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.
15 #include "monsterrace-hook.h"
19 * Pronoun arrays, by gender.
21 static cptr wd_he[3] =
25 { "it", "he", "she" };
28 static cptr wd_his[3] =
30 { "それの", "彼の", "彼女の" };
32 { "its", "his", "her" };
38 * 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural)
40 #define plural(c,s,p) \
41 (((c) == 1) ? (s) : (p))
46 * @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
47 * @param r_idx モンスターの種族ID
48 * @return 敵のACを知る条件が満たされているならTRUEを返す
50 * The higher the level, the fewer kills needed.
52 static bool know_armour(MONRACE_IDX r_idx)
54 monster_race *r_ptr = &r_info[r_idx];
55 DEPTH level = r_ptr->level;
56 MONSTER_NUMBER 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 DEPTH 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)(TERM_COLOR 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, BIT_FLAGS mode)
210 monster_race *r_ptr = &r_info[r_idx];
222 bool nightmare = ironman_nightmare && !(mode & 0x02);
223 SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
227 bool reinforce = FALSE;
233 BIT_FLAGS a_ability_flags1;
234 BIT_FLAGS a_ability_flags2;
238 ITEM_NUMBER drop_gold, drop_item;
243 char tmp_msg[96][96];
245 bool know_everything = FALSE;
247 /* Obtain a copy of the "known" number of drops */
248 drop_gold = r_ptr->r_drop_gold;
249 drop_item = r_ptr->r_drop_item;
251 /* Obtain a copy of the "known" flags */
252 flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
253 flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
254 flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
255 flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
256 a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
257 a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
258 flags7 = (r_ptr->flags7 & r_ptr->flags7);
259 flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
261 for(n = 0; n < A_MAX; n++)
263 if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
266 /* cheat_know or research_mon() */
267 if (cheat_know || (mode & 0x01))
268 know_everything = TRUE;
270 /* Cheat -- Know everything */
273 /* Hack -- maximal drops */
274 drop_gold = drop_item =
275 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
276 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
277 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
278 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
279 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
280 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
282 /* Hack -- but only "valid" drops */
283 if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
284 if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0;
286 /* Hack -- know all the flags */
287 flags1 = r_ptr->flags1;
288 flags2 = r_ptr->flags2;
289 flags3 = r_ptr->flags3;
290 flags4 = r_ptr->flags4;
291 a_ability_flags1 = r_ptr->a_ability_flags1;
292 a_ability_flags2 = r_ptr->a_ability_flags2;
293 flagsr = r_ptr->flagsr;
297 /* Extract a gender (if applicable) */
298 if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
299 else if (r_ptr->flags1 & RF1_MALE) msex = 1;
301 /* Assume some "obvious" flags */
302 if (r_ptr->flags1 & RF1_UNIQUE) flags1 |= (RF1_UNIQUE);
303 if (r_ptr->flags1 & RF1_QUESTOR) flags1 |= (RF1_QUESTOR);
304 if (r_ptr->flags1 & RF1_MALE) flags1 |= (RF1_MALE);
305 if (r_ptr->flags1 & RF1_FEMALE) flags1 |= (RF1_FEMALE);
307 /* Assume some "creation" flags */
308 if (r_ptr->flags1 & RF1_FRIENDS) flags1 |= (RF1_FRIENDS);
309 if (r_ptr->flags1 & RF1_ESCORT) flags1 |= (RF1_ESCORT);
310 if (r_ptr->flags1 & RF1_ESCORTS) flags1 |= (RF1_ESCORTS);
312 /* Killing a monster reveals some properties */
313 if (r_ptr->r_tkills || know_everything)
315 /* Know "race" flags */
316 if (r_ptr->flags3 & RF3_ORC) flags3 |= (RF3_ORC);
317 if (r_ptr->flags3 & RF3_TROLL) flags3 |= (RF3_TROLL);
318 if (r_ptr->flags3 & RF3_GIANT) flags3 |= (RF3_GIANT);
319 if (r_ptr->flags3 & RF3_DRAGON) flags3 |= (RF3_DRAGON);
320 if (r_ptr->flags3 & RF3_DEMON) flags3 |= (RF3_DEMON);
321 if (r_ptr->flags3 & RF3_UNDEAD) flags3 |= (RF3_UNDEAD);
322 if (r_ptr->flags3 & RF3_EVIL) flags3 |= (RF3_EVIL);
323 if (r_ptr->flags3 & RF3_GOOD) flags3 |= (RF3_GOOD);
324 if (r_ptr->flags3 & RF3_ANIMAL) flags3 |= (RF3_ANIMAL);
325 if (r_ptr->flags3 & RF3_AMBERITE) flags3 |= (RF3_AMBERITE);
326 if (r_ptr->flags2 & RF2_HUMAN) flags2 |= (RF2_HUMAN);
328 /* Know 'quantum' flag */
329 if (r_ptr->flags2 & RF2_QUANTUM) flags2 |= (RF2_QUANTUM);
331 /* Know "forced" flags */
332 if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH);
333 if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP);
336 /* For output_monster_spoiler() */
343 /* Treat uniques differently */
344 if (flags1 & RF1_UNIQUE)
346 /* Hack -- Determine if the unique is "dead" */
347 bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
349 /* We've been killed... */
352 /* Killed ancestors */
353 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"),
354 wd_he[msex], r_ptr->r_deaths));
356 /* But we've also killed it */
360 _("が、すでに仇討ちは果たしている!",
361 (", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them")))));
364 /* Unavenged (ever) */
368 _("のに、まだ仇討ちを果たしていない。",
369 (", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain")))));
372 /* Start a new line */
376 /* Dead unique who never hurt us */
379 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. "));
381 /* Start a new line */
386 /* Not unique, but killed us */
387 else if (r_ptr->r_deaths)
391 _(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),
392 format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
394 /* Some kills this life */
398 _("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。",
399 "and you have exterminated at least %d of the creatures. "), r_ptr->r_pkills));
402 /* Some kills past lives */
403 else if (r_ptr->r_tkills)
406 _("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。",
407 "and your ancestors have exterminated at least %d of the creatures. "), r_ptr->r_tkills));
414 _("が、まだ%sを倒したことはない。",
415 "and %s is not ever known to have been defeated. "), wd_he[msex]));
418 /* Start a new line */
422 /* Normal monsters */
425 /* Killed some this life */
429 _("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。",
430 "You have killed at least %d of these creatures. "), r_ptr->r_pkills));
433 /* Killed some last life */
434 else if (r_ptr->r_tkills)
437 _("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。",
438 "Your ancestors have killed at least %d of these creatures. "), r_ptr->r_tkills));
444 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. "));
447 /* Start a new line */
453 cptr tmp = r_text + r_ptr->text;
460 /* Start a new line */
465 if (r_idx == MON_KAGE)
476 /* Describe location */
477 if (r_ptr->level == 0)
479 hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex]));
482 else if (r_ptr->r_tkills || know_everything)
487 _("%^sは通常地下 %d フィートで出現し", "%^s is normally found at depths of %d feet"),
488 wd_he[msex], r_ptr->level * 50));
493 _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
494 wd_he[msex], r_ptr->level));
500 /* Describe movement */
501 if (r_idx == MON_CHAMELEON)
503 hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
511 hooked_roff(_("、", ", and "));
515 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
519 hooked_roff("moves");
523 if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25))
526 if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
528 hooked_roff(_("かなり", " extremely"));
530 else if (flags1 & RF1_RAND_50)
532 hooked_roff(_("幾分", " somewhat"));
534 else if (flags1 & RF1_RAND_25)
536 hooked_roff(_("少々", " a bit"));
540 hooked_roff(_("不規則に", " erratically"));
542 /* Hack -- Occasional conjunction */
543 if (speed != 110) hooked_roff(_("、かつ", ", and"));
549 if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
550 else if (speed > 134) hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
551 else if (speed > 129) hook_c_roff(TERM_ORANGE, _("非常に", " very"));
552 else if (speed > 124) hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
553 else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
554 hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
556 else if (speed < 110)
558 if (speed < 90) hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
559 else if (speed < 95) hook_c_roff(TERM_BLUE, _("非常に", " very"));
560 else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
561 else if (speed > 104) hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
562 hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
566 hooked_roff(_("普通の速さで", " at normal speed"));
569 hooked_roff("動いている");
573 /* The code above includes "attack speed" */
574 if (flags1 & RF1_NEVER_MOVE)
579 hooked_roff(_("、しかし", ", but "));
583 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
586 hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
589 /* End this sentence */
592 hooked_roff(_("。", ". "));
597 /* Describe experience if known */
598 if (r_ptr->r_tkills || know_everything)
604 if (flags1 & RF1_UNIQUE)
606 hooked_roff("Killing this");
610 hooked_roff("A kill of this");
615 /* Describe the "quality" */
616 if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
617 if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
618 if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
619 if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, _("善良な", " good"));
620 if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
621 if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
623 if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
625 /* Describe the "race" */
626 if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
627 if (flags3 & RF3_DEMON) hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
628 if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, _("ジャイアント", " giant"));
629 if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, _("トロル", " troll"));
630 if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, _("オーク", " orc"));
631 if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, _("人間", " human"));
632 if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
633 if (flags3 & RF3_ANGEL) hook_c_roff(TERM_YELLOW, _("天使", " angel"));
637 hooked_roff(_("モンスター", " creature"));
641 hooked_roff("を倒すことは");
643 /* Group some variables */
647 /* calculate the integer exp part */
648 i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
650 /* calculate the fractional exp part scaled by 100, */
651 /* must use long arithmetic to avoid overflow */
652 j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
653 (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
656 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。",
657 p_ptr->lev, (long)i, (long)j ));
660 /* Mention the experience */
661 hooked_roff(format(" is worth about %ld.%02ld point%s for level %d player",
663 (((i == 1) && (j == 0)) ? "" : "s")), p_ptr->lev);
665 /* Take account of annoying English */
668 if ((p_ptr->lev / 10) == 1) /* nothing */;
669 else if (i == 1) p = "st";
670 else if (i == 2) p = "nd";
671 else if (i == 3) p = "rd";
673 /* Take account of "leading vowels" in numbers */
676 if ((i == 8) || (i == 11) || (i == 18)) q = "n";
678 /* Mention the dependance on the player's level */
679 hooked_roff(format(" for a%s %lu%s level character. ",
686 if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
688 hook_c_roff(TERM_VIOLET, format(
689 _("%^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]));
691 else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
693 hook_c_roff(TERM_L_RED, format(
694 _("%^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]));
696 else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
698 hook_c_roff(TERM_BLUE, format(
699 _("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice. "), wd_he[msex]));
701 else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
703 hook_c_roff(TERM_L_GREEN, format(
704 _("%^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]));
706 else if (flags2 & RF2_AURA_FIRE)
708 hook_c_roff(TERM_RED, format(
709 _("%^sは炎に包まれている。", "%^s is surrounded by flames. "), wd_he[msex]));
711 else if (flags3 & RF3_AURA_COLD)
713 hook_c_roff(TERM_BLUE, format(
714 _("%^sは氷に包まれている。", "%^s is surrounded by ice. "), wd_he[msex]));
716 else if (flags2 & RF2_AURA_ELEC)
718 hook_c_roff(TERM_L_BLUE, format(
719 _("%^sはスパークに包まれている。", "%^s is surrounded by electricity. "), wd_he[msex]));
722 if (flags2 & RF2_REFLECTING)
723 hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells. "), wd_he[msex]));
725 /* Describe escorts */
726 if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
729 _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts. "), wd_he[msex]));
733 hooked_roff(_("護衛の構成は", "These escorts"));
734 if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
736 hooked_roff(_("少なくとも", " at the least"));
739 hooked_roff(" contain ");
741 for(n = 0; n < A_MAX; n++)
743 if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
745 monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
746 if(rf_ptr->flags1 & RF1_UNIQUE)
748 hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
753 hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
755 bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
756 GAME_TEXT name[MAX_NLEN];
757 strcpy(name, r_name + rf_ptr->name);
758 if(plural) plural_aux(name);
759 hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
764 hooked_roff(_("で成り立っている。", "."));
768 /* Describe friends */
769 else if (flags1 & RF1_FRIENDS)
771 hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[msex]));
775 /* Collect inate attacks */
777 if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
778 if (flags4 & RF4_ROCKET)
780 set_damage(r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
781 vp[vn] = tmp_msg[vn];
782 color[vn++] = TERM_UMBER;
785 if (flags4 & RF4_SHOOT)
787 for (r = 0, m = 0; m < 4; m++)
789 if (r_ptr->blow[m].method == RBM_SHOOT)
791 if (know_armour(r_idx))
792 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);
794 sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
795 vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
800 if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
802 /* Describe inate attacks */
806 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
810 for (n = 0; n < vn; n++)
815 jverb(vp[n], jverb_buf, JVERB_OR);
816 hook_c_roff(color[n], jverb_buf);
817 hook_c_roff(color[n], "り");
820 else hook_c_roff(color[n], vp[n]);
823 if (n == 0) hooked_roff(" may ");
824 else if (n < vn - 1) hooked_roff(", ");
825 else hooked_roff(" or ");
828 hook_c_roff(color[n], vp[n]);
834 hooked_roff(_("ことがある。", ". "));
838 /* Collect breaths */
840 if (flags4 & (RF4_BR_ACID))
842 set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
843 vp[vn] = tmp_msg[vn];
844 color[vn++] = TERM_GREEN;
846 if (flags4 & (RF4_BR_ELEC))
848 set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
849 vp[vn] = tmp_msg[vn];
850 color[vn++] = TERM_BLUE;
852 if (flags4 & (RF4_BR_FIRE))
854 set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
855 vp[vn] = tmp_msg[vn];
856 color[vn++] = TERM_RED;
858 if (flags4 & (RF4_BR_COLD))
860 set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
861 vp[vn] = tmp_msg[vn];
862 color[vn++] = TERM_L_WHITE;
864 if (flags4 & (RF4_BR_POIS))
866 set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
867 vp[vn] = tmp_msg[vn];
868 color[vn++] = TERM_L_GREEN;
870 if (flags4 & (RF4_BR_NETH))
872 set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
873 vp[vn] = tmp_msg[vn];
874 color[vn++] = TERM_L_DARK;
876 if (flags4 & (RF4_BR_LITE))
878 set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
879 vp[vn] = tmp_msg[vn];
880 color[vn++] = TERM_YELLOW;
882 if (flags4 & (RF4_BR_DARK))
884 set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
885 vp[vn] = tmp_msg[vn];
886 color[vn++] = TERM_L_DARK;
888 if (flags4 & (RF4_BR_CONF))
890 set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
891 vp[vn] = tmp_msg[vn];
892 color[vn++] = TERM_L_UMBER;
894 if (flags4 & (RF4_BR_SOUN))
896 set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
897 vp[vn] = tmp_msg[vn];
898 color[vn++] = TERM_ORANGE;
900 if (flags4 & (RF4_BR_CHAO))
902 set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
903 vp[vn] = tmp_msg[vn];
904 color[vn++] = TERM_VIOLET;
906 if (flags4 & (RF4_BR_DISE))
908 set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
909 vp[vn] = tmp_msg[vn];
910 color[vn++] = TERM_VIOLET;
912 if (flags4 & (RF4_BR_NEXU))
914 set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
915 vp[vn] = tmp_msg[vn];
916 color[vn++] = TERM_VIOLET;
918 if (flags4 & (RF4_BR_TIME))
920 set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
921 vp[vn] = tmp_msg[vn];
922 color[vn++] = TERM_L_BLUE;
924 if (flags4 & (RF4_BR_INER))
926 set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
927 vp[vn] = tmp_msg[vn];
928 color[vn++] = TERM_SLATE;
930 if (flags4 & (RF4_BR_GRAV))
932 set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
933 vp[vn] = tmp_msg[vn];
934 color[vn++] = TERM_SLATE;
936 if (flags4 & (RF4_BR_SHAR))
938 set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
939 vp[vn] = tmp_msg[vn];
940 color[vn++] = TERM_L_UMBER;
942 if (flags4 & (RF4_BR_PLAS))
944 set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
945 vp[vn] = tmp_msg[vn];
946 color[vn++] = TERM_L_RED;
948 if (flags4 & (RF4_BR_WALL))
950 set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
951 vp[vn] = tmp_msg[vn];
952 color[vn++] = TERM_UMBER;
954 if (flags4 & (RF4_BR_MANA))
956 set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
957 vp[vn] = tmp_msg[vn];
958 color[vn++] = TERM_L_BLUE;
960 if (flags4 & (RF4_BR_NUKE))
962 set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
963 vp[vn] = tmp_msg[vn];
964 color[vn++] = TERM_L_GREEN;
966 if (flags4 & (RF4_BR_DISI))
968 set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
969 vp[vn] = tmp_msg[vn];
970 color[vn++] = TERM_SLATE;
973 /* Describe breaths */
980 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
983 for (n = 0; n < vn; n++)
987 if ( n != 0 ) hooked_roff("や");
989 if (n == 0) hooked_roff(" may breathe ");
990 else if (n < vn-1) hooked_roff(", ");
991 else hooked_roff(" or ");
996 hook_c_roff(color[n], vp[n]);
999 hooked_roff("のブレスを吐くことがある");
1004 /* Collect spells */
1006 if (a_ability_flags1 & (RF5_BA_ACID))
1008 set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
1009 vp[vn] = tmp_msg[vn];
1010 color[vn++] = TERM_GREEN;
1012 if (a_ability_flags1 & (RF5_BA_ELEC))
1014 set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
1015 vp[vn] = tmp_msg[vn];
1016 color[vn++] = TERM_BLUE;
1018 if (a_ability_flags1 & (RF5_BA_FIRE))
1020 set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
1021 vp[vn] = tmp_msg[vn];
1022 color[vn++] = TERM_RED;
1024 if (a_ability_flags1 & (RF5_BA_COLD))
1026 set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
1027 vp[vn] = tmp_msg[vn];
1028 color[vn++] = TERM_L_WHITE;
1030 if (a_ability_flags1 & (RF5_BA_POIS))
1032 set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
1033 vp[vn] = tmp_msg[vn];
1034 color[vn++] = TERM_L_GREEN;
1036 if (a_ability_flags1 & (RF5_BA_NETH))
1038 set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
1039 vp[vn] = tmp_msg[vn];
1040 color[vn++] = TERM_L_DARK;
1042 if (a_ability_flags1 & (RF5_BA_WATE))
1044 set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
1045 vp[vn] = tmp_msg[vn];
1046 color[vn++] = TERM_BLUE;
1048 if (flags4 & (RF4_BA_NUKE))
1050 set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
1051 vp[vn] = tmp_msg[vn];
1052 color[vn++] = TERM_L_GREEN;
1054 if (a_ability_flags1 & (RF5_BA_MANA))
1056 set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
1057 vp[vn] = tmp_msg[vn];
1058 color[vn++] = TERM_L_BLUE;
1060 if (a_ability_flags1 & (RF5_BA_DARK))
1062 set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
1063 vp[vn] = tmp_msg[vn];
1064 color[vn++] = TERM_L_DARK;
1066 if (a_ability_flags1 & (RF5_BA_LITE))
1068 set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
1069 vp[vn] = tmp_msg[vn];
1070 color[vn++] = TERM_YELLOW;
1072 if (flags4 & (RF4_BA_CHAO))
1074 set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
1075 vp[vn] = tmp_msg[vn];
1076 color[vn++] = TERM_VIOLET;
1078 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; }
1079 if (a_ability_flags2 & (RF6_PSY_SPEAR))
1081 set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
1082 vp[vn] = tmp_msg[vn];
1083 color[vn++] = TERM_YELLOW;
1085 if (a_ability_flags1 & (RF5_DRAIN_MANA))
1087 set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
1088 vp[vn] = tmp_msg[vn];
1089 color[vn++] = TERM_SLATE;
1091 if (a_ability_flags1 & (RF5_MIND_BLAST))
1093 set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
1094 vp[vn] = tmp_msg[vn];
1095 color[vn++] = TERM_L_RED;
1097 if (a_ability_flags1 & (RF5_BRAIN_SMASH))
1099 set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
1100 vp[vn] = tmp_msg[vn];
1101 color[vn++] = TERM_RED;
1103 if (a_ability_flags1 & (RF5_CAUSE_1))
1105 set_damage(r_idx, (MS_CAUSE_1),
1106 _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
1107 vp[vn] = tmp_msg[vn];
1108 color[vn++] = TERM_L_WHITE;
1110 if (a_ability_flags1 & (RF5_CAUSE_2))
1112 set_damage(r_idx, (MS_CAUSE_2),
1113 _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
1114 vp[vn] = tmp_msg[vn];
1115 color[vn++] = TERM_L_WHITE;
1117 if (a_ability_flags1 & (RF5_CAUSE_3))
1119 set_damage(r_idx, (MS_CAUSE_3),
1120 _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
1121 vp[vn] = tmp_msg[vn];
1122 color[vn++] = TERM_L_WHITE;
1124 if (a_ability_flags1 & (RF5_CAUSE_4))
1126 set_damage(r_idx, (MS_CAUSE_4),
1127 _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
1128 vp[vn] = tmp_msg[vn];
1129 color[vn++] = TERM_L_WHITE;
1131 if (a_ability_flags1 & (RF5_BO_ACID))
1133 set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
1134 vp[vn] = tmp_msg[vn];
1135 color[vn++] = TERM_GREEN;
1137 if (a_ability_flags1 & (RF5_BO_ELEC))
1139 set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
1140 vp[vn] = tmp_msg[vn];
1141 color[vn++] = TERM_BLUE;
1143 if (a_ability_flags1 & (RF5_BO_FIRE))
1145 set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
1146 vp[vn] = tmp_msg[vn];
1147 color[vn++] = TERM_RED;
1149 if (a_ability_flags1 & (RF5_BO_COLD))
1151 set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
1152 vp[vn] = tmp_msg[vn];
1153 color[vn++] = TERM_L_WHITE;
1155 if (a_ability_flags1 & (RF5_BO_NETH))
1157 set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
1158 vp[vn] = tmp_msg[vn];
1159 color[vn++] = TERM_L_DARK;
1161 if (a_ability_flags1 & (RF5_BO_WATE))
1163 set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
1164 vp[vn] = tmp_msg[vn];
1165 color[vn++] = TERM_BLUE;
1167 if (a_ability_flags1 & (RF5_BO_MANA))
1169 set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
1170 vp[vn] = tmp_msg[vn];
1171 color[vn++] = TERM_L_BLUE;
1173 if (a_ability_flags1 & (RF5_BO_PLAS))
1175 set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
1176 vp[vn] = tmp_msg[vn];
1177 color[vn++] = TERM_L_RED;
1179 if (a_ability_flags1 & (RF5_BO_ICEE))
1181 set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
1182 vp[vn] = tmp_msg[vn];
1183 color[vn++] = TERM_WHITE;
1185 if (a_ability_flags1 & (RF5_MISSILE))
1187 set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
1188 vp[vn] = tmp_msg[vn];
1189 color[vn++] = TERM_SLATE;
1191 if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
1192 if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
1193 if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
1194 if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
1195 if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
1196 if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
1197 if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
1198 if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
1199 if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
1200 if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
1201 if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
1202 if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
1203 if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
1204 if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
1205 if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
1207 if (a_ability_flags2 & (RF6_DARKNESS))
1209 if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
1211 vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
1215 vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
1219 if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
1220 if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
1221 if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
1222 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; }
1223 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; }
1224 if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
1225 if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
1226 if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
1227 if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
1228 if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
1229 if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
1230 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; }
1231 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; }
1232 if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
1233 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; }
1234 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; }
1235 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; }
1236 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; }
1237 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; }
1240 /* Describe spells */
1249 hooked_roff(_("、なおかつ", ", and is also"));
1253 hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
1258 if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
1261 hooked_roff("魔法を使うことができ、");
1264 hooked_roff(" magical, casting spells");
1267 if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
1272 for (n = 0; n < vn; n++)
1276 if ( n != 0 ) hooked_roff("、");
1278 if (n == 0) hooked_roff(" which ");
1279 else if (n < vn-1) hooked_roff(", ");
1280 else hooked_roff(" or ");
1285 hook_c_roff(color[n], vp[n]);
1288 hooked_roff("の呪文を唱えることがある");
1293 /* End the sentence about inate/other spells */
1294 if (breath || magic)
1297 m = r_ptr->r_cast_spell;
1299 /* Average frequency */
1300 n = r_ptr->freq_spell;
1302 /* Describe the spell frequency */
1303 if (m > 100 || know_everything)
1306 _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
1309 /* Guess at the frequency */
1312 n = ((n + 9) / 10) * 10;
1314 _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
1317 /* End this sentence */
1318 hooked_roff(_("。", ". "));
1321 /* Describe monster "toughness" */
1322 if (know_everything || know_armour(r_idx))
1326 _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
1327 wd_he[msex], r_ptr->ac));
1329 /* Maximized hitpoints */
1330 if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
1332 u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
1334 _(" %d の体力がある。", " and a life rating of %d. "),
1335 (s16b)MIN(30000, hp)));
1338 /* Variable hitpoints */
1342 _(" %dd%d の体力がある。", " and a life rating of %dd%d. "),
1343 r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
1349 /* Collect special abilities. */
1351 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; }
1352 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; }
1353 if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
1354 if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
1355 if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
1356 if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
1357 if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
1358 if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
1359 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; }
1360 if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
1361 if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
1362 if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
1365 /* Describe special abilities. */
1369 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1372 for (n = 0; n < vn; n++)
1378 jverb(vp[n], jverb_buf, JVERB_AND);
1379 hook_c_roff(color[n], jverb_buf);
1382 else hook_c_roff(color[n], vp[n]);
1384 if (n == 0) hooked_roff(" can ");
1385 else if (n < vn - 1) hooked_roff(", ");
1386 else hooked_roff(" and ");
1389 hook_c_roff(color[n], vp[n]);
1395 hooked_roff(_("ことができる。", ". "));
1400 if (flags7 & RF7_AQUATIC)
1402 hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water. "), wd_he[msex]));
1405 /* Describe special abilities. */
1406 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
1408 hooked_roff(format(_("%^sは光っている。", "%^s is shining. "), wd_he[msex]));
1410 if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
1412 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]));
1414 if (flags2 & RF2_INVISIBLE)
1416 hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible. "), wd_he[msex]));
1418 if (flags2 & RF2_COLD_BLOOD)
1420 hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded. "), wd_he[msex]));
1422 if (flags2 & RF2_EMPTY_MIND)
1424 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]));
1426 else if (flags2 & RF2_WEIRD_MIND)
1428 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]));
1430 if (flags2 & RF2_MULTIPLY)
1432 hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively. "), wd_he[msex]));
1434 if (flags2 & RF2_REGENERATE)
1436 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]));
1438 if (flags7 & RF7_RIDING)
1440 hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[msex]));
1444 /* Collect susceptibilities */
1446 if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
1447 if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
1448 if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1449 if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1452 /* Describe susceptibilities */
1456 hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
1459 for (n = 0; n < vn; n++)
1463 if ( n != 0 ) hooked_roff("や");
1465 if (n == 0) hooked_roff(" is hurt by ");
1466 else if (n < vn-1) hooked_roff(", ");
1467 else hooked_roff(" and ");
1472 hook_c_roff(color[n], vp[n]);
1476 hooked_roff(_("でダメージを与えられる。", ". "));
1480 /* Collect immunities */
1482 if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
1483 if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
1484 if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1485 if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1486 if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
1489 /* Collect resistances */
1490 if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
1491 if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
1492 if (flagsr & RFR_RES_NETH) { vp[vn] = _("地獄", "nether"); color[vn++] = TERM_L_DARK; }
1493 if (flagsr & RFR_RES_WATE) { vp[vn] = _("水", "water"); color[vn++] = TERM_BLUE; }
1494 if (flagsr & RFR_RES_PLAS) { vp[vn] = _("プラズマ", "plasma"); color[vn++] = TERM_L_RED; }
1495 if (flagsr & RFR_RES_SHAR) { vp[vn] = _("破片", "shards"); color[vn++] = TERM_L_UMBER; }
1496 if (flagsr & RFR_RES_SOUN) { vp[vn] = _("轟音", "sound"); color[vn++] = TERM_ORANGE; }
1497 if (flagsr & RFR_RES_CHAO) { vp[vn] = _("カオス", "chaos"); color[vn++] = TERM_VIOLET; }
1498 if (flagsr & RFR_RES_NEXU) { vp[vn] = _("因果混乱", "nexus"); color[vn++] = TERM_VIOLET; }
1499 if (flagsr & RFR_RES_DISE) { vp[vn] = _("劣化", "disenchantment"); color[vn++] = TERM_VIOLET; }
1500 if (flagsr & RFR_RES_WALL) { vp[vn] = _("フォース", "force"); color[vn++] = TERM_UMBER; }
1501 if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
1502 if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
1503 if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
1504 if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
1505 if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
1507 /* Describe immunities and resistances */
1511 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1514 for (n = 0; n < vn; n++)
1518 if ( n != 0 ) hooked_roff("と");
1520 if (n == 0) hooked_roff(" resists ");
1521 else if (n < vn-1) hooked_roff(", ");
1522 else hooked_roff(" and ");
1527 hook_c_roff(color[n], vp[n]);
1531 hooked_roff(_("の耐性を持っている。", ". "));
1535 if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything)
1537 if (r_ptr->next_r_idx)
1539 hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
1540 hook_c_roff(TERM_YELLOW, format("%s", r_name+r_info[r_ptr->next_r_idx].name));
1543 (" when %s gets enugh experience. ", wd_he[msex]))));
1545 else if (!(r_ptr->flags1 & RF1_UNIQUE))
1547 hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[msex]));
1551 /* Collect non-effects */
1553 if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
1554 if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
1555 if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
1556 if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
1557 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; }
1559 /* Describe non-effects */
1564 _("%^sは", "%^s"), wd_he[msex]));
1567 for (n = 0; n < vn; n++)
1571 if ( n != 0 ) hooked_roff("し、");
1573 if (n == 0) hooked_roff(" cannot be ");
1574 else if (n < vn - 1) hooked_roff(", ");
1575 else hooked_roff(" or ");
1580 hook_c_roff(color[n], vp[n]);
1584 hooked_roff(_("。", ". "));
1588 /* Do we know how aware it is? */
1589 if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) ||
1590 (r_ptr->r_ignore == MAX_UCHAR) ||
1591 (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
1595 if (r_ptr->sleep > 200)
1597 act = _("を無視しがちであるが", "prefers to ignore");
1599 else if (r_ptr->sleep > 95)
1601 act = _("に対してほとんど注意を払わないが", "pays very little attention to");
1603 else if (r_ptr->sleep > 75)
1605 act = _("に対してあまり注意を払わないが", "pays little attention to");
1607 else if (r_ptr->sleep > 45)
1609 act = _("を見過ごしがちであるが", "tends to overlook");
1611 else if (r_ptr->sleep > 25)
1613 act = _("をほんの少しは見ており", "takes quite a while to see");
1615 else if (r_ptr->sleep > 10)
1617 act = _("をしばらくは見ており", "takes a while to see");
1619 else if (r_ptr->sleep > 5)
1621 act = _("を幾分注意深く見ており", "is fairly observant of");
1623 else if (r_ptr->sleep > 3)
1625 act = _("を注意深く見ており", "is observant of");
1627 else if (r_ptr->sleep > 1)
1629 act = _("をかなり注意深く見ており", "is very observant of");
1631 else if (r_ptr->sleep > 0)
1633 act = _("を警戒しており", "is vigilant for");
1637 act = _("をかなり警戒しており", "is ever vigilant for");
1641 _(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),
1642 format("%^s %s intruders, which %s may notice from %d feet. ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
1646 /* Drops gold and/or items */
1647 if (drop_gold || drop_item)
1651 _("%^sは", "%^s may carry"), wd_he[msex]));
1658 /* Count maximum drop */
1659 n = MAX(drop_gold, drop_item);
1661 /* One drop (may need an "n") */
1664 hooked_roff(_("一つの", " a"));
1674 _("一つか二つの", " one or two"));
1681 _(" %d 個までの", " up to %d"), n));
1686 if (flags1 & RF1_DROP_GREAT)
1688 p = _("特別な", " exceptional");
1691 /* Good (no "n" needed) */
1692 else if (flags1 & RF1_DROP_GOOD)
1694 p = _("上質な", " good");
1709 /* Handle singular "an" */
1711 if (sin) hooked_roff("n");
1715 /* Dump "object(s)" */
1716 if (p) hooked_roff(p);
1718 _("アイテム", " object"));
1721 if (n != 1) hooked_roff("s");
1724 /* Conjunction replaces variety, if needed for "gold" below */
1733 if (!p) sin = FALSE;
1735 /* Handle singular "an" */
1736 if (sin) hooked_roff("n");
1740 /* Dump "treasure(s)" */
1741 if (p) hooked_roff(p);
1742 hooked_roff(_("財宝", " treasure"));
1744 if (n != 1) hooked_roff("s");
1749 /* End this sentence */
1750 hooked_roff(_("を持っていることがある。", ". "));
1754 /* Count the number of "known" attacks */
1755 for (n = 0, m = 0; m < 4; m++)
1757 /* Skip non-attacks */
1758 if (!r_ptr->blow[m].method) continue;
1759 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1761 /* Count known attacks */
1762 if (r_ptr->r_blows[m] || know_everything) n++;
1765 /* Examine (and count) the actual attacks */
1766 for (r = 0, m = 0; m < 4; m++)
1768 int method, effect, d1, d2;
1770 /* Skip non-attacks */
1771 if (!r_ptr->blow[m].method) continue;
1772 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1774 /* Skip unknown attacks */
1775 if (!r_ptr->r_blows[m] && !know_everything) continue;
1777 /* Extract the attack info */
1778 method = r_ptr->blow[m].method;
1779 effect = r_ptr->blow[m].effect;
1780 d1 = r_ptr->blow[m].d_dice;
1781 d2 = r_ptr->blow[m].d_side;
1786 /* Acquire the method */
1789 case RBM_HIT: p = _("殴る", "hit"); break;
1790 case RBM_TOUCH: p = _("触る", "touch"); break;
1791 case RBM_PUNCH: p = _("パンチする", "punch"); break;
1792 case RBM_KICK: p = _("蹴る", "kick"); break;
1793 case RBM_CLAW: p = _("ひっかく", "claw"); break;
1794 case RBM_BITE: p = _("噛む", "bite"); break;
1795 case RBM_STING: p = _("刺す", "sting"); break;
1796 case RBM_SLASH: p = _("斬る", "slash"); break;
1797 case RBM_BUTT: p = _("角で突く", "butt"); break;
1798 case RBM_CRUSH: p = _("体当たりする", "crush"); break;
1799 case RBM_ENGULF: p = _("飲み込む", "engulf"); break;
1800 case RBM_CHARGE: p = _("請求書をよこす", "charge"); break;
1801 case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break;
1802 case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break;
1803 case RBM_SPIT: p = _("つばを吐く", "spit"); break;
1804 case RBM_EXPLODE: p = _("爆発する", "explode"); break;
1805 case RBM_GAZE: p = _("にらむ", "gaze"); break;
1806 case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break;
1807 case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break;
1808 case RBM_XXX4: break;
1809 case RBM_BEG: p = _("金をせがむ", "beg"); break;
1810 case RBM_INSULT: p = _("侮辱する", "insult"); break;
1811 case RBM_MOAN: p = _("うめく", "moan"); break;
1812 case RBM_SHOW: p = _("歌う", "sing"); break;
1816 /* Default effect */
1819 /* Acquire the effect */
1822 case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
1823 case RBE_HURT: q = _("攻撃する", "attack"); break;
1824 case RBE_POISON: q = _("毒をくらわす", "poison"); break;
1825 case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break;
1826 case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break;
1827 case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break;
1828 case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break;
1829 case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break;
1830 case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break;
1831 case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break;
1832 case RBE_ELEC: q = _("感電させる", "electrocute"); break;
1833 case RBE_FIRE: q = _("燃やす", "burn"); break;
1834 case RBE_COLD: q = _("凍らせる", "freeze"); break;
1835 case RBE_BLIND: q = _("盲目にする", "blind"); break;
1836 case RBE_CONFUSE: q = _("混乱させる", "confuse"); break;
1837 case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break;
1838 case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break;
1839 case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break;
1840 case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break;
1841 case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break;
1842 case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break;
1843 case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break;
1844 case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break;
1845 case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break;
1846 case RBE_SHATTER: q = _("粉砕する", "shatter"); break;
1847 case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
1848 case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
1849 case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
1850 case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
1851 case RBE_DISEASE: q = _("病気にする", "disease"); break;
1852 case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break;
1853 case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break;
1854 case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break;
1855 case RBE_INERTIA: q = _("減速させる", "slow"); break;
1856 case RBE_STUN: q = _("朦朧とさせる", "stun"); break;
1861 if ( r == 0 ) hooked_roff( format("%^sは", wd_he[msex]) );
1863 /***若干表現を変更 ita ***/
1865 /* Describe damage (if known) */
1866 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1869 /* Display the damage */
1870 hooked_roff(format(" %dd%d ", d1, d2));
1871 hooked_roff("のダメージで");
1873 /* Hack -- force a method */
1874 if (!p) p = "何か奇妙なことをする";
1876 /* Describe the method */
1877 /* XXしてYYし/XXしてYYする/XXし/XXする */
1878 if(q) jverb( p ,jverb_buf, JVERB_TO);
1879 else if(r!=n-1) jverb( p ,jverb_buf, JVERB_AND);
1880 else strcpy(jverb_buf, p);
1882 hooked_roff(jverb_buf);
1884 /* Describe the effect (if any) */
1887 if(r!=n-1) jverb( q,jverb_buf, JVERB_AND);
1888 else strcpy(jverb_buf,q);
1889 hooked_roff(jverb_buf);
1891 if(r!=n-1) hooked_roff("、");
1893 /* Introduce the attack description */
1896 hooked_roff(format("%^s can ", wd_he[msex]));
1904 hooked_roff(", and ");
1908 /* Hack -- force a method */
1909 if (!p) p = "do something weird";
1911 /* Describe the method */
1915 /* Describe the effect (if any) */
1918 /* Describe the attack type */
1919 hooked_roff(" to ");
1922 /* Describe damage (if known) */
1923 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1925 /* Display the damage */
1926 hooked_roff(" with damage");
1927 hooked_roff(format(" %dd%d", d1, d2));
1934 /* Count the attacks as printed */
1938 /* Finish sentence above */
1941 hooked_roff(_("。", ". "));
1944 /* Notice lack of attacks */
1945 else if (flags1 & RF1_NEVER_BLOW)
1948 _("%^sは物理的な攻撃方法を持たない。",
1949 "%^s has no physical attacks. "), wd_he[msex]));
1952 /* Or describe the lack of knowledge */
1956 _("%s攻撃については何も知らない。",
1957 "Nothing is known about %s attack. "), wd_his[msex]));
1962 * Notice "Quest" monsters, but only if you
1963 * already encountered the monster.
1965 if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
1967 hook_c_roff(TERM_VIOLET,
1968 _("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...",
1969 "You feel an intense desire to kill this monster... "));
1972 else if (flags7 & RF7_GUARDIAN)
1974 hook_c_roff(TERM_L_RED,
1975 _("このモンスターはダンジョンの主である。",
1976 "This monster is the master of a dungeon."));
1987 * @brief モンスター情報のヘッダを記述する
1988 * Hack -- Display the "name" and "attr/chars" of a monster race
1989 * @param r_idx モンスターの種族ID
1992 void roff_top(MONRACE_IDX r_idx)
1994 monster_race *r_ptr = &r_info[r_idx];
2000 /* Access the chars */
2004 /* Access the attrs */
2009 /* Clear the top line */
2010 Term_erase(0, 0, 255);
2012 /* Reset the cursor */
2016 /* A title (use "The" for non-uniques) */
2017 if (!(r_ptr->flags1 & RF1_UNIQUE))
2019 Term_addstr(-1, TERM_WHITE, "The ");
2024 Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
2026 /* Append the "standard" attr/char info */
2027 Term_addstr(-1, TERM_WHITE, " ('");
2028 Term_add_bigch(a1, c1);
2029 Term_addstr(-1, TERM_WHITE, "')");
2031 /* Append the "optional" attr/char info */
2032 Term_addstr(-1, TERM_WHITE, "/('");
2033 Term_add_bigch(a2, c2);
2034 Term_addstr(-1, TERM_WHITE, "'):");
2036 /* Wizards get extra info */
2041 sprintf(buf, "%d", r_idx);
2043 Term_addstr(-1, TERM_WHITE, " (");
2044 Term_addstr(-1, TERM_L_BLUE, buf);
2045 Term_addch(TERM_WHITE, ')');
2052 * @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 /
2053 * Hack -- describe the given monster race at the top of the screen
2054 * @param r_idx モンスターの種族ID
2055 * @param mode 表示オプション
2058 void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
2063 Term_erase(0, 1, 255);
2065 hook_c_roff = c_roff;
2067 /* Recall monster */
2068 roff_aux(r_idx, mode);
2070 /* Describe monster */
2078 * @brief モンスター情報の現在のウィンドウに表示する /
2079 * Hack -- describe the given monster race in the current "term" window
2080 * @param r_idx モンスターの種族ID
2083 void display_roff(MONRACE_IDX r_idx)
2087 /* Erase the window */
2088 for (y = 0; y < Term->hgt; y++)
2090 /* Erase the line */
2091 Term_erase(0, y, 255);
2097 hook_c_roff = c_roff;
2099 /* Recall monster */
2102 /* Describe monster */
2108 * @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 /
2109 * Hack -- output description of the given monster race
2110 * @param r_idx モンスターの種族ID
2111 * @param roff_func 出力処理を行う関数ポインタ
2114 void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(TERM_COLOR attr, cptr str))
2116 hook_c_roff = roff_func;
2118 /* Recall monster */
2119 roff_aux(r_idx, 0x03);
2125 * @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
2126 * @return 地勢にあったモンスターの生成条件関数
2128 monsterrace_hook_type get_monster_hook(void)
2130 if (!dun_level && !p_ptr->inside_quest)
2132 switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
2135 return (monsterrace_hook_type)mon_hook_town;
2136 case TERRAIN_DEEP_WATER:
2137 return (monsterrace_hook_type)mon_hook_ocean;
2138 case TERRAIN_SHALLOW_WATER:
2140 return (monsterrace_hook_type)mon_hook_shore;
2142 case TERRAIN_DESERT:
2143 return (monsterrace_hook_type)mon_hook_waste;
2145 return (monsterrace_hook_type)mon_hook_grass;
2147 return (monsterrace_hook_type)mon_hook_wood;
2148 case TERRAIN_SHALLOW_LAVA:
2149 case TERRAIN_DEEP_LAVA:
2150 return (monsterrace_hook_type)mon_hook_volcano;
2151 case TERRAIN_MOUNTAIN:
2152 return (monsterrace_hook_type)mon_hook_mountain;
2154 return (monsterrace_hook_type)mon_hook_dungeon;
2159 return (monsterrace_hook_type)mon_hook_dungeon;
2164 * @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
2165 * @return 地勢にあったモンスターの生成条件関数
2167 monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
2169 feature_type *f_ptr = &f_info[cave[y][x].feat];
2171 /* Set the monster list */
2174 if (have_flag(f_ptr->flags, FF_WATER))
2177 if (have_flag(f_ptr->flags, FF_DEEP))
2179 return (monsterrace_hook_type)mon_hook_deep_water;
2185 return (monsterrace_hook_type)mon_hook_shallow_water;
2190 else if (have_flag(f_ptr->flags, FF_LAVA))
2192 return (monsterrace_hook_type)mon_hook_lava;
2195 else return (monsterrace_hook_type)mon_hook_floor;
2199 * @brief モンスターを友好的にする
2200 * @param m_ptr モンスター情報構造体の参照ポインタ
2203 void set_friendly(monster_type *m_ptr)
2205 m_ptr->smart |= SM_FRIENDLY;
2209 * @brief モンスターをペットにする
2210 * @param m_ptr モンスター情報構造体の参照ポインタ
2213 void set_pet(monster_type *m_ptr)
2215 if (!is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
2217 /* Check for quest completion */
2218 check_quest_completion(m_ptr);
2220 m_ptr->smart |= SM_PET;
2221 if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
2222 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2227 * Makes the monster hostile towards the player
2228 * @param m_ptr モンスター情報構造体の参照ポインタ
2231 void set_hostile(monster_type *m_ptr)
2233 if (p_ptr->inside_battle) return;
2235 if (is_pet(m_ptr)) check_pets_num_and_align(m_ptr, FALSE);
2237 m_ptr->smart &= ~SM_PET;
2238 m_ptr->smart &= ~SM_FRIENDLY;
2245 * @param m_ptr モンスター情報構造体の参照ポインタ
2248 void anger_monster(monster_type *m_ptr)
2250 if (p_ptr->inside_battle) return;
2251 if (is_friendly(m_ptr))
2253 GAME_TEXT m_name[MAX_NLEN];
2255 monster_desc(m_name, m_ptr, 0);
2256 msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
2260 chg_virtue(V_INDIVIDUALISM, 1);
2261 chg_virtue(V_HONOUR, -1);
2262 chg_virtue(V_JUSTICE, -1);
2263 chg_virtue(V_COMPASSION, -1);
2269 * @brief モンスターが地形を踏破できるかどうかを返す
2270 * Check if monster can cross terrain
2272 * @param r_ptr モンスター種族構造体の参照ポインタ
2274 * @return 踏破可能ならばTRUEを返す
2276 bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
2278 feature_type *f_ptr = &f_info[feat];
2280 if (have_flag(f_ptr->flags, FF_PATTERN))
2282 if (!(mode & CEM_RIDING))
2284 if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
2288 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2293 if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
2294 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
2295 if (have_flag(f_ptr->flags, FF_CAN_PASS))
2297 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || p_ptr->pass_wall)) return TRUE;
2300 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2302 /* Some monsters can walk on mountains */
2303 if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
2306 if (have_flag(f_ptr->flags, FF_WATER))
2308 if (!(r_ptr->flags7 & RF7_AQUATIC))
2311 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2314 else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
2318 /* Aquatic monster into non-water? */
2319 else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2322 if (have_flag(f_ptr->flags, FF_LAVA))
2324 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
2328 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
2330 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
2334 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
2336 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
2340 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
2342 if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
2346 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
2348 if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
2356 * @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
2357 * Strictly check if monster can enter the grid
2360 * @param r_ptr モンスター種族構造体の参照ポインタ
2362 * @return 踏破可能ならばTRUEを返す
2364 bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
2366 cave_type *c_ptr = &cave[y][x];
2368 /* Player or other monster */
2369 if (player_bold(y, x)) return FALSE;
2370 if (c_ptr->m_idx) return FALSE;
2372 return monster_can_cross_terrain(c_ptr->feat, r_ptr, mode);
2377 * @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)
2378 * Check if this monster has "hostile" alignment (aux)
2379 * @param sub_align1 モンスター1のサブフラグ
2380 * @param sub_align2 モンスター2のサブフラグ
2381 * @return 敵対関係にあるならばTRUEを返す
2383 static bool check_hostile_align(byte sub_align1, byte sub_align2)
2385 if (sub_align1 != sub_align2)
2387 if (((sub_align1 & SUB_ALIGN_EVIL) && (sub_align2 & SUB_ALIGN_GOOD)) ||
2388 ((sub_align1 & SUB_ALIGN_GOOD) && (sub_align2 & SUB_ALIGN_EVIL)))
2392 /* Non-hostile alignment */
2398 * @brief モンスターの属性の基づいた敵対関係の有無を返す
2399 * Check if two monsters are enemies
2400 * @param m_ptr モンスター1の構造体参照ポインタ
2401 * @param n_ptr モンスター2の構造体参照ポインタ
2402 * @return 敵対関係にあるならばTRUEを返す
2404 bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
2406 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2407 monster_race *s_ptr = &r_info[n_ptr->r_idx];
2409 if (p_ptr->inside_battle)
2411 if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
2415 if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
2416 && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
2418 if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
2421 /* Friendly vs. opposite aligned normal or pet */
2422 if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
2424 if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
2427 /* Hostile vs. non-hostile */
2428 if (is_hostile(m_ptr) != is_hostile(n_ptr))
2439 * @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
2440 * Check if this monster race has "hostile" alignment
2441 * @param m_ptr モンスター情報構造体の参照ポインタ
2442 * @param pa_good プレイヤーの善傾向値
2443 * @param pa_evil プレイヤーの悪傾向値
2444 * @param r_ptr モンスター種族情報の構造体参照ポインタ
2445 * @return プレイヤーに敵意を持つならばTRUEを返す
2447 * If user is player, m_ptr == NULL.
2449 bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
2451 byte sub_align1 = SUB_ALIGN_NEUTRAL;
2452 byte sub_align2 = SUB_ALIGN_NEUTRAL;
2454 if (m_ptr) /* For a monster */
2456 sub_align1 = m_ptr->sub_align;
2458 else /* For player */
2460 if (p_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
2461 if (p_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL;
2464 /* Racial alignment flags */
2465 if (r_ptr->flags3 & RF3_EVIL) sub_align2 |= SUB_ALIGN_EVIL;
2466 if (r_ptr->flags3 & RF3_GOOD) sub_align2 |= SUB_ALIGN_GOOD;
2468 if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
2470 /* Non-hostile alignment */