for");
- }
-
- hooked_roff(_(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[lore_ptr->msex], act, 10 * lore_ptr->r_ptr->aaf),
- format("%^s %s intruders, which %s may notice from %d feet. ", wd_he[lore_ptr->msex], act, wd_he[lore_ptr->msex], 10 * lore_ptr->r_ptr->aaf)));
- }
-
- if (lore_ptr->drop_gold || lore_ptr->drop_item) {
- hooked_roff(format(_("%^sは", "%^s may carry"), wd_he[lore_ptr->msex]));
-#ifdef JP
-#else
- lore_ptr->sin = FALSE;
-#endif
-
- int n = MAX(lore_ptr->drop_gold, lore_ptr->drop_item);
- if (n == 1) {
- hooked_roff(_("一つの", " a"));
-#ifdef JP
-#else
- lore_ptr->sin = TRUE;
-#endif
- } else if (n == 2) {
- hooked_roff(_("一つか二つの", " one or two"));
- } else {
- hooked_roff(format(_(" %d 個までの", " up to %d"), n));
- }
-
- concptr p;
- if (lore_ptr->flags1 & RF1_DROP_GREAT) {
- p = _("特別な", " exceptional");
- } else if (lore_ptr->flags1 & RF1_DROP_GOOD) {
- p = _("上質な", " good");
-#ifdef JP
-#else
- lore_ptr->sin = FALSE;
-#endif
- } else {
- p = NULL;
- }
-
- if (lore_ptr->drop_item) {
-#ifdef JP
-#else
- if (lore_ptr->sin)
- hooked_roff("n");
-
- lore_ptr->sin = FALSE;
-#endif
- if (p)
- hooked_roff(p);
- hooked_roff(_("アイテム", " object"));
-#ifdef JP
-#else
- if (n != 1)
- hooked_roff("s");
-#endif
- p = _("や", " or");
- }
-
- if (lore_ptr->drop_gold) {
-#ifdef JP
-#else
- if (!p)
- lore_ptr->sin = FALSE;
-
- if (lore_ptr->sin)
- hooked_roff("n");
-
- lore_ptr->sin = FALSE;
-#endif
- if (p)
- hooked_roff(p);
- hooked_roff(_("財宝", " treasure"));
-#ifdef JP
-#else
- if (n != 1)
- hooked_roff("s");
-#endif
- }
-
- hooked_roff(_("を持っていることがある。", ". "));
- }
-
- const int max_attack_numbers = 4;
- int count = 0;
- for (int m = 0; m < max_attack_numbers; m++) {
- if (!lore_ptr->r_ptr->blow[m].method)
- continue;
- if (lore_ptr->r_ptr->blow[m].method == RBM_SHOOT)
- continue;
-
- if (lore_ptr->r_ptr->r_blows[m] || lore_ptr->know_everything)
- count++;
- }
-
- int attack_numbers = 0;
- for (int m = 0; m < max_attack_numbers; m++) {
- if (!lore_ptr->r_ptr->blow[m].method)
- continue;
- if (lore_ptr->r_ptr->blow[m].method == RBM_SHOOT)
- continue;
- if (!lore_ptr->r_ptr->r_blows[m] && !lore_ptr->know_everything)
- continue;
-
- rbm_type method = lore_ptr->r_ptr->blow[m].method;
- int effect = lore_ptr->r_ptr->blow[m].effect;
- int d1 = lore_ptr->r_ptr->blow[m].d_dice;
- int d2 = lore_ptr->r_ptr->blow[m].d_side;
-
- concptr p = NULL;
- switch (method) {
- case RBM_HIT:
- p = _("殴る", "hit");
- break;
- case RBM_TOUCH:
- p = _("触る", "touch");
- break;
- case RBM_PUNCH:
- p = _("パンチする", "punch");
- break;
- case RBM_KICK:
- p = _("蹴る", "kick");
- break;
- case RBM_CLAW:
- p = _("ひっかく", "claw");
- break;
- case RBM_BITE:
- p = _("噛む", "bite");
- break;
- case RBM_STING:
- p = _("刺す", "sting");
- break;
- case RBM_SLASH:
- p = _("斬る", "slash");
- break;
- case RBM_BUTT:
- p = _("角で突く", "butt");
- break;
- case RBM_CRUSH:
- p = _("体当たりする", "crush");
- break;
- case RBM_ENGULF:
- p = _("飲み込む", "engulf");
- break;
- case RBM_CHARGE:
- p = _("請求書をよこす", "charge");
- break;
- case RBM_CRAWL:
- p = _("体の上を這い回る", "crawl on you");
- break;
- case RBM_DROOL:
- p = _("よだれをたらす", "drool on you");
- break;
- case RBM_SPIT:
- p = _("つばを吐く", "spit");
- break;
- case RBM_EXPLODE:
- p = _("爆発する", "explode");
- break;
- case RBM_GAZE:
- p = _("にらむ", "gaze");
- break;
- case RBM_WAIL:
- p = _("泣き叫ぶ", "wail");
- break;
- case RBM_SPORE:
- p = _("胞子を飛ばす", "release spores");
- break;
- case RBM_XXX4:
- break;
- case RBM_BEG:
- p = _("金をせがむ", "beg");
- break;
- case RBM_INSULT:
- p = _("侮辱する", "insult");
- break;
- case RBM_MOAN:
- p = _("うめく", "moan");
- break;
- case RBM_SHOW:
- p = _("歌う", "sing");
- break;
- }
-
- concptr q = NULL;
- switch (effect) {
- case RBE_SUPERHURT:
- q = _("強力に攻撃する", "slaughter");
- break;
- case RBE_HURT:
- q = _("攻撃する", "attack");
- break;
- case RBE_POISON:
- q = _("毒をくらわす", "poison");
- break;
- case RBE_UN_BONUS:
- q = _("劣化させる", "disenchant");
- break;
- case RBE_UN_POWER:
- q = _("充填魔力を吸収する", "drain charges");
- break;
- case RBE_EAT_GOLD:
- q = _("金を盗む", "steal gold");
- break;
- case RBE_EAT_ITEM:
- q = _("アイテムを盗む", "steal items");
- break;
- case RBE_EAT_FOOD:
- q = _("あなたの食料を食べる", "eat your food");
- break;
- case RBE_EAT_LITE:
- q = _("明かりを吸収する", "absorb light");
- break;
- case RBE_ACID:
- q = _("酸を飛ばす", "shoot acid");
- break;
- case RBE_ELEC:
- q = _("感電させる", "electrocute");
- break;
- case RBE_FIRE:
- q = _("燃やす", "burn");
- break;
- case RBE_COLD:
- q = _("凍らせる", "freeze");
- break;
- case RBE_BLIND:
- q = _("盲目にする", "blind");
- break;
- case RBE_CONFUSE:
- q = _("混乱させる", "confuse");
- break;
- case RBE_TERRIFY:
- q = _("恐怖させる", "terrify");
- break;
- case RBE_PARALYZE:
- q = _("麻痺させる", "paralyze");
- break;
- case RBE_LOSE_STR:
- q = _("腕力を減少させる", "reduce strength");
- break;
- case RBE_LOSE_INT:
- q = _("知能を減少させる", "reduce intelligence");
- break;
- case RBE_LOSE_WIS:
- q = _("賢さを減少させる", "reduce wisdom");
- break;
- case RBE_LOSE_DEX:
- q = _("器用さを減少させる", "reduce dexterity");
- break;
- case RBE_LOSE_CON:
- q = _("耐久力を減少させる", "reduce constitution");
- break;
- case RBE_LOSE_CHR:
- q = _("魅力を減少させる", "reduce charisma");
- break;
- case RBE_LOSE_ALL:
- q = _("全ステータスを減少させる", "reduce all stats");
- break;
- case RBE_SHATTER:
- q = _("粉砕する", "shatter");
- break;
- case RBE_EXP_10:
- q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)");
- break;
- case RBE_EXP_20:
- q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)");
- break;
- case RBE_EXP_40:
- q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)");
- break;
- case RBE_EXP_80:
- q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)");
- break;
- case RBE_DISEASE:
- q = _("病気にする", "disease");
- break;
- case RBE_TIME:
- q = _("時間を逆戻りさせる", "time");
- break;
- case RBE_DR_LIFE:
- q = _("生命力を吸収する", "drain life");
- break;
- case RBE_DR_MANA:
- q = _("魔力を奪う", "drain mana force");
- break;
- case RBE_INERTIA:
- q = _("減速させる", "slow");
- break;
- case RBE_STUN:
- q = _("朦朧とさせる", "stun");
- break;
- }
-
-#ifdef JP
- if (attack_numbers == 0) {
- hooked_roff(format("%^sは", wd_he[lore_ptr->msex]));
- }
-
- if (d1 && d2 && (lore_ptr->know_everything || know_damage(r_idx, m))) {
- hooked_roff(format(" %dd%d ", d1, d2));
- hooked_roff("のダメージで");
- }
-
- if (!p)
- p = "何か奇妙なことをする";
-
- /* XXしてYYし/XXしてYYする/XXし/XXする */
- if (q != NULL)
- jverb(p, lore_ptr->jverb_buf, JVERB_TO);
- else if (attack_numbers != count - 1)
- jverb(p, lore_ptr->jverb_buf, JVERB_AND);
- else
- strcpy(lore_ptr->jverb_buf, p);
-
- hooked_roff(lore_ptr->jverb_buf);
- if (q) {
- if (attack_numbers != count - 1)
- jverb(q, lore_ptr->jverb_buf, JVERB_AND);
- else
- strcpy(lore_ptr->jverb_buf, q);
- hooked_roff(lore_ptr->jverb_buf);
- }
-
- if (attack_numbers != count - 1)
- hooked_roff("、");
-#else
- if (attack_numbers == 0) {
- hooked_roff(format("%^s can ", wd_he[lore_ptr->msex]));
- } else if (attack_numbers < count - 1) {
- hooked_roff(", ");
- } else {
- hooked_roff(", and ");
- }
-
- if (!p)
- p = "do something weird";
- hooked_roff(p);
- if (q) {
- hooked_roff(" to ");
- hooked_roff(q);
- if (d1 && d2 && (lore_ptr->know_everything || know_damage(r_idx, m))) {
- hooked_roff(" with damage");
- hooked_roff(format(" %dd%d", d1, d2));
- }
- }
-#endif
-
- attack_numbers++;
- }
-
- if (attack_numbers > 0) {
- hooked_roff(_("。", ". "));
- } else if (lore_ptr->flags1 & RF1_NEVER_BLOW) {
- hooked_roff(format(_("%^sは物理的な攻撃方法を持たない。", "%^s has no physical attacks. "), wd_he[lore_ptr->msex]));
- } else {
- hooked_roff(format(_("%s攻撃については何も知らない。", "Nothing is known about %s attack. "), wd_his[lore_ptr->msex]));
- }
-
- bool is_kingpin = (lore_ptr->flags1 & RF1_QUESTOR) != 0;
- is_kingpin &= lore_ptr->r_ptr->r_sights > 0;
- is_kingpin &= lore_ptr->r_ptr->max_num > 0;
- is_kingpin &= (r_idx == MON_OBERON) || (r_idx == MON_SERPENT);
- if (is_kingpin) {
- hook_c_roff(TERM_VIOLET, _("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...", "You feel an intense desire to kill this monster... "));
- } else if (lore_ptr->flags7 & RF7_GUARDIAN) {
- hook_c_roff(TERM_L_RED, _("このモンスターはダンジョンの主である。", "This monster is the master of a dungeon."));
- }
-
- hooked_roff("\n");
+ lore_ptr->vp[lore_ptr->vn] = _("特別な行動をする", "do something");
+ lore_ptr->color[lore_ptr->vn++] = TERM_VIOLET;
+ }
+
+ display_monster_sometimes(lore_ptr);
+ set_breath_types(player_ptr, lore_ptr);
+ display_monster_breath(lore_ptr);
+
+ lore_ptr->vn = 0;
+ set_ball_types(player_ptr, lore_ptr);
+ set_particular_types(player_ptr, lore_ptr);
+ set_bolt_types(player_ptr, lore_ptr);
+ set_status_types(lore_ptr);
+ set_teleport_types(lore_ptr);
+ set_floor_types(player_ptr, lore_ptr);
+ set_summon_types(lore_ptr);
+ display_monster_magic_types(lore_ptr);
+ display_mosnter_magic_possibility(lore_ptr);
+ display_monster_hp_ac(lore_ptr);
+
+ lore_ptr->vn = 0;
+ display_monster_concrete_abilities(lore_ptr);
+ display_monster_abilities(lore_ptr);
+ display_monster_constitutions(lore_ptr);
+
+ lore_ptr->vn = 0;
+ display_monster_concrete_weakness(lore_ptr);
+ display_monster_weakness(lore_ptr);
+
+ lore_ptr->vn = 0;
+ display_monster_concrete_resistances(lore_ptr);
+ display_monster_resistances(lore_ptr);
+ display_monster_evolution(lore_ptr);
+
+ lore_ptr->vn = 0;
+ display_monster_concrete_immunities(lore_ptr);
+ display_monster_immunities(lore_ptr);
+ display_monster_alert(lore_ptr);
+ display_monster_drops(lore_ptr);
+ display_monster_attacks(lore_ptr);
+ display_monster_guardian(lore_ptr);
}