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.
17 * Pronoun arrays, by gender.
19 static cptr wd_he[3] =
23 { "it", "he", "she" };
26 static cptr wd_his[3] =
28 { "それの", "彼の", "彼女の" };
30 { "its", "his", "her" };
36 * 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural)
38 #define plural(c,s,p) \
39 (((c) == 1) ? (s) : (p))
44 * @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
45 * @param r_idx モンスターの種族ID
46 * @return 敵のACを知る条件が満たされているならTRUEを返す
48 * The higher the level, the fewer kills needed.
50 static bool know_armour(MONRACE_IDX r_idx)
52 monster_race *r_ptr = &r_info[r_idx];
54 s32b level = r_ptr->level;
56 s32b kills = r_ptr->r_tkills;
58 bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
60 if (cheat_know || known) return (TRUE);
63 if (kills > 304 / (4 + level)) return (TRUE);
65 /* Skip non-uniques */
66 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
69 if (kills > 304 / (38 + (5 * level) / 4)) return (TRUE);
77 * @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
78 * Determine if the "damage" of the given attack is known
79 * @param r_idx モンスターの種族ID
81 * @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
84 * the higher the level of the monster, the fewer the attacks you need,
85 * the more damage an attack does, the more attacks you need
88 static bool know_damage(MONRACE_IDX r_idx, int i)
90 monster_race *r_ptr = &r_info[r_idx];
92 s32b level = r_ptr->level;
94 s32b a = r_ptr->r_blows[i];
96 s32b d1 = r_ptr->blow[i].d_dice;
97 s32b d2 = r_ptr->blow[i].d_side;
101 if (d >= ((4+level)*MAX_UCHAR)/80) d = ((4+level)*MAX_UCHAR-1)/80;
103 /* Normal monsters */
104 if ((4 + level) * a > 80 * d) return (TRUE);
106 /* Skip non-uniques */
107 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
109 /* Unique monsters */
110 if ((4 + level) * (2 * a) > 80 * d) return (TRUE);
118 * Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
120 void (*hook_c_roff)(byte attr, cptr str) = c_roff;
123 * @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
127 static void hooked_roff(cptr str)
130 hook_c_roff(TERM_WHITE, str);
134 * @brief ダイス目を文字列に変換する
135 * @param base_damage 固定値
136 * @param dice_num ダイス数
137 * @param dice_side ダイス面
138 * @param dice_mult ダイス倍率
139 * @param dice_div ダイス除数
140 * @param msg 文字列を格納するポインタ
143 void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
145 char base[80] = "", dice[80] = "", mult[80]="";
149 sprintf(msg, "%d", base_damage);
153 if (base_damage != 0)
154 sprintf(base, "%d+", base_damage);
157 sprintf(dice, "d%d", dice_side);
159 sprintf(dice, "%dd%d", dice_num, dice_side);
161 if (dice_mult != 1 || dice_div != 1)
164 sprintf(mult, "*%d", dice_mult);
166 sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
168 sprintf(msg, "%s%s%s", base, dice, mult);
173 * @brief 文字列にモンスターの攻撃力を加える
174 * @param r_idx モンスターの種族ID
175 * @param SPELL_NUM 呪文番号
177 * @param tmp 返すメッセージを格納する配列
180 void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
182 int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
183 int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
184 int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
185 int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
186 int dice_div = monspell_race_damage(SPELL_NUM, r_idx, DICE_DIV);
187 char dmg_str[80], dice_str[80];
188 dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
189 sprintf(dice_str, "(%s)", dmg_str);
191 if (know_armour(r_idx))
192 sprintf(tmp, msg, dice_str);
194 sprintf(tmp, msg, "");
198 * @brief モンスターの思い出情報を表示する
199 * Hack -- display monster information using "hooked_roff()"
200 * @param r_idx モンスターの種族ID
201 * @param mode 表示オプション
204 * This function should only be called with the cursor placed at the
205 * left edge of the screen, on a cleared line, in which the recall is
206 * to take place. One extra blank line is left after the recall.
208 static void roff_aux(MONRACE_IDX r_idx, int mode)
210 monster_race *r_ptr = &r_info[r_idx];
225 bool nightmare = ironman_nightmare && !(mode & 0x02);
226 int speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
230 bool reinforce = FALSE;
236 u32b a_ability_flags1;
237 u32b a_ability_flags2;
241 byte drop_gold, drop_item;
246 char tmp_msg[96][96];
248 bool know_everything = FALSE;
250 /* Obtain a copy of the "known" number of drops */
251 drop_gold = r_ptr->r_drop_gold;
252 drop_item = r_ptr->r_drop_item;
254 /* Obtain a copy of the "known" flags */
255 flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
256 flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
257 flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
258 flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
259 a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
260 a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
261 flags7 = (r_ptr->flags7 & r_ptr->flags7);
262 flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
264 for(n = 0; n < 6; n++)
266 if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
269 /* cheat_know or research_mon() */
270 if (cheat_know || (mode & 0x01))
271 know_everything = TRUE;
273 /* Cheat -- Know everything */
276 /* Hack -- maximal drops */
277 drop_gold = drop_item =
278 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
279 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
280 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
281 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
282 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
283 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
285 /* Hack -- but only "valid" drops */
286 if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
287 if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0;
289 /* Hack -- know all the flags */
290 flags1 = r_ptr->flags1;
291 flags2 = r_ptr->flags2;
292 flags3 = r_ptr->flags3;
293 flags4 = r_ptr->flags4;
294 a_ability_flags1 = r_ptr->a_ability_flags1;
295 a_ability_flags2 = r_ptr->a_ability_flags2;
296 flagsr = r_ptr->flagsr;
300 /* Extract a gender (if applicable) */
301 if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
302 else if (r_ptr->flags1 & RF1_MALE) msex = 1;
304 /* Assume some "obvious" flags */
305 if (r_ptr->flags1 & RF1_UNIQUE) flags1 |= (RF1_UNIQUE);
306 if (r_ptr->flags1 & RF1_QUESTOR) flags1 |= (RF1_QUESTOR);
307 if (r_ptr->flags1 & RF1_MALE) flags1 |= (RF1_MALE);
308 if (r_ptr->flags1 & RF1_FEMALE) flags1 |= (RF1_FEMALE);
310 /* Assume some "creation" flags */
311 if (r_ptr->flags1 & RF1_FRIENDS) flags1 |= (RF1_FRIENDS);
312 if (r_ptr->flags1 & RF1_ESCORT) flags1 |= (RF1_ESCORT);
313 if (r_ptr->flags1 & RF1_ESCORTS) flags1 |= (RF1_ESCORTS);
315 /* Killing a monster reveals some properties */
316 if (r_ptr->r_tkills || know_everything)
318 /* Know "race" flags */
319 if (r_ptr->flags3 & RF3_ORC) flags3 |= (RF3_ORC);
320 if (r_ptr->flags3 & RF3_TROLL) flags3 |= (RF3_TROLL);
321 if (r_ptr->flags3 & RF3_GIANT) flags3 |= (RF3_GIANT);
322 if (r_ptr->flags3 & RF3_DRAGON) flags3 |= (RF3_DRAGON);
323 if (r_ptr->flags3 & RF3_DEMON) flags3 |= (RF3_DEMON);
324 if (r_ptr->flags3 & RF3_UNDEAD) flags3 |= (RF3_UNDEAD);
325 if (r_ptr->flags3 & RF3_EVIL) flags3 |= (RF3_EVIL);
326 if (r_ptr->flags3 & RF3_GOOD) flags3 |= (RF3_GOOD);
327 if (r_ptr->flags3 & RF3_ANIMAL) flags3 |= (RF3_ANIMAL);
328 if (r_ptr->flags3 & RF3_AMBERITE) flags3 |= (RF3_AMBERITE);
329 if (r_ptr->flags2 & RF2_HUMAN) flags2 |= (RF2_HUMAN);
331 /* Know 'quantum' flag */
332 if (r_ptr->flags2 & RF2_QUANTUM) flags2 |= (RF2_QUANTUM);
334 /* Know "forced" flags */
335 if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH);
336 if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP);
339 /* For output_monster_spoiler() */
346 /* Treat uniques differently */
347 if (flags1 & RF1_UNIQUE)
349 /* Hack -- Determine if the unique is "dead" */
350 bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
352 /* We've been killed... */
355 /* Killed ancestors */
356 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"),
357 wd_he[msex], r_ptr->r_deaths));
359 /* But we've also killed it */
363 _("が、すでに仇討ちは果たしている!",
364 (", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them")))));
367 /* Unavenged (ever) */
371 _("のに、まだ仇討ちを果たしていない。",
372 (", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain")))));
375 /* Start a new line */
379 /* Dead unique who never hurt us */
382 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. "));
384 /* Start a new line */
389 /* Not unique, but killed us */
390 else if (r_ptr->r_deaths)
394 _(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),
395 format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
397 /* Some kills this life */
401 _("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。",
402 "and you have exterminated at least %d of the creatures. "), r_ptr->r_pkills));
405 /* Some kills past lives */
406 else if (r_ptr->r_tkills)
409 _("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。",
410 "and your ancestors have exterminated at least %d of the creatures. "), r_ptr->r_tkills));
417 _("が、まだ%sを倒したことはない。",
418 "and %s is not ever known to have been defeated. "), wd_he[msex]));
421 /* Start a new line */
425 /* Normal monsters */
428 /* Killed some this life */
432 _("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。",
433 "You have killed at least %d of these creatures. "), r_ptr->r_pkills));
436 /* Killed some last life */
437 else if (r_ptr->r_tkills)
440 _("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。",
441 "Your ancestors have killed at least %d of these creatures. "), r_ptr->r_tkills));
447 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. "));
450 /* Start a new line */
456 cptr tmp = r_text + r_ptr->text;
463 /* Start a new line */
468 if (r_idx == MON_KAGE)
479 /* Describe location */
480 if (r_ptr->level == 0)
482 hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex]));
485 else if (r_ptr->r_tkills || know_everything)
490 _("%^sは通常地下 %d フィートで出現し", "%^s is normally found at depths of %d feet"),
491 wd_he[msex], r_ptr->level * 50));
496 _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
497 wd_he[msex], r_ptr->level));
503 /* Describe movement */
504 if (r_idx == MON_CHAMELEON)
506 hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
514 hooked_roff(_("、", ", and "));
518 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
522 hooked_roff("moves");
526 if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25))
529 if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
531 hooked_roff(_("かなり", " extremely"));
533 else if (flags1 & RF1_RAND_50)
535 hooked_roff(_("幾分", " somewhat"));
537 else if (flags1 & RF1_RAND_25)
539 hooked_roff(_("少々", " a bit"));
543 hooked_roff(_("不規則に", " erratically"));
545 /* Hack -- Occasional conjunction */
546 if (speed != 110) hooked_roff(_("、かつ", ", and"));
552 if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
553 else if (speed > 134) hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
554 else if (speed > 129) hook_c_roff(TERM_ORANGE, _("非常に", " very"));
555 else if (speed > 124) hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
556 else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
557 hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
559 else if (speed < 110)
561 if (speed < 90) hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
562 else if (speed < 95) hook_c_roff(TERM_BLUE, _("非常に", " very"));
563 else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
564 else if (speed > 104) hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
565 hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
569 hooked_roff(_("普通の速さで", " at normal speed"));
572 hooked_roff("動いている");
576 /* The code above includes "attack speed" */
577 if (flags1 & RF1_NEVER_MOVE)
582 hooked_roff(_("、しかし", ", but "));
586 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
591 hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
594 /* End this sentence */
597 hooked_roff(_("。", ". "));
602 /* Describe experience if known */
603 if (r_ptr->r_tkills || know_everything)
609 if (flags1 & RF1_UNIQUE)
611 hooked_roff("Killing this");
615 hooked_roff("A kill of this");
620 /* Describe the "quality" */
621 if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
622 if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
623 if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
624 if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, _("善良な", " good"));
625 if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
626 if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
628 if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
630 /* Describe the "race" */
631 if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
632 if (flags3 & RF3_DEMON) hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
633 if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, _("ジャイアント", " giant"));
634 if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, _("トロル", " troll"));
635 if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, _("オーク", " orc"));
636 if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, _("人間", " human"));
637 if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
641 hooked_roff(_("モンスター", " creature"));
645 hooked_roff("を倒すことは");
647 /* Group some variables */
653 hooked_roff(format(" %lu レベルのキャラクタにとって", (long)i));
655 i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv+2);
656 j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv+2)) *
657 (long)1000 / (p_ptr->max_plv+2) + 5) / 10);
659 hooked_roff(format(" 約%ld.%02ld ポイントの経験となる。",
662 /* calculate the integer exp part */
663 i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv+2);
665 /* calculate the fractional exp part scaled by 100, */
666 /* must use long arithmetic to avoid overflow */
667 j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv+2)) *
668 (long)1000 / (p_ptr->max_plv+2) + 5) / 10);
670 /* Mention the experience */
671 hooked_roff(format(" is worth about %ld.%02ld point%s",
673 (((i == 1) && (j == 0)) ? "" : "s")));
675 /* Take account of annoying English */
678 if ((p_ptr->lev / 10) == 1) /* nothing */;
679 else if (i == 1) p = "st";
680 else if (i == 2) p = "nd";
681 else if (i == 3) p = "rd";
683 /* Take account of "leading vowels" in numbers */
686 if ((i == 8) || (i == 11) || (i == 18)) q = "n";
688 /* Mention the dependance on the player's level */
689 hooked_roff(format(" for a%s %lu%s level character. ",
696 if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
698 hook_c_roff(TERM_VIOLET, format(
699 _("%^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]));
701 else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
703 hook_c_roff(TERM_L_RED, format(
704 _("%^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]));
706 else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
708 hook_c_roff(TERM_BLUE, format(
709 _("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice. "), wd_he[msex]));
711 else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
713 hook_c_roff(TERM_L_GREEN, format(
714 _("%^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]));
716 else if (flags2 & RF2_AURA_FIRE)
718 hook_c_roff(TERM_RED, format(
719 _("%^sは炎に包まれている。", "%^s is surrounded by flames. "), wd_he[msex]));
721 else if (flags3 & RF3_AURA_COLD)
723 hook_c_roff(TERM_BLUE, format(
724 _("%^sは氷に包まれている。", "%^s is surrounded by ice. "), wd_he[msex]));
726 else if (flags2 & RF2_AURA_ELEC)
728 hook_c_roff(TERM_L_BLUE, format(
729 _("%^sはスパークに包まれている。", "%^s is surrounded by electricity. "), wd_he[msex]));
732 if (flags2 & RF2_REFLECTING)
733 hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells. "), wd_he[msex]));
735 /* Describe escorts */
736 if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
739 _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts. "), wd_he[msex]));
743 hooked_roff(_("護衛の構成は", "These escorts"));
744 if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
746 hooked_roff(_("少なくとも", " at the least"));
749 hooked_roff(" contain ");
751 for(n = 0; n < 6; n++)
753 if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
755 monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
756 if(rf_ptr->flags1 & RF1_UNIQUE)
758 hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
763 hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n],
764 r_name + rf_ptr->name));
766 bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
768 strcpy(name, r_name + rf_ptr->name);
769 if(plural) plural_aux(name);
770 hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
775 hooked_roff(_("で成り立っている。", "."));
779 /* Describe friends */
780 else if (flags1 & RF1_FRIENDS)
782 hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[msex]));
786 /* Collect inate attacks */
788 if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
789 if (flags4 & RF4_ROCKET)
791 set_damage(r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
792 vp[vn] = tmp_msg[vn];
793 color[vn++] = TERM_UMBER;
796 if (flags4 & RF4_SHOOT)
798 for (r = 0, m = 0; m < 4; m++)
800 if (r_ptr->blow[m].method == RBM_SHOOT)
802 if (know_armour(r_idx))
803 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);
805 sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
806 vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
811 if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
813 /* Describe inate attacks */
817 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
821 for (n = 0; n < vn; n++)
826 jverb(vp[n], jverb_buf, JVERB_OR);
827 hook_c_roff(color[n], jverb_buf);
828 hook_c_roff(color[n], "り");
831 else hook_c_roff(color[n], vp[n]);
834 if (n == 0) hooked_roff(" may ");
835 else if (n < vn - 1) hooked_roff(", ");
836 else hooked_roff(" or ");
839 hook_c_roff(color[n], vp[n]);
845 hooked_roff(_("ことがある。", ". "));
849 /* Collect breaths */
851 if (flags4 & (RF4_BR_ACID))
853 set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
854 vp[vn] = tmp_msg[vn];
855 color[vn++] = TERM_GREEN;
857 if (flags4 & (RF4_BR_ELEC))
859 set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
860 vp[vn] = tmp_msg[vn];
861 color[vn++] = TERM_BLUE;
863 if (flags4 & (RF4_BR_FIRE))
865 set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
866 vp[vn] = tmp_msg[vn];
867 color[vn++] = TERM_RED;
869 if (flags4 & (RF4_BR_COLD))
871 set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
872 vp[vn] = tmp_msg[vn];
873 color[vn++] = TERM_L_WHITE;
875 if (flags4 & (RF4_BR_POIS))
877 set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
878 vp[vn] = tmp_msg[vn];
879 color[vn++] = TERM_L_GREEN;
881 if (flags4 & (RF4_BR_NETH))
883 set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
884 vp[vn] = tmp_msg[vn];
885 color[vn++] = TERM_L_DARK;
887 if (flags4 & (RF4_BR_LITE))
889 set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
890 vp[vn] = tmp_msg[vn];
891 color[vn++] = TERM_YELLOW;
893 if (flags4 & (RF4_BR_DARK))
895 set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
896 vp[vn] = tmp_msg[vn];
897 color[vn++] = TERM_L_DARK;
899 if (flags4 & (RF4_BR_CONF))
901 set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
902 vp[vn] = tmp_msg[vn];
903 color[vn++] = TERM_L_UMBER;
905 if (flags4 & (RF4_BR_SOUN))
907 set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
908 vp[vn] = tmp_msg[vn];
909 color[vn++] = TERM_ORANGE;
911 if (flags4 & (RF4_BR_CHAO))
913 set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
914 vp[vn] = tmp_msg[vn];
915 color[vn++] = TERM_VIOLET;
917 if (flags4 & (RF4_BR_DISE))
919 set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
920 vp[vn] = tmp_msg[vn];
921 color[vn++] = TERM_VIOLET;
923 if (flags4 & (RF4_BR_NEXU))
925 set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
926 vp[vn] = tmp_msg[vn];
927 color[vn++] = TERM_VIOLET;
929 if (flags4 & (RF4_BR_TIME))
931 set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
932 vp[vn] = tmp_msg[vn];
933 color[vn++] = TERM_L_BLUE;
935 if (flags4 & (RF4_BR_INER))
937 set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
938 vp[vn] = tmp_msg[vn];
939 color[vn++] = TERM_SLATE;
941 if (flags4 & (RF4_BR_GRAV))
943 set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
944 vp[vn] = tmp_msg[vn];
945 color[vn++] = TERM_SLATE;
947 if (flags4 & (RF4_BR_SHAR))
949 set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
950 vp[vn] = tmp_msg[vn];
951 color[vn++] = TERM_L_UMBER;
953 if (flags4 & (RF4_BR_PLAS))
955 set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
956 vp[vn] = tmp_msg[vn];
957 color[vn++] = TERM_L_RED;
959 if (flags4 & (RF4_BR_WALL))
961 set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
962 vp[vn] = tmp_msg[vn];
963 color[vn++] = TERM_UMBER;
965 if (flags4 & (RF4_BR_MANA))
967 set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
968 vp[vn] = tmp_msg[vn];
969 color[vn++] = TERM_L_BLUE;
971 if (flags4 & (RF4_BR_NUKE))
973 set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
974 vp[vn] = tmp_msg[vn];
975 color[vn++] = TERM_L_GREEN;
977 if (flags4 & (RF4_BR_DISI))
979 set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
980 vp[vn] = tmp_msg[vn];
981 color[vn++] = TERM_SLATE;
984 /* Describe breaths */
991 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
994 for (n = 0; n < vn; n++)
998 if ( n != 0 ) hooked_roff("や");
1000 if (n == 0) hooked_roff(" may breathe ");
1001 else if (n < vn-1) hooked_roff(", ");
1002 else hooked_roff(" or ");
1007 hook_c_roff(color[n], vp[n]);
1010 hooked_roff("のブレスを吐くことがある");
1015 /* Collect spells */
1017 if (a_ability_flags1 & (RF5_BA_ACID))
1019 set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
1020 vp[vn] = tmp_msg[vn];
1021 color[vn++] = TERM_GREEN;
1023 if (a_ability_flags1 & (RF5_BA_ELEC))
1025 set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
1026 vp[vn] = tmp_msg[vn];
1027 color[vn++] = TERM_BLUE;
1029 if (a_ability_flags1 & (RF5_BA_FIRE))
1031 set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
1032 vp[vn] = tmp_msg[vn];
1033 color[vn++] = TERM_RED;
1035 if (a_ability_flags1 & (RF5_BA_COLD))
1037 set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
1038 vp[vn] = tmp_msg[vn];
1039 color[vn++] = TERM_L_WHITE;
1041 if (a_ability_flags1 & (RF5_BA_POIS))
1043 set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
1044 vp[vn] = tmp_msg[vn];
1045 color[vn++] = TERM_L_GREEN;
1047 if (a_ability_flags1 & (RF5_BA_NETH))
1049 set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
1050 vp[vn] = tmp_msg[vn];
1051 color[vn++] = TERM_L_DARK;
1053 if (a_ability_flags1 & (RF5_BA_WATE))
1055 set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
1056 vp[vn] = tmp_msg[vn];
1057 color[vn++] = TERM_BLUE;
1059 if (flags4 & (RF4_BA_NUKE))
1061 set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
1062 vp[vn] = tmp_msg[vn];
1063 color[vn++] = TERM_L_GREEN;
1065 if (a_ability_flags1 & (RF5_BA_MANA))
1067 set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
1068 vp[vn] = tmp_msg[vn];
1069 color[vn++] = TERM_L_BLUE;
1071 if (a_ability_flags1 & (RF5_BA_DARK))
1073 set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
1074 vp[vn] = tmp_msg[vn];
1075 color[vn++] = TERM_L_DARK;
1077 if (a_ability_flags1 & (RF5_BA_LITE))
1079 set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
1080 vp[vn] = tmp_msg[vn];
1081 color[vn++] = TERM_YELLOW;
1083 if (flags4 & (RF4_BA_CHAO))
1085 set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
1086 vp[vn] = tmp_msg[vn];
1087 color[vn++] = TERM_VIOLET;
1089 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; }
1090 if (a_ability_flags2 & (RF6_PSY_SPEAR))
1092 set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
1093 vp[vn] = tmp_msg[vn];
1094 color[vn++] = TERM_YELLOW;
1096 if (a_ability_flags1 & (RF5_DRAIN_MANA))
1098 set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
1099 vp[vn] = tmp_msg[vn];
1100 color[vn++] = TERM_SLATE;
1102 if (a_ability_flags1 & (RF5_MIND_BLAST))
1104 set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
1105 vp[vn] = tmp_msg[vn];
1106 color[vn++] = TERM_L_RED;
1108 if (a_ability_flags1 & (RF5_BRAIN_SMASH))
1110 set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
1111 vp[vn] = tmp_msg[vn];
1112 color[vn++] = TERM_RED;
1114 if (a_ability_flags1 & (RF5_CAUSE_1))
1116 set_damage(r_idx, (MS_CAUSE_1),
1117 _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
1118 vp[vn] = tmp_msg[vn];
1119 color[vn++] = TERM_L_WHITE;
1121 if (a_ability_flags1 & (RF5_CAUSE_2))
1123 set_damage(r_idx, (MS_CAUSE_2),
1124 _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
1125 vp[vn] = tmp_msg[vn];
1126 color[vn++] = TERM_L_WHITE;
1128 if (a_ability_flags1 & (RF5_CAUSE_3))
1130 set_damage(r_idx, (MS_CAUSE_3),
1131 _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
1132 vp[vn] = tmp_msg[vn];
1133 color[vn++] = TERM_L_WHITE;
1135 if (a_ability_flags1 & (RF5_CAUSE_4))
1137 set_damage(r_idx, (MS_CAUSE_4),
1138 _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
1139 vp[vn] = tmp_msg[vn];
1140 color[vn++] = TERM_L_WHITE;
1142 if (a_ability_flags1 & (RF5_BO_ACID))
1144 set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
1145 vp[vn] = tmp_msg[vn];
1146 color[vn++] = TERM_GREEN;
1148 if (a_ability_flags1 & (RF5_BO_ELEC))
1150 set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
1151 vp[vn] = tmp_msg[vn];
1152 color[vn++] = TERM_BLUE;
1154 if (a_ability_flags1 & (RF5_BO_FIRE))
1156 set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
1157 vp[vn] = tmp_msg[vn];
1158 color[vn++] = TERM_RED;
1160 if (a_ability_flags1 & (RF5_BO_COLD))
1162 set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
1163 vp[vn] = tmp_msg[vn];
1164 color[vn++] = TERM_L_WHITE;
1166 if (a_ability_flags1 & (RF5_BO_NETH))
1168 set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
1169 vp[vn] = tmp_msg[vn];
1170 color[vn++] = TERM_L_DARK;
1172 if (a_ability_flags1 & (RF5_BO_WATE))
1174 set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
1175 vp[vn] = tmp_msg[vn];
1176 color[vn++] = TERM_BLUE;
1178 if (a_ability_flags1 & (RF5_BO_MANA))
1180 set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
1181 vp[vn] = tmp_msg[vn];
1182 color[vn++] = TERM_L_BLUE;
1184 if (a_ability_flags1 & (RF5_BO_PLAS))
1186 set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
1187 vp[vn] = tmp_msg[vn];
1188 color[vn++] = TERM_L_RED;
1190 if (a_ability_flags1 & (RF5_BO_ICEE))
1192 set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
1193 vp[vn] = tmp_msg[vn];
1194 color[vn++] = TERM_WHITE;
1196 if (a_ability_flags1 & (RF5_MISSILE))
1198 set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
1199 vp[vn] = tmp_msg[vn];
1200 color[vn++] = TERM_SLATE;
1202 if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
1203 if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
1204 if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
1205 if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
1206 if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
1207 if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
1208 if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
1209 if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
1210 if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
1211 if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
1212 if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
1213 if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
1214 if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
1215 if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
1216 if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
1218 if (a_ability_flags2 & (RF6_DARKNESS))
1220 if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
1222 vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
1226 vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
1230 if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
1231 if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
1232 if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
1233 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; }
1234 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; }
1235 if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
1236 if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
1237 if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
1238 if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
1239 if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
1240 if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
1241 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; }
1242 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; }
1243 if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
1244 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; }
1245 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; }
1246 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; }
1247 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; }
1248 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; }
1251 /* Describe spells */
1260 hooked_roff(_("、なおかつ", ", and is also"));
1264 hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
1269 if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
1272 hooked_roff("魔法を使うことができ、");
1275 hooked_roff(" magical, casting spells");
1278 if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
1283 for (n = 0; n < vn; n++)
1287 if ( n != 0 ) hooked_roff("、");
1289 if (n == 0) hooked_roff(" which ");
1290 else if (n < vn-1) hooked_roff(", ");
1291 else hooked_roff(" or ");
1296 hook_c_roff(color[n], vp[n]);
1299 hooked_roff("の呪文を唱えることがある");
1304 /* End the sentence about inate/other spells */
1305 if (breath || magic)
1308 m = r_ptr->r_cast_spell;
1310 /* Average frequency */
1311 n = r_ptr->freq_spell;
1313 /* Describe the spell frequency */
1314 if (m > 100 || know_everything)
1317 _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
1320 /* Guess at the frequency */
1323 n = ((n + 9) / 10) * 10;
1325 _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
1328 /* End this sentence */
1329 hooked_roff(_("。", ". "));
1332 /* Describe monster "toughness" */
1333 if (know_everything || know_armour(r_idx))
1337 _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
1338 wd_he[msex], r_ptr->ac));
1340 /* Maximized hitpoints */
1341 if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
1343 u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
1345 _(" %d の体力がある。", " and a life rating of %d. "),
1346 (s16b)MIN(30000, hp)));
1349 /* Variable hitpoints */
1353 _(" %dd%d の体力がある。", " and a life rating of %dd%d. "),
1354 r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
1360 /* Collect special abilities. */
1362 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; }
1363 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; }
1364 if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
1365 if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
1366 if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
1367 if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
1368 if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
1369 if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
1370 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; }
1371 if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
1372 if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
1373 if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
1376 /* Describe special abilities. */
1380 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1383 for (n = 0; n < vn; n++)
1389 jverb(vp[n], jverb_buf, JVERB_AND);
1390 hook_c_roff(color[n], jverb_buf);
1393 else hook_c_roff(color[n], vp[n]);
1395 if (n == 0) hooked_roff(" can ");
1396 else if (n < vn - 1) hooked_roff(", ");
1397 else hooked_roff(" and ");
1400 hook_c_roff(color[n], vp[n]);
1406 hooked_roff(_("ことができる。", ". "));
1411 if (flags7 & RF7_AQUATIC)
1413 hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water. "), wd_he[msex]));
1416 /* Describe special abilities. */
1417 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
1419 hooked_roff(format(_("%^sは光っている。", "%^s is shining. "), wd_he[msex]));
1421 if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
1423 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]));
1425 if (flags2 & RF2_INVISIBLE)
1427 hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible. "), wd_he[msex]));
1429 if (flags2 & RF2_COLD_BLOOD)
1431 hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded. "), wd_he[msex]));
1433 if (flags2 & RF2_EMPTY_MIND)
1435 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]));
1437 else if (flags2 & RF2_WEIRD_MIND)
1439 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]));
1441 if (flags2 & RF2_MULTIPLY)
1443 hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively. "), wd_he[msex]));
1445 if (flags2 & RF2_REGENERATE)
1447 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]));
1449 if (flags7 & RF7_RIDING)
1451 hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[msex]));
1455 /* Collect susceptibilities */
1457 if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
1458 if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
1459 if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1460 if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1463 /* Describe susceptibilities */
1467 hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
1470 for (n = 0; n < vn; n++)
1474 if ( n != 0 ) hooked_roff("や");
1476 if (n == 0) hooked_roff(" is hurt by ");
1477 else if (n < vn-1) hooked_roff(", ");
1478 else hooked_roff(" and ");
1483 hook_c_roff(color[n], vp[n]);
1487 hooked_roff(_("でダメージを与えられる。", ". "));
1491 /* Collect immunities */
1493 if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
1494 if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
1495 if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1496 if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1497 if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
1500 /* Collect resistances */
1501 if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
1502 if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
1503 if (flagsr & RFR_RES_NETH) { vp[vn] = _("地獄", "nether"); color[vn++] = TERM_L_DARK; }
1504 if (flagsr & RFR_RES_WATE) { vp[vn] = _("水", "water"); color[vn++] = TERM_BLUE; }
1505 if (flagsr & RFR_RES_PLAS) { vp[vn] = _("プラズマ", "plasma"); color[vn++] = TERM_L_RED; }
1506 if (flagsr & RFR_RES_SHAR) { vp[vn] = _("破片", "shards"); color[vn++] = TERM_L_UMBER; }
1507 if (flagsr & RFR_RES_SOUN) { vp[vn] = _("轟音", "sound"); color[vn++] = TERM_ORANGE; }
1508 if (flagsr & RFR_RES_CHAO) { vp[vn] = _("カオス", "chaos"); color[vn++] = TERM_VIOLET; }
1509 if (flagsr & RFR_RES_NEXU) { vp[vn] = _("因果混乱", "nexus"); color[vn++] = TERM_VIOLET; }
1510 if (flagsr & RFR_RES_DISE) { vp[vn] = _("劣化", "disenchantment"); color[vn++] = TERM_VIOLET; }
1511 if (flagsr & RFR_RES_WALL) { vp[vn] = _("フォース", "force"); color[vn++] = TERM_UMBER; }
1512 if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
1513 if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
1514 if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
1515 if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
1516 if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
1518 /* Describe immunities and resistances */
1522 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1525 for (n = 0; n < vn; n++)
1529 if ( n != 0 ) hooked_roff("と");
1531 if (n == 0) hooked_roff(" resists ");
1532 else if (n < vn-1) hooked_roff(", ");
1533 else hooked_roff(" and ");
1538 hook_c_roff(color[n], vp[n]);
1542 hooked_roff(_("の耐性を持っている。", ". "));
1546 if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything)
1548 if (r_ptr->next_r_idx)
1550 hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
1551 hook_c_roff(TERM_YELLOW, format("%s", r_name+r_info[r_ptr->next_r_idx].name));
1554 (" when %s gets enugh experience. ", wd_he[msex]))));
1556 else if (!(r_ptr->flags1 & RF1_UNIQUE))
1558 hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[msex]));
1562 /* Collect non-effects */
1564 if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
1565 if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
1566 if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
1567 if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
1568 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; }
1570 /* Describe non-effects */
1575 _("%^sは", "%^s"), wd_he[msex]));
1578 for (n = 0; n < vn; n++)
1582 if ( n != 0 ) hooked_roff("し、");
1584 if (n == 0) hooked_roff(" cannot be ");
1585 else if (n < vn - 1) hooked_roff(", ");
1586 else hooked_roff(" or ");
1591 hook_c_roff(color[n], vp[n]);
1595 hooked_roff(_("。", ". "));
1599 /* Do we know how aware it is? */
1600 if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) ||
1601 (r_ptr->r_ignore == MAX_UCHAR) ||
1602 (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
1606 if (r_ptr->sleep > 200)
1608 act = _("を無視しがちであるが", "prefers to ignore");
1610 else if (r_ptr->sleep > 95)
1612 act = _("に対してほとんど注意を払わないが", "pays very little attention to");
1614 else if (r_ptr->sleep > 75)
1616 act = _("に対してあまり注意を払わないが", "pays little attention to");
1618 else if (r_ptr->sleep > 45)
1620 act = _("を見過ごしがちであるが", "tends to overlook");
1622 else if (r_ptr->sleep > 25)
1624 act = _("をほんの少しは見ており", "takes quite a while to see");
1626 else if (r_ptr->sleep > 10)
1628 act = _("をしばらくは見ており", "takes a while to see");
1630 else if (r_ptr->sleep > 5)
1632 act = _("を幾分注意深く見ており", "is fairly observant of");
1634 else if (r_ptr->sleep > 3)
1636 act = _("を注意深く見ており", "is observant of");
1638 else if (r_ptr->sleep > 1)
1640 act = _("をかなり注意深く見ており", "is very observant of");
1642 else if (r_ptr->sleep > 0)
1644 act = _("を警戒しており", "is vigilant for");
1648 act = _("をかなり警戒しており", "is ever vigilant for");
1652 _(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),
1653 format("%^s %s intruders, which %s may notice from %d feet. ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
1657 /* Drops gold and/or items */
1658 if (drop_gold || drop_item)
1662 _("%^sは", "%^s may carry"), wd_he[msex]));
1669 /* Count maximum drop */
1670 n = MAX(drop_gold, drop_item);
1672 /* One drop (may need an "n") */
1675 hooked_roff(_("一つの", " a"));
1685 _("一つか二つの", " one or two"));
1692 _(" %d 個までの", " up to %d"), n));
1697 if (flags1 & RF1_DROP_GREAT)
1699 p = _("特別な", " exceptional");
1702 /* Good (no "n" needed) */
1703 else if (flags1 & RF1_DROP_GOOD)
1705 p = _("上質な", " good");
1721 /* Handle singular "an" */
1723 if (sin) hooked_roff("n");
1727 /* Dump "object(s)" */
1728 if (p) hooked_roff(p);
1730 _("アイテム", " object"));
1733 if (n != 1) hooked_roff("s");
1736 /* Conjunction replaces variety, if needed for "gold" below */
1745 if (!p) sin = FALSE;
1747 /* Handle singular "an" */
1748 if (sin) hooked_roff("n");
1752 /* Dump "treasure(s)" */
1753 if (p) hooked_roff(p);
1754 hooked_roff(_("財宝", " treasure"));
1756 if (n != 1) hooked_roff("s");
1761 /* End this sentence */
1762 hooked_roff(_("を持っていることがある。", ". "));
1766 /* Count the number of "known" attacks */
1767 for (n = 0, m = 0; m < 4; m++)
1769 /* Skip non-attacks */
1770 if (!r_ptr->blow[m].method) continue;
1771 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1773 /* Count known attacks */
1774 if (r_ptr->r_blows[m] || know_everything) n++;
1777 /* Examine (and count) the actual attacks */
1778 for (r = 0, m = 0; m < 4; m++)
1780 int method, effect, d1, d2;
1782 /* Skip non-attacks */
1783 if (!r_ptr->blow[m].method) continue;
1784 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1786 /* Skip unknown attacks */
1787 if (!r_ptr->r_blows[m] && !know_everything) continue;
1789 /* Extract the attack info */
1790 method = r_ptr->blow[m].method;
1791 effect = r_ptr->blow[m].effect;
1792 d1 = r_ptr->blow[m].d_dice;
1793 d2 = r_ptr->blow[m].d_side;
1798 /* Acquire the method */
1801 case RBM_HIT: p = _("殴る", "hit"); break;
1802 case RBM_TOUCH: p = _("触る", "touch"); break;
1803 case RBM_PUNCH: p = _("パンチする", "punch"); break;
1804 case RBM_KICK: p = _("蹴る", "kick"); break;
1805 case RBM_CLAW: p = _("ひっかく", "claw"); break;
1806 case RBM_BITE: p = _("噛む", "bite"); break;
1807 case RBM_STING: p = _("刺す", "sting"); break;
1808 case RBM_SLASH: p = _("斬る", "slash"); break;
1809 case RBM_BUTT: p = _("角で突く", "butt"); break;
1810 case RBM_CRUSH: p = _("体当たりする", "crush"); break;
1811 case RBM_ENGULF: p = _("飲み込む", "engulf"); break;
1812 case RBM_CHARGE: p = _("請求書をよこす", "charge"); break;
1813 case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break;
1814 case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break;
1815 case RBM_SPIT: p = _("つばを吐く", "spit"); break;
1816 case RBM_EXPLODE: p = _("爆発する", "explode"); break;
1817 case RBM_GAZE: p = _("にらむ", "gaze"); break;
1818 case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break;
1819 case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break;
1820 case RBM_XXX4: break;
1821 case RBM_BEG: p = _("金をせがむ", "beg"); break;
1822 case RBM_INSULT: p = _("侮辱する", "insult"); break;
1823 case RBM_MOAN: p = _("うめく", "moan"); break;
1824 case RBM_SHOW: p = _("歌う", "sing"); break;
1828 /* Default effect */
1831 /* Acquire the effect */
1834 case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
1835 case RBE_HURT: q = _("攻撃する", "attack"); break;
1836 case RBE_POISON: q = _("毒をくらわす", "poison"); break;
1837 case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break;
1838 case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break;
1839 case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break;
1840 case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break;
1841 case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break;
1842 case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break;
1843 case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break;
1844 case RBE_ELEC: q = _("感電させる", "electrocute"); break;
1845 case RBE_FIRE: q = _("燃やす", "burn"); break;
1846 case RBE_COLD: q = _("凍らせる", "freeze"); break;
1847 case RBE_BLIND: q = _("盲目にする", "blind"); break;
1848 case RBE_CONFUSE: q = _("混乱させる", "confuse"); break;
1849 case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break;
1850 case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break;
1851 case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break;
1852 case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break;
1853 case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break;
1854 case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break;
1855 case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break;
1856 case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break;
1857 case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break;
1858 case RBE_SHATTER: q = _("粉砕する", "shatter"); break;
1859 case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
1860 case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
1861 case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
1862 case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
1863 case RBE_DISEASE: q = _("病気にする", "disease"); break;
1864 case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break;
1865 case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break;
1866 case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break;
1867 case RBE_INERTIA: q = _("減速させる", "slow"); break;
1868 case RBE_STUN: q = _("朦朧とさせる", "stun"); break;
1873 if ( r == 0 ) hooked_roff( format("%^sは", wd_he[msex]) );
1875 /***若干表現を変更 ita ***/
1877 /* Describe damage (if known) */
1878 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1881 /* Display the damage */
1882 hooked_roff(format(" %dd%d ", d1, d2));
1883 hooked_roff("のダメージで");
1885 /* Hack -- force a method */
1886 if (!p) p = "何か奇妙なことをする";
1888 /* Describe the method */
1889 /* XXしてYYし/XXしてYYする/XXし/XXする */
1890 if(q) jverb( p ,jverb_buf, JVERB_TO);
1891 else if(r!=n-1) jverb( p ,jverb_buf, JVERB_AND);
1892 else strcpy(jverb_buf, p);
1894 hooked_roff(jverb_buf);
1896 /* Describe the effect (if any) */
1899 if(r!=n-1) jverb( q,jverb_buf, JVERB_AND);
1900 else strcpy(jverb_buf,q);
1901 hooked_roff(jverb_buf);
1903 if(r!=n-1) hooked_roff("、");
1905 /* Introduce the attack description */
1908 hooked_roff(format("%^s can ", wd_he[msex]));
1916 hooked_roff(", and ");
1920 /* Hack -- force a method */
1921 if (!p) p = "do something weird";
1923 /* Describe the method */
1927 /* Describe the effect (if any) */
1930 /* Describe the attack type */
1931 hooked_roff(" to ");
1934 /* Describe damage (if known) */
1935 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1937 /* Display the damage */
1938 hooked_roff(" with damage");
1939 hooked_roff(format(" %dd%d", d1, d2));
1946 /* Count the attacks as printed */
1950 /* Finish sentence above */
1953 hooked_roff(_("。", ". "));
1956 /* Notice lack of attacks */
1957 else if (flags1 & RF1_NEVER_BLOW)
1960 _("%^sは物理的な攻撃方法を持たない。",
1961 "%^s has no physical attacks. "), wd_he[msex]));
1964 /* Or describe the lack of knowledge */
1968 _("%s攻撃については何も知らない。",
1969 "Nothing is known about %s attack. "), wd_his[msex]));
1974 * Notice "Quest" monsters, but only if you
1975 * already encountered the monster.
1977 if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
1979 hook_c_roff(TERM_VIOLET,
1980 _("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...",
1981 "You feel an intense desire to kill this monster... "));
1984 else if (flags7 & RF7_GUARDIAN)
1986 hook_c_roff(TERM_L_RED,
1987 _("このモンスターはダンジョンの主である。",
1988 "This monster is the master of a dungeon."));
1999 * @brief モンスター情報のヘッダを記述する
2000 * Hack -- Display the "name" and "attr/chars" of a monster race
2001 * @param r_idx モンスターの種族ID
2004 void roff_top(MONRACE_IDX r_idx)
2006 monster_race *r_ptr = &r_info[r_idx];
2012 /* Access the chars */
2016 /* Access the attrs */
2021 /* Clear the top line */
2022 Term_erase(0, 0, 255);
2024 /* Reset the cursor */
2028 /* A title (use "The" for non-uniques) */
2029 if (!(r_ptr->flags1 & RF1_UNIQUE))
2031 Term_addstr(-1, TERM_WHITE, "The ");
2036 Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
2038 /* Append the "standard" attr/char info */
2039 Term_addstr(-1, TERM_WHITE, " ('");
2040 Term_add_bigch(a1, c1);
2041 Term_addstr(-1, TERM_WHITE, "')");
2043 /* Append the "optional" attr/char info */
2044 Term_addstr(-1, TERM_WHITE, "/('");
2045 Term_add_bigch(a2, c2);
2046 Term_addstr(-1, TERM_WHITE, "'):");
2048 /* Wizards get extra info */
2053 sprintf(buf, "%d", r_idx);
2055 Term_addstr(-1, TERM_WHITE, " (");
2056 Term_addstr(-1, TERM_L_BLUE, buf);
2057 Term_addch(TERM_WHITE, ')');
2064 * @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 /
2065 * Hack -- describe the given monster race at the top of the screen
2066 * @param r_idx モンスターの種族ID
2067 * @param mode 表示オプション
2070 void screen_roff(MONRACE_IDX r_idx, int mode)
2072 /* Flush messages */
2076 Term_erase(0, 1, 255);
2078 hook_c_roff = c_roff;
2080 /* Recall monster */
2081 roff_aux(r_idx, mode);
2083 /* Describe monster */
2091 * @brief モンスター情報の現在のウィンドウに表示する /
2092 * Hack -- describe the given monster race in the current "term" window
2093 * @param r_idx モンスターの種族ID
2096 void display_roff(MONRACE_IDX r_idx)
2100 /* Erase the window */
2101 for (y = 0; y < Term->hgt; y++)
2103 /* Erase the line */
2104 Term_erase(0, y, 255);
2110 hook_c_roff = c_roff;
2112 /* Recall monster */
2115 /* Describe monster */
2121 * @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 /
2122 * Hack -- output description of the given monster race
2123 * @param r_idx モンスターの種族ID
2124 * @param roff_func 出力処理を行う関数ポインタ
2127 void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(byte attr, cptr str))
2129 hook_c_roff = roff_func;
2131 /* Recall monster */
2132 roff_aux(r_idx, 0x03);
2137 * @brief モンスターがダンジョンに出現するかどうかを返す
2138 * @param r_idx 判定するモンスターの種族ID
2139 * @return ダンジョンに出現するならばTRUEを返す
2141 bool mon_hook_dungeon(MONRACE_IDX r_idx)
2143 monster_race *r_ptr = &r_info[r_idx];
2145 if (!(r_ptr->flags8 & RF8_WILD_ONLY))
2149 dungeon_info_type *d_ptr = &d_info[dungeon_type];
2150 if ((d_ptr->mflags8 & RF8_WILD_MOUNTAIN) &&
2151 (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
2158 * @brief モンスターが海洋に出現するかどうかを返す
2159 * @param r_idx 判定するモンスターの種族ID
2160 * @return 海洋に出現するならばTRUEを返す
2162 static bool mon_hook_ocean(MONRACE_IDX r_idx)
2164 monster_race *r_ptr = &r_info[r_idx];
2166 if (r_ptr->flags8 & RF8_WILD_OCEAN)
2174 * @brief モンスターが海岸に出現するかどうかを返す
2175 * @param r_idx 判定するモンスターの種族ID
2176 * @return 海岸に出現するならばTRUEを返す
2178 static bool mon_hook_shore(MONRACE_IDX r_idx)
2180 monster_race *r_ptr = &r_info[r_idx];
2182 if (r_ptr->flags8 & RF8_WILD_SHORE)
2190 * @brief モンスターが荒地に出現するかどうかを返す
2191 * @param r_idx 判定するモンスターの種族ID
2192 * @return 荒地に出現するならばTRUEを返す
2194 static bool mon_hook_waste(MONRACE_IDX r_idx)
2196 monster_race *r_ptr = &r_info[r_idx];
2198 if (r_ptr->flags8 & (RF8_WILD_WASTE | RF8_WILD_ALL))
2206 * @brief モンスターが町に出現するかどうかを返す
2207 * @param r_idx 判定するモンスターの種族ID
2208 * @return 荒地に出現するならばTRUEを返す
2210 static bool mon_hook_town(MONRACE_IDX r_idx)
2212 monster_race *r_ptr = &r_info[r_idx];
2214 if (r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
2222 * @brief モンスターが森林に出現するかどうかを返す
2223 * @param r_idx 判定するモンスターの種族ID
2224 * @return 森林に出現するならばTRUEを返す
2226 static bool mon_hook_wood(MONRACE_IDX r_idx)
2228 monster_race *r_ptr = &r_info[r_idx];
2230 if (r_ptr->flags8 & (RF8_WILD_WOOD | RF8_WILD_ALL))
2238 * @brief モンスターが火山に出現するかどうかを返す
2239 * @param r_idx 判定するモンスターの種族ID
2240 * @return 火山に出現するならばTRUEを返す
2242 static bool mon_hook_volcano(MONRACE_IDX r_idx)
2244 monster_race *r_ptr = &r_info[r_idx];
2246 if (r_ptr->flags8 & RF8_WILD_VOLCANO)
2253 * @brief モンスターが山地に出現するかどうかを返す
2254 * @param r_idx 判定するモンスターの種族ID
2255 * @return 山地に出現するならばTRUEを返す
2257 static bool mon_hook_mountain(MONRACE_IDX r_idx)
2259 monster_race *r_ptr = &r_info[r_idx];
2261 if (r_ptr->flags8 & RF8_WILD_MOUNTAIN)
2269 * @brief モンスターが草原に出現するかどうかを返す
2270 * @param r_idx 判定するモンスターの種族ID
2271 * @return 森林に出現するならばTRUEを返す
2273 static bool mon_hook_grass(MONRACE_IDX r_idx)
2275 monster_race *r_ptr = &r_info[r_idx];
2277 if (r_ptr->flags8 & (RF8_WILD_GRASS | RF8_WILD_ALL))
2284 * @brief モンスターが深い水地形に出現するかどうかを返す
2285 * @param r_idx 判定するモンスターの種族ID
2286 * @return 深い水地形に出現するならばTRUEを返す
2288 static bool mon_hook_deep_water(MONRACE_IDX r_idx)
2290 monster_race *r_ptr = &r_info[r_idx];
2292 if (!mon_hook_dungeon(r_idx)) return FALSE;
2294 if (r_ptr->flags7 & RF7_AQUATIC)
2302 * @brief モンスターが浅い水地形に出現するかどうかを返す
2303 * @param r_idx 判定するモンスターの種族ID
2304 * @return 浅い水地形に出現するならばTRUEを返す
2306 static bool mon_hook_shallow_water(MONRACE_IDX r_idx)
2308 monster_race *r_ptr = &r_info[r_idx];
2310 if (!mon_hook_dungeon(r_idx)) return FALSE;
2312 if (r_ptr->flags2 & RF2_AURA_FIRE)
2320 * @brief モンスターが溶岩地形に出現するかどうかを返す
2321 * @param r_idx 判定するモンスターの種族ID
2322 * @return 溶岩地形に出現するならばTRUEを返す
2324 static bool mon_hook_lava(MONRACE_IDX r_idx)
2326 monster_race *r_ptr = &r_info[r_idx];
2328 if (!mon_hook_dungeon(r_idx)) return FALSE;
2330 if (((r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) ||
2331 (r_ptr->flags7 & RF7_CAN_FLY)) &&
2332 !(r_ptr->flags3 & RF3_AURA_COLD))
2340 * @brief モンスターが通常の床地形に出現するかどうかを返す
2341 * @param r_idx 判定するモンスターの種族ID
2342 * @return 通常の床地形に出現するならばTRUEを返す
2344 static bool mon_hook_floor(MONRACE_IDX r_idx)
2346 monster_race *r_ptr = &r_info[r_idx];
2348 if (!(r_ptr->flags7 & RF7_AQUATIC) ||
2349 (r_ptr->flags7 & RF7_CAN_FLY))
2357 * @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
2358 * @return 地勢にあったモンスターの生成条件関数
2360 monster_hook_type get_monster_hook(void)
2362 if (!dun_level && !p_ptr->inside_quest)
2364 switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
2367 return (monster_hook_type)mon_hook_town;
2368 case TERRAIN_DEEP_WATER:
2369 return (monster_hook_type)mon_hook_ocean;
2370 case TERRAIN_SHALLOW_WATER:
2372 return (monster_hook_type)mon_hook_shore;
2374 case TERRAIN_DESERT:
2375 return (monster_hook_type)mon_hook_waste;
2377 return (monster_hook_type)mon_hook_grass;
2379 return (monster_hook_type)mon_hook_wood;
2380 case TERRAIN_SHALLOW_LAVA:
2381 case TERRAIN_DEEP_LAVA:
2382 return (monster_hook_type)mon_hook_volcano;
2383 case TERRAIN_MOUNTAIN:
2384 return (monster_hook_type)mon_hook_mountain;
2386 return (monster_hook_type)mon_hook_dungeon;
2391 return (monster_hook_type)mon_hook_dungeon;
2396 * @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
2397 * @return 地勢にあったモンスターの生成条件関数
2399 monster_hook_type get_monster_hook2(int y, int x)
2401 feature_type *f_ptr = &f_info[cave[y][x].feat];
2403 /* Set the monster list */
2406 if (have_flag(f_ptr->flags, FF_WATER))
2409 if (have_flag(f_ptr->flags, FF_DEEP))
2411 return (monster_hook_type)mon_hook_deep_water;
2417 return (monster_hook_type)mon_hook_shallow_water;
2422 else if (have_flag(f_ptr->flags, FF_LAVA))
2424 return (monster_hook_type)mon_hook_lava;
2427 else return (monster_hook_type)mon_hook_floor;
2431 * @brief モンスターを友好的にする
2432 * @param m_ptr モンスター情報構造体の参照ポインタ
2435 void set_friendly(monster_type *m_ptr)
2437 m_ptr->smart |= SM_FRIENDLY;
2441 * @brief モンスターをペットにする
2442 * @param m_ptr モンスター情報構造体の参照ポインタ
2445 void set_pet(monster_type *m_ptr)
2447 if (!is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2449 /* Check for quest completion */
2450 check_quest_completion(m_ptr);
2452 m_ptr->smart |= SM_PET;
2453 if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
2454 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2459 * Makes the monster hostile towards the player
2460 * @param m_ptr モンスター情報構造体の参照ポインタ
2463 void set_hostile(monster_type *m_ptr)
2465 if (p_ptr->inside_battle) return;
2467 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2469 m_ptr->smart &= ~SM_PET;
2470 m_ptr->smart &= ~SM_FRIENDLY;
2477 * @param m_ptr モンスター情報構造体の参照ポインタ
2480 void anger_monster(monster_type *m_ptr)
2482 if (p_ptr->inside_battle) return;
2483 if (is_friendly(m_ptr))
2487 monster_desc(m_name, m_ptr, 0);
2488 msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
2492 chg_virtue(V_INDIVIDUALISM, 1);
2493 chg_virtue(V_HONOUR, -1);
2494 chg_virtue(V_JUSTICE, -1);
2495 chg_virtue(V_COMPASSION, -1);
2501 * @brief モンスターが地形を踏破できるかどうかを返す
2502 * Check if monster can cross terrain
2504 * @param r_ptr モンスター種族構造体の参照ポインタ
2506 * @return 踏破可能ならばTRUEを返す
2508 bool monster_can_cross_terrain(s16b feat, monster_race *r_ptr, u16b mode)
2510 feature_type *f_ptr = &f_info[feat];
2513 if (have_flag(f_ptr->flags, FF_PATTERN))
2515 if (!(mode & CEM_RIDING))
2517 if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
2521 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2526 if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
2527 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
2528 if (have_flag(f_ptr->flags, FF_CAN_PASS))
2530 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || p_ptr->pass_wall)) return TRUE;
2533 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2535 /* Some monsters can walk on mountains */
2536 if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
2539 if (have_flag(f_ptr->flags, FF_WATER))
2541 if (!(r_ptr->flags7 & RF7_AQUATIC))
2544 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2547 else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
2551 /* Aquatic monster into non-water? */
2552 else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2555 if (have_flag(f_ptr->flags, FF_LAVA))
2557 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
2565 * @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
2566 * Strictly check if monster can enter the grid
2569 * @param r_ptr モンスター種族構造体の参照ポインタ
2571 * @return 踏破可能ならばTRUEを返す
2573 bool monster_can_enter(int y, int x, monster_race *r_ptr, u16b mode)
2575 cave_type *c_ptr = &cave[y][x];
2577 /* Player or other monster */
2578 if (player_bold(y, x)) return FALSE;
2579 if (c_ptr->m_idx) return FALSE;
2581 return monster_can_cross_terrain(c_ptr->feat, r_ptr, mode);
2586 * @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)
2587 * Check if this monster has "hostile" alignment (aux)
2588 * @param sub_align1 モンスター1のサブフラグ
2589 * @param sub_align2 モンスター2のサブフラグ
2590 * @return 敵対関係にあるならばTRUEを返す
2592 static bool check_hostile_align(byte sub_align1, byte sub_align2)
2594 if (sub_align1 != sub_align2)
2596 if (((sub_align1 & SUB_ALIGN_EVIL) && (sub_align2 & SUB_ALIGN_GOOD)) ||
2597 ((sub_align1 & SUB_ALIGN_GOOD) && (sub_align2 & SUB_ALIGN_EVIL)))
2601 /* Non-hostile alignment */
2607 * @brief モンスターの属性の基づいた敵対関係の有無を返す
2608 * Check if two monsters are enemies
2609 * @param m_ptr モンスター1の構造体参照ポインタ
2610 * @param n_ptr モンスター2の構造体参照ポインタ
2611 * @return 敵対関係にあるならばTRUEを返す
2613 bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
2615 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2616 monster_race *s_ptr = &r_info[n_ptr->r_idx];
2618 if (p_ptr->inside_battle)
2620 if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
2624 if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
2625 && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
2627 if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
2630 /* Friendly vs. opposite aligned normal or pet */
2631 if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
2633 if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
2636 /* Hostile vs. non-hostile */
2637 if (is_hostile(m_ptr) != is_hostile(n_ptr))
2648 * @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
2649 * Check if this monster race has "hostile" alignment
2650 * @param m_ptr モンスター情報構造体の参照ポインタ
2651 * @param pa_good プレイヤーの善傾向値
2652 * @param pa_evil プレイヤーの悪傾向値
2653 * @param r_ptr モンスター種族情報の構造体参照ポインタ
2654 * @return プレイヤーに敵意を持つならばTRUEを返す
2656 * If user is player, m_ptr == NULL.
2658 bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
2660 byte sub_align1 = SUB_ALIGN_NEUTRAL;
2661 byte sub_align2 = SUB_ALIGN_NEUTRAL;
2663 if (m_ptr) /* For a monster */
2665 sub_align1 = m_ptr->sub_align;
2667 else /* For player */
2669 if (p_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
2670 if (p_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL;
2673 /* Racial alignment flags */
2674 if (r_ptr->flags3 & RF3_EVIL) sub_align2 |= SUB_ALIGN_EVIL;
2675 if (r_ptr->flags3 & RF3_GOOD) sub_align2 |= SUB_ALIGN_GOOD;
2677 if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
2679 /* Non-hostile alignment */
2685 * @brief モンスターが生命体かどうかを返す
2686 * Is the monster "alive"?
2687 * @param r_ptr 判定するモンスターの種族情報構造体参照ポインタ
2688 * @return 生命体ならばTRUEを返す
2690 * Used to determine the message to print for a killed monster.
2691 * ("dies", "destroyed")
2693 bool monster_living(monster_race *r_ptr)
2695 /* Non-living, undead, or demon */
2696 if (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING))
2704 * @brief モンスターが特殊能力上、賞金首から排除する必要があるかどうかを返す。
2705 * Is the monster "alive"? / Is this monster declined to be questor or bounty?
2706 * @param r_idx モンスターの種族ID
2707 * @return 賞金首に加えられないならばTRUEを返す
2711 bool no_questor_or_bounty_uniques(MONRACE_IDX r_idx)
2716 * Decline them to be questor or bounty because they use
2717 * special motion "split and combine"
2719 case MON_BANORLUPART: