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.
20 #include "objectkind-hook.h"
22 #include "monster-spell.h"
23 #include "monsterrace-hook.h"
24 #include "spells-summon.h"
37 * Pronoun arrays, by gender.
39 static concptr wd_he[3] =
43 { "it", "he", "she" };
46 static concptr wd_his[3] =
48 { "それの", "彼の", "彼女の" };
50 { "its", "his", "her" };
56 * 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural)
58 #define plural(c,s,p) \
59 (((c) == 1) ? (s) : (p))
64 * @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
65 * @param r_idx モンスターの種族ID
66 * @return 敵のACを知る条件が満たされているならTRUEを返す
68 * The higher the level, the fewer kills needed.
70 static bool know_armour(MONRACE_IDX r_idx)
72 monster_race *r_ptr = &r_info[r_idx];
73 DEPTH level = r_ptr->level;
74 MONSTER_NUMBER kills = r_ptr->r_tkills;
76 bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
78 if (cheat_know || known) return (TRUE);
79 if (kills > 304 / (4 + level)) return (TRUE);
80 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
81 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;
112 if ((4 + level) * a > 80 * d) return (TRUE);
113 if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
114 if ((4 + level) * (2 * a) > 80 * d) return (TRUE);
122 * Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
124 void (*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
127 * @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
131 static void hooked_roff(concptr str)
134 hook_c_roff(TERM_WHITE, str);
138 * @brief ダイス目を文字列に変換する
139 * @param base_damage 固定値
140 * @param dice_num ダイス数
141 * @param dice_side ダイス面
142 * @param dice_mult ダイス倍率
143 * @param dice_div ダイス除数
144 * @param msg 文字列を格納するポインタ
147 void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
149 char base[80] = "", dice[80] = "", mult[80] = "";
153 sprintf(msg, "%d", base_damage);
157 if (base_damage != 0)
158 sprintf(base, "%d+", base_damage);
161 sprintf(dice, "d%d", dice_side);
163 sprintf(dice, "%dd%d", dice_num, dice_side);
165 if (dice_mult != 1 || dice_div != 1)
168 sprintf(mult, "*%d", dice_mult);
170 sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
172 sprintf(msg, "%s%s%s", base, dice, mult);
177 * @brief 文字列にモンスターの攻撃力を加える
178 * @param r_idx モンスターの種族ID
179 * @param SPELL_NUM 呪文番号
181 * @param tmp 返すメッセージを格納する配列
184 void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
186 int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
187 int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
188 int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
189 int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
190 int dice_div = monspell_race_damage(SPELL_NUM, r_idx, DICE_DIV);
191 char dmg_str[80], dice_str[80];
192 dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
193 sprintf(dice_str, "(%s)", dmg_str);
195 if (know_armour(r_idx))
196 sprintf(tmp, msg, dice_str);
198 sprintf(tmp, msg, "");
202 * @brief モンスターの思い出情報を表示する
203 * Hack -- display monster information using "hooked_roff()"
204 * @param r_idx モンスターの種族ID
205 * @param mode 表示オプション
208 * This function should only be called with the cursor placed at the
209 * left edge of the screen, on a cleared line, in which the recall is
210 * to take place. One extra blank line is left after the recall.
212 static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
214 monster_race *r_ptr = &r_info[r_idx];
226 bool nightmare = ironman_nightmare && !(mode & 0x02);
227 SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
231 bool reinforce = FALSE;
237 BIT_FLAGS a_ability_flags1;
238 BIT_FLAGS a_ability_flags2;
242 ITEM_NUMBER drop_gold, drop_item;
247 char tmp_msg[96][96];
249 bool know_everything = FALSE;
251 /* Obtain a copy of the "known" number of drops */
252 drop_gold = r_ptr->r_drop_gold;
253 drop_item = r_ptr->r_drop_item;
255 /* Obtain a copy of the "known" flags */
256 flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
257 flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
258 flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
259 flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
260 a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
261 a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
262 flags7 = (r_ptr->flags7 & r_ptr->flags7);
263 flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
265 for(n = 0; n < A_MAX; n++)
267 if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
270 /* cheat_know or research_mon() */
271 if (cheat_know || (mode & 0x01))
272 know_everything = TRUE;
274 /* Cheat -- Know everything */
277 /* Hack -- maximal drops */
278 drop_gold = drop_item =
279 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
280 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
281 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
282 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
283 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
284 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
286 /* Hack -- but only "valid" drops */
287 if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
288 if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0;
290 /* Hack -- know all the flags */
291 flags1 = r_ptr->flags1;
292 flags2 = r_ptr->flags2;
293 flags3 = r_ptr->flags3;
294 flags4 = r_ptr->flags4;
295 a_ability_flags1 = r_ptr->a_ability_flags1;
296 a_ability_flags2 = r_ptr->a_ability_flags2;
297 flagsr = r_ptr->flagsr;
301 /* Extract a gender (if applicable) */
302 if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
303 else if (r_ptr->flags1 & RF1_MALE) msex = 1;
305 /* Assume some "obvious" flags */
306 if (r_ptr->flags1 & RF1_UNIQUE) flags1 |= (RF1_UNIQUE);
307 if (r_ptr->flags1 & RF1_QUESTOR) flags1 |= (RF1_QUESTOR);
308 if (r_ptr->flags1 & RF1_MALE) flags1 |= (RF1_MALE);
309 if (r_ptr->flags1 & RF1_FEMALE) flags1 |= (RF1_FEMALE);
311 /* Assume some "creation" flags */
312 if (r_ptr->flags1 & RF1_FRIENDS) flags1 |= (RF1_FRIENDS);
313 if (r_ptr->flags1 & RF1_ESCORT) flags1 |= (RF1_ESCORT);
314 if (r_ptr->flags1 & RF1_ESCORTS) flags1 |= (RF1_ESCORTS);
316 /* Killing a monster reveals some properties */
317 if (r_ptr->r_tkills || know_everything)
319 /* Know "race" flags */
320 if (r_ptr->flags3 & RF3_ORC) flags3 |= (RF3_ORC);
321 if (r_ptr->flags3 & RF3_TROLL) flags3 |= (RF3_TROLL);
322 if (r_ptr->flags3 & RF3_GIANT) flags3 |= (RF3_GIANT);
323 if (r_ptr->flags3 & RF3_DRAGON) flags3 |= (RF3_DRAGON);
324 if (r_ptr->flags3 & RF3_DEMON) flags3 |= (RF3_DEMON);
325 if (r_ptr->flags3 & RF3_UNDEAD) flags3 |= (RF3_UNDEAD);
326 if (r_ptr->flags3 & RF3_EVIL) flags3 |= (RF3_EVIL);
327 if (r_ptr->flags3 & RF3_GOOD) flags3 |= (RF3_GOOD);
328 if (r_ptr->flags3 & RF3_ANIMAL) flags3 |= (RF3_ANIMAL);
329 if (r_ptr->flags3 & RF3_AMBERITE) flags3 |= (RF3_AMBERITE);
330 if (r_ptr->flags2 & RF2_HUMAN) flags2 |= (RF2_HUMAN);
332 /* Know 'quantum' flag */
333 if (r_ptr->flags2 & RF2_QUANTUM) flags2 |= (RF2_QUANTUM);
335 /* Know "forced" flags */
336 if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH);
337 if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP);
340 /* For output_monster_spoiler() */
347 /* Treat uniques differently */
348 if (flags1 & RF1_UNIQUE)
350 /* Hack -- Determine if the unique is "dead" */
351 bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
353 /* We've been killed... */
356 /* Killed ancestors */
357 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"),
358 wd_he[msex], r_ptr->r_deaths));
360 /* But we've also killed it */
364 _("が、すでに仇討ちは果たしている!",
365 (", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them")))));
368 /* Unavenged (ever) */
372 _("のに、まだ仇討ちを果たしていない。",
373 (", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain")))));
376 /* Start a new line */
380 /* Dead unique who never hurt us */
383 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. "));
385 /* Start a new line */
390 /* Not unique, but killed us */
391 else if (r_ptr->r_deaths)
395 _(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),
396 format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
398 /* Some kills this life */
402 _("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。",
403 "and you have exterminated at least %d of the creatures. "), r_ptr->r_pkills));
406 /* Some kills past lives */
407 else if (r_ptr->r_tkills)
410 _("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。",
411 "and your ancestors have exterminated at least %d of the creatures. "), r_ptr->r_tkills));
418 _("が、まだ%sを倒したことはない。",
419 "and %s is not ever known to have been defeated. "), wd_he[msex]));
422 /* Start a new line */
427 /* Killed some this life */
431 _("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。",
432 "You have killed at least %d of these creatures. "), r_ptr->r_pkills));
435 /* Killed some last life */
436 else if (r_ptr->r_tkills)
439 _("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。",
440 "Your ancestors have killed at least %d of these creatures. "), r_ptr->r_tkills));
446 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. "));
449 /* Start a new line */
455 concptr tmp = r_text + r_ptr->text;
462 /* Start a new line */
467 if (r_idx == MON_KAGE)
478 /* Describe location */
479 if (r_ptr->level == 0)
481 hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex]));
484 else if (r_ptr->r_tkills || know_everything)
489 _("%^sは通常地下 %d フィートで出現し", "%^s is normally found at depths of %d feet"),
490 wd_he[msex], r_ptr->level * 50));
495 _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
496 wd_he[msex], r_ptr->level));
502 /* Describe movement */
503 if (r_idx == MON_CHAMELEON)
505 hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
513 hooked_roff(_("、", ", and "));
517 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
521 hooked_roff("moves");
525 if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25))
528 if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
530 hooked_roff(_("かなり", " extremely"));
532 else if (flags1 & RF1_RAND_50)
534 hooked_roff(_("幾分", " somewhat"));
536 else if (flags1 & RF1_RAND_25)
538 hooked_roff(_("少々", " a bit"));
542 hooked_roff(_("不規則に", " erratically"));
544 /* Hack -- Occasional conjunction */
545 if (speed != 110) hooked_roff(_("、かつ", ", and"));
550 if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
551 else if (speed > 134) hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
552 else if (speed > 129) hook_c_roff(TERM_ORANGE, _("非常に", " very"));
553 else if (speed > 124) hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
554 else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
555 hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
557 else if (speed < 110)
559 if (speed < 90) hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
560 else if (speed < 95) hook_c_roff(TERM_BLUE, _("非常に", " very"));
561 else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
562 else if (speed > 104) hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
563 hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
567 hooked_roff(_("普通の速さで", " at normal speed"));
570 hooked_roff("動いている");
574 /* The code above includes "attack speed" */
575 if (flags1 & RF1_NEVER_MOVE)
580 hooked_roff(_("、しかし", ", but "));
584 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
587 hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
590 /* End this sentence */
593 hooked_roff(_("。", ". "));
598 /* Describe experience if known */
599 if (r_ptr->r_tkills || know_everything)
605 if (flags1 & RF1_UNIQUE)
607 hooked_roff("Killing this");
611 hooked_roff("A kill of this");
616 /* Describe the "quality" */
617 if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
618 if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
619 if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
620 if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, _("善良な", " good"));
621 if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
622 if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
624 if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
626 /* Describe the "race" */
627 if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
628 if (flags3 & RF3_DEMON) hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
629 if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, _("ジャイアント", " giant"));
630 if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, _("トロル", " troll"));
631 if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, _("オーク", " orc"));
632 if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, _("人間", " human"));
633 if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
634 if (flags3 & RF3_ANGEL) hook_c_roff(TERM_YELLOW, _("天使", " angel"));
638 hooked_roff(_("モンスター", " creature"));
642 hooked_roff("を倒すことは");
644 /* Group some variables */
648 /* calculate the integer exp part */
649 i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
651 /* calculate the fractional exp part scaled by 100, */
652 /* must use long arithmetic to avoid overflow */
653 j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
654 (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
657 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。",
658 p_ptr->lev, (long)i, (long)j ));
661 /* Mention the experience */
662 hooked_roff(format(" is worth about %ld.%02ld point%s for level %d player",
664 (((i == 1) && (j == 0)) ? "" : "s")), p_ptr->lev);
666 /* Take account of annoying English */
669 if ((p_ptr->lev / 10) == 1) /* nothing */;
670 else if (i == 1) p = "st";
671 else if (i == 2) p = "nd";
672 else if (i == 3) p = "rd";
674 /* Take account of "leading vowels" in numbers */
677 if ((i == 8) || (i == 11) || (i == 18)) q = "n";
679 /* Mention the dependance on the player's level */
680 hooked_roff(format(" for a%s %lu%s level character. ",
687 if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
689 hook_c_roff(TERM_VIOLET, format(
690 _("%^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]));
692 else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
694 hook_c_roff(TERM_L_RED, format(
695 _("%^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]));
697 else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
699 hook_c_roff(TERM_BLUE, format(
700 _("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice. "), wd_he[msex]));
702 else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
704 hook_c_roff(TERM_L_GREEN, format(
705 _("%^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]));
707 else if (flags2 & RF2_AURA_FIRE)
709 hook_c_roff(TERM_RED, format(
710 _("%^sは炎に包まれている。", "%^s is surrounded by flames. "), wd_he[msex]));
712 else if (flags3 & RF3_AURA_COLD)
714 hook_c_roff(TERM_BLUE, format(
715 _("%^sは氷に包まれている。", "%^s is surrounded by ice. "), wd_he[msex]));
717 else if (flags2 & RF2_AURA_ELEC)
719 hook_c_roff(TERM_L_BLUE, format(
720 _("%^sはスパークに包まれている。", "%^s is surrounded by electricity. "), wd_he[msex]));
723 if (flags2 & RF2_REFLECTING)
724 hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells. "), wd_he[msex]));
726 /* Describe escorts */
727 if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
730 _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts. "), wd_he[msex]));
734 hooked_roff(_("護衛の構成は", "These escorts"));
735 if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
737 hooked_roff(_("少なくとも", " at the least"));
740 hooked_roff(" contain ");
742 for(n = 0; n < A_MAX; n++)
744 if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
746 monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
747 if(rf_ptr->flags1 & RF1_UNIQUE)
749 hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
754 hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
756 bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
757 GAME_TEXT name[MAX_NLEN];
758 strcpy(name, r_name + rf_ptr->name);
759 if(plural) plural_aux(name);
760 hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
765 hooked_roff(_("で成り立っている。", "."));
769 /* Describe friends */
770 else if (flags1 & RF1_FRIENDS)
772 hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[msex]));
776 /* Collect inate attacks */
778 if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
779 if (flags4 & RF4_ROCKET)
781 set_damage(r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
782 vp[vn] = tmp_msg[vn];
783 color[vn++] = TERM_UMBER;
786 if (flags4 & RF4_SHOOT)
788 for (r = 0, m = 0; m < 4; m++)
790 if (r_ptr->blow[m].method == RBM_SHOOT)
792 if (know_armour(r_idx))
793 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);
795 sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
796 vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
801 if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
803 /* Describe inate attacks */
807 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
811 for (n = 0; n < vn; n++)
816 jverb(vp[n], jverb_buf, JVERB_OR);
817 hook_c_roff(color[n], jverb_buf);
818 hook_c_roff(color[n], "り");
821 else hook_c_roff(color[n], vp[n]);
824 if (n == 0) hooked_roff(" may ");
825 else if (n < vn - 1) hooked_roff(", ");
826 else hooked_roff(" or ");
829 hook_c_roff(color[n], vp[n]);
835 hooked_roff(_("ことがある。", ". "));
839 /* Collect breaths */
841 if (flags4 & (RF4_BR_ACID))
843 set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
844 vp[vn] = tmp_msg[vn];
845 color[vn++] = TERM_GREEN;
847 if (flags4 & (RF4_BR_ELEC))
849 set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
850 vp[vn] = tmp_msg[vn];
851 color[vn++] = TERM_BLUE;
853 if (flags4 & (RF4_BR_FIRE))
855 set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
856 vp[vn] = tmp_msg[vn];
857 color[vn++] = TERM_RED;
859 if (flags4 & (RF4_BR_COLD))
861 set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
862 vp[vn] = tmp_msg[vn];
863 color[vn++] = TERM_L_WHITE;
865 if (flags4 & (RF4_BR_POIS))
867 set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
868 vp[vn] = tmp_msg[vn];
869 color[vn++] = TERM_L_GREEN;
871 if (flags4 & (RF4_BR_NETH))
873 set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
874 vp[vn] = tmp_msg[vn];
875 color[vn++] = TERM_L_DARK;
877 if (flags4 & (RF4_BR_LITE))
879 set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
880 vp[vn] = tmp_msg[vn];
881 color[vn++] = TERM_YELLOW;
883 if (flags4 & (RF4_BR_DARK))
885 set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
886 vp[vn] = tmp_msg[vn];
887 color[vn++] = TERM_L_DARK;
889 if (flags4 & (RF4_BR_CONF))
891 set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
892 vp[vn] = tmp_msg[vn];
893 color[vn++] = TERM_L_UMBER;
895 if (flags4 & (RF4_BR_SOUN))
897 set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
898 vp[vn] = tmp_msg[vn];
899 color[vn++] = TERM_ORANGE;
901 if (flags4 & (RF4_BR_CHAO))
903 set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
904 vp[vn] = tmp_msg[vn];
905 color[vn++] = TERM_VIOLET;
907 if (flags4 & (RF4_BR_DISE))
909 set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
910 vp[vn] = tmp_msg[vn];
911 color[vn++] = TERM_VIOLET;
913 if (flags4 & (RF4_BR_NEXU))
915 set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
916 vp[vn] = tmp_msg[vn];
917 color[vn++] = TERM_VIOLET;
919 if (flags4 & (RF4_BR_TIME))
921 set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
922 vp[vn] = tmp_msg[vn];
923 color[vn++] = TERM_L_BLUE;
925 if (flags4 & (RF4_BR_INER))
927 set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
928 vp[vn] = tmp_msg[vn];
929 color[vn++] = TERM_SLATE;
931 if (flags4 & (RF4_BR_GRAV))
933 set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
934 vp[vn] = tmp_msg[vn];
935 color[vn++] = TERM_SLATE;
937 if (flags4 & (RF4_BR_SHAR))
939 set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
940 vp[vn] = tmp_msg[vn];
941 color[vn++] = TERM_L_UMBER;
943 if (flags4 & (RF4_BR_PLAS))
945 set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
946 vp[vn] = tmp_msg[vn];
947 color[vn++] = TERM_L_RED;
949 if (flags4 & (RF4_BR_WALL))
951 set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
952 vp[vn] = tmp_msg[vn];
953 color[vn++] = TERM_UMBER;
955 if (flags4 & (RF4_BR_MANA))
957 set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
958 vp[vn] = tmp_msg[vn];
959 color[vn++] = TERM_L_BLUE;
961 if (flags4 & (RF4_BR_NUKE))
963 set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
964 vp[vn] = tmp_msg[vn];
965 color[vn++] = TERM_L_GREEN;
967 if (flags4 & (RF4_BR_DISI))
969 set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
970 vp[vn] = tmp_msg[vn];
971 color[vn++] = TERM_SLATE;
974 /* Describe breaths */
981 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
984 for (n = 0; n < vn; n++)
988 if ( n != 0 ) hooked_roff("や");
990 if (n == 0) hooked_roff(" may breathe ");
991 else if (n < vn-1) hooked_roff(", ");
992 else hooked_roff(" or ");
997 hook_c_roff(color[n], vp[n]);
1000 hooked_roff("のブレスを吐くことがある");
1005 /* Collect spells */
1007 if (a_ability_flags1 & (RF5_BA_ACID))
1009 set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
1010 vp[vn] = tmp_msg[vn];
1011 color[vn++] = TERM_GREEN;
1013 if (a_ability_flags1 & (RF5_BA_ELEC))
1015 set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
1016 vp[vn] = tmp_msg[vn];
1017 color[vn++] = TERM_BLUE;
1019 if (a_ability_flags1 & (RF5_BA_FIRE))
1021 set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
1022 vp[vn] = tmp_msg[vn];
1023 color[vn++] = TERM_RED;
1025 if (a_ability_flags1 & (RF5_BA_COLD))
1027 set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
1028 vp[vn] = tmp_msg[vn];
1029 color[vn++] = TERM_L_WHITE;
1031 if (a_ability_flags1 & (RF5_BA_POIS))
1033 set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
1034 vp[vn] = tmp_msg[vn];
1035 color[vn++] = TERM_L_GREEN;
1037 if (a_ability_flags1 & (RF5_BA_NETH))
1039 set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
1040 vp[vn] = tmp_msg[vn];
1041 color[vn++] = TERM_L_DARK;
1043 if (a_ability_flags1 & (RF5_BA_WATE))
1045 set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
1046 vp[vn] = tmp_msg[vn];
1047 color[vn++] = TERM_BLUE;
1049 if (flags4 & (RF4_BA_NUKE))
1051 set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
1052 vp[vn] = tmp_msg[vn];
1053 color[vn++] = TERM_L_GREEN;
1055 if (a_ability_flags1 & (RF5_BA_MANA))
1057 set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
1058 vp[vn] = tmp_msg[vn];
1059 color[vn++] = TERM_L_BLUE;
1061 if (a_ability_flags1 & (RF5_BA_DARK))
1063 set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
1064 vp[vn] = tmp_msg[vn];
1065 color[vn++] = TERM_L_DARK;
1067 if (a_ability_flags1 & (RF5_BA_LITE))
1069 set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
1070 vp[vn] = tmp_msg[vn];
1071 color[vn++] = TERM_YELLOW;
1073 if (flags4 & (RF4_BA_CHAO))
1075 set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
1076 vp[vn] = tmp_msg[vn];
1077 color[vn++] = TERM_VIOLET;
1079 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; }
1080 if (a_ability_flags2 & (RF6_PSY_SPEAR))
1082 set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
1083 vp[vn] = tmp_msg[vn];
1084 color[vn++] = TERM_YELLOW;
1086 if (a_ability_flags1 & (RF5_DRAIN_MANA))
1088 set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
1089 vp[vn] = tmp_msg[vn];
1090 color[vn++] = TERM_SLATE;
1092 if (a_ability_flags1 & (RF5_MIND_BLAST))
1094 set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
1095 vp[vn] = tmp_msg[vn];
1096 color[vn++] = TERM_L_RED;
1098 if (a_ability_flags1 & (RF5_BRAIN_SMASH))
1100 set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
1101 vp[vn] = tmp_msg[vn];
1102 color[vn++] = TERM_RED;
1104 if (a_ability_flags1 & (RF5_CAUSE_1))
1106 set_damage(r_idx, (MS_CAUSE_1),
1107 _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
1108 vp[vn] = tmp_msg[vn];
1109 color[vn++] = TERM_L_WHITE;
1111 if (a_ability_flags1 & (RF5_CAUSE_2))
1113 set_damage(r_idx, (MS_CAUSE_2),
1114 _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
1115 vp[vn] = tmp_msg[vn];
1116 color[vn++] = TERM_L_WHITE;
1118 if (a_ability_flags1 & (RF5_CAUSE_3))
1120 set_damage(r_idx, (MS_CAUSE_3),
1121 _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
1122 vp[vn] = tmp_msg[vn];
1123 color[vn++] = TERM_L_WHITE;
1125 if (a_ability_flags1 & (RF5_CAUSE_4))
1127 set_damage(r_idx, (MS_CAUSE_4),
1128 _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
1129 vp[vn] = tmp_msg[vn];
1130 color[vn++] = TERM_L_WHITE;
1132 if (a_ability_flags1 & (RF5_BO_ACID))
1134 set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
1135 vp[vn] = tmp_msg[vn];
1136 color[vn++] = TERM_GREEN;
1138 if (a_ability_flags1 & (RF5_BO_ELEC))
1140 set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
1141 vp[vn] = tmp_msg[vn];
1142 color[vn++] = TERM_BLUE;
1144 if (a_ability_flags1 & (RF5_BO_FIRE))
1146 set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
1147 vp[vn] = tmp_msg[vn];
1148 color[vn++] = TERM_RED;
1150 if (a_ability_flags1 & (RF5_BO_COLD))
1152 set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
1153 vp[vn] = tmp_msg[vn];
1154 color[vn++] = TERM_L_WHITE;
1156 if (a_ability_flags1 & (RF5_BO_NETH))
1158 set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
1159 vp[vn] = tmp_msg[vn];
1160 color[vn++] = TERM_L_DARK;
1162 if (a_ability_flags1 & (RF5_BO_WATE))
1164 set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
1165 vp[vn] = tmp_msg[vn];
1166 color[vn++] = TERM_BLUE;
1168 if (a_ability_flags1 & (RF5_BO_MANA))
1170 set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
1171 vp[vn] = tmp_msg[vn];
1172 color[vn++] = TERM_L_BLUE;
1174 if (a_ability_flags1 & (RF5_BO_PLAS))
1176 set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
1177 vp[vn] = tmp_msg[vn];
1178 color[vn++] = TERM_L_RED;
1180 if (a_ability_flags1 & (RF5_BO_ICEE))
1182 set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
1183 vp[vn] = tmp_msg[vn];
1184 color[vn++] = TERM_WHITE;
1186 if (a_ability_flags1 & (RF5_MISSILE))
1188 set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
1189 vp[vn] = tmp_msg[vn];
1190 color[vn++] = TERM_SLATE;
1192 if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
1193 if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
1194 if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
1195 if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
1196 if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
1197 if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
1198 if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
1199 if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
1200 if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
1201 if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
1202 if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
1203 if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
1204 if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
1205 if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
1206 if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
1208 if (a_ability_flags2 & (RF6_DARKNESS))
1210 if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
1212 vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
1216 vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
1220 if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
1221 if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
1222 if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
1223 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; }
1224 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; }
1225 if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
1226 if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
1227 if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
1228 if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
1229 if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
1230 if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
1231 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; }
1232 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; }
1233 if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
1234 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; }
1235 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; }
1236 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; }
1237 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; }
1238 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; }
1241 /* Describe spells */
1250 hooked_roff(_("、なおかつ", ", and is also"));
1254 hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
1259 if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
1262 hooked_roff("魔法を使うことができ、");
1265 hooked_roff(" magical, casting spells");
1268 if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
1273 for (n = 0; n < vn; n++)
1277 if ( n != 0 ) hooked_roff("、");
1279 if (n == 0) hooked_roff(" which ");
1280 else if (n < vn-1) hooked_roff(", ");
1281 else hooked_roff(" or ");
1286 hook_c_roff(color[n], vp[n]);
1289 hooked_roff("の呪文を唱えることがある");
1294 /* End the sentence about inate/other spells */
1295 if (breath || magic)
1298 m = r_ptr->r_cast_spell;
1300 /* Average frequency */
1301 n = r_ptr->freq_spell;
1303 /* Describe the spell frequency */
1304 if (m > 100 || know_everything)
1307 _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
1310 /* Guess at the frequency */
1313 n = ((n + 9) / 10) * 10;
1315 _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
1318 /* End this sentence */
1319 hooked_roff(_("。", ". "));
1322 /* Describe monster "toughness" */
1323 if (know_everything || know_armour(r_idx))
1327 _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
1328 wd_he[msex], r_ptr->ac));
1330 /* Maximized hitpoints */
1331 if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
1333 u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
1335 _(" %d の体力がある。", " and a life rating of %d. "),
1336 (s16b)MIN(30000, hp)));
1339 /* Variable hitpoints */
1343 _(" %dd%d の体力がある。", " and a life rating of %dd%d. "),
1344 r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
1350 /* Collect special abilities. */
1352 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; }
1353 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; }
1354 if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
1355 if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
1356 if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
1357 if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
1358 if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
1359 if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
1360 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; }
1361 if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
1362 if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
1363 if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
1366 /* Describe special abilities. */
1370 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1373 for (n = 0; n < vn; n++)
1379 jverb(vp[n], jverb_buf, JVERB_AND);
1380 hook_c_roff(color[n], jverb_buf);
1383 else hook_c_roff(color[n], vp[n]);
1385 if (n == 0) hooked_roff(" can ");
1386 else if (n < vn - 1) hooked_roff(", ");
1387 else hooked_roff(" and ");
1390 hook_c_roff(color[n], vp[n]);
1396 hooked_roff(_("ことができる。", ". "));
1401 if (flags7 & RF7_AQUATIC)
1403 hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water. "), wd_he[msex]));
1406 /* Describe special abilities. */
1407 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
1409 hooked_roff(format(_("%^sは光っている。", "%^s is shining. "), wd_he[msex]));
1411 if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
1413 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]));
1415 if (flags2 & RF2_INVISIBLE)
1417 hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible. "), wd_he[msex]));
1419 if (flags2 & RF2_COLD_BLOOD)
1421 hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded. "), wd_he[msex]));
1423 if (flags2 & RF2_EMPTY_MIND)
1425 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]));
1427 else if (flags2 & RF2_WEIRD_MIND)
1429 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]));
1431 if (flags2 & RF2_MULTIPLY)
1433 hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively. "), wd_he[msex]));
1435 if (flags2 & RF2_REGENERATE)
1437 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]));
1439 if (flags7 & RF7_RIDING)
1441 hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[msex]));
1445 /* Collect susceptibilities */
1447 if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
1448 if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
1449 if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1450 if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1453 /* Describe susceptibilities */
1457 hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
1460 for (n = 0; n < vn; n++)
1464 if ( n != 0 ) hooked_roff("や");
1466 if (n == 0) hooked_roff(" is hurt by ");
1467 else if (n < vn-1) hooked_roff(", ");
1468 else hooked_roff(" and ");
1473 hook_c_roff(color[n], vp[n]);
1477 hooked_roff(_("でダメージを与えられる。", ". "));
1481 /* Collect immunities */
1483 if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
1484 if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
1485 if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1486 if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1487 if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
1490 /* Collect resistances */
1491 if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
1492 if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
1493 if (flagsr & RFR_RES_NETH) { vp[vn] = _("地獄", "nether"); color[vn++] = TERM_L_DARK; }
1494 if (flagsr & RFR_RES_WATE) { vp[vn] = _("水", "water"); color[vn++] = TERM_BLUE; }
1495 if (flagsr & RFR_RES_PLAS) { vp[vn] = _("プラズマ", "plasma"); color[vn++] = TERM_L_RED; }
1496 if (flagsr & RFR_RES_SHAR) { vp[vn] = _("破片", "shards"); color[vn++] = TERM_L_UMBER; }
1497 if (flagsr & RFR_RES_SOUN) { vp[vn] = _("轟音", "sound"); color[vn++] = TERM_ORANGE; }
1498 if (flagsr & RFR_RES_CHAO) { vp[vn] = _("カオス", "chaos"); color[vn++] = TERM_VIOLET; }
1499 if (flagsr & RFR_RES_NEXU) { vp[vn] = _("因果混乱", "nexus"); color[vn++] = TERM_VIOLET; }
1500 if (flagsr & RFR_RES_DISE) { vp[vn] = _("劣化", "disenchantment"); color[vn++] = TERM_VIOLET; }
1501 if (flagsr & RFR_RES_WALL) { vp[vn] = _("フォース", "force"); color[vn++] = TERM_UMBER; }
1502 if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
1503 if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
1504 if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
1505 if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
1506 if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
1508 /* Describe immunities and resistances */
1512 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1515 for (n = 0; n < vn; n++)
1519 if ( n != 0 ) hooked_roff("と");
1521 if (n == 0) hooked_roff(" resists ");
1522 else if (n < vn-1) hooked_roff(", ");
1523 else hooked_roff(" and ");
1528 hook_c_roff(color[n], vp[n]);
1532 hooked_roff(_("の耐性を持っている。", ". "));
1536 if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything)
1538 if (r_ptr->next_r_idx)
1540 hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
1541 hook_c_roff(TERM_YELLOW, format("%s", r_name+r_info[r_ptr->next_r_idx].name));
1544 (" when %s gets enugh experience. ", wd_he[msex]))));
1546 else if (!(r_ptr->flags1 & RF1_UNIQUE))
1548 hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[msex]));
1552 /* Collect non-effects */
1554 if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
1555 if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
1556 if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
1557 if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
1558 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; }
1560 /* Describe non-effects */
1565 _("%^sは", "%^s"), wd_he[msex]));
1568 for (n = 0; n < vn; n++)
1572 if ( n != 0 ) hooked_roff("し、");
1574 if (n == 0) hooked_roff(" cannot be ");
1575 else if (n < vn - 1) hooked_roff(", ");
1576 else hooked_roff(" or ");
1581 hook_c_roff(color[n], vp[n]);
1585 hooked_roff(_("。", ". "));
1589 /* Do we know how aware it is? */
1590 if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) ||
1591 (r_ptr->r_ignore == MAX_UCHAR) ||
1592 (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
1596 if (r_ptr->sleep > 200)
1598 act = _("を無視しがちであるが", "prefers to ignore");
1600 else if (r_ptr->sleep > 95)
1602 act = _("に対してほとんど注意を払わないが", "pays very little attention to");
1604 else if (r_ptr->sleep > 75)
1606 act = _("に対してあまり注意を払わないが", "pays little attention to");
1608 else if (r_ptr->sleep > 45)
1610 act = _("を見過ごしがちであるが", "tends to overlook");
1612 else if (r_ptr->sleep > 25)
1614 act = _("をほんの少しは見ており", "takes quite a while to see");
1616 else if (r_ptr->sleep > 10)
1618 act = _("をしばらくは見ており", "takes a while to see");
1620 else if (r_ptr->sleep > 5)
1622 act = _("を幾分注意深く見ており", "is fairly observant of");
1624 else if (r_ptr->sleep > 3)
1626 act = _("を注意深く見ており", "is observant of");
1628 else if (r_ptr->sleep > 1)
1630 act = _("をかなり注意深く見ており", "is very observant of");
1632 else if (r_ptr->sleep > 0)
1634 act = _("を警戒しており", "is vigilant for");
1638 act = _("をかなり警戒しており", "is ever vigilant for");
1642 _(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),
1643 format("%^s %s intruders, which %s may notice from %d feet. ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
1647 /* Drops gold and/or items */
1648 if (drop_gold || drop_item)
1652 _("%^sは", "%^s may carry"), wd_he[msex]));
1659 /* Count maximum drop */
1660 n = MAX(drop_gold, drop_item);
1662 /* One drop (may need an "n") */
1665 hooked_roff(_("一つの", " a"));
1675 _("一つか二つの", " one or two"));
1682 _(" %d 個までの", " up to %d"), n));
1687 if (flags1 & RF1_DROP_GREAT)
1689 p = _("特別な", " exceptional");
1692 /* Good (no "n" needed) */
1693 else if (flags1 & RF1_DROP_GOOD)
1695 p = _("上質な", " good");
1710 /* Handle singular "an" */
1712 if (sin) hooked_roff("n");
1716 /* Dump "object(s)" */
1717 if (p) hooked_roff(p);
1719 _("アイテム", " object"));
1722 if (n != 1) hooked_roff("s");
1725 /* Conjunction replaces variety, if needed for "gold" below */
1734 if (!p) sin = FALSE;
1736 /* Handle singular "an" */
1737 if (sin) hooked_roff("n");
1741 /* Dump "treasure(s)" */
1742 if (p) hooked_roff(p);
1743 hooked_roff(_("財宝", " treasure"));
1745 if (n != 1) hooked_roff("s");
1750 /* End this sentence */
1751 hooked_roff(_("を持っていることがある。", ". "));
1755 /* Count the number of "known" attacks */
1756 for (n = 0, m = 0; m < 4; m++)
1758 /* Skip non-attacks */
1759 if (!r_ptr->blow[m].method) continue;
1760 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1762 /* Count known attacks */
1763 if (r_ptr->r_blows[m] || know_everything) n++;
1766 /* Examine (and count) the actual attacks */
1767 for (r = 0, m = 0; m < 4; m++)
1769 int method, effect, d1, d2;
1771 /* Skip non-attacks */
1772 if (!r_ptr->blow[m].method) continue;
1773 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1775 /* Skip unknown attacks */
1776 if (!r_ptr->r_blows[m] && !know_everything) continue;
1778 /* Extract the attack info */
1779 method = r_ptr->blow[m].method;
1780 effect = r_ptr->blow[m].effect;
1781 d1 = r_ptr->blow[m].d_dice;
1782 d2 = r_ptr->blow[m].d_side;
1787 /* Acquire the method */
1790 case RBM_HIT: p = _("殴る", "hit"); break;
1791 case RBM_TOUCH: p = _("触る", "touch"); break;
1792 case RBM_PUNCH: p = _("パンチする", "punch"); break;
1793 case RBM_KICK: p = _("蹴る", "kick"); break;
1794 case RBM_CLAW: p = _("ひっかく", "claw"); break;
1795 case RBM_BITE: p = _("噛む", "bite"); break;
1796 case RBM_STING: p = _("刺す", "sting"); break;
1797 case RBM_SLASH: p = _("斬る", "slash"); break;
1798 case RBM_BUTT: p = _("角で突く", "butt"); break;
1799 case RBM_CRUSH: p = _("体当たりする", "crush"); break;
1800 case RBM_ENGULF: p = _("飲み込む", "engulf"); break;
1801 case RBM_CHARGE: p = _("請求書をよこす", "charge"); break;
1802 case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break;
1803 case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break;
1804 case RBM_SPIT: p = _("つばを吐く", "spit"); break;
1805 case RBM_EXPLODE: p = _("爆発する", "explode"); break;
1806 case RBM_GAZE: p = _("にらむ", "gaze"); break;
1807 case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break;
1808 case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break;
1809 case RBM_XXX4: break;
1810 case RBM_BEG: p = _("金をせがむ", "beg"); break;
1811 case RBM_INSULT: p = _("侮辱する", "insult"); break;
1812 case RBM_MOAN: p = _("うめく", "moan"); break;
1813 case RBM_SHOW: p = _("歌う", "sing"); break;
1817 /* Default effect */
1820 /* Acquire the effect */
1823 case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
1824 case RBE_HURT: q = _("攻撃する", "attack"); break;
1825 case RBE_POISON: q = _("毒をくらわす", "poison"); break;
1826 case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break;
1827 case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break;
1828 case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break;
1829 case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break;
1830 case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break;
1831 case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break;
1832 case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break;
1833 case RBE_ELEC: q = _("感電させる", "electrocute"); break;
1834 case RBE_FIRE: q = _("燃やす", "burn"); break;
1835 case RBE_COLD: q = _("凍らせる", "freeze"); break;
1836 case RBE_BLIND: q = _("盲目にする", "blind"); break;
1837 case RBE_CONFUSE: q = _("混乱させる", "confuse"); break;
1838 case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break;
1839 case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break;
1840 case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break;
1841 case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break;
1842 case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break;
1843 case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break;
1844 case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break;
1845 case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break;
1846 case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break;
1847 case RBE_SHATTER: q = _("粉砕する", "shatter"); break;
1848 case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
1849 case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
1850 case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
1851 case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
1852 case RBE_DISEASE: q = _("病気にする", "disease"); break;
1853 case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break;
1854 case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break;
1855 case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break;
1856 case RBE_INERTIA: q = _("減速させる", "slow"); break;
1857 case RBE_STUN: q = _("朦朧とさせる", "stun"); break;
1862 if ( r == 0 ) hooked_roff( format("%^sは", wd_he[msex]) );
1864 /***若干表現を変更 ita ***/
1866 /* Describe damage (if known) */
1867 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1870 /* Display the damage */
1871 hooked_roff(format(" %dd%d ", d1, d2));
1872 hooked_roff("のダメージで");
1874 /* Hack -- force a method */
1875 if (!p) p = "何か奇妙なことをする";
1877 /* Describe the method */
1878 /* XXしてYYし/XXしてYYする/XXし/XXする */
1879 if(q) jverb( p ,jverb_buf, JVERB_TO);
1880 else if(r!=n-1) jverb( p ,jverb_buf, JVERB_AND);
1881 else strcpy(jverb_buf, p);
1883 hooked_roff(jverb_buf);
1885 /* Describe the effect (if any) */
1888 if(r!=n-1) jverb( q,jverb_buf, JVERB_AND);
1889 else strcpy(jverb_buf,q);
1890 hooked_roff(jverb_buf);
1892 if(r!=n-1) hooked_roff("、");
1894 /* Introduce the attack description */
1897 hooked_roff(format("%^s can ", wd_he[msex]));
1905 hooked_roff(", and ");
1909 /* Hack -- force a method */
1910 if (!p) p = "do something weird";
1912 /* Describe the method */
1916 /* Describe the effect (if any) */
1919 /* Describe the attack type */
1920 hooked_roff(" to ");
1923 /* Describe damage (if known) */
1924 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1926 /* Display the damage */
1927 hooked_roff(" with damage");
1928 hooked_roff(format(" %dd%d", d1, d2));
1935 /* Count the attacks as printed */
1939 /* Finish sentence above */
1942 hooked_roff(_("。", ". "));
1945 /* Notice lack of attacks */
1946 else if (flags1 & RF1_NEVER_BLOW)
1949 _("%^sは物理的な攻撃方法を持たない。",
1950 "%^s has no physical attacks. "), wd_he[msex]));
1953 /* Or describe the lack of knowledge */
1957 _("%s攻撃については何も知らない。",
1958 "Nothing is known about %s attack. "), wd_his[msex]));
1963 * Notice "Quest" monsters, but only if you
1964 * already encountered the monster.
1966 if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
1968 hook_c_roff(TERM_VIOLET,
1969 _("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...",
1970 "You feel an intense desire to kill this monster... "));
1973 else if (flags7 & RF7_GUARDIAN)
1975 hook_c_roff(TERM_L_RED,
1976 _("このモンスターはダンジョンの主である。",
1977 "This monster is the master of a dungeon."));
1988 * @brief モンスター情報のヘッダを記述する
1989 * Hack -- Display the "name" and "attr/chars" of a monster race
1990 * @param r_idx モンスターの種族ID
1993 void roff_top(MONRACE_IDX r_idx)
1995 monster_race *r_ptr = &r_info[r_idx];
2001 /* Access the chars */
2005 /* Access the attrs */
2010 /* Clear the top line */
2011 Term_erase(0, 0, 255);
2013 /* Reset the cursor */
2017 /* A title (use "The" for non-uniques) */
2018 if (!(r_ptr->flags1 & RF1_UNIQUE))
2020 Term_addstr(-1, TERM_WHITE, "The ");
2025 Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
2027 /* Append the "standard" attr/char info */
2028 Term_addstr(-1, TERM_WHITE, " ('");
2029 Term_add_bigch(a1, c1);
2030 Term_addstr(-1, TERM_WHITE, "')");
2032 /* Append the "optional" attr/char info */
2033 Term_addstr(-1, TERM_WHITE, "/('");
2034 Term_add_bigch(a2, c2);
2035 Term_addstr(-1, TERM_WHITE, "'):");
2037 /* Wizards get extra info */
2042 sprintf(buf, "%d", r_idx);
2044 Term_addstr(-1, TERM_WHITE, " (");
2045 Term_addstr(-1, TERM_L_BLUE, buf);
2046 Term_addch(TERM_WHITE, ')');
2053 * @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 /
2054 * Hack -- describe the given monster race at the top of the screen
2055 * @param r_idx モンスターの種族ID
2056 * @param mode 表示オプション
2059 void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
2064 Term_erase(0, 1, 255);
2066 hook_c_roff = c_roff;
2068 /* Recall monster */
2069 roff_aux(r_idx, mode);
2071 /* Describe monster */
2079 * @brief モンスター情報の現在のウィンドウに表示する /
2080 * Hack -- describe the given monster race in the current "term" window
2081 * @param r_idx モンスターの種族ID
2084 void display_roff(MONRACE_IDX r_idx)
2088 /* Erase the window */
2089 for (y = 0; y < Term->hgt; y++)
2091 /* Erase the line */
2092 Term_erase(0, y, 255);
2098 hook_c_roff = c_roff;
2100 /* Recall monster */
2103 /* Describe monster */
2109 * @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 /
2110 * Hack -- output description of the given monster race
2111 * @param r_idx モンスターの種族ID
2112 * @param roff_func 出力処理を行う関数ポインタ
2115 void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(TERM_COLOR attr, concptr str))
2117 hook_c_roff = roff_func;
2119 /* Recall monster */
2120 roff_aux(r_idx, 0x03);
2126 * @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
2127 * @return 地勢にあったモンスターの生成条件関数
2129 monsterrace_hook_type get_monster_hook(void)
2131 if (!current_floor_ptr->dun_level && !p_ptr->inside_quest)
2133 switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
2136 return (monsterrace_hook_type)mon_hook_town;
2137 case TERRAIN_DEEP_WATER:
2138 return (monsterrace_hook_type)mon_hook_ocean;
2139 case TERRAIN_SHALLOW_WATER:
2141 return (monsterrace_hook_type)mon_hook_shore;
2143 case TERRAIN_DESERT:
2144 return (monsterrace_hook_type)mon_hook_waste;
2146 return (monsterrace_hook_type)mon_hook_grass;
2148 return (monsterrace_hook_type)mon_hook_wood;
2149 case TERRAIN_SHALLOW_LAVA:
2150 case TERRAIN_DEEP_LAVA:
2151 return (monsterrace_hook_type)mon_hook_volcano;
2152 case TERRAIN_MOUNTAIN:
2153 return (monsterrace_hook_type)mon_hook_mountain;
2155 return (monsterrace_hook_type)mon_hook_dungeon;
2160 return (monsterrace_hook_type)mon_hook_dungeon;
2165 * @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
2166 * @return 地勢にあったモンスターの生成条件関数
2168 monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
2170 feature_type *f_ptr = &f_info[current_floor_ptr->grid_array[y][x].feat];
2172 /* Set the monster list */
2175 if (have_flag(f_ptr->flags, FF_WATER))
2178 if (have_flag(f_ptr->flags, FF_DEEP))
2180 return (monsterrace_hook_type)mon_hook_deep_water;
2186 return (monsterrace_hook_type)mon_hook_shallow_water;
2191 else if (have_flag(f_ptr->flags, FF_LAVA))
2193 return (monsterrace_hook_type)mon_hook_lava;
2196 else return (monsterrace_hook_type)mon_hook_floor;
2200 * @brief モンスターを友好的にする
2201 * @param m_ptr モンスター情報構造体の参照ポインタ
2204 void set_friendly(monster_type *m_ptr)
2206 m_ptr->smart |= SM_FRIENDLY;
2210 * @brief モンスターをペットにする
2211 * @param m_ptr モンスター情報構造体の参照ポインタ
2214 void set_pet(monster_type *m_ptr)
2216 check_quest_completion(m_ptr);
2218 m_ptr->smart |= SM_PET;
2219 if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
2220 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2225 * Makes the monster hostile towards the player
2226 * @param m_ptr モンスター情報構造体の参照ポインタ
2229 void set_hostile(monster_type *m_ptr)
2231 if (p_ptr->inside_battle) return;
2232 m_ptr->smart &= ~SM_PET;
2233 m_ptr->smart &= ~SM_FRIENDLY;
2240 * @param m_ptr モンスター情報構造体の参照ポインタ
2243 void anger_monster(monster_type *m_ptr)
2245 if (p_ptr->inside_battle) return;
2246 if (is_friendly(m_ptr))
2248 GAME_TEXT m_name[MAX_NLEN];
2250 monster_desc(m_name, m_ptr, 0);
2251 msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
2255 chg_virtue(V_INDIVIDUALISM, 1);
2256 chg_virtue(V_HONOUR, -1);
2257 chg_virtue(V_JUSTICE, -1);
2258 chg_virtue(V_COMPASSION, -1);
2264 * @brief モンスターが地形を踏破できるかどうかを返す
2265 * Check if monster can cross terrain
2267 * @param r_ptr モンスター種族構造体の参照ポインタ
2269 * @return 踏破可能ならばTRUEを返す
2271 bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
2273 feature_type *f_ptr = &f_info[feat];
2275 if (have_flag(f_ptr->flags, FF_PATTERN))
2277 if (!(mode & CEM_RIDING))
2279 if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
2283 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2288 if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
2289 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
2290 if (have_flag(f_ptr->flags, FF_CAN_PASS))
2292 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || p_ptr->pass_wall)) return TRUE;
2295 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2297 /* Some monsters can walk on mountains */
2298 if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
2301 if (have_flag(f_ptr->flags, FF_WATER))
2303 if (!(r_ptr->flags7 & RF7_AQUATIC))
2306 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2309 else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
2313 /* Aquatic monster into non-water? */
2314 else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2317 if (have_flag(f_ptr->flags, FF_LAVA))
2319 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
2323 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
2325 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
2329 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
2331 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
2335 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
2337 if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
2341 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
2343 if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
2351 * @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
2352 * Strictly check if monster can enter the grid
2355 * @param r_ptr モンスター種族構造体の参照ポインタ
2357 * @return 踏破可能ならばTRUEを返す
2359 bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
2361 grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
2363 /* Player or other monster */
2364 if (player_bold(y, x)) return FALSE;
2365 if (g_ptr->m_idx) return FALSE;
2367 return monster_can_cross_terrain(g_ptr->feat, r_ptr, mode);
2372 * @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)
2373 * Check if this monster has "hostile" alignment (aux)
2374 * @param sub_align1 モンスター1のサブフラグ
2375 * @param sub_align2 モンスター2のサブフラグ
2376 * @return 敵対関係にあるならばTRUEを返す
2378 static bool check_hostile_align(byte sub_align1, byte sub_align2)
2380 if (sub_align1 != sub_align2)
2382 if (((sub_align1 & SUB_ALIGN_EVIL) && (sub_align2 & SUB_ALIGN_GOOD)) ||
2383 ((sub_align1 & SUB_ALIGN_GOOD) && (sub_align2 & SUB_ALIGN_EVIL)))
2387 /* Non-hostile alignment */
2393 * @brief モンスターの属性の基づいた敵対関係の有無を返す
2394 * Check if two monsters are enemies
2395 * @param m_ptr モンスター1の構造体参照ポインタ
2396 * @param n_ptr モンスター2の構造体参照ポインタ
2397 * @return 敵対関係にあるならばTRUEを返す
2399 bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
2401 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2402 monster_race *s_ptr = &r_info[n_ptr->r_idx];
2404 if (p_ptr->inside_battle)
2406 if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
2410 if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
2411 && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
2413 if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
2416 /* Friendly vs. opposite aligned normal or pet */
2417 if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
2419 if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
2422 /* Hostile vs. non-hostile */
2423 if (is_hostile(m_ptr) != is_hostile(n_ptr))
2434 * @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
2435 * Check if this monster race has "hostile" alignment
2436 * @param m_ptr モンスター情報構造体の参照ポインタ
2437 * @param pa_good プレイヤーの善傾向値
2438 * @param pa_evil プレイヤーの悪傾向値
2439 * @param r_ptr モンスター種族情報の構造体参照ポインタ
2440 * @return プレイヤーに敵意を持つならばTRUEを返す
2442 * If user is player, m_ptr == NULL.
2444 bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
2446 byte sub_align1 = SUB_ALIGN_NEUTRAL;
2447 byte sub_align2 = SUB_ALIGN_NEUTRAL;
2449 if (m_ptr) /* For a monster */
2451 sub_align1 = m_ptr->sub_align;
2453 else /* For player */
2455 if (p_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
2456 if (p_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL;
2459 /* Racial alignment flags */
2460 if (r_ptr->flags3 & RF3_EVIL) sub_align2 |= SUB_ALIGN_EVIL;
2461 if (r_ptr->flags3 & RF3_GOOD) sub_align2 |= SUB_ALIGN_GOOD;
2463 if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
2465 /* Non-hostile alignment */
2470 * @brief モンスターを倒した際の財宝svalを返す
2471 * @param r_idx 倒したモンスターの種族ID
2474 * Hack -- Return the "automatic coin type" of a monster race
2475 * Used to allocate proper treasure when "Creeping coins" die
2476 * Note the use of actual "monster names"
2478 static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
2480 /* Analyze monsters */
2483 case MON_COPPER_COINS: return 2;
2484 case MON_SILVER_COINS: return 5;
2485 case MON_GOLD_COINS: return 10;
2486 case MON_MITHRIL_COINS:
2487 case MON_MITHRIL_GOLEM: return 16;
2488 case MON_ADAMANT_COINS: return 17;
2491 /* Assume nothing */
2497 * @brief モンスターが死亡した時の処理 /
2498 * Handle the "death" of a monster.
2499 * @param m_idx 死亡したモンスターのID
2500 * @param drop_item TRUEならばモンスターのドロップ処理を行う
2501 * @return 撃破されたモンスターの述語
2504 * Disperse treasures centered at the monster location based on the
2505 * various flags contained in the monster flags fields.
2506 * Check for "Quest" completion when a quest monster is killed.
2507 * Note that only the player can induce "monster_death()" on Uniques.
2508 * Thus (for now) all Quest monsters should be Uniques.
2509 * Note that monsters can now carry objects, and when a monster dies,
2510 * it drops all of its objects, which may disappear in crowded rooms.
2513 void monster_death(MONSTER_IDX m_idx, bool drop_item)
2522 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
2523 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2525 bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
2529 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
2530 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
2531 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
2532 int force_coin = get_coin_type(m_ptr->r_idx);
2537 bool drop_chosen_item = drop_item && !cloned && !p_ptr->inside_arena
2538 && !p_ptr->inside_battle && !is_pet(m_ptr);
2540 /* The caster is dead? */
2541 if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx) current_world_ptr->timewalk_m_idx = 0;
2543 /* Notice changes in view */
2544 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2546 p_ptr->update |= (PU_MON_LITE);
2552 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2554 GAME_TEXT m_name[MAX_NLEN];
2556 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2557 do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
2560 /* Let monsters explode! */
2561 for (i = 0; i < 4; i++)
2563 if (r_ptr->blow[i].method == RBM_EXPLODE)
2565 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2566 EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
2567 DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
2568 DICE_SID d_side = r_ptr->blow[i].d_side;
2569 HIT_POINT damage = damroll(d_dice, d_side);
2571 project(m_idx, 3, y, x, damage, typ, flg, -1);
2576 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
2578 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
2579 r_ptr = &r_info[m_ptr->r_idx];
2582 check_quest_completion(m_ptr);
2584 /* Handle the possibility of player vanquishing arena combatant -KMW- */
2585 if (p_ptr->inside_arena && !is_pet(m_ptr))
2587 p_ptr->exit_bldg = TRUE;
2589 if (p_ptr->arena_number > MAX_ARENA_MONS)
2591 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
2595 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."));
2598 if (arena_info[p_ptr->arena_number].tval)
2602 /* Prepare to make a prize */
2603 object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
2604 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2605 (void)drop_near(q_ptr, -1, y, x);
2608 if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
2609 p_ptr->arena_number++;
2612 GAME_TEXT m_name[MAX_NLEN];
2614 monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
2616 do_cmd_write_nikki(NIKKI_ARENA, p_ptr->arena_number, m_name);
2620 if (m_idx == p_ptr->riding)
2622 if (rakuba(-1, FALSE))
2624 msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
2628 /* Drop a dead corpse? */
2629 if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
2630 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
2631 !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
2633 /* Assume skeleton */
2634 bool corpse = FALSE;
2637 * We cannot drop a skeleton? Note, if we are in this check,
2638 * we *know* we can drop at least a corpse or a skeleton
2640 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
2642 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
2645 /* Else, a corpse is more likely unless we did a "lot" of damage */
2646 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
2648 /* Lots of damage in one blow */
2649 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
2651 if (one_in_(5)) corpse = TRUE;
2655 if (!one_in_(5)) corpse = TRUE;
2660 /* Prepare to make an object */
2661 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
2663 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2665 q_ptr->pval = m_ptr->r_idx;
2666 (void)drop_near(q_ptr, -1, y, x);
2669 /* Drop objects being carried */
2670 monster_drop_carried_objects(m_ptr);
2672 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
2673 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
2675 switch (m_ptr->r_idx)
2677 case MON_PINK_HORROR:
2678 /* Pink horrors are replaced with 2 Blue horrors */
2679 if (!(p_ptr->inside_arena || p_ptr->inside_battle))
2681 bool notice = FALSE;
2683 for (i = 0; i < 2; i++)
2685 POSITION wy = y, wx = x;
2686 bool pet = is_pet(m_ptr);
2687 BIT_FLAGS mode = 0L;
2689 if (pet) mode |= PM_FORCE_PET;
2691 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
2693 if (player_can_see_bold(wy, wx)) notice = TRUE;
2697 if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
2701 case MON_BLOODLETTER:
2702 /* Bloodletters of Khorne may drop a blade of chaos */
2703 if (drop_chosen_item && (randint1(100) < 15))
2707 /* Prepare to make a Blade of Chaos */
2708 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
2710 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
2711 (void)drop_near(q_ptr, -1, y, x);
2716 if (drop_chosen_item && (current_floor_ptr->dun_level > 9))
2721 /* Activate restriction */
2722 if ((current_floor_ptr->dun_level > 49) && one_in_(5))
2723 get_obj_num_hook = kind_is_good_book;
2725 get_obj_num_hook = kind_is_book;
2728 make_object(q_ptr, mo_mode);
2729 (void)drop_near(q_ptr, -1, y, x);
2735 * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
2736 * spawn another in the fallen one's place!
2738 if (!p_ptr->inside_arena && !p_ptr->inside_battle)
2742 POSITION wy = y, wx = x;
2744 bool pet = is_pet(m_ptr);
2748 scatter(&wy, &wx, y, x, 20, 0);
2749 } while (!(in_bounds(wy, wx) && cave_empty_bold2(wy, wx)) && --attempts);
2753 BIT_FLAGS mode = 0L;
2754 if (pet) mode |= PM_FORCE_PET;
2756 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
2758 if (player_can_see_bold(wy, wx))
2759 msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
2767 /* One more ultra-hack: An Unmaker goes out with a big bang! */
2769 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2770 (void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
2774 case MON_UNICORN_ORD:
2777 /* Reward for "lazy" player */
2778 if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
2780 ARTIFACT_IDX a_idx = 0;
2781 artifact_type *a_ptr = NULL;
2783 if (!drop_chosen_item) break;
2787 switch (randint0(3))
2790 a_idx = ART_NAMAKE_HAMMER;
2793 a_idx = ART_NAMAKE_BOW;
2796 a_idx = ART_NAMAKE_ARMOR;
2800 a_ptr = &a_info[a_idx];
2801 } while (a_ptr->cur_num);
2803 if (create_named_art(a_idx, y, x))
2807 /* Hack -- Memorize location of artifact in saved floors */
2808 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
2810 else if (!preserve_mode) a_ptr->cur_num = 1;
2815 if (!drop_chosen_item) break;
2818 /* Mega-Hack -- Prepare to make "Grond" */
2819 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
2821 /* Mega-Hack -- Mark this item as "Grond" */
2822 q_ptr->name1 = ART_GROND;
2824 /* Mega-Hack -- Actually create "Grond" */
2825 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
2826 (void)drop_near(q_ptr, -1, y, x);
2829 /* Mega-Hack -- Prepare to make "Chaos" */
2830 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
2832 /* Mega-Hack -- Mark this item as "Chaos" */
2833 q_ptr->name1 = ART_CHAOS;
2835 /* Mega-Hack -- Actually create "Chaos" */
2836 apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
2837 (void)drop_near(q_ptr, -1, y, x);
2840 case MON_B_DEATH_SWORD:
2841 if (drop_chosen_item)
2845 /* Prepare to make a broken sword */
2846 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
2847 (void)drop_near(q_ptr, -1, y, x);
2853 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
2854 ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
2858 /* Prepare to make a Can of Toys */
2859 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
2861 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART);
2862 (void)drop_near(q_ptr, -1, y, x);
2868 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2869 (void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
2874 if (!drop_chosen_item) break;
2876 switch (r_ptr->d_char)
2879 if (current_floor_ptr->dun_level > 0)
2884 /* Activate restriction */
2885 get_obj_num_hook = kind_is_cloak;
2888 make_object(q_ptr, mo_mode);
2889 (void)drop_near(q_ptr, -1, y, x);
2894 if (current_floor_ptr->dun_level > 4)
2899 /* Activate restriction */
2900 get_obj_num_hook = kind_is_polearm;
2902 /* Make a poleweapon */
2903 make_object(q_ptr, mo_mode);
2904 (void)drop_near(q_ptr, -1, y, x);
2909 if (current_floor_ptr->dun_level > 19)
2914 /* Activate restriction */
2915 get_obj_num_hook = kind_is_armor;
2917 /* Make a hard armor */
2918 make_object(q_ptr, mo_mode);
2919 (void)drop_near(q_ptr, -1, y, x);
2924 if (current_floor_ptr->dun_level > 4)
2929 /* Activate restriction */
2930 get_obj_num_hook = kind_is_hafted;
2932 /* Make a hafted weapon */
2933 make_object(q_ptr, mo_mode);
2934 (void)drop_near(q_ptr, -1, y, x);
2939 if (m_ptr->r_idx != MON_STORMBRINGER)
2944 /* Activate restriction */
2945 get_obj_num_hook = kind_is_sword;
2948 make_object(q_ptr, mo_mode);
2949 (void)drop_near(q_ptr, -1, y, x);
2956 /* Mega-Hack -- drop fixed items */
2957 if (drop_chosen_item)
2959 ARTIFACT_IDX a_idx = 0;
2960 PERCENTAGE chance = 0;
2962 for (i = 0; i < 4; i++)
2964 if (!r_ptr->artifact_id[i]) break;
2965 a_idx = r_ptr->artifact_id[i];
2966 chance = r_ptr->artifact_percent[i];
2969 if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
2971 artifact_type *a_ptr = &a_info[a_idx];
2973 if (!a_ptr->cur_num)
2975 if (create_named_art(a_idx, y, x))
2979 /* Hack -- Memorize location of artifact in saved floors */
2980 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
2982 else if (!preserve_mode) a_ptr->cur_num = 1;
2986 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[p_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
2988 KIND_OBJECT_IDX k_idx = d_info[p_ptr->dungeon_idx].final_object ? d_info[p_ptr->dungeon_idx].final_object
2989 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
2991 if (d_info[p_ptr->dungeon_idx].final_artifact)
2993 a_idx = d_info[p_ptr->dungeon_idx].final_artifact;
2994 artifact_type *a_ptr = &a_info[a_idx];
2996 if (!a_ptr->cur_num)
2998 if (create_named_art(a_idx, y, x))
3002 /* Hack -- Memorize location of artifact in saved floors */
3003 if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
3005 else if (!preserve_mode) a_ptr->cur_num = 1;
3007 /* Prevent rewarding both artifact and "default" object */
3008 if (!d_info[p_ptr->dungeon_idx].final_object) k_idx = 0;
3016 /* Prepare to make a reward */
3017 object_prep(q_ptr, k_idx);
3019 apply_magic(q_ptr, current_floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
3020 (void)drop_near(q_ptr, -1, y, x);
3022 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);
3026 /* Determine how much we can drop */
3027 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
3028 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
3029 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
3030 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
3031 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
3032 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
3034 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
3035 number = 0; /* Clones drop no stuff unless Cloning Pits */
3037 if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
3038 number = 0; /* Pets drop no stuff */
3039 if (!drop_item && (r_ptr->d_char != '$')) number = 0;
3041 if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
3042 number = 0; /* Limit of Multiply monster drop */
3044 /* Hack -- handle creeping coins */
3045 coin_type = force_coin;
3047 /* Average dungeon and monster levels */
3048 current_floor_ptr->object_level = (current_floor_ptr->dun_level + r_ptr->level) / 2;
3050 /* Drop some objects */
3051 for (j = 0; j < number; j++)
3056 if (do_gold && (!do_item || (randint0(100) < 50)))
3058 if (!make_gold(q_ptr)) continue;
3063 if (!make_object(q_ptr, mo_mode)) continue;
3066 (void)drop_near(q_ptr, -1, y, x);
3069 /* Reset the object level */
3070 current_floor_ptr->object_level = current_floor_ptr->base_level;
3072 /* Reset "coin" type */
3076 /* Take note of any dropped treasure */
3077 if (visible && (dump_item || dump_gold))
3079 /* Take notes on treasure */
3080 lore_treasure(m_idx, dump_item, dump_gold);
3083 /* Only process "Quest Monsters" */
3084 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
3085 if (p_ptr->inside_battle) return;
3088 if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
3091 p_ptr->total_winner = TRUE;
3093 /* Redraw the "title" */
3094 p_ptr->redraw |= (PR_TITLE);
3096 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
3098 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!"));
3100 admire_from_patron(p_ptr);
3102 /* Congratulations */
3103 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
3104 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!"));
3105 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."));
3110 * @brief モンスターを撃破した際の述語メッセージを返す /
3111 * Return monster death string
3112 * @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
3113 * @return 撃破されたモンスターの述語
3115 concptr extract_note_dies(MONRACE_IDX r_idx)
3117 monster_race *r_ptr = &r_info[r_idx];
3118 /* Some monsters get "destroyed" */
3119 if (!monster_living(r_idx))
3123 for (i = 0; i < 4; i++)
3125 if (r_ptr->blow[i].method == RBM_EXPLODE)
3127 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
3130 return _("を倒した。", " is destroyed.");
3133 return _("は死んだ。", " dies.");
3137 * Monster health description
3139 concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
3141 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3148 /* Determine if the monster is "living" */
3149 living = monster_living(m_ptr->ap_r_idx);
3151 /* Calculate a health "percentage" */
3152 perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
3154 /* Healthy monsters */
3155 if (m_ptr->hp >= m_ptr->maxhp)
3157 desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
3160 else if (perc >= 60)
3162 desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
3165 else if (perc >= 25)
3167 desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
3170 else if (perc >= 10)
3172 desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
3177 desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
3180 /* Need attitude information? */
3183 /* Full information is not needed */
3186 else if (is_pet(m_ptr))
3188 attitude = _(", ペット", ", pet");
3190 else if (is_friendly(m_ptr))
3192 attitude = _(", 友好的", ", friendly");
3196 attitude = _("", "");
3199 /* Clone monster? */
3200 if (m_ptr->smart & SM_CLONED)
3209 /* Display monster's level --- idea borrowed from ToME */
3210 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
3212 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
3216 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);