*/
#include "angband.h"
+#include "cmd-pet.h"
+#include "monsterrace-hook.h"
+#include "objectkind-hook.h"
+#include "projection.h"
+#include "monster.h"
+#include "monster-spell.h"
+#include "spells-summon.h"
+#include "patron.h"
+#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "wild.h"
/*
* Pronoun arrays, by gender.
*/
-static cptr wd_he[3] =
+static concptr wd_he[3] =
#ifdef JP
{ "それ", "彼", "彼女" };
#else
{ "it", "he", "she" };
#endif
-static cptr wd_his[3] =
+static concptr wd_his[3] =
#ifdef JP
{ "それの", "彼の", "彼女の" };
#else
* @details
* The higher the level, the fewer kills needed.
*/
-static bool know_armour(int r_idx)
+static bool know_armour(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
-
- s32b level = r_ptr->level;
-
- s32b kills = r_ptr->r_tkills;
+ DEPTH level = r_ptr->level;
+ MONSTER_NUMBER kills = r_ptr->r_tkills;
bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
* the more damage an attack does, the more attacks you need
* </pre>
*/
-static bool know_damage(int r_idx, int i)
+static bool know_damage(MONRACE_IDX r_idx, int i)
{
monster_race *r_ptr = &r_info[r_idx];
- s32b level = r_ptr->level;
+ DEPTH level = r_ptr->level;
s32b a = r_ptr->r_blows[i];
/*
* Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
*/
-void (*hook_c_roff)(byte attr, cptr str) = c_roff;
+void (*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
/*!
* @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
* @param str 出力文字列
* @return なし
*/
-static void hooked_roff(cptr str)
+static void hooked_roff(concptr str)
{
/* Spawn */
hook_c_roff(TERM_WHITE, str);
*/
void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
{
- char base[80] = "", dice[80] = "", mult[80]="";
+ char base[80] = "", dice[80] = "", mult[80] = "";
- if (dice_num == 0)
- {
- sprintf(msg, "%d", base_damage);
- }
- else
- {
- 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);
- }
+ if (dice_num == 0)
+ {
+ sprintf(msg, "%d", base_damage);
+ }
+ else
+ {
+ 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);
+ }
}
/*!
* @param tmp 返すメッセージを格納する配列
* @return なし
*/
-void set_damage(int r_idx, int SPELL_NUM, char* msg, char* tmp)
+void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
{
- int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
- int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
- int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
- int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
- int dice_div = monspell_race_damage(SPELL_NUM, 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, "");
+ int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
+ int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
+ int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
+ int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
+ int dice_div = monspell_race_damage(SPELL_NUM, 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, "");
}
/*!
* left edge of the screen, on a cleared line, in which the recall is
* to take place. One extra blank line is left after the recall.
*/
-static void roff_aux(int r_idx, int mode)
+static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
-
bool old = FALSE;
-
int m, n, r;
-
- cptr p, q;
+ concptr p, q;
#ifdef JP
char jverb_buf[64];
int msex = 0;
bool nightmare = ironman_nightmare && !(mode & 0x02);
- int speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
+ SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
bool breath = FALSE;
bool magic = FALSE;
bool reinforce = FALSE;
- u32b flags1;
- u32b flags2;
- u32b flags3;
- u32b flags4;
- u32b flags5;
- u32b flags6;
- u32b flags7;
- u32b flagsr;
+ BIT_FLAGS flags1;
+ BIT_FLAGS flags2;
+ BIT_FLAGS flags3;
+ BIT_FLAGS flags4;
+ BIT_FLAGS a_ability_flags1;
+ BIT_FLAGS a_ability_flags2;
+ BIT_FLAGS flags7;
+ BIT_FLAGS flagsr;
- byte drop_gold, drop_item;
+ ITEM_NUMBER drop_gold, drop_item;
int vn = 0;
byte color[96];
- cptr vp[96];
+ concptr vp[96];
char tmp_msg[96][96];
bool know_everything = FALSE;
flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
- flags5 = (r_ptr->flags5 & r_ptr->r_flags5);
- flags6 = (r_ptr->flags6 & r_ptr->r_flags6);
+ a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
+ a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
flags7 = (r_ptr->flags7 & r_ptr->flags7);
flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
- for(n = 0; n < 6; n++)
+ for(n = 0; n < A_MAX; n++)
{
if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
}
flags2 = r_ptr->flags2;
flags3 = r_ptr->flags3;
flags4 = r_ptr->flags4;
- flags5 = r_ptr->flags5;
- flags6 = r_ptr->flags6;
+ a_ability_flags1 = r_ptr->a_ability_flags1;
+ a_ability_flags2 = r_ptr->a_ability_flags2;
flagsr = r_ptr->flagsr;
}
/* But we've also killed it */
if (dead)
{
- hooked_roff(format(
- _("が、すでに仇討ちは果たしている!",
- (", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them")))));
+ hooked_roff(
+ _(format("が、すでに仇討ちは果たしている!"),
+ format(", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them"))));
}
/* Unavenged (ever) */
else
{
- hooked_roff(format(
- _("のに、まだ仇討ちを果たしていない。",
- (", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain")))));
+ hooked_roff(
+ _(format("のに、まだ仇討ちを果たしていない。"),
+ format(", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain"))));
}
/* Start a new line */
/* Descriptions */
{
- cptr tmp = r_text + r_ptr->text;
+ concptr tmp = r_text + r_ptr->text;
if (tmp[0])
{
if (speed != 110) hooked_roff(_("、かつ", ", and"));
}
- /* Speed */
if (speed > 110)
{
if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
old = TRUE;
}
-
- /* Describe */
hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
}
if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
- if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
+ if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
{
/* Describe the "race" */
if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, _("オーク", " orc"));
if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, _("人間", " human"));
if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
+ if (flags3 & RF3_ANGEL) hook_c_roff(TERM_YELLOW, _("天使", " angel"));
}
else
{
{
long i, j;
-#ifdef JP
- i = p_ptr->lev;
- hooked_roff(format(" %lu レベルのキャラクタにとって", (long)i));
-
- i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv+2);
- j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv+2)) *
- (long)1000 / (p_ptr->max_plv+2) + 5) / 10);
-
- hooked_roff(format(" 約%ld.%02ld ポイントの経験となる。",
- (long)i, (long)j ));
-#else
/* calculate the integer exp part */
- i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv+2);
+ i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
/* calculate the fractional exp part scaled by 100, */
/* must use long arithmetic to avoid overflow */
- j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv+2)) *
- (long)1000 / (p_ptr->max_plv+2) + 5) / 10);
+ j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
+ (long)1000 / (p_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。", p_ptr->lev, (long)i, (long)j ));
+#else
/* Mention the experience */
hooked_roff(format(" is worth about %ld.%02ld point%s",
- (long)i, (long)j,
- (((i == 1) && (j == 0)) ? "" : "s")));
+ (long)i, (long)j, ((i == 1) && (j == 0)) ? "" : "s"));
/* Take account of annoying English */
p = "th";
#ifndef JP
hooked_roff(" contain ");
#endif
- for(n = 0; n < 6; n++)
+ for(n = 0; n < A_MAX; n++)
{
if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
{
else
{
#ifdef JP
- hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n],
- r_name + rf_ptr->name));
+ hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
#else
bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
- char name[80];
+ GAME_TEXT name[MAX_NLEN];
strcpy(name, r_name + rf_ptr->name);
if(plural) plural_aux(name);
hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
}
if (flags4 & RF4_SHOOT)
- {
+ {
for (r = 0, m = 0; m < 4; m++)
{
if (r_ptr->blow[m].method == RBM_SHOOT)
- {
- 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)"), r_ptr->blow[m].d_side, 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;
+ {
+ 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)"), r_ptr->blow[m].d_side, 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;
}
}
}
- if (flags6 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
+ if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
/* Describe inate attacks */
if (vn)
/* Collect breaths */
vn = 0;
- if (flags4 & (RF4_BR_ACID))
- {
+ if (flags4 & (RF4_BR_ACID))
+ {
set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_GREEN;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_GREEN;
}
- if (flags4 & (RF4_BR_ELEC))
- {
+ if (flags4 & (RF4_BR_ELEC))
+ {
set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_BLUE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_BLUE;
}
- if (flags4 & (RF4_BR_FIRE))
- {
+ if (flags4 & (RF4_BR_FIRE))
+ {
set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_RED;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_RED;
}
- if (flags4 & (RF4_BR_COLD))
- {
+ if (flags4 & (RF4_BR_COLD))
+ {
set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_WHITE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_WHITE;
}
- if (flags4 & (RF4_BR_POIS))
- {
+ if (flags4 & (RF4_BR_POIS))
+ {
set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_GREEN;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_GREEN;
}
if (flags4 & (RF4_BR_NETH))
- {
+ {
set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_DARK;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_DARK;
}
- if (flags4 & (RF4_BR_LITE))
- {
+ if (flags4 & (RF4_BR_LITE))
+ {
set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_YELLOW;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_YELLOW;
}
- if (flags4 & (RF4_BR_DARK))
- {
+ if (flags4 & (RF4_BR_DARK))
+ {
set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_DARK;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_DARK;
}
if (flags4 & (RF4_BR_CONF))
- {
+ {
set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_UMBER;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_UMBER;
}
- if (flags4 & (RF4_BR_SOUN))
+ if (flags4 & (RF4_BR_SOUN))
{
set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_ORANGE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_ORANGE;
}
- if (flags4 & (RF4_BR_CHAO))
- {
+ if (flags4 & (RF4_BR_CHAO))
+ {
set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_VIOLET;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_VIOLET;
}
- if (flags4 & (RF4_BR_DISE))
- {
+ if (flags4 & (RF4_BR_DISE))
+ {
set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_VIOLET;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_VIOLET;
}
- if (flags4 & (RF4_BR_NEXU))
- {
+ if (flags4 & (RF4_BR_NEXU))
+ {
set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_VIOLET;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_VIOLET;
}
- if (flags4 & (RF4_BR_TIME))
- {
+ if (flags4 & (RF4_BR_TIME))
+ {
set_damage(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;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_BLUE;
}
- if (flags4 & (RF4_BR_INER))
- {
+ if (flags4 & (RF4_BR_INER))
+ {
set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
}
- if (flags4 & (RF4_BR_GRAV))
- {
+ if (flags4 & (RF4_BR_GRAV))
+ {
set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
}
- if (flags4 & (RF4_BR_SHAR))
- {
+ if (flags4 & (RF4_BR_SHAR))
+ {
set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_UMBER;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_UMBER;
}
- if (flags4 & (RF4_BR_PLAS))
- {
+ if (flags4 & (RF4_BR_PLAS))
+ {
set_damage(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;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_RED;
}
- if (flags4 & (RF4_BR_WALL))
- {
+ if (flags4 & (RF4_BR_WALL))
+ {
set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_UMBER;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_UMBER;
}
- if (flags4 & (RF4_BR_MANA))
- {
+ if (flags4 & (RF4_BR_MANA))
+ {
set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_BLUE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_BLUE;
}
- if (flags4 & (RF4_BR_NUKE))
- {
+ if (flags4 & (RF4_BR_NUKE))
+ {
set_damage(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;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_GREEN;
}
- if (flags4 & (RF4_BR_DISI))
- {
+ if (flags4 & (RF4_BR_DISI))
+ {
set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
}
/* Describe breaths */
/* Collect spells */
vn = 0;
- if (flags5 & (RF5_BA_ACID))
+ if (a_ability_flags1 & (RF5_BA_ACID))
{
set_damage(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];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
- if (flags5 & (RF5_BA_ELEC))
+ if (a_ability_flags1 & (RF5_BA_ELEC))
{
set_damage(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];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (flags5 & (RF5_BA_FIRE))
+ if (a_ability_flags1 & (RF5_BA_FIRE))
{
set_damage(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];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
- if (flags5 & (RF5_BA_COLD))
+ if (a_ability_flags1 & (RF5_BA_COLD))
{
set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (flags5 & (RF5_BA_POIS))
+ if (a_ability_flags1 & (RF5_BA_POIS))
{
set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
- if (flags5 & (RF5_BA_NETH))
+ if (a_ability_flags1 & (RF5_BA_NETH))
{
set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
- if (flags5 & (RF5_BA_WATE))
+ if (a_ability_flags1 & (RF5_BA_WATE))
{
set_damage(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];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (flags4 & (RF4_BA_NUKE))
+ if (flags4 & (RF4_BA_NUKE))
{
set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
- if (flags5 & (RF5_BA_MANA))
+ if (a_ability_flags1 & (RF5_BA_MANA))
{
set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
- if (flags5 & (RF5_BA_DARK))
+ if (a_ability_flags1 & (RF5_BA_DARK))
{
set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
- if (flags5 & (RF5_BA_LITE))
+ if (a_ability_flags1 & (RF5_BA_LITE))
{
set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_YELLOW;
}
- if (flags4 & (RF4_BA_CHAO))
+ if (flags4 & (RF4_BA_CHAO))
{
set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_VIOLET;
}
- if (flags6 & (RF6_HAND_DOOM)){ vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)"); color[vn++] = TERM_VIOLET; }
- if (flags6 & (RF6_PSY_SPEAR))
+ if (a_ability_flags2 & (RF6_HAND_DOOM)) { vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)"); color[vn++] = TERM_VIOLET; }
+ if (a_ability_flags2 & (RF6_PSY_SPEAR))
{
set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_YELLOW;
}
- if (flags5 & (RF5_DRAIN_MANA))
+ if (a_ability_flags1 & (RF5_DRAIN_MANA))
{
set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
- if (flags5 & (RF5_MIND_BLAST))
+ if (a_ability_flags1 & (RF5_MIND_BLAST))
{
set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
- if (flags5 & (RF5_BRAIN_SMASH))
+ if (a_ability_flags1 & (RF5_BRAIN_SMASH))
{
set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
- if (flags5 & (RF5_CAUSE_1))
+ if (a_ability_flags1 & (RF5_CAUSE_1))
{
- set_damage(r_idx, (MS_CAUSE_1),
+ set_damage(r_idx, (MS_CAUSE_1),
_("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (flags5 & (RF5_CAUSE_2))
+ if (a_ability_flags1 & (RF5_CAUSE_2))
{
- set_damage(r_idx, (MS_CAUSE_2),
+ set_damage(r_idx, (MS_CAUSE_2),
_("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (flags5 & (RF5_CAUSE_3))
+ if (a_ability_flags1 & (RF5_CAUSE_3))
{
- set_damage(r_idx, (MS_CAUSE_3),
+ set_damage(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];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (flags5 & (RF5_CAUSE_4))
+ if (a_ability_flags1 & (RF5_CAUSE_4))
{
- set_damage(r_idx, (MS_CAUSE_4),
+ set_damage(r_idx, (MS_CAUSE_4),
_("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (flags5 & (RF5_BO_ACID))
+ if (a_ability_flags1 & (RF5_BO_ACID))
{
set_damage(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];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
- if (flags5 & (RF5_BO_ELEC))
+ if (a_ability_flags1 & (RF5_BO_ELEC))
{
set_damage(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];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (flags5 & (RF5_BO_FIRE))
+ if (a_ability_flags1 & (RF5_BO_FIRE))
{
set_damage(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];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
- if (flags5 & (RF5_BO_COLD))
+ if (a_ability_flags1 & (RF5_BO_COLD))
{
set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (flags5 & (RF5_BO_NETH))
+ if (a_ability_flags1 & (RF5_BO_NETH))
{
set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
- if (flags5 & (RF5_BO_WATE))
+ if (a_ability_flags1 & (RF5_BO_WATE))
{
set_damage(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];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (flags5 & (RF5_BO_MANA))
+ if (a_ability_flags1 & (RF5_BO_MANA))
{
set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
- if (flags5 & (RF5_BO_PLAS))
+ if (a_ability_flags1 & (RF5_BO_PLAS))
{
set_damage(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];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
- if (flags5 & (RF5_BO_ICEE))
+ if (a_ability_flags1 & (RF5_BO_ICEE))
{
set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_WHITE;
}
- if (flags5 & (RF5_MISSILE))
+ if (a_ability_flags1 & (RF5_MISSILE))
{
set_damage(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];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
- if (flags5 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
- if (flags5 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
- if (flags5 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
- if (flags5 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
- if (flags5 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
- if (flags6 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
- if (flags6 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
- if (flags6 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
+ if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
+ if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
+ if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
+ if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
+ if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
+ if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
- if (flags6 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
- if (flags6 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
- if (flags6 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
- if (flags6 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
- if (flags6 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
+ if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
+ if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (RF6_DARKNESS))
+ if (a_ability_flags2 & (RF6_DARKNESS))
{
if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
{
}
}
- if (flags6 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
- if (flags6 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
- if (flags6 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
- if (flags6 & (RF6_S_MONSTER)) { vp[vn] = _("モンスター一体召喚", "summon a monster"); color[vn++] = TERM_SLATE; }
- if (flags6 & (RF6_S_MONSTERS)) { vp[vn] = _("モンスター複数召喚", "summon monsters"); color[vn++] = TERM_L_WHITE; }
- if (flags6 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
- if (flags6 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
- if (flags6 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
- if (flags6 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
- if (flags6 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
- if (flags6 & (RF6_S_DEMON)) { vp[vn] = _("デーモン一体召喚", "summon a demon"); color[vn++] = TERM_L_RED; }
- if (flags6 & (RF6_S_UNDEAD)) { vp[vn] = _("アンデッド一体召喚", "summon an undead"); color[vn++] = TERM_L_DARK; }
- if (flags6 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (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 (flags6 & (RF6_S_HI_DRAGON)) { vp[vn] = _("古代ドラゴン召喚", "summon Ancient Dragons"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (RF6_S_CYBER)) { vp[vn] = _("サイバーデーモン召喚", "summon Cyberdemons"); color[vn++] = TERM_UMBER; }
- if (flags6 & (RF6_S_AMBERITES)) { vp[vn] = _("アンバーの王族召喚", "summon Lords of Amber"); color[vn++] = TERM_VIOLET; }
- if (flags6 & (RF6_S_UNIQUE)) { vp[vn] = _("ユニーク・モンスター召喚", "summon Unique Monsters"); color[vn++] = TERM_VIOLET; }
+ if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
+ if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
+ if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
+ 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; }
+ 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; }
+ if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
+ if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
+ if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
+ if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
+ 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; }
+ 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; }
+ if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
+ 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; }
+ 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; }
+ 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; }
+ 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; }
+ 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; }
/* Describe spells */
{
hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
hook_c_roff(TERM_YELLOW, format("%s", r_name+r_info[r_ptr->next_r_idx].name));
- hooked_roff(format(
- _(("に進化する。"),
- (" when %s gets enugh experience. ", wd_he[msex]))));
+
+ hooked_roff(
+ _(format("に進化する。"),
+ format(" when %s gets enough experience. ", wd_he[msex])));
}
else if (!(r_ptr->flags1 & RF1_UNIQUE))
{
(r_ptr->r_ignore == MAX_UCHAR) ||
(r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
{
- cptr act;
+ concptr act;
if (r_ptr->sleep > 200)
{
#endif
}
- /* Okay */
else
{
p = NULL;
/* Acquire the effect */
switch (effect)
{
- case RBE_SUPERHURT:
+ 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;
* @param r_idx モンスターの種族ID
* @return なし
*/
-void roff_top(int r_idx)
+void roff_top(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
- byte a1, a2;
+ TERM_COLOR a1, a2;
char c1, c2;
/* Wizards get extra info */
if (p_ptr->wizard)
{
- char buf[6];
+ char buf[16];
sprintf(buf, "%d", r_idx);
* @param mode 表示オプション
* @return なし
*/
-void screen_roff(int r_idx, int mode)
+void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
{
- /* Flush messages */
- msg_print(NULL);
+ msg_erase();
/* Begin recall */
Term_erase(0, 1, 255);
* @param r_idx モンスターの種族ID
* @return なし
*/
-void display_roff(int r_idx)
+void display_roff(MONRACE_IDX r_idx)
{
int y;
* @param roff_func 出力処理を行う関数ポインタ
* @return なし
*/
-void output_monster_spoiler(int r_idx, void (*roff_func)(byte attr, cptr str))
+void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(TERM_COLOR attr, concptr str))
{
hook_c_roff = roff_func;
}
+
/*!
- * @brief モンスターがダンジョンに出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return ダンジョンに出現するならばTRUEを返す
+ * @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
+ * @return 地勢にあったモンスターの生成条件関数
*/
-bool mon_hook_dungeon(int r_idx)
+monsterrace_hook_type get_monster_hook(void)
{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!(r_ptr->flags8 & RF8_WILD_ONLY))
- return TRUE;
+ if (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
+ {
+ switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
+ {
+ case TERRAIN_TOWN:
+ return (monsterrace_hook_type)mon_hook_town;
+ case TERRAIN_DEEP_WATER:
+ return (monsterrace_hook_type)mon_hook_ocean;
+ case TERRAIN_SHALLOW_WATER:
+ case TERRAIN_SWAMP:
+ return (monsterrace_hook_type)mon_hook_shore;
+ case TERRAIN_DIRT:
+ case TERRAIN_DESERT:
+ return (monsterrace_hook_type)mon_hook_waste;
+ case TERRAIN_GRASS:
+ return (monsterrace_hook_type)mon_hook_grass;
+ case TERRAIN_TREES:
+ return (monsterrace_hook_type)mon_hook_wood;
+ case TERRAIN_SHALLOW_LAVA:
+ case TERRAIN_DEEP_LAVA:
+ return (monsterrace_hook_type)mon_hook_volcano;
+ case TERRAIN_MOUNTAIN:
+ return (monsterrace_hook_type)mon_hook_mountain;
+ default:
+ return (monsterrace_hook_type)mon_hook_dungeon;
+ }
+ }
else
{
- dungeon_info_type *d_ptr = &d_info[dungeon_type];
- if ((d_ptr->mflags8 & RF8_WILD_MOUNTAIN) &&
- (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
- return FALSE;
+ return (monsterrace_hook_type)mon_hook_dungeon;
}
}
-
/*!
- * @brief モンスターが海洋に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 海洋に出現するならばTRUEを返す
+ * @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
+ * @return 地勢にあったモンスターの生成条件関数
*/
-static bool mon_hook_ocean(int r_idx)
+monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
{
- monster_race *r_ptr = &r_info[r_idx];
+ feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
- if (r_ptr->flags8 & RF8_WILD_OCEAN)
- return TRUE;
- else
- return FALSE;
-}
+ /* Set the monster list */
+
+ /* Water */
+ if (have_flag(f_ptr->flags, FF_WATER))
+ {
+ /* Deep water */
+ if (have_flag(f_ptr->flags, FF_DEEP))
+ {
+ return (monsterrace_hook_type)mon_hook_deep_water;
+ }
+ /* Shallow water */
+ else
+ {
+ return (monsterrace_hook_type)mon_hook_shallow_water;
+ }
+ }
-/*!
- * @brief モンスターが海岸に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 海岸に出現するならばTRUEを返す
- */
-static bool mon_hook_shore(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ /* Lava */
+ else if (have_flag(f_ptr->flags, FF_LAVA))
+ {
+ return (monsterrace_hook_type)mon_hook_lava;
+ }
- if (r_ptr->flags8 & RF8_WILD_SHORE)
- return TRUE;
- else
- return FALSE;
+ else return (monsterrace_hook_type)mon_hook_floor;
}
-
/*!
- * @brief ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ã\81\8cè\8d\92å\9c°ã\81«å\87ºç\8f¾ã\81\99ã\82\8bã\81\8bã\81©ã\81\86ã\81\8bã\82\92è¿\94ã\81\99
- * @param r_idx 判定するモンスターの種族ID
- * @return 荒地に出現するならばTRUEを返す
+ * @brief ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ã\82\92å\8f\8b好ç\9a\84ã\81«ã\81\99ã\82\8b
+ * @param m_ptr モンスター情報構造体の参照ポインタ
+ * @return なし
*/
-static bool mon_hook_waste(int r_idx)
+void set_friendly(monster_type *m_ptr)
{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & (RF8_WILD_WASTE | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
+ m_ptr->smart |= SM_FRIENDLY;
}
-
/*!
- * @brief ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ã\81\8cç\94ºã\81«å\87ºç\8f¾ã\81\99ã\82\8bã\81\8bã\81©ã\81\86ã\81\8bã\82\92è¿\94ã\81\99
- * @param r_idx 判定するモンスターの種族ID
- * @return 荒地に出現するならばTRUEを返す
+ * @brief ã\83¢ã\83³ã\82¹ã\82¿ã\83¼ã\82\92ã\83\9aã\83\83ã\83\88ã\81«ã\81\99ã\82\8b
+ * @param m_ptr モンスター情報構造体の参照ポインタ
+ * @return なし
*/
-static bool mon_hook_town(int r_idx)
+void set_pet(monster_type *m_ptr)
{
- monster_race *r_ptr = &r_info[r_idx];
+ check_quest_completion(m_ptr);
- if (r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
+ m_ptr->smart |= SM_PET;
+ if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
+ m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
}
-
/*!
- * @brief モンスターが森林に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 森林に出現するならばTRUEを返す
+ * @brief モンスターを敵に回す
+ * Makes the monster hostile towards the player
+ * @param m_ptr モンスター情報構造体の参照ポインタ
+ * @return なし
*/
-static bool mon_hook_wood(int r_idx)
+void set_hostile(monster_type *m_ptr)
{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & (RF8_WILD_WOOD | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
+ if (p_ptr->inside_battle) return;
+ m_ptr->smart &= ~SM_PET;
+ m_ptr->smart &= ~SM_FRIENDLY;
}
/*!
- * @brief モンスターが火山に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 火山に出現するならばTRUEを返す
+ * @brief モンスターを怒らせる
+ * Anger the monster
+ * @param m_ptr モンスター情報構造体の参照ポインタ
+ * @return なし
*/
-static bool mon_hook_volcano(int r_idx)
+void anger_monster(monster_type *m_ptr)
{
- monster_race *r_ptr = &r_info[r_idx];
+ if (p_ptr->inside_battle) return;
+ if (is_friendly(m_ptr))
+ {
+ GAME_TEXT m_name[MAX_NLEN];
- if (r_ptr->flags8 & RF8_WILD_VOLCANO)
- return TRUE;
- else
- return FALSE;
-}
+ monster_desc(m_name, m_ptr, 0);
+ msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
-/*!
- * @brief モンスターが山地に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 山地に出現するならばTRUEを返す
- */
-static bool mon_hook_mountain(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ set_hostile(m_ptr);
- if (r_ptr->flags8 & RF8_WILD_MOUNTAIN)
- return TRUE;
- else
- return FALSE;
+ chg_virtue(V_INDIVIDUALISM, 1);
+ chg_virtue(V_HONOUR, -1);
+ chg_virtue(V_JUSTICE, -1);
+ chg_virtue(V_COMPASSION, -1);
+ }
}
/*!
- * @brief モンスターが草原に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 森林に出現するならばTRUEを返す
+ * @brief モンスターが地形を踏破できるかどうかを返す
+ * Check if monster can cross terrain
+ * @param feat 地形ID
+ * @param r_ptr モンスター種族構造体の参照ポインタ
+ * @param mode オプション
+ * @return 踏破可能ならばTRUEを返す
*/
-static bool mon_hook_grass(int r_idx)
+bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & (RF8_WILD_GRASS | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
-}
+ feature_type *f_ptr = &f_info[feat];
-/*!
- * @brief モンスターが深い水地形に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 深い水地形に出現するならばTRUEを返す
- */
-static bool mon_hook_deep_water(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!mon_hook_dungeon(r_idx)) return FALSE;
-
- if (r_ptr->flags7 & RF7_AQUATIC)
- return TRUE;
- else
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターが浅い水地形に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 浅い水地形に出現するならばTRUEを返す
- */
-static bool mon_hook_shallow_water(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!mon_hook_dungeon(r_idx)) return FALSE;
-
- if (r_ptr->flags2 & RF2_AURA_FIRE)
- return FALSE;
- else
- return TRUE;
-}
-
-
-/*!
- * @brief モンスターが溶岩地形に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 溶岩地形に出現するならばTRUEを返す
- */
-static bool mon_hook_lava(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!mon_hook_dungeon(r_idx)) return FALSE;
-
- if (((r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) ||
- (r_ptr->flags7 & RF7_CAN_FLY)) &&
- !(r_ptr->flags3 & RF3_AURA_COLD))
- return TRUE;
- else
- return FALSE;
-}
-
-
-/*!
- * @brief モンスターが通常の床地形に出現するかどうかを返す
- * @param r_idx 判定するモンスターの種族ID
- * @return 通常の床地形に出現するならばTRUEを返す
- */
-static bool mon_hook_floor(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!(r_ptr->flags7 & RF7_AQUATIC) ||
- (r_ptr->flags7 & RF7_CAN_FLY))
- return TRUE;
- else
- return FALSE;
-}
-
-
-/*!
- * @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
- * @return 地勢にあったモンスターの生成条件関数
- */
-monster_hook_type get_monster_hook(void)
-{
- if (!dun_level && !p_ptr->inside_quest)
- {
- switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
- {
- case TERRAIN_TOWN:
- return (monster_hook_type)mon_hook_town;
- case TERRAIN_DEEP_WATER:
- return (monster_hook_type)mon_hook_ocean;
- case TERRAIN_SHALLOW_WATER:
- case TERRAIN_SWAMP:
- return (monster_hook_type)mon_hook_shore;
- case TERRAIN_DIRT:
- case TERRAIN_DESERT:
- return (monster_hook_type)mon_hook_waste;
- case TERRAIN_GRASS:
- return (monster_hook_type)mon_hook_grass;
- case TERRAIN_TREES:
- return (monster_hook_type)mon_hook_wood;
- case TERRAIN_SHALLOW_LAVA:
- case TERRAIN_DEEP_LAVA:
- return (monster_hook_type)mon_hook_volcano;
- case TERRAIN_MOUNTAIN:
- return (monster_hook_type)mon_hook_mountain;
- default:
- return (monster_hook_type)mon_hook_dungeon;
- }
- }
- else
- {
- return (monster_hook_type)mon_hook_dungeon;
- }
-}
-
-/*!
- * @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
- * @return 地勢にあったモンスターの生成条件関数
- */
-monster_hook_type get_monster_hook2(int y, int x)
-{
- feature_type *f_ptr = &f_info[cave[y][x].feat];
-
- /* Set the monster list */
-
- /* Water */
- if (have_flag(f_ptr->flags, FF_WATER))
- {
- /* Deep water */
- if (have_flag(f_ptr->flags, FF_DEEP))
- {
- return (monster_hook_type)mon_hook_deep_water;
- }
-
- /* Shallow water */
- else
- {
- return (monster_hook_type)mon_hook_shallow_water;
- }
- }
-
- /* Lava */
- else if (have_flag(f_ptr->flags, FF_LAVA))
- {
- return (monster_hook_type)mon_hook_lava;
- }
-
- else return (monster_hook_type)mon_hook_floor;
-}
-
-/*!
- * @brief モンスターを友好的にする
- * @param m_ptr モンスター情報構造体の参照ポインタ
- * @return なし
- */
-void set_friendly(monster_type *m_ptr)
-{
- m_ptr->smart |= SM_FRIENDLY;
-}
-
-/*!
- * @brief モンスターをペットにする
- * @param m_ptr モンスター情報構造体の参照ポインタ
- * @return なし
- */
-void set_pet(monster_type *m_ptr)
-{
- if (!is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
-
- /* Check for quest completion */
- check_quest_completion(m_ptr);
-
- m_ptr->smart |= SM_PET;
- if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
- m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
-}
-
-/*!
- * @brief モンスターを敵に回す
- * Makes the monster hostile towards the player
- * @param m_ptr モンスター情報構造体の参照ポインタ
- * @return なし
- */
-void set_hostile(monster_type *m_ptr)
-{
- if (p_ptr->inside_battle) return;
-
- if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
-
- m_ptr->smart &= ~SM_PET;
- m_ptr->smart &= ~SM_FRIENDLY;
-}
-
-
-/*!
- * @brief モンスターを怒らせる
- * Anger the monster
- * @param m_ptr モンスター情報構造体の参照ポインタ
- * @return なし
- */
-void anger_monster(monster_type *m_ptr)
-{
- if (p_ptr->inside_battle) return;
- if (is_friendly(m_ptr))
- {
- char m_name[80];
-
- monster_desc(m_name, m_ptr, 0);
-#ifdef JP
-msg_format("%^sは怒った!", m_name);
-#else
- msg_format("%^s gets angry!", m_name);
-#endif
-
- set_hostile(m_ptr);
-
- chg_virtue(V_INDIVIDUALISM, 1);
- chg_virtue(V_HONOUR, -1);
- chg_virtue(V_JUSTICE, -1);
- chg_virtue(V_COMPASSION, -1);
- }
-}
-
-
-/*!
- * @brief モンスターが地形を踏破できるかどうかを返す
- * Check if monster can cross terrain
- * @param feat 地形ID
- * @param r_ptr モンスター種族構造体の参照ポインタ
- * @param mode オプション
- * @return 踏破可能ならばTRUEを返す
- */
-bool monster_can_cross_terrain(s16b feat, monster_race *r_ptr, u16b mode)
-{
- feature_type *f_ptr = &f_info[feat];
-
- /* Pattern */
if (have_flag(f_ptr->flags, FF_PATTERN))
{
if (!(mode & CEM_RIDING))
if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
}
+ /* Cold */
+ if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
+ {
+ if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
+ }
+
+ /* Elec */
+ if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
+ {
+ if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
+ }
+
+ /* Acid */
+ if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
+ {
+ if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
+ }
+
+ /* Poison */
+ if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
+ {
+ if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
+ }
+
return TRUE;
}
* @param mode オプション
* @return 踏破可能ならばTRUEを返す
*/
-bool monster_can_enter(int y, int x, monster_race *r_ptr, u16b mode)
+bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
{
- cave_type *c_ptr = &cave[y][x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
/* Player or other monster */
if (player_bold(y, x)) return FALSE;
- if (c_ptr->m_idx) return FALSE;
+ if (g_ptr->m_idx) return FALSE;
- return monster_can_cross_terrain(c_ptr->feat, r_ptr, mode);
+ return monster_can_cross_terrain(g_ptr->feat, r_ptr, mode);
}
return FALSE;
}
-
/*!
- * @brief モンスターが生命体かどうかを返す
- * Is the monster "alive"?
- * @param r_ptr 判定するモンスターの種族情報構造体参照ポインタ
- * @return 生命体ならばTRUEを返す
+ * @brief モンスターを倒した際の財宝svalを返す
+ * @param r_idx 倒したモンスターの種族ID
+ * @return 財宝のsval
* @details
- * Used to determine the message to print for a killed monster.
- * ("dies", "destroyed")
+ * Hack -- Return the "automatic coin type" of a monster race
+ * Used to allocate proper treasure when "Creeping coins" die
+ * Note the use of actual "monster names"
*/
-bool monster_living(monster_race *r_ptr)
+static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
{
- /* Non-living, undead, or demon */
- if (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING))
- return FALSE;
- else
- return TRUE;
+ /* Analyze monsters */
+ switch (r_idx)
+ {
+ case MON_COPPER_COINS: return 2;
+ case MON_SILVER_COINS: return 5;
+ case MON_GOLD_COINS: return 10;
+ case MON_MITHRIL_COINS:
+ case MON_MITHRIL_GOLEM: return 16;
+ case MON_ADAMANT_COINS: return 17;
+ }
+
+ /* Assume nothing */
+ return 0;
}
/*!
- * @brief モンスターが特殊能力上、賞金首から排除する必要があるかどうかを返す。
- * Is the monster "alive"? / Is this monster declined to be questor or bounty?
- * @param r_idx モンスターの種族ID
- * @return 賞金首に加えられないならばTRUEを返す
+ * @brief モンスターが死亡した時の処理 /
+ * Handle the "death" of a monster.
+ * @param m_idx 死亡したモンスターのID
+ * @param drop_item TRUEならばモンスターのドロップ処理を行う
+ * @return 撃破されたモンスターの述語
* @details
- * 実質バーノール=ルパート用。
+ * <pre>
+ * Disperse treasures centered at the monster location based on the
+ * various flags contained in the monster flags fields.
+ * Check for "Quest" completion when a quest monster is killed.
+ * Note that only the player can induce "monster_death()" on Uniques.
+ * Thus (for now) all Quest monsters should be Uniques.
+ * Note that monsters can now carry objects, and when a monster dies,
+ * it drops all of its objects, which may disappear in crowded rooms.
+ * </pre>
*/
-bool no_questor_or_bounty_uniques(int r_idx)
+void monster_death(MONSTER_IDX m_idx, bool drop_item)
{
- switch (r_idx)
+ int i, j;
+ POSITION y, x;
+
+ int dump_item = 0;
+ int dump_gold = 0;
+ int number = 0;
+
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
+
+ u32b mo_mode = 0L;
+
+ bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
+ bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
+ bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
+ int force_coin = get_coin_type(m_ptr->r_idx);
+
+ object_type forge;
+ object_type *q_ptr;
+
+ bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
+ && !p_ptr->inside_battle && !is_pet(m_ptr);
+
+ /* The caster is dead? */
+ if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx) current_world_ptr->timewalk_m_idx = 0;
+
+ /* Notice changes in view */
+ if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
{
- /*
- * Decline them to be questor or bounty because they use
- * special motion "split and combine"
- */
- case MON_BANORLUPART:
- case MON_BANOR:
- case MON_LUPART:
- return TRUE;
+ p_ptr->update |= (PU_MON_LITE);
+ }
+
+ y = m_ptr->fy;
+ x = m_ptr->fx;
+
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
+ }
+
+ /* Let monsters explode! */
+ for (i = 0; i < 4; i++)
+ {
+ if (r_ptr->blow[i].method == RBM_EXPLODE)
+ {
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
+ DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
+ DICE_SID d_side = r_ptr->blow[i].d_side;
+ HIT_POINT damage = damroll(d_dice, d_side);
+
+ project(m_idx, 3, y, x, damage, typ, flg, -1);
+ break;
+ }
+ }
+
+ if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
+ {
+ choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
+ r_ptr = &r_info[m_ptr->r_idx];
+ }
+
+ check_quest_completion(m_ptr);
+
+ /* Handle the possibility of player vanquishing arena combatant -KMW- */
+ if (p_ptr->inside_arena && !is_pet(m_ptr))
+ {
+ p_ptr->exit_bldg = TRUE;
+
+ if (p_ptr->arena_number > MAX_ARENA_MONS)
+ {
+ msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
+ }
+ else
+ {
+ 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."));
+ }
+
+ if (arena_info[p_ptr->arena_number].tval)
+ {
+ q_ptr = &forge;
+
+ /* Prepare to make a prize */
+ object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
+ apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+
+ if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
+ p_ptr->arena_number++;
+ if (record_arena)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
+
+ monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
+
+ do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
+ }
+ }
+
+ if (m_idx == p_ptr->riding)
+ {
+ if (rakuba(-1, FALSE))
+ {
+ msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
+ }
+ }
+
+ /* Drop a dead corpse? */
+ if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
+ (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
+ !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
+ {
+ /* Assume skeleton */
+ bool corpse = FALSE;
+
+ /*
+ * We cannot drop a skeleton? Note, if we are in this check,
+ * we *know* we can drop at least a corpse or a skeleton
+ */
+ if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
+ corpse = TRUE;
+ else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
+ corpse = TRUE;
+
+ /* Else, a corpse is more likely unless we did a "lot" of damage */
+ else if (r_ptr->flags9 & RF9_DROP_CORPSE)
+ {
+ /* Lots of damage in one blow */
+ if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
+ {
+ if (one_in_(5)) corpse = TRUE;
+ }
+ else
+ {
+ if (!one_in_(5)) corpse = TRUE;
+ }
+ }
+ q_ptr = &forge;
+
+ /* Prepare to make an object */
+ object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
+
+ apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
+
+ q_ptr->pval = m_ptr->r_idx;
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+
+ /* Drop objects being carried */
+ monster_drop_carried_objects(m_ptr);
+
+ if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
+ if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
+
+ switch (m_ptr->r_idx)
+ {
+ case MON_PINK_HORROR:
+ /* Pink horrors are replaced with 2 Blue horrors */
+ if (!(p_ptr->inside_arena || p_ptr->inside_battle))
+ {
+ bool notice = FALSE;
+
+ for (i = 0; i < 2; i++)
+ {
+ POSITION wy = y, wx = x;
+ bool pet = is_pet(m_ptr);
+ BIT_FLAGS mode = 0L;
+
+ if (pet) mode |= PM_FORCE_PET;
+
+ if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode, '\0'))
+ {
+ if (player_can_see_bold(wy, wx)) notice = TRUE;
+ }
+ }
+
+ if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
+ }
+ break;
+
+ case MON_BLOODLETTER:
+ /* Bloodletters of Khorne may drop a blade of chaos */
+ if (drop_chosen_item && (randint1(100) < 15))
+ {
+ q_ptr = &forge;
+
+ /* Prepare to make a Blade of Chaos */
+ object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
+
+ apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case MON_RAAL:
+ if (drop_chosen_item && (current_floor_ptr->dun_level > 9))
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Activate restriction */
+ if ((current_floor_ptr->dun_level > 49) && one_in_(5))
+ get_obj_num_hook = kind_is_good_book;
+ else
+ get_obj_num_hook = kind_is_book;
+
+ /* Make a book */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case MON_DAWN:
+ /*
+ * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
+ * spawn another in the fallen one's place!
+ */
+ if (!p_ptr->inside_arena && !p_ptr->inside_battle)
+ {
+ if (!one_in_(7))
+ {
+ POSITION wy = y, wx = x;
+ int attempts = 100;
+ bool pet = is_pet(m_ptr);
+
+ do
+ {
+ scatter(&wy, &wx, y, x, 20, 0);
+ } while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
+
+ if (attempts > 0)
+ {
+ BIT_FLAGS mode = 0L;
+ if (pet) mode |= PM_FORCE_PET;
+
+ if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode, '\0'))
+ {
+ if (player_can_see_bold(wy, wx))
+ msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
+ }
+ }
+ }
+ }
+ break;
+
+ case MON_UNMAKER:
+ /* One more ultra-hack: An Unmaker goes out with a big bang! */
+ {
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
+ }
+ break;
+
+ case MON_UNICORN_ORD:
+ case MON_MORGOTH:
+ case MON_ONE_RING:
+ /* Reward for "lazy" player */
+ if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
+ {
+ ARTIFACT_IDX a_idx = 0;
+ artifact_type *a_ptr = NULL;
+
+ if (!drop_chosen_item) break;
+
+ do
+ {
+ switch (randint0(3))
+ {
+ case 0:
+ a_idx = ART_NAMAKE_HAMMER;
+ break;
+ case 1:
+ a_idx = ART_NAMAKE_BOW;
+ break;
+ case 2:
+ a_idx = ART_NAMAKE_ARMOR;
+ break;
+ }
+
+ a_ptr = &a_info[a_idx];
+ } while (a_ptr->cur_num);
+
+ /* Create the artifact */
+ if (create_named_art(a_idx, y, x))
+ {
+ a_ptr->cur_num = 1;
+
+ /* Hack -- Memorize location of artifact in saved floors */
+ if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+ }
+ else if (!preserve_mode) a_ptr->cur_num = 1;
+ }
+ break;
+
+ case MON_SERPENT:
+ if (!drop_chosen_item) break;
+ q_ptr = &forge;
+
+ /* Mega-Hack -- Prepare to make "Grond" */
+ object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
+
+ /* Mega-Hack -- Mark this item as "Grond" */
+ q_ptr->name1 = ART_GROND;
+
+ /* Mega-Hack -- Actually create "Grond" */
+ apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
+ (void)drop_near(q_ptr, -1, y, x);
+ q_ptr = &forge;
+
+ /* Mega-Hack -- Prepare to make "Chaos" */
+ object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
+
+ /* Mega-Hack -- Mark this item as "Chaos" */
+ q_ptr->name1 = ART_CHAOS;
+
+ /* Mega-Hack -- Actually create "Chaos" */
+ apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
+ (void)drop_near(q_ptr, -1, y, x);
+ break;
+
+ case MON_B_DEATH_SWORD:
+ if (drop_chosen_item)
+ {
+ q_ptr = &forge;
+
+ /* Prepare to make a broken sword */
+ object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case MON_A_GOLD:
+ case MON_A_SILVER:
+ if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
+ ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
+ {
+ q_ptr = &forge;
+
+ /* Prepare to make a Can of Toys */
+ object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
+
+ apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case MON_ROLENTO:
+ {
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
+ }
+ break;
+
default:
- return FALSE;
+ if (!drop_chosen_item) break;
+
+ switch (r_ptr->d_char)
+ {
+ case '(':
+ if (current_floor_ptr->dun_level > 0)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_cloak;
+
+ /* Make a cloak */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case '/':
+ if (current_floor_ptr->dun_level > 4)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_polearm;
+
+ /* Make a poleweapon */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case '[':
+ if (current_floor_ptr->dun_level > 19)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_armor;
+
+ /* Make a hard armor */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case '\\':
+ if (current_floor_ptr->dun_level > 4)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_hafted;
+
+ /* Make a hafted weapon */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case '|':
+ if (m_ptr->r_idx != MON_STORMBRINGER)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_sword;
+
+ /* Make a sword */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+ }
+ break;
+ }
+
+ /* Mega-Hack -- drop fixed items */
+ if (drop_chosen_item)
+ {
+ ARTIFACT_IDX a_idx = 0;
+ PERCENTAGE chance = 0;
+
+ for (i = 0; i < 4; i++)
+ {
+ if (!r_ptr->artifact_id[i]) break;
+ a_idx = r_ptr->artifact_id[i];
+ chance = r_ptr->artifact_percent[i];
+ }
+
+ if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
+ {
+ artifact_type *a_ptr = &a_info[a_idx];
+
+ if (!a_ptr->cur_num)
+ {
+ /* Create the artifact */
+ if (create_named_art(a_idx, y, x))
+ {
+ a_ptr->cur_num = 1;
+
+ /* Hack -- Memorize location of artifact in saved floors */
+ if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+ }
+ else if (!preserve_mode) a_ptr->cur_num = 1;
+ }
+ }
+
+ if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[p_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
+ {
+ KIND_OBJECT_IDX k_idx = d_info[p_ptr->dungeon_idx].final_object ? d_info[p_ptr->dungeon_idx].final_object
+ : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
+
+ if (d_info[p_ptr->dungeon_idx].final_artifact)
+ {
+ a_idx = d_info[p_ptr->dungeon_idx].final_artifact;
+ artifact_type *a_ptr = &a_info[a_idx];
+
+ if (!a_ptr->cur_num)
+ {
+ /* Create the artifact */
+ if (create_named_art(a_idx, y, x))
+ {
+ a_ptr->cur_num = 1;
+
+ /* Hack -- Memorize location of artifact in saved floors */
+ if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+ }
+ else if (!preserve_mode) a_ptr->cur_num = 1;
+
+ /* Prevent rewarding both artifact and "default" object */
+ if (!d_info[p_ptr->dungeon_idx].final_object) k_idx = 0;
+ }
+ }
+
+ if (k_idx)
+ {
+ q_ptr = &forge;
+
+ /* Prepare to make a reward */
+ object_prep(q_ptr, k_idx);
+
+ apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[p_ptr->dungeon_idx].name);
+ }
+ }
+
+ /* Determine how much we can drop */
+ if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
+ if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
+ if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
+ if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
+ if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
+ if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
+
+ if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
+ number = 0; /* Clones drop no stuff unless Cloning Pits */
+
+ if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
+ number = 0; /* Pets drop no stuff */
+ if (!drop_item && (r_ptr->d_char != '$')) number = 0;
+
+ if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
+ number = 0; /* Limit of Multiply monster drop */
+
+ /* Hack -- handle creeping coins */
+ coin_type = force_coin;
+
+ /* Average dungeon and monster levels */
+ current_floor_ptr->object_level = (current_floor_ptr->dun_level + r_ptr->level) / 2;
+
+ /* Drop some objects */
+ for (j = 0; j < number; j++)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+
+ /* Make Gold */
+ if (do_gold && (!do_item || (randint0(100) < 50)))
+ {
+ /* Make some gold */
+ if (!make_gold(q_ptr)) continue;
+
+ dump_gold++;
+ }
+
+ /* Make Object */
+ else
+ {
+ /* Make an object */
+ if (!make_object(q_ptr, mo_mode)) continue;
+
+ dump_item++;
+ }
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+
+ /* Reset the object level */
+ current_floor_ptr->object_level = current_floor_ptr->base_level;
+
+ /* Reset "coin" type */
+ coin_type = 0;
+
+
+ /* Take note of any dropped treasure */
+ if (visible && (dump_item || dump_gold))
+ {
+ /* Take notes on treasure */
+ lore_treasure(m_idx, dump_item, dump_gold);
+ }
+
+ /* Only process "Quest Monsters" */
+ if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
+ if (p_ptr->inside_battle) return;
+
+ /* Winner? */
+ if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
+ {
+ /* Total winner */
+ p_ptr->total_winner = TRUE;
+
+ /* Redraw the "title" */
+ p_ptr->redraw |= (PR_TITLE);
+
+ play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
+
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "finally become *WINNER* of Hengband!"));
+
+ admire_from_patron(p_ptr);
+
+ /* Congratulations */
+ msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
+ 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!"));
+ 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."));
}
}
+
+/*!
+ * @brief モンスターを撃破した際の述語メッセージを返す /
+ * Return monster death string
+ * @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
+ * @return 撃破されたモンスターの述語
+ */
+concptr extract_note_dies(MONRACE_IDX r_idx)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+ /* Some monsters get "destroyed" */
+ if (!monster_living(r_idx))
+ {
+ int i;
+
+ for (i = 0; i < 4; i++)
+ {
+ if (r_ptr->blow[i].method == RBM_EXPLODE)
+ {
+ return _("は爆発して粉々になった。", " explodes into tiny shreds.");
+ }
+ }
+ return _("を倒した。", " is destroyed.");
+ }
+
+ return _("は死んだ。", " dies.");
+}
+
+/*
+ * Monster health description
+ */
+concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
+{
+ monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
+ bool living;
+ int perc;
+ concptr desc;
+ concptr attitude;
+ concptr clone;
+
+ /* Determine if the monster is "living" */
+ living = monster_living(m_ptr->ap_r_idx);
+
+ /* Calculate a health "percentage" */
+ perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
+
+ /* Healthy monsters */
+ if (m_ptr->hp >= m_ptr->maxhp)
+ {
+ desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
+ }
+
+ else if (perc >= 60)
+ {
+ desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
+ }
+
+ else if (perc >= 25)
+ {
+ desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
+ }
+
+ else if (perc >= 10)
+ {
+ desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
+ }
+
+ else
+ {
+ desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
+ }
+
+ /* Need attitude information? */
+ if (!(mode & 0x01))
+ {
+ /* Full information is not needed */
+ attitude = "";
+ }
+ else if (is_pet(m_ptr))
+ {
+ attitude = _(", ペット", ", pet");
+ }
+ else if (is_friendly(m_ptr))
+ {
+ attitude = _(", 友好的", ", friendly");
+ }
+ else
+ {
+ attitude = _("", "");
+ }
+
+ /* Clone monster? */
+ if (m_ptr->smart & SM_CLONED)
+ {
+ clone = ", clone";
+ }
+ else
+ {
+ clone = "";
+ }
+
+ /* Display monster's level --- idea borrowed from ToME */
+ if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
+ {
+ return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
+ }
+ else
+ {
+ return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
+ }
+
+}
+