3 * @brief モンスター情報の記述 / describe monsters (using monster memory)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2014 Deskull rearranged comment for Doxygen.
18 #include "objectkind-hook.h"
20 #include "monster-spell.h"
21 #include "monsterrace-hook.h"
22 #include "spells-summon.h"
32 * Pronoun arrays, by gender.
34 static concptr wd_he[3] =
38 { "it", "he", "she" };
41 static concptr wd_his[3] =
43 { "それの", "彼の", "彼女の" };
45 { "its", "his", "her" };
51 * 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural)
53 #define plural(c,s,p) \
54 (((c) == 1) ? (s) : (p))
59 * @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
60 * @param r_idx モンスターの種族ID
61 * @return 敵のACを知る条件が満たされているならTRUEを返す
63 * The higher the level, the fewer kills needed.
65 static bool know_armour(MONRACE_IDX r_idx)
67 monster_race *r_ptr = &r_info[r_idx];
68 DEPTH level = r_ptr->level;
69 MONSTER_NUMBER kills = r_ptr->r_tkills;
71 bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
73 if (cheat_know || known) return (TRUE);
74 if (kills > 304 / (4 + level)) return (TRUE);
75 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
76 if (kills > 304 / (38 + (5 * level) / 4)) return (TRUE);
82 * @brief モンスターの打撃威力を知ることができるかどうかを返す
83 * Determine if the "damage" of the given attack is known
84 * @param r_idx モンスターの種族ID
86 * @return 敵のダメージダイスを知る条件が満たされているならTRUEを返す
89 * the higher the level of the monster, the fewer the attacks you need,
90 * the more damage an attack does, the more attacks you need
93 static bool know_damage(MONRACE_IDX r_idx, int i)
95 monster_race *r_ptr = &r_info[r_idx];
97 DEPTH level = r_ptr->level;
99 s32b a = r_ptr->r_blows[i];
101 s32b d1 = r_ptr->blow[i].d_dice;
102 s32b d2 = r_ptr->blow[i].d_side;
106 if (d >= ((4+level)*MAX_UCHAR)/80) d = ((4+level)*MAX_UCHAR-1)/80;
107 if ((4 + level) * a > 80 * d) return (TRUE);
108 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
109 if ((4 + level) * (2 * a) > 80 * d) return (TRUE);
117 * Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
119 void (*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
122 * @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
126 static void hooked_roff(concptr str)
129 hook_c_roff(TERM_WHITE, str);
133 * @brief ダイス目を文字列に変換する
134 * @param base_damage 固定値
135 * @param dice_num ダイス数
136 * @param dice_side ダイス面
137 * @param dice_mult ダイス倍率
138 * @param dice_div ダイス除数
139 * @param msg 文字列を格納するポインタ
142 void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
144 char base[80] = "", dice[80] = "", mult[80] = "";
148 sprintf(msg, "%d", base_damage);
152 if (base_damage != 0)
153 sprintf(base, "%d+", base_damage);
156 sprintf(dice, "d%d", dice_side);
158 sprintf(dice, "%dd%d", dice_num, dice_side);
160 if (dice_mult != 1 || dice_div != 1)
163 sprintf(mult, "*%d", dice_mult);
165 sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
167 sprintf(msg, "%s%s%s", base, dice, mult);
172 * @brief 文字列にモンスターの攻撃力を加える
173 * @param r_idx モンスターの種族ID
174 * @param SPELL_NUM 呪文番号
176 * @param tmp 返すメッセージを格納する配列
179 void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
181 int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
182 int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
183 int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
184 int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
185 int dice_div = monspell_race_damage(SPELL_NUM, r_idx, DICE_DIV);
186 char dmg_str[80], dice_str[80];
187 dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
188 sprintf(dice_str, "(%s)", dmg_str);
190 if (know_armour(r_idx))
191 sprintf(tmp, msg, dice_str);
193 sprintf(tmp, msg, "");
197 * @brief モンスターの思い出情報を表示する
198 * Hack -- display monster information using "hooked_roff()"
199 * @param r_idx モンスターの種族ID
200 * @param mode 表示オプション
203 * This function should only be called with the cursor placed at the
204 * left edge of the screen, on a cleared line, in which the recall is
205 * to take place. One extra blank line is left after the recall.
207 static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
209 monster_race *r_ptr = &r_info[r_idx];
221 bool nightmare = ironman_nightmare && !(mode & 0x02);
222 SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
226 bool reinforce = FALSE;
232 BIT_FLAGS a_ability_flags1;
233 BIT_FLAGS a_ability_flags2;
237 ITEM_NUMBER drop_gold, drop_item;
242 char tmp_msg[96][96];
244 bool know_everything = FALSE;
246 /* Obtain a copy of the "known" number of drops */
247 drop_gold = r_ptr->r_drop_gold;
248 drop_item = r_ptr->r_drop_item;
250 /* Obtain a copy of the "known" flags */
251 flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
252 flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
253 flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
254 flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
255 a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
256 a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
257 flags7 = (r_ptr->flags7 & r_ptr->flags7);
258 flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
260 for(n = 0; n < A_MAX; n++)
262 if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
265 /* cheat_know or research_mon() */
266 if (cheat_know || (mode & 0x01))
267 know_everything = TRUE;
269 /* Cheat -- Know everything */
272 /* Hack -- maximal drops */
273 drop_gold = drop_item =
274 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
275 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
276 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
277 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
278 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
279 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
281 /* Hack -- but only "valid" drops */
282 if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
283 if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0;
285 /* Hack -- know all the flags */
286 flags1 = r_ptr->flags1;
287 flags2 = r_ptr->flags2;
288 flags3 = r_ptr->flags3;
289 flags4 = r_ptr->flags4;
290 a_ability_flags1 = r_ptr->a_ability_flags1;
291 a_ability_flags2 = r_ptr->a_ability_flags2;
292 flagsr = r_ptr->flagsr;
296 /* Extract a gender (if applicable) */
297 if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
298 else if (r_ptr->flags1 & RF1_MALE) msex = 1;
300 /* Assume some "obvious" flags */
301 if (r_ptr->flags1 & RF1_UNIQUE) flags1 |= (RF1_UNIQUE);
302 if (r_ptr->flags1 & RF1_QUESTOR) flags1 |= (RF1_QUESTOR);
303 if (r_ptr->flags1 & RF1_MALE) flags1 |= (RF1_MALE);
304 if (r_ptr->flags1 & RF1_FEMALE) flags1 |= (RF1_FEMALE);
306 /* Assume some "creation" flags */
307 if (r_ptr->flags1 & RF1_FRIENDS) flags1 |= (RF1_FRIENDS);
308 if (r_ptr->flags1 & RF1_ESCORT) flags1 |= (RF1_ESCORT);
309 if (r_ptr->flags1 & RF1_ESCORTS) flags1 |= (RF1_ESCORTS);
311 /* Killing a monster reveals some properties */
312 if (r_ptr->r_tkills || know_everything)
314 /* Know "race" flags */
315 if (r_ptr->flags3 & RF3_ORC) flags3 |= (RF3_ORC);
316 if (r_ptr->flags3 & RF3_TROLL) flags3 |= (RF3_TROLL);
317 if (r_ptr->flags3 & RF3_GIANT) flags3 |= (RF3_GIANT);
318 if (r_ptr->flags3 & RF3_DRAGON) flags3 |= (RF3_DRAGON);
319 if (r_ptr->flags3 & RF3_DEMON) flags3 |= (RF3_DEMON);
320 if (r_ptr->flags3 & RF3_UNDEAD) flags3 |= (RF3_UNDEAD);
321 if (r_ptr->flags3 & RF3_EVIL) flags3 |= (RF3_EVIL);
322 if (r_ptr->flags3 & RF3_GOOD) flags3 |= (RF3_GOOD);
323 if (r_ptr->flags3 & RF3_ANIMAL) flags3 |= (RF3_ANIMAL);
324 if (r_ptr->flags3 & RF3_AMBERITE) flags3 |= (RF3_AMBERITE);
325 if (r_ptr->flags2 & RF2_HUMAN) flags2 |= (RF2_HUMAN);
327 /* Know 'quantum' flag */
328 if (r_ptr->flags2 & RF2_QUANTUM) flags2 |= (RF2_QUANTUM);
330 /* Know "forced" flags */
331 if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH);
332 if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP);
335 /* For output_monster_spoiler() */
342 /* Treat uniques differently */
343 if (flags1 & RF1_UNIQUE)
345 /* Hack -- Determine if the unique is "dead" */
346 bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
348 /* We've been killed... */
351 /* Killed ancestors */
352 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"),
353 wd_he[msex], r_ptr->r_deaths));
355 /* But we've also killed it */
359 _("が、すでに仇討ちは果たしている!",
360 (", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them")))));
363 /* Unavenged (ever) */
367 _("のに、まだ仇討ちを果たしていない。",
368 (", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain")))));
371 /* Start a new line */
375 /* Dead unique who never hurt us */
378 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. "));
380 /* Start a new line */
385 /* Not unique, but killed us */
386 else if (r_ptr->r_deaths)
390 _(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),
391 format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
393 /* Some kills this life */
397 _("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。",
398 "and you have exterminated at least %d of the creatures. "), r_ptr->r_pkills));
401 /* Some kills past lives */
402 else if (r_ptr->r_tkills)
405 _("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。",
406 "and your ancestors have exterminated at least %d of the creatures. "), r_ptr->r_tkills));
413 _("が、まだ%sを倒したことはない。",
414 "and %s is not ever known to have been defeated. "), wd_he[msex]));
417 /* Start a new line */
422 /* Killed some this life */
426 _("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。",
427 "You have killed at least %d of these creatures. "), r_ptr->r_pkills));
430 /* Killed some last life */
431 else if (r_ptr->r_tkills)
434 _("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。",
435 "Your ancestors have killed at least %d of these creatures. "), r_ptr->r_tkills));
441 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. "));
444 /* Start a new line */
450 concptr tmp = r_text + r_ptr->text;
457 /* Start a new line */
462 if (r_idx == MON_KAGE)
473 /* Describe location */
474 if (r_ptr->level == 0)
476 hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex]));
479 else if (r_ptr->r_tkills || know_everything)
484 _("%^sは通常地下 %d フィートで出現し", "%^s is normally found at depths of %d feet"),
485 wd_he[msex], r_ptr->level * 50));
490 _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
491 wd_he[msex], r_ptr->level));
497 /* Describe movement */
498 if (r_idx == MON_CHAMELEON)
500 hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
508 hooked_roff(_("、", ", and "));
512 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
516 hooked_roff("moves");
520 if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25))
523 if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
525 hooked_roff(_("かなり", " extremely"));
527 else if (flags1 & RF1_RAND_50)
529 hooked_roff(_("幾分", " somewhat"));
531 else if (flags1 & RF1_RAND_25)
533 hooked_roff(_("少々", " a bit"));
537 hooked_roff(_("不規則に", " erratically"));
539 /* Hack -- Occasional conjunction */
540 if (speed != 110) hooked_roff(_("、かつ", ", and"));
545 if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
546 else if (speed > 134) hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
547 else if (speed > 129) hook_c_roff(TERM_ORANGE, _("非常に", " very"));
548 else if (speed > 124) hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
549 else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
550 hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
552 else if (speed < 110)
554 if (speed < 90) hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
555 else if (speed < 95) hook_c_roff(TERM_BLUE, _("非常に", " very"));
556 else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
557 else if (speed > 104) hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
558 hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
562 hooked_roff(_("普通の速さで", " at normal speed"));
565 hooked_roff("動いている");
569 /* The code above includes "attack speed" */
570 if (flags1 & RF1_NEVER_MOVE)
575 hooked_roff(_("、しかし", ", but "));
579 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
582 hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
585 /* End this sentence */
588 hooked_roff(_("。", ". "));
593 /* Describe experience if known */
594 if (r_ptr->r_tkills || know_everything)
600 if (flags1 & RF1_UNIQUE)
602 hooked_roff("Killing this");
606 hooked_roff("A kill of this");
611 /* Describe the "quality" */
612 if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
613 if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
614 if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
615 if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, _("善良な", " good"));
616 if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
617 if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
619 if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
621 /* Describe the "race" */
622 if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
623 if (flags3 & RF3_DEMON) hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
624 if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, _("ジャイアント", " giant"));
625 if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, _("トロル", " troll"));
626 if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, _("オーク", " orc"));
627 if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, _("人間", " human"));
628 if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
629 if (flags3 & RF3_ANGEL) hook_c_roff(TERM_YELLOW, _("天使", " angel"));
633 hooked_roff(_("モンスター", " creature"));
637 hooked_roff("を倒すことは");
639 /* Group some variables */
643 /* calculate the integer exp part */
644 i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
646 /* calculate the fractional exp part scaled by 100, */
647 /* must use long arithmetic to avoid overflow */
648 j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
649 (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
652 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。",
653 p_ptr->lev, (long)i, (long)j ));
656 /* Mention the experience */
657 hooked_roff(format(" is worth about %ld.%02ld point%s for level %d player",
659 (((i == 1) && (j == 0)) ? "" : "s")), p_ptr->lev);
661 /* Take account of annoying English */
664 if ((p_ptr->lev / 10) == 1) /* nothing */;
665 else if (i == 1) p = "st";
666 else if (i == 2) p = "nd";
667 else if (i == 3) p = "rd";
669 /* Take account of "leading vowels" in numbers */
672 if ((i == 8) || (i == 11) || (i == 18)) q = "n";
674 /* Mention the dependance on the player's level */
675 hooked_roff(format(" for a%s %lu%s level character. ",
682 if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
684 hook_c_roff(TERM_VIOLET, format(
685 _("%^sは炎と氷とスパークに包まれている。", "%^s is surrounded by flames, ice and electricity. "), wd_he[msex]));
687 else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
689 hook_c_roff(TERM_L_RED, format(
690 _("%^sは炎とスパークに包まれている。", "%^s is surrounded by flames and electricity. "), wd_he[msex]));
692 else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
694 hook_c_roff(TERM_BLUE, format(
695 _("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice. "), wd_he[msex]));
697 else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
699 hook_c_roff(TERM_L_GREEN, format(
700 _("%^sは氷とスパークに包まれている。", "%^s is surrounded by ice and electricity. "), wd_he[msex]));
702 else if (flags2 & RF2_AURA_FIRE)
704 hook_c_roff(TERM_RED, format(
705 _("%^sは炎に包まれている。", "%^s is surrounded by flames. "), wd_he[msex]));
707 else if (flags3 & RF3_AURA_COLD)
709 hook_c_roff(TERM_BLUE, format(
710 _("%^sは氷に包まれている。", "%^s is surrounded by ice. "), wd_he[msex]));
712 else if (flags2 & RF2_AURA_ELEC)
714 hook_c_roff(TERM_L_BLUE, format(
715 _("%^sはスパークに包まれている。", "%^s is surrounded by electricity. "), wd_he[msex]));
718 if (flags2 & RF2_REFLECTING)
719 hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells. "), wd_he[msex]));
721 /* Describe escorts */
722 if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
725 _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts. "), wd_he[msex]));
729 hooked_roff(_("護衛の構成は", "These escorts"));
730 if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
732 hooked_roff(_("少なくとも", " at the least"));
735 hooked_roff(" contain ");
737 for(n = 0; n < A_MAX; n++)
739 if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
741 monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
742 if(rf_ptr->flags1 & RF1_UNIQUE)
744 hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
749 hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
751 bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
752 GAME_TEXT name[MAX_NLEN];
753 strcpy(name, r_name + rf_ptr->name);
754 if(plural) plural_aux(name);
755 hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
760 hooked_roff(_("で成り立っている。", "."));
764 /* Describe friends */
765 else if (flags1 & RF1_FRIENDS)
767 hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[msex]));
771 /* Collect inate attacks */
773 if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
774 if (flags4 & RF4_ROCKET)
776 set_damage(r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
777 vp[vn] = tmp_msg[vn];
778 color[vn++] = TERM_UMBER;
781 if (flags4 & RF4_SHOOT)
783 for (r = 0, m = 0; m < 4; m++)
785 if (r_ptr->blow[m].method == RBM_SHOOT)
787 if (know_armour(r_idx))
788 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);
790 sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
791 vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
796 if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
798 /* Describe inate attacks */
802 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
806 for (n = 0; n < vn; n++)
811 jverb(vp[n], jverb_buf, JVERB_OR);
812 hook_c_roff(color[n], jverb_buf);
813 hook_c_roff(color[n], "り");
816 else hook_c_roff(color[n], vp[n]);
819 if (n == 0) hooked_roff(" may ");
820 else if (n < vn - 1) hooked_roff(", ");
821 else hooked_roff(" or ");
824 hook_c_roff(color[n], vp[n]);
830 hooked_roff(_("ことがある。", ". "));
834 /* Collect breaths */
836 if (flags4 & (RF4_BR_ACID))
838 set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
839 vp[vn] = tmp_msg[vn];
840 color[vn++] = TERM_GREEN;
842 if (flags4 & (RF4_BR_ELEC))
844 set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
845 vp[vn] = tmp_msg[vn];
846 color[vn++] = TERM_BLUE;
848 if (flags4 & (RF4_BR_FIRE))
850 set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
851 vp[vn] = tmp_msg[vn];
852 color[vn++] = TERM_RED;
854 if (flags4 & (RF4_BR_COLD))
856 set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
857 vp[vn] = tmp_msg[vn];
858 color[vn++] = TERM_L_WHITE;
860 if (flags4 & (RF4_BR_POIS))
862 set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
863 vp[vn] = tmp_msg[vn];
864 color[vn++] = TERM_L_GREEN;
866 if (flags4 & (RF4_BR_NETH))
868 set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
869 vp[vn] = tmp_msg[vn];
870 color[vn++] = TERM_L_DARK;
872 if (flags4 & (RF4_BR_LITE))
874 set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
875 vp[vn] = tmp_msg[vn];
876 color[vn++] = TERM_YELLOW;
878 if (flags4 & (RF4_BR_DARK))
880 set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
881 vp[vn] = tmp_msg[vn];
882 color[vn++] = TERM_L_DARK;
884 if (flags4 & (RF4_BR_CONF))
886 set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
887 vp[vn] = tmp_msg[vn];
888 color[vn++] = TERM_L_UMBER;
890 if (flags4 & (RF4_BR_SOUN))
892 set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
893 vp[vn] = tmp_msg[vn];
894 color[vn++] = TERM_ORANGE;
896 if (flags4 & (RF4_BR_CHAO))
898 set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
899 vp[vn] = tmp_msg[vn];
900 color[vn++] = TERM_VIOLET;
902 if (flags4 & (RF4_BR_DISE))
904 set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
905 vp[vn] = tmp_msg[vn];
906 color[vn++] = TERM_VIOLET;
908 if (flags4 & (RF4_BR_NEXU))
910 set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
911 vp[vn] = tmp_msg[vn];
912 color[vn++] = TERM_VIOLET;
914 if (flags4 & (RF4_BR_TIME))
916 set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
917 vp[vn] = tmp_msg[vn];
918 color[vn++] = TERM_L_BLUE;
920 if (flags4 & (RF4_BR_INER))
922 set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
923 vp[vn] = tmp_msg[vn];
924 color[vn++] = TERM_SLATE;
926 if (flags4 & (RF4_BR_GRAV))
928 set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
929 vp[vn] = tmp_msg[vn];
930 color[vn++] = TERM_SLATE;
932 if (flags4 & (RF4_BR_SHAR))
934 set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
935 vp[vn] = tmp_msg[vn];
936 color[vn++] = TERM_L_UMBER;
938 if (flags4 & (RF4_BR_PLAS))
940 set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
941 vp[vn] = tmp_msg[vn];
942 color[vn++] = TERM_L_RED;
944 if (flags4 & (RF4_BR_WALL))
946 set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
947 vp[vn] = tmp_msg[vn];
948 color[vn++] = TERM_UMBER;
950 if (flags4 & (RF4_BR_MANA))
952 set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
953 vp[vn] = tmp_msg[vn];
954 color[vn++] = TERM_L_BLUE;
956 if (flags4 & (RF4_BR_NUKE))
958 set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
959 vp[vn] = tmp_msg[vn];
960 color[vn++] = TERM_L_GREEN;
962 if (flags4 & (RF4_BR_DISI))
964 set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
965 vp[vn] = tmp_msg[vn];
966 color[vn++] = TERM_SLATE;
969 /* Describe breaths */
976 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
979 for (n = 0; n < vn; n++)
983 if ( n != 0 ) hooked_roff("や");
985 if (n == 0) hooked_roff(" may breathe ");
986 else if (n < vn-1) hooked_roff(", ");
987 else hooked_roff(" or ");
992 hook_c_roff(color[n], vp[n]);
995 hooked_roff("のブレスを吐くことがある");
1000 /* Collect spells */
1002 if (a_ability_flags1 & (RF5_BA_ACID))
1004 set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
1005 vp[vn] = tmp_msg[vn];
1006 color[vn++] = TERM_GREEN;
1008 if (a_ability_flags1 & (RF5_BA_ELEC))
1010 set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
1011 vp[vn] = tmp_msg[vn];
1012 color[vn++] = TERM_BLUE;
1014 if (a_ability_flags1 & (RF5_BA_FIRE))
1016 set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
1017 vp[vn] = tmp_msg[vn];
1018 color[vn++] = TERM_RED;
1020 if (a_ability_flags1 & (RF5_BA_COLD))
1022 set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
1023 vp[vn] = tmp_msg[vn];
1024 color[vn++] = TERM_L_WHITE;
1026 if (a_ability_flags1 & (RF5_BA_POIS))
1028 set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
1029 vp[vn] = tmp_msg[vn];
1030 color[vn++] = TERM_L_GREEN;
1032 if (a_ability_flags1 & (RF5_BA_NETH))
1034 set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
1035 vp[vn] = tmp_msg[vn];
1036 color[vn++] = TERM_L_DARK;
1038 if (a_ability_flags1 & (RF5_BA_WATE))
1040 set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
1041 vp[vn] = tmp_msg[vn];
1042 color[vn++] = TERM_BLUE;
1044 if (flags4 & (RF4_BA_NUKE))
1046 set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
1047 vp[vn] = tmp_msg[vn];
1048 color[vn++] = TERM_L_GREEN;
1050 if (a_ability_flags1 & (RF5_BA_MANA))
1052 set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
1053 vp[vn] = tmp_msg[vn];
1054 color[vn++] = TERM_L_BLUE;
1056 if (a_ability_flags1 & (RF5_BA_DARK))
1058 set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
1059 vp[vn] = tmp_msg[vn];
1060 color[vn++] = TERM_L_DARK;
1062 if (a_ability_flags1 & (RF5_BA_LITE))
1064 set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
1065 vp[vn] = tmp_msg[vn];
1066 color[vn++] = TERM_YELLOW;
1068 if (flags4 & (RF4_BA_CHAO))
1070 set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
1071 vp[vn] = tmp_msg[vn];
1072 color[vn++] = TERM_VIOLET;
1074 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; }
1075 if (a_ability_flags2 & (RF6_PSY_SPEAR))
1077 set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
1078 vp[vn] = tmp_msg[vn];
1079 color[vn++] = TERM_YELLOW;
1081 if (a_ability_flags1 & (RF5_DRAIN_MANA))
1083 set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
1084 vp[vn] = tmp_msg[vn];
1085 color[vn++] = TERM_SLATE;
1087 if (a_ability_flags1 & (RF5_MIND_BLAST))
1089 set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
1090 vp[vn] = tmp_msg[vn];
1091 color[vn++] = TERM_L_RED;
1093 if (a_ability_flags1 & (RF5_BRAIN_SMASH))
1095 set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
1096 vp[vn] = tmp_msg[vn];
1097 color[vn++] = TERM_RED;
1099 if (a_ability_flags1 & (RF5_CAUSE_1))
1101 set_damage(r_idx, (MS_CAUSE_1),
1102 _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
1103 vp[vn] = tmp_msg[vn];
1104 color[vn++] = TERM_L_WHITE;
1106 if (a_ability_flags1 & (RF5_CAUSE_2))
1108 set_damage(r_idx, (MS_CAUSE_2),
1109 _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
1110 vp[vn] = tmp_msg[vn];
1111 color[vn++] = TERM_L_WHITE;
1113 if (a_ability_flags1 & (RF5_CAUSE_3))
1115 set_damage(r_idx, (MS_CAUSE_3),
1116 _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
1117 vp[vn] = tmp_msg[vn];
1118 color[vn++] = TERM_L_WHITE;
1120 if (a_ability_flags1 & (RF5_CAUSE_4))
1122 set_damage(r_idx, (MS_CAUSE_4),
1123 _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
1124 vp[vn] = tmp_msg[vn];
1125 color[vn++] = TERM_L_WHITE;
1127 if (a_ability_flags1 & (RF5_BO_ACID))
1129 set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
1130 vp[vn] = tmp_msg[vn];
1131 color[vn++] = TERM_GREEN;
1133 if (a_ability_flags1 & (RF5_BO_ELEC))
1135 set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
1136 vp[vn] = tmp_msg[vn];
1137 color[vn++] = TERM_BLUE;
1139 if (a_ability_flags1 & (RF5_BO_FIRE))
1141 set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
1142 vp[vn] = tmp_msg[vn];
1143 color[vn++] = TERM_RED;
1145 if (a_ability_flags1 & (RF5_BO_COLD))
1147 set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
1148 vp[vn] = tmp_msg[vn];
1149 color[vn++] = TERM_L_WHITE;
1151 if (a_ability_flags1 & (RF5_BO_NETH))
1153 set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
1154 vp[vn] = tmp_msg[vn];
1155 color[vn++] = TERM_L_DARK;
1157 if (a_ability_flags1 & (RF5_BO_WATE))
1159 set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
1160 vp[vn] = tmp_msg[vn];
1161 color[vn++] = TERM_BLUE;
1163 if (a_ability_flags1 & (RF5_BO_MANA))
1165 set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
1166 vp[vn] = tmp_msg[vn];
1167 color[vn++] = TERM_L_BLUE;
1169 if (a_ability_flags1 & (RF5_BO_PLAS))
1171 set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
1172 vp[vn] = tmp_msg[vn];
1173 color[vn++] = TERM_L_RED;
1175 if (a_ability_flags1 & (RF5_BO_ICEE))
1177 set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
1178 vp[vn] = tmp_msg[vn];
1179 color[vn++] = TERM_WHITE;
1181 if (a_ability_flags1 & (RF5_MISSILE))
1183 set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
1184 vp[vn] = tmp_msg[vn];
1185 color[vn++] = TERM_SLATE;
1187 if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
1188 if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
1189 if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
1190 if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
1191 if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
1192 if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
1193 if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
1194 if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
1195 if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
1196 if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
1197 if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
1198 if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
1199 if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
1200 if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
1201 if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
1203 if (a_ability_flags2 & (RF6_DARKNESS))
1205 if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
1207 vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
1211 vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
1215 if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
1216 if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
1217 if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
1218 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; }
1219 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; }
1220 if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
1221 if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
1222 if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
1223 if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
1224 if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
1225 if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
1226 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; }
1227 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; }
1228 if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
1229 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; }
1230 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; }
1231 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; }
1232 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; }
1233 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; }
1236 /* Describe spells */
1245 hooked_roff(_("、なおかつ", ", and is also"));
1249 hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
1254 if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
1257 hooked_roff("魔法を使うことができ、");
1260 hooked_roff(" magical, casting spells");
1263 if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
1268 for (n = 0; n < vn; n++)
1272 if ( n != 0 ) hooked_roff("、");
1274 if (n == 0) hooked_roff(" which ");
1275 else if (n < vn-1) hooked_roff(", ");
1276 else hooked_roff(" or ");
1281 hook_c_roff(color[n], vp[n]);
1284 hooked_roff("の呪文を唱えることがある");
1289 /* End the sentence about inate/other spells */
1290 if (breath || magic)
1293 m = r_ptr->r_cast_spell;
1295 /* Average frequency */
1296 n = r_ptr->freq_spell;
1298 /* Describe the spell frequency */
1299 if (m > 100 || know_everything)
1302 _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
1305 /* Guess at the frequency */
1308 n = ((n + 9) / 10) * 10;
1310 _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
1313 /* End this sentence */
1314 hooked_roff(_("。", ". "));
1317 /* Describe monster "toughness" */
1318 if (know_everything || know_armour(r_idx))
1322 _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
1323 wd_he[msex], r_ptr->ac));
1325 /* Maximized hitpoints */
1326 if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
1328 u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
1330 _(" %d の体力がある。", " and a life rating of %d. "),
1331 (s16b)MIN(30000, hp)));
1334 /* Variable hitpoints */
1338 _(" %dd%d の体力がある。", " and a life rating of %dd%d. "),
1339 r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
1345 /* Collect special abilities. */
1347 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; }
1348 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; }
1349 if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
1350 if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
1351 if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
1352 if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
1353 if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
1354 if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
1355 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; }
1356 if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
1357 if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
1358 if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
1361 /* Describe special abilities. */
1365 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1368 for (n = 0; n < vn; n++)
1374 jverb(vp[n], jverb_buf, JVERB_AND);
1375 hook_c_roff(color[n], jverb_buf);
1378 else hook_c_roff(color[n], vp[n]);
1380 if (n == 0) hooked_roff(" can ");
1381 else if (n < vn - 1) hooked_roff(", ");
1382 else hooked_roff(" and ");
1385 hook_c_roff(color[n], vp[n]);
1391 hooked_roff(_("ことができる。", ". "));
1396 if (flags7 & RF7_AQUATIC)
1398 hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water. "), wd_he[msex]));
1401 /* Describe special abilities. */
1402 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
1404 hooked_roff(format(_("%^sは光っている。", "%^s is shining. "), wd_he[msex]));
1406 if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
1408 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]));
1410 if (flags2 & RF2_INVISIBLE)
1412 hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible. "), wd_he[msex]));
1414 if (flags2 & RF2_COLD_BLOOD)
1416 hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded. "), wd_he[msex]));
1418 if (flags2 & RF2_EMPTY_MIND)
1420 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]));
1422 else if (flags2 & RF2_WEIRD_MIND)
1424 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]));
1426 if (flags2 & RF2_MULTIPLY)
1428 hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively. "), wd_he[msex]));
1430 if (flags2 & RF2_REGENERATE)
1432 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]));
1434 if (flags7 & RF7_RIDING)
1436 hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[msex]));
1440 /* Collect susceptibilities */
1442 if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
1443 if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
1444 if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1445 if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1448 /* Describe susceptibilities */
1452 hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
1455 for (n = 0; n < vn; n++)
1459 if ( n != 0 ) hooked_roff("や");
1461 if (n == 0) hooked_roff(" is hurt by ");
1462 else if (n < vn-1) hooked_roff(", ");
1463 else hooked_roff(" and ");
1468 hook_c_roff(color[n], vp[n]);
1472 hooked_roff(_("でダメージを与えられる。", ". "));
1476 /* Collect immunities */
1478 if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
1479 if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
1480 if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1481 if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1482 if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
1485 /* Collect resistances */
1486 if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
1487 if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
1488 if (flagsr & RFR_RES_NETH) { vp[vn] = _("地獄", "nether"); color[vn++] = TERM_L_DARK; }
1489 if (flagsr & RFR_RES_WATE) { vp[vn] = _("水", "water"); color[vn++] = TERM_BLUE; }
1490 if (flagsr & RFR_RES_PLAS) { vp[vn] = _("プラズマ", "plasma"); color[vn++] = TERM_L_RED; }
1491 if (flagsr & RFR_RES_SHAR) { vp[vn] = _("破片", "shards"); color[vn++] = TERM_L_UMBER; }
1492 if (flagsr & RFR_RES_SOUN) { vp[vn] = _("轟音", "sound"); color[vn++] = TERM_ORANGE; }
1493 if (flagsr & RFR_RES_CHAO) { vp[vn] = _("カオス", "chaos"); color[vn++] = TERM_VIOLET; }
1494 if (flagsr & RFR_RES_NEXU) { vp[vn] = _("因果混乱", "nexus"); color[vn++] = TERM_VIOLET; }
1495 if (flagsr & RFR_RES_DISE) { vp[vn] = _("劣化", "disenchantment"); color[vn++] = TERM_VIOLET; }
1496 if (flagsr & RFR_RES_WALL) { vp[vn] = _("フォース", "force"); color[vn++] = TERM_UMBER; }
1497 if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
1498 if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
1499 if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
1500 if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
1501 if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
1503 /* Describe immunities and resistances */
1507 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1510 for (n = 0; n < vn; n++)
1514 if ( n != 0 ) hooked_roff("と");
1516 if (n == 0) hooked_roff(" resists ");
1517 else if (n < vn-1) hooked_roff(", ");
1518 else hooked_roff(" and ");
1523 hook_c_roff(color[n], vp[n]);
1527 hooked_roff(_("の耐性を持っている。", ". "));
1531 if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything)
1533 if (r_ptr->next_r_idx)
1535 hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
1536 hook_c_roff(TERM_YELLOW, format("%s", r_name+r_info[r_ptr->next_r_idx].name));
1539 (" when %s gets enugh experience. ", wd_he[msex]))));
1541 else if (!(r_ptr->flags1 & RF1_UNIQUE))
1543 hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[msex]));
1547 /* Collect non-effects */
1549 if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
1550 if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
1551 if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
1552 if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
1553 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; }
1555 /* Describe non-effects */
1560 _("%^sは", "%^s"), wd_he[msex]));
1563 for (n = 0; n < vn; n++)
1567 if ( n != 0 ) hooked_roff("し、");
1569 if (n == 0) hooked_roff(" cannot be ");
1570 else if (n < vn - 1) hooked_roff(", ");
1571 else hooked_roff(" or ");
1576 hook_c_roff(color[n], vp[n]);
1580 hooked_roff(_("。", ". "));
1584 /* Do we know how aware it is? */
1585 if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) ||
1586 (r_ptr->r_ignore == MAX_UCHAR) ||
1587 (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
1591 if (r_ptr->sleep > 200)
1593 act = _("を無視しがちであるが", "prefers to ignore");
1595 else if (r_ptr->sleep > 95)
1597 act = _("に対してほとんど注意を払わないが", "pays very little attention to");
1599 else if (r_ptr->sleep > 75)
1601 act = _("に対してあまり注意を払わないが", "pays little attention to");
1603 else if (r_ptr->sleep > 45)
1605 act = _("を見過ごしがちであるが", "tends to overlook");
1607 else if (r_ptr->sleep > 25)
1609 act = _("をほんの少しは見ており", "takes quite a while to see");
1611 else if (r_ptr->sleep > 10)
1613 act = _("をしばらくは見ており", "takes a while to see");
1615 else if (r_ptr->sleep > 5)
1617 act = _("を幾分注意深く見ており", "is fairly observant of");
1619 else if (r_ptr->sleep > 3)
1621 act = _("を注意深く見ており", "is observant of");
1623 else if (r_ptr->sleep > 1)
1625 act = _("をかなり注意深く見ており", "is very observant of");
1627 else if (r_ptr->sleep > 0)
1629 act = _("を警戒しており", "is vigilant for");
1633 act = _("をかなり警戒しており", "is ever vigilant for");
1637 _(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),
1638 format("%^s %s intruders, which %s may notice from %d feet. ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
1642 /* Drops gold and/or items */
1643 if (drop_gold || drop_item)
1647 _("%^sは", "%^s may carry"), wd_he[msex]));
1654 /* Count maximum drop */
1655 n = MAX(drop_gold, drop_item);
1657 /* One drop (may need an "n") */
1660 hooked_roff(_("一つの", " a"));
1670 _("一つか二つの", " one or two"));
1677 _(" %d 個までの", " up to %d"), n));
1682 if (flags1 & RF1_DROP_GREAT)
1684 p = _("特別な", " exceptional");
1687 /* Good (no "n" needed) */
1688 else if (flags1 & RF1_DROP_GOOD)
1690 p = _("上質な", " good");
1705 /* Handle singular "an" */
1707 if (sin) hooked_roff("n");
1711 /* Dump "object(s)" */
1712 if (p) hooked_roff(p);
1714 _("アイテム", " object"));
1717 if (n != 1) hooked_roff("s");
1720 /* Conjunction replaces variety, if needed for "gold" below */
1729 if (!p) sin = FALSE;
1731 /* Handle singular "an" */
1732 if (sin) hooked_roff("n");
1736 /* Dump "treasure(s)" */
1737 if (p) hooked_roff(p);
1738 hooked_roff(_("財宝", " treasure"));
1740 if (n != 1) hooked_roff("s");
1745 /* End this sentence */
1746 hooked_roff(_("を持っていることがある。", ". "));
1750 /* Count the number of "known" attacks */
1751 for (n = 0, m = 0; m < 4; m++)
1753 /* Skip non-attacks */
1754 if (!r_ptr->blow[m].method) continue;
1755 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1757 /* Count known attacks */
1758 if (r_ptr->r_blows[m] || know_everything) n++;
1761 /* Examine (and count) the actual attacks */
1762 for (r = 0, m = 0; m < 4; m++)
1764 int method, effect, d1, d2;
1766 /* Skip non-attacks */
1767 if (!r_ptr->blow[m].method) continue;
1768 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1770 /* Skip unknown attacks */
1771 if (!r_ptr->r_blows[m] && !know_everything) continue;
1773 /* Extract the attack info */
1774 method = r_ptr->blow[m].method;
1775 effect = r_ptr->blow[m].effect;
1776 d1 = r_ptr->blow[m].d_dice;
1777 d2 = r_ptr->blow[m].d_side;
1782 /* Acquire the method */
1785 case RBM_HIT: p = _("殴る", "hit"); break;
1786 case RBM_TOUCH: p = _("触る", "touch"); break;
1787 case RBM_PUNCH: p = _("パンチする", "punch"); break;
1788 case RBM_KICK: p = _("蹴る", "kick"); break;
1789 case RBM_CLAW: p = _("ひっかく", "claw"); break;
1790 case RBM_BITE: p = _("噛む", "bite"); break;
1791 case RBM_STING: p = _("刺す", "sting"); break;
1792 case RBM_SLASH: p = _("斬る", "slash"); break;
1793 case RBM_BUTT: p = _("角で突く", "butt"); break;
1794 case RBM_CRUSH: p = _("体当たりする", "crush"); break;
1795 case RBM_ENGULF: p = _("飲み込む", "engulf"); break;
1796 case RBM_CHARGE: p = _("請求書をよこす", "charge"); break;
1797 case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break;
1798 case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break;
1799 case RBM_SPIT: p = _("つばを吐く", "spit"); break;
1800 case RBM_EXPLODE: p = _("爆発する", "explode"); break;
1801 case RBM_GAZE: p = _("にらむ", "gaze"); break;
1802 case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break;
1803 case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break;
1804 case RBM_XXX4: break;
1805 case RBM_BEG: p = _("金をせがむ", "beg"); break;
1806 case RBM_INSULT: p = _("侮辱する", "insult"); break;
1807 case RBM_MOAN: p = _("うめく", "moan"); break;
1808 case RBM_SHOW: p = _("歌う", "sing"); break;
1812 /* Default effect */
1815 /* Acquire the effect */
1818 case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
1819 case RBE_HURT: q = _("攻撃する", "attack"); break;
1820 case RBE_POISON: q = _("毒をくらわす", "poison"); break;
1821 case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break;
1822 case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break;
1823 case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break;
1824 case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break;
1825 case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break;
1826 case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break;
1827 case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break;
1828 case RBE_ELEC: q = _("感電させる", "electrocute"); break;
1829 case RBE_FIRE: q = _("燃やす", "burn"); break;
1830 case RBE_COLD: q = _("凍らせる", "freeze"); break;
1831 case RBE_BLIND: q = _("盲目にする", "blind"); break;
1832 case RBE_CONFUSE: q = _("混乱させる", "confuse"); break;
1833 case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break;
1834 case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break;
1835 case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break;
1836 case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break;
1837 case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break;
1838 case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break;
1839 case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break;
1840 case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break;
1841 case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break;
1842 case RBE_SHATTER: q = _("粉砕する", "shatter"); break;
1843 case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
1844 case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
1845 case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
1846 case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
1847 case RBE_DISEASE: q = _("病気にする", "disease"); break;
1848 case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break;
1849 case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break;
1850 case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break;
1851 case RBE_INERTIA: q = _("減速させる", "slow"); break;
1852 case RBE_STUN: q = _("朦朧とさせる", "stun"); break;
1857 if ( r == 0 ) hooked_roff( format("%^sは", wd_he[msex]) );
1859 /***若干表現を変更 ita ***/
1861 /* Describe damage (if known) */
1862 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1865 /* Display the damage */
1866 hooked_roff(format(" %dd%d ", d1, d2));
1867 hooked_roff("のダメージで");
1869 /* Hack -- force a method */
1870 if (!p) p = "何か奇妙なことをする";
1872 /* Describe the method */
1873 /* XXしてYYし/XXしてYYする/XXし/XXする */
1874 if(q) jverb( p ,jverb_buf, JVERB_TO);
1875 else if(r!=n-1) jverb( p ,jverb_buf, JVERB_AND);
1876 else strcpy(jverb_buf, p);
1878 hooked_roff(jverb_buf);
1880 /* Describe the effect (if any) */
1883 if(r!=n-1) jverb( q,jverb_buf, JVERB_AND);
1884 else strcpy(jverb_buf,q);
1885 hooked_roff(jverb_buf);
1887 if(r!=n-1) hooked_roff("、");
1889 /* Introduce the attack description */
1892 hooked_roff(format("%^s can ", wd_he[msex]));
1900 hooked_roff(", and ");
1904 /* Hack -- force a method */
1905 if (!p) p = "do something weird";
1907 /* Describe the method */
1911 /* Describe the effect (if any) */
1914 /* Describe the attack type */
1915 hooked_roff(" to ");
1918 /* Describe damage (if known) */
1919 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1921 /* Display the damage */
1922 hooked_roff(" with damage");
1923 hooked_roff(format(" %dd%d", d1, d2));
1930 /* Count the attacks as printed */
1934 /* Finish sentence above */
1937 hooked_roff(_("。", ". "));
1940 /* Notice lack of attacks */
1941 else if (flags1 & RF1_NEVER_BLOW)
1944 _("%^sは物理的な攻撃方法を持たない。",
1945 "%^s has no physical attacks. "), wd_he[msex]));
1948 /* Or describe the lack of knowledge */
1952 _("%s攻撃については何も知らない。",
1953 "Nothing is known about %s attack. "), wd_his[msex]));
1958 * Notice "Quest" monsters, but only if you
1959 * already encountered the monster.
1961 if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
1963 hook_c_roff(TERM_VIOLET,
1964 _("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...",
1965 "You feel an intense desire to kill this monster... "));
1968 else if (flags7 & RF7_GUARDIAN)
1970 hook_c_roff(TERM_L_RED,
1971 _("このモンスターはダンジョンの主である。",
1972 "This monster is the master of a dungeon."));
1983 * @brief モンスター情報のヘッダを記述する
1984 * Hack -- Display the "name" and "attr/chars" of a monster race
1985 * @param r_idx モンスターの種族ID
1988 void roff_top(MONRACE_IDX r_idx)
1990 monster_race *r_ptr = &r_info[r_idx];
1996 /* Access the chars */
2000 /* Access the attrs */
2005 /* Clear the top line */
2006 Term_erase(0, 0, 255);
2008 /* Reset the cursor */
2012 /* A title (use "The" for non-uniques) */
2013 if (!(r_ptr->flags1 & RF1_UNIQUE))
2015 Term_addstr(-1, TERM_WHITE, "The ");
2020 Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
2022 /* Append the "standard" attr/char info */
2023 Term_addstr(-1, TERM_WHITE, " ('");
2024 Term_add_bigch(a1, c1);
2025 Term_addstr(-1, TERM_WHITE, "')");
2027 /* Append the "optional" attr/char info */
2028 Term_addstr(-1, TERM_WHITE, "/('");
2029 Term_add_bigch(a2, c2);
2030 Term_addstr(-1, TERM_WHITE, "'):");
2032 /* Wizards get extra info */
2037 sprintf(buf, "%d", r_idx);
2039 Term_addstr(-1, TERM_WHITE, " (");
2040 Term_addstr(-1, TERM_L_BLUE, buf);
2041 Term_addch(TERM_WHITE, ')');
2048 * @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 /
2049 * Hack -- describe the given monster race at the top of the screen
2050 * @param r_idx モンスターの種族ID
2051 * @param mode 表示オプション
2054 void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
2059 Term_erase(0, 1, 255);
2061 hook_c_roff = c_roff;
2063 /* Recall monster */
2064 roff_aux(r_idx, mode);
2066 /* Describe monster */
2074 * @brief モンスター情報の現在のウィンドウに表示する /
2075 * Hack -- describe the given monster race in the current "term" window
2076 * @param r_idx モンスターの種族ID
2079 void display_roff(MONRACE_IDX r_idx)
2083 /* Erase the window */
2084 for (y = 0; y < Term->hgt; y++)
2086 /* Erase the line */
2087 Term_erase(0, y, 255);
2093 hook_c_roff = c_roff;
2095 /* Recall monster */
2098 /* Describe monster */
2104 * @brief モンスター詳細情報を自動スポイラー向けに出力する /
2105 * Hack -- output description of the given monster race
2106 * @param r_idx モンスターの種族ID
2107 * @param roff_func 出力処理を行う関数ポインタ
2110 void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(TERM_COLOR attr, concptr str))
2112 hook_c_roff = roff_func;
2114 /* Recall monster */
2115 roff_aux(r_idx, 0x03);
2121 * @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
2122 * @return 地勢にあったモンスターの生成条件関数
2124 monsterrace_hook_type get_monster_hook(void)
2126 if (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
2128 switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
2131 return (monsterrace_hook_type)mon_hook_town;
2132 case TERRAIN_DEEP_WATER:
2133 return (monsterrace_hook_type)mon_hook_ocean;
2134 case TERRAIN_SHALLOW_WATER:
2136 return (monsterrace_hook_type)mon_hook_shore;
2138 case TERRAIN_DESERT:
2139 return (monsterrace_hook_type)mon_hook_waste;
2141 return (monsterrace_hook_type)mon_hook_grass;
2143 return (monsterrace_hook_type)mon_hook_wood;
2144 case TERRAIN_SHALLOW_LAVA:
2145 case TERRAIN_DEEP_LAVA:
2146 return (monsterrace_hook_type)mon_hook_volcano;
2147 case TERRAIN_MOUNTAIN:
2148 return (monsterrace_hook_type)mon_hook_mountain;
2150 return (monsterrace_hook_type)mon_hook_dungeon;
2155 return (monsterrace_hook_type)mon_hook_dungeon;
2160 * @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
2161 * @return 地勢にあったモンスターの生成条件関数
2163 monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
2165 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2167 /* Set the monster list */
2170 if (have_flag(f_ptr->flags, FF_WATER))
2173 if (have_flag(f_ptr->flags, FF_DEEP))
2175 return (monsterrace_hook_type)mon_hook_deep_water;
2181 return (monsterrace_hook_type)mon_hook_shallow_water;
2186 else if (have_flag(f_ptr->flags, FF_LAVA))
2188 return (monsterrace_hook_type)mon_hook_lava;
2191 else return (monsterrace_hook_type)mon_hook_floor;
2195 * @brief モンスターを友好的にする
2196 * @param m_ptr モンスター情報構造体の参照ポインタ
2199 void set_friendly(monster_type *m_ptr)
2201 m_ptr->smart |= SM_FRIENDLY;
2205 * @brief モンスターをペットにする
2206 * @param m_ptr モンスター情報構造体の参照ポインタ
2209 void set_pet(monster_type *m_ptr)
2211 check_quest_completion(m_ptr);
2213 m_ptr->smart |= SM_PET;
2214 if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
2215 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2220 * Makes the monster hostile towards the player
2221 * @param m_ptr モンスター情報構造体の参照ポインタ
2224 void set_hostile(monster_type *m_ptr)
2226 if (p_ptr->inside_battle) return;
2227 m_ptr->smart &= ~SM_PET;
2228 m_ptr->smart &= ~SM_FRIENDLY;
2235 * @param m_ptr モンスター情報構造体の参照ポインタ
2238 void anger_monster(monster_type *m_ptr)
2240 if (p_ptr->inside_battle) return;
2241 if (is_friendly(m_ptr))
2243 GAME_TEXT m_name[MAX_NLEN];
2245 monster_desc(m_name, m_ptr, 0);
2246 msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
2250 chg_virtue(V_INDIVIDUALISM, 1);
2251 chg_virtue(V_HONOUR, -1);
2252 chg_virtue(V_JUSTICE, -1);
2253 chg_virtue(V_COMPASSION, -1);
2259 * @brief モンスターが地形を踏破できるかどうかを返す
2260 * Check if monster can cross terrain
2262 * @param r_ptr モンスター種族構造体の参照ポインタ
2264 * @return 踏破可能ならばTRUEを返す
2266 bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
2268 feature_type *f_ptr = &f_info[feat];
2270 if (have_flag(f_ptr->flags, FF_PATTERN))
2272 if (!(mode & CEM_RIDING))
2274 if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
2278 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2283 if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
2284 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
2285 if (have_flag(f_ptr->flags, FF_CAN_PASS))
2287 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || p_ptr->pass_wall)) return TRUE;
2290 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2292 /* Some monsters can walk on mountains */
2293 if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
2296 if (have_flag(f_ptr->flags, FF_WATER))
2298 if (!(r_ptr->flags7 & RF7_AQUATIC))
2301 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2304 else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
2308 /* Aquatic monster into non-water? */
2309 else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2312 if (have_flag(f_ptr->flags, FF_LAVA))
2314 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
2318 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
2320 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
2324 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
2326 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
2330 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
2332 if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
2336 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
2338 if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
2346 * @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
2347 * Strictly check if monster can enter the grid
2350 * @param r_ptr モンスター種族構造体の参照ポインタ
2352 * @return 踏破可能ならばTRUEを返す
2354 bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
2356 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2358 /* Player or other monster */
2359 if (player_bold(y, x)) return FALSE;
2360 if (g_ptr->m_idx) return FALSE;
2362 return monster_can_cross_terrain(g_ptr->feat, r_ptr, mode);
2367 * @brief モンスターの属性の基づいた敵対関係の有無を返す(サブルーチン)
2368 * Check if this monster has "hostile" alignment (aux)
2369 * @param sub_align1 モンスター1のサブフラグ
2370 * @param sub_align2 モンスター2のサブフラグ
2371 * @return 敵対関係にあるならばTRUEを返す
2373 static bool check_hostile_align(byte sub_align1, byte sub_align2)
2375 if (sub_align1 != sub_align2)
2377 if (((sub_align1 & SUB_ALIGN_EVIL) && (sub_align2 & SUB_ALIGN_GOOD)) ||
2378 ((sub_align1 & SUB_ALIGN_GOOD) && (sub_align2 & SUB_ALIGN_EVIL)))
2382 /* Non-hostile alignment */
2388 * @brief モンスターの属性の基づいた敵対関係の有無を返す
2389 * Check if two monsters are enemies
2390 * @param m_ptr モンスター1の構造体参照ポインタ
2391 * @param n_ptr モンスター2の構造体参照ポインタ
2392 * @return 敵対関係にあるならばTRUEを返す
2394 bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
2396 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2397 monster_race *s_ptr = &r_info[n_ptr->r_idx];
2399 if (p_ptr->inside_battle)
2401 if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
2405 if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
2406 && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
2408 if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
2411 /* Friendly vs. opposite aligned normal or pet */
2412 if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
2414 if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
2417 /* Hostile vs. non-hostile */
2418 if (is_hostile(m_ptr) != is_hostile(n_ptr))
2429 * @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
2430 * Check if this monster race has "hostile" alignment
2431 * @param m_ptr モンスター情報構造体の参照ポインタ
2432 * @param pa_good プレイヤーの善傾向値
2433 * @param pa_evil プレイヤーの悪傾向値
2434 * @param r_ptr モンスター種族情報の構造体参照ポインタ
2435 * @return プレイヤーに敵意を持つならばTRUEを返す
2437 * If user is player, m_ptr == NULL.
2439 bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
2441 byte sub_align1 = SUB_ALIGN_NEUTRAL;
2442 byte sub_align2 = SUB_ALIGN_NEUTRAL;
2444 if (m_ptr) /* For a monster */
2446 sub_align1 = m_ptr->sub_align;
2448 else /* For player */
2450 if (p_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
2451 if (p_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL;
2454 /* Racial alignment flags */
2455 if (r_ptr->flags3 & RF3_EVIL) sub_align2 |= SUB_ALIGN_EVIL;
2456 if (r_ptr->flags3 & RF3_GOOD) sub_align2 |= SUB_ALIGN_GOOD;
2458 if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
2460 /* Non-hostile alignment */
2465 * @brief モンスターを倒した際の財宝svalを返す
2466 * @param r_idx 倒したモンスターの種族ID
2469 * Hack -- Return the "automatic coin type" of a monster race
2470 * Used to allocate proper treasure when "Creeping coins" die
2471 * Note the use of actual "monster names"
2473 static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
2475 /* Analyze monsters */
2478 case MON_COPPER_COINS: return 2;
2479 case MON_SILVER_COINS: return 5;
2480 case MON_GOLD_COINS: return 10;
2481 case MON_MITHRIL_COINS:
2482 case MON_MITHRIL_GOLEM: return 16;
2483 case MON_ADAMANT_COINS: return 17;
2486 /* Assume nothing */
2492 * @brief モンスターが死亡した時の処理 /
2493 * Handle the "death" of a monster.
2494 * @param m_idx 死亡したモンスターのID
2495 * @param drop_item TRUEならばモンスターのドロップ処理を行う
2496 * @return 撃破されたモンスターの述語
2499 * Disperse treasures centered at the monster location based on the
2500 * various flags contained in the monster flags fields.
2501 * Check for "Quest" completion when a quest monster is killed.
2502 * Note that only the player can induce "monster_death()" on Uniques.
2503 * Thus (for now) all Quest monsters should be Uniques.
2504 * Note that monsters can now carry objects, and when a monster dies,
2505 * it drops all of its objects, which may disappear in crowded rooms.
2508 void monster_death(MONSTER_IDX m_idx, bool drop_item)
2517 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2518 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2520 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
2524 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
2525 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
2526 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
2527 int force_coin = get_coin_type(m_ptr->r_idx);
2532 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
2533 && !p_ptr->inside_battle && !is_pet(m_ptr);
2535 /* The caster is dead? */
2536 if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx) current_world_ptr->timewalk_m_idx = 0;
2538 /* Notice changes in view */
2539 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2541 p_ptr->update |= (PU_MON_LITE);
2547 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2549 GAME_TEXT m_name[MAX_NLEN];
2551 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2552 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
2555 /* Let monsters explode! */
2556 for (i = 0; i < 4; i++)
2558 if (r_ptr->blow[i].method == RBM_EXPLODE)
2560 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2561 EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
2562 DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
2563 DICE_SID d_side = r_ptr->blow[i].d_side;
2564 HIT_POINT damage = damroll(d_dice, d_side);
2566 project(m_idx, 3, y, x, damage, typ, flg, -1);
2571 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
2573 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
2574 r_ptr = &r_info[m_ptr->r_idx];
2577 check_quest_completion(m_ptr);
2579 /* Handle the possibility of player vanquishing arena combatant -KMW- */
2580 if (p_ptr->inside_arena && !is_pet(m_ptr))
2582 p_ptr->exit_bldg = TRUE;
2584 if (p_ptr->arena_number > MAX_ARENA_MONS)
2586 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
2590 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."));
2593 if (arena_info[p_ptr->arena_number].tval)
2597 /* Prepare to make a prize */
2598 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
2599 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2600 (void)drop_near(q_ptr, -1, y, x);
2603 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
2604 p_ptr->arena_number++;
2607 GAME_TEXT m_name[MAX_NLEN];
2609 monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
2611 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
2615 if (m_idx == p_ptr->riding)
2617 if (rakuba(-1, FALSE))
2619 msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
2623 /* Drop a dead corpse? */
2624 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
2625 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
2626 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
2628 /* Assume skeleton */
2629 bool corpse = FALSE;
2632 * We cannot drop a skeleton? Note, if we are in this check,
2633 * we *know* we can drop at least a corpse or a skeleton
2635 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
2637 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
2640 /* Else, a corpse is more likely unless we did a "lot" of damage */
2641 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
2643 /* Lots of damage in one blow */
2644 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
2646 if (one_in_(5)) corpse = TRUE;
2650 if (!one_in_(5)) corpse = TRUE;
2655 /* Prepare to make an object */
2656 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
2658 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2660 q_ptr->pval = m_ptr->r_idx;
2661 (void)drop_near(q_ptr, -1, y, x);
2664 /* Drop objects being carried */
2665 monster_drop_carried_objects(m_ptr);
2667 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
2668 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
2670 switch (m_ptr->r_idx)
2672 case MON_PINK_HORROR:
2673 /* Pink horrors are replaced with 2 Blue horrors */
2674 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
2676 bool notice = FALSE;
2678 for (i = 0; i < 2; i++)
2680 POSITION wy = y, wx = x;
2681 bool pet = is_pet(m_ptr);
2682 BIT_FLAGS mode = 0L;
2684 if (pet) mode |= PM_FORCE_PET;
2686 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode, '\0'))
2688 if (player_can_see_bold(wy, wx)) notice = TRUE;
2692 if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
2696 case MON_BLOODLETTER:
2697 /* Bloodletters of Khorne may drop a blade of chaos */
2698 if (drop_chosen_item && (randint1(100) < 15))
2702 /* Prepare to make a Blade of Chaos */
2703 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
2705 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
2706 (void)drop_near(q_ptr, -1, y, x);
2711 if (drop_chosen_item && (current_floor_ptr->dun_level > 9))
2716 /* Activate restriction */
2717 if ((current_floor_ptr->dun_level > 49) && one_in_(5))
2718 get_obj_num_hook = kind_is_good_book;
2720 get_obj_num_hook = kind_is_book;
2723 make_object(q_ptr, mo_mode);
2724 (void)drop_near(q_ptr, -1, y, x);
2730 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
2731 * spawn another in the fallen one's place!
2733 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2737 POSITION wy = y, wx = x;
2739 bool pet = is_pet(m_ptr);
2743 scatter(&wy, &wx, y, x, 20, 0);
2744 } while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
2748 BIT_FLAGS mode = 0L;
2749 if (pet) mode |= PM_FORCE_PET;
2751 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode, '\0'))
2753 if (player_can_see_bold(wy, wx))
2754 msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
2762 /* One more ultra-hack: An Unmaker goes out with a big bang! */
2764 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2765 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
2769 case MON_UNICORN_ORD:
2772 /* Reward for "lazy" player */
2773 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2775 ARTIFACT_IDX a_idx = 0;
2776 artifact_type *a_ptr = NULL;
2778 if (!drop_chosen_item) break;
2782 switch (randint0(3))
2785 a_idx = ART_NAMAKE_HAMMER;
2788 a_idx = ART_NAMAKE_BOW;
2791 a_idx = ART_NAMAKE_ARMOR;
2795 a_ptr = &a_info[a_idx];
2796 } while (a_ptr->cur_num);
2798 if (create_named_art(a_idx, y, x))
2802 /* Hack -- Memorize location of artifact in saved floors */
2803 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
2805 else if (!preserve_mode) a_ptr->cur_num = 1;
2810 if (!drop_chosen_item) break;
2813 /* Mega-Hack -- Prepare to make "Grond" */
2814 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
2816 /* Mega-Hack -- Mark this item as "Grond" */
2817 q_ptr->name1 = ART_GROND;
2819 /* Mega-Hack -- Actually create "Grond" */
2820 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
2821 (void)drop_near(q_ptr, -1, y, x);
2824 /* Mega-Hack -- Prepare to make "Chaos" */
2825 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
2827 /* Mega-Hack -- Mark this item as "Chaos" */
2828 q_ptr->name1 = ART_CHAOS;
2830 /* Mega-Hack -- Actually create "Chaos" */
2831 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
2832 (void)drop_near(q_ptr, -1, y, x);
2835 case MON_B_DEATH_SWORD:
2836 if (drop_chosen_item)
2840 /* Prepare to make a broken sword */
2841 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
2842 (void)drop_near(q_ptr, -1, y, x);
2848 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
2849 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
2853 /* Prepare to make a Can of Toys */
2854 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
2856 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2857 (void)drop_near(q_ptr, -1, y, x);
2863 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2864 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
2869 if (!drop_chosen_item) break;
2871 switch (r_ptr->d_char)
2874 if (current_floor_ptr->dun_level > 0)
2879 /* Activate restriction */
2880 get_obj_num_hook = kind_is_cloak;
2883 make_object(q_ptr, mo_mode);
2884 (void)drop_near(q_ptr, -1, y, x);
2889 if (current_floor_ptr->dun_level > 4)
2894 /* Activate restriction */
2895 get_obj_num_hook = kind_is_polearm;
2897 /* Make a poleweapon */
2898 make_object(q_ptr, mo_mode);
2899 (void)drop_near(q_ptr, -1, y, x);
2904 if (current_floor_ptr->dun_level > 19)
2909 /* Activate restriction */
2910 get_obj_num_hook = kind_is_armor;
2912 /* Make a hard armor */
2913 make_object(q_ptr, mo_mode);
2914 (void)drop_near(q_ptr, -1, y, x);
2919 if (current_floor_ptr->dun_level > 4)
2924 /* Activate restriction */
2925 get_obj_num_hook = kind_is_hafted;
2927 /* Make a hafted weapon */
2928 make_object(q_ptr, mo_mode);
2929 (void)drop_near(q_ptr, -1, y, x);
2934 if (m_ptr->r_idx != MON_STORMBRINGER)
2939 /* Activate restriction */
2940 get_obj_num_hook = kind_is_sword;
2943 make_object(q_ptr, mo_mode);
2944 (void)drop_near(q_ptr, -1, y, x);
2951 /* Mega-Hack -- drop fixed items */
2952 if (drop_chosen_item)
2954 ARTIFACT_IDX a_idx = 0;
2955 PERCENTAGE chance = 0;
2957 for (i = 0; i < 4; i++)
2959 if (!r_ptr->artifact_id[i]) break;
2960 a_idx = r_ptr->artifact_id[i];
2961 chance = r_ptr->artifact_percent[i];
2964 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
2966 artifact_type *a_ptr = &a_info[a_idx];
2968 if (!a_ptr->cur_num)
2970 if (create_named_art(a_idx, y, x))
2974 /* Hack -- Memorize location of artifact in saved floors */
2975 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
2977 else if (!preserve_mode) a_ptr->cur_num = 1;
2981 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[p_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
2983 KIND_OBJECT_IDX k_idx = d_info[p_ptr->dungeon_idx].final_object ? d_info[p_ptr->dungeon_idx].final_object
2984 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
2986 if (d_info[p_ptr->dungeon_idx].final_artifact)
2988 a_idx = d_info[p_ptr->dungeon_idx].final_artifact;
2989 artifact_type *a_ptr = &a_info[a_idx];
2991 if (!a_ptr->cur_num)
2993 if (create_named_art(a_idx, y, x))
2997 /* Hack -- Memorize location of artifact in saved floors */
2998 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
3000 else if (!preserve_mode) a_ptr->cur_num = 1;
3002 /* Prevent rewarding both artifact and "default" object */
3003 if (!d_info[p_ptr->dungeon_idx].final_object) k_idx = 0;
3011 /* Prepare to make a reward */
3012 object_prep(q_ptr, k_idx);
3014 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
3015 (void)drop_near(q_ptr, -1, y, x);
3017 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);
3021 /* Determine how much we can drop */
3022 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
3023 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
3024 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
3025 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
3026 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
3027 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
3029 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
3030 number = 0; /* Clones drop no stuff unless Cloning Pits */
3032 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
3033 number = 0; /* Pets drop no stuff */
3034 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
3036 if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
3037 number = 0; /* Limit of Multiply monster drop */
3039 /* Hack -- handle creeping coins */
3040 coin_type = force_coin;
3042 /* Average dungeon and monster levels */
3043 current_floor_ptr->object_level = (current_floor_ptr->dun_level + r_ptr->level) / 2;
3045 /* Drop some objects */
3046 for (j = 0; j < number; j++)
3051 if (do_gold && (!do_item || (randint0(100) < 50)))
3053 if (!make_gold(q_ptr)) continue;
3058 if (!make_object(q_ptr, mo_mode)) continue;
3061 (void)drop_near(q_ptr, -1, y, x);
3064 /* Reset the object level */
3065 current_floor_ptr->object_level = current_floor_ptr->base_level;
3067 /* Reset "coin" type */
3071 /* Take note of any dropped treasure */
3072 if (visible && (dump_item || dump_gold))
3074 /* Take notes on treasure */
3075 lore_treasure(m_idx, dump_item, dump_gold);
3078 /* Only process "Quest Monsters" */
3079 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
3080 if (p_ptr->inside_battle) return;
3083 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
3086 p_ptr->total_winner = TRUE;
3088 /* Redraw the "title" */
3089 p_ptr->redraw |= (PR_TITLE);
3091 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
3093 do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
3095 admire_from_patron(p_ptr);
3097 /* Congratulations */
3098 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
3099 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!"));
3100 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."));
3105 * @brief モンスターを撃破した際の述語メッセージを返す /
3106 * Return monster death string
3107 * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
3108 * @return 撃破されたモンスターの述語
3110 concptr extract_note_dies(MONRACE_IDX r_idx)
3112 monster_race *r_ptr = &r_info[r_idx];
3113 /* Some monsters get "destroyed" */
3114 if (!monster_living(r_idx))
3118 for (i = 0; i < 4; i++)
3120 if (r_ptr->blow[i].method == RBM_EXPLODE)
3122 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
3125 return _("を倒した。", " is destroyed.");
3128 return _("は死んだ。", " dies.");
3132 * Monster health description
3134 concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
3136 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3143 /* Determine if the monster is "living" */
3144 living = monster_living(m_ptr->ap_r_idx);
3146 /* Calculate a health "percentage" */
3147 perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
3149 /* Healthy monsters */
3150 if (m_ptr->hp >= m_ptr->maxhp)
3152 desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
3155 else if (perc >= 60)
3157 desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
3160 else if (perc >= 25)
3162 desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
3165 else if (perc >= 10)
3167 desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
3172 desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
3175 /* Need attitude information? */
3178 /* Full information is not needed */
3181 else if (is_pet(m_ptr))
3183 attitude = _(", ペット", ", pet");
3185 else if (is_friendly(m_ptr))
3187 attitude = _(", 友好的", ", friendly");
3191 attitude = _("", "");
3194 /* Clone monster? */
3195 if (m_ptr->smart & SM_CLONED)
3204 /* Display monster's level --- idea borrowed from ToME */
3205 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
3207 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
3211 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);