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.
16 #include "objectkind-hook.h"
18 #include "monster-spell.h"
19 #include "monsterrace-hook.h"
20 #include "spells-summon.h"
29 * Pronoun arrays, by gender.
31 static concptr wd_he[3] =
35 { "it", "he", "she" };
38 static concptr wd_his[3] =
40 { "それの", "彼の", "彼女の" };
42 { "its", "his", "her" };
48 * 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural)
50 #define plural(c,s,p) \
51 (((c) == 1) ? (s) : (p))
56 * @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
57 * @param r_idx モンスターの種族ID
58 * @return 敵のACを知る条件が満たされているならTRUEを返す
60 * The higher the level, the fewer kills needed.
62 static bool know_armour(MONRACE_IDX r_idx)
64 monster_race *r_ptr = &r_info[r_idx];
65 DEPTH level = r_ptr->level;
66 MONSTER_NUMBER kills = r_ptr->r_tkills;
68 bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
70 if (cheat_know || known) return (TRUE);
73 if (kills > 304 / (4 + level)) return (TRUE);
75 /* Skip non-uniques */
76 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
79 if (kills > 304 / (38 + (5 * level) / 4)) return (TRUE);
87 * @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
88 * Determine if the "damage" of the given attack is known
89 * @param r_idx モンスターの種族ID
91 * @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
94 * the higher the level of the monster, the fewer the attacks you need,
95 * the more damage an attack does, the more attacks you need
98 static bool know_damage(MONRACE_IDX r_idx, int i)
100 monster_race *r_ptr = &r_info[r_idx];
102 DEPTH level = r_ptr->level;
104 s32b a = r_ptr->r_blows[i];
106 s32b d1 = r_ptr->blow[i].d_dice;
107 s32b d2 = r_ptr->blow[i].d_side;
111 if (d >= ((4+level)*MAX_UCHAR)/80) d = ((4+level)*MAX_UCHAR-1)/80;
113 /* Normal monsters */
114 if ((4 + level) * a > 80 * d) return (TRUE);
116 /* Skip non-uniques */
117 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
119 /* Unique monsters */
120 if ((4 + level) * (2 * a) > 80 * d) return (TRUE);
128 * Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
130 void (*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
133 * @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
137 static void hooked_roff(concptr str)
140 hook_c_roff(TERM_WHITE, str);
144 * @brief ダイス目を文字列に変換する
145 * @param base_damage 固定値
146 * @param dice_num ダイス数
147 * @param dice_side ダイス面
148 * @param dice_mult ダイス倍率
149 * @param dice_div ダイス除数
150 * @param msg 文字列を格納するポインタ
153 void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
155 char base[80] = "", dice[80] = "", mult[80] = "";
159 sprintf(msg, "%d", base_damage);
163 if (base_damage != 0)
164 sprintf(base, "%d+", base_damage);
167 sprintf(dice, "d%d", dice_side);
169 sprintf(dice, "%dd%d", dice_num, dice_side);
171 if (dice_mult != 1 || dice_div != 1)
174 sprintf(mult, "*%d", dice_mult);
176 sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
178 sprintf(msg, "%s%s%s", base, dice, mult);
183 * @brief 文字列にモンスターの攻撃力を加える
184 * @param r_idx モンスターの種族ID
185 * @param SPELL_NUM 呪文番号
187 * @param tmp 返すメッセージを格納する配列
190 void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
192 int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
193 int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
194 int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
195 int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
196 int dice_div = monspell_race_damage(SPELL_NUM, r_idx, DICE_DIV);
197 char dmg_str[80], dice_str[80];
198 dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
199 sprintf(dice_str, "(%s)", dmg_str);
201 if (know_armour(r_idx))
202 sprintf(tmp, msg, dice_str);
204 sprintf(tmp, msg, "");
208 * @brief モンスターの思い出情報を表示する
209 * Hack -- display monster information using "hooked_roff()"
210 * @param r_idx モンスターの種族ID
211 * @param mode 表示オプション
214 * This function should only be called with the cursor placed at the
215 * left edge of the screen, on a cleared line, in which the recall is
216 * to take place. One extra blank line is left after the recall.
218 static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
220 monster_race *r_ptr = &r_info[r_idx];
232 bool nightmare = ironman_nightmare && !(mode & 0x02);
233 SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
237 bool reinforce = FALSE;
243 BIT_FLAGS a_ability_flags1;
244 BIT_FLAGS a_ability_flags2;
248 ITEM_NUMBER drop_gold, drop_item;
253 char tmp_msg[96][96];
255 bool know_everything = FALSE;
257 /* Obtain a copy of the "known" number of drops */
258 drop_gold = r_ptr->r_drop_gold;
259 drop_item = r_ptr->r_drop_item;
261 /* Obtain a copy of the "known" flags */
262 flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
263 flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
264 flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
265 flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
266 a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
267 a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
268 flags7 = (r_ptr->flags7 & r_ptr->flags7);
269 flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
271 for(n = 0; n < A_MAX; n++)
273 if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
276 /* cheat_know or research_mon() */
277 if (cheat_know || (mode & 0x01))
278 know_everything = TRUE;
280 /* Cheat -- Know everything */
283 /* Hack -- maximal drops */
284 drop_gold = drop_item =
285 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
286 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
287 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
288 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
289 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
290 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
292 /* Hack -- but only "valid" drops */
293 if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
294 if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0;
296 /* Hack -- know all the flags */
297 flags1 = r_ptr->flags1;
298 flags2 = r_ptr->flags2;
299 flags3 = r_ptr->flags3;
300 flags4 = r_ptr->flags4;
301 a_ability_flags1 = r_ptr->a_ability_flags1;
302 a_ability_flags2 = r_ptr->a_ability_flags2;
303 flagsr = r_ptr->flagsr;
307 /* Extract a gender (if applicable) */
308 if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
309 else if (r_ptr->flags1 & RF1_MALE) msex = 1;
311 /* Assume some "obvious" flags */
312 if (r_ptr->flags1 & RF1_UNIQUE) flags1 |= (RF1_UNIQUE);
313 if (r_ptr->flags1 & RF1_QUESTOR) flags1 |= (RF1_QUESTOR);
314 if (r_ptr->flags1 & RF1_MALE) flags1 |= (RF1_MALE);
315 if (r_ptr->flags1 & RF1_FEMALE) flags1 |= (RF1_FEMALE);
317 /* Assume some "creation" flags */
318 if (r_ptr->flags1 & RF1_FRIENDS) flags1 |= (RF1_FRIENDS);
319 if (r_ptr->flags1 & RF1_ESCORT) flags1 |= (RF1_ESCORT);
320 if (r_ptr->flags1 & RF1_ESCORTS) flags1 |= (RF1_ESCORTS);
322 /* Killing a monster reveals some properties */
323 if (r_ptr->r_tkills || know_everything)
325 /* Know "race" flags */
326 if (r_ptr->flags3 & RF3_ORC) flags3 |= (RF3_ORC);
327 if (r_ptr->flags3 & RF3_TROLL) flags3 |= (RF3_TROLL);
328 if (r_ptr->flags3 & RF3_GIANT) flags3 |= (RF3_GIANT);
329 if (r_ptr->flags3 & RF3_DRAGON) flags3 |= (RF3_DRAGON);
330 if (r_ptr->flags3 & RF3_DEMON) flags3 |= (RF3_DEMON);
331 if (r_ptr->flags3 & RF3_UNDEAD) flags3 |= (RF3_UNDEAD);
332 if (r_ptr->flags3 & RF3_EVIL) flags3 |= (RF3_EVIL);
333 if (r_ptr->flags3 & RF3_GOOD) flags3 |= (RF3_GOOD);
334 if (r_ptr->flags3 & RF3_ANIMAL) flags3 |= (RF3_ANIMAL);
335 if (r_ptr->flags3 & RF3_AMBERITE) flags3 |= (RF3_AMBERITE);
336 if (r_ptr->flags2 & RF2_HUMAN) flags2 |= (RF2_HUMAN);
338 /* Know 'quantum' flag */
339 if (r_ptr->flags2 & RF2_QUANTUM) flags2 |= (RF2_QUANTUM);
341 /* Know "forced" flags */
342 if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH);
343 if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP);
346 /* For output_monster_spoiler() */
353 /* Treat uniques differently */
354 if (flags1 & RF1_UNIQUE)
356 /* Hack -- Determine if the unique is "dead" */
357 bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
359 /* We've been killed... */
362 /* Killed ancestors */
363 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"),
364 wd_he[msex], r_ptr->r_deaths));
366 /* But we've also killed it */
370 _("が、すでに仇討ちは果たしている!",
371 (", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them")))));
374 /* Unavenged (ever) */
378 _("のに、まだ仇討ちを果たしていない。",
379 (", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain")))));
382 /* Start a new line */
386 /* Dead unique who never hurt us */
389 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. "));
391 /* Start a new line */
396 /* Not unique, but killed us */
397 else if (r_ptr->r_deaths)
401 _(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),
402 format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
404 /* Some kills this life */
408 _("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。",
409 "and you have exterminated at least %d of the creatures. "), r_ptr->r_pkills));
412 /* Some kills past lives */
413 else if (r_ptr->r_tkills)
416 _("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。",
417 "and your ancestors have exterminated at least %d of the creatures. "), r_ptr->r_tkills));
424 _("が、まだ%sを倒したことはない。",
425 "and %s is not ever known to have been defeated. "), wd_he[msex]));
428 /* Start a new line */
432 /* Normal monsters */
435 /* Killed some this life */
439 _("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。",
440 "You have killed at least %d of these creatures. "), r_ptr->r_pkills));
443 /* Killed some last life */
444 else if (r_ptr->r_tkills)
447 _("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。",
448 "Your ancestors have killed at least %d of these creatures. "), r_ptr->r_tkills));
454 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. "));
457 /* Start a new line */
463 concptr tmp = r_text + r_ptr->text;
470 /* Start a new line */
475 if (r_idx == MON_KAGE)
486 /* Describe location */
487 if (r_ptr->level == 0)
489 hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex]));
492 else if (r_ptr->r_tkills || know_everything)
497 _("%^sは通常地下 %d フィートで出現し", "%^s is normally found at depths of %d feet"),
498 wd_he[msex], r_ptr->level * 50));
503 _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
504 wd_he[msex], r_ptr->level));
510 /* Describe movement */
511 if (r_idx == MON_CHAMELEON)
513 hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
521 hooked_roff(_("、", ", and "));
525 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
529 hooked_roff("moves");
533 if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25))
536 if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
538 hooked_roff(_("かなり", " extremely"));
540 else if (flags1 & RF1_RAND_50)
542 hooked_roff(_("幾分", " somewhat"));
544 else if (flags1 & RF1_RAND_25)
546 hooked_roff(_("少々", " a bit"));
550 hooked_roff(_("不規則に", " erratically"));
552 /* Hack -- Occasional conjunction */
553 if (speed != 110) hooked_roff(_("、かつ", ", and"));
558 if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
559 else if (speed > 134) hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
560 else if (speed > 129) hook_c_roff(TERM_ORANGE, _("非常に", " very"));
561 else if (speed > 124) hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
562 else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
563 hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
565 else if (speed < 110)
567 if (speed < 90) hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
568 else if (speed < 95) hook_c_roff(TERM_BLUE, _("非常に", " very"));
569 else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
570 else if (speed > 104) hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
571 hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
575 hooked_roff(_("普通の速さで", " at normal speed"));
578 hooked_roff("動いている");
582 /* The code above includes "attack speed" */
583 if (flags1 & RF1_NEVER_MOVE)
588 hooked_roff(_("、しかし", ", but "));
592 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
595 hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
598 /* End this sentence */
601 hooked_roff(_("。", ". "));
606 /* Describe experience if known */
607 if (r_ptr->r_tkills || know_everything)
613 if (flags1 & RF1_UNIQUE)
615 hooked_roff("Killing this");
619 hooked_roff("A kill of this");
624 /* Describe the "quality" */
625 if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
626 if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
627 if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
628 if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, _("善良な", " good"));
629 if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
630 if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
632 if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
634 /* Describe the "race" */
635 if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
636 if (flags3 & RF3_DEMON) hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
637 if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, _("ジャイアント", " giant"));
638 if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, _("トロル", " troll"));
639 if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, _("オーク", " orc"));
640 if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, _("人間", " human"));
641 if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
642 if (flags3 & RF3_ANGEL) hook_c_roff(TERM_YELLOW, _("天使", " angel"));
646 hooked_roff(_("モンスター", " creature"));
650 hooked_roff("を倒すことは");
652 /* Group some variables */
656 /* calculate the integer exp part */
657 i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
659 /* calculate the fractional exp part scaled by 100, */
660 /* must use long arithmetic to avoid overflow */
661 j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
662 (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
665 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。",
666 p_ptr->lev, (long)i, (long)j ));
669 /* Mention the experience */
670 hooked_roff(format(" is worth about %ld.%02ld point%s for level %d player",
672 (((i == 1) && (j == 0)) ? "" : "s")), p_ptr->lev);
674 /* Take account of annoying English */
677 if ((p_ptr->lev / 10) == 1) /* nothing */;
678 else if (i == 1) p = "st";
679 else if (i == 2) p = "nd";
680 else if (i == 3) p = "rd";
682 /* Take account of "leading vowels" in numbers */
685 if ((i == 8) || (i == 11) || (i == 18)) q = "n";
687 /* Mention the dependance on the player's level */
688 hooked_roff(format(" for a%s %lu%s level character. ",
695 if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
697 hook_c_roff(TERM_VIOLET, format(
698 _("%^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]));
700 else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
702 hook_c_roff(TERM_L_RED, format(
703 _("%^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]));
705 else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
707 hook_c_roff(TERM_BLUE, format(
708 _("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice. "), wd_he[msex]));
710 else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
712 hook_c_roff(TERM_L_GREEN, format(
713 _("%^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]));
715 else if (flags2 & RF2_AURA_FIRE)
717 hook_c_roff(TERM_RED, format(
718 _("%^sは炎に包まれている。", "%^s is surrounded by flames. "), wd_he[msex]));
720 else if (flags3 & RF3_AURA_COLD)
722 hook_c_roff(TERM_BLUE, format(
723 _("%^sは氷に包まれている。", "%^s is surrounded by ice. "), wd_he[msex]));
725 else if (flags2 & RF2_AURA_ELEC)
727 hook_c_roff(TERM_L_BLUE, format(
728 _("%^sはスパークに包まれている。", "%^s is surrounded by electricity. "), wd_he[msex]));
731 if (flags2 & RF2_REFLECTING)
732 hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells. "), wd_he[msex]));
734 /* Describe escorts */
735 if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
738 _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts. "), wd_he[msex]));
742 hooked_roff(_("護衛の構成は", "These escorts"));
743 if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
745 hooked_roff(_("少なくとも", " at the least"));
748 hooked_roff(" contain ");
750 for(n = 0; n < A_MAX; n++)
752 if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
754 monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
755 if(rf_ptr->flags1 & RF1_UNIQUE)
757 hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
762 hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
764 bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
765 GAME_TEXT name[MAX_NLEN];
766 strcpy(name, r_name + rf_ptr->name);
767 if(plural) plural_aux(name);
768 hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
773 hooked_roff(_("で成り立っている。", "."));
777 /* Describe friends */
778 else if (flags1 & RF1_FRIENDS)
780 hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[msex]));
784 /* Collect inate attacks */
786 if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
787 if (flags4 & RF4_ROCKET)
789 set_damage(r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
790 vp[vn] = tmp_msg[vn];
791 color[vn++] = TERM_UMBER;
794 if (flags4 & RF4_SHOOT)
796 for (r = 0, m = 0; m < 4; m++)
798 if (r_ptr->blow[m].method == RBM_SHOOT)
800 if (know_armour(r_idx))
801 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);
803 sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
804 vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
809 if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
811 /* Describe inate attacks */
815 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
819 for (n = 0; n < vn; n++)
824 jverb(vp[n], jverb_buf, JVERB_OR);
825 hook_c_roff(color[n], jverb_buf);
826 hook_c_roff(color[n], "り");
829 else hook_c_roff(color[n], vp[n]);
832 if (n == 0) hooked_roff(" may ");
833 else if (n < vn - 1) hooked_roff(", ");
834 else hooked_roff(" or ");
837 hook_c_roff(color[n], vp[n]);
843 hooked_roff(_("ことがある。", ". "));
847 /* Collect breaths */
849 if (flags4 & (RF4_BR_ACID))
851 set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
852 vp[vn] = tmp_msg[vn];
853 color[vn++] = TERM_GREEN;
855 if (flags4 & (RF4_BR_ELEC))
857 set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
858 vp[vn] = tmp_msg[vn];
859 color[vn++] = TERM_BLUE;
861 if (flags4 & (RF4_BR_FIRE))
863 set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
864 vp[vn] = tmp_msg[vn];
865 color[vn++] = TERM_RED;
867 if (flags4 & (RF4_BR_COLD))
869 set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
870 vp[vn] = tmp_msg[vn];
871 color[vn++] = TERM_L_WHITE;
873 if (flags4 & (RF4_BR_POIS))
875 set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
876 vp[vn] = tmp_msg[vn];
877 color[vn++] = TERM_L_GREEN;
879 if (flags4 & (RF4_BR_NETH))
881 set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
882 vp[vn] = tmp_msg[vn];
883 color[vn++] = TERM_L_DARK;
885 if (flags4 & (RF4_BR_LITE))
887 set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
888 vp[vn] = tmp_msg[vn];
889 color[vn++] = TERM_YELLOW;
891 if (flags4 & (RF4_BR_DARK))
893 set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
894 vp[vn] = tmp_msg[vn];
895 color[vn++] = TERM_L_DARK;
897 if (flags4 & (RF4_BR_CONF))
899 set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
900 vp[vn] = tmp_msg[vn];
901 color[vn++] = TERM_L_UMBER;
903 if (flags4 & (RF4_BR_SOUN))
905 set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
906 vp[vn] = tmp_msg[vn];
907 color[vn++] = TERM_ORANGE;
909 if (flags4 & (RF4_BR_CHAO))
911 set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
912 vp[vn] = tmp_msg[vn];
913 color[vn++] = TERM_VIOLET;
915 if (flags4 & (RF4_BR_DISE))
917 set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
918 vp[vn] = tmp_msg[vn];
919 color[vn++] = TERM_VIOLET;
921 if (flags4 & (RF4_BR_NEXU))
923 set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
924 vp[vn] = tmp_msg[vn];
925 color[vn++] = TERM_VIOLET;
927 if (flags4 & (RF4_BR_TIME))
929 set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
930 vp[vn] = tmp_msg[vn];
931 color[vn++] = TERM_L_BLUE;
933 if (flags4 & (RF4_BR_INER))
935 set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
936 vp[vn] = tmp_msg[vn];
937 color[vn++] = TERM_SLATE;
939 if (flags4 & (RF4_BR_GRAV))
941 set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
942 vp[vn] = tmp_msg[vn];
943 color[vn++] = TERM_SLATE;
945 if (flags4 & (RF4_BR_SHAR))
947 set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
948 vp[vn] = tmp_msg[vn];
949 color[vn++] = TERM_L_UMBER;
951 if (flags4 & (RF4_BR_PLAS))
953 set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
954 vp[vn] = tmp_msg[vn];
955 color[vn++] = TERM_L_RED;
957 if (flags4 & (RF4_BR_WALL))
959 set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
960 vp[vn] = tmp_msg[vn];
961 color[vn++] = TERM_UMBER;
963 if (flags4 & (RF4_BR_MANA))
965 set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
966 vp[vn] = tmp_msg[vn];
967 color[vn++] = TERM_L_BLUE;
969 if (flags4 & (RF4_BR_NUKE))
971 set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
972 vp[vn] = tmp_msg[vn];
973 color[vn++] = TERM_L_GREEN;
975 if (flags4 & (RF4_BR_DISI))
977 set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
978 vp[vn] = tmp_msg[vn];
979 color[vn++] = TERM_SLATE;
982 /* Describe breaths */
989 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
992 for (n = 0; n < vn; n++)
996 if ( n != 0 ) hooked_roff("や");
998 if (n == 0) hooked_roff(" may breathe ");
999 else if (n < vn-1) hooked_roff(", ");
1000 else hooked_roff(" or ");
1005 hook_c_roff(color[n], vp[n]);
1008 hooked_roff("のブレスを吐くことがある");
1013 /* Collect spells */
1015 if (a_ability_flags1 & (RF5_BA_ACID))
1017 set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
1018 vp[vn] = tmp_msg[vn];
1019 color[vn++] = TERM_GREEN;
1021 if (a_ability_flags1 & (RF5_BA_ELEC))
1023 set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
1024 vp[vn] = tmp_msg[vn];
1025 color[vn++] = TERM_BLUE;
1027 if (a_ability_flags1 & (RF5_BA_FIRE))
1029 set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
1030 vp[vn] = tmp_msg[vn];
1031 color[vn++] = TERM_RED;
1033 if (a_ability_flags1 & (RF5_BA_COLD))
1035 set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
1036 vp[vn] = tmp_msg[vn];
1037 color[vn++] = TERM_L_WHITE;
1039 if (a_ability_flags1 & (RF5_BA_POIS))
1041 set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
1042 vp[vn] = tmp_msg[vn];
1043 color[vn++] = TERM_L_GREEN;
1045 if (a_ability_flags1 & (RF5_BA_NETH))
1047 set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
1048 vp[vn] = tmp_msg[vn];
1049 color[vn++] = TERM_L_DARK;
1051 if (a_ability_flags1 & (RF5_BA_WATE))
1053 set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
1054 vp[vn] = tmp_msg[vn];
1055 color[vn++] = TERM_BLUE;
1057 if (flags4 & (RF4_BA_NUKE))
1059 set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
1060 vp[vn] = tmp_msg[vn];
1061 color[vn++] = TERM_L_GREEN;
1063 if (a_ability_flags1 & (RF5_BA_MANA))
1065 set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
1066 vp[vn] = tmp_msg[vn];
1067 color[vn++] = TERM_L_BLUE;
1069 if (a_ability_flags1 & (RF5_BA_DARK))
1071 set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
1072 vp[vn] = tmp_msg[vn];
1073 color[vn++] = TERM_L_DARK;
1075 if (a_ability_flags1 & (RF5_BA_LITE))
1077 set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
1078 vp[vn] = tmp_msg[vn];
1079 color[vn++] = TERM_YELLOW;
1081 if (flags4 & (RF4_BA_CHAO))
1083 set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
1084 vp[vn] = tmp_msg[vn];
1085 color[vn++] = TERM_VIOLET;
1087 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; }
1088 if (a_ability_flags2 & (RF6_PSY_SPEAR))
1090 set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
1091 vp[vn] = tmp_msg[vn];
1092 color[vn++] = TERM_YELLOW;
1094 if (a_ability_flags1 & (RF5_DRAIN_MANA))
1096 set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
1097 vp[vn] = tmp_msg[vn];
1098 color[vn++] = TERM_SLATE;
1100 if (a_ability_flags1 & (RF5_MIND_BLAST))
1102 set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
1103 vp[vn] = tmp_msg[vn];
1104 color[vn++] = TERM_L_RED;
1106 if (a_ability_flags1 & (RF5_BRAIN_SMASH))
1108 set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
1109 vp[vn] = tmp_msg[vn];
1110 color[vn++] = TERM_RED;
1112 if (a_ability_flags1 & (RF5_CAUSE_1))
1114 set_damage(r_idx, (MS_CAUSE_1),
1115 _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
1116 vp[vn] = tmp_msg[vn];
1117 color[vn++] = TERM_L_WHITE;
1119 if (a_ability_flags1 & (RF5_CAUSE_2))
1121 set_damage(r_idx, (MS_CAUSE_2),
1122 _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
1123 vp[vn] = tmp_msg[vn];
1124 color[vn++] = TERM_L_WHITE;
1126 if (a_ability_flags1 & (RF5_CAUSE_3))
1128 set_damage(r_idx, (MS_CAUSE_3),
1129 _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
1130 vp[vn] = tmp_msg[vn];
1131 color[vn++] = TERM_L_WHITE;
1133 if (a_ability_flags1 & (RF5_CAUSE_4))
1135 set_damage(r_idx, (MS_CAUSE_4),
1136 _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
1137 vp[vn] = tmp_msg[vn];
1138 color[vn++] = TERM_L_WHITE;
1140 if (a_ability_flags1 & (RF5_BO_ACID))
1142 set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
1143 vp[vn] = tmp_msg[vn];
1144 color[vn++] = TERM_GREEN;
1146 if (a_ability_flags1 & (RF5_BO_ELEC))
1148 set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
1149 vp[vn] = tmp_msg[vn];
1150 color[vn++] = TERM_BLUE;
1152 if (a_ability_flags1 & (RF5_BO_FIRE))
1154 set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
1155 vp[vn] = tmp_msg[vn];
1156 color[vn++] = TERM_RED;
1158 if (a_ability_flags1 & (RF5_BO_COLD))
1160 set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
1161 vp[vn] = tmp_msg[vn];
1162 color[vn++] = TERM_L_WHITE;
1164 if (a_ability_flags1 & (RF5_BO_NETH))
1166 set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
1167 vp[vn] = tmp_msg[vn];
1168 color[vn++] = TERM_L_DARK;
1170 if (a_ability_flags1 & (RF5_BO_WATE))
1172 set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
1173 vp[vn] = tmp_msg[vn];
1174 color[vn++] = TERM_BLUE;
1176 if (a_ability_flags1 & (RF5_BO_MANA))
1178 set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
1179 vp[vn] = tmp_msg[vn];
1180 color[vn++] = TERM_L_BLUE;
1182 if (a_ability_flags1 & (RF5_BO_PLAS))
1184 set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
1185 vp[vn] = tmp_msg[vn];
1186 color[vn++] = TERM_L_RED;
1188 if (a_ability_flags1 & (RF5_BO_ICEE))
1190 set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
1191 vp[vn] = tmp_msg[vn];
1192 color[vn++] = TERM_WHITE;
1194 if (a_ability_flags1 & (RF5_MISSILE))
1196 set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
1197 vp[vn] = tmp_msg[vn];
1198 color[vn++] = TERM_SLATE;
1200 if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
1201 if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
1202 if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
1203 if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
1204 if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
1205 if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
1206 if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
1207 if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
1208 if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
1209 if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
1210 if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
1211 if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
1212 if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
1213 if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
1214 if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
1216 if (a_ability_flags2 & (RF6_DARKNESS))
1218 if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
1220 vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
1224 vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
1228 if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
1229 if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
1230 if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
1231 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; }
1232 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; }
1233 if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
1234 if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
1235 if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
1236 if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
1237 if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
1238 if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
1239 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; }
1240 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; }
1241 if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
1242 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; }
1243 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; }
1244 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; }
1245 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; }
1246 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; }
1249 /* Describe spells */
1258 hooked_roff(_("、なおかつ", ", and is also"));
1262 hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
1267 if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
1270 hooked_roff("魔法を使うことができ、");
1273 hooked_roff(" magical, casting spells");
1276 if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
1281 for (n = 0; n < vn; n++)
1285 if ( n != 0 ) hooked_roff("、");
1287 if (n == 0) hooked_roff(" which ");
1288 else if (n < vn-1) hooked_roff(", ");
1289 else hooked_roff(" or ");
1294 hook_c_roff(color[n], vp[n]);
1297 hooked_roff("の呪文を唱えることがある");
1302 /* End the sentence about inate/other spells */
1303 if (breath || magic)
1306 m = r_ptr->r_cast_spell;
1308 /* Average frequency */
1309 n = r_ptr->freq_spell;
1311 /* Describe the spell frequency */
1312 if (m > 100 || know_everything)
1315 _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
1318 /* Guess at the frequency */
1321 n = ((n + 9) / 10) * 10;
1323 _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
1326 /* End this sentence */
1327 hooked_roff(_("。", ". "));
1330 /* Describe monster "toughness" */
1331 if (know_everything || know_armour(r_idx))
1335 _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
1336 wd_he[msex], r_ptr->ac));
1338 /* Maximized hitpoints */
1339 if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
1341 u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
1343 _(" %d の体力がある。", " and a life rating of %d. "),
1344 (s16b)MIN(30000, hp)));
1347 /* Variable hitpoints */
1351 _(" %dd%d の体力がある。", " and a life rating of %dd%d. "),
1352 r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
1358 /* Collect special abilities. */
1360 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; }
1361 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; }
1362 if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
1363 if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
1364 if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
1365 if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
1366 if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
1367 if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
1368 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; }
1369 if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
1370 if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
1371 if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
1374 /* Describe special abilities. */
1378 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1381 for (n = 0; n < vn; n++)
1387 jverb(vp[n], jverb_buf, JVERB_AND);
1388 hook_c_roff(color[n], jverb_buf);
1391 else hook_c_roff(color[n], vp[n]);
1393 if (n == 0) hooked_roff(" can ");
1394 else if (n < vn - 1) hooked_roff(", ");
1395 else hooked_roff(" and ");
1398 hook_c_roff(color[n], vp[n]);
1404 hooked_roff(_("ことができる。", ". "));
1409 if (flags7 & RF7_AQUATIC)
1411 hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water. "), wd_he[msex]));
1414 /* Describe special abilities. */
1415 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
1417 hooked_roff(format(_("%^sは光っている。", "%^s is shining. "), wd_he[msex]));
1419 if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
1421 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]));
1423 if (flags2 & RF2_INVISIBLE)
1425 hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible. "), wd_he[msex]));
1427 if (flags2 & RF2_COLD_BLOOD)
1429 hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded. "), wd_he[msex]));
1431 if (flags2 & RF2_EMPTY_MIND)
1433 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]));
1435 else if (flags2 & RF2_WEIRD_MIND)
1437 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]));
1439 if (flags2 & RF2_MULTIPLY)
1441 hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively. "), wd_he[msex]));
1443 if (flags2 & RF2_REGENERATE)
1445 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]));
1447 if (flags7 & RF7_RIDING)
1449 hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[msex]));
1453 /* Collect susceptibilities */
1455 if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
1456 if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
1457 if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1458 if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1461 /* Describe susceptibilities */
1465 hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
1468 for (n = 0; n < vn; n++)
1472 if ( n != 0 ) hooked_roff("や");
1474 if (n == 0) hooked_roff(" is hurt by ");
1475 else if (n < vn-1) hooked_roff(", ");
1476 else hooked_roff(" and ");
1481 hook_c_roff(color[n], vp[n]);
1485 hooked_roff(_("でダメージを与えられる。", ". "));
1489 /* Collect immunities */
1491 if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
1492 if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
1493 if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1494 if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1495 if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
1498 /* Collect resistances */
1499 if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
1500 if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
1501 if (flagsr & RFR_RES_NETH) { vp[vn] = _("地獄", "nether"); color[vn++] = TERM_L_DARK; }
1502 if (flagsr & RFR_RES_WATE) { vp[vn] = _("水", "water"); color[vn++] = TERM_BLUE; }
1503 if (flagsr & RFR_RES_PLAS) { vp[vn] = _("プラズマ", "plasma"); color[vn++] = TERM_L_RED; }
1504 if (flagsr & RFR_RES_SHAR) { vp[vn] = _("破片", "shards"); color[vn++] = TERM_L_UMBER; }
1505 if (flagsr & RFR_RES_SOUN) { vp[vn] = _("轟音", "sound"); color[vn++] = TERM_ORANGE; }
1506 if (flagsr & RFR_RES_CHAO) { vp[vn] = _("カオス", "chaos"); color[vn++] = TERM_VIOLET; }
1507 if (flagsr & RFR_RES_NEXU) { vp[vn] = _("因果混乱", "nexus"); color[vn++] = TERM_VIOLET; }
1508 if (flagsr & RFR_RES_DISE) { vp[vn] = _("劣化", "disenchantment"); color[vn++] = TERM_VIOLET; }
1509 if (flagsr & RFR_RES_WALL) { vp[vn] = _("フォース", "force"); color[vn++] = TERM_UMBER; }
1510 if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
1511 if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
1512 if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
1513 if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
1514 if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
1516 /* Describe immunities and resistances */
1520 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1523 for (n = 0; n < vn; n++)
1527 if ( n != 0 ) hooked_roff("と");
1529 if (n == 0) hooked_roff(" resists ");
1530 else if (n < vn-1) hooked_roff(", ");
1531 else hooked_roff(" and ");
1536 hook_c_roff(color[n], vp[n]);
1540 hooked_roff(_("の耐性を持っている。", ". "));
1544 if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything)
1546 if (r_ptr->next_r_idx)
1548 hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
1549 hook_c_roff(TERM_YELLOW, format("%s", r_name+r_info[r_ptr->next_r_idx].name));
1552 (" when %s gets enugh experience. ", wd_he[msex]))));
1554 else if (!(r_ptr->flags1 & RF1_UNIQUE))
1556 hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[msex]));
1560 /* Collect non-effects */
1562 if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
1563 if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
1564 if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
1565 if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
1566 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; }
1568 /* Describe non-effects */
1573 _("%^sは", "%^s"), wd_he[msex]));
1576 for (n = 0; n < vn; n++)
1580 if ( n != 0 ) hooked_roff("し、");
1582 if (n == 0) hooked_roff(" cannot be ");
1583 else if (n < vn - 1) hooked_roff(", ");
1584 else hooked_roff(" or ");
1589 hook_c_roff(color[n], vp[n]);
1593 hooked_roff(_("。", ". "));
1597 /* Do we know how aware it is? */
1598 if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) ||
1599 (r_ptr->r_ignore == MAX_UCHAR) ||
1600 (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
1604 if (r_ptr->sleep > 200)
1606 act = _("を無視しがちであるが", "prefers to ignore");
1608 else if (r_ptr->sleep > 95)
1610 act = _("に対してほとんど注意を払わないが", "pays very little attention to");
1612 else if (r_ptr->sleep > 75)
1614 act = _("に対してあまり注意を払わないが", "pays little attention to");
1616 else if (r_ptr->sleep > 45)
1618 act = _("を見過ごしがちであるが", "tends to overlook");
1620 else if (r_ptr->sleep > 25)
1622 act = _("をほんの少しは見ており", "takes quite a while to see");
1624 else if (r_ptr->sleep > 10)
1626 act = _("をしばらくは見ており", "takes a while to see");
1628 else if (r_ptr->sleep > 5)
1630 act = _("を幾分注意深く見ており", "is fairly observant of");
1632 else if (r_ptr->sleep > 3)
1634 act = _("を注意深く見ており", "is observant of");
1636 else if (r_ptr->sleep > 1)
1638 act = _("をかなり注意深く見ており", "is very observant of");
1640 else if (r_ptr->sleep > 0)
1642 act = _("を警戒しており", "is vigilant for");
1646 act = _("をかなり警戒しており", "is ever vigilant for");
1650 _(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),
1651 format("%^s %s intruders, which %s may notice from %d feet. ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
1655 /* Drops gold and/or items */
1656 if (drop_gold || drop_item)
1660 _("%^sは", "%^s may carry"), wd_he[msex]));
1667 /* Count maximum drop */
1668 n = MAX(drop_gold, drop_item);
1670 /* One drop (may need an "n") */
1673 hooked_roff(_("一つの", " a"));
1683 _("一つか二つの", " one or two"));
1690 _(" %d 個までの", " up to %d"), n));
1695 if (flags1 & RF1_DROP_GREAT)
1697 p = _("特別な", " exceptional");
1700 /* Good (no "n" needed) */
1701 else if (flags1 & RF1_DROP_GOOD)
1703 p = _("上質な", " good");
1718 /* Handle singular "an" */
1720 if (sin) hooked_roff("n");
1724 /* Dump "object(s)" */
1725 if (p) hooked_roff(p);
1727 _("アイテム", " object"));
1730 if (n != 1) hooked_roff("s");
1733 /* Conjunction replaces variety, if needed for "gold" below */
1742 if (!p) sin = FALSE;
1744 /* Handle singular "an" */
1745 if (sin) hooked_roff("n");
1749 /* Dump "treasure(s)" */
1750 if (p) hooked_roff(p);
1751 hooked_roff(_("財宝", " treasure"));
1753 if (n != 1) hooked_roff("s");
1758 /* End this sentence */
1759 hooked_roff(_("を持っていることがある。", ". "));
1763 /* Count the number of "known" attacks */
1764 for (n = 0, m = 0; m < 4; m++)
1766 /* Skip non-attacks */
1767 if (!r_ptr->blow[m].method) continue;
1768 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1770 /* Count known attacks */
1771 if (r_ptr->r_blows[m] || know_everything) n++;
1774 /* Examine (and count) the actual attacks */
1775 for (r = 0, m = 0; m < 4; m++)
1777 int method, effect, d1, d2;
1779 /* Skip non-attacks */
1780 if (!r_ptr->blow[m].method) continue;
1781 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1783 /* Skip unknown attacks */
1784 if (!r_ptr->r_blows[m] && !know_everything) continue;
1786 /* Extract the attack info */
1787 method = r_ptr->blow[m].method;
1788 effect = r_ptr->blow[m].effect;
1789 d1 = r_ptr->blow[m].d_dice;
1790 d2 = r_ptr->blow[m].d_side;
1795 /* Acquire the method */
1798 case RBM_HIT: p = _("殴る", "hit"); break;
1799 case RBM_TOUCH: p = _("触る", "touch"); break;
1800 case RBM_PUNCH: p = _("パンチする", "punch"); break;
1801 case RBM_KICK: p = _("蹴る", "kick"); break;
1802 case RBM_CLAW: p = _("ひっかく", "claw"); break;
1803 case RBM_BITE: p = _("噛む", "bite"); break;
1804 case RBM_STING: p = _("刺す", "sting"); break;
1805 case RBM_SLASH: p = _("斬る", "slash"); break;
1806 case RBM_BUTT: p = _("角で突く", "butt"); break;
1807 case RBM_CRUSH: p = _("体当たりする", "crush"); break;
1808 case RBM_ENGULF: p = _("飲み込む", "engulf"); break;
1809 case RBM_CHARGE: p = _("請求書をよこす", "charge"); break;
1810 case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break;
1811 case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break;
1812 case RBM_SPIT: p = _("つばを吐く", "spit"); break;
1813 case RBM_EXPLODE: p = _("爆発する", "explode"); break;
1814 case RBM_GAZE: p = _("にらむ", "gaze"); break;
1815 case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break;
1816 case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break;
1817 case RBM_XXX4: break;
1818 case RBM_BEG: p = _("金をせがむ", "beg"); break;
1819 case RBM_INSULT: p = _("侮辱する", "insult"); break;
1820 case RBM_MOAN: p = _("うめく", "moan"); break;
1821 case RBM_SHOW: p = _("歌う", "sing"); break;
1825 /* Default effect */
1828 /* Acquire the effect */
1831 case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
1832 case RBE_HURT: q = _("攻撃する", "attack"); break;
1833 case RBE_POISON: q = _("毒をくらわす", "poison"); break;
1834 case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break;
1835 case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break;
1836 case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break;
1837 case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break;
1838 case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break;
1839 case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break;
1840 case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break;
1841 case RBE_ELEC: q = _("感電させる", "electrocute"); break;
1842 case RBE_FIRE: q = _("燃やす", "burn"); break;
1843 case RBE_COLD: q = _("凍らせる", "freeze"); break;
1844 case RBE_BLIND: q = _("盲目にする", "blind"); break;
1845 case RBE_CONFUSE: q = _("混乱させる", "confuse"); break;
1846 case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break;
1847 case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break;
1848 case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break;
1849 case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break;
1850 case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break;
1851 case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break;
1852 case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break;
1853 case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break;
1854 case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break;
1855 case RBE_SHATTER: q = _("粉砕する", "shatter"); break;
1856 case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
1857 case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
1858 case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
1859 case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
1860 case RBE_DISEASE: q = _("病気にする", "disease"); break;
1861 case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break;
1862 case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break;
1863 case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break;
1864 case RBE_INERTIA: q = _("減速させる", "slow"); break;
1865 case RBE_STUN: q = _("朦朧とさせる", "stun"); break;
1870 if ( r == 0 ) hooked_roff( format("%^sは", wd_he[msex]) );
1872 /***若干表現を変更 ita ***/
1874 /* Describe damage (if known) */
1875 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1878 /* Display the damage */
1879 hooked_roff(format(" %dd%d ", d1, d2));
1880 hooked_roff("のダメージで");
1882 /* Hack -- force a method */
1883 if (!p) p = "何か奇妙なことをする";
1885 /* Describe the method */
1886 /* XXしてYYし/XXしてYYする/XXし/XXする */
1887 if(q) jverb( p ,jverb_buf, JVERB_TO);
1888 else if(r!=n-1) jverb( p ,jverb_buf, JVERB_AND);
1889 else strcpy(jverb_buf, p);
1891 hooked_roff(jverb_buf);
1893 /* Describe the effect (if any) */
1896 if(r!=n-1) jverb( q,jverb_buf, JVERB_AND);
1897 else strcpy(jverb_buf,q);
1898 hooked_roff(jverb_buf);
1900 if(r!=n-1) hooked_roff("、");
1902 /* Introduce the attack description */
1905 hooked_roff(format("%^s can ", wd_he[msex]));
1913 hooked_roff(", and ");
1917 /* Hack -- force a method */
1918 if (!p) p = "do something weird";
1920 /* Describe the method */
1924 /* Describe the effect (if any) */
1927 /* Describe the attack type */
1928 hooked_roff(" to ");
1931 /* Describe damage (if known) */
1932 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1934 /* Display the damage */
1935 hooked_roff(" with damage");
1936 hooked_roff(format(" %dd%d", d1, d2));
1943 /* Count the attacks as printed */
1947 /* Finish sentence above */
1950 hooked_roff(_("。", ". "));
1953 /* Notice lack of attacks */
1954 else if (flags1 & RF1_NEVER_BLOW)
1957 _("%^sは物理的な攻撃方法を持たない。",
1958 "%^s has no physical attacks. "), wd_he[msex]));
1961 /* Or describe the lack of knowledge */
1965 _("%s攻撃については何も知らない。",
1966 "Nothing is known about %s attack. "), wd_his[msex]));
1971 * Notice "Quest" monsters, but only if you
1972 * already encountered the monster.
1974 if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
1976 hook_c_roff(TERM_VIOLET,
1977 _("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...",
1978 "You feel an intense desire to kill this monster... "));
1981 else if (flags7 & RF7_GUARDIAN)
1983 hook_c_roff(TERM_L_RED,
1984 _("このモンスターはダンジョンの主である。",
1985 "This monster is the master of a dungeon."));
1996 * @brief モンスター情報のヘッダを記述する
1997 * Hack -- Display the "name" and "attr/chars" of a monster race
1998 * @param r_idx モンスターの種族ID
2001 void roff_top(MONRACE_IDX r_idx)
2003 monster_race *r_ptr = &r_info[r_idx];
2009 /* Access the chars */
2013 /* Access the attrs */
2018 /* Clear the top line */
2019 Term_erase(0, 0, 255);
2021 /* Reset the cursor */
2025 /* A title (use "The" for non-uniques) */
2026 if (!(r_ptr->flags1 & RF1_UNIQUE))
2028 Term_addstr(-1, TERM_WHITE, "The ");
2033 Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
2035 /* Append the "standard" attr/char info */
2036 Term_addstr(-1, TERM_WHITE, " ('");
2037 Term_add_bigch(a1, c1);
2038 Term_addstr(-1, TERM_WHITE, "')");
2040 /* Append the "optional" attr/char info */
2041 Term_addstr(-1, TERM_WHITE, "/('");
2042 Term_add_bigch(a2, c2);
2043 Term_addstr(-1, TERM_WHITE, "'):");
2045 /* Wizards get extra info */
2050 sprintf(buf, "%d", r_idx);
2052 Term_addstr(-1, TERM_WHITE, " (");
2053 Term_addstr(-1, TERM_L_BLUE, buf);
2054 Term_addch(TERM_WHITE, ')');
2061 * @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 /
2062 * Hack -- describe the given monster race at the top of the screen
2063 * @param r_idx モンスターの種族ID
2064 * @param mode 表示オプション
2067 void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
2072 Term_erase(0, 1, 255);
2074 hook_c_roff = c_roff;
2076 /* Recall monster */
2077 roff_aux(r_idx, mode);
2079 /* Describe monster */
2087 * @brief モンスター情報の現在のウィンドウに表示する /
2088 * Hack -- describe the given monster race in the current "term" window
2089 * @param r_idx モンスターの種族ID
2092 void display_roff(MONRACE_IDX r_idx)
2096 /* Erase the window */
2097 for (y = 0; y < Term->hgt; y++)
2099 /* Erase the line */
2100 Term_erase(0, y, 255);
2106 hook_c_roff = c_roff;
2108 /* Recall monster */
2111 /* Describe monster */
2117 * @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 /
2118 * Hack -- output description of the given monster race
2119 * @param r_idx モンスターの種族ID
2120 * @param roff_func 出力処理を行う関数ポインタ
2123 void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(TERM_COLOR attr, concptr str))
2125 hook_c_roff = roff_func;
2127 /* Recall monster */
2128 roff_aux(r_idx, 0x03);
2134 * @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
2135 * @return 地勢にあったモンスターの生成条件関数
2137 monsterrace_hook_type get_monster_hook(void)
2139 if (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
2141 switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
2144 return (monsterrace_hook_type)mon_hook_town;
2145 case TERRAIN_DEEP_WATER:
2146 return (monsterrace_hook_type)mon_hook_ocean;
2147 case TERRAIN_SHALLOW_WATER:
2149 return (monsterrace_hook_type)mon_hook_shore;
2151 case TERRAIN_DESERT:
2152 return (monsterrace_hook_type)mon_hook_waste;
2154 return (monsterrace_hook_type)mon_hook_grass;
2156 return (monsterrace_hook_type)mon_hook_wood;
2157 case TERRAIN_SHALLOW_LAVA:
2158 case TERRAIN_DEEP_LAVA:
2159 return (monsterrace_hook_type)mon_hook_volcano;
2160 case TERRAIN_MOUNTAIN:
2161 return (monsterrace_hook_type)mon_hook_mountain;
2163 return (monsterrace_hook_type)mon_hook_dungeon;
2168 return (monsterrace_hook_type)mon_hook_dungeon;
2173 * @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
2174 * @return 地勢にあったモンスターの生成条件関数
2176 monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
2178 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2180 /* Set the monster list */
2183 if (have_flag(f_ptr->flags, FF_WATER))
2186 if (have_flag(f_ptr->flags, FF_DEEP))
2188 return (monsterrace_hook_type)mon_hook_deep_water;
2194 return (monsterrace_hook_type)mon_hook_shallow_water;
2199 else if (have_flag(f_ptr->flags, FF_LAVA))
2201 return (monsterrace_hook_type)mon_hook_lava;
2204 else return (monsterrace_hook_type)mon_hook_floor;
2208 * @brief モンスターを友好的にする
2209 * @param m_ptr モンスター情報構造体の参照ポインタ
2212 void set_friendly(monster_type *m_ptr)
2214 m_ptr->smart |= SM_FRIENDLY;
2218 * @brief モンスターをペットにする
2219 * @param m_ptr モンスター情報構造体の参照ポインタ
2222 void set_pet(monster_type *m_ptr)
2224 check_quest_completion(m_ptr);
2226 m_ptr->smart |= SM_PET;
2227 if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
2228 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2233 * Makes the monster hostile towards the player
2234 * @param m_ptr モンスター情報構造体の参照ポインタ
2237 void set_hostile(monster_type *m_ptr)
2239 if (p_ptr->inside_battle) return;
2240 m_ptr->smart &= ~SM_PET;
2241 m_ptr->smart &= ~SM_FRIENDLY;
2248 * @param m_ptr モンスター情報構造体の参照ポインタ
2251 void anger_monster(monster_type *m_ptr)
2253 if (p_ptr->inside_battle) return;
2254 if (is_friendly(m_ptr))
2256 GAME_TEXT m_name[MAX_NLEN];
2258 monster_desc(m_name, m_ptr, 0);
2259 msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
2263 chg_virtue(V_INDIVIDUALISM, 1);
2264 chg_virtue(V_HONOUR, -1);
2265 chg_virtue(V_JUSTICE, -1);
2266 chg_virtue(V_COMPASSION, -1);
2272 * @brief モンスターが地形を踏破できるかどうかを返す
2273 * Check if monster can cross terrain
2275 * @param r_ptr モンスター種族構造体の参照ポインタ
2277 * @return 踏破可能ならばTRUEを返す
2279 bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
2281 feature_type *f_ptr = &f_info[feat];
2283 if (have_flag(f_ptr->flags, FF_PATTERN))
2285 if (!(mode & CEM_RIDING))
2287 if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
2291 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2296 if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
2297 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
2298 if (have_flag(f_ptr->flags, FF_CAN_PASS))
2300 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || p_ptr->pass_wall)) return TRUE;
2303 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2305 /* Some monsters can walk on mountains */
2306 if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
2309 if (have_flag(f_ptr->flags, FF_WATER))
2311 if (!(r_ptr->flags7 & RF7_AQUATIC))
2314 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2317 else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
2321 /* Aquatic monster into non-water? */
2322 else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2325 if (have_flag(f_ptr->flags, FF_LAVA))
2327 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
2331 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
2333 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
2337 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
2339 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
2343 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
2345 if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
2349 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
2351 if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
2359 * @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
2360 * Strictly check if monster can enter the grid
2363 * @param r_ptr モンスター種族構造体の参照ポインタ
2365 * @return 踏破可能ならばTRUEを返す
2367 bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
2369 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2371 /* Player or other monster */
2372 if (player_bold(y, x)) return FALSE;
2373 if (g_ptr->m_idx) return FALSE;
2375 return monster_can_cross_terrain(g_ptr->feat, r_ptr, mode);
2380 * @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)
2381 * Check if this monster has "hostile" alignment (aux)
2382 * @param sub_align1 モンスター1のサブフラグ
2383 * @param sub_align2 モンスター2のサブフラグ
2384 * @return 敵対関係にあるならばTRUEを返す
2386 static bool check_hostile_align(byte sub_align1, byte sub_align2)
2388 if (sub_align1 != sub_align2)
2390 if (((sub_align1 & SUB_ALIGN_EVIL) && (sub_align2 & SUB_ALIGN_GOOD)) ||
2391 ((sub_align1 & SUB_ALIGN_GOOD) && (sub_align2 & SUB_ALIGN_EVIL)))
2395 /* Non-hostile alignment */
2401 * @brief モンスターの属性の基づいた敵対関係の有無を返す
2402 * Check if two monsters are enemies
2403 * @param m_ptr モンスター1の構造体参照ポインタ
2404 * @param n_ptr モンスター2の構造体参照ポインタ
2405 * @return 敵対関係にあるならばTRUEを返す
2407 bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
2409 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2410 monster_race *s_ptr = &r_info[n_ptr->r_idx];
2412 if (p_ptr->inside_battle)
2414 if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
2418 if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
2419 && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
2421 if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
2424 /* Friendly vs. opposite aligned normal or pet */
2425 if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
2427 if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
2430 /* Hostile vs. non-hostile */
2431 if (is_hostile(m_ptr) != is_hostile(n_ptr))
2442 * @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
2443 * Check if this monster race has "hostile" alignment
2444 * @param m_ptr モンスター情報構造体の参照ポインタ
2445 * @param pa_good プレイヤーの善傾向値
2446 * @param pa_evil プレイヤーの悪傾向値
2447 * @param r_ptr モンスター種族情報の構造体参照ポインタ
2448 * @return プレイヤーに敵意を持つならばTRUEを返す
2450 * If user is player, m_ptr == NULL.
2452 bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
2454 byte sub_align1 = SUB_ALIGN_NEUTRAL;
2455 byte sub_align2 = SUB_ALIGN_NEUTRAL;
2457 if (m_ptr) /* For a monster */
2459 sub_align1 = m_ptr->sub_align;
2461 else /* For player */
2463 if (p_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
2464 if (p_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL;
2467 /* Racial alignment flags */
2468 if (r_ptr->flags3 & RF3_EVIL) sub_align2 |= SUB_ALIGN_EVIL;
2469 if (r_ptr->flags3 & RF3_GOOD) sub_align2 |= SUB_ALIGN_GOOD;
2471 if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
2473 /* Non-hostile alignment */
2478 * @brief モンスターを倒した際の財宝svalを返す
2479 * @param r_idx 倒したモンスターの種族ID
2482 * Hack -- Return the "automatic coin type" of a monster race
2483 * Used to allocate proper treasure when "Creeping coins" die
2484 * Note the use of actual "monster names"
2486 static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
2488 /* Analyze monsters */
2491 case MON_COPPER_COINS: return 2;
2492 case MON_SILVER_COINS: return 5;
2493 case MON_GOLD_COINS: return 10;
2494 case MON_MITHRIL_COINS:
2495 case MON_MITHRIL_GOLEM: return 16;
2496 case MON_ADAMANT_COINS: return 17;
2499 /* Assume nothing */
2505 * @brief モンスターが死亡した時の処理 /
2506 * Handle the "death" of a monster.
2507 * @param m_idx 死亡したモンスターのID
2508 * @param drop_item TRUEならばモンスターのドロップ処理を行う
2509 * @return 撃破されたモンスターの述語
2512 * Disperse treasures centered at the monster location based on the
2513 * various flags contained in the monster flags fields.
2514 * Check for "Quest" completion when a quest monster is killed.
2515 * Note that only the player can induce "monster_death()" on Uniques.
2516 * Thus (for now) all Quest monsters should be Uniques.
2517 * Note that monsters can now carry objects, and when a monster dies,
2518 * it drops all of its objects, which may disappear in crowded rooms.
2521 void monster_death(MONSTER_IDX m_idx, bool drop_item)
2530 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2531 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2533 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
2537 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
2538 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
2539 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
2540 int force_coin = get_coin_type(m_ptr->r_idx);
2545 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
2546 && !p_ptr->inside_battle && !is_pet(m_ptr);
2548 /* The caster is dead? */
2549 if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx) current_world_ptr->timewalk_m_idx = 0;
2551 /* Notice changes in view */
2552 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2554 p_ptr->update |= (PU_MON_LITE);
2560 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2562 GAME_TEXT m_name[MAX_NLEN];
2564 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2565 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
2568 /* Let monsters explode! */
2569 for (i = 0; i < 4; i++)
2571 if (r_ptr->blow[i].method == RBM_EXPLODE)
2573 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2574 EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
2575 DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
2576 DICE_SID d_side = r_ptr->blow[i].d_side;
2577 HIT_POINT damage = damroll(d_dice, d_side);
2579 project(m_idx, 3, y, x, damage, typ, flg, -1);
2584 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
2586 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
2587 r_ptr = &r_info[m_ptr->r_idx];
2590 check_quest_completion(m_ptr);
2592 /* Handle the possibility of player vanquishing arena combatant -KMW- */
2593 if (p_ptr->inside_arena && !is_pet(m_ptr))
2595 p_ptr->exit_bldg = TRUE;
2597 if (p_ptr->arena_number > MAX_ARENA_MONS)
2599 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
2603 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."));
2606 if (arena_info[p_ptr->arena_number].tval)
2610 /* Prepare to make a prize */
2611 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
2612 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2613 (void)drop_near(q_ptr, -1, y, x);
2616 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
2617 p_ptr->arena_number++;
2620 GAME_TEXT m_name[MAX_NLEN];
2622 monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
2624 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
2628 if (m_idx == p_ptr->riding)
2630 if (rakuba(-1, FALSE))
2632 msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
2636 /* Drop a dead corpse? */
2637 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
2638 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
2639 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
2641 /* Assume skeleton */
2642 bool corpse = FALSE;
2645 * We cannot drop a skeleton? Note, if we are in this check,
2646 * we *know* we can drop at least a corpse or a skeleton
2648 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
2650 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
2653 /* Else, a corpse is more likely unless we did a "lot" of damage */
2654 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
2656 /* Lots of damage in one blow */
2657 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
2659 if (one_in_(5)) corpse = TRUE;
2663 if (!one_in_(5)) corpse = TRUE;
2668 /* Prepare to make an object */
2669 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
2671 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2673 q_ptr->pval = m_ptr->r_idx;
2674 (void)drop_near(q_ptr, -1, y, x);
2677 /* Drop objects being carried */
2678 monster_drop_carried_objects(m_ptr);
2680 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
2681 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
2683 switch (m_ptr->r_idx)
2685 case MON_PINK_HORROR:
2686 /* Pink horrors are replaced with 2 Blue horrors */
2687 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
2689 bool notice = FALSE;
2691 for (i = 0; i < 2; i++)
2693 POSITION wy = y, wx = x;
2694 bool pet = is_pet(m_ptr);
2695 BIT_FLAGS mode = 0L;
2697 if (pet) mode |= PM_FORCE_PET;
2699 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode, '\0'))
2701 if (player_can_see_bold(wy, wx)) notice = TRUE;
2705 if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
2709 case MON_BLOODLETTER:
2710 /* Bloodletters of Khorne may drop a blade of chaos */
2711 if (drop_chosen_item && (randint1(100) < 15))
2715 /* Prepare to make a Blade of Chaos */
2716 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
2718 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
2719 (void)drop_near(q_ptr, -1, y, x);
2724 if (drop_chosen_item && (current_floor_ptr->dun_level > 9))
2729 /* Activate restriction */
2730 if ((current_floor_ptr->dun_level > 49) && one_in_(5))
2731 get_obj_num_hook = kind_is_good_book;
2733 get_obj_num_hook = kind_is_book;
2736 make_object(q_ptr, mo_mode);
2737 (void)drop_near(q_ptr, -1, y, x);
2743 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
2744 * spawn another in the fallen one's place!
2746 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2750 POSITION wy = y, wx = x;
2752 bool pet = is_pet(m_ptr);
2756 scatter(&wy, &wx, y, x, 20, 0);
2757 } while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
2761 BIT_FLAGS mode = 0L;
2762 if (pet) mode |= PM_FORCE_PET;
2764 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode, '\0'))
2766 if (player_can_see_bold(wy, wx))
2767 msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
2775 /* One more ultra-hack: An Unmaker goes out with a big bang! */
2777 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2778 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
2782 case MON_UNICORN_ORD:
2785 /* Reward for "lazy" player */
2786 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2788 ARTIFACT_IDX a_idx = 0;
2789 artifact_type *a_ptr = NULL;
2791 if (!drop_chosen_item) break;
2795 switch (randint0(3))
2798 a_idx = ART_NAMAKE_HAMMER;
2801 a_idx = ART_NAMAKE_BOW;
2804 a_idx = ART_NAMAKE_ARMOR;
2808 a_ptr = &a_info[a_idx];
2809 } while (a_ptr->cur_num);
2811 /* Create the artifact */
2812 if (create_named_art(a_idx, y, x))
2816 /* Hack -- Memorize location of artifact in saved floors */
2817 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
2819 else if (!preserve_mode) a_ptr->cur_num = 1;
2824 if (!drop_chosen_item) break;
2827 /* Mega-Hack -- Prepare to make "Grond" */
2828 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
2830 /* Mega-Hack -- Mark this item as "Grond" */
2831 q_ptr->name1 = ART_GROND;
2833 /* Mega-Hack -- Actually create "Grond" */
2834 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
2835 (void)drop_near(q_ptr, -1, y, x);
2838 /* Mega-Hack -- Prepare to make "Chaos" */
2839 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
2841 /* Mega-Hack -- Mark this item as "Chaos" */
2842 q_ptr->name1 = ART_CHAOS;
2844 /* Mega-Hack -- Actually create "Chaos" */
2845 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
2846 (void)drop_near(q_ptr, -1, y, x);
2849 case MON_B_DEATH_SWORD:
2850 if (drop_chosen_item)
2854 /* Prepare to make a broken sword */
2855 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
2856 (void)drop_near(q_ptr, -1, y, x);
2862 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
2863 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
2867 /* Prepare to make a Can of Toys */
2868 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
2870 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2871 (void)drop_near(q_ptr, -1, y, x);
2877 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2878 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
2883 if (!drop_chosen_item) break;
2885 switch (r_ptr->d_char)
2888 if (current_floor_ptr->dun_level > 0)
2893 /* Activate restriction */
2894 get_obj_num_hook = kind_is_cloak;
2897 make_object(q_ptr, mo_mode);
2898 (void)drop_near(q_ptr, -1, y, x);
2903 if (current_floor_ptr->dun_level > 4)
2908 /* Activate restriction */
2909 get_obj_num_hook = kind_is_polearm;
2911 /* Make a poleweapon */
2912 make_object(q_ptr, mo_mode);
2913 (void)drop_near(q_ptr, -1, y, x);
2918 if (current_floor_ptr->dun_level > 19)
2923 /* Activate restriction */
2924 get_obj_num_hook = kind_is_armor;
2926 /* Make a hard armor */
2927 make_object(q_ptr, mo_mode);
2928 (void)drop_near(q_ptr, -1, y, x);
2933 if (current_floor_ptr->dun_level > 4)
2938 /* Activate restriction */
2939 get_obj_num_hook = kind_is_hafted;
2941 /* Make a hafted weapon */
2942 make_object(q_ptr, mo_mode);
2943 (void)drop_near(q_ptr, -1, y, x);
2948 if (m_ptr->r_idx != MON_STORMBRINGER)
2953 /* Activate restriction */
2954 get_obj_num_hook = kind_is_sword;
2957 make_object(q_ptr, mo_mode);
2958 (void)drop_near(q_ptr, -1, y, x);
2965 /* Mega-Hack -- drop fixed items */
2966 if (drop_chosen_item)
2968 ARTIFACT_IDX a_idx = 0;
2969 PERCENTAGE chance = 0;
2971 for (i = 0; i < 4; i++)
2973 if (!r_ptr->artifact_id[i]) break;
2974 a_idx = r_ptr->artifact_id[i];
2975 chance = r_ptr->artifact_percent[i];
2978 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
2980 artifact_type *a_ptr = &a_info[a_idx];
2982 if (!a_ptr->cur_num)
2984 /* Create the artifact */
2985 if (create_named_art(a_idx, y, x))
2989 /* Hack -- Memorize location of artifact in saved floors */
2990 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
2992 else if (!preserve_mode) a_ptr->cur_num = 1;
2996 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[p_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
2998 KIND_OBJECT_IDX k_idx = d_info[p_ptr->dungeon_idx].final_object ? d_info[p_ptr->dungeon_idx].final_object
2999 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
3001 if (d_info[p_ptr->dungeon_idx].final_artifact)
3003 a_idx = d_info[p_ptr->dungeon_idx].final_artifact;
3004 artifact_type *a_ptr = &a_info[a_idx];
3006 if (!a_ptr->cur_num)
3008 /* Create the artifact */
3009 if (create_named_art(a_idx, y, x))
3013 /* Hack -- Memorize location of artifact in saved floors */
3014 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
3016 else if (!preserve_mode) a_ptr->cur_num = 1;
3018 /* Prevent rewarding both artifact and "default" object */
3019 if (!d_info[p_ptr->dungeon_idx].final_object) k_idx = 0;
3027 /* Prepare to make a reward */
3028 object_prep(q_ptr, k_idx);
3030 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
3031 (void)drop_near(q_ptr, -1, y, x);
3033 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);
3037 /* Determine how much we can drop */
3038 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
3039 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
3040 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
3041 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
3042 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
3043 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
3045 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
3046 number = 0; /* Clones drop no stuff unless Cloning Pits */
3048 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
3049 number = 0; /* Pets drop no stuff */
3050 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
3052 if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
3053 number = 0; /* Limit of Multiply monster drop */
3055 /* Hack -- handle creeping coins */
3056 coin_type = force_coin;
3058 /* Average dungeon and monster levels */
3059 current_floor_ptr->object_level = (current_floor_ptr->dun_level + r_ptr->level) / 2;
3061 /* Drop some objects */
3062 for (j = 0; j < number; j++)
3068 if (do_gold && (!do_item || (randint0(100) < 50)))
3070 /* Make some gold */
3071 if (!make_gold(q_ptr)) continue;
3079 /* Make an object */
3080 if (!make_object(q_ptr, mo_mode)) continue;
3084 (void)drop_near(q_ptr, -1, y, x);
3087 /* Reset the object level */
3088 current_floor_ptr->object_level = current_floor_ptr->base_level;
3090 /* Reset "coin" type */
3094 /* Take note of any dropped treasure */
3095 if (visible && (dump_item || dump_gold))
3097 /* Take notes on treasure */
3098 lore_treasure(m_idx, dump_item, dump_gold);
3101 /* Only process "Quest Monsters" */
3102 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
3103 if (p_ptr->inside_battle) return;
3106 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
3109 p_ptr->total_winner = TRUE;
3111 /* Redraw the "title" */
3112 p_ptr->redraw |= (PR_TITLE);
3114 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
3116 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!"));
3118 admire_from_patron(p_ptr);
3120 /* Congratulations */
3121 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
3122 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!"));
3123 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."));
3128 * @brief モンスターを撃破した際の述語メッセージを返す /
3129 * Return monster death string
3130 * @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
3131 * @return 撃破されたモンスターの述語
3133 concptr extract_note_dies(MONRACE_IDX r_idx)
3135 monster_race *r_ptr = &r_info[r_idx];
3136 /* Some monsters get "destroyed" */
3137 if (!monster_living(r_idx))
3141 for (i = 0; i < 4; i++)
3143 if (r_ptr->blow[i].method == RBM_EXPLODE)
3145 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
3148 return _("を倒した。", " is destroyed.");
3151 return _("は死んだ。", " dies.");
3155 * Monster health description
3157 concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
3159 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3166 /* Determine if the monster is "living" */
3167 living = monster_living(m_ptr->ap_r_idx);
3169 /* Calculate a health "percentage" */
3170 perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
3172 /* Healthy monsters */
3173 if (m_ptr->hp >= m_ptr->maxhp)
3175 desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
3178 else if (perc >= 60)
3180 desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
3183 else if (perc >= 25)
3185 desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
3188 else if (perc >= 10)
3190 desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
3195 desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
3198 /* Need attitude information? */
3201 /* Full information is not needed */
3204 else if (is_pet(m_ptr))
3206 attitude = _(", ペット", ", pet");
3208 else if (is_friendly(m_ptr))
3210 attitude = _(", 友好的", ", friendly");
3214 attitude = _("", "");
3217 /* Clone monster? */
3218 if (m_ptr->smart & SM_CLONED)
3227 /* Display monster's level --- idea borrowed from ToME */
3228 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
3230 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
3234 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);