X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmonster1.c;h=d23df4a13075a60a936d4433d1c386c9b89c44fd;hb=0bd9e0959ea2d429dab97beb67f06764009f25b0;hp=02f9b3e74a862e2d3606ca6dbc20d36ea0d59fee;hpb=40a84e324d23edf6e48ac996ac311c0f8f917d06;p=hengband%2Fhengband.git diff --git a/src/monster1.c b/src/monster1.c index 02f9b3e74..d23df4a13 100644 --- a/src/monster1.c +++ b/src/monster1.c @@ -14,7 +14,8 @@ #include "util.h" #include "term.h" -#include "cmd-dump.h" +#include "io/write-diary.h" +#include "cmd/cmd-dump.h" #include "bldg.h" #include "cmd-pet.h" #include "floor.h" @@ -37,11 +38,11 @@ #include "view-mainwindow.h" #include "player-class.h" #include "english.h" +#include "market/arena-info-table.h" - -/* - * Pronoun arrays, by gender. - */ + /* + * Pronoun arrays, by gender. + */ static concptr wd_he[3] = #ifdef JP { "それ", "彼", "彼女" }; @@ -56,36 +57,37 @@ static concptr wd_his[3] = { "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)) - +/* + * 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. - */ + * @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; + 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); + 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; } @@ -104,31 +106,22 @@ static bool know_armour(MONRACE_IDX r_idx) 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); + 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); + 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 @@ -136,10 +129,10 @@ void (*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff; */ 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 @@ -157,28 +150,29 @@ void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, if (dice_num == 0) { sprintf(msg, "%d", base_damage); + return; } + + if (base_damage != 0) + sprintf(base, "%d+", base_damage); + + if (dice_num == 1) + sprintf(dice, "d%d", dice_side); else - { - if (base_damage != 0) - sprintf(base, "%d+", base_damage); + sprintf(dice, "%dd%d", dice_num, dice_side); - if (dice_num == 1) - sprintf(dice, "d%d", dice_side); + if (dice_mult != 1 || dice_div != 1) + { + if (dice_div == 1) + sprintf(mult, "*%d", dice_mult); 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); + 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 @@ -187,13 +181,13 @@ void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, * @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) +void set_damage(player_type *player_ptr, 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); + int base_damage = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, BASE_DAM); + int dice_num = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_NUM); + int dice_side = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_SIDE); + int dice_mult = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_MULT); + int dice_div = monspell_race_damage(player_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); @@ -204,6 +198,7 @@ void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp) 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()" @@ -215,85 +210,57 @@ void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp) * 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) +static void roff_aux(player_type *player_ptr, 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]; + char jverb_buf[64]; #else - bool sin = FALSE; + bool sin = FALSE; #endif - int msex = 0; bool nightmare = ironman_nightmare && !(mode & 0x02); + monster_race *r_ptr = &r_info[r_idx]; 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; + ITEM_NUMBER drop_gold = r_ptr->r_drop_gold; + ITEM_NUMBER 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); + BIT_FLAGS flags1 = (r_ptr->flags1 & r_ptr->r_flags1); + BIT_FLAGS flags2 = (r_ptr->flags2 & r_ptr->r_flags2); + BIT_FLAGS flags3 = (r_ptr->flags3 & r_ptr->r_flags3); + BIT_FLAGS flags4 = (r_ptr->flags4 & r_ptr->r_flags4); + BIT_FLAGS a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5); + BIT_FLAGS a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6); + BIT_FLAGS flags7 = (r_ptr->flags7 & r_ptr->flags7); + BIT_FLAGS flagsr = (r_ptr->flagsr & r_ptr->r_flagsr); - for(n = 0; n < A_MAX; n++) + bool reinforce = FALSE; + for (int n = 0; n < A_MAX; n++) { - if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE; + if (r_ptr->reinforce_id[n] > 0) reinforce = TRUE; } - /* cheat_know or research_mon() */ + bool know_everything = FALSE; 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 */ + (((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)); + 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; @@ -303,26 +270,21 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) flagsr = r_ptr->flagsr; } - - /* Extract a gender (if applicable) */ + int msex = 0; 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); @@ -334,154 +296,107 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) 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) + if (!(mode & 0x02)) { - /* Nothing to do */ - } - else + if (flags1 & RF1_UNIQUE) + { + bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE; + if (r_ptr->r_deaths) + { + 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)); - /* Treat uniques differently */ - if (flags1 & RF1_UNIQUE) - { - /* Hack -- Determine if the unique is "dead" */ - bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE; + 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")))); + } + 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")))); + } - /* We've been killed... */ - if (r_ptr->r_deaths) + hooked_roff("\n"); + } + 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. ")); + hooked_roff("\n"); + } + } + else 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)); + 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")))); - /* But we've also killed it */ - if (dead) + if (r_ptr->r_pkills) { 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"))))); + _("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)); + } + 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)); } - - /* Unavenged (ever) */ else { hooked_roff(format( - _("のに、まだ仇討ちを果たしていない。", - (", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain"))))); + _("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"); } - - /* Dead unique who never hurt us */ - else if (dead) + else { - 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. ")); + 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)); + } + 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)); + } + 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"); } } - /* 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 + concptr tmp = r_text + r_ptr->text; + if (tmp[0]) { - /* 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(tmp); 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 */ + bool old = FALSE; if (r_ptr->level == 0) { hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex])); @@ -493,94 +408,86 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) { 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)); + 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)); + 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; } + + if (old) + { + hooked_roff(_("、", ", and ")); + } else { - /* Introduction */ - if (old) - { - hooked_roff(_("、", ", and ")); - } - else - { - hooked_roff(format(_("%^sは", "%^s "), wd_he[msex])); - old = TRUE; - } -#ifndef JP - 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")); + hooked_roff(format(_("%^sは", "%^s "), wd_he[msex])); + old = TRUE; + } - /* Hack -- Occasional conjunction */ - if (speed != 110) hooked_roff(_("、かつ", ", and")); - } +#ifdef JP +#else + hooked_roff("moves"); +#endif - if (speed > 110) + if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25)) + { + if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25)) { - 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")); + hooked_roff(_("かなり", " extremely")); } - else if (speed < 110) + else if (flags1 & RF1_RAND_50) { - 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")); + hooked_roff(_("幾分", " somewhat")); } - else + else if (flags1 & RF1_RAND_25) { - hooked_roff(_("普通の速さで", " at normal speed")); + hooked_roff(_("少々", " a bit")); } + + hooked_roff(_("不規則に", " erratically")); + 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"); + 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 ")); @@ -590,21 +497,18 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) 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 @@ -618,9 +522,7 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) } #endif - - /* Describe the "quality" */ - if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/ + if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting")); 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")); @@ -629,7 +531,6 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) 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")); @@ -647,45 +548,33 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) #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); + long exp_integer = (long)r_ptr->mexp * r_ptr->level / (player_ptr->max_plv + 2) * 3 / 2; + long exp_decimal = ((((long)r_ptr->mexp * r_ptr->level % (player_ptr->max_plv + 2) * 3 / 2) * + (long)1000 / (player_ptr->max_plv + 2) + 5) / 10); #ifdef JP - hooked_roff(format(" %d レベルのキャラクタにとって 約%ld.%02ld ポイントの経験となる。", p_ptr->lev, (long)i, (long)j )); + hooked_roff(format(" %d レベルのキャラクタにとって 約%ld.%02ld ポイントの経験となる。", player_ptr->lev, (long)exp_integer, (long)exp_decimal)); #else + hooked_roff(format(" is worth about %ld.%02ld point%s", + (long)exp_integer, (long)exp_decimal, ((exp_integer == 1) && (exp_decimal == 0)) ? "" : "s")); - /* 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 - + char *ordinal; + ordinal = "th"; + exp_integer = player_ptr->lev % 10; + if ((player_ptr->lev / 10) != 1) + { + if (exp_integer == 1) ordinal = "st"; + else if (exp_integer == 2) ordinal = "nd"; + else if (exp_integer == 3) ordinal = "rd"; } + + char *vowel; + vowel = ""; + exp_integer = player_ptr->lev; + if ((exp_integer == 8) || (exp_integer == 11) || (exp_integer == 18)) vowel = "n"; + + hooked_roff(format(" for a%s %lu%s level character. ", vowel, (long)exp_integer, ordinal)); +#endif } if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD)) @@ -727,92 +616,98 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) 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) + if (reinforce) { hooked_roff(_("護衛の構成は", "These escorts")); - if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS)) + if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS)) { hooked_roff(_("少なくとも", " at the least")); } -#ifndef JP +#ifdef JP +#else hooked_roff(" contain "); #endif - for(n = 0; n < A_MAX; n++) + for (int n = 0; n < A_MAX; n++) { - if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n]) + bool is_reinforced = r_ptr->reinforce_id[n] > 0; + is_reinforced &= r_ptr->reinforce_dd[n]; + is_reinforced &= r_ptr->reinforce_ds[n]; + if (!is_reinforced) continue; + + monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]]; + if (rf_ptr->flags1 & RF1_UNIQUE) { - 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 - { + hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name)); + continue; + } + #ifdef JP - hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name)); + hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name)); #else - bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1); - 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)); + 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])); } + int vn = 0; + byte color[96]; + concptr vp[96]; + char tmp_msg[96][96]; + 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(player_ptr, r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]); + vp[vn] = tmp_msg[vn]; + color[vn++] = TERM_UMBER; + } - /* 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++) + for (int 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 (r_ptr->blow[m].method != RBM_SHOOT) continue; + + if (know_armour(r_idx)) + sprintf(tmp_msg[vn], _("威力 %dd%d の射撃をする", "fire an arrow (Power:%dd%d)"), 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) + if (a_ability_flags2 & (RF6_SPECIAL)) { - /* Intro */ - hooked_roff(format(_("%^sは", "%^s"), wd_he[msex])); - + vp[vn] = _("特別な行動をする", "do something"); + color[vn++] = TERM_VIOLET; + } - /* Scan */ - for (n = 0; n < vn; n++) + if (vn > 0) + { + hooked_roff(format(_("%^sは", "%^s"), wd_he[msex])); + for (int n = 0; n < vn; n++) { #ifdef JP if (n != vn - 1) @@ -824,431 +719,469 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) } 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]); + set_damage(player_ptr, r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_GREEN; } + if (flags4 & (RF4_BR_ELEC)) { - set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_BLUE; } + if (flags4 & (RF4_BR_FIRE)) { - set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_RED; } + if (flags4 & (RF4_BR_COLD)) { - set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_WHITE; } + if (flags4 & (RF4_BR_POIS)) { - set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_GREEN; } + if (flags4 & (RF4_BR_NETH)) { - set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_DARK; } + if (flags4 & (RF4_BR_LITE)) { - set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_YELLOW; } + if (flags4 & (RF4_BR_DARK)) { - set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_DARK; } + if (flags4 & (RF4_BR_CONF)) { - set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_UMBER; } + if (flags4 & (RF4_BR_SOUN)) { - set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_ORANGE; } + if (flags4 & (RF4_BR_CHAO)) { - set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_VIOLET; } + if (flags4 & (RF4_BR_DISE)) { - set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_VIOLET; } + if (flags4 & (RF4_BR_NEXU)) { - set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_VIOLET; } + if (flags4 & (RF4_BR_TIME)) { - set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_BLUE; } + if (flags4 & (RF4_BR_INER)) { - set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_SLATE; } + if (flags4 & (RF4_BR_GRAV)) { - set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_SLATE; } + if (flags4 & (RF4_BR_SHAR)) { - set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_UMBER; } + if (flags4 & (RF4_BR_PLAS)) { - set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_RED; } + if (flags4 & (RF4_BR_WALL)) { - set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER; } + if (flags4 & (RF4_BR_MANA)) { - set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_BLUE; } + if (flags4 & (RF4_BR_NUKE)) { - set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_GREEN; } + if (flags4 & (RF4_BR_DISI)) { - set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_SLATE; } - /* Describe breaths */ - if (vn) + bool breath = FALSE; + if (vn > 0) { - /* Note breath */ breath = TRUE; - - /* Intro */ hooked_roff(format(_("%^sは", "%^s"), wd_he[msex])); - - /* Scan */ - for (n = 0; n < vn; n++) + for (int n = 0; n < vn; n++) { - /* Intro */ #ifdef JP - if ( n != 0 ) hooked_roff("や"); + if (n != 0) hooked_roff("や"); #else if (n == 0) hooked_roff(" may breathe "); - else if (n < vn-1) hooked_roff(", "); + 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]); + set_damage(player_ptr, r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_GREEN; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_BLUE; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_RED; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_WHITE; } + if (a_ability_flags1 & (RF5_BA_POIS)) { - set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_GREEN; } + if (a_ability_flags1 & (RF5_BA_NETH)) { - set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_DARK; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_BLUE; } + if (flags4 & (RF4_BA_NUKE)) { - set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_GREEN; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_BLUE; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_DARK; } + if (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]); + set_damage(player_ptr, r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_YELLOW; } + if (flags4 & (RF4_BA_CHAO)) { - set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_VIOLET; } - if (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)) + + if (a_ability_flags2 & (RF6_HAND_DOOM)) { - set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]); + 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(player_ptr, r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_YELLOW; } + if (a_ability_flags1 & (RF5_DRAIN_MANA)) { - set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_SLATE; } + if (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]); + set_damage(player_ptr, r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_RED; } + if (a_ability_flags1 & (RF5_BRAIN_SMASH)) { - set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]); + set_damage(player_ptr, r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_RED; } + if (a_ability_flags1 & (RF5_CAUSE_1)) { - set_damage(r_idx, (MS_CAUSE_1), + set_damage(player_ptr, r_idx, (MS_CAUSE_1), _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_WHITE; } + if (a_ability_flags1 & (RF5_CAUSE_2)) { - set_damage(r_idx, (MS_CAUSE_2), + set_damage(player_ptr, r_idx, (MS_CAUSE_2), _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_WHITE; } + if (a_ability_flags1 & (RF5_CAUSE_3)) { - set_damage(r_idx, (MS_CAUSE_3), + set_damage(player_ptr, r_idx, (MS_CAUSE_3), _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_WHITE; } + if (a_ability_flags1 & (RF5_CAUSE_4)) { - set_damage(r_idx, (MS_CAUSE_4), + set_damage(player_ptr, r_idx, (MS_CAUSE_4), _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_WHITE; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_GREEN; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_BLUE; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_RED; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_WHITE; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_DARK; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_BLUE; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_BLUE; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_L_RED; } + if (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]); + set_damage(player_ptr, r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_WHITE; } + if (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]); + set_damage(player_ptr, r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]); vp[vn] = tmp_msg[vn]; color[vn++] = TERM_SLATE; } - if (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_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)) + if ((player_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; + 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 */ + 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; } + + bool magic = FALSE; if (vn) { - /* Note magic */ magic = TRUE; - - /* Intro */ if (breath) { hooked_roff(_("、なおかつ", ", and is also")); @@ -1259,59 +1192,39 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) } #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++) + for (int n = 0; n < vn; n++) { - /* 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(", "); + 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 */ + int m = r_ptr->r_cast_spell; + int n = r_ptr->freq_spell; 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; @@ -1319,46 +1232,37 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) _("(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)) + 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)); + 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))); + (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)); + 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 (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; } @@ -1366,17 +1270,11 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) 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) + if (vn > 0) { - /* Intro */ hooked_roff(format(_("%^sは", "%^s"), wd_he[msex])); - - /* Scan */ - for (n = 0; n < vn; n++) + for (int n = 0; n < vn; n++) { - /* Intro */ #ifdef JP if (n != vn - 1) { @@ -1384,46 +1282,48 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) hook_c_roff(color[n], jverb_buf); hooked_roff("、"); } - else hook_c_roff(color[n], 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 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])); @@ -1432,57 +1332,47 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) { 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) + if (vn > 0) { - /* Intro */ hooked_roff(format(_("%^sには", "%^s"), wd_he[msex])); - /* Scan */ - for (n = 0; n < vn; n++) + for (int n = 0; n < vn; n++) { - /* Intro */ #ifdef JP - if ( n != 0 ) hooked_roff("や"); + if (n != 0) hooked_roff("や"); #else if (n == 0) hooked_roff(" is hurt by "); - else if (n < vn-1) hooked_roff(", "); + 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; } @@ -1490,8 +1380,6 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) 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; } @@ -1509,43 +1397,34 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) 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) + if (vn > 0) { - /* Intro */ hooked_roff(format(_("%^sは", "%^s"), wd_he[msex])); - - /* Scan */ - for (n = 0; n < vn; n++) + for (int n = 0; n < vn; n++) { - /* Intro */ #ifdef JP - if ( n != 0 ) hooked_roff("と"); + if (n != 0) hooked_roff("と"); #else if (n == 0) hooked_roff(" resists "); - else if (n < vn-1) hooked_roff(", "); + 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。"), - (" when %s gets enugh experience. ", 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)) { @@ -1553,50 +1432,36 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) } } - /* 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_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) + if (vn > 0) { - /* Intro */ - hooked_roff(format( - _("%^sは", "%^s"), wd_he[msex])); - - /* Scan */ - for (n = 0; n < vn; n++) + hooked_roff(format(_("%^sは", "%^s"), wd_he[msex])); + for (int n = 0; n < vn; n++) { - /* Intro */ #ifdef JP - if ( n != 0 ) hooked_roff("し、"); + 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) + (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"); @@ -1644,263 +1509,213 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) 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))); + 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])); -#ifndef JP - /* No "n" needed */ + hooked_roff(format(_("%^sは", "%^s may carry"), wd_he[msex])); +#ifdef JP +#else sin = FALSE; #endif - - /* Count maximum drop */ - n = MAX(drop_gold, drop_item); - - /* One drop (may need an "n") */ + int n = MAX(drop_gold, drop_item); if (n == 1) { hooked_roff(_("一つの", " a")); -#ifndef JP +#ifdef JP +#else sin = TRUE; #endif } - - /* Two drops */ else if (n == 2) { - hooked_roff( - _("一つか二つの", " one or two")); + 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)); + hooked_roff(format(_(" %d 個までの", " up to %d"), n)); } - - /* Great */ + concptr p; 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"); -#ifndef JP +#ifdef JP +#else sin = FALSE; #endif } - else { p = NULL; } - - /* Objects */ if (drop_item) { - /* Handle singular "an" */ -#ifndef JP +#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")); - -#ifndef JP + 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) { -#ifndef JP - /* Cancel prefix */ +#ifdef JP +#else 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")); -#ifndef JP +#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++) + const int max_attack_numbers = 4; + int count = 0; + for (int m = 0; m < max_attack_numbers; 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++; + if (r_ptr->r_blows[m] || know_everything) count++; } - /* Examine (and count) the actual attacks */ - for (r = 0, m = 0; m < 4; m++) + int attack_numbers = 0; + for (int m = 0; m < max_attack_numbers; 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; + int method = r_ptr->blow[m].method; + int effect = r_ptr->blow[m].effect; + int d1 = r_ptr->blow[m].d_dice; + int d2 = r_ptr->blow[m].d_side; - /* No method yet */ - p = NULL; - - /* Acquire the method */ + concptr p = NULL; switch (method) { - case RBM_HIT: p = _("殴る", "hit"); break; - case RBM_TOUCH: p = _("触る", "touch"); break; - case RBM_PUNCH: p = _("パンチする", "punch"); break; - case RBM_KICK: p = _("蹴る", "kick"); break; - case RBM_CLAW: p = _("ひっかく", "claw"); break; - case RBM_BITE: p = _("噛む", "bite"); break; - case RBM_STING: p = _("刺す", "sting"); break; - case RBM_SLASH: p = _("斬る", "slash"); break; - case RBM_BUTT: p = _("角で突く", "butt"); break; - case RBM_CRUSH: p = _("体当たりする", "crush"); break; - case RBM_ENGULF: p = _("飲み込む", "engulf"); break; - case RBM_CHARGE: p = _("請求書をよこす", "charge"); break; - case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break; - case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break; - case RBM_SPIT: p = _("つばを吐く", "spit"); break; - case RBM_EXPLODE: p = _("爆発する", "explode"); break; - case RBM_GAZE: p = _("にらむ", "gaze"); break; - case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break; - case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break; - case RBM_XXX4: break; - case RBM_BEG: p = _("金をせがむ", "beg"); break; - case RBM_INSULT: p = _("侮辱する", "insult"); break; - case RBM_MOAN: p = _("うめく", "moan"); break; - case RBM_SHOW: p = _("歌う", "sing"); break; - } - - - /* Default effect */ - q = NULL; - - /* Acquire the effect */ + case RBM_HIT: p = _("殴る", "hit"); break; + case RBM_TOUCH: p = _("触る", "touch"); break; + case RBM_PUNCH: p = _("パンチする", "punch"); break; + case RBM_KICK: p = _("蹴る", "kick"); break; + case RBM_CLAW: p = _("ひっかく", "claw"); break; + case RBM_BITE: p = _("噛む", "bite"); break; + case RBM_STING: p = _("刺す", "sting"); break; + case RBM_SLASH: p = _("斬る", "slash"); break; + case RBM_BUTT: p = _("角で突く", "butt"); break; + case RBM_CRUSH: p = _("体当たりする", "crush"); break; + case RBM_ENGULF: p = _("飲み込む", "engulf"); break; + case RBM_CHARGE: p = _("請求書をよこす", "charge"); break; + case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break; + case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break; + case RBM_SPIT: p = _("つばを吐く", "spit"); break; + case RBM_EXPLODE: p = _("爆発する", "explode"); break; + case RBM_GAZE: p = _("にらむ", "gaze"); break; + case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break; + case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break; + case RBM_XXX4: break; + case RBM_BEG: p = _("金をせがむ", "beg"); break; + case RBM_INSULT: p = _("侮辱する", "insult"); break; + case RBM_MOAN: p = _("うめく", "moan"); break; + case RBM_SHOW: p = _("歌う", "sing"); break; + } + + concptr q = NULL; switch (effect) { - case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break; - case RBE_HURT: q = _("攻撃する", "attack"); break; - case RBE_POISON: q = _("毒をくらわす", "poison"); break; - case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break; - case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break; - case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break; - case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break; - case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break; - case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break; - case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break; - case RBE_ELEC: q = _("感電させる", "electrocute"); break; - case RBE_FIRE: q = _("燃やす", "burn"); break; - case RBE_COLD: q = _("凍らせる", "freeze"); break; - case RBE_BLIND: q = _("盲目にする", "blind"); break; - case RBE_CONFUSE: q = _("混乱させる", "confuse"); break; - case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break; - case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break; - case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break; - case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break; - case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break; - case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break; - case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break; - case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break; - case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break; - case RBE_SHATTER: q = _("粉砕する", "shatter"); break; - case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break; - case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break; - case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break; - case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break; - case RBE_DISEASE: q = _("病気にする", "disease"); break; - case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break; - case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break; - case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break; - case RBE_INERTIA: q = _("減速させる", "slow"); break; - case RBE_STUN: q = _("朦朧とさせる", "stun"); break; + 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 ***/ + if (attack_numbers == 0) + { + hooked_roff(format("%^sは", wd_he[msex])); + } - /* 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 */ + { + hooked_roff(format(" %dd%d ", d1, d2)); + hooked_roff("のダメージで"); + } + if (!p) p = "何か奇妙なことをする"; - /* 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); + if (q != NULL) jverb(p, jverb_buf, JVERB_TO); + else if (attack_numbers != count - 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 (attack_numbers != count - 1) jverb(q, jverb_buf, JVERB_AND); + else strcpy(jverb_buf, q); + hooked_roff(jverb_buf); } - if(r!=n-1) hooked_roff("、"); + + if (attack_numbers != count - 1) hooked_roff("、"); #else - /* Introduce the attack description */ - if (!r) + if (attack_numbers == 0) { hooked_roff(format("%^s can ", wd_he[msex])); } - else if (r < n-1) + else if (attack_numbers < count - 1) { hooked_roff(", "); } @@ -1909,82 +1724,58 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) 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++; + attack_numbers++; } - /* Finish sentence above */ - if (r) + if (attack_numbers > 0) { 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])); + "%^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])); + "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)))) + bool is_kingpin = (flags1 & RF1_QUESTOR) != 0; + is_kingpin &= r_ptr->r_sights > 0; + is_kingpin &= r_ptr->max_num > 0; + is_kingpin &= (r_idx == MON_OBERON) || (r_idx == MON_SERPENT); + if (is_kingpin) { - hook_c_roff(TERM_VIOLET, + 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... ")); + "You feel an intense desire to kill this monster... ")); } - else if (flags7 & RF7_GUARDIAN) { - hook_c_roff(TERM_L_RED, + 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.")); + "This monster is the master of a dungeon.")); } - - /* All done */ hooked_roff("\n"); - } @@ -1996,63 +1787,44 @@ static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode) */ 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; + monster_race *r_ptr = &r_info[r_idx]; + char c1 = r_ptr->d_char; + char c2 = r_ptr->x_char; + TERM_COLOR a1 = r_ptr->d_attr; + TERM_COLOR 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) */ +#ifdef JP +#else 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); + if (!current_world_ptr->wizard) return; - Term_addstr(-1, TERM_WHITE, " ("); - Term_addstr(-1, TERM_L_BLUE, buf); - Term_addch(TERM_WHITE, ')'); - } + 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 @@ -2060,51 +1832,33 @@ void roff_top(MONRACE_IDX r_idx) * @param mode 表示オプション * @return なし */ -void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode) +void screen_roff(player_type *player_ptr, 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_aux(player_ptr, r_idx, mode); 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) +void display_roff(player_type *player_ptr) { - int y; - - /* Erase the window */ - for (y = 0; y < Term->hgt; y++) + for (int 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 */ + MONRACE_IDX r_idx = player_ptr->monster_race_idx; + roff_aux(player_ptr, r_idx, 0); roff_top(r_idx); } @@ -2116,90 +1870,78 @@ void display_roff(MONRACE_IDX r_idx) * @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)) +void output_monster_spoiler(player_type *player_ptr, MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr, concptr str)) { hook_c_roff = roff_func; - - /* Recall monster */ - roff_aux(r_idx, 0x03); + roff_aux(player_ptr, 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 + * @param player_ptr プレーヤーへの参照ポインタ * @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) +monsterrace_hook_type get_monster_hook(player_type *player_ptr) { - 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 - { + if ((player_ptr->current_floor_ptr->dun_level > 0) || (player_ptr->current_floor_ptr->inside_quest > 0)) + return (monsterrace_hook_type)mon_hook_dungeon; + + switch (wilderness[player_ptr->wilderness_y][player_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; } } + /*! * @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) +monsterrace_hook_type get_monster_hook2(player_type *player_ptr, 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 */ + feature_type *f_ptr = &f_info[player_ptr->current_floor_ptr->grid_array[y][x].feat]; 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)) + if (have_flag(f_ptr->flags, FF_LAVA)) { return (monsterrace_hook_type)mon_hook_lava; } - else return (monsterrace_hook_type)mon_hook_floor; + 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 @@ -2210,29 +1952,31 @@ 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 player_type プレーヤーへの参照ポインタ * @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) +void set_pet(player_type *player_ptr, monster_type *m_ptr) { - check_quest_completion(m_ptr); - + check_quest_completion(player_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) +void set_hostile(player_type *player_ptr, monster_type *m_ptr) { - if (p_ptr->phase_out) return; + if (player_ptr->phase_out) return; m_ptr->smart &= ~SM_PET; m_ptr->smart &= ~SM_FRIENDLY; } @@ -2244,35 +1988,33 @@ void set_hostile(monster_type *m_ptr) * @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) +void anger_monster(player_type *player_ptr, 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); - } + if (player_ptr->phase_out) return; + if (!is_friendly(m_ptr)) return; + + GAME_TEXT m_name[MAX_NLEN]; + + monster_desc(player_ptr, m_name, m_ptr, 0); + msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name); + set_hostile(player_ptr, m_ptr); + chg_virtue(player_ptr, V_INDIVIDUALISM, 1); + chg_virtue(player_ptr, V_HONOUR, -1); + chg_virtue(player_ptr, V_JUSTICE, -1); + chg_virtue(player_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 player_ptr プレーヤーへの参照ポインタ * @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) +bool monster_can_cross_terrain(player_type *player_ptr, FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode) { feature_type *f_ptr = &f_info[feat]; @@ -2288,60 +2030,47 @@ bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 m } } - /* "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 ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || player_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; @@ -2354,21 +2083,20 @@ bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 m /*! * @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 player_ptr プレーヤーへの参照ポインタ * @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) +bool monster_can_enter(player_type *player_ptr, 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; + grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x]; + if (player_bold(player_ptr, y, x)) return FALSE; if (g_ptr->m_idx) return FALSE; - return monster_can_cross_terrain(g_ptr->feat, r_ptr, mode); + return monster_can_cross_terrain(player_ptr, g_ptr->feat, r_ptr, mode); } @@ -2388,7 +2116,6 @@ static bool check_hostile_align(byte sub_align1, byte sub_align2) return TRUE; } - /* Non-hostile alignment */ return FALSE; } @@ -2400,36 +2127,33 @@ static bool check_hostile_align(byte sub_align1, byte sub_align2) * @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) +bool are_enemies(player_type *player_ptr, 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 (player_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))) + && (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; } @@ -2437,6 +2161,7 @@ bool are_enemies(monster_type *m_ptr, monster_type *n_ptr) /*! * @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 player_ptr プレーヤーへの参照ポインタ * @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 @@ -2445,7 +2170,7 @@ bool are_enemies(monster_type *m_ptr, monster_type *n_ptr) * @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) +bool monster_has_hostile_align(player_type *player_ptr, 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; @@ -2456,8 +2181,8 @@ bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, mo } 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; + if (player_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD; + if (player_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL; } /* Racial alignment flags */ @@ -2466,10 +2191,10 @@ bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, mo 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 @@ -2481,7 +2206,6 @@ bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, mo */ static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx) { - /* Analyze monsters */ switch (r_idx) { case MON_COPPER_COINS: return 2; @@ -2492,7 +2216,6 @@ static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx) case MON_ADAMANT_COINS: return 17; } - /* Assume nothing */ return 0; } @@ -2514,83 +2237,68 @@ static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx) * it drops all of its objects, which may disappear in crowded rooms. * */ -void monster_death(MONSTER_IDX m_idx, bool drop_item) +void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item) { - int i, j; - POSITION y, x; - - int dump_item = 0; - int dump_gold = 0; - int number = 0; - - monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx]; + floor_type *floor_ptr = player_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 && !player_ptr->phase_out && !is_pet(m_ptr); - bool drop_chosen_item = drop_item && !cloned && !p_ptr->current_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; + 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); + player_ptr->update |= (PU_MON_LITE); } - y = m_ptr->fy; - x = m_ptr->fx; + POSITION y = m_ptr->fy; + POSITION 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); + monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE); + exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name); } - /* Let monsters explode! */ - for (i = 0; i < 4; i++) + for (int 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); + if (r_ptr->blow[i].method != RBM_EXPLODE) continue; - project(p_ptr, m_idx, 3, y, x, damage, typ, flg, -1); - break; - } + 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(player_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); + choose_new_monster(player_ptr, m_idx, TRUE, MON_CHAMELEON); r_ptr = &r_info[m_ptr->r_idx]; } - check_quest_completion(m_ptr); + check_quest_completion(player_ptr, m_ptr); - /* Handle the possibility of player vanquishing arena combatant -KMW- */ - if (p_ptr->current_floor_ptr->inside_arena && !is_pet(m_ptr)) + object_type forge; + object_type *q_ptr; + if (floor_ptr->inside_arena && !is_pet(m_ptr)) { - p_ptr->exit_bldg = TRUE; - - if (p_ptr->arena_number > MAX_ARENA_MONS) + player_ptr->exit_bldg = TRUE; + if (player_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!")); } @@ -2599,57 +2307,42 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item) 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) + if (arena_info[player_ptr->arena_number].tval) { q_ptr = &forge; - - /* Prepare to make a prize */ - object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval)); - apply_magic(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART); - (void)drop_near(q_ptr, -1, y, x); + object_prep(q_ptr, lookup_kind(arena_info[player_ptr->arena_number].tval, arena_info[player_ptr->arena_number].sval)); + apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART); + (void)drop_near(player_ptr, q_ptr, -1, y, x); } - if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++; - p_ptr->arena_number++; + if (player_ptr->arena_number > MAX_ARENA_MONS) player_ptr->arena_number++; + player_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); + monster_desc(player_ptr, m_name, m_ptr, MD_WRONGDOER_NAME); + exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name); } } - - if (m_idx == p_ptr->riding) + + if (m_idx == player_ptr->riding && rakuba(player_ptr, -1, FALSE)) { - if (rakuba(p_ptr, -1, FALSE)) - { - msg_print(_("地面に落とされた。", "You have fallen from your riding pet.")); - } + msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding.")); } - /* Drop a dead corpse? */ - if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) && - (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) && - !(p_ptr->current_floor_ptr->inside_arena || p_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr)))) + bool is_drop_corpse = one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4); + is_drop_corpse &= (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != 0; + is_drop_corpse &= !(floor_ptr->inside_arena || player_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))); + if (is_drop_corpse) { - /* 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; @@ -2659,375 +2352,321 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item) if (!one_in_(5)) corpse = TRUE; } } - q_ptr = &forge; - /* Prepare to make an object */ + q_ptr = &forge; object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON))); - - apply_magic(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART); - + apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART); q_ptr->pval = m_ptr->r_idx; - (void)drop_near(q_ptr, -1, y, x); + (void)drop_near(player_ptr, q_ptr, -1, y, x); } - /* Drop objects being carried */ - monster_drop_carried_objects(m_ptr); + monster_drop_carried_objects(player_ptr, m_ptr); + u32b mo_mode = 0L; if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD; if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT; switch (m_ptr->r_idx) { case MON_PINK_HORROR: - /* Pink horrors are replaced with 2 Blue horrors */ - if (!(p_ptr->current_floor_ptr->inside_arena || p_ptr->phase_out)) + { + if (floor_ptr->inside_arena || player_ptr->phase_out) break; + + bool notice = FALSE; + for (int i = 0; i < 2; i++) { - bool notice = FALSE; + POSITION wy = y, wx = x; + bool pet = is_pet(m_ptr); + BIT_FLAGS mode = 0L; - for (i = 0; i < 2; i++) + if (pet) { - 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; - } + mode |= PM_FORCE_PET; } - if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!")); + if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode)) + { + if (player_can_see_bold(player_ptr, wy, wx)) notice = TRUE; + } } - break; - case MON_BLOODLETTER: - /* Bloodletters of Khorne may drop a blade of chaos */ - if (drop_chosen_item && (randint1(100) < 15)) + if (notice) { - q_ptr = &forge; - - /* Prepare to make a Blade of Chaos */ - object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS)); - - apply_magic(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode); - (void)drop_near(q_ptr, -1, y, x); + msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!")); } + break; + } + case MON_BLOODLETTER: + { + if (!drop_chosen_item || (randint1(100) >= 15)) break; + q_ptr = &forge; + object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS)); + apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode); + (void)drop_near(player_ptr, q_ptr, -1, y, x); + break; + } case MON_RAAL: - if (drop_chosen_item && (p_ptr->current_floor_ptr->dun_level > 9)) - { - q_ptr = &forge; - object_wipe(q_ptr); + { + if (!drop_chosen_item || (floor_ptr->dun_level <= 9)) break; - /* Activate restriction */ - if ((p_ptr->current_floor_ptr->dun_level > 49) && one_in_(5)) - get_obj_num_hook = kind_is_good_book; - else - get_obj_num_hook = kind_is_book; + q_ptr = &forge; + object_wipe(q_ptr); + 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(q_ptr, mo_mode); - (void)drop_near(q_ptr, -1, y, x); - } + make_object(player_ptr, q_ptr, mo_mode); + (void)drop_near(player_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 (!p_ptr->current_floor_ptr->inside_arena && !p_ptr->phase_out) + { + if (floor_ptr->inside_arena || player_ptr->phase_out) break; + if (one_in_(7)) break; + + POSITION wy = y, wx = x; + int attempts = 100; + bool pet = is_pet(m_ptr); + do { - if (!one_in_(7)) - { - POSITION wy = y, wx = x; - int attempts = 100; - bool pet = is_pet(m_ptr); + scatter(player_ptr, &wy, &wx, y, x, 20, 0); + } while (!(in_bounds(floor_ptr, wy, wx) && is_cave_empty_bold2(player_ptr, wy, wx)) && --attempts); - do - { - scatter(&wy, &wx, y, x, 20, 0); - } while (!(in_bounds(p_ptr->current_floor_ptr, wy, wx) && cave_empty_bold2(p_ptr->current_floor_ptr, wy, wx)) && --attempts); + if (attempts <= 0) break; - if (attempts > 0) - { - BIT_FLAGS mode = 0L; - if (pet) mode |= PM_FORCE_PET; + 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!")); - } - } - } + if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode)) + { + if (player_can_see_bold(player_ptr, wy, wx)) + msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!")); } - break; + 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); + (void)project(player_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1); + break; } - 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; + { + if (player_ptr->pseikaku != SEIKAKU_NAMAKE) break; + if (!drop_chosen_item) break; - do + ARTIFACT_IDX a_idx = 0; + artifact_type *a_ptr = NULL; + do + { + switch (randint0(3)) { - 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); + case 0: + a_idx = ART_NAMAKE_HAMMER; + break; + case 1: + a_idx = ART_NAMAKE_BOW; + break; + case 2: + a_idx = ART_NAMAKE_ARMOR; + break; + } - if (create_named_art(a_idx, y, x)) - { - a_ptr->cur_num = 1; + a_ptr = &a_info[a_idx]; + } while (a_ptr->cur_num); - /* 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 (create_named_art(player_ptr, a_idx, y, x)) + { + a_ptr->cur_num = 1; + if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id; } - break; + 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" */ + q_ptr = &forge; object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND)); - - /* Mega-Hack -- Mark this item as "Grond" */ q_ptr->name1 = ART_GROND; - - /* Mega-Hack -- Actually create "Grond" */ - apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT); - (void)drop_near(q_ptr, -1, y, x); + apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT); + (void)drop_near(player_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(q_ptr, -1, AM_GOOD | AM_GREAT); - (void)drop_near(q_ptr, -1, y, x); + apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT); + (void)drop_near(player_ptr, q_ptr, -1, y, x); break; - + } case MON_B_DEATH_SWORD: - if (drop_chosen_item) - { - q_ptr = &forge; + { + if (!drop_chosen_item) break; - /* Prepare to make a broken sword */ - object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2))); - (void)drop_near(q_ptr, -1, y, x); - } + q_ptr = &forge; + object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2))); + (void)drop_near(player_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)); + { + bool is_drop_can = drop_chosen_item; + bool is_silver = m_ptr->r_idx == MON_A_SILVER; + is_silver &= r_ptr->r_akills % 5 == 0; + is_drop_can &= (m_ptr->r_idx == MON_A_GOLD) || is_silver; + if (!is_drop_can) break; - apply_magic(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART); - (void)drop_near(q_ptr, -1, y, x); - } + q_ptr = &forge; + object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME)); + apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART); + (void)drop_near(player_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); + (void)project(player_ptr, m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1); + break; } - break; - default: + { if (!drop_chosen_item) break; switch (r_ptr->d_char) { case '(': - if (p_ptr->current_floor_ptr->dun_level > 0) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - get_obj_num_hook = kind_is_cloak; + { + if (floor_ptr->dun_level <= 0) break; - /* Make a cloak */ - make_object(q_ptr, mo_mode); - (void)drop_near(q_ptr, -1, y, x); - } + q_ptr = &forge; + object_wipe(q_ptr); + get_obj_num_hook = kind_is_cloak; + make_object(player_ptr, q_ptr, mo_mode); + (void)drop_near(player_ptr, q_ptr, -1, y, x); break; - + } case '/': - if (p_ptr->current_floor_ptr->dun_level > 4) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - get_obj_num_hook = kind_is_polearm; + { + if (floor_ptr->dun_level <= 4) break; - /* Make a poleweapon */ - make_object(q_ptr, mo_mode); - (void)drop_near(q_ptr, -1, y, x); - } + q_ptr = &forge; + object_wipe(q_ptr); + get_obj_num_hook = kind_is_polearm; + make_object(player_ptr, q_ptr, mo_mode); + (void)drop_near(player_ptr, q_ptr, -1, y, x); break; - + } case '[': - if (p_ptr->current_floor_ptr->dun_level > 19) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - get_obj_num_hook = kind_is_armor; + { + if (floor_ptr->dun_level <= 19) break; - /* Make a hard armor */ - make_object(q_ptr, mo_mode); - (void)drop_near(q_ptr, -1, y, x); - } + q_ptr = &forge; + object_wipe(q_ptr); + get_obj_num_hook = kind_is_armor; + make_object(player_ptr, q_ptr, mo_mode); + (void)drop_near(player_ptr, q_ptr, -1, y, x); break; - + } case '\\': - if (p_ptr->current_floor_ptr->dun_level > 4) - { - q_ptr = &forge; - object_wipe(q_ptr); - - /* Activate restriction */ - get_obj_num_hook = kind_is_hafted; - - /* Make a hafted weapon */ - make_object(q_ptr, mo_mode); - (void)drop_near(q_ptr, -1, y, x); - } + { + if (floor_ptr->dun_level <= 4) break; + q_ptr = &forge; + object_wipe(q_ptr); + get_obj_num_hook = kind_is_hafted; + make_object(player_ptr, q_ptr, mo_mode); + (void)drop_near(player_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; + { + if (m_ptr->r_idx == MON_STORMBRINGER) break; - /* Make a sword */ - make_object(q_ptr, mo_mode); - (void)drop_near(q_ptr, -1, y, x); - } + q_ptr = &forge; + object_wipe(q_ptr); + get_obj_num_hook = kind_is_sword; + make_object(player_ptr, q_ptr, mo_mode); + (void)drop_near(player_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++) + for (int 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 (randint0(100) < chance || current_world_ptr->wizard) { - if (create_named_art(a_idx, y, x)) + artifact_type *a_ptr = &a_info[a_idx]; + if (!a_ptr->cur_num) { - 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; + if (create_named_art(player_ptr, a_idx, y, x)) + { + a_ptr->cur_num = 1; + if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id; + } + else if (!preserve_mode) + { + a_ptr->cur_num = 1; + } } - 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)) + if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[player_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 + KIND_OBJECT_IDX k_idx = d_info[player_ptr->dungeon_idx].final_object != 0 + ? d_info[player_ptr->dungeon_idx].final_object : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT); - if (d_info[p_ptr->dungeon_idx].final_artifact) + if (d_info[player_ptr->dungeon_idx].final_artifact != 0) { - a_idx = d_info[p_ptr->dungeon_idx].final_artifact; + a_idx = d_info[player_ptr->dungeon_idx].final_artifact; artifact_type *a_ptr = &a_info[a_idx]; - if (!a_ptr->cur_num) { - if (create_named_art(a_idx, y, x)) + if (create_named_art(player_ptr, a_idx, y, x)) + { + a_ptr->cur_num = 1; + if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id; + } + else if (!preserve_mode) { 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 (!d_info[player_ptr->dungeon_idx].final_object) k_idx = 0; } } - if (k_idx) + if (k_idx != 0) { q_ptr = &forge; - - /* Prepare to make a reward */ object_prep(q_ptr, k_idx); - - apply_magic(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD); - (void)drop_near(q_ptr, -1, y, x); + apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD); + (void)drop_near(player_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); + + msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[player_ptr->dungeon_idx].name); } } - /* Determine how much we can drop */ + int number = 0; 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); @@ -3036,80 +2675,64 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item) 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 */ + number = 0; + + if (is_pet(m_ptr) || player_ptr->phase_out || floor_ptr->inside_arena) + number = 0; - if (is_pet(m_ptr) || p_ptr->phase_out || p_ptr->current_floor_ptr->inside_arena) - number = 0; /* Pets drop no stuff */ - if (!drop_item && (r_ptr->d_char != '$')) number = 0; + if (!drop_item && (r_ptr->d_char != '$')) + number = 0; if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024)) - number = 0; /* Limit of Multiply monster drop */ + number = 0; - /* Hack -- handle creeping coins */ coin_type = force_coin; + floor_ptr->object_level = (floor_ptr->dun_level + r_ptr->level) / 2; - /* Average dungeon and monster levels */ - p_ptr->current_floor_ptr->object_level = (p_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2; - - /* Drop some objects */ - for (j = 0; j < number; j++) + int dump_item = 0; + int dump_gold = 0; + for (int i = 0; i < number; i++) { q_ptr = &forge; object_wipe(q_ptr); if (do_gold && (!do_item || (randint0(100) < 50))) { - if (!make_gold(q_ptr)) continue; + if (!make_gold(floor_ptr, q_ptr)) continue; dump_gold++; } else { - if (!make_object(q_ptr, mo_mode)) continue; + if (!make_object(player_ptr, q_ptr, mo_mode)) continue; dump_item++; } - (void)drop_near(q_ptr, -1, y, x); - } - /* Reset the object level */ - p_ptr->current_floor_ptr->object_level = p_ptr->current_floor_ptr->base_level; + (void)drop_near(player_ptr, q_ptr, -1, y, x); + } - /* Reset "coin" type */ + floor_ptr->object_level = floor_ptr->base_level; coin_type = 0; - - - /* Take note of any dropped treasure */ + bool visible = (m_ptr->ml && !player_ptr->image) || ((r_ptr->flags1 & RF1_UNIQUE) != 0); if (visible && (dump_item || dump_gold)) { - /* Take notes on treasure */ - lore_treasure(m_idx, dump_item, dump_gold); + lore_treasure(player_ptr, 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.")); - } + if (player_ptr->phase_out) return; + if ((m_ptr->r_idx != MON_SERPENT) || cloned) return; + + current_world_ptr->total_winner = TRUE; + player_ptr->redraw |= (PR_TITLE); + play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR); + exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("見事に変愚蛮怒の勝利者となった!", "finally became *WINNER* of Hengband!")); + admire_from_patron(player_ptr); + 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 @@ -3119,72 +2742,53 @@ void monster_death(MONSTER_IDX m_idx, bool drop_item) concptr extract_note_dies(MONRACE_IDX r_idx) { monster_race *r_ptr = &r_info[r_idx]; - /* Some monsters get "destroyed" */ - if (!monster_living(r_idx)) - { - int i; + if (monster_living(r_idx)) return _("は死んだ。", " dies."); - for (i = 0; i < 4; i++) + for (int i = 0; i < 4; i++) + { + if (r_ptr->blow[i].method == RBM_EXPLODE) { - 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 _("は爆発して粉々になった。", " explodes into tiny shreds."); } - return _("を倒した。", " is destroyed."); } - return _("は死んだ。", " dies."); + 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); + bool living = monster_living(m_ptr->ap_r_idx); + int perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0; - /* Calculate a health "percentage" */ - perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0; - - /* Healthy monsters */ + concptr desc; 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? */ + concptr attitude; if (!(mode & 0x01)) { - /* Full information is not needed */ attitude = ""; } else if (is_pet(m_ptr)) @@ -3200,25 +2804,18 @@ concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode) attitude = _("", ""); } - /* Clone monster? */ - if (m_ptr->smart & SM_CLONED) - { - clone = ", clone"; - } - else - { - clone = ""; - } - - /* Display monster's level --- idea borrowed from ToME */ + concptr clone = (m_ptr->smart & SM_CLONED) ? ", clone" : ""; + monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx]; 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); - } + return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone); } + +bool is_original_ap_and_seen(player_type *player_ptr, monster_type *m_ptr) +{ + return m_ptr->ml && !player_ptr->image && (m_ptr->ap_r_idx == m_ptr->r_idx); +}