-/* File: monster1.c */
-
-/*
+/*!
+ * @file monster1.c
+ * @brief モンスター情報の記述 / describe monsters (using monster memory)
+ * @date 2013/12/11
+ * @author
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
* This software may be copied and distributed for educational, research,
* and not for profit purposes provided that this copyright and statement
* are included in all such copies. Other copyrights may also apply.
+ * 2014 Deskull rearranged comment for Doxygen.
*/
-/* Purpose: describe monsters (using monster memory) */
-
#include "angband.h"
+#include "cmd-pet.h"
+#include "monsterrace-hook.h"
+#include "objectkind-hook.h"
+#include "projection.h"
+#include "monster.h"
+#include "spells-summon.h"
+#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
/*
* Pronoun arrays, by gender.
*/
-static cptr wd_he[3] =
+static concptr wd_he[3] =
#ifdef JP
-{ "¤½¤ì", "Èà", "Èà½÷" };
+{ "それ", "彼", "彼女" };
#else
{ "it", "he", "she" };
#endif
-static cptr wd_his[3] =
+static concptr wd_his[3] =
#ifdef JP
-{ "¤½¤ì¤Î", "Èà¤Î", "Èà½÷¤Î" };
+{ "それの", "彼の", "彼女の" };
#else
{ "its", "his", "her" };
#endif
-/*
- * Pluralizer. Args(count, singular, plural)
+/*!
+ * 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))
-
-
-
-/*
- * Determine if the "armor" is known
+/*!
+ * @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(int r_idx)
+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;
- s32b level = r_ptr->level;
+ bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
- s32b kills = r_ptr->r_tkills;
-
- if (cheat_know) return (TRUE);
+ if (cheat_know || known) return (TRUE);
/* Normal monsters */
if (kills > 304 / (4 + level)) return (TRUE);
}
-/*
+/*!
+ * @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(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;
-static void hooked_roff(cptr str)
+/*!
+ * @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(concptr str)
{
/* Spawn */
hook_c_roff(TERM_WHITE, str);
}
+/*!
+* @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)
+{
+ 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);
+ }
+}
+
+/*!
+* @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
+*/
+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, "");
+}
+
+/*!
+ * @brief モンスターの思い出情報を表示する
* Hack -- display monster information using "hooked_roff()"
- *
- * Note that there is now a compiler option to only read the monster
- * descriptions from the raw file when they are actually needed, which
- * saves about 60K of memory at the cost of disk access during monster
- * recall, which is optional to the user.
- *
+ * @param r_idx モンスターの種族ID
+ * @param mode 表示オプション
+ * @return なし
+ * @details
* This function should only be called with the cursor placed at the
* 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];
#endif
int msex = 0;
- int speed = (ironman_nightmare) ? r_ptr->speed + 5 : r_ptr->speed;
+ bool nightmare = ironman_nightmare && !(mode & 0x02);
+ 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;
+ 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[64];
- cptr vp[64];
+ byte color[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 < A_MAX; n++)
+ {
+ if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
+ }
/* cheat_know or research_mon() */
if (cheat_know || (mode & 0x01))
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;
}
if (r_ptr->r_deaths)
{
/* Killed ancestors */
-#ifdef JP
- hooked_roff(format("%^s¤Ï¤¢¤Ê¤¿¤ÎÀèÁĤò %d ¿ÍÁò¤Ã¤Æ¤¤¤ë",
- wd_he[msex], r_ptr->r_deaths));
-#else
- hooked_roff(format("%^s has slain %d of your ancestors",
+ hooked_roff(format(_("%^sはあなたの先祖を %d 人葬っている", "%^s has slain %d of your ancestors"),
wd_he[msex], r_ptr->r_deaths));
-#endif
-
/* But we've also killed it */
if (dead)
{
-#ifdef JP
- hooked_roff(format("¤¬¡¢¤¹¤Ç¤ËµØƤ¤Á¤Ï²Ì¤¿¤·¤Æ¤¤¤ë¡ª"));
-#else
- hooked_roff(format(", but you have avenged %s! ",
- plural(r_ptr->r_deaths, "him", "them")));
-#endif
-
+ 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")))));
}
/* Unavenged (ever) */
else
{
-#ifdef JP
- hooked_roff(format("¤Î¤Ë¡¢¤Þ¤ÀµØƤ¤Á¤ò²Ì¤¿¤·¤Æ¤¤¤Ê¤¤¡£"));
-#else
- hooked_roff(format(", who %s unavenged. ",
- plural(r_ptr->r_deaths, "remains", "remain")));
-#endif
-
+ 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")))));
}
/* Start a new line */
/* Dead unique who never hurt us */
else if (dead)
{
-#ifdef JP
- hooked_roff("¤¢¤Ê¤¿¤Ï¤³¤ÎµØŨ¤ò¤¹¤Ç¤ËÁò¤êµî¤Ã¤Æ¤¤¤ë¡£");
-#else
- hooked_roff("You have slain this foe. ");
-#endif
+ hooked_roff(_("あなたはこの仇敵をすでに葬り去っている。", "You have slain this foe. "));
/* Start a new line */
hooked_roff("\n");
else if (r_ptr->r_deaths)
{
/* Dead ancestors */
-#ifdef JP
- hooked_roff(format("¤³¤Î¥â¥ó¥¹¥¿¡¼¤Ï¤¢¤Ê¤¿¤ÎÀèÁĤò %d ¿ÍÁò¤Ã¤Æ¤¤¤ë",
- r_ptr->r_deaths ));
-#else
- hooked_roff(format("%d of your ancestors %s been killed by this creature, ",
- r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have")));
-#endif
-
+ hooked_roff(
+ _(format("このモンスターはあなたの先祖を %d 人葬っている", r_ptr->r_deaths),
+ format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
/* Some kills this life */
if (r_ptr->r_pkills)
{
-#ifdef JP
- hooked_roff(format("¤¬¡¢¤¢¤Ê¤¿¤Ï¤³¤Î¥â¥ó¥¹¥¿¡¼¤ò¾¯¤Ê¤¯¤È¤â %d ÂΤÏÅݤ·¤Æ¤¤¤ë¡£", r_ptr->r_pkills));
-#else
- hooked_roff(format("and you have exterminated at least %d of the creatures. ", r_ptr->r_pkills));
-#endif
-
+ hooked_roff(format(
+ _("が、あなたはこのモンスターを少なくとも %d 体は倒している。",
+ "and you have exterminated at least %d of the creatures. "), r_ptr->r_pkills));
}
/* Some kills past lives */
else if (r_ptr->r_tkills)
{
-#ifdef JP
- hooked_roff(format("¤¬¡¢%s¤Ï¤³¤Î¥â¥ó¥¹¥¿¡¼¤ò¾¯¤Ê¤¯¤È¤â %d ÂΤÏÅݤ·¤Æ¤¤¤ë¡£",
- "¤¢¤Ê¤¿¤ÎÀèÁÄ", r_ptr->r_tkills));
-#else
- hooked_roff(format("and %s have exterminated at least %d of the creatures. ",
- "your ancestors", r_ptr->r_tkills));
-#endif
-
+ hooked_roff(format(
+ _("が、あなたの先祖はこのモンスターを少なくとも %d 体は倒している。",
+ "and your ancestors have exterminated at least %d of the creatures. "), r_ptr->r_tkills));
}
/* No kills */
else
{
-#ifdef JP
- hooked_roff(format("¤¬¡¢¤Þ¤À%s¤òÅݤ·¤¿¤³¤È¤Ï¤Ê¤¤¡£", wd_he[msex]));
-#else
- hooked_roff(format("and %s is not ever known to have been defeated. ", wd_he[msex]));
-#endif
-
+ hooked_roff(format(
+ _("が、まだ%sを倒したことはない。",
+ "and %s is not ever known to have been defeated. "), wd_he[msex]));
}
/* Start a new line */
/* Killed some this life */
if (r_ptr->r_pkills)
{
-#ifdef JP
- hooked_roff(format("¤¢¤Ê¤¿¤Ï¤³¤Î¥â¥ó¥¹¥¿¡¼¤ò¾¯¤Ê¤¯¤È¤â %d ÂΤϻ¦¤·¤Æ¤¤¤ë¡£", r_ptr->r_pkills));
-#else
- hooked_roff(format("You have killed at least %d of these creatures. ", r_ptr->r_pkills));
-#endif
-
+ hooked_roff(format(
+ _("あなたはこのモンスターを少なくとも %d 体は殺している。",
+ "You have killed at least %d of these creatures. "), r_ptr->r_pkills));
}
/* Killed some last life */
else if (r_ptr->r_tkills)
{
-#ifdef JP
- hooked_roff(format("¤¢¤Ê¤¿¤ÎÀèÁĤϤ³¤Î¥â¥ó¥¹¥¿¡¼¤ò¾¯¤Ê¤¯¤È¤â %d ÂΤϻ¦¤·¤Æ¤¤¤ë¡£", r_ptr->r_tkills));
-#else
- hooked_roff(format("Your ancestors have killed at least %d of these creatures. ", r_ptr->r_tkills));
-#endif
-
+ hooked_roff(format(
+ _("あなたの先祖はこのモンスターを少なくとも %d 体は殺している。",
+ "Your ancestors have killed at least %d of these creatures. "), r_ptr->r_tkills));
}
/* Killed none */
else
{
-#ifdef JP
- hooked_roff("¤³¤Î¥â¥ó¥¹¥¿¡¼¤òÅݤ·¤¿¤³¤È¤Ï¤Ê¤¤¡£");
-#else
- hooked_roff("No battles to the death are recalled. ");
-#endif
+ hooked_roff(_("このモンスターを倒したことはない。", "No battles to the death are recalled. "));
}
/* Start a new line */
/* Descriptions */
{
- char buf[2048];
-
-#ifdef DELAY_LOAD_R_TEXT
-
- int fd;
-
- /* Build the filename */
-#ifdef JP
-path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, "r_info_j.raw");
-#else
- path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, "r_info.raw");
-#endif
-
-
- /* Open the "raw" file */
- fd = fd_open(buf, O_RDONLY);
-
- /* Use file */
- if (fd >= 0)
- {
- huge pos;
-
- /* Starting position */
- pos = r_ptr->text;
-
- /* Additional offsets */
- pos += r_head->head_size;
- pos += r_head->info_size;
- pos += r_head->name_size;
-
- /* Seek */
- (void)fd_seek(fd, pos);
-
- /* Read a chunk of data */
- (void)fd_read(fd, buf, 2048);
-
- /* Close it */
- (void)fd_close(fd);
- }
-
-#else
-
- /* Simple method */
- strcpy(buf, r_text + r_ptr->text);
+ concptr tmp = r_text + r_ptr->text;
-#endif
-
- if (buf[0])
+ if (tmp[0])
{
/* Dump it */
- hooked_roff(buf);
+ hooked_roff(tmp);
/* Start a new line */
hooked_roff("\n");
/* Describe location */
if (r_ptr->level == 0)
{
-#ifdef JP
- hooked_roff(format("%^s¤ÏÄ®¤Ë½»¤ß", wd_he[msex]));
-#else
- hooked_roff(format("%^s lives in the town", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex]));
old = TRUE;
}
else if (r_ptr->r_tkills || know_everything)
{
if (depth_in_feet)
{
-#ifdef JP
- hooked_roff(format("%^s¤ÏÄ̾ïÃϲ¼ %d ¥Õ¥£¡¼¥È¤Ç½Ð¸½¤·",
-#else
- hooked_roff(format("%^s is normally found at depths of %d feet",
-#endif
-
- wd_he[msex], r_ptr->level * 50));
+ hooked_roff(format(
+ _("%^sは通常地下 %d フィートで出現し", "%^s is normally found at depths of %d feet"),
+ wd_he[msex], r_ptr->level * 50));
}
else
{
-#ifdef JP
- hooked_roff(format("%^s¤ÏÄ̾ïÃϲ¼ %d ³¬¤Ç½Ð¸½¤·",
-#else
- hooked_roff(format("%^s is normally found on dungeon level %d",
-#endif
-
- wd_he[msex], r_ptr->level));
+ hooked_roff(format(
+ _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
+ wd_he[msex], r_ptr->level));
}
old = TRUE;
}
/* Describe movement */
if (r_idx == MON_CHAMELEON)
{
-#ifdef JP
- hooked_roff("¡¢Â¾¤Î¥â¥ó¥¹¥¿¡¼¤Ë²½¤±¤ë¡£");
-#else
- hooked_roff("and can take the shape of other monster.");
-#endif
+ hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
return;
}
else
/* Introduction */
if (old)
{
-#ifdef JP
- hooked_roff("¡¢");
-#else
- hooked_roff(", and ");
-#endif
-
+ hooked_roff(_("、", ", and "));
}
else
{
-#ifdef JP
- hooked_roff(format("%^s¤Ï", wd_he[msex]));
-#else
- hooked_roff(format("%^s ", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
old = TRUE;
}
#ifndef JP
/* Adverb */
if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
{
-#ifdef JP
- hooked_roff("¤«¤Ê¤ê");
-#else
- hooked_roff(" extremely");
-#endif
-
+ hooked_roff(_("かなり", " extremely"));
}
else if (flags1 & RF1_RAND_50)
{
-#ifdef JP
- hooked_roff("´öʬ");
-#else
- hooked_roff(" somewhat");
-#endif
-
+ hooked_roff(_("幾分", " somewhat"));
}
else if (flags1 & RF1_RAND_25)
{
-#ifdef JP
- hooked_roff("¾¯¡¹");
-#else
- hooked_roff(" a bit");
-#endif
-
+ hooked_roff(_("少々", " a bit"));
}
/* Adjective */
-#ifdef JP
- hooked_roff("ÉÔµ¬Â§¤Ë");
-#else
- hooked_roff(" erratically");
-#endif
-
+ hooked_roff(_("不規則に", " erratically"));
/* Hack -- Occasional conjunction */
-#ifdef JP
- if (speed != 110) hooked_roff("¡¢¤«¤Ä");
-#else
- if (speed != 110) hooked_roff(", and");
-#endif
-
+ if (speed != 110) hooked_roff(_("、かつ", ", and"));
}
/* Speed */
if (speed > 110)
{
-#ifdef JP
- if (speed > 139) hook_c_roff(TERM_RED, "¿®¤¸Æñ¤¤¤Û¤É");
- else if (speed > 134) hook_c_roff(TERM_ORANGE, "ÌÔÎõ¤Ë");
- else if (speed > 129) hook_c_roff(TERM_ORANGE, "Èó¾ï¤Ë");
- else if (speed > 124) hook_c_roff(TERM_UMBER, "¤«¤Ê¤ê");
- else if (speed < 120) hook_c_roff(TERM_L_UMBER, "¤ä¤ä");
- hook_c_roff(TERM_L_RED, "ÁÇÁ᤯");
-#else
- if (speed > 139) hook_c_roff(TERM_RED, " incredibly");
- else if (speed > 134) hook_c_roff(TERM_ORANGE, " extremely");
- else if (speed > 129) hook_c_roff(TERM_ORANGE, " very");
- else if (speed > 124) hook_c_roff(TERM_UMBER, " fairly");
- else if (speed < 120) hook_c_roff(TERM_L_UMBER, " somewhat");
- hook_c_roff(TERM_L_RED, " quickly");
-#endif
-
+ if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
+ else if (speed > 134) hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
+ else if (speed > 129) hook_c_roff(TERM_ORANGE, _("非常に", " very"));
+ else if (speed > 124) hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
+ else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
+ hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
}
else if (speed < 110)
{
-#ifdef JP
- if (speed < 90) hook_c_roff(TERM_L_GREEN, "¿®¤¸Æñ¤¤¤Û¤É");
- else if (speed < 95) hook_c_roff(TERM_BLUE, "Èó¾ï¤Ë");
- else if (speed < 100) hook_c_roff(TERM_BLUE, "¤«¤Ê¤ê");
- else if (speed > 104) hook_c_roff(TERM_GREEN, "¤ä¤ä");
- hook_c_roff(TERM_L_BLUE, "¤æ¤Ã¤¯¤ê¤È");
-#else
- if (speed < 90) hook_c_roff(TERM_L_GREEN, " incredibly");
- else if (speed < 95) hook_c_roff(TERM_BLUE, " very");
- else if (speed < 100) hook_c_roff(TERM_BLUE, " fairly");
- else if (speed > 104) hook_c_roff(TERM_GREEN, " somewhat");
- hook_c_roff(TERM_L_BLUE, " slowly");
-#endif
-
+ if (speed < 90) hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
+ else if (speed < 95) hook_c_roff(TERM_BLUE, _("非常に", " very"));
+ else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
+ else if (speed > 104) hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
+ hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
}
else
{
-#ifdef JP
- hooked_roff("ÉáÄ̤ή¤µ¤Ç");
-#else
- hooked_roff(" at normal speed");
-#endif
-
+ hooked_roff(_("普通の速さで", " at normal speed"));
}
#ifdef JP
- hooked_roff("Æ°¤¤¤Æ¤¤¤ë");
+ hooked_roff("動いている");
#endif
}
/* Introduce */
if (old)
{
-#ifdef JP
- hooked_roff("¡¢¤·¤«¤·");
-#else
- hooked_roff(", but ");
-#endif
-
+ hooked_roff(_("、しかし", ", but "));
}
else
{
-#ifdef JP
- hooked_roff(format("%^s¤Ï", wd_he[msex]));
-#else
- hooked_roff(format("%^s ", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
old = TRUE;
}
-
- /* Describe */
-#ifdef JP
- hooked_roff("¿¯Æþ¼Ô¤òÄÉÀפ·¤Ê¤¤");
-#else
- hooked_roff("does not deign to chase intruders");
-#endif
-
+ hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
}
/* End this sentence */
if (old)
{
-#ifdef JP
- hooked_roff("¡£");
-#else
- hooked_roff(". ");
-#endif
-
+ hooked_roff(_("。", ". "));
old = FALSE;
}
{
/* Introduction */
#ifdef JP
- hooked_roff("¤³¤Î");
+ hooked_roff("この");
#else
if (flags1 & RF1_UNIQUE)
{
/* Describe the "quality" */
-#ifdef JP
-if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, "¶¸µ¤¤òͶ¤¦");/*nuke me*/
-#else
- if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, " sanity-blasting");
-#endif
-
-#ifdef JP
-if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, "¼«Á³³¦¤Î");
-#else
- if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, " natural");
-#endif
-
-#ifdef JP
-if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, "¼Ù°¤Ê¤ë");
-#else
- if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, " evil");
-#endif
-
-#ifdef JP
-if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, "Á±ÎɤÊ");
-#else
- if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, " good");
-#endif
-
-#ifdef JP
-if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, "¥¢¥ó¥Ç¥Ã¥É¤Î");
-#else
- if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, " undead");
-#endif
-#ifdef JP
-if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, "¥¢¥ó¥Ð¡¼¤Î²¦Â²¤Î");
-#else
- if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, " Amberite");
-#endif
-
-
- if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
- {
- /* Describe the "race" */
-#ifdef JP
- if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, "¥É¥é¥´¥ó");
-#else
- if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, " dragon");
-#endif
-
-#ifdef JP
-if (flags3 & RF3_DEMON) hook_c_roff(TERM_VIOLET, "¥Ç¡¼¥â¥ó");
-#else
- if (flags3 & RF3_DEMON) hook_c_roff(TERM_VIOLET, " demon");
-#endif
-
-#ifdef JP
-if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, "¥¸¥ã¥¤¥¢¥ó¥È");
-#else
- if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, " giant");
-#endif
-
-#ifdef JP
-if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, "¥È¥í¥ë");
-#else
- if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, " troll");
-#endif
-
-#ifdef JP
-if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, "¥ª¡¼¥¯");
-#else
- if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, " orc");
-#endif
-
-#ifdef JP
-if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, "¿Í´Ö");
-#else
- if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, " Human");
-#endif
-
-#ifdef JP
-if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, "ÎÌ»ÒÀ¸Êª");
-#else
- if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, " quantum creature");
-#endif
-
- }
-#ifdef JP
-else hooked_roff("¥â¥ó¥¹¥¿¡¼");
-#else
- else hooked_roff(" creature");
-#endif
-
+ if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
+ if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
+ if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
+ if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, _("善良な", " good"));
+ 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 | 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_DEMON) hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
+ if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, _("ジャイアント", " giant"));
+ if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, _("トロル", " troll"));
+ 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
+ {
+ hooked_roff(_("モンスター", " creature"));
+ }
#ifdef JP
- hooked_roff("¤òÅݤ¹¤³¤È¤Ï");
+ hooked_roff("を倒すことは");
#endif
/* Group some variables */
{
long i, j;
-#ifdef JP
- i = p_ptr->lev;
- hooked_roff(format(" %lu ¥ì¥Ù¥ë¤Î¥¥ã¥é¥¯¥¿¤Ë¤È¤Ã¤Æ", (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(" Ìó%ld.%02ld ¥Ý¥¤¥ó¥È¤Î·Ð¸³¤È¤Ê¤ë¡£",
- (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")));
+ hooked_roff(format(" is worth about %ld.%02ld point%s for level %d player",
+ (long)i, (long)j,
+ (((i == 1) && (j == 0)) ? "" : "s")), p_ptr->lev);
/* Take account of annoying English */
p = "th";
if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
{
-#ifdef JP
-hook_c_roff(TERM_VIOLET, format("%^s¤Ï±ê¤Èɹ¤È¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_VIOLET, format("%^s is surrounded by flames and electricity. ", wd_he[msex]));
-#endif
-
+ 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[msex]));
}
else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
{
-#ifdef JP
-hook_c_roff(TERM_L_RED, format("%^s¤Ï±ê¤È¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_L_RED, format("%^s is surrounded by flames and electricity. ", wd_he[msex]));
-#endif
-
+ 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[msex]));
}
else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
{
-#ifdef JP
-hook_c_roff(TERM_BLUE, format("%^s¤Ï±ê¤Èɹ¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_BLUE, format("%^s is surrounded by flames and electricity. ", wd_he[msex]));
-#endif
-
+ 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[msex]));
}
else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
{
-#ifdef JP
-hook_c_roff(TERM_L_GREEN, format("%^s¤Ïɹ¤È¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_L_GREEN, format("%^s is surrounded by ice and electricity. ", wd_he[msex]));
-#endif
-
+ 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[msex]));
}
else if (flags2 & RF2_AURA_FIRE)
{
-#ifdef JP
-hook_c_roff(TERM_RED, format("%^s¤Ï±ê¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_RED, format("%^s is surrounded by flames. ", wd_he[msex]));
-#endif
-
+ hook_c_roff(TERM_RED, format(
+ _("%^sは炎に包まれている。", "%^s is surrounded by flames. "), wd_he[msex]));
}
else if (flags3 & RF3_AURA_COLD)
{
-#ifdef JP
-hook_c_roff(TERM_BLUE, format("%^s¤Ïɹ¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_BLUE, format("%^s is surrounded by ice. ", wd_he[msex]));
-#endif
-
+ hook_c_roff(TERM_BLUE, format(
+ _("%^sは氷に包まれている。", "%^s is surrounded by ice. "), wd_he[msex]));
}
else if (flags2 & RF2_AURA_ELEC)
{
-#ifdef JP
-hook_c_roff(TERM_L_BLUE, format("%^s¤Ï¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_L_BLUE, format("%^s is surrounded by electricity. ", wd_he[msex]));
-#endif
-
+ 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[msex]));
}
if (flags2 & RF2_REFLECTING)
- {
-#ifdef JP
-hooked_roff(format("%^s¤ÏÌð¤Î¼öʸ¤òÄ·¤ÍÊÖ¤¹¡£", wd_he[msex]));
-#else
- hooked_roff(format("%^s reflects bolt spells. ", wd_he[msex]));
-#endif
-
- }
+ hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells. "), wd_he[msex]));
/* Describe escorts */
- if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
+ if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
{
-#ifdef JP
- hooked_roff(format("%^s¤ÏÄ̾ï¸î±Ò¤òȼ¤Ã¤Æ¸½¤ì¤ë¡£",
-#else
- hooked_roff(format("%^s usually appears with escorts. ",
-#endif
+ hooked_roff(format(
+ _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts. "), wd_he[msex]));
- wd_he[msex]));
+ if(reinforce)
+ {
+ hooked_roff(_("護衛の構成は", "These escorts"));
+ if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
+ {
+ hooked_roff(_("少なくとも", " at the least"));
+ }
+#ifndef JP
+ hooked_roff(" contain ");
+#endif
+ for(n = 0; n < A_MAX; n++)
+ {
+ if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
+ {
+ monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
+ if(rf_ptr->flags1 & RF1_UNIQUE)
+ {
+ hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
+ }
+ 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));
+#else
+ bool plural = (r_ptr->reinforce_dd[n] * 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", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
+#endif
+ }
+ }
+ }
+ hooked_roff(_("で成り立っている。", "."));
+ }
}
/* Describe friends */
else if (flags1 & RF1_FRIENDS)
{
-#ifdef JP
- hooked_roff(format("%^s¤ÏÄ̾クÃĤǸ½¤ì¤ë¡£",
-#else
- hooked_roff(format("%^s usually appears in groups. ",
-#endif
-
- wd_he[msex]));
+ hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[msex]));
}
/* Collect inate attacks */
vn = 0;
-#ifdef JP
- if (flags4 & RF4_SHRIEK) {vp[vn] = "ÈáÌĤǽõ¤±¤òµá¤á¤ë";color[vn++] = TERM_L_WHITE;}
-#else
- if (flags4 & RF4_SHRIEK) {vp[vn] = "shriek for help";color[vn++] = TERM_L_WHITE;}
-#endif
-
-#ifdef JP
- if (flags4 & RF4_ROCKET) {vp[vn] = "¥í¥±¥Ã¥È¤òȯ¼Í¤¹¤ë";color[vn++] = TERM_UMBER;}
-#else
- if (flags4 & RF4_ROCKET) {vp[vn] = "shoot a rocket";color[vn++] = TERM_UMBER;}
-#endif
-
-#ifdef JP
- if (flags4 & RF4_SHOOT) {vp[vn] = "¼Í·â¤ò¤¹¤ë";color[vn++] = TERM_UMBER;}
-#else
- if (flags4 & RF4_SHOOT) {vp[vn] = "fire an arrow";color[vn++] = TERM_UMBER;}
-#endif
-
-#ifdef JP
- if (flags6 & (RF6_SPECIAL)) {vp[vn] = "ÆÃÊ̤ʹÔÆ°¤ò¤¹¤ë";color[vn++] = TERM_VIOLET;}
-#else
- if (flags6 & (RF6_SPECIAL)) {vp[vn] = "do something";color[vn++] = TERM_VIOLET;}
-#endif
+ if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
+ if (flags4 & RF4_ROCKET)
+ {
+ set_damage(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 (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;
+ break;
+ }
+ }
+ }
+ 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)
{
/* Intro */
-#ifdef JP
- hooked_roff(format("%^s¤Ï", wd_he[msex]));
-#else
- hooked_roff(format("%^s", wd_he[msex]));
-#endif
+ hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
/* Scan */
for (n = 0; n < vn; n++)
{
#ifdef JP
- if(n!=vn-1){
- jverb(vp[n],jverb_buf,JVERB_OR);
- hook_c_roff(color[n], jverb_buf);
- hook_c_roff(color[n], "¤ê¡¢");
+ if (n != vn - 1)
+ {
+ jverb(vp[n], jverb_buf, JVERB_OR);
+ hook_c_roff(color[n], jverb_buf);
+ hook_c_roff(color[n], "り");
+ hooked_roff("、");
}
- else hook_c_roff(color[n], vp[n]);
+ else hook_c_roff(color[n], vp[n]);
#else
/* Intro */
if (n == 0) hooked_roff(" may ");
- else if (n < vn-1) hooked_roff(", ");
+ else if (n < vn - 1) hooked_roff(", ");
else hooked_roff(" or ");
/* Dump */
}
/* End */
-#ifdef JP
- hooked_roff("¤³¤È¤¬¤¢¤ë¡£");
-#else
- hooked_roff(". ");
-#endif
-
+ hooked_roff(_("ことがある。", ". "));
}
/* Collect breaths */
vn = 0;
-#ifdef JP
- if (flags4 & (RF4_BR_ACID)) {vp[vn] = "»À";color[vn++] = TERM_GREEN;}
-#else
- if (flags4 & (RF4_BR_ACID)) {vp[vn] = "acid";color[vn++] = TERM_GREEN;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_ELEC)) {vp[vn] = "°ðºÊ";color[vn++] = TERM_BLUE;}
-#else
- if (flags4 & (RF4_BR_ELEC)) {vp[vn] = "lightning";color[vn++] = TERM_BLUE;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_FIRE)) {vp[vn] = "²Ð±ê";color[vn++] = TERM_RED;}
-#else
- if (flags4 & (RF4_BR_FIRE)) {vp[vn] = "fire";color[vn++] = TERM_RED;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_COLD)) {vp[vn] = "Î䵤";color[vn++] = TERM_L_WHITE;}
-#else
- if (flags4 & (RF4_BR_COLD)) {vp[vn] = "frost";color[vn++] = TERM_L_WHITE;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_POIS)) {vp[vn] = "ÆÇ";color[vn++] = TERM_L_GREEN;}
-#else
- if (flags4 & (RF4_BR_POIS)) {vp[vn] = "poison";color[vn++] = TERM_L_GREEN;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_NETH)) {vp[vn] = "ÃϹö";color[vn++] = TERM_L_DARK;}
-#else
- if (flags4 & (RF4_BR_NETH)) {vp[vn] = "nether";color[vn++] = TERM_L_DARK;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_LITE)) {vp[vn] = "Á®¸÷";color[vn++] = TERM_YELLOW;}
-#else
- if (flags4 & (RF4_BR_LITE)) {vp[vn] = "light";color[vn++] = TERM_YELLOW;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_DARK)) {vp[vn] = "°Å¹õ";color[vn++] = TERM_L_DARK;}
-#else
- if (flags4 & (RF4_BR_DARK)) {vp[vn] = "darkness";color[vn++] = TERM_L_DARK;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_CONF)) {vp[vn] = "º®Íð";color[vn++] = TERM_L_UMBER;}
-#else
- if (flags4 & (RF4_BR_CONF)) {vp[vn] = "confusion";color[vn++] = TERM_L_UMBER;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_SOUN)) {vp[vn] = "¹ì²»";color[vn++] = TERM_ORANGE;}
-#else
- if (flags4 & (RF4_BR_SOUN)) {vp[vn] = "sound";color[vn++] = TERM_ORANGE;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_CHAO)) {vp[vn] = "¥«¥ª¥¹";color[vn++] = TERM_VIOLET;}
-#else
- if (flags4 & (RF4_BR_CHAO)) {vp[vn] = "chaos";color[vn++] = TERM_VIOLET;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_DISE)) {vp[vn] = "Îô²½";color[vn++] = TERM_VIOLET;}
-#else
- if (flags4 & (RF4_BR_DISE)) {vp[vn] = "disenchantment";color[vn++] = TERM_VIOLET;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_NEXU)) {vp[vn] = "°ø²Ìº®Íð";color[vn++] = TERM_VIOLET;}
-#else
- if (flags4 & (RF4_BR_NEXU)) {vp[vn] = "nexus";color[vn++] = TERM_VIOLET;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_TIME)) {vp[vn] = "»þ´ÖµÕž";color[vn++] = TERM_L_BLUE;}
-#else
- if (flags4 & (RF4_BR_TIME)) {vp[vn] = "time";color[vn++] = TERM_L_BLUE;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_INER)) {vp[vn] = "ÃÙÆß";color[vn++] = TERM_SLATE;}
-#else
- if (flags4 & (RF4_BR_INER)) {vp[vn] = "inertia";color[vn++] = TERM_SLATE;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_GRAV)) {vp[vn] = "½ÅÎÏ";color[vn++] = TERM_SLATE;}
-#else
- if (flags4 & (RF4_BR_GRAV)) {vp[vn] = "gravity";color[vn++] = TERM_SLATE;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_SHAR)) {vp[vn] = "ÇËÊÒ";color[vn++] = TERM_L_UMBER;}
-#else
- if (flags4 & (RF4_BR_SHAR)) {vp[vn] = "shards";color[vn++] = TERM_L_UMBER;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_PLAS)) {vp[vn] = "¥×¥é¥º¥Þ";color[vn++] = TERM_L_RED;}
-#else
- if (flags4 & (RF4_BR_PLAS)) {vp[vn] = "plasma";color[vn++] = TERM_L_RED;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_WALL)) {vp[vn] = "¥Õ¥©¡¼¥¹";color[vn++] = TERM_UMBER;}
-#else
- if (flags4 & (RF4_BR_WALL)) {vp[vn] = "force";color[vn++] = TERM_UMBER;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_MANA)) {vp[vn] = "ËâÎÏ";color[vn++] = TERM_L_BLUE;}
-#else
- if (flags4 & (RF4_BR_MANA)) {vp[vn] = "mana";color[vn++] = TERM_L_BLUE;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_NUKE)) {vp[vn] = "Êü¼ÍÀÇÑ´þʪ";color[vn++] = TERM_L_GREEN;}
-#else
- if (flags4 & (RF4_BR_NUKE)) {vp[vn] = "toxic waste";color[vn++] = TERM_L_GREEN;}
-#endif
-
-#ifdef JP
- if (flags4 & (RF4_BR_DISI)) {vp[vn] = "ʬ²ò";color[vn++] = TERM_SLATE;}
-#else
- if (flags4 & (RF4_BR_DISI)) {vp[vn] = "disintegration";color[vn++] = TERM_SLATE;}
-#endif
-
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
+ 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;
+ }
/* Describe breaths */
if (vn)
breath = TRUE;
/* Intro */
-#ifdef JP
- hooked_roff(format("%^s¤Ï", wd_he[msex]));
-#else
- hooked_roff(format("%^s", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
/* Scan */
for (n = 0; n < vn; n++)
{
/* Intro */
#ifdef JP
- if ( n != 0 ) hooked_roff("¤ä");
+ if ( n != 0 ) hooked_roff("や");
#else
if (n == 0) hooked_roff(" may breathe ");
else if (n < vn-1) hooked_roff(", ");
hook_c_roff(color[n], vp[n]);
}
#ifdef JP
- hooked_roff("¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤¢¤ë");
+ hooked_roff("のブレスを吐くことがある");
#endif
}
/* Collect spells */
vn = 0;
-#ifdef JP
-if (flags5 & (RF5_BA_ACID)) {vp[vn] = "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë";color[vn++] = TERM_GREEN;}
-#else
- if (flags5 & (RF5_BA_ACID)) {vp[vn] = "produce acid balls";color[vn++] = TERM_GREEN;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BA_ELEC)) {vp[vn] = "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë";color[vn++] = TERM_BLUE;}
-#else
- if (flags5 & (RF5_BA_ELEC)) {vp[vn] = "produce lightning balls";color[vn++] = TERM_BLUE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BA_FIRE)) {vp[vn] = "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë";color[vn++] = TERM_RED;}
-#else
- if (flags5 & (RF5_BA_FIRE)) {vp[vn] = "produce fire balls";color[vn++] = TERM_RED;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BA_COLD)) {vp[vn] = "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë";color[vn++] = TERM_L_WHITE;}
-#else
- if (flags5 & (RF5_BA_COLD)) {vp[vn] = "produce frost balls";color[vn++] = TERM_L_WHITE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BA_POIS)) {vp[vn] = "°½±À";color[vn++] = TERM_L_GREEN;}
-#else
- if (flags5 & (RF5_BA_POIS)) {vp[vn] = "produce poison balls";color[vn++] = TERM_L_GREEN;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BA_NETH)) {vp[vn] = "ÃϹöµå";color[vn++] = TERM_L_DARK;}
-#else
- if (flags5 & (RF5_BA_NETH)) {vp[vn] = "produce nether balls";color[vn++] = TERM_L_DARK;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BA_WATE)) {vp[vn] = "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë";color[vn++] = TERM_BLUE;}
-#else
- if (flags5 & (RF5_BA_WATE)) {vp[vn] = "produce water balls";color[vn++] = TERM_BLUE;}
-#endif
-
-#ifdef JP
-if (flags4 & (RF4_BA_NUKE)) {vp[vn] = "Êü¼Íǽµå";color[vn++] = TERM_L_GREEN;}
-#else
- if (flags4 & (RF4_BA_NUKE)) {vp[vn] = "produce balls of radiation";color[vn++] = TERM_L_GREEN;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BA_MANA)) {vp[vn] = "ËâÎϤÎÍò";color[vn++] = TERM_L_BLUE;}
-#else
- if (flags5 & (RF5_BA_MANA)) {vp[vn] = "invoke mana storms";color[vn++] = TERM_L_BLUE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BA_DARK)) {vp[vn] = "°Å¹õ¤ÎÍò";color[vn++] = TERM_L_DARK;}
-#else
- if (flags5 & (RF5_BA_DARK)) {vp[vn] = "invoke darkness storms";color[vn++] = TERM_L_DARK;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BA_LITE)) {vp[vn] = "¥¹¥¿¡¼¥Ð¡¼¥¹¥È";color[vn++] = TERM_YELLOW;}
-#else
- if (flags5 & (RF5_BA_LITE)) {vp[vn] = "invoke starburst";color[vn++] = TERM_YELLOW;}
-#endif
-
-#ifdef JP
-if (flags4 & (RF4_BA_CHAO)) {vp[vn] = "½ã¥í¥°¥ë¥¹";color[vn++] = TERM_VIOLET;}
-#else
- if (flags4 & (RF4_BA_CHAO)) {vp[vn] = "invoke raw Logrus";color[vn++] = TERM_VIOLET;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_HAND_DOOM)) {vp[vn] = "ÇËÌǤμê";color[vn++] = TERM_VIOLET;}
-#else
- if (flags6 & (RF6_HAND_DOOM)) {vp[vn] = "invoke the Hand of Doom";color[vn++] = TERM_VIOLET;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_PSY_SPEAR)) {vp[vn] = "¸÷¤Î·õ";color[vn++] = TERM_YELLOW;}
-#else
- if (flags6 & (RF6_PSY_SPEAR)) {vp[vn] = "psycho-spear";color[vn++] = TERM_YELLOW;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_DRAIN_MANA)) {vp[vn] = "ËâÎϵۼý";color[vn++] = TERM_SLATE;}
-#else
- if (flags5 & (RF5_DRAIN_MANA)) {vp[vn] = "drain mana";color[vn++] = TERM_SLATE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_MIND_BLAST)) {vp[vn] = "Àº¿À¹¶·â";color[vn++] = TERM_L_RED;}
-#else
- if (flags5 & (RF5_MIND_BLAST)) {vp[vn] = "cause mind blasting";color[vn++] = TERM_L_RED;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BRAIN_SMASH)) {vp[vn] = "Ǿ¹¶·â";color[vn++] = TERM_RED;}
-#else
- if (flags5 & (RF5_BRAIN_SMASH)) {vp[vn] = "cause brain smashing";color[vn++] = TERM_RED;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_CAUSE_1)) {vp[vn] = "·Ú½ý¡Ü¼ö¤¤";color[vn++] = TERM_L_WHITE;}
-#else
- if (flags5 & (RF5_CAUSE_1)) {vp[vn] = "cause light wounds and cursing";color[vn++] = TERM_L_WHITE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_CAUSE_2)) {vp[vn] = "½Å½ý¡Ü¼ö¤¤";color[vn++] = TERM_L_WHITE;}
-#else
- if (flags5 & (RF5_CAUSE_2)) {vp[vn] = "cause serious wounds and cursing";color[vn++] = TERM_L_WHITE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_CAUSE_3)) {vp[vn] = "Ã×Ì¿½ý¡Ü¼ö¤¤";color[vn++] = TERM_L_WHITE;}
-#else
- if (flags5 & (RF5_CAUSE_3)) {vp[vn] = "cause critical wounds and cursing";color[vn++] = TERM_L_WHITE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_CAUSE_4)) {vp[vn] = "È빦¤òÆͤ¯";color[vn++] = TERM_L_WHITE;}
-#else
- if (flags5 & (RF5_CAUSE_4)) {vp[vn] = "cause mortal wounds";color[vn++] = TERM_L_WHITE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BO_ACID)) {vp[vn] = "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È";color[vn++] = TERM_GREEN;}
-#else
- if (flags5 & (RF5_BO_ACID)) {vp[vn] = "produce acid bolts";color[vn++] = TERM_GREEN;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BO_ELEC)) {vp[vn] = "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È";color[vn++] = TERM_BLUE;}
-#else
- if (flags5 & (RF5_BO_ELEC)) {vp[vn] = "produce lightning bolts";color[vn++] = TERM_BLUE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BO_FIRE)) {vp[vn] = "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È";color[vn++] = TERM_RED;}
-#else
- if (flags5 & (RF5_BO_FIRE)) {vp[vn] = "produce fire bolts";color[vn++] = TERM_RED;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BO_COLD)) {vp[vn] = "¥¢¥¤¥¹¡¦¥Ü¥ë¥È";color[vn++] = TERM_L_WHITE;}
-#else
- if (flags5 & (RF5_BO_COLD)) {vp[vn] = "produce frost bolts";color[vn++] = TERM_L_WHITE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BO_NETH)) {vp[vn] = "ÃϹö¤ÎÌð";color[vn++] = TERM_L_DARK;}
-#else
- if (flags5 & (RF5_BO_NETH)) {vp[vn] = "produce nether bolts";color[vn++] = TERM_L_DARK;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BO_WATE)) {vp[vn] = "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È";color[vn++] = TERM_BLUE;}
-#else
- if (flags5 & (RF5_BO_WATE)) {vp[vn] = "produce water bolts";color[vn++] = TERM_BLUE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BO_MANA)) {vp[vn] = "ËâÎϤÎÌð";color[vn++] = TERM_L_BLUE;}
-#else
- if (flags5 & (RF5_BO_MANA)) {vp[vn] = "produce mana bolts";color[vn++] = TERM_L_BLUE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BO_PLAS)) {vp[vn] = "¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È";color[vn++] = TERM_L_RED;}
-#else
- if (flags5 & (RF5_BO_PLAS)) {vp[vn] = "produce plasma bolts";color[vn++] = TERM_L_RED;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BO_ICEE)) {vp[vn] = "¶Ë´¨¤ÎÌð";color[vn++] = TERM_WHITE;}
-#else
- if (flags5 & (RF5_BO_ICEE)) {vp[vn] = "produce ice bolts";color[vn++] = TERM_WHITE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_MISSILE)) {vp[vn] = "¥Þ¥¸¥Ã¥¯¥ß¥µ¥¤¥ë";color[vn++] = TERM_SLATE;}
-#else
- if (flags5 & (RF5_MISSILE)) {vp[vn] = "produce magic missiles";color[vn++] = TERM_SLATE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_SCARE)) {vp[vn] = "¶²ÉÝ";color[vn++] = TERM_SLATE;}
-#else
- if (flags5 & (RF5_SCARE)) {vp[vn] = "terrify";color[vn++] = TERM_SLATE;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_BLIND)) {vp[vn] = "Ìܤ¯¤é¤Þ¤·";color[vn++] = TERM_L_DARK;}
-#else
- if (flags5 & (RF5_BLIND)) {vp[vn] = "blind";color[vn++] = TERM_L_DARK;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_CONF)) {vp[vn] = "º®Íð";color[vn++] = TERM_L_UMBER;}
-#else
- if (flags5 & (RF5_CONF)) {vp[vn] = "confuse";color[vn++] = TERM_L_UMBER;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_SLOW)) {vp[vn] = "¸ºÂ®";color[vn++] = TERM_UMBER;}
-#else
- if (flags5 & (RF5_SLOW)) {vp[vn] = "slow";color[vn++] = TERM_UMBER;}
-#endif
-
-#ifdef JP
-if (flags5 & (RF5_HOLD)) {vp[vn] = "Ëãáã";color[vn++] = TERM_RED;}
-#else
- if (flags5 & (RF5_HOLD)) {vp[vn] = "paralyze";color[vn++] = TERM_RED;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_HASTE)) {vp[vn] = "²Ã®";color[vn++] = TERM_L_GREEN;}
-#else
- if (flags6 & (RF6_HASTE)) {vp[vn] = "haste-self";color[vn++] = TERM_L_GREEN;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_HEAL)) {vp[vn] = "¼£Ìþ";color[vn++] = TERM_WHITE;}
-#else
- if (flags6 & (RF6_HEAL)) {vp[vn] = "heal-self";color[vn++] = TERM_WHITE;}
-#endif
-
-#ifdef JP
- if (flags6 & (RF6_INVULNER)) {vp[vn] = "̵Ũ²½";color[vn++] = TERM_WHITE;}
-#else
- if (flags6 & (RF6_INVULNER)) {vp[vn] = "make invulnerable";color[vn++] = TERM_WHITE;}
-#endif
-
-#ifdef JP
-if (flags4 & RF4_DISPEL) {vp[vn] = "ËâÎϾõî";color[vn++] = TERM_L_WHITE;}
-#else
- if (flags4 & RF4_DISPEL) {vp[vn] = "dispel-magic";color[vn++] = TERM_L_WHITE;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_BLINK)) {vp[vn] = "¥·¥ç¡¼¥È¥Æ¥ì¥Ý¡¼¥È";color[vn++] = TERM_UMBER;}
-#else
- if (flags6 & (RF6_BLINK)) {vp[vn] = "blink-self";color[vn++] = TERM_UMBER;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_TPORT)) {vp[vn] = "¥Æ¥ì¥Ý¡¼¥È";color[vn++] = TERM_ORANGE;}
-#else
- if (flags6 & (RF6_TPORT)) {vp[vn] = "teleport-self";color[vn++] = TERM_ORANGE;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_WORLD)) {vp[vn] = "»þ¤ò»ß¤á¤ë";color[vn++] = TERM_L_BLUE;}
-#else
- if (flags6 & (RF6_WORLD)) {vp[vn] = "stop the time";color[vn++] = TERM_L_BLUE;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_TELE_TO)) {vp[vn] = "¥Æ¥ì¥Ý¡¼¥È¥Ð¥Ã¥¯";color[vn++] = TERM_L_UMBER;}
-#else
- if (flags6 & (RF6_TELE_TO)) {vp[vn] = "teleport to";color[vn++] = TERM_L_UMBER;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_TELE_AWAY)) {vp[vn] = "¥Æ¥ì¥Ý¡¼¥È¥¢¥¦¥§¥¤";color[vn++] = TERM_UMBER;}
-#else
- if (flags6 & (RF6_TELE_AWAY)) {vp[vn] = "teleport away";color[vn++] = TERM_UMBER;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_TELE_LEVEL)) {vp[vn] = "¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë";color[vn++] = TERM_ORANGE;}
-#else
- if (flags6 & (RF6_TELE_LEVEL)) {vp[vn] = "teleport level";color[vn++] = TERM_ORANGE;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_DARKNESS)) {if ((p_ptr->pclass != CLASS_NINJA) || (flags3 & (RF3_UNDEAD | RF3_HURT_LITE))) {vp[vn] = "°Å°Ç";color[vn++] = TERM_L_DARK;} else { vp[vn] = "Á®¸÷";color[vn++] = TERM_YELLOW;}}
-#else
-if (flags6 & (RF6_DARKNESS)) {vp[vn] = ((p_ptr->pclass != CLASS_NINJA) || (flags3 & (RF3_UNDEAD | RF3_HURT_LITE))) ? "create darkness" : "create light";color[vn++] = TERM_L_DARK;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_TRAPS)) {vp[vn] = "¥È¥é¥Ã¥×";color[vn++] = TERM_BLUE;}
-#else
- if (flags6 & (RF6_TRAPS)) {vp[vn] = "create traps";color[vn++] = TERM_BLUE;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_FORGET)) {vp[vn] = "µ²±¾Ãµî";color[vn++] = TERM_BLUE;}
-#else
- if (flags6 & (RF6_FORGET)) {vp[vn] = "cause amnesia";color[vn++] = TERM_BLUE;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_RAISE_DEAD)) {vp[vn] = "»à¼ÔÉü³è";color[vn++] = TERM_RED;}
-#else
- if (flags6 & (RF6_RAISE_DEAD)) {vp[vn] = "raise dead";color[vn++] = TERM_RED;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_MONSTER)) {vp[vn] = "¥â¥ó¥¹¥¿¡¼°ìÂξ¤´";color[vn++] = TERM_SLATE;}
-#else
- if (flags6 & (RF6_S_MONSTER)) {vp[vn] = "summon a monster";color[vn++] = TERM_SLATE;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_MONSTERS)) {vp[vn] = "¥â¥ó¥¹¥¿¡¼Ê£¿ô¾¤´";color[vn++] = TERM_L_WHITE;}
-#else
- if (flags6 & (RF6_S_MONSTERS)) {vp[vn] = "summon monsters";color[vn++] = TERM_L_WHITE;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_KIN)) {vp[vn] = "µß±ç¾¤´";color[vn++] = TERM_ORANGE;}
-#else
- if (flags6 & (RF6_S_KIN)) {vp[vn] = "summon aid";color[vn++] = TERM_ORANGE;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_ANT)) {vp[vn] = "¥¢¥ê¾¤´";color[vn++] = TERM_RED;}
-#else
- if (flags6 & (RF6_S_ANT)) {vp[vn] = "summon ants";color[vn++] = TERM_RED;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_SPIDER)) {vp[vn] = "¥¯¥â¾¤´";color[vn++] = TERM_L_DARK;}
-#else
- if (flags6 & (RF6_S_SPIDER)) {vp[vn] = "summon spiders";color[vn++] = TERM_L_DARK;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_HOUND)) {vp[vn] = "¥Ï¥¦¥ó¥É¾¤´";color[vn++] = TERM_L_UMBER;}
-#else
- if (flags6 & (RF6_S_HOUND)) {vp[vn] = "summon hounds";color[vn++] = TERM_L_UMBER;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_HYDRA)) {vp[vn] = "¥Ò¥É¥é¾¤´";color[vn++] = TERM_L_GREEN;}
-#else
- if (flags6 & (RF6_S_HYDRA)) {vp[vn] = "summon hydras";color[vn++] = TERM_L_GREEN;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_ANGEL)) {vp[vn] = "Å·»È°ìÂξ¤´";color[vn++] = TERM_YELLOW;}
-#else
- if (flags6 & (RF6_S_ANGEL)) {vp[vn] = "summon an angel";color[vn++] = TERM_YELLOW;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_DEMON)) {vp[vn] = "¥Ç¡¼¥â¥ó°ìÂξ¤´";color[vn++] = TERM_L_RED;}
-#else
- if (flags6 & (RF6_S_DEMON)) {vp[vn] = "summon a demon";color[vn++] = TERM_L_RED;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_UNDEAD)) {vp[vn] = "¥¢¥ó¥Ç¥Ã¥É°ìÂξ¤´";color[vn++] = TERM_L_DARK;}
-#else
- if (flags6 & (RF6_S_UNDEAD)) {vp[vn] = "summon an undead";color[vn++] = TERM_L_DARK;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_DRAGON)) {vp[vn] = "¥É¥é¥´¥ó°ìÂξ¤´";color[vn++] = TERM_ORANGE;}
-#else
- if (flags6 & (RF6_S_DRAGON)) {vp[vn] = "summon a dragon";color[vn++] = TERM_ORANGE;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_HI_UNDEAD)) {vp[vn] = "¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¾¤´";color[vn++] = TERM_L_DARK;}
-#else
- if (flags6 & (RF6_S_HI_UNDEAD)) {vp[vn] = "summon Greater Undead";color[vn++] = TERM_L_DARK;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_HI_DRAGON)) {vp[vn] = "¸ÅÂå¥É¥é¥´¥ó¾¤´";color[vn++] = TERM_ORANGE;}
-#else
- if (flags6 & (RF6_S_HI_DRAGON)) {vp[vn] = "summon Ancient Dragons";color[vn++] = TERM_ORANGE;}
-#endif
-
-#ifdef JP
-if (flags6 & (RF6_S_CYBER)) {vp[vn] = "¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¾¤´";color[vn++] = TERM_UMBER;}
-#else
- if (flags6 & (RF6_S_CYBER)) {vp[vn] = "summon Cyberdemons";color[vn++] = TERM_UMBER;}
-#endif
+ 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];
+ color[vn++] = TERM_GREEN;
+ }
+ 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];
+ color[vn++] = TERM_BLUE;
+ }
+ 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];
+ color[vn++] = TERM_RED;
+ }
+ 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];
+ color[vn++] = TERM_L_WHITE;
+ }
+ 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];
+ color[vn++] = TERM_L_GREEN;
+ }
+ 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];
+ color[vn++] = TERM_L_DARK;
+ }
+ 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];
+ color[vn++] = TERM_BLUE;
+ }
+ 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];
+ color[vn++] = TERM_L_GREEN;
+ }
+ 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];
+ color[vn++] = TERM_L_BLUE;
+ }
+ 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];
+ color[vn++] = TERM_L_DARK;
+ }
+ 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];
+ color[vn++] = TERM_YELLOW;
+ }
+ 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];
+ color[vn++] = TERM_VIOLET;
+ }
+ 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];
+ color[vn++] = TERM_YELLOW;
+ }
+ 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];
+ color[vn++] = TERM_SLATE;
+ }
+ 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];
+ color[vn++] = TERM_L_RED;
+ }
+ 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];
+ color[vn++] = TERM_RED;
+ }
+ if (a_ability_flags1 & (RF5_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];
+ color[vn++] = TERM_L_WHITE;
+ }
+ if (a_ability_flags1 & (RF5_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];
+ color[vn++] = TERM_L_WHITE;
+ }
+ if (a_ability_flags1 & (RF5_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];
+ color[vn++] = TERM_L_WHITE;
+ }
+ if (a_ability_flags1 & (RF5_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];
+ color[vn++] = TERM_L_WHITE;
+ }
+ 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];
+ color[vn++] = TERM_GREEN;
+ }
+ 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];
+ color[vn++] = TERM_BLUE;
+ }
+ 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];
+ color[vn++] = TERM_RED;
+ }
+ 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];
+ color[vn++] = TERM_L_WHITE;
+ }
+ 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];
+ color[vn++] = TERM_L_DARK;
+ }
+ 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];
+ color[vn++] = TERM_BLUE;
+ }
+ 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];
+ color[vn++] = TERM_L_BLUE;
+ }
+ 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];
+ color[vn++] = TERM_L_RED;
+ }
+ 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];
+ color[vn++] = TERM_WHITE;
+ }
+ 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];
+ color[vn++] = TERM_SLATE;
+ }
+ 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 (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; }
-#ifdef JP
-if (flags6 & (RF6_S_AMBERITES)) {vp[vn] = "¥¢¥ó¥Ð¡¼¤Î²¦Â²¾¤´";color[vn++] = TERM_VIOLET;}
-#else
- if (flags6 & (RF6_S_AMBERITES)) {vp[vn] = "summon Lords of Amber";color[vn++] = TERM_VIOLET;}
-#endif
+ 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))
+ {
+ vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
+ }
+ else
+ {
+ vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
+ }
+ }
-#ifdef JP
-if (flags6 & (RF6_S_UNIQUE)) {vp[vn] = "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¾¤´";color[vn++] = TERM_VIOLET;}
-#else
- if (flags6 & (RF6_S_UNIQUE)) {vp[vn] = "summon Unique Monsters";color[vn++] = TERM_VIOLET;}
-#endif
+ 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 */
/* Intro */
if (breath)
{
-#ifdef JP
- hooked_roff("¡¢¤Ê¤ª¤«¤Ä");
-#else
- hooked_roff(", and is also");
-#endif
-
+ hooked_roff(_("、なおかつ", ", and is also"));
}
else
{
-#ifdef JP
- hooked_roff(format("%^s¤Ï", wd_he[msex]));
-#else
- hooked_roff(format("%^s is", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
}
#ifdef JP
/* Adverb */
- if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "Ū³Î¤Ë");
+ if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
/* Verb Phrase */
- hooked_roff("ËâË¡¤ò»È¤¦¤³¤È¤¬¤Ç¤¡¢");
+ hooked_roff("魔法を使うことができ、");
#else
/* Verb Phrase */
hooked_roff(" magical, casting spells");
{
/* Intro */
#ifdef JP
- if ( n != 0 ) hooked_roff("¡¢");
+ if ( n != 0 ) hooked_roff("、");
#else
if (n == 0) hooked_roff(" which ");
else if (n < vn-1) hooked_roff(", ");
hook_c_roff(color[n], vp[n]);
}
#ifdef JP
- hooked_roff("¤Î¼öʸ¤ò¾§¤¨¤ë¤³¤È¤¬¤¢¤ë");
+ hooked_roff("の呪文を唱えることがある");
#endif
}
/* Describe the spell frequency */
if (m > 100 || know_everything)
{
-#ifdef JP
- hooked_roff(format("(³ÎΨ:1/%d)", 100 / n));
-#else
- hooked_roff(format("; 1 time in %d", 100 / n));
-#endif
-
+ hooked_roff(format(
+ _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
}
/* Guess at the frequency */
else if (m)
{
n = ((n + 9) / 10) * 10;
-#ifdef JP
- hooked_roff(format("(³ÎΨ:Ìó1/%d)", 100 / n));
-#else
- hooked_roff(format("; about 1 time in %d", 100 / n));
-#endif
-
+ hooked_roff(format(
+ _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
}
/* End this sentence */
-#ifdef JP
- hooked_roff("¡£");
-#else
- hooked_roff(". ");
-#endif
-
+ hooked_roff(_("。", ". "));
}
/* Describe monster "toughness" */
- if (know_armour(r_idx))
+ if (know_everything || know_armour(r_idx))
{
/* Armor */
-#ifdef JP
- hooked_roff(format("%^s¤Ï AC%d ¤ÎËɸæÎϤÈ",
-#else
- hooked_roff(format("%^s has an armor rating of %d",
-#endif
-
+ hooked_roff(format(
+ _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
wd_he[msex], r_ptr->ac));
/* Maximized hitpoints */
- if (flags1 & RF1_FORCE_MAXHP)
+ if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
{
-#ifdef JP
- hooked_roff(format(" %d ¤ÎÂÎÎϤ¬¤¢¤ë¡£",
-#else
- hooked_roff(format(" and a life rating of %d. ",
-#endif
-
- r_ptr->hdice * r_ptr->hside));
+ u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
+ hooked_roff(format(
+ _(" %d の体力がある。", " and a life rating of %d. "),
+ (s16b)MIN(30000, hp)));
}
/* Variable hitpoints */
else
{
-#ifdef JP
- hooked_roff(format(" %dd%d ¤ÎÂÎÎϤ¬¤¢¤ë¡£",
-#else
- hooked_roff(format(" and a life rating of %dd%d. ",
-#endif
-
- r_ptr->hdice, r_ptr->hside));
+ hooked_roff(format(
+ _(" %dd%d の体力がある。", " and a life rating of %dd%d. "),
+ r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
}
}
/* Collect special abilities. */
vn = 0;
-#ifdef JP
-if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) vp[vn++] = "¥À¥ó¥¸¥ç¥ó¤ò¾È¤é¤¹";
-#else
- if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) vp[vn++] = "illuminate the dungeon";
-#endif
-
-#ifdef JP
-if (flags2 & RF2_OPEN_DOOR) vp[vn++] = "¥É¥¢¤ò³«¤±¤ë";
-#else
- if (flags2 & RF2_OPEN_DOOR) vp[vn++] = "open doors";
-#endif
-
-#ifdef JP
-if (flags2 & RF2_BASH_DOOR) vp[vn++] = "¥É¥¢¤òÂǤÁÇˤë";
-#else
- if (flags2 & RF2_BASH_DOOR) vp[vn++] = "bash down doors";
-#endif
-
-#ifdef JP
-if (flags2 & RF2_PASS_WALL) vp[vn++] = "Êɤò¤¹¤êÈ´¤±¤ë";
-#else
- if (flags2 & RF2_PASS_WALL) vp[vn++] = "pass through walls";
-#endif
-
-#ifdef JP
-if (flags2 & RF2_KILL_WALL) vp[vn++] = "Êɤò·¡¤ê¿Ê¤à";
-#else
- if (flags2 & RF2_KILL_WALL) vp[vn++] = "bore through walls";
-#endif
-
-#ifdef JP
-if (flags2 & RF2_MOVE_BODY) vp[vn++] = "¼å¤¤¥â¥ó¥¹¥¿¡¼¤ò²¡¤·¤Î¤±¤ë";
-#else
- if (flags2 & RF2_MOVE_BODY) vp[vn++] = "push past weaker monsters";
-#endif
-
-#ifdef JP
-if (flags2 & RF2_KILL_BODY) vp[vn++] = "¼å¤¤¥â¥ó¥¹¥¿¡¼¤òÅݤ¹";
-#else
- if (flags2 & RF2_KILL_BODY) vp[vn++] = "destroy weaker monsters";
-#endif
-
-#ifdef JP
-if (flags2 & RF2_TAKE_ITEM) vp[vn++] = "¥¢¥¤¥Æ¥à¤ò½¦¤¦";
-#else
- if (flags2 & RF2_TAKE_ITEM) vp[vn++] = "pick up objects";
-#endif
-
-#ifdef JP
-if (flags2 & RF2_KILL_ITEM) vp[vn++] = "¥¢¥¤¥Æ¥à¤ò²õ¤¹";
-#else
- if (flags2 & RF2_KILL_ITEM) vp[vn++] = "destroy objects";
-#endif
+ if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) { vp[vn] = _("ダンジョンを照らす", "illuminate the dungeon"); color[vn++] = TERM_WHITE; }
+ if (flags7 & (RF7_HAS_DARK_1 | RF7_HAS_DARK_2)) { vp[vn] = _("ダンジョンを暗くする", "darken the dungeon"); color[vn++] = TERM_L_DARK; }
+ if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
+ if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
+ if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_MOVE_BODY) { vp[vn] = _("弱いモンスターを押しのける", "push past weaker monsters"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
/* Describe special abilities. */
if (vn)
{
/* Intro */
-#ifdef JP
- hooked_roff(format("%^s¤Ï", wd_he[msex]));
-#else
- hooked_roff(format("%^s", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
/* Scan */
for (n = 0; n < vn; n++)
{
/* Intro */
#ifdef JP
- if(n!=vn-1){
- jverb(vp[n],jverb_buf,JVERB_AND);
- hooked_roff(jverb_buf);
- hooked_roff("¡¢");
+ if (n != vn - 1)
+ {
+ jverb(vp[n], jverb_buf, JVERB_AND);
+ hook_c_roff(color[n], jverb_buf);
+ hooked_roff("、");
}
- else hooked_roff(vp[n]);
+ else hook_c_roff(color[n], vp[n]);
#else
if (n == 0) hooked_roff(" can ");
- else if (n < vn-1) hooked_roff(", ");
+ else if (n < vn - 1) hooked_roff(", ");
else hooked_roff(" and ");
/* Dump */
- hooked_roff(vp[n]);
+ hook_c_roff(color[n], vp[n]);
#endif
}
/* End */
-#ifdef JP
- hooked_roff("¤³¤È¤¬¤Ç¤¤ë¡£");
-#else
- hooked_roff(". ");
-#endif
+ hooked_roff(_("ことができる。", ". "));
}
-
+
+ /* Aquatic */
+ if (flags7 & RF7_AQUATIC)
+ {
+ hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water. "), wd_he[msex]));
+ }
/* Describe special abilities. */
if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
{
-#ifdef JP
- hooked_roff(format("%^s¤Ï¸÷¤Ã¤Æ¤¤¤ë¡£", wd_he[msex]));
-#else
- hooked_roff(format("%^s illuminate the dungeon. ", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^sは光っている。", "%^s is shining. "), wd_he[msex]));
+ }
+ if (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[msex]));
}
if (flags2 & RF2_INVISIBLE)
{
-#ifdef JP
- hooked_roff(format("%^s¤ÏÆ©ÌÀ¤ÇÌܤ˸«¤¨¤Ê¤¤¡£", wd_he[msex]));
-#else
- hooked_roff(format("%^s is invisible. ", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible. "), wd_he[msex]));
}
if (flags2 & RF2_COLD_BLOOD)
{
-#ifdef JP
- hooked_roff(format("%^s¤ÏÎä·ìưʪ¤Ç¤¢¤ë¡£", wd_he[msex]));
-#else
- hooked_roff(format("%^s is cold blooded. ", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded. "), wd_he[msex]));
}
if (flags2 & RF2_EMPTY_MIND)
{
-#ifdef JP
- hooked_roff(format("%^s¤Ï¥Æ¥ì¥Ñ¥·¡¼¤Ç¤Ï´¶ÃΤǤ¤Ê¤¤¡£", wd_he[msex]));
-#else
- hooked_roff(format("%^s is not detected by telepathy. ", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^sはテレパシーでは感知できない。", "%^s is not detected by telepathy. "), wd_he[msex]));
}
else if (flags2 & RF2_WEIRD_MIND)
{
-#ifdef JP
- hooked_roff(format("%^s¤Ï¤Þ¤ì¤Ë¥Æ¥ì¥Ñ¥·¡¼¤Ç´¶ÃΤǤ¤ë¡£", wd_he[msex]));
-#else
- hooked_roff(format("%^s is rarely detected by telepathy. ", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^sはまれにテレパシーで感知できる。", "%^s is rarely detected by telepathy. "), wd_he[msex]));
}
if (flags2 & RF2_MULTIPLY)
{
-#ifdef JP
- hook_c_roff(TERM_L_UMBER, format("%^s¤ÏÇúȯŪ¤ËÁý¿£¤¹¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_L_UMBER, format("%^s breeds explosively. ", wd_he[msex]));
-#endif
-
+ hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively. "), wd_he[msex]));
}
if (flags2 & RF2_REGENERATE)
{
-#ifdef JP
- hook_c_roff(TERM_L_WHITE, format("%^s¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_L_WHITE, format("%^s regenerates quickly. ", wd_he[msex]));
-#endif
-
+ hook_c_roff(TERM_L_WHITE, format(_("%^sは素早く体力を回復する。", "%^s regenerates quickly. "), wd_he[msex]));
}
if (flags7 & RF7_RIDING)
{
-#ifdef JP
- hook_c_roff(TERM_SLATE, format("%^s¤Ë¾è¤ë¤³¤È¤¬¤Ç¤¤ë¡£", wd_he[msex]));
-#else
- hook_c_roff(TERM_SLATE, format("%^s is suitable for riding. ", wd_he[msex]));
-#endif
-
+ hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[msex]));
}
/* Collect susceptibilities */
vn = 0;
-#ifdef JP
- if (flags3 & RF3_HURT_ROCK) {vp[vn] = "´ä¤ò½üµî¤¹¤ë¤â¤Î";color[vn++] = TERM_UMBER;}
-#else
- if (flags3 & RF3_HURT_ROCK) {vp[vn] = "rock remover";color[vn++] = TERM_UMBER;}
-#endif
-
-#ifdef JP
- if (flags3 & RF3_HURT_LITE) {vp[vn] = "ÌÀ¤ë¤¤¸÷";color[vn++] = TERM_YELLOW;}
-#else
- if (flags3 & RF3_HURT_LITE) {vp[vn] = "bright light";color[vn++] = TERM_YELLOW;}
-#endif
-
-#ifdef JP
- if (flags3 & RF3_HURT_FIRE) {vp[vn] = "±ê";color[vn++] = TERM_RED;}
-#else
- if (flags3 & RF3_HURT_FIRE) {vp[vn] = "fire";color[vn++] = TERM_RED;}
-#endif
-
-#ifdef JP
- if (flags3 & RF3_HURT_COLD) {vp[vn] = "Î䵤";color[vn++] = TERM_L_WHITE;}
-#else
- if (flags3 & RF3_HURT_COLD) {vp[vn] = "cold";color[vn++] = TERM_L_WHITE;}
-#endif
+ if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
+ if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
+ if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
+ if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
/* Describe susceptibilities */
if (vn)
{
/* Intro */
-#ifdef JP
- hooked_roff(format("%^s¤Ë¤Ï", wd_he[msex]));
-#else
- hooked_roff(format("%^s", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
/* Scan */
for (n = 0; n < vn; n++)
{
/* Intro */
#ifdef JP
- if ( n != 0 ) hooked_roff("¤ä");
+ if ( n != 0 ) hooked_roff("や");
#else
if (n == 0) hooked_roff(" is hurt by ");
else if (n < vn-1) hooked_roff(", ");
}
/* End */
-#ifdef JP
- hooked_roff("¤Ç¥À¥á¡¼¥¸¤òÍ¿¤¨¤é¤ì¤ë¡£");
-#else
- hooked_roff(". ");
-#endif
-
+ hooked_roff(_("でダメージを与えられる。", ". "));
}
/* Collect immunities */
vn = 0;
-#ifdef JP
- if (flags3 & RF3_IM_ACID) {vp[vn] = "»À";color[vn++] = TERM_GREEN;}
-#else
- if (flags3 & RF3_IM_ACID) {vp[vn] = "acid";color[vn++] = TERM_GREEN;}
-#endif
-
-#ifdef JP
- if (flags3 & RF3_IM_ELEC) {vp[vn] = "°ðºÊ";color[vn++] = TERM_BLUE;}
-#else
- if (flags3 & RF3_IM_ELEC) {vp[vn] = "lightning";color[vn++] = TERM_BLUE;}
-#endif
-
-#ifdef JP
- if (flags3 & RF3_IM_FIRE) {vp[vn] = "±ê";color[vn++] = TERM_RED;}
-#else
- if (flags3 & RF3_IM_FIRE) {vp[vn] = "fire";color[vn++] = TERM_RED;}
-#endif
-
-#ifdef JP
- if (flags3 & RF3_IM_COLD) {vp[vn] = "Î䵤";color[vn++] = TERM_L_WHITE;}
-#else
- if (flags3 & RF3_IM_COLD) {vp[vn] = "cold";color[vn++] = TERM_L_WHITE;}
-#endif
-
-#ifdef JP
- if (flags3 & RF3_IM_POIS) {vp[vn] = "ÆÇ";color[vn++] = TERM_L_GREEN;}
-#else
- if (flags3 & RF3_IM_POIS) {vp[vn] = "poison";color[vn++] = TERM_L_GREEN;}
-#endif
-
-
- /* Describe immunities */
- if (vn)
- {
- /* Intro */
-#ifdef JP
- hooked_roff(format("%^s¤Ï", wd_he[msex]));
-#else
- hooked_roff(format("%^s", wd_he[msex]));
-#endif
-
-
- /* Scan */
- for (n = 0; n < vn; n++)
- {
- /* Intro */
-#ifdef JP
- if ( n != 0 ) hooked_roff("¤È");
-#else
- if (n == 0) hooked_roff(" resists ");
- else if (n < vn-1) hooked_roff(", ");
- else hooked_roff(" and ");
-#endif
-
-
- /* Dump */
- hook_c_roff(color[n], vp[n]);
- }
-
- /* End */
-#ifdef JP
- hooked_roff("¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£");
-#else
- hooked_roff(". ");
-#endif
-
- }
+ if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
+ if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
+ if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
+ if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
+ if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
/* Collect resistances */
- vn = 0;
-#ifdef JP
-if (flags4 & RF4_BR_LITE) {vp[vn] = "Á®¸÷";color[vn++] = TERM_YELLOW;}
-#else
- if (flags4 & RF4_BR_LITE) {vp[vn] = "light";color[vn++] = TERM_YELLOW;}
-#endif
-
-#ifdef JP
-if ((flags4 & RF4_BR_DARK) || (flags3 & RF3_ORC)) {vp[vn] = "°Å¹õ";color[vn++] = TERM_L_DARK;}
-#else
- if (flags4 & RF4_BR_DARK || (flags3 & RF3_ORC)) {vp[vn] = "dark";color[vn++] = TERM_L_DARK;}
-#endif
-
-#ifdef JP
-if (flags3 & RF3_RES_NETH) {vp[vn] = "ÃϹö";color[vn++] = TERM_L_DARK;}
-#else
- if (flags3 & RF3_RES_NETH) {vp[vn] = "nether";color[vn++] = TERM_L_DARK;}
-#endif
-
-#ifdef JP
-if (flags3 & RF3_RES_WATE) {vp[vn] = "¿å";color[vn++] = TERM_BLUE;}
-#else
-if (flags3 & RF3_RES_WATE) {vp[vn] = "water";color[vn++] = TERM_BLUE;}
-#endif
-
-#ifdef JP
-if (flags3 & RF3_RES_PLAS) {vp[vn] = "¥×¥é¥º¥Þ";color[vn++] = TERM_L_RED;}
-#else
- if (flags3 & RF3_RES_PLAS) {vp[vn] = "plasma";color[vn++] = TERM_L_RED;}
-#endif
-
-#ifdef JP
-if (flags4 & RF4_BR_SHAR) {vp[vn] = "ÇËÊÒ";color[vn++] = TERM_L_UMBER;}
-#else
- if (flags4 & RF4_BR_SHAR) {vp[vn] = "shards";color[vn++] = TERM_L_UMBER;}
-#endif
-
-#ifdef JP
-if (flags4 & RF4_BR_SOUN) {vp[vn] = "¹ì²»";color[vn++] = TERM_ORANGE;}
-#else
- if (flags4 & RF4_BR_SOUN) {vp[vn] = "sound";color[vn++] = TERM_ORANGE;}
-#endif
-
-#ifdef JP
-if (flags4 & RF4_BR_CONF) {vp[vn] = "º®Íð";color[vn++] = TERM_L_UMBER;}
-#else
- if (flags4 & RF4_BR_CONF) {vp[vn] = "conf";color[vn++] = TERM_L_UMBER;}
-#endif
-
-#ifdef JP
-if ((flags4 & RF4_BR_CHAO) || (r_idx == MON_STORMBRINGER)) {vp[vn] = "¥«¥ª¥¹";color[vn++] = TERM_VIOLET;}
-#else
-if ((flags4 & RF4_BR_CHAO) || (r_idx == MON_STORMBRINGER)) {vp[vn] = "chaos";color[vn++] = TERM_VIOLET;}
-#endif
-
-#ifdef JP
-if (flags3 & RF3_RES_NEXU) {vp[vn] = "°ø²Ìº®Íð";color[vn++] = TERM_VIOLET;}
-#else
- if (flags3 & RF3_RES_NEXU) {vp[vn] = "nexus";color[vn++] = TERM_VIOLET;}
-#endif
-
-#ifdef JP
-if (flags3 & RF3_RES_DISE) {vp[vn] = "Îô²½";color[vn++] = TERM_VIOLET;}
-#else
- if (flags3 & RF3_RES_DISE) {vp[vn] = "disenchantment";color[vn++] = TERM_VIOLET;}
-#endif
-
-#ifdef JP
-if (flags4 & RF4_BR_WALL) {vp[vn] = "¥Õ¥©¡¼¥¹";color[vn++] = TERM_UMBER;}
-#else
- if (flags4 & RF4_BR_WALL) {vp[vn] = "sound";color[vn++] = TERM_UMBER;}
-#endif
-
-#ifdef JP
-if (flags4 & RF4_BR_INER) {vp[vn] = "ÃÙÆß";color[vn++] = TERM_SLATE;}
-#else
- if (flags4 & RF4_BR_INER) {vp[vn] = "inertia";color[vn++] = TERM_SLATE;}
-#endif
-
-#ifdef JP
-if (flags4 & RF4_BR_TIME) {vp[vn] = "»þ´ÖµÕž";color[vn++] = TERM_L_BLUE;}
-#else
- if (flags4 & RF4_BR_TIME) {vp[vn] = "time";color[vn++] = TERM_L_BLUE;}
-#endif
-
-#ifdef JP
-if (flags4 & RF4_BR_GRAV) {vp[vn] = "½ÅÎÏ";color[vn++] = TERM_SLATE;}
-#else
- if (flags4 & RF4_BR_GRAV) {vp[vn] = "gravity";color[vn++] = TERM_SLATE;}
-#endif
-
-#ifdef JP
-if (flags3 & RF3_RES_ALL) {vp[vn] = "¤¢¤é¤æ¤ë¹¶·â";color[vn++] = TERM_YELLOW;}
-#else
- if (flags3 & RF3_RES_ALL) {vp[vn] = "all";color[vn++] = TERM_YELLOW;}
-#endif
-
-#ifdef JP
-if ((flags3 & RF3_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) {vp[vn] = "¥Æ¥ì¥Ý¡¼¥È";color[vn++] = TERM_ORANGE;}
-#else
- if ((flags3 & RF3_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) {vp[vn] = "teleportation";color[vn++] = TERM_ORANGE;}
-#endif
-
-
- /* Describe resistances */
+ if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
+ if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
+ if (flagsr & RFR_RES_NETH) { vp[vn] = _("地獄", "nether"); color[vn++] = TERM_L_DARK; }
+ if (flagsr & RFR_RES_WATE) { vp[vn] = _("水", "water"); color[vn++] = TERM_BLUE; }
+ if (flagsr & RFR_RES_PLAS) { vp[vn] = _("プラズマ", "plasma"); color[vn++] = TERM_L_RED; }
+ if (flagsr & RFR_RES_SHAR) { vp[vn] = _("破片", "shards"); color[vn++] = TERM_L_UMBER; }
+ if (flagsr & RFR_RES_SOUN) { vp[vn] = _("轟音", "sound"); color[vn++] = TERM_ORANGE; }
+ if (flagsr & RFR_RES_CHAO) { vp[vn] = _("カオス", "chaos"); color[vn++] = TERM_VIOLET; }
+ if (flagsr & RFR_RES_NEXU) { vp[vn] = _("因果混乱", "nexus"); color[vn++] = TERM_VIOLET; }
+ if (flagsr & RFR_RES_DISE) { vp[vn] = _("劣化", "disenchantment"); color[vn++] = TERM_VIOLET; }
+ if (flagsr & RFR_RES_WALL) { vp[vn] = _("フォース", "force"); color[vn++] = TERM_UMBER; }
+ if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
+ if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
+ if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
+ if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
+ if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
+
+ /* Describe immunities and resistances */
if (vn)
{
/* Intro */
-#ifdef JP
- hooked_roff(format("%^s¤Ï", wd_he[msex]));
-#else
- hooked_roff(format("%^s", wd_he[msex]));
-#endif
-
+ hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
/* Scan */
for (n = 0; n < vn; n++)
{
/* Intro */
#ifdef JP
- if ( n != 0 ) hooked_roff("¤È");
+ if ( n != 0 ) hooked_roff("と");
#else
if (n == 0) hooked_roff(" resists ");
else if (n < vn-1) hooked_roff(", ");
}
/* End */
-#ifdef JP
- hooked_roff("¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£");
-#else
- hooked_roff(". ");
-#endif
-
+ hooked_roff(_("の耐性を持っている。", ". "));
}
{
if (r_ptr->next_r_idx)
{
-#ifdef JP
- hooked_roff(format("%^s¤Ï·Ð¸³¤òÀѤà¤È¡¢", wd_he[msex]));
-#else
- hooked_roff(format("%^s will evolve into ", wd_he[msex]));
-#endif
+ 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));
-#ifdef JP
- hooked_roff(format("¤Ë¿Ê²½¤¹¤ë¡£"));
-#else
- hooked_roff(format(" when %s gets enugh experience. ", wd_he[msex]));
-#endif
+ hooked_roff(format(
+ _(("に進化する。"),
+ (" when %s gets enugh experience. ", wd_he[msex]))));
}
else if (!(r_ptr->flags1 & RF1_UNIQUE))
{
-#ifdef JP
- hooked_roff(format("%s¤Ï¿Ê²½¤·¤Ê¤¤¡£", wd_he[msex]));
-#else
- hooked_roff(format("%s won't evolve. ", wd_he[msex]));
-#endif
+ hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[msex]));
}
}
/* Collect non-effects */
vn = 0;
-#ifdef JP
-if (flags3 & RF3_NO_STUN) {vp[vn] = "Û¯Û°¤È¤·¤Ê¤¤";color[vn++] = TERM_ORANGE;}
-#else
- if (flags3 & RF3_NO_STUN) {vp[vn] = "stunned";color[vn++] = TERM_ORANGE;}
-#endif
-
-#ifdef JP
-if (flags3 & RF3_NO_FEAR) {vp[vn] = "¶²Éݤò´¶¤¸¤Ê¤¤";color[vn++] = TERM_SLATE;}
-#else
- if (flags3 & RF3_NO_FEAR) {vp[vn] = "frightened";color[vn++] = TERM_SLATE;}
-#endif
-
-#ifdef JP
-if (flags3 & RF3_NO_CONF) {vp[vn] = "º®Í𤷤ʤ¤";color[vn++] = TERM_L_UMBER;}
-#else
- if (flags3 & RF3_NO_CONF) {vp[vn] = "confused";color[vn++] = TERM_L_UMBER;}
-#endif
-
-#ifdef JP
-if (flags3 & RF3_NO_SLEEP) {vp[vn] = "̲¤é¤µ¤ì¤Ê¤¤";color[vn++] = TERM_BLUE;}
-#else
- if (flags3 & RF3_NO_SLEEP) {vp[vn] = "slept";color[vn++] = TERM_BLUE;}
-#endif
-
-#ifdef JP
-if ((flags3 & RF3_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) {vp[vn] = "¥Æ¥ì¥Ý¡¼¥È¤µ¤ì¤Ê¤¤";color[vn++] = TERM_ORANGE;}
-#else
- if ((flags3 & RF3_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) {vp[vn] = "teleported";color[vn++] = TERM_ORANGE;}
-#endif
+ if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
+ if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
+ if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
+ if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
+ if ((flagsr & RFR_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポートされない", "teleported"); color[vn++] = TERM_ORANGE; }
/* Describe non-effects */
if (vn)
{
/* Intro */
-#ifdef JP
- hooked_roff(format("%^s¤Ï", wd_he[msex]));
-#else
- hooked_roff(format("%^s", wd_he[msex]));
-#endif
-
+ hooked_roff(format(
+ _("%^sは", "%^s"), wd_he[msex]));
/* Scan */
for (n = 0; n < vn; n++)
{
/* Intro */
#ifdef JP
- if ( n != 0 ) hooked_roff("¤·¡¢");
+ if ( n != 0 ) hooked_roff("し、");
#else
if (n == 0) hooked_roff(" cannot be ");
else if (n < vn - 1) hooked_roff(", ");
}
/* End */
-#ifdef JP
- hooked_roff("¡£");
-#else
- hooked_roff(". ");
-#endif
-
+ hooked_roff(_("。", ". "));
}
(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)
{
-#ifdef JP
- act = "¤ò̵»ë¤·¤¬¤Á¤Ç¤¢¤ë¤¬";
-#else
- act = "prefers to ignore";
-#endif
-
+ act = _("を無視しがちであるが", "prefers to ignore");
}
else if (r_ptr->sleep > 95)
{
-#ifdef JP
- act = "¤ËÂФ·¤Æ¤Û¤È¤ó¤ÉÃí°Õ¤òʧ¤ï¤Ê¤¤¤¬";
-#else
- act = "pays very little attention to";
-#endif
-
+ act = _("に対してほとんど注意を払わないが", "pays very little attention to");
}
else if (r_ptr->sleep > 75)
{
-#ifdef JP
- act = "¤ËÂФ·¤Æ¤¢¤Þ¤êÃí°Õ¤òʧ¤ï¤Ê¤¤¤¬";
-#else
- act = "pays little attention to";
-#endif
-
+ act = _("に対してあまり注意を払わないが", "pays little attention to");
}
else if (r_ptr->sleep > 45)
{
-#ifdef JP
- act = "¤ò¸«²á¤´¤·¤¬¤Á¤Ç¤¢¤ë¤¬";
-#else
- act = "tends to overlook";
-#endif
-
+ act = _("を見過ごしがちであるが", "tends to overlook");
}
else if (r_ptr->sleep > 25)
{
-#ifdef JP
- act = "¤ò¤Û¤ó¤Î¾¯¤·¤Ï¸«¤Æ¤ª¤ê";
-#else
- act = "takes quite a while to see";
-#endif
-
+ act = _("をほんの少しは見ており", "takes quite a while to see");
}
else if (r_ptr->sleep > 10)
{
-#ifdef JP
- act = "¤ò¤·¤Ð¤é¤¯¤Ï¸«¤Æ¤ª¤ê";
-#else
- act = "takes a while to see";
-#endif
-
+ act = _("をしばらくは見ており", "takes a while to see");
}
else if (r_ptr->sleep > 5)
{
-#ifdef JP
- act = "¤ò´öʬÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê";
-#else
- act = "is fairly observant of";
-#endif
-
+ act = _("を幾分注意深く見ており", "is fairly observant of");
}
else if (r_ptr->sleep > 3)
{
-#ifdef JP
- act = "¤òÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê";
-#else
- act = "is observant of";
-#endif
-
+ act = _("を注意深く見ており", "is observant of");
}
else if (r_ptr->sleep > 1)
{
-#ifdef JP
- act = "¤ò¤«¤Ê¤êÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê";
-#else
- act = "is very observant of";
-#endif
-
+ act = _("をかなり注意深く見ており", "is very observant of");
}
else if (r_ptr->sleep > 0)
{
-#ifdef JP
- act = "¤ò·Ù²ü¤·¤Æ¤ª¤ê";
-#else
- act = "is vigilant for";
-#endif
-
+ act = _("を警戒しており", "is vigilant for");
}
else
{
-#ifdef JP
- act = "¤ò¤«¤Ê¤ê·Ù²ü¤·¤Æ¤ª¤ê";
-#else
- act = "is ever vigilant for";
-#endif
-
+ act = _("をかなり警戒しており", "is ever vigilant for");
}
-#ifdef JP
- hooked_roff(format("%^s¤Ï¿¯Æþ¼Ô%s¡¢ %d ¥Õ¥£¡¼¥ÈÀ褫¤é¿¯Æþ¼Ô¤Ëµ¤ÉÕ¤¯¤³¤È¤¬¤¢¤ë¡£",
- wd_he[msex], act, 10 * r_ptr->aaf));
-#else
- hooked_roff(format("%^s %s intruders, which %s may notice from %d feet. ",
- wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf));
-#endif
-
+ 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[msex], act, 10 * r_ptr->aaf),
+ format("%^s %s intruders, which %s may notice from %d feet. ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
}
if (drop_gold || drop_item)
{
/* Intro */
-#ifdef JP
- hooked_roff(format("%^s¤Ï", wd_he[msex]));
-#else
- hooked_roff(format("%^s may carry", wd_he[msex]));
-
+ hooked_roff(format(
+ _("%^sは", "%^s may carry"), wd_he[msex]));
+#ifndef JP
/* No "n" needed */
sin = FALSE;
#endif
/* One drop (may need an "n") */
if (n == 1)
{
-#ifdef JP
- hooked_roff("°ì¤Ä¤Î");
-#else
- hooked_roff(" a");
+ hooked_roff(_("一つの", " a"));
+#ifndef JP
sin = TRUE;
#endif
}
/* Two drops */
else if (n == 2)
{
-#ifdef JP
- hooked_roff("°ì¤Ä¤«Æó¤Ä¤Î");
-#else
- hooked_roff(" one or two");
-#endif
-
+ hooked_roff(
+ _("一つか二つの", " one or two"));
}
/* Many drops */
else
{
-#ifdef JP
- hooked_roff(format(" %d ¸Ä¤Þ¤Ç¤Î", n));
-#else
- hooked_roff(format(" up to %d", n));
-#endif
-
+ hooked_roff(format(
+ _(" %d 個までの", " up to %d"), n));
}
/* Great */
if (flags1 & RF1_DROP_GREAT)
{
-#ifdef JP
- p = "ÆÃÊ̤Ê";
-#else
- p = " exceptional";
-#endif
-
+ p = _("特別な", " exceptional");
}
/* Good (no "n" needed) */
else if (flags1 & RF1_DROP_GOOD)
{
-#ifdef JP
- p = "¾å¼Á¤Ê";
-#else
- p = " good";
+ p = _("上質な", " good");
+#ifndef JP
sin = FALSE;
#endif
}
- /* Okay */
else
{
p = NULL;
/* Dump "object(s)" */
if (p) hooked_roff(p);
-#ifdef JP
- hooked_roff("¥¢¥¤¥Æ¥à");
-#else
- hooked_roff(" object");
+ hooked_roff(
+ _("アイテム", " object"));
+
+#ifndef JP
if (n != 1) hooked_roff("s");
#endif
-
/* Conjunction replaces variety, if needed for "gold" below */
-#ifdef JP
- p = "¤ä";
-#else
- p = " or";
-#endif
-
+ p = _("や", " or");
}
/* Treasures */
/* Dump "treasure(s)" */
if (p) hooked_roff(p);
-#ifdef JP
- hooked_roff("ºâÊõ");
-#else
- hooked_roff(" treasure");
+ hooked_roff(_("財宝", " treasure"));
+#ifndef JP
if (n != 1) hooked_roff("s");
#endif
}
/* End this sentence */
-#ifdef JP
- hooked_roff("¤ò»ý¤Ã¤Æ¤¤¤ë¤³¤È¤¬¤¢¤ë¡£");
-#else
- hooked_roff(". ");
-#endif
-
+ hooked_roff(_("を持っていることがある。", ". "));
}
/* Acquire the method */
switch (method)
{
-#ifdef JP
-case RBM_HIT: p = "²¥¤ë"; break;
-#else
- case RBM_HIT: p = "hit"; break;
-#endif
+ 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;
+ }
-#ifdef JP
-case RBM_TOUCH: p = "¿¨¤ë"; break;
-#else
- case RBM_TOUCH: p = "touch"; break;
-#endif
-#ifdef JP
-case RBM_PUNCH: p = "¥Ñ¥ó¥Á¤¹¤ë"; break;
-#else
- case RBM_PUNCH: p = "punch"; break;
-#endif
+ /* Default effect */
+ q = NULL;
-#ifdef JP
-case RBM_KICK: p = "½³¤ë"; break;
-#else
- case RBM_KICK: p = "kick"; break;
-#endif
+ /* Acquire the effect */
+ 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 ( r == 0 ) hooked_roff( format("%^sは", wd_he[msex]) );
+
+ /***若干表現を変更 ita ***/
-#ifdef JP
-case RBM_CLAW: p = "¤Ò¤Ã¤«¤¯"; break;
-#else
- case RBM_CLAW: p = "claw"; break;
-#endif
+ /* Describe damage (if known) */
+ if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
+ {
+
+ /* Display the damage */
+ hooked_roff(format(" %dd%d ", d1, d2));
+ hooked_roff("のダメージで");
+ }
+ /* Hack -- force a method */
+ if (!p) p = "何か奇妙なことをする";
-#ifdef JP
-case RBM_BITE: p = "³ú¤à"; break;
-#else
- case RBM_BITE: p = "bite"; break;
-#endif
+ /* Describe the method */
+ /* XXしてYYし/XXしてYYする/XXし/XXする */
+ if(q) jverb( p ,jverb_buf, JVERB_TO);
+ else if(r!=n-1) jverb( p ,jverb_buf, JVERB_AND);
+ else strcpy(jverb_buf, p);
-#ifdef JP
-case RBM_STING: p = "»É¤¹"; break;
-#else
- case RBM_STING: p = "sting"; break;
-#endif
+ hooked_roff(jverb_buf);
-#ifdef JP
-case RBM_SLASH: p = "»Â¤ë"; break;
+ /* Describe the effect (if any) */
+ if (q)
+ {
+ if(r!=n-1) jverb( q,jverb_buf, JVERB_AND);
+ else strcpy(jverb_buf,q);
+ hooked_roff(jverb_buf);
+ }
+ if(r!=n-1) hooked_roff("、");
#else
- case RBM_SLASH: p = "slash"; break;
-#endif
+ /* Introduce the attack description */
+ if (!r)
+ {
+ hooked_roff(format("%^s can ", wd_he[msex]));
+ }
+ else if (r < n-1)
+ {
+ hooked_roff(", ");
+ }
+ else
+ {
+ hooked_roff(", and ");
+ }
-#ifdef JP
-case RBM_BUTT: p = "³Ñ¤ÇÆͤ¯"; break;
-#else
- case RBM_BUTT: p = "butt"; break;
-#endif
-#ifdef JP
-case RBM_CRUSH: p = "ÂÎÅö¤¿¤ê¤¹¤ë"; break;
-#else
- case RBM_CRUSH: p = "crush"; break;
-#endif
+ /* Hack -- force a method */
+ if (!p) p = "do something weird";
-#ifdef JP
-case RBM_ENGULF: p = "°û¤ß¹þ¤à"; break;
-#else
- case RBM_ENGULF: p = "engulf"; break;
-#endif
+ /* Describe the method */
+ hooked_roff(p);
-#ifdef JP
-case RBM_CHARGE: p = "ÀÁµá½ñ¤ò¤è¤³¤¹"; break;
-#else
- case RBM_CHARGE: p = "charge"; break;
-#endif
-#ifdef JP
-case RBM_CRAWL: p = "ÂΤξå¤òÇ礤²ó¤ë"; break;
-#else
- case RBM_CRAWL: p = "crawl on you"; break;
-#endif
+ /* Describe the effect (if any) */
+ if (q)
+ {
+ /* Describe the attack type */
+ hooked_roff(" to ");
+ hooked_roff(q);
-#ifdef JP
-case RBM_DROOL: p = "¤è¤À¤ì¤ò¤¿¤é¤¹"; break;
-#else
- case RBM_DROOL: p = "drool on you"; break;
+ /* Describe damage (if known) */
+ if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
+ {
+ /* Display the damage */
+ hooked_roff(" with damage");
+ hooked_roff(format(" %dd%d", d1, d2));
+ }
+ }
#endif
-#ifdef JP
-case RBM_SPIT: p = "¤Ä¤Ð¤òÅǤ¯"; break;
-#else
- case RBM_SPIT: p = "spit"; break;
-#endif
-#ifdef JP
-case RBM_EXPLODE: p = "Çúȯ¤¹¤ë"; break;
-#else
- case RBM_EXPLODE: p = "explode"; break;
-#endif
-#ifdef JP
-case RBM_GAZE: p = "¤Ë¤é¤à"; break;
-#else
- case RBM_GAZE: p = "gaze"; break;
-#endif
+ /* Count the attacks as printed */
+ r++;
+ }
-#ifdef JP
-case RBM_WAIL: p = "µã¤¶«¤Ö"; break;
-#else
- case RBM_WAIL: p = "wail"; break;
-#endif
+ /* Finish sentence above */
+ if (r)
+ {
+ hooked_roff(_("。", ". "));
+ }
-#ifdef JP
-case RBM_SPORE: p = "˦»Ò¤òÈô¤Ð¤¹"; break;
-#else
- case RBM_SPORE: p = "release spores"; break;
-#endif
+ /* Notice lack of attacks */
+ else if (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[msex]));
+ }
- case RBM_XXX4: break;
-#ifdef JP
-case RBM_BEG: p = "¶â¤ò¤»¤¬¤à"; break;
-#else
- case RBM_BEG: p = "beg"; break;
-#endif
+ /* Or describe the lack of knowledge */
+ 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[msex]));
+ }
-#ifdef JP
-case RBM_INSULT: p = "Éî¿«¤¹¤ë"; break;
-#else
- case RBM_INSULT: p = "insult"; break;
-#endif
-#ifdef JP
-case RBM_MOAN: p = "¤¦¤á¤¯"; break;
-#else
- case RBM_MOAN: p = "moan"; break;
+ /*
+ * Notice "Quest" monsters, but only if you
+ * already encountered the monster.
+ */
+ if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
+ {
+ 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 (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."));
+ }
+
+
+ /* All done */
+ hooked_roff("\n");
+
+}
+
+
+/*!
+ * @brief モンスター情報のヘッダを記述する
+ * Hack -- Display the "name" and "attr/chars" of a monster race
+ * @param r_idx モンスターの種族ID
+ * @return なし
+ */
+void roff_top(MONRACE_IDX r_idx)
+{
+ monster_race *r_ptr = &r_info[r_idx];
+
+ TERM_COLOR a1, a2;
+ char c1, c2;
+
+
+ /* Access the chars */
+ c1 = r_ptr->d_char;
+ c2 = r_ptr->x_char;
+
+ /* Access the attrs */
+ a1 = r_ptr->d_attr;
+ a2 = r_ptr->x_attr;
+
+
+ /* Clear the top line */
+ Term_erase(0, 0, 255);
+
+ /* Reset the cursor */
+ Term_gotoxy(0, 0);
+
+#ifndef JP
+ /* A title (use "The" for non-uniques) */
+ if (!(r_ptr->flags1 & RF1_UNIQUE))
+ {
+ Term_addstr(-1, TERM_WHITE, "The ");
+ }
#endif
-#ifdef JP
-case RBM_SHOW: p = "²Î¤¦"; break;
-#else
- case RBM_SHOW: p = "sing"; break;
-#endif
+ /* Dump the name */
+ Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
+
+ /* Append the "standard" attr/char info */
+ Term_addstr(-1, TERM_WHITE, " ('");
+ Term_add_bigch(a1, c1);
+ Term_addstr(-1, TERM_WHITE, "')");
+
+ /* Append the "optional" attr/char info */
+ Term_addstr(-1, TERM_WHITE, "/('");
+ Term_add_bigch(a2, c2);
+ Term_addstr(-1, TERM_WHITE, "'):");
+
+ /* Wizards get extra info */
+ if (p_ptr->wizard)
+ {
+ char buf[16];
+
+ sprintf(buf, "%d", r_idx);
- }
+ Term_addstr(-1, TERM_WHITE, " (");
+ Term_addstr(-1, TERM_L_BLUE, buf);
+ Term_addch(TERM_WHITE, ')');
+ }
+}
- /* Default effect */
- q = NULL;
- /* Acquire the effect */
- switch (effect)
- {
-#ifdef JP
-case RBE_SUPERHURT:
-case RBE_HURT: q = "¹¶·â¤¹¤ë"; break;
-#else
- case RBE_SUPERHURT:
- case RBE_HURT: q = "attack"; break;
-#endif
+/*!
+ * @brief モンスター情報の表示と共に画面を一時消去するサブルーチン /
+ * Hack -- describe the given monster race at the top of the screen
+ * @param r_idx モンスターの種族ID
+ * @param mode 表示オプション
+ * @return なし
+ */
+void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
+{
+ msg_erase();
-#ifdef JP
-case RBE_POISON: q = "ÆǤò¤¯¤é¤ï¤¹"; break;
-#else
- case RBE_POISON: q = "poison"; break;
-#endif
+ /* Begin recall */
+ Term_erase(0, 1, 255);
-#ifdef JP
-case RBE_UN_BONUS: q = "Îô²½¤µ¤»¤ë"; break;
-#else
- case RBE_UN_BONUS: q = "disenchant"; break;
-#endif
+ hook_c_roff = c_roff;
-#ifdef JP
-case RBE_UN_POWER: q = "ËâÎϤòµÛ¤¤¼è¤ë"; break;
-#else
- case RBE_UN_POWER: q = "drain charges"; break;
-#endif
+ /* Recall monster */
+ roff_aux(r_idx, mode);
-#ifdef JP
-case RBE_EAT_GOLD: q = "¶â¤òÅð¤à"; break;
-#else
- case RBE_EAT_GOLD: q = "steal gold"; break;
-#endif
+ /* Describe monster */
+ roff_top(r_idx);
+}
-#ifdef JP
-case RBE_EAT_ITEM: q = "¥¢¥¤¥Æ¥à¤òÅð¤à"; break;
-#else
- case RBE_EAT_ITEM: q = "steal items"; break;
-#endif
-#ifdef JP
-case RBE_EAT_FOOD: q = "¤¢¤Ê¤¿¤Î¿©ÎÁ¤ò¿©¤Ù¤ë"; break;
-#else
- case RBE_EAT_FOOD: q = "eat your food"; break;
-#endif
-#ifdef JP
-case RBE_EAT_LITE: q = "ÌÀ¤«¤ê¤òµÛ¼ý¤¹¤ë"; break;
-#else
- case RBE_EAT_LITE: q = "absorb light"; break;
-#endif
-#ifdef JP
-case RBE_ACID: q = "»À¤òÈô¤Ð¤¹"; break;
-#else
- case RBE_ACID: q = "shoot acid"; break;
-#endif
+/*!
+ * @brief モンスター情報の現在のウィンドウに表示する /
+ * Hack -- describe the given monster race in the current "term" window
+ * @param r_idx モンスターの種族ID
+ * @return なし
+ */
+void display_roff(MONRACE_IDX r_idx)
+{
+ int y;
-#ifdef JP
-case RBE_ELEC: q = "´¶ÅŤµ¤»¤ë"; break;
-#else
- case RBE_ELEC: q = "electrocute"; break;
-#endif
+ /* Erase the window */
+ for (y = 0; y < Term->hgt; y++)
+ {
+ /* Erase the line */
+ Term_erase(0, y, 255);
+ }
-#ifdef JP
-case RBE_FIRE: q = "dz¤ä¤¹"; break;
-#else
- case RBE_FIRE: q = "burn"; break;
-#endif
+ /* Begin recall */
+ Term_gotoxy(0, 1);
-#ifdef JP
-case RBE_COLD: q = "Åà¤é¤»¤ë"; break;
-#else
- case RBE_COLD: q = "freeze"; break;
-#endif
+ hook_c_roff = c_roff;
-#ifdef JP
-case RBE_BLIND: q = "ÌÕÌܤˤ¹¤ë"; break;
-#else
- case RBE_BLIND: q = "blind"; break;
-#endif
+ /* Recall monster */
+ roff_aux(r_idx, 0);
-#ifdef JP
-case RBE_CONFUSE: q = "º®Í𤵤»¤ë"; break;
-#else
- case RBE_CONFUSE: q = "confuse"; break;
-#endif
+ /* Describe monster */
+ roff_top(r_idx);
+}
-#ifdef JP
-case RBE_TERRIFY: q = "¶²Éݤµ¤»¤ë"; break;
-#else
- case RBE_TERRIFY: q = "terrify"; break;
-#endif
-#ifdef JP
-case RBE_PARALYZE: q = "Ëãá㤵¤»¤ë"; break;
-#else
- case RBE_PARALYZE: q = "paralyze"; break;
-#endif
+/*!
+ * @brief モンスター詳細情報を自動スポイラー向けに出力する /
+ * Hack -- output description of the given monster race
+ * @param r_idx モンスターの種族ID
+ * @param roff_func 出力処理を行う関数ポインタ
+ * @return なし
+ */
+void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(TERM_COLOR attr, concptr str))
+{
+ hook_c_roff = roff_func;
-#ifdef JP
-case RBE_LOSE_STR: q = "ÏÓÎϤò¸º¾¯¤µ¤»¤ë"; break;
-#else
- case RBE_LOSE_STR: q = "reduce strength"; break;
-#endif
+ /* Recall monster */
+ roff_aux(r_idx, 0x03);
+}
-#ifdef JP
-case RBE_LOSE_INT: q = "ÃÎǽ¤ò¸º¾¯¤µ¤»¤ë"; break;
-#else
- case RBE_LOSE_INT: q = "reduce intelligence"; break;
-#endif
-#ifdef JP
-case RBE_LOSE_WIS: q = "¸¤µ¤ò¸º¾¯¤µ¤»¤ë"; break;
-#else
- case RBE_LOSE_WIS: q = "reduce wisdom"; break;
-#endif
-#ifdef JP
-case RBE_LOSE_DEX: q = "´ïÍѤµ¤ò¸º¾¯¤µ¤»¤ë"; break;
-#else
- case RBE_LOSE_DEX: q = "reduce dexterity"; break;
-#endif
+/*!
+ * @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
+ */
+monsterrace_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 (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
+ {
+ return (monsterrace_hook_type)mon_hook_dungeon;
+ }
+}
-#ifdef JP
-case RBE_LOSE_CON: q = "Âѵ×ÎϤò¸º¾¯¤µ¤»¤ë"; break;
-#else
- case RBE_LOSE_CON: q = "reduce constitution"; break;
-#endif
+/*!
+ * @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
+ */
+monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
+{
+ feature_type *f_ptr = &f_info[cave[y][x].feat];
-#ifdef JP
-case RBE_LOSE_CHR: q = "Ì¥ÎϤò¸º¾¯¤µ¤»¤ë"; break;
-#else
- case RBE_LOSE_CHR: q = "reduce charisma"; break;
-#endif
+ /* Set the monster list */
-#ifdef JP
-case RBE_LOSE_ALL: q = "Á´¥¹¥Æ¡¼¥¿¥¹¤ò¸º¾¯¤µ¤»¤ë"; break;
-#else
- case RBE_LOSE_ALL: q = "reduce all stats"; break;
-#endif
+ /* 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;
+ }
-#ifdef JP
-case RBE_SHATTER: q = "Ê´ºÕ¤¹¤ë"; break;
-#else
- case RBE_SHATTER: q = "shatter"; break;
-#endif
+ /* Shallow water */
+ else
+ {
+ return (monsterrace_hook_type)mon_hook_shallow_water;
+ }
+ }
-#ifdef JP
-case RBE_EXP_10: q = "·Ð¸³Ãͤò¸º¾¯(10d6+)¤µ¤»¤ë"; break;
-#else
- case RBE_EXP_10: q = "lower experience (by 10d6+)"; break;
-#endif
+ /* Lava */
+ else if (have_flag(f_ptr->flags, FF_LAVA))
+ {
+ return (monsterrace_hook_type)mon_hook_lava;
+ }
-#ifdef JP
-case RBE_EXP_20: q = "·Ð¸³Ãͤò¸º¾¯(20d6+)¤µ¤»¤ë"; break;
-#else
- case RBE_EXP_20: q = "lower experience (by 20d6+)"; break;
-#endif
+ else return (monsterrace_hook_type)mon_hook_floor;
+}
-#ifdef JP
-case RBE_EXP_40: q = "·Ð¸³Ãͤò¸º¾¯(40d6+)¤µ¤»¤ë"; break;
-#else
- case RBE_EXP_40: q = "lower experience (by 40d6+)"; break;
-#endif
+/*!
+ * @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;
+}
-#ifdef JP
-case RBE_EXP_80: q = "·Ð¸³Ãͤò¸º¾¯(80d6+)¤µ¤»¤ë"; break;
-#else
- case RBE_EXP_80: q = "lower experience (by 80d6+)"; break;
-#endif
+/*!
+ * @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);
-#ifdef JP
-case RBE_DISEASE: q = "ɵ¤¤Ë¤¹¤ë"; break;
-#else
- case RBE_DISEASE: q = "disease"; break;
-#endif
+ /* Check for quest completion */
+ check_quest_completion(m_ptr);
-#ifdef JP
-case RBE_TIME: q = "»þ´Ö¤òµÕÌá¤ê¤µ¤»¤ë"; break;
-#else
- case RBE_TIME: q = "time"; break;
-#endif
+ m_ptr->smart |= SM_PET;
+ if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
+ m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
+}
-#ifdef JP
-case RBE_EXP_VAMP: q = "À¸Ì¿ÎϤòµÛ¼ý¤¹¤ë"; break;
-#else
- case RBE_EXP_VAMP: q = "drain life force"; break;
-#endif
+/*!
+ * @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;
-#ifdef JP
-case RBE_DR_MANA: q = "ËâÎϤòÃ¥¤¦"; break;
-#else
- case RBE_DR_MANA: q = "drain mana force"; break;
-#endif
+ if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
- }
+ m_ptr->smart &= ~SM_PET;
+ m_ptr->smart &= ~SM_FRIENDLY;
+}
-#ifdef JP
- if ( r == 0 ) hooked_roff( format("%^s¤Ï", wd_he[msex]) );
+/*!
+ * @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))
+ {
+ GAME_TEXT m_name[MAX_NLEN];
- /***¼ã´³É½¸½¤òÊѹ¹ ita ***/
+ monster_desc(m_name, m_ptr, 0);
+ msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
- /* Describe damage (if known) */
- if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
- {
-
- /* Display the damage */
- hooked_roff(format(" %dd%d ", d1, d2));
- hooked_roff("¤Î¥À¥á¡¼¥¸¤Ç");
- }
- /* Hack -- force a method */
- if (!p) p = "²¿¤«´ñ̯¤Ê¤³¤È¤ò¤¹¤ë";
+ set_hostile(m_ptr);
- /* Describe the method */
- /* XX¤·¤ÆYY¤·/XX¤·¤ÆYY¤¹¤ë/XX¤·/XX¤¹¤ë */
- if(q) jverb( p ,jverb_buf, JVERB_TO);
- else if(r!=n-1) jverb( p ,jverb_buf, JVERB_AND);
- else strcpy(jverb_buf, p);
+ chg_virtue(V_INDIVIDUALISM, 1);
+ chg_virtue(V_HONOUR, -1);
+ chg_virtue(V_JUSTICE, -1);
+ chg_virtue(V_COMPASSION, -1);
+ }
+}
- hooked_roff(jverb_buf);
- /* Describe the effect (if any) */
- if (q)
- {
- if(r!=n-1) jverb( q,jverb_buf, JVERB_AND);
- else strcpy(jverb_buf,q);
- hooked_roff(jverb_buf);
- }
- if(r!=n-1) hooked_roff("¡¢");
-#else
- /* Introduce the attack description */
- if (!r)
- {
- hooked_roff(format("%^s can ", wd_he[msex]));
- }
- else if (r < n-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(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
+{
+ feature_type *f_ptr = &f_info[feat];
+
+ if (have_flag(f_ptr->flags, FF_PATTERN))
+ {
+ if (!(mode & CEM_RIDING))
{
- hooked_roff(", ");
+ if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
}
else
{
- hooked_roff(", and ");
+ if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
}
+ }
+ /* "CAN" flags */
+ if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
+ if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
+ if (have_flag(f_ptr->flags, FF_CAN_PASS))
+ {
+ if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || p_ptr->pass_wall)) return TRUE;
+ }
- /* Hack -- force a method */
- if (!p) p = "do something weird";
-
- /* Describe the method */
- hooked_roff(p);
+ if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
+ /* Some monsters can walk on mountains */
+ if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
- /* Describe the effect (if any) */
- if (q)
+ /* Water */
+ if (have_flag(f_ptr->flags, FF_WATER))
+ {
+ if (!(r_ptr->flags7 & RF7_AQUATIC))
{
- /* Describe the attack type */
- hooked_roff(" to ");
- hooked_roff(q);
+ /* Deep water */
+ if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
- /* Describe damage (if known) */
- if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
- {
- /* Display the damage */
- hooked_roff(" with damage");
- hooked_roff(format(" %dd%d", d1, d2));
- }
+ /* Shallow water */
+ else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
}
-#endif
-
-
-
- /* Count the attacks as printed */
- r++;
}
- /* Finish sentence above */
- if (r)
- {
-#ifdef JP
- hooked_roff("¡£");
-#else
- hooked_roff(". ");
-#endif
+ /* Aquatic monster into non-water? */
+ else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
+ /* Lava */
+ if (have_flag(f_ptr->flags, FF_LAVA))
+ {
+ if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
}
- /* Notice lack of attacks */
- else if (flags1 & RF1_NEVER_BLOW)
+ /* Cold */
+ if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
{
-#ifdef JP
- hooked_roff(format("%^s¤ÏʪÍýŪ¤Ê¹¶·âÊýË¡¤ò»ý¤¿¤Ê¤¤¡£", wd_he[msex]));
-#else
- hooked_roff(format("%^s has no physical attacks. ", wd_he[msex]));
-#endif
-
+ if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
}
- /* Or describe the lack of knowledge */
- else
+ /* Elec */
+ if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
{
-#ifdef JP
- hooked_roff(format("%s¹¶·â¤Ë¤Ä¤¤¤Æ¤Ï²¿¤âÃΤé¤Ê¤¤¡£", wd_his[msex]));
-#else
- hooked_roff(format("Nothing is known about %s attack. ", wd_his[msex]));
-#endif
-
+ if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
}
-
- /*
- * Notice "Quest" monsters, but only if you
- * already encountered the monster.
- */
- if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
+ /* Acid */
+ if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
{
-#ifdef JP
- hook_c_roff(TERM_VIOLET, "¤¢¤Ê¤¿¤Ï¤³¤Î¥â¥ó¥¹¥¿¡¼¤ò»¦¤·¤¿¤¤¤È¤¤¤¦¶¯¤¤Íß˾¤ò´¶¤¸¤Æ¤¤¤ë...");
-#else
- hook_c_roff(TERM_VIOLET, "You feel an intense desire to kill this monster... ");
-#endif
-
+ if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
}
- else if (flags7 & RF7_GUARDIAN)
+ /* Poison */
+ if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
{
-#ifdef JP
- hook_c_roff(TERM_L_RED, "¤³¤Î¥â¥ó¥¹¥¿¡¼¤Ï¥À¥ó¥¸¥ç¥ó¤Î¼ç¤Ç¤¢¤ë¡£");
-#else
- hook_c_roff(TERM_L_RED, "This monster is the master of a dungeon.");
-#endif
-
+ if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
}
-
- /* All done */
- hooked_roff("\n");
-
+ return TRUE;
}
-
-/*
- * Hack -- Display the "name" and "attr/chars" of a monster race
+/*!
+ * @brief 指定された座標の地形をモンスターが踏破できるかどうかを返す
+ * Strictly check if monster can enter the grid
+ * @param y 地形のY座標
+ * @param x 地形のX座標
+ * @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
*/
-void roff_top(int r_idx)
+bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
{
- monster_race *r_ptr = &r_info[r_idx];
+ cave_type *c_ptr = &cave[y][x];
- byte a1, a2;
- char c1, c2;
+ /* Player or other monster */
+ if (player_bold(y, x)) return FALSE;
+ if (c_ptr->m_idx) return FALSE;
+ return monster_can_cross_terrain(c_ptr->feat, r_ptr, mode);
+}
- /* Access the chars */
- c1 = r_ptr->d_char;
- c2 = r_ptr->x_char;
- /* Access the attrs */
- a1 = r_ptr->d_attr;
- a2 = r_ptr->x_attr;
+/*!
+ * @brief モンスターの属性の基づいた敵対関係の有無を返す(サブルーチン)
+ * Check if this monster has "hostile" alignment (aux)
+ * @param sub_align1 モンスター1のサブフラグ
+ * @param sub_align2 モンスター2のサブフラグ
+ * @return 敵対関係にあるならばTRUEを返す
+ */
+static bool check_hostile_align(byte sub_align1, byte sub_align2)
+{
+ if (sub_align1 != sub_align2)
+ {
+ if (((sub_align1 & SUB_ALIGN_EVIL) && (sub_align2 & SUB_ALIGN_GOOD)) ||
+ ((sub_align1 & SUB_ALIGN_GOOD) && (sub_align2 & SUB_ALIGN_EVIL)))
+ return TRUE;
+ }
+ /* Non-hostile alignment */
+ return FALSE;
+}
- /* Clear the top line */
- Term_erase(0, 0, 255);
- /* Reset the cursor */
- Term_gotoxy(0, 0);
+/*!
+ * @brief モンスターの属性の基づいた敵対関係の有無を返す
+ * Check if two monsters are enemies
+ * @param m_ptr モンスター1の構造体参照ポインタ
+ * @param n_ptr モンスター2の構造体参照ポインタ
+ * @return 敵対関係にあるならばTRUEを返す
+ */
+bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
+{
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ monster_race *s_ptr = &r_info[n_ptr->r_idx];
-#ifndef JP
- /* A title (use "The" for non-uniques) */
- if (!(r_ptr->flags1 & RF1_UNIQUE))
+ if (p_ptr->inside_battle)
{
- Term_addstr(-1, TERM_WHITE, "The ");
+ if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
+ return TRUE;
}
-#endif
- /* Dump the name */
- Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
-
- /* Append the "standard" attr/char info */
- Term_addstr(-1, TERM_WHITE, " ('");
- Term_addch(a1, c1);
- if (use_bigtile && (a1 & 0x80)) Term_addch(255, -1);
- Term_addstr(-1, TERM_WHITE, "')");
-
- /* Append the "optional" attr/char info */
- Term_addstr(-1, TERM_WHITE, "/('");
- Term_addch(a2, c2);
- if (use_bigtile && (a2 & 0x80)) Term_addch(255, -1);
- Term_addstr(-1, TERM_WHITE, "'):");
-
- /* Wizards get extra info */
- if (p_ptr->wizard)
+ if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
+ && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
{
- char buf[6];
+ if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
+ }
- sprintf(buf, "%d", r_idx);
+ /* Friendly vs. opposite aligned normal or pet */
+ if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
+ {
+ if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
+ }
- Term_addstr(-1, TERM_WHITE, " (");
- Term_addstr(-1, TERM_L_BLUE, buf);
- Term_addch(TERM_WHITE, ')');
+ /* Hostile vs. non-hostile */
+ if (is_hostile(m_ptr) != is_hostile(n_ptr))
+ {
+ return TRUE;
}
-}
+ /* Default */
+ return FALSE;
+}
-/*
- * Hack -- describe the given monster race at the top of the screen
+/*!
+ * @brief モンスターがプレイヤーに対して敵意を抱くかどうかを返す
+ * Check if this monster race has "hostile" alignment
+ * @param m_ptr モンスター情報構造体の参照ポインタ
+ * @param pa_good プレイヤーの善傾向値
+ * @param pa_evil プレイヤーの悪傾向値
+ * @param r_ptr モンスター種族情報の構造体参照ポインタ
+ * @return プレイヤーに敵意を持つならばTRUEを返す
+ * @details
+ * If user is player, m_ptr == NULL.
*/
-void screen_roff(int r_idx, int mode)
+bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
{
- /* Flush messages */
- msg_print(NULL);
+ byte sub_align1 = SUB_ALIGN_NEUTRAL;
+ byte sub_align2 = SUB_ALIGN_NEUTRAL;
- /* Begin recall */
- Term_erase(0, 1, 255);
+ if (m_ptr) /* For a monster */
+ {
+ sub_align1 = m_ptr->sub_align;
+ }
+ else /* For player */
+ {
+ if (p_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
+ if (p_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL;
+ }
- hook_c_roff = c_roff;
+ /* Racial alignment flags */
+ if (r_ptr->flags3 & RF3_EVIL) sub_align2 |= SUB_ALIGN_EVIL;
+ if (r_ptr->flags3 & RF3_GOOD) sub_align2 |= SUB_ALIGN_GOOD;
- /* Recall monster */
- roff_aux(r_idx, mode);
+ if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
- /* Describe monster */
- roff_top(r_idx);
+ /* Non-hostile alignment */
+ return FALSE;
}
-
-
-
-/*
- * Hack -- describe the given monster race in the current "term" window
+/*!
+ * @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
+ * 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"
*/
-void display_roff(int r_idx)
+static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
{
- int y;
-
- /* Erase the window */
- for (y = 0; y < Term->hgt; y++)
+ /* Analyze monsters */
+ switch (r_idx)
{
- /* Erase the line */
- Term_erase(0, y, 255);
+ 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;
}
- /* Begin recall */
- Term_gotoxy(0, 1);
+ /* Assume nothing */
+ return 0;
+}
- hook_c_roff = c_roff;
- /* Recall monster */
- roff_aux(r_idx, 0);
+/*!
+ * @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
+ * <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>
+ */
+void monster_death(MONSTER_IDX m_idx, bool drop_item)
+{
+ int i, j;
+ POSITION y, x;
- /* Describe monster */
- roff_top(r_idx);
-}
+ int dump_item = 0;
+ int dump_gold = 0;
+ int number = 0;
+ monster_type *m_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));
-/*
- * Hack -- output description of the given monster race
- */
-void output_monster_spoiler(int r_idx, void (*roff_func)(byte attr, cptr str))
-{
- hook_c_roff = roff_func;
+ u32b mo_mode = 0L;
- /* Recall monster */
- roff_aux(r_idx, 0x03);
-}
+ 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 monster_quest(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
+ && !p_ptr->inside_battle && !is_pet(m_ptr);
- /* Random quests are in the dungeon */
- if (r_ptr->flags8 & RF8_WILD_ONLY) return FALSE;
+ /* The caster is dead? */
+ if (world_monster && world_monster == m_idx) world_monster = 0;
- /* No random quests for aquatic monsters */
- if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
+ /* Notice changes in view */
+ if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ {
+ /* Update some things */
+ p_ptr->update |= (PU_MON_LITE);
+ }
- /* No random quests for multiplying monsters */
- if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
+ y = m_ptr->fy;
+ x = m_ptr->fx;
- /* No quests to kill friendly monsters */
- if (r_ptr->flags7 & RF7_FRIENDLY) return FALSE;
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+ {
+ GAME_TEXT m_name[MAX_NLEN];
- return TRUE;
-}
+ 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);
-bool monster_dungeon(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ project(m_idx, 3, y, x, damage, typ, flg, -1);
+ break;
+ }
+ }
- if (!(r_ptr->flags8 & RF8_WILD_ONLY))
- return TRUE;
- else
+ if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
{
- 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;
+ choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
+ r_ptr = &r_info[m_ptr->r_idx];
}
-}
+ /* Check for quest completion */
+ check_quest_completion(m_ptr);
-bool monster_ocean(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ /* Handle the possibility of player vanquishing arena combatant -KMW- */
+ if (p_ptr->inside_arena && !is_pet(m_ptr))
+ {
+ p_ptr->exit_bldg = TRUE;
- if (r_ptr->flags8 & RF8_WILD_OCEAN)
- return TRUE;
- else
- return FALSE;
-}
+ 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;
-bool monster_shore(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ /* 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, object_level, AM_NO_FIXED_ART);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
- if (r_ptr->flags8 & RF8_WILD_SHORE)
- return TRUE;
- else
- return FALSE;
-}
+ 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];
+ /* Extract monster name */
+ monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-static bool monster_waste(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
+ }
+ }
- if (r_ptr->flags8 & (RF8_WILD_WASTE | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
-}
+ if (m_idx == p_ptr->riding)
+ {
+ if (rakuba(-1, FALSE))
+ {
+ msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
+ }
+ }
+ /* 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;
-bool monster_town(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ /*
+ * 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;
- if (r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
-}
+ /* 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, 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;
-bool monster_wood(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ 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;
- if (r_ptr->flags8 & (RF8_WILD_WOOD | RF8_WILD_ALL))
- return TRUE;
- else
- return 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;
-bool monster_volcano(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ 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 (r_ptr->flags8 & RF8_WILD_VOLCANO)
- return TRUE;
- else
- return FALSE;
-}
+ 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;
-bool monster_mountain(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ /* Prepare to make a Blade of Chaos */
+ object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
- if (r_ptr->flags8 & RF8_WILD_MOUNTAIN)
- return TRUE;
- else
- return FALSE;
-}
+ apply_magic(q_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 && (dun_level > 9))
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
-bool monster_grass(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ /* Activate restriction */
+ if ((dun_level > 49) && one_in_(5))
+ get_obj_num_hook = kind_is_good_book;
+ else
+ get_obj_num_hook = kind_is_book;
- if (r_ptr->flags8 & (RF8_WILD_GRASS | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
-}
+ /* 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;
-bool monster_deep_water(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ 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;
- if (!monster_dungeon(r_idx)) return FALSE;
+ 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 (r_ptr->flags7 & RF7_AQUATIC)
- return TRUE;
- else
- return FALSE;
-}
+ 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;
-bool monster_shallow_water(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ /* 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;
- if (!monster_dungeon(r_idx)) return FALSE;
+ case MON_SERPENT:
+ if (!drop_chosen_item) break;
+ q_ptr = &forge;
- if (r_ptr->flags2 & RF2_AURA_FIRE)
- return FALSE;
- else
- return TRUE;
-}
+ /* 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;
-bool monster_lava(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
+ /* 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;
- if (!monster_dungeon(r_idx)) return FALSE;
+ /* Mega-Hack -- Prepare to make "Chaos" */
+ object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
- if (((r_ptr->flags3 & RF3_IM_FIRE) ||
- (r_ptr->flags7 & RF7_CAN_FLY)) &&
- !(r_ptr->flags3 & RF3_AURA_COLD))
- return TRUE;
- else
- return FALSE;
-}
+ /* 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;
-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 MON_B_DEATH_SWORD:
+ if (drop_chosen_item)
{
- case TERRAIN_TOWN:
- return (monster_hook_type)monster_town;
- case TERRAIN_DEEP_WATER:
- return (monster_hook_type)monster_ocean;
- case TERRAIN_SHALLOW_WATER:
- case TERRAIN_SWAMP:
- return (monster_hook_type)monster_shore;
- case TERRAIN_DIRT:
- case TERRAIN_DESERT:
- return (monster_hook_type)monster_waste;
- case TERRAIN_GRASS:
- return (monster_hook_type)monster_grass;
- case TERRAIN_TREES:
- return (monster_hook_type)monster_wood;
- case TERRAIN_SHALLOW_LAVA:
- case TERRAIN_DEEP_LAVA:
- return (monster_hook_type)monster_volcano;
- case TERRAIN_MOUNTAIN:
- return (monster_hook_type)monster_mountain;
- default:
- return (monster_hook_type)monster_dungeon;
+ 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);
}
- }
- else
+ 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, object_level, AM_NO_FIXED_ART);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
+
+ case MON_ROLENTO:
{
- return (monster_hook_type)monster_dungeon;
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
}
-}
+ break;
-
-monster_hook_type get_monster_hook2(int y, int x)
-{
- /* Set the monster list */
- switch (cave[y][x].feat)
- {
- case FEAT_SHAL_WATER:
- return (monster_hook_type)monster_shallow_water;
- case FEAT_DEEP_WATER:
- return (monster_hook_type)monster_deep_water;
- case FEAT_DEEP_LAVA:
- case FEAT_SHAL_LAVA:
- return (monster_hook_type)monster_lava;
default:
- return NULL;
- }
-}
+ if (!drop_chosen_item) break;
+ switch (r_ptr->d_char)
+ {
+ case '(':
+ if (dun_level > 0)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
-void set_friendly(monster_type *m_ptr)
-{
- m_ptr->smart |= SM_FRIENDLY;
-}
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_cloak;
-void set_pet(monster_type *m_ptr)
-{
- /* Check for quest completion */
- check_quest_completion(m_ptr);
+ /* Make a cloak */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
- m_ptr->smart |= SM_PET;
- if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
- m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
-}
+ case '/':
+ if (dun_level > 4)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
-/*
- * Makes the monster hostile towards the player
- */
-void set_hostile(monster_type *m_ptr)
-{
- if (p_ptr->inside_battle) return;
- m_ptr->smart &= ~SM_PET;
- m_ptr->smart &= ~SM_FRIENDLY;
-}
+ /* 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;
-/*
- * Anger the monster
- */
-void anger_monster(monster_type *m_ptr)
-{
- if (p_ptr->inside_battle) return;
- if (is_friendly(m_ptr))
- {
- char m_name[80];
+ case '[':
+ if (dun_level > 19)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
- monster_desc(m_name, m_ptr, 0);
-#ifdef JP
-msg_format("%^s¤ÏÅܤä¿¡ª", m_name);
-#else
- msg_format("%^s gets angry!", m_name);
-#endif
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_armor;
- set_hostile(m_ptr);
+ /* Make a hard armor */
+ make_object(q_ptr, mo_mode);
+ (void)drop_near(q_ptr, -1, y, x);
+ }
+ break;
- chg_virtue(V_INDIVIDUALISM, 1);
- chg_virtue(V_HONOUR, -1);
- chg_virtue(V_JUSTICE, -1);
- chg_virtue(V_COMPASSION, -1);
- }
-}
+ case '\\':
+ if (dun_level > 4)
+ {
+ q_ptr = &forge;
+ object_wipe(q_ptr);
+ /* Activate restriction */
+ get_obj_num_hook = kind_is_hafted;
-/*
- * Check if monster can cross terrain
- */
-bool monster_can_cross_terrain(byte feat, monster_race *r_ptr)
-{
- /* Pit */
- if (feat == FEAT_DARK_PIT)
- {
- if (r_ptr->flags7 & RF7_CAN_FLY)
- return TRUE;
- else
- return FALSE;
- }
- /* Deep water */
- if (feat == FEAT_DEEP_WATER)
- {
- if ((r_ptr->flags7 & RF7_AQUATIC) ||
- (r_ptr->flags7 & RF7_CAN_FLY) ||
- (r_ptr->flags7 & RF7_CAN_SWIM))
- return TRUE;
- else
- return FALSE;
- }
- /* Shallow water */
- else if (feat == FEAT_SHAL_WATER)
- {
- if (!(r_ptr->flags2 & RF2_AURA_FIRE) ||
- (r_ptr->flags7 & RF7_AQUATIC) ||
- (r_ptr->flags7 & RF7_CAN_FLY) ||
- (r_ptr->flags7 & RF7_CAN_SWIM))
- return TRUE;
- else
- return FALSE;
- }
- /* Aquatic monster */
- else if ((r_ptr->flags7 & RF7_AQUATIC) &&
- !(r_ptr->flags7 & RF7_CAN_FLY))
- {
- return FALSE;
+ /* 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;
}
- /* Lava */
- else if ((feat == FEAT_SHAL_LAVA) ||
- (feat == FEAT_DEEP_LAVA))
+
+ /* Mega-Hack -- drop fixed items */
+ if (drop_chosen_item)
{
- if ((r_ptr->flags3 & RF3_IM_FIRE) ||
- (r_ptr->flags7 & RF7_CAN_FLY))
- return TRUE;
- else
- return FALSE;
- }
+ ARTIFACT_IDX a_idx = 0;
+ int chance = 0;
- return TRUE;
-}
+ 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];
-/*
- * Strictly check if monster can enter the grid
- */
-bool monster_can_enter(int y, int x, monster_race *r_ptr)
-{
- cave_type *c_ptr = &cave[y][x];
- byte feat = c_ptr->feat;
+ 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;
+ }
+ }
- /* Player or other monster */
- if ((y == py) && (x == px)) return FALSE;
- if (c_ptr->m_idx) return FALSE;
+ if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_idx].final_guardian == m_ptr->r_idx))
+ {
+ KIND_OBJECT_IDX k_idx = d_info[dungeon_idx].final_object ? d_info[dungeon_idx].final_object
+ : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
- /* Permanent wall */
- if ((c_ptr->feat >= FEAT_PERM_EXTRA) &&
- (c_ptr->feat <= FEAT_PERM_SOLID))
- return FALSE;
+ if (d_info[dungeon_idx].final_artifact)
+ {
+ a_idx = d_info[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[dungeon_idx].final_object) k_idx = 0;
+ }
+ }
- /* Can fly over the Pattern */
- if ((c_ptr->feat >= FEAT_PATTERN_START) &&
- (c_ptr->feat <= FEAT_PATTERN_XTRA2))
- {
- if (!(r_ptr->flags7 & RF7_CAN_FLY))
- return FALSE;
- else
- return TRUE;
- }
+ if (k_idx)
+ {
+ q_ptr = &forge;
- /* Can fly over mountain on the surface */
- if (feat == FEAT_MOUNTAIN)
- {
- if (!dun_level &&
- ((r_ptr->flags7 & RF7_CAN_FLY) ||
- (r_ptr->flags8 & RF8_WILD_MOUNTAIN)))
- return TRUE;
- else
- return FALSE;
+ /* Prepare to make a reward */
+ object_prep(q_ptr, k_idx);
+
+ apply_magic(q_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[dungeon_idx].name);
+ }
}
- /* Cannot enter wall without pass wall ability */
- if (!cave_floor_grid(c_ptr) && !(r_ptr->flags2 & RF2_PASS_WALL))
- return FALSE;
+ /* 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);
- /* Pit */
- if (feat == FEAT_DARK_PIT)
- {
- if (r_ptr->flags7 & RF7_CAN_FLY)
- return TRUE;
- else
- return FALSE;
- }
- /* Deep water */
- if (feat == FEAT_DEEP_WATER)
- {
- if ((r_ptr->flags7 & RF7_AQUATIC) ||
- (r_ptr->flags7 & RF7_CAN_FLY) ||
- (r_ptr->flags7 & RF7_CAN_SWIM))
- return TRUE;
- else
- return FALSE;
- }
- /* Shallow water */
- else if (feat == FEAT_SHAL_WATER)
- {
- if (!(r_ptr->flags2 & RF2_AURA_FIRE) ||
- (r_ptr->flags7 & RF7_AQUATIC) ||
- (r_ptr->flags7 & RF7_CAN_FLY) ||
- (r_ptr->flags7 & RF7_CAN_SWIM))
- return TRUE;
- else
- return FALSE;
- }
- /* Aquatic monster */
- else if ((r_ptr->flags7 & RF7_AQUATIC) &&
- !(r_ptr->flags7 & RF7_CAN_FLY))
- {
- return FALSE;
- }
- /* Lava */
- else if ((feat == FEAT_SHAL_LAVA) ||
- (feat == FEAT_DEEP_LAVA))
- {
- if ((r_ptr->flags3 & RF3_IM_FIRE) ||
- (r_ptr->flags7 & RF7_CAN_FLY))
- return TRUE;
- else
- return FALSE;
- }
+ if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
+ number = 0; /* Clones drop no stuff unless Cloning Pits */
- return TRUE;
-}
+ 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;
-/*
- * Check if two monsters are enemies
- */
-bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
-{
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- monster_race *s_ptr = &r_info[n_ptr->r_idx];
+ /* Average dungeon and monster levels */
+ object_level = (dun_level + r_ptr->level) / 2;
- if (p_ptr->inside_battle)
+ /* Drop some objects */
+ for (j = 0; j < number; j++)
{
- if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
- return TRUE;
- }
+ q_ptr = &forge;
+ object_wipe(q_ptr);
- if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
- && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
- {
- if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
- }
+ /* Make Gold */
+ if (do_gold && (!do_item || (randint0(100) < 50)))
+ {
+ /* Make some gold */
+ if (!make_gold(q_ptr)) continue;
- /* Friendly vs. opposite aligned normal or pet */
- if (m_ptr->sub_align != n_ptr->sub_align)
- {
- if (((m_ptr->sub_align & SUB_ALIGN_EVIL) &&
- (n_ptr->sub_align & SUB_ALIGN_GOOD)) ||
- ((m_ptr->sub_align & SUB_ALIGN_GOOD) &&
- (n_ptr->sub_align & SUB_ALIGN_EVIL)))
+ dump_gold++;
+ }
+
+ /* Make Object */
+ else
{
- if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
+ /* Make an object */
+ if (!make_object(q_ptr, mo_mode)) continue;
+
+ dump_item++;
}
+ (void)drop_near(q_ptr, -1, y, x);
}
- /* Hostile vs. non-hostile */
- if (is_hostile(m_ptr) != is_hostile(n_ptr))
+ /* Reset the object level */
+ object_level = base_level;
+
+ /* Reset "coin" type */
+ coin_type = 0;
+
+
+ /* Take note of any dropped treasure */
+ if (visible && (dump_item || dump_gold))
{
- return TRUE;
+ /* Take notes on treasure */
+ lore_treasure(m_idx, dump_item, dump_gold);
}
- /* Default */
- return FALSE;
-}
+ /* 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;
-/*
- * Is the monster "alive"?
- *
- * Used to determine the message to print for a killed monster.
- * ("dies", "destroyed")
- */
-bool monster_living(monster_race *r_ptr)
-{
- /* Non-living, undead, or demon */
- if (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING))
- return FALSE;
- else
- return 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!", "become *WINNER* of Hengband finely!"));
+
+ if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
+ {
+ msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
+ }
+
+ /* 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."));
+ }
}