X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmonster1.c;h=7bf7c44852a9977b9e382a3d7199eda384d42cf7;hb=refs%2Fheads%2Fmaster;hp=cd6e98399ca847a004959833cddd99cd422e81f0;hpb=f794d7449f8185d3b08b5e3063eb78ba734e2f5c;p=hengband%2Fhengband.git diff --git a/src/monster1.c b/src/monster1.c deleted file mode 100644 index cd6e98399..000000000 --- a/src/monster1.c +++ /dev/null @@ -1,3234 +0,0 @@ -/*! - * @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. - */ - -#include "angband.h" -#include "util.h" -#include "term.h" - -#include "cmd-dump.h" -#include "bldg.h" -#include "cmd-pet.h" -#include "floor.h" -#include "objectkind-hook.h" -#include "player-personality.h" -#include "monster.h" -#include "monster-spell.h" -#include "monsterrace-hook.h" -#include "spells-summon.h" -#include "patron.h" -#include "quest.h" -#include "artifact.h" -#include "avatar.h" -#include "wild.h" -#include "spells.h" -#include "dungeon.h" -#include "world.h" -#include "melee.h" -#include "japanese.h" -#include "view-mainwindow.h" -#include "player-class.h" -#include "english.h" - - -/* - * Pronoun arrays, by gender. - */ -static concptr wd_he[3] = -#ifdef JP -{ "それ", "彼", "彼女" }; -#else -{ "it", "he", "she" }; -#endif - -static concptr wd_his[3] = -#ifdef JP -{ "それの", "彼の", "彼女の" }; -#else -{ "its", "his", "her" }; -#endif - - - -/*! - * 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural) - */ -#define plural(c,s,p) \ - (((c) == 1) ? (s) : (p)) - - - -/*! - * @brief モンスターのAC情報を得ることができるかを返す / Determine if the "armor" is known - * @param r_idx モンスターの種族ID - * @return 敵のACを知る条件が満たされているならTRUEを返す - * @details - * The higher the level, the fewer kills needed. - */ -static bool know_armour(MONRACE_IDX r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - DEPTH level = r_ptr->level; - MONSTER_NUMBER kills = r_ptr->r_tkills; - - bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE; - - if (cheat_know || known) return TRUE; - if (kills > 304 / (4 + level)) return TRUE; - if (!(r_ptr->flags1 & RF1_UNIQUE)) return FALSE; - if (kills > 304 / (38 + (5 * level) / 4)) return TRUE; - return FALSE; -} - - -/*! - * @brief モンスターの打撃威力を知ることができるかどうかを返す - * Determine if the "damage" of the given attack is known - * @param r_idx モンスターの種族ID - * @param i 確認したい攻撃手番 - * @return 敵のダメージダイスを知る条件が満たされているならTRUEを返す - * @details - *
- * the higher the level of the monster, the fewer the attacks you need,
- * the more damage an attack does, the more attacks you need
- * 
- */ -static bool know_damage(MONRACE_IDX r_idx, int i) -{ - monster_race *r_ptr = &r_info[r_idx]; - - DEPTH level = r_ptr->level; - - s32b a = r_ptr->r_blows[i]; - - s32b d1 = r_ptr->blow[i].d_dice; - s32b d2 = r_ptr->blow[i].d_side; - - s32b d = d1 * d2; - - if (d >= ((4+level)*MAX_UCHAR)/80) d = ((4+level)*MAX_UCHAR-1)/80; - if ((4 + level) * a > 80 * d) return TRUE; - if (!(r_ptr->flags1 & RF1_UNIQUE)) return FALSE; - if ((4 + level) * (2 * a) > 80 * d) return TRUE; - - /* Assume false */ - return FALSE; -} - - -/* - * Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c. - */ -void (*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff; - -/*! - * @brief モンスターの思い出メッセージをあらかじめ指定された関数ポインタに基づき出力する - * @param str 出力文字列 - * @return なし - */ -static void hooked_roff(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(p_ptr, SPELL_NUM, r_idx, BASE_DAM); - int dice_num = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_NUM); - int dice_side = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_SIDE); - int dice_mult = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_MULT); - int dice_div = monspell_race_damage(p_ptr, 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()" - * @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(MONRACE_IDX r_idx, BIT_FLAGS mode) -{ - monster_race *r_ptr = &r_info[r_idx]; - bool old = FALSE; - int m, n, r; - concptr p, q; - -#ifdef JP - char jverb_buf[64]; -#else - bool sin = FALSE; -#endif - int msex = 0; - - 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; - - 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; - - ITEM_NUMBER drop_gold, drop_item; - - int vn = 0; - byte color[96]; - concptr vp[96]; - char tmp_msg[96][96]; - - bool know_everything = FALSE; - - /* Obtain a copy of the "known" number of drops */ - drop_gold = r_ptr->r_drop_gold; - drop_item = r_ptr->r_drop_item; - - /* Obtain a copy of the "known" flags */ - flags1 = (r_ptr->flags1 & r_ptr->r_flags1); - flags2 = (r_ptr->flags2 & r_ptr->r_flags2); - flags3 = (r_ptr->flags3 & r_ptr->r_flags3); - flags4 = (r_ptr->flags4 & r_ptr->r_flags4); - 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)) - know_everything = TRUE; - - /* Cheat -- Know everything */ - if (know_everything) - { - /* Hack -- maximal drops */ - drop_gold = drop_item = - (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) + - ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) + - ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) + - ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) + - ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) + - ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0)); - - /* Hack -- but only "valid" drops */ - if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0; - if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0; - - /* Hack -- know all the flags */ - flags1 = r_ptr->flags1; - flags2 = r_ptr->flags2; - flags3 = r_ptr->flags3; - flags4 = r_ptr->flags4; - a_ability_flags1 = r_ptr->a_ability_flags1; - a_ability_flags2 = r_ptr->a_ability_flags2; - flagsr = r_ptr->flagsr; - } - - - /* Extract a gender (if applicable) */ - if (r_ptr->flags1 & RF1_FEMALE) msex = 2; - else if (r_ptr->flags1 & RF1_MALE) msex = 1; - - /* Assume some "obvious" flags */ - if (r_ptr->flags1 & RF1_UNIQUE) flags1 |= (RF1_UNIQUE); - if (r_ptr->flags1 & RF1_QUESTOR) flags1 |= (RF1_QUESTOR); - if (r_ptr->flags1 & RF1_MALE) flags1 |= (RF1_MALE); - if (r_ptr->flags1 & RF1_FEMALE) flags1 |= (RF1_FEMALE); - - /* Assume some "creation" flags */ - if (r_ptr->flags1 & RF1_FRIENDS) flags1 |= (RF1_FRIENDS); - if (r_ptr->flags1 & RF1_ESCORT) flags1 |= (RF1_ESCORT); - if (r_ptr->flags1 & RF1_ESCORTS) flags1 |= (RF1_ESCORTS); - - /* Killing a monster reveals some properties */ - if (r_ptr->r_tkills || know_everything) - { - /* Know "race" flags */ - if (r_ptr->flags3 & RF3_ORC) flags3 |= (RF3_ORC); - if (r_ptr->flags3 & RF3_TROLL) flags3 |= (RF3_TROLL); - if (r_ptr->flags3 & RF3_GIANT) flags3 |= (RF3_GIANT); - if (r_ptr->flags3 & RF3_DRAGON) flags3 |= (RF3_DRAGON); - if (r_ptr->flags3 & RF3_DEMON) flags3 |= (RF3_DEMON); - if (r_ptr->flags3 & RF3_UNDEAD) flags3 |= (RF3_UNDEAD); - if (r_ptr->flags3 & RF3_EVIL) flags3 |= (RF3_EVIL); - if (r_ptr->flags3 & RF3_GOOD) flags3 |= (RF3_GOOD); - if (r_ptr->flags3 & RF3_ANIMAL) flags3 |= (RF3_ANIMAL); - if (r_ptr->flags3 & RF3_AMBERITE) flags3 |= (RF3_AMBERITE); - if (r_ptr->flags2 & RF2_HUMAN) flags2 |= (RF2_HUMAN); - - /* Know 'quantum' flag */ - if (r_ptr->flags2 & RF2_QUANTUM) flags2 |= (RF2_QUANTUM); - - /* Know "forced" flags */ - if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH); - if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP); - } - - /* For output_monster_spoiler() */ - if (mode & 0x02) - { - /* Nothing to do */ - } - else - - /* Treat uniques differently */ - if (flags1 & RF1_UNIQUE) - { - /* Hack -- Determine if the unique is "dead" */ - bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE; - - /* We've been killed... */ - if (r_ptr->r_deaths) - { - /* Killed 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)); - - /* But we've also killed it */ - if (dead) - { - hooked_roff( - _(format("が、すでに仇討ちは果たしている!"), - format(", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them")))); - } - - /* Unavenged (ever) */ - else - { - hooked_roff( - _(format("のに、まだ仇討ちを果たしていない。"), - format(", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain")))); - } - - /* Start a new line */ - hooked_roff("\n"); - } - - /* Dead unique who never hurt us */ - else if (dead) - { - 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"); - } - } - - /* Not unique, but killed us */ - else if (r_ptr->r_deaths) - { - /* Dead ancestors */ - 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) - { - 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) - { - 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 - { - 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 */ - hooked_roff("\n"); - } - else - { - /* Killed some this life */ - if (r_ptr->r_pkills) - { - 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) - { - 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 - { - 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 */ - hooked_roff("\n"); - } - - /* Descriptions */ - { - concptr tmp = r_text + r_ptr->text; - - if (tmp[0]) - { - /* Dump it */ - hooked_roff(tmp); - - /* Start a new line */ - hooked_roff("\n"); - } - } - - if (r_idx == MON_KAGE) - { - /* All done */ - hooked_roff("\n"); - - return; - } - - /* Nothing yet */ - old = FALSE; - - /* Describe location */ - if (r_ptr->level == 0) - { - 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) - { - 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 - { - 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) - { - 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) - { - hooked_roff(_("、", ", and ")); - } - else - { - hooked_roff(format(_("%^sは", "%^s "), wd_he[msex])); - old = TRUE; - } -#ifdef JP -#else - hooked_roff("moves"); -#endif - - /* Random-ness */ - if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25)) - { - /* Adverb */ - if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25)) - { - hooked_roff(_("かなり", " extremely")); - } - else if (flags1 & RF1_RAND_50) - { - hooked_roff(_("幾分", " somewhat")); - } - else if (flags1 & RF1_RAND_25) - { - hooked_roff(_("少々", " a bit")); - } - - /* Adjective */ - hooked_roff(_("不規則に", " erratically")); - - /* Hack -- Occasional conjunction */ - if (speed != 110) hooked_roff(_("、かつ", ", and")); - } - - if (speed > 110) - { - 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) - { - 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 - { - hooked_roff(_("普通の速さで", " at normal speed")); - } -#ifdef JP - hooked_roff("動いている"); -#endif - } - - /* The code above includes "attack speed" */ - if (flags1 & RF1_NEVER_MOVE) - { - /* Introduce */ - if (old) - { - hooked_roff(_("、しかし", ", but ")); - } - else - { - hooked_roff(format(_("%^sは", "%^s "), wd_he[msex])); - old = TRUE; - } - hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders")); - } - - /* End this sentence */ - if (old) - { - hooked_roff(_("。", ". ")); - old = FALSE; - } - - - /* Describe experience if known */ - if (r_ptr->r_tkills || know_everything) - { - /* Introduction */ -#ifdef JP - hooked_roff("この"); -#else - if (flags1 & RF1_UNIQUE) - { - hooked_roff("Killing this"); - } - else - { - hooked_roff("A kill of this"); - } -#endif - - - /* Describe the "quality" */ - 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, _("巨人", " 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("を倒すことは"); -#endif - /* Group some variables */ - { - long i, j; - - /* calculate the integer exp part */ - 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) * 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")); - - /* Take account of annoying English */ - p = "th"; - i = p_ptr->lev % 10; - if ((p_ptr->lev / 10) == 1) /* nothing */; - else if (i == 1) p = "st"; - else if (i == 2) p = "nd"; - else if (i == 3) p = "rd"; - - /* Take account of "leading vowels" in numbers */ - q = ""; - i = p_ptr->lev; - if ((i == 8) || (i == 11) || (i == 18)) q = "n"; - - /* Mention the dependance on the player's level */ - hooked_roff(format(" for a%s %lu%s level character. ", - q, (long)i, p)); -#endif - - } - } - - if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD)) - { - hook_c_roff(TERM_VIOLET, format( - _("%^sは炎と氷とスパークに包まれている。", "%^s is surrounded by flames, ice and electricity. "), wd_he[msex])); - } - else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC)) - { - hook_c_roff(TERM_L_RED, format( - _("%^sは炎とスパークに包まれている。", "%^s is surrounded by flames and electricity. "), wd_he[msex])); - } - else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD)) - { - hook_c_roff(TERM_BLUE, format( - _("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice. "), wd_he[msex])); - } - else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC)) - { - hook_c_roff(TERM_L_GREEN, format( - _("%^sは氷とスパークに包まれている。", "%^s is surrounded by ice and electricity. "), wd_he[msex])); - } - else if (flags2 & RF2_AURA_FIRE) - { - hook_c_roff(TERM_RED, format( - _("%^sは炎に包まれている。", "%^s is surrounded by flames. "), wd_he[msex])); - } - else if (flags3 & RF3_AURA_COLD) - { - hook_c_roff(TERM_BLUE, format( - _("%^sは氷に包まれている。", "%^s is surrounded by ice. "), wd_he[msex])); - } - else if (flags2 & RF2_AURA_ELEC) - { - hook_c_roff(TERM_L_BLUE, format( - _("%^sはスパークに包まれている。", "%^s is surrounded by electricity. "), wd_he[msex])); - } - - if (flags2 & RF2_REFLECTING) - 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) || reinforce) - { - hooked_roff(format( - _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts. "), 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")); - } -#ifdef JP -#else - 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) - { - 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; - 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 */ - 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], "り"); - hooked_roff("、"); - } - else hook_c_roff(color[n], vp[n]); -#else - /* Intro */ - if (n == 0) hooked_roff(" may "); - else if (n < vn - 1) hooked_roff(", "); - else hooked_roff(" or "); - - /* Dump */ - hook_c_roff(color[n], vp[n]); -#endif - - } - - /* End */ - hooked_roff(_("ことがある。", ". ")); - } - - - /* Collect breaths */ - vn = 0; - 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) - { - /* Note breath */ - breath = TRUE; - - /* Intro */ - hooked_roff(format(_("%^sは", "%^s"), wd_he[msex])); - - /* Scan */ - for (n = 0; n < vn; n++) - { - /* Intro */ -#ifdef JP - if ( n != 0 ) hooked_roff("や"); -#else - if (n == 0) hooked_roff(" may breathe "); - else if (n < vn-1) hooked_roff(", "); - else hooked_roff(" or "); -#endif - - - /* Dump */ - hook_c_roff(color[n], vp[n]); - } -#ifdef JP - hooked_roff("のブレスを吐くことがある"); -#endif - } - - - /* Collect spells */ - vn = 0; - 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; } - - 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; - } - } - - 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 */ - if (vn) - { - /* Note magic */ - magic = TRUE; - - /* Intro */ - if (breath) - { - hooked_roff(_("、なおかつ", ", and is also")); - } - else - { - hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex])); - } - -#ifdef JP - /* Adverb */ - if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に"); - - /* Verb Phrase */ - hooked_roff("魔法を使うことができ、"); -#else - /* Verb Phrase */ - hooked_roff(" magical, casting spells"); - - /* Adverb */ - if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently"); -#endif - - - /* Scan */ - for (n = 0; n < vn; n++) - { - /* Intro */ -#ifdef JP - if ( n != 0 ) hooked_roff("、"); -#else - if (n == 0) hooked_roff(" which "); - else if (n < vn-1) hooked_roff(", "); - else hooked_roff(" or "); -#endif - - - /* Dump */ - hook_c_roff(color[n], vp[n]); - } -#ifdef JP - hooked_roff("の呪文を唱えることがある"); -#endif - } - - - /* End the sentence about inate/other spells */ - if (breath || magic) - { - /* Total casting */ - m = r_ptr->r_cast_spell; - - /* Average frequency */ - n = r_ptr->freq_spell; - - /* Describe the spell frequency */ - if (m > 100 || know_everything) - { - 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; - hooked_roff(format( - _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n)); - } - - /* End this sentence */ - hooked_roff(_("。", ". ")); - } - - /* Describe monster "toughness" */ - if (know_everything || know_armour(r_idx)) - { - /* Armor */ - 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) || (r_ptr->hside == 1)) - { - 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 - { - 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; - 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 */ - 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); - hook_c_roff(color[n], jverb_buf); - hooked_roff("、"); - } - else hook_c_roff(color[n], vp[n]); -#else - if (n == 0) hooked_roff(" can "); - else if (n < vn - 1) hooked_roff(", "); - else hooked_roff(" and "); - - /* Dump */ - hook_c_roff(color[n], vp[n]); -#endif - - } - - /* End */ - 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)) - { - 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) - { - 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) - { - hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded. "), wd_he[msex])); - } - if (flags2 & RF2_EMPTY_MIND) - { - hooked_roff(format(_("%^sはテレパシーでは感知できない。", "%^s is not detected by telepathy. "), wd_he[msex])); - } - else if (flags2 & RF2_WEIRD_MIND) - { - hooked_roff(format(_("%^sはまれにテレパシーで感知できる。", "%^s is rarely detected by telepathy. "), wd_he[msex])); - } - if (flags2 & RF2_MULTIPLY) - { - hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively. "), wd_he[msex])); - } - if (flags2 & RF2_REGENERATE) - { - hook_c_roff(TERM_L_WHITE, format(_("%^sは素早く体力を回復する。", "%^s regenerates quickly. "), wd_he[msex])); - } - if (flags7 & RF7_RIDING) - { - hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[msex])); - } - - - /* Collect susceptibilities */ - vn = 0; - 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 */ - 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("や"); -#else - if (n == 0) hooked_roff(" is hurt by "); - else if (n < vn-1) hooked_roff(", "); - else hooked_roff(" and "); -#endif - - - /* Dump */ - hook_c_roff(color[n], vp[n]); - } - - /* End */ - hooked_roff(_("でダメージを与えられる。", ". ")); - } - - - /* Collect immunities */ - vn = 0; - 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 */ - 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 */ - hooked_roff(format(_("%^sは", "%^s"), wd_he[msex])); - - /* Scan */ - for (n = 0; n < vn; n++) - { - /* Intro */ -#ifdef JP - if ( n != 0 ) hooked_roff("と"); -#else - if (n == 0) hooked_roff(" resists "); - else if (n < vn-1) hooked_roff(", "); - else hooked_roff(" and "); -#endif - - - /* Dump */ - hook_c_roff(color[n], vp[n]); - } - - /* End */ - hooked_roff(_("の耐性を持っている。", ". ")); - } - - - if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything) - { - if (r_ptr->next_r_idx) - { - hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex])); - hook_c_roff(TERM_YELLOW, format("%s", r_name+r_info[r_ptr->next_r_idx].name)); - - hooked_roff( - _(format("に進化する。"), - format(" when %s gets enough experience. ", wd_he[msex]))); - } - else if (!(r_ptr->flags1 & RF1_UNIQUE)) - { - hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[msex])); - } - } - - /* Collect non-effects */ - vn = 0; - 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 */ - hooked_roff(format( - _("%^sは", "%^s"), wd_he[msex])); - - /* Scan */ - for (n = 0; n < vn; n++) - { - /* Intro */ -#ifdef JP - if ( n != 0 ) hooked_roff("し、"); -#else - if (n == 0) hooked_roff(" cannot be "); - else if (n < vn - 1) hooked_roff(", "); - else hooked_roff(" or "); -#endif - - - /* Dump */ - hook_c_roff(color[n], vp[n]); - } - - /* End */ - hooked_roff(_("。", ". ")); - } - - - /* Do we know how aware it is? */ - if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) || - (r_ptr->r_ignore == MAX_UCHAR) || - (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything) - { - concptr act; - - if (r_ptr->sleep > 200) - { - act = _("を無視しがちであるが", "prefers to ignore"); - } - else if (r_ptr->sleep > 95) - { - act = _("に対してほとんど注意を払わないが", "pays very little attention to"); - } - else if (r_ptr->sleep > 75) - { - act = _("に対してあまり注意を払わないが", "pays little attention to"); - } - else if (r_ptr->sleep > 45) - { - act = _("を見過ごしがちであるが", "tends to overlook"); - } - else if (r_ptr->sleep > 25) - { - act = _("をほんの少しは見ており", "takes quite a while to see"); - } - else if (r_ptr->sleep > 10) - { - act = _("をしばらくは見ており", "takes a while to see"); - } - else if (r_ptr->sleep > 5) - { - act = _("を幾分注意深く見ており", "is fairly observant of"); - } - else if (r_ptr->sleep > 3) - { - act = _("を注意深く見ており", "is observant of"); - } - else if (r_ptr->sleep > 1) - { - act = _("をかなり注意深く見ており", "is very observant of"); - } - else if (r_ptr->sleep > 0) - { - act = _("を警戒しており", "is vigilant for"); - } - else - { - act = _("をかなり警戒しており", "is ever vigilant for"); - } - - hooked_roff( - _(format("%^sは侵入者%s、 %d フィート先から侵入者に気付くことがある。", wd_he[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))); - } - - - /* Drops gold and/or items */ - if (drop_gold || drop_item) - { - /* Intro */ - hooked_roff(format( - _("%^sは", "%^s may carry"), wd_he[msex])); -#ifdef JP -#else - /* No "n" needed */ - sin = FALSE; -#endif - - - /* Count maximum drop */ - n = MAX(drop_gold, drop_item); - - /* One drop (may need an "n") */ - if (n == 1) - { - hooked_roff(_("一つの", " a")); -#ifdef JP -#else - sin = TRUE; -#endif - } - - /* Two drops */ - else if (n == 2) - { - hooked_roff( - _("一つか二つの", " one or two")); - } - - /* Many drops */ - else - { - hooked_roff(format( - _(" %d 個までの", " up to %d"), n)); - } - - - /* Great */ - if (flags1 & RF1_DROP_GREAT) - { - p = _("特別な", " exceptional"); - } - - /* Good (no "n" needed) */ - else if (flags1 & RF1_DROP_GOOD) - { - p = _("上質な", " good"); -#ifdef JP -#else - sin = FALSE; -#endif - } - - else - { - p = NULL; - } - - - /* Objects */ - if (drop_item) - { - /* Handle singular "an" */ -#ifdef JP -#else - if (sin) hooked_roff("n"); - sin = FALSE; -#endif - - /* Dump "object(s)" */ - if (p) hooked_roff(p); - hooked_roff( - _("アイテム", " object")); - -#ifdef JP -#else - if (n != 1) hooked_roff("s"); -#endif - - /* Conjunction replaces variety, if needed for "gold" below */ - p = _("や", " or"); - } - - /* Treasures */ - if (drop_gold) - { -#ifdef JP -#else - /* Cancel prefix */ - if (!p) sin = FALSE; - - /* Handle singular "an" */ - if (sin) hooked_roff("n"); - sin = FALSE; -#endif - - /* Dump "treasure(s)" */ - if (p) hooked_roff(p); - hooked_roff(_("財宝", " treasure")); -#ifdef JP -#else - if (n != 1) hooked_roff("s"); -#endif - - } - - /* End this sentence */ - hooked_roff(_("を持っていることがある。", ". ")); - } - - - /* Count the number of "known" attacks */ - for (n = 0, m = 0; m < 4; m++) - { - /* Skip non-attacks */ - if (!r_ptr->blow[m].method) continue; - if (r_ptr->blow[m].method == RBM_SHOOT) continue; - - /* Count known attacks */ - if (r_ptr->r_blows[m] || know_everything) n++; - } - - /* Examine (and count) the actual attacks */ - for (r = 0, m = 0; m < 4; m++) - { - int method, effect, d1, d2; - - /* Skip non-attacks */ - if (!r_ptr->blow[m].method) continue; - if (r_ptr->blow[m].method == RBM_SHOOT) continue; - - /* Skip unknown attacks */ - if (!r_ptr->r_blows[m] && !know_everything) continue; - - /* Extract the attack info */ - method = r_ptr->blow[m].method; - effect = r_ptr->blow[m].effect; - d1 = r_ptr->blow[m].d_dice; - d2 = r_ptr->blow[m].d_side; - - /* No method yet */ - p = NULL; - - /* Acquire the method */ - switch (method) - { - case RBM_HIT: p = _("殴る", "hit"); break; - case RBM_TOUCH: p = _("触る", "touch"); break; - case RBM_PUNCH: p = _("パンチする", "punch"); break; - case RBM_KICK: p = _("蹴る", "kick"); break; - case RBM_CLAW: p = _("ひっかく", "claw"); break; - case RBM_BITE: p = _("噛む", "bite"); break; - case RBM_STING: p = _("刺す", "sting"); break; - case RBM_SLASH: p = _("斬る", "slash"); break; - case RBM_BUTT: p = _("角で突く", "butt"); break; - case RBM_CRUSH: p = _("体当たりする", "crush"); break; - case RBM_ENGULF: p = _("飲み込む", "engulf"); break; - case RBM_CHARGE: p = _("請求書をよこす", "charge"); break; - case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break; - case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break; - case RBM_SPIT: p = _("つばを吐く", "spit"); break; - case RBM_EXPLODE: p = _("爆発する", "explode"); break; - case RBM_GAZE: p = _("にらむ", "gaze"); break; - case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break; - case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break; - case RBM_XXX4: break; - case RBM_BEG: p = _("金をせがむ", "beg"); break; - case RBM_INSULT: p = _("侮辱する", "insult"); break; - case RBM_MOAN: p = _("うめく", "moan"); break; - case RBM_SHOW: p = _("歌う", "sing"); break; - } - - - /* Default effect */ - q = NULL; - - /* 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 ***/ - - /* 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"; - - /* 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); - - 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) - { - hooked_roff(", "); - } - else - { - hooked_roff(", and "); - } - - - /* Hack -- force a method */ - if (!p) p = "do something weird"; - - /* Describe the method */ - hooked_roff(p); - - - /* Describe the effect (if any) */ - if (q) - { - /* Describe the attack type */ - hooked_roff(" to "); - hooked_roff(q); - - /* 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 - - - - /* Count the attacks as printed */ - r++; - } - - /* Finish sentence above */ - if (r) - { - hooked_roff(_("。", ". ")); - } - - /* 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])); - } - - /* 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])); - } - - - /* - * 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); - -#ifdef JP -#else - - /* A title (use "The" for non-uniques) */ - if (!(r_ptr->flags1 & RF1_UNIQUE)) - { - Term_addstr(-1, TERM_WHITE, "The "); - } -#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 (current_world_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, ')'); - } -} - - - -/*! - * @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(); - - /* Begin recall */ - Term_erase(0, 1, 255); - - hook_c_roff = c_roff; - - /* Recall monster */ - roff_aux(r_idx, mode); - - /* Describe monster */ - roff_top(r_idx); -} - - - - -/*! - * @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; - - /* Erase the window */ - for (y = 0; y < Term->hgt; y++) - { - /* Erase the line */ - Term_erase(0, y, 255); - } - - /* Begin recall */ - Term_gotoxy(0, 1); - - hook_c_roff = c_roff; - - /* Recall monster */ - roff_aux(r_idx, 0); - - /* Describe monster */ - roff_top(r_idx); -} - - -/*! - * @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; - - /* Recall monster */ - roff_aux(r_idx, 0x03); -} - - - -/*! - * @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 (!p_ptr->current_floor_ptr->dun_level && !p_ptr->current_floor_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; - } -} - -/*! - * @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[p_ptr->current_floor_ptr->grid_array[y][x].feat]; - - /* Set the monster list */ - - /* Water */ - if (have_flag(f_ptr->flags, FF_WATER)) - { - /* Deep water */ - if (have_flag(f_ptr->flags, FF_DEEP)) - { - return (monsterrace_hook_type)mon_hook_deep_water; - } - - /* Shallow water */ - else - { - return (monsterrace_hook_type)mon_hook_shallow_water; - } - } - - /* Lava */ - else if (have_flag(f_ptr->flags, FF_LAVA)) - { - return (monsterrace_hook_type)mon_hook_lava; - } - - else return (monsterrace_hook_type)mon_hook_floor; -} - -/*! - * @brief モンスターを友好的にする - * @param m_ptr モンスター情報構造体の参照ポインタ - * @return なし - */ -void set_friendly(monster_type *m_ptr) -{ - m_ptr->smart |= SM_FRIENDLY; -} - -/*! - * @brief モンスターをペットにする - * @param m_ptr モンスター情報構造体の参照ポインタ - * @return なし - */ -void set_pet(monster_type *m_ptr) -{ - check_quest_completion(p_ptr, m_ptr); - - m_ptr->smart |= SM_PET; - if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD))) - m_ptr->sub_align = SUB_ALIGN_NEUTRAL; -} - -/*! - * @brief モンスターを敵に回す - * Makes the monster hostile towards the player - * @param m_ptr モンスター情報構造体の参照ポインタ - * @return なし - */ -void set_hostile(monster_type *m_ptr) -{ - if (p_ptr->phase_out) return; - m_ptr->smart &= ~SM_PET; - m_ptr->smart &= ~SM_FRIENDLY; -} - - -/*! - * @brief モンスターを怒らせる - * Anger the monster - * @param m_ptr モンスター情報構造体の参照ポインタ - * @return なし - */ -void anger_monster(monster_type *m_ptr) -{ - if (p_ptr->phase_out) return; - if (is_friendly(m_ptr)) - { - GAME_TEXT m_name[MAX_NLEN]; - - monster_desc(m_name, m_ptr, 0); - msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name); - - set_hostile(m_ptr); - - chg_virtue(p_ptr, V_INDIVIDUALISM, 1); - chg_virtue(p_ptr, V_HONOUR, -1); - chg_virtue(p_ptr, V_JUSTICE, -1); - chg_virtue(p_ptr, V_COMPASSION, -1); - } -} - - -/*! - * @brief モンスターが地形を踏破できるかどうかを返す - * Check if monster can cross terrain - * @param feat 地形ID - * @param r_ptr モンスター種族構造体の参照ポインタ - * @param mode オプション - * @return 踏破可能ならばTRUEを返す - */ -bool monster_can_cross_terrain(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)) - { - if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE; - } - else - { - 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; - } - - 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; - - /* Water */ - if (have_flag(f_ptr->flags, FF_WATER)) - { - if (!(r_ptr->flags7 & RF7_AQUATIC)) - { - /* Deep water */ - if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE; - - /* Shallow water */ - else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE; - } - } - - /* 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; - } - - /* Cold */ - if (have_flag(f_ptr->flags, FF_COLD_PUDDLE)) - { - if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE; - } - - /* Elec */ - if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE)) - { - if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE; - } - - /* Acid */ - if (have_flag(f_ptr->flags, FF_ACID_PUDDLE)) - { - if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE; - } - - /* Poison */ - if (have_flag(f_ptr->flags, FF_POISON_PUDDLE)) - { - if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE; - } - - return TRUE; -} - - -/*! - * @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 - */ -bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode) -{ - grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x]; - - /* Player or other monster */ - if (player_bold(p_ptr, y, x)) return FALSE; - if (g_ptr->m_idx) return FALSE; - - return monster_can_cross_terrain(g_ptr->feat, r_ptr, mode); -} - - -/*! - * @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; -} - - -/*! - * @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]; - - if (p_ptr->phase_out) - { - if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE; - return TRUE; - } - - 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; - } - - /* 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; - } - - /* Hostile vs. non-hostile */ - if (is_hostile(m_ptr) != is_hostile(n_ptr)) - { - return TRUE; - } - - /* Default */ - return FALSE; -} - - -/*! - * @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. - */ -bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr) -{ - byte sub_align1 = SUB_ALIGN_NEUTRAL; - byte sub_align2 = SUB_ALIGN_NEUTRAL; - - 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; - } - - /* 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; - - if (check_hostile_align(sub_align1, sub_align2)) return TRUE; - - /* Non-hostile alignment */ - return FALSE; -} - -/*! - * @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" - */ -static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx) -{ - /* Analyze monsters */ - switch (r_idx) - { - case MON_COPPER_COINS: return 2; - case MON_SILVER_COINS: return 5; - case MON_GOLD_COINS: return 10; - case MON_MITHRIL_COINS: - case MON_MITHRIL_GOLEM: return 16; - case MON_ADAMANT_COINS: return 17; - } - - /* Assume nothing */ - return 0; -} - - -/*! - * @brief モンスターが死亡した時の処理 / - * 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 - *
- * 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.
- * 
- */ -void monster_death(MONSTER_IDX m_idx, bool drop_item) -{ - int i, j; - POSITION y, x; - - int dump_item = 0; - int dump_gold = 0; - int number = 0; - - // todo ここをplayer_type に差し替えれば少しは楽ができる - floor_type *floor_ptr = p_ptr->current_floor_ptr; - monster_type *m_ptr = &floor_ptr->m_list[m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; - - bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE)); - - u32b mo_mode = 0L; - - bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM)); - bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD)); - bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE; - int force_coin = get_coin_type(m_ptr->r_idx); - - object_type forge; - object_type *q_ptr; - - bool drop_chosen_item = drop_item && !cloned && !floor_ptr->inside_arena - && !p_ptr->phase_out && !is_pet(m_ptr); - - /* The caster is dead? */ - if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx) current_world_ptr->timewalk_m_idx = 0; - - /* Notice changes in view */ - if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) - { - p_ptr->update |= (PU_MON_LITE); - } - - y = m_ptr->fy; - x = m_ptr->fx; - - if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname) - { - GAME_TEXT m_name[MAX_NLEN]; - - monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE); - exe_write_diary(p_ptr, NIKKI_NAMED_PET, 3, m_name); - } - - /* Let monsters explode! */ - for (i = 0; i < 4; i++) - { - if (r_ptr->blow[i].method == RBM_EXPLODE) - { - BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; - EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type; - DICE_NUMBER d_dice = r_ptr->blow[i].d_dice; - DICE_SID d_side = r_ptr->blow[i].d_side; - HIT_POINT damage = damroll(d_dice, d_side); - - project(p_ptr, m_idx, 3, y, x, damage, typ, flg, -1); - break; - } - } - - if (m_ptr->mflag2 & MFLAG2_CHAMELEON) - { - choose_new_monster(m_idx, TRUE, MON_CHAMELEON); - r_ptr = &r_info[m_ptr->r_idx]; - } - - check_quest_completion(p_ptr, m_ptr); - - /* Handle the possibility of player vanquishing arena combatant -KMW- */ - if (floor_ptr->inside_arena && !is_pet(m_ptr)) - { - p_ptr->exit_bldg = TRUE; - - if (p_ptr->arena_number > MAX_ARENA_MONS) - { - msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!")); - } - else - { - msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion.")); - } - - if (arena_info[p_ptr->arena_number].tval) - { - q_ptr = &forge; - - /* Prepare to make a prize */ - object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval)); - apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART); - (void)drop_near(p_ptr, q_ptr, -1, y, x); - } - - if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++; - p_ptr->arena_number++; - if (record_arena) - { - GAME_TEXT m_name[MAX_NLEN]; - - monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME); - - exe_write_diary(p_ptr, NIKKI_ARENA, p_ptr->arena_number, m_name); - } - } - - if (m_idx == p_ptr->riding) - { - if (rakuba(p_ptr, -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)) && - !(floor_ptr->inside_arena || p_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr)))) - { - /* Assume skeleton */ - bool corpse = FALSE; - - /* - * We cannot drop a skeleton? Note, if we are in this check, - * we *know* we can drop at least a corpse or a skeleton - */ - if (!(r_ptr->flags9 & RF9_DROP_SKELETON)) - corpse = TRUE; - else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE)) - corpse = TRUE; - - /* Else, a corpse is more likely unless we did a "lot" of damage */ - else if (r_ptr->flags9 & RF9_DROP_CORPSE) - { - /* Lots of damage in one blow */ - if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp) - { - if (one_in_(5)) corpse = TRUE; - } - else - { - if (!one_in_(5)) corpse = TRUE; - } - } - q_ptr = &forge; - - /* Prepare to make an object */ - object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON))); - - apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART); - - q_ptr->pval = m_ptr->r_idx; - (void)drop_near(p_ptr, q_ptr, -1, y, x); - } - - /* Drop objects being carried */ - monster_drop_carried_objects(m_ptr); - - if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD; - if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT; - - switch (m_ptr->r_idx) - { - case MON_PINK_HORROR: - /* Pink horrors are replaced with 2 Blue horrors */ - if (!(floor_ptr->inside_arena || p_ptr->phase_out)) - { - bool notice = FALSE; - - for (i = 0; i < 2; i++) - { - POSITION wy = y, wx = x; - bool pet = is_pet(m_ptr); - BIT_FLAGS mode = 0L; - - if (pet) mode |= PM_FORCE_PET; - - if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode)) - { - if (player_can_see_bold(p_ptr, wy, wx)) notice = TRUE; - } - } - - if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!")); - } - break; - - case MON_BLOODLETTER: - /* Bloodletters of Khorne may drop a blade of chaos */ - if (drop_chosen_item && (randint1(100) < 15)) - { - q_ptr = &forge; - - /* Prepare to make a Blade of Chaos */ - object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS)); - - apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode); - (void)drop_near(p_ptr, q_ptr, -1, y, x); - } - break; - - case MON_RAAL: - if (drop_chosen_item && (floor_ptr->dun_level > 9)) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - if ((floor_ptr->dun_level > 49) && one_in_(5)) - get_obj_num_hook = kind_is_good_book; - else - get_obj_num_hook = kind_is_book; - - /* Make a book */ - make_object(p_ptr, q_ptr, mo_mode); - (void)drop_near(p_ptr, 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 (!floor_ptr->inside_arena && !p_ptr->phase_out) - { - if (!one_in_(7)) - { - POSITION wy = y, wx = x; - int attempts = 100; - bool pet = is_pet(m_ptr); - - do - { - scatter(p_ptr, &wy, &wx, y, x, 20, 0); - } while (!(in_bounds(floor_ptr, wy, wx) && cave_empty_bold2(floor_ptr, 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)) - { - if (player_can_see_bold(p_ptr, wy, wx)) - msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!")); - } - } - } - } - break; - - case MON_UNMAKER: - /* One more ultra-hack: An Unmaker goes out with a big bang! */ - { - BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; - (void)project(p_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1); - } - break; - - case MON_UNICORN_ORD: - case MON_MORGOTH: - case MON_ONE_RING: - /* Reward for "lazy" player */ - if (p_ptr->pseikaku == SEIKAKU_NAMAKE) - { - ARTIFACT_IDX a_idx = 0; - artifact_type *a_ptr = NULL; - - if (!drop_chosen_item) break; - - do - { - switch (randint0(3)) - { - case 0: - a_idx = ART_NAMAKE_HAMMER; - break; - case 1: - a_idx = ART_NAMAKE_BOW; - break; - case 2: - a_idx = ART_NAMAKE_ARMOR; - break; - } - - a_ptr = &a_info[a_idx]; - } while (a_ptr->cur_num); - - if (create_named_art(p_ptr, a_idx, y, x)) - { - a_ptr->cur_num = 1; - - /* Hack -- Memorize location of artifact in saved floors */ - if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id; - } - else if (!preserve_mode) a_ptr->cur_num = 1; - } - break; - - case MON_SERPENT: - if (!drop_chosen_item) break; - q_ptr = &forge; - - /* Mega-Hack -- Prepare to make "Grond" */ - object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND)); - - /* Mega-Hack -- Mark this item as "Grond" */ - q_ptr->name1 = ART_GROND; - - /* Mega-Hack -- Actually create "Grond" */ - apply_magic(p_ptr, q_ptr, -1, AM_GOOD | AM_GREAT); - (void)drop_near(p_ptr, q_ptr, -1, y, x); - q_ptr = &forge; - - /* Mega-Hack -- Prepare to make "Chaos" */ - object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS)); - - /* Mega-Hack -- Mark this item as "Chaos" */ - q_ptr->name1 = ART_CHAOS; - - /* Mega-Hack -- Actually create "Chaos" */ - apply_magic(p_ptr, q_ptr, -1, AM_GOOD | AM_GREAT); - (void)drop_near(p_ptr, q_ptr, -1, y, x); - break; - - case MON_B_DEATH_SWORD: - if (drop_chosen_item) - { - q_ptr = &forge; - - /* Prepare to make a broken sword */ - object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2))); - (void)drop_near(p_ptr, q_ptr, -1, y, x); - } - break; - - case MON_A_GOLD: - case MON_A_SILVER: - if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) || - ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0)))) - { - q_ptr = &forge; - - /* Prepare to make a Can of Toys */ - object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME)); - - apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART); - (void)drop_near(p_ptr, q_ptr, -1, y, x); - } - break; - - case MON_ROLENTO: - { - BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; - (void)project(p_ptr, m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1); - } - break; - - default: - if (!drop_chosen_item) break; - - switch (r_ptr->d_char) - { - case '(': - if (floor_ptr->dun_level > 0) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - get_obj_num_hook = kind_is_cloak; - - /* Make a cloak */ - make_object(p_ptr, q_ptr, mo_mode); - (void)drop_near(p_ptr, q_ptr, -1, y, x); - } - break; - - case '/': - if (floor_ptr->dun_level > 4) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - get_obj_num_hook = kind_is_polearm; - - /* Make a poleweapon */ - make_object(p_ptr, q_ptr, mo_mode); - (void)drop_near(p_ptr, q_ptr, -1, y, x); - } - break; - - case '[': - if (floor_ptr->dun_level > 19) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - get_obj_num_hook = kind_is_armor; - - /* Make a hard armor */ - make_object(p_ptr, q_ptr, mo_mode); - (void)drop_near(p_ptr, q_ptr, -1, y, x); - } - break; - - case '\\': - if (floor_ptr->dun_level > 4) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - get_obj_num_hook = kind_is_hafted; - - /* Make a hafted weapon */ - make_object(p_ptr, q_ptr, mo_mode); - (void)drop_near(p_ptr, 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(p_ptr, q_ptr, mo_mode); - (void)drop_near(p_ptr, q_ptr, -1, y, x); - } - break; - } - break; - } - - /* Mega-Hack -- drop fixed items */ - if (drop_chosen_item) - { - ARTIFACT_IDX a_idx = 0; - PERCENTAGE chance = 0; - - for (i = 0; i < 4; i++) - { - if (!r_ptr->artifact_id[i]) break; - a_idx = r_ptr->artifact_id[i]; - chance = r_ptr->artifact_percent[i]; - } - - if ((a_idx > 0) && ((randint0(100) < chance) || current_world_ptr->wizard)) - { - artifact_type *a_ptr = &a_info[a_idx]; - - if (!a_ptr->cur_num) - { - if (create_named_art(p_ptr, a_idx, y, x)) - { - a_ptr->cur_num = 1; - - /* Hack -- Memorize location of artifact in saved floors */ - if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id; - } - else if (!preserve_mode) a_ptr->cur_num = 1; - } - } - - if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[p_ptr->dungeon_idx].final_guardian == m_ptr->r_idx)) - { - KIND_OBJECT_IDX k_idx = d_info[p_ptr->dungeon_idx].final_object ? d_info[p_ptr->dungeon_idx].final_object - : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT); - - if (d_info[p_ptr->dungeon_idx].final_artifact) - { - a_idx = d_info[p_ptr->dungeon_idx].final_artifact; - artifact_type *a_ptr = &a_info[a_idx]; - - if (!a_ptr->cur_num) - { - if (create_named_art(p_ptr, a_idx, y, x)) - { - a_ptr->cur_num = 1; - - /* Hack -- Memorize location of artifact in saved floors */ - if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id; - } - else if (!preserve_mode) a_ptr->cur_num = 1; - - /* Prevent rewarding both artifact and "default" object */ - if (!d_info[p_ptr->dungeon_idx].final_object) k_idx = 0; - } - } - - if (k_idx) - { - q_ptr = &forge; - - /* Prepare to make a reward */ - object_prep(q_ptr, k_idx); - - apply_magic(p_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD); - (void)drop_near(p_ptr, q_ptr, -1, y, x); - } - msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[p_ptr->dungeon_idx].name); - } - } - - /* Determine how much we can drop */ - if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++; - if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++; - if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2); - if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2); - if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2); - if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2); - - if (cloned && !(r_ptr->flags1 & RF1_UNIQUE)) - number = 0; /* Clones drop no stuff unless Cloning Pits */ - - if (is_pet(m_ptr) || p_ptr->phase_out || floor_ptr->inside_arena) - number = 0; /* Pets drop no stuff */ - if (!drop_item && (r_ptr->d_char != '$')) number = 0; - - if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024)) - number = 0; /* Limit of Multiply monster drop */ - - /* Hack -- handle creeping coins */ - coin_type = force_coin; - - /* Average dungeon and monster levels */ - floor_ptr->object_level = (floor_ptr->dun_level + r_ptr->level) / 2; - - /* Drop some objects */ - for (j = 0; j < number; j++) - { - q_ptr = &forge; - object_wipe(q_ptr); - - if (do_gold && (!do_item || (randint0(100) < 50))) - { - if (!make_gold(floor_ptr, q_ptr)) continue; - dump_gold++; - } - else - { - if (!make_object(p_ptr, q_ptr, mo_mode)) continue; - dump_item++; - } - - (void)drop_near(p_ptr, q_ptr, -1, y, x); - } - - /* Reset the object level */ - floor_ptr->object_level = floor_ptr->base_level; - - /* Reset "coin" type */ - coin_type = 0; - - - /* Take note of any dropped treasure */ - if (visible && (dump_item || dump_gold)) - { - /* Take notes on treasure */ - lore_treasure(m_idx, dump_item, dump_gold); - } - - /* Only process "Quest Monsters" */ - if (!(r_ptr->flags1 & RF1_QUESTOR)) return; - if (p_ptr->phase_out) return; - - /* Winner? */ - if ((m_ptr->r_idx == MON_SERPENT) && !cloned) - { - /* Total winner */ - current_world_ptr->total_winner = TRUE; - - /* Redraw the "title" */ - p_ptr->redraw |= (PR_TITLE); - - play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR); - - exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!")); - - admire_from_patron(p_ptr); - - /* Congratulations */ - msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***")); - msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!")); - msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready.")); - } -} - -/*! - * @brief モンスターを撃破した際の述語メッセージを返す / - * Return monster death string - * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ - * @return 撃破されたモンスターの述語 - */ -concptr extract_note_dies(MONRACE_IDX r_idx) -{ - monster_race *r_ptr = &r_info[r_idx]; - if (monster_living(r_idx)) return _("は死んだ。", " dies."); - - for (int i = 0; i < 4; i++) - { - if (r_ptr->blow[i].method == RBM_EXPLODE) - { - return _("は爆発して粉々になった。", " explodes into tiny shreds."); - } - } - - return _("を倒した。", " is destroyed."); -} - -/* - * Monster health description - */ -concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode) -{ - monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx]; - bool living; - int perc; - concptr desc; - concptr attitude; - concptr clone; - - /* Determine if the monster is "living" */ - living = monster_living(m_ptr->ap_r_idx); - - /* Calculate a health "percentage" */ - perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0; - - /* Healthy monsters */ - if (m_ptr->hp >= m_ptr->maxhp) - { - desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged"); - } - - else if (perc >= 60) - { - desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged"); - } - - else if (perc >= 25) - { - desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged"); - } - - else if (perc >= 10) - { - desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged"); - } - - else - { - desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed"); - } - - /* Need attitude information? */ - if (!(mode & 0x01)) - { - /* Full information is not needed */ - attitude = ""; - } - else if (is_pet(m_ptr)) - { - attitude = _(", ペット", ", pet"); - } - else if (is_friendly(m_ptr)) - { - attitude = _(", 友好的", ", friendly"); - } - else - { - attitude = _("", ""); - } - - /* Clone monster? */ - if (m_ptr->smart & SM_CLONED) - { - clone = ", clone"; - } - else - { - clone = ""; - } - - /* Display monster's level --- idea borrowed from ToME */ - if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)) - { - return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone); - } - else - { - return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone); - } - -} -