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[Refactor] #38997 get_monster_hook2() にplayer_type * 引数を追加 / Added player_type *...
[hengband/hengband.git] / src / monster1.c
1 /*!
2  * @file monster1.c
3  * @brief モンスター情報の記述 / describe monsters (using monster memory)
4  * @date 2013/12/11
5  * @author
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.
11  */
12
13 #include "angband.h"
14 #include "util.h"
15 #include "term.h"
16
17 #include "cmd-dump.h"
18 #include "bldg.h"
19 #include "cmd-pet.h"
20 #include "floor.h"
21 #include "objectkind-hook.h"
22 #include "player-personality.h"
23 #include "monster.h"
24 #include "monster-spell.h"
25 #include "monsterrace-hook.h"
26 #include "spells-summon.h"
27 #include "patron.h"
28 #include "quest.h"
29 #include "artifact.h"
30 #include "avatar.h"
31 #include "wild.h"
32 #include "spells.h"
33 #include "dungeon.h"
34 #include "world.h"
35 #include "melee.h"
36 #include "japanese.h"
37 #include "view-mainwindow.h"
38 #include "player-class.h"
39 #include "english.h"
40
41
42  /*
43   * Pronoun arrays, by gender.
44   */
45 static concptr wd_he[3] =
46 #ifdef JP
47 { "それ", "彼", "彼女" };
48 #else
49 { "it", "he", "she" };
50 #endif
51
52 static concptr wd_his[3] =
53 #ifdef JP
54 { "それの", "彼の", "彼女の" };
55 #else
56 { "its", "his", "her" };
57 #endif
58
59
60
61 /*!
62  * 英語の複数系記述用マクロ / Pluralizer.  Args(count, singular, plural)
63  */
64 #define plural(c,s,p) \
65     (((c) == 1) ? (s) : (p))
66
67
68
69  /*!
70   * @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
71   * @param r_idx モンスターの種族ID
72   * @return 敵のACを知る条件が満たされているならTRUEを返す
73   * @details
74   * The higher the level, the fewer kills needed.
75   */
76 static bool know_armour(MONRACE_IDX r_idx)
77 {
78         monster_race *r_ptr = &r_info[r_idx];
79         DEPTH level = r_ptr->level;
80         MONSTER_NUMBER kills = r_ptr->r_tkills;
81
82         bool known = (r_ptr->r_cast_spell == MAX_UCHAR) ? TRUE : FALSE;
83
84         if (cheat_know || known) return TRUE;
85         if (kills > 304 / (4 + level)) return TRUE;
86         if (!(r_ptr->flags1 & RF1_UNIQUE)) return FALSE;
87         if (kills > 304 / (38 + (5 * level) / 4)) return TRUE;
88         return FALSE;
89 }
90
91
92 /*!
93  * @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
94  * Determine if the "damage" of the given attack is known
95  * @param r_idx モンスターの種族ID
96  * @param i 確認したい攻撃手番
97  * @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
98  * @details
99  * <pre>
100  * the higher the level of the monster, the fewer the attacks you need,
101  * the more damage an attack does, the more attacks you need
102  * </pre>
103  */
104 static bool know_damage(MONRACE_IDX r_idx, int i)
105 {
106         monster_race *r_ptr = &r_info[r_idx];
107
108         DEPTH level = r_ptr->level;
109
110         s32b a = r_ptr->r_blows[i];
111
112         s32b d1 = r_ptr->blow[i].d_dice;
113         s32b d2 = r_ptr->blow[i].d_side;
114
115         s32b d = d1 * d2;
116
117         if (d >= ((4 + level)*MAX_UCHAR) / 80) d = ((4 + level)*MAX_UCHAR - 1) / 80;
118         if ((4 + level) * a > 80 * d) return TRUE;
119         if (!(r_ptr->flags1 & RF1_UNIQUE)) return FALSE;
120         if ((4 + level) * (2 * a) > 80 * d) return TRUE;
121
122         /* Assume false */
123         return FALSE;
124 }
125
126
127 /*
128  * Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
129  */
130 void(*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
131
132 /*!
133  * @brief モンスターの思い出メッセージをあらかじめ指定された関数ポインタに基づき出力する
134  * @param str 出力文字列
135  * @return なし
136  */
137 static void hooked_roff(concptr str)
138 {
139         /* Spawn */
140         hook_c_roff(TERM_WHITE, str);
141 }
142
143 /*!
144 * @brief ダイス目を文字列に変換する
145 * @param base_damage 固定値
146 * @param dice_num ダイス数
147 * @param dice_side ダイス面
148 * @param dice_mult ダイス倍率
149 * @param dice_div ダイス除数
150 * @param msg 文字列を格納するポインタ
151 * @return なし
152 */
153 void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
154 {
155         char base[80] = "", dice[80] = "", mult[80] = "";
156
157         if (dice_num == 0)
158         {
159                 sprintf(msg, "%d", base_damage);
160         }
161         else
162         {
163                 if (base_damage != 0)
164                         sprintf(base, "%d+", base_damage);
165
166                 if (dice_num == 1)
167                         sprintf(dice, "d%d", dice_side);
168                 else
169                         sprintf(dice, "%dd%d", dice_num, dice_side);
170
171                 if (dice_mult != 1 || dice_div != 1)
172                 {
173                         if (dice_div == 1)
174                                 sprintf(mult, "*%d", dice_mult);
175                         else
176                                 sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
177                 }
178                 sprintf(msg, "%s%s%s", base, dice, mult);
179         }
180 }
181
182 /*!
183 * @brief 文字列にモンスターの攻撃力を加える
184 * @param r_idx モンスターの種族ID
185 * @param SPELL_NUM 呪文番号
186 * @param msg 表示する文字列
187 * @param tmp 返すメッセージを格納する配列
188 * @return なし
189 */
190 void set_damage(player_type *player_ptr, MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
191 {
192         int base_damage = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, BASE_DAM);
193         int dice_num = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_NUM);
194         int dice_side = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_SIDE);
195         int dice_mult = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_MULT);
196         int dice_div = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_DIV);
197         char dmg_str[80], dice_str[80];
198         dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
199         sprintf(dice_str, "(%s)", dmg_str);
200
201         if (know_armour(r_idx))
202                 sprintf(tmp, msg, dice_str);
203         else
204                 sprintf(tmp, msg, "");
205 }
206
207 /*!
208  * @brief モンスターの思い出情報を表示する
209  * Hack -- display monster information using "hooked_roff()"
210  * @param r_idx モンスターの種族ID
211  * @param mode 表示オプション
212  * @return なし
213  * @details
214  * This function should only be called with the cursor placed at the
215  * left edge of the screen, on a cleared line, in which the recall is
216  * to take place.  One extra blank line is left after the recall.
217  */
218 static void roff_aux(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
219 {
220         monster_race    *r_ptr = &r_info[r_idx];
221         bool            old = FALSE;
222         int             m, n, r;
223         concptr            p, q;
224
225 #ifdef JP
226         char            jverb_buf[64];
227 #else
228         bool            sin = FALSE;
229 #endif
230         int             msex = 0;
231
232         bool nightmare = ironman_nightmare && !(mode & 0x02);
233         SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
234
235         bool            breath = FALSE;
236         bool            magic = FALSE;
237         bool            reinforce = FALSE;
238
239         BIT_FLAGS flags1;
240         BIT_FLAGS flags2;
241         BIT_FLAGS flags3;
242         BIT_FLAGS flags4;
243         BIT_FLAGS a_ability_flags1;
244         BIT_FLAGS a_ability_flags2;
245         BIT_FLAGS flags7;
246         BIT_FLAGS flagsr;
247
248         ITEM_NUMBER drop_gold, drop_item;
249
250         int             vn = 0;
251         byte            color[96];
252         concptr         vp[96];
253         char tmp_msg[96][96];
254
255         bool know_everything = FALSE;
256
257         /* Obtain a copy of the "known" number of drops */
258         drop_gold = r_ptr->r_drop_gold;
259         drop_item = r_ptr->r_drop_item;
260
261         /* Obtain a copy of the "known" flags */
262         flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
263         flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
264         flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
265         flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
266         a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
267         a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
268         flags7 = (r_ptr->flags7 & r_ptr->flags7);
269         flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
270
271         for (n = 0; n < A_MAX; n++)
272         {
273                 if (r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
274         }
275
276         /* cheat_know or research_mon() */
277         if (cheat_know || (mode & 0x01))
278                 know_everything = TRUE;
279
280         /* Cheat -- Know everything */
281         if (know_everything)
282         {
283                 /* Hack -- maximal drops */
284                 drop_gold = drop_item =
285                         (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
286                         ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
287                                 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
288                                 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
289                                 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
290                                 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
291
292                 /* Hack -- but only "valid" drops */
293                 if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
294                 if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0;
295
296                 /* Hack -- know all the flags */
297                 flags1 = r_ptr->flags1;
298                 flags2 = r_ptr->flags2;
299                 flags3 = r_ptr->flags3;
300                 flags4 = r_ptr->flags4;
301                 a_ability_flags1 = r_ptr->a_ability_flags1;
302                 a_ability_flags2 = r_ptr->a_ability_flags2;
303                 flagsr = r_ptr->flagsr;
304         }
305
306
307         /* Extract a gender (if applicable) */
308         if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
309         else if (r_ptr->flags1 & RF1_MALE) msex = 1;
310
311         /* Assume some "obvious" flags */
312         if (r_ptr->flags1 & RF1_UNIQUE)  flags1 |= (RF1_UNIQUE);
313         if (r_ptr->flags1 & RF1_QUESTOR) flags1 |= (RF1_QUESTOR);
314         if (r_ptr->flags1 & RF1_MALE)    flags1 |= (RF1_MALE);
315         if (r_ptr->flags1 & RF1_FEMALE)  flags1 |= (RF1_FEMALE);
316
317         /* Assume some "creation" flags */
318         if (r_ptr->flags1 & RF1_FRIENDS) flags1 |= (RF1_FRIENDS);
319         if (r_ptr->flags1 & RF1_ESCORT)  flags1 |= (RF1_ESCORT);
320         if (r_ptr->flags1 & RF1_ESCORTS) flags1 |= (RF1_ESCORTS);
321
322         /* Killing a monster reveals some properties */
323         if (r_ptr->r_tkills || know_everything)
324         {
325                 /* Know "race" flags */
326                 if (r_ptr->flags3 & RF3_ORC)      flags3 |= (RF3_ORC);
327                 if (r_ptr->flags3 & RF3_TROLL)    flags3 |= (RF3_TROLL);
328                 if (r_ptr->flags3 & RF3_GIANT)    flags3 |= (RF3_GIANT);
329                 if (r_ptr->flags3 & RF3_DRAGON)   flags3 |= (RF3_DRAGON);
330                 if (r_ptr->flags3 & RF3_DEMON)    flags3 |= (RF3_DEMON);
331                 if (r_ptr->flags3 & RF3_UNDEAD)   flags3 |= (RF3_UNDEAD);
332                 if (r_ptr->flags3 & RF3_EVIL)     flags3 |= (RF3_EVIL);
333                 if (r_ptr->flags3 & RF3_GOOD)     flags3 |= (RF3_GOOD);
334                 if (r_ptr->flags3 & RF3_ANIMAL)   flags3 |= (RF3_ANIMAL);
335                 if (r_ptr->flags3 & RF3_AMBERITE) flags3 |= (RF3_AMBERITE);
336                 if (r_ptr->flags2 & RF2_HUMAN)    flags2 |= (RF2_HUMAN);
337
338                 /* Know 'quantum' flag */
339                 if (r_ptr->flags2 & RF2_QUANTUM)  flags2 |= (RF2_QUANTUM);
340
341                 /* Know "forced" flags */
342                 if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH);
343                 if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP);
344         }
345
346         /* For output_monster_spoiler() */
347         if (mode & 0x02)
348         {
349                 /* Nothing to do */
350         }
351         else
352
353                 /* Treat uniques differently */
354                 if (flags1 & RF1_UNIQUE)
355                 {
356                         /* Hack -- Determine if the unique is "dead" */
357                         bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
358
359                         /* We've been killed... */
360                         if (r_ptr->r_deaths)
361                         {
362                                 /* Killed ancestors */
363                                 hooked_roff(format(_("%^sはあなたの先祖を %d 人葬っている", "%^s has slain %d of your ancestors"),
364                                         wd_he[msex], r_ptr->r_deaths));
365
366                                 /* But we've also killed it */
367                                 if (dead)
368                                 {
369                                         hooked_roff(
370                                                 _(format("が、すでに仇討ちは果たしている!"),
371                                                         format(", but you have avenged %s!  ", plural(r_ptr->r_deaths, "him", "them"))));
372                                 }
373
374                                 /* Unavenged (ever) */
375                                 else
376                                 {
377                                         hooked_roff(
378                                                 _(format("のに、まだ仇討ちを果たしていない。"),
379                                                         format(", who %s unavenged.  ", plural(r_ptr->r_deaths, "remains", "remain"))));
380                                 }
381
382                                 /* Start a new line */
383                                 hooked_roff("\n");
384                         }
385
386                         /* Dead unique who never hurt us */
387                         else if (dead)
388                         {
389                                 hooked_roff(_("あなたはこの仇敵をすでに葬り去っている。", "You have slain this foe.  "));
390
391                                 /* Start a new line */
392                                 hooked_roff("\n");
393                         }
394                 }
395
396         /* Not unique, but killed us */
397                 else if (r_ptr->r_deaths)
398                 {
399                         /* Dead ancestors */
400                         hooked_roff(
401                                 _(format("このモンスターはあなたの先祖を %d 人葬っている", r_ptr->r_deaths),
402                                         format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
403
404                         /* Some kills this life */
405                         if (r_ptr->r_pkills)
406                         {
407                                 hooked_roff(format(
408                                         _("が、あなたはこのモンスターを少なくとも %d 体は倒している。",
409                                                 "and you have exterminated at least %d of the creatures.  "), r_ptr->r_pkills));
410                         }
411
412                         /* Some kills past lives */
413                         else if (r_ptr->r_tkills)
414                         {
415                                 hooked_roff(format(
416                                         _("が、あなたの先祖はこのモンスターを少なくとも %d 体は倒している。",
417                                                 "and your ancestors have exterminated at least %d of the creatures.  "), r_ptr->r_tkills));
418                         }
419
420                         /* No kills */
421                         else
422                         {
423                                 hooked_roff(format(
424                                         _("が、まだ%sを倒したことはない。",
425                                                 "and %s is not ever known to have been defeated.  "), wd_he[msex]));
426                         }
427
428                         /* Start a new line */
429                         hooked_roff("\n");
430                 }
431                 else
432                 {
433                         /* Killed some this life */
434                         if (r_ptr->r_pkills)
435                         {
436                                 hooked_roff(format(
437                                         _("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。",
438                                                 "You have killed at least %d of these creatures.  "), r_ptr->r_pkills));
439                         }
440
441                         /* Killed some last life */
442                         else if (r_ptr->r_tkills)
443                         {
444                                 hooked_roff(format(
445                                         _("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。",
446                                                 "Your ancestors have killed at least %d of these creatures.  "), r_ptr->r_tkills));
447                         }
448
449                         /* Killed none */
450                         else
451                         {
452                                 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.  "));
453                         }
454
455                         /* Start a new line */
456                         hooked_roff("\n");
457                 }
458
459         /* Descriptions */
460         {
461                 concptr tmp = r_text + r_ptr->text;
462
463                 if (tmp[0])
464                 {
465                         /* Dump it */
466                         hooked_roff(tmp);
467
468                         /* Start a new line */
469                         hooked_roff("\n");
470                 }
471         }
472
473         if (r_idx == MON_KAGE)
474         {
475                 /* All done */
476                 hooked_roff("\n");
477
478                 return;
479         }
480
481         /* Nothing yet */
482         old = FALSE;
483
484         /* Describe location */
485         if (r_ptr->level == 0)
486         {
487                 hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex]));
488                 old = TRUE;
489         }
490         else if (r_ptr->r_tkills || know_everything)
491         {
492                 if (depth_in_feet)
493                 {
494                         hooked_roff(format(
495                                 _("%^sは通常地下 %d フィートで出現し", "%^s is normally found at depths of %d feet"),
496                                 wd_he[msex], r_ptr->level * 50));
497                 }
498                 else
499                 {
500                         hooked_roff(format(
501                                 _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
502                                 wd_he[msex], r_ptr->level));
503                 }
504                 old = TRUE;
505         }
506
507
508         /* Describe movement */
509         if (r_idx == MON_CHAMELEON)
510         {
511                 hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
512                 return;
513         }
514         else
515         {
516                 /* Introduction */
517                 if (old)
518                 {
519                         hooked_roff(_("、", ", and "));
520                 }
521                 else
522                 {
523                         hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
524                         old = TRUE;
525                 }
526 #ifdef JP
527 #else
528                 hooked_roff("moves");
529 #endif
530
531                 /* Random-ness */
532                 if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25))
533                 {
534                         /* Adverb */
535                         if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
536                         {
537                                 hooked_roff(_("かなり", " extremely"));
538                         }
539                         else if (flags1 & RF1_RAND_50)
540                         {
541                                 hooked_roff(_("幾分", " somewhat"));
542                         }
543                         else if (flags1 & RF1_RAND_25)
544                         {
545                                 hooked_roff(_("少々", " a bit"));
546                         }
547
548                         /* Adjective */
549                         hooked_roff(_("不規則に", " erratically"));
550
551                         /* Hack -- Occasional conjunction */
552                         if (speed != 110) hooked_roff(_("、かつ", ", and"));
553                 }
554
555                 if (speed > 110)
556                 {
557                         if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
558                         else if (speed > 134) hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
559                         else if (speed > 129) hook_c_roff(TERM_ORANGE, _("非常に", " very"));
560                         else if (speed > 124) hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
561                         else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
562                         hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
563                 }
564                 else if (speed < 110)
565                 {
566                         if (speed < 90) hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
567                         else if (speed < 95) hook_c_roff(TERM_BLUE, _("非常に", " very"));
568                         else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
569                         else if (speed > 104) hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
570                         hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
571                 }
572                 else
573                 {
574                         hooked_roff(_("普通の速さで", " at normal speed"));
575                 }
576 #ifdef JP
577                 hooked_roff("動いている");
578 #endif
579         }
580
581         /* The code above includes "attack speed" */
582         if (flags1 & RF1_NEVER_MOVE)
583         {
584                 /* Introduce */
585                 if (old)
586                 {
587                         hooked_roff(_("、しかし", ", but "));
588                 }
589                 else
590                 {
591                         hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
592                         old = TRUE;
593                 }
594                 hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
595         }
596
597         /* End this sentence */
598         if (old)
599         {
600                 hooked_roff(_("。", ".  "));
601                 old = FALSE;
602         }
603
604
605         /* Describe experience if known */
606         if (r_ptr->r_tkills || know_everything)
607         {
608                 /* Introduction */
609 #ifdef JP
610                 hooked_roff("この");
611 #else
612                 if (flags1 & RF1_UNIQUE)
613                 {
614                         hooked_roff("Killing this");
615                 }
616                 else
617                 {
618                         hooked_roff("A kill of this");
619                 }
620 #endif
621
622
623                 /* Describe the "quality" */
624                 if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
625                 if (flags3 & RF3_ANIMAL)          hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
626                 if (flags3 & RF3_EVIL)            hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
627                 if (flags3 & RF3_GOOD)            hook_c_roff(TERM_YELLOW, _("善良な", " good"));
628                 if (flags3 & RF3_UNDEAD)          hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
629                 if (flags3 & RF3_AMBERITE)        hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
630
631                 if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
632                 {
633                         /* Describe the "race" */
634                         if (flags3 & RF3_DRAGON)   hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
635                         if (flags3 & RF3_DEMON)    hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
636                         if (flags3 & RF3_GIANT)    hook_c_roff(TERM_L_UMBER, _("巨人", " giant"));
637                         if (flags3 & RF3_TROLL)    hook_c_roff(TERM_BLUE, _("トロル", " troll"));
638                         if (flags3 & RF3_ORC)      hook_c_roff(TERM_UMBER, _("オーク", " orc"));
639                         if (flags2 & RF2_HUMAN)    hook_c_roff(TERM_L_WHITE, _("人間", " human"));
640                         if (flags2 & RF2_QUANTUM)  hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
641                         if (flags3 & RF3_ANGEL)    hook_c_roff(TERM_YELLOW, _("天使", " angel"));
642                 }
643                 else
644                 {
645                         hooked_roff(_("モンスター", " creature"));
646                 }
647
648 #ifdef JP
649                 hooked_roff("を倒すことは");
650 #endif
651                 /* Group some variables */
652                 {
653                         long i, j;
654
655                         /* calculate the integer exp part */
656                         i = (long)r_ptr->mexp * r_ptr->level / (player_ptr->max_plv + 2) * 3 / 2;
657
658                         /* calculate the fractional exp part scaled by 100, */
659                         /* must use long arithmetic to avoid overflow  */
660                         j = ((((long)r_ptr->mexp * r_ptr->level % (player_ptr->max_plv + 2) * 3 / 2) *
661                                 (long)1000 / (player_ptr->max_plv + 2) + 5) / 10);
662
663 #ifdef JP
664                         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。", player_ptr->lev, (long)i, (long)j));
665 #else
666
667                         /* Mention the experience */
668                         hooked_roff(format(" is worth about %ld.%02ld point%s",
669                                 (long)i, (long)j, ((i == 1) && (j == 0)) ? "" : "s"));
670
671                         /* Take account of annoying English */
672                         p = "th";
673                         i = player_ptr->lev % 10;
674                         if ((player_ptr->lev / 10) == 1) /* nothing */;
675                         else if (i == 1) p = "st";
676                         else if (i == 2) p = "nd";
677                         else if (i == 3) p = "rd";
678
679                         /* Take account of "leading vowels" in numbers */
680                         q = "";
681                         i = player_ptr->lev;
682                         if ((i == 8) || (i == 11) || (i == 18)) q = "n";
683
684                         /* Mention the dependance on the player's level */
685                         hooked_roff(format(" for a%s %lu%s level character.  ",
686                                 q, (long)i, p));
687 #endif
688
689                 }
690         }
691
692         if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
693         {
694                 hook_c_roff(TERM_VIOLET, format(
695                         _("%^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]));
696         }
697         else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
698         {
699                 hook_c_roff(TERM_L_RED, format(
700                         _("%^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]));
701         }
702         else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
703         {
704                 hook_c_roff(TERM_BLUE, format(
705                         _("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice.  "), wd_he[msex]));
706         }
707         else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
708         {
709                 hook_c_roff(TERM_L_GREEN, format(
710                         _("%^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]));
711         }
712         else if (flags2 & RF2_AURA_FIRE)
713         {
714                 hook_c_roff(TERM_RED, format(
715                         _("%^sは炎に包まれている。", "%^s is surrounded by flames.  "), wd_he[msex]));
716         }
717         else if (flags3 & RF3_AURA_COLD)
718         {
719                 hook_c_roff(TERM_BLUE, format(
720                         _("%^sは氷に包まれている。", "%^s is surrounded by ice.  "), wd_he[msex]));
721         }
722         else if (flags2 & RF2_AURA_ELEC)
723         {
724                 hook_c_roff(TERM_L_BLUE, format(
725                         _("%^sはスパークに包まれている。", "%^s is surrounded by electricity.  "), wd_he[msex]));
726         }
727
728         if (flags2 & RF2_REFLECTING)
729                 hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells.  "), wd_he[msex]));
730
731         /* Describe escorts */
732         if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
733         {
734                 hooked_roff(format(
735                         _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts.  "), wd_he[msex]));
736
737                 if (reinforce)
738                 {
739                         hooked_roff(_("護衛の構成は", "These escorts"));
740                         if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
741                         {
742                                 hooked_roff(_("少なくとも", " at the least"));
743                         }
744 #ifdef JP
745 #else
746                         hooked_roff(" contain ");
747 #endif                  
748                         for (n = 0; n < A_MAX; n++)
749                         {
750                                 if (r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
751                                 {
752                                         monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
753                                         if (rf_ptr->flags1 & RF1_UNIQUE)
754                                         {
755                                                 hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
756                                         }
757                                         else
758                                         {
759 #ifdef JP
760                                                 hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
761 #else
762                                                 bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
763                                                 GAME_TEXT name[MAX_NLEN];
764                                                 strcpy(name, r_name + rf_ptr->name);
765                                                 if (plural) plural_aux(name);
766                                                 hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
767 #endif
768                                         }
769                                 }
770                         }
771                         hooked_roff(_("で成り立っている。", "."));
772                 }
773         }
774
775         /* Describe friends */
776         else if (flags1 & RF1_FRIENDS)
777         {
778                 hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups.  "), wd_he[msex]));
779         }
780
781
782         /* Collect inate attacks */
783         vn = 0;
784         if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
785         if (flags4 & RF4_ROCKET)
786         {
787                 set_damage(player_ptr, r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
788                 vp[vn] = tmp_msg[vn];
789                 color[vn++] = TERM_UMBER;
790         }
791
792         if (flags4 & RF4_SHOOT)
793         {
794                 for (r = 0, m = 0; m < 4; m++)
795                 {
796                         if (r_ptr->blow[m].method == RBM_SHOOT)
797                         {
798                                 if (know_armour(r_idx))
799                                         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);
800                                 else
801                                         sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
802                                 vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
803                                 break;
804                         }
805                 }
806         }
807         if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
808
809         /* Describe inate attacks */
810         if (vn)
811         {
812                 /* Intro */
813                 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
814
815
816                 /* Scan */
817                 for (n = 0; n < vn; n++)
818                 {
819 #ifdef JP
820                         if (n != vn - 1)
821                         {
822                                 jverb(vp[n], jverb_buf, JVERB_OR);
823                                 hook_c_roff(color[n], jverb_buf);
824                                 hook_c_roff(color[n], "り");
825                                 hooked_roff("、");
826                         }
827                         else hook_c_roff(color[n], vp[n]);
828 #else
829                         /* Intro */
830                         if (n == 0) hooked_roff(" may ");
831                         else if (n < vn - 1) hooked_roff(", ");
832                         else hooked_roff(" or ");
833
834                         /* Dump */
835                         hook_c_roff(color[n], vp[n]);
836 #endif
837
838                 }
839
840                 /* End */
841                 hooked_roff(_("ことがある。", ".  "));
842         }
843
844
845         /* Collect breaths */
846         vn = 0;
847         if (flags4 & (RF4_BR_ACID))
848         {
849                 set_damage(player_ptr, r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
850                 vp[vn] = tmp_msg[vn];
851                 color[vn++] = TERM_GREEN;
852         }
853         if (flags4 & (RF4_BR_ELEC))
854         {
855                 set_damage(player_ptr, r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
856                 vp[vn] = tmp_msg[vn];
857                 color[vn++] = TERM_BLUE;
858         }
859         if (flags4 & (RF4_BR_FIRE))
860         {
861                 set_damage(player_ptr, r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
862                 vp[vn] = tmp_msg[vn];
863                 color[vn++] = TERM_RED;
864         }
865         if (flags4 & (RF4_BR_COLD))
866         {
867                 set_damage(player_ptr, r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
868                 vp[vn] = tmp_msg[vn];
869                 color[vn++] = TERM_L_WHITE;
870         }
871         if (flags4 & (RF4_BR_POIS))
872         {
873                 set_damage(player_ptr, r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
874                 vp[vn] = tmp_msg[vn];
875                 color[vn++] = TERM_L_GREEN;
876         }
877         if (flags4 & (RF4_BR_NETH))
878         {
879                 set_damage(player_ptr, r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
880                 vp[vn] = tmp_msg[vn];
881                 color[vn++] = TERM_L_DARK;
882         }
883         if (flags4 & (RF4_BR_LITE))
884         {
885                 set_damage(player_ptr, r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
886                 vp[vn] = tmp_msg[vn];
887                 color[vn++] = TERM_YELLOW;
888         }
889         if (flags4 & (RF4_BR_DARK))
890         {
891                 set_damage(player_ptr, r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
892                 vp[vn] = tmp_msg[vn];
893                 color[vn++] = TERM_L_DARK;
894         }
895         if (flags4 & (RF4_BR_CONF))
896         {
897                 set_damage(player_ptr, r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
898                 vp[vn] = tmp_msg[vn];
899                 color[vn++] = TERM_L_UMBER;
900         }
901         if (flags4 & (RF4_BR_SOUN))
902         {
903                 set_damage(player_ptr, r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
904                 vp[vn] = tmp_msg[vn];
905                 color[vn++] = TERM_ORANGE;
906         }
907         if (flags4 & (RF4_BR_CHAO))
908         {
909                 set_damage(player_ptr, r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
910                 vp[vn] = tmp_msg[vn];
911                 color[vn++] = TERM_VIOLET;
912         }
913         if (flags4 & (RF4_BR_DISE))
914         {
915                 set_damage(player_ptr, r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
916                 vp[vn] = tmp_msg[vn];
917                 color[vn++] = TERM_VIOLET;
918         }
919         if (flags4 & (RF4_BR_NEXU))
920         {
921                 set_damage(player_ptr, r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
922                 vp[vn] = tmp_msg[vn];
923                 color[vn++] = TERM_VIOLET;
924         }
925         if (flags4 & (RF4_BR_TIME))
926         {
927                 set_damage(player_ptr, r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
928                 vp[vn] = tmp_msg[vn];
929                 color[vn++] = TERM_L_BLUE;
930         }
931         if (flags4 & (RF4_BR_INER))
932         {
933                 set_damage(player_ptr, r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
934                 vp[vn] = tmp_msg[vn];
935                 color[vn++] = TERM_SLATE;
936         }
937         if (flags4 & (RF4_BR_GRAV))
938         {
939                 set_damage(player_ptr, r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
940                 vp[vn] = tmp_msg[vn];
941                 color[vn++] = TERM_SLATE;
942         }
943         if (flags4 & (RF4_BR_SHAR))
944         {
945                 set_damage(player_ptr, r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
946                 vp[vn] = tmp_msg[vn];
947                 color[vn++] = TERM_L_UMBER;
948         }
949         if (flags4 & (RF4_BR_PLAS))
950         {
951                 set_damage(player_ptr, r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
952                 vp[vn] = tmp_msg[vn];
953                 color[vn++] = TERM_L_RED;
954         }
955         if (flags4 & (RF4_BR_WALL))
956         {
957                 set_damage(player_ptr, r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
958                 vp[vn] = tmp_msg[vn];
959                 color[vn++] = TERM_UMBER;
960         }
961         if (flags4 & (RF4_BR_MANA))
962         {
963                 set_damage(player_ptr, r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
964                 vp[vn] = tmp_msg[vn];
965                 color[vn++] = TERM_L_BLUE;
966         }
967         if (flags4 & (RF4_BR_NUKE))
968         {
969                 set_damage(player_ptr, r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
970                 vp[vn] = tmp_msg[vn];
971                 color[vn++] = TERM_L_GREEN;
972         }
973         if (flags4 & (RF4_BR_DISI))
974         {
975                 set_damage(player_ptr, r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
976                 vp[vn] = tmp_msg[vn];
977                 color[vn++] = TERM_SLATE;
978         }
979
980         /* Describe breaths */
981         if (vn)
982         {
983                 /* Note breath */
984                 breath = TRUE;
985
986                 /* Intro */
987                 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
988
989                 /* Scan */
990                 for (n = 0; n < vn; n++)
991                 {
992                         /* Intro */
993 #ifdef JP
994                         if (n != 0) hooked_roff("や");
995 #else
996                         if (n == 0) hooked_roff(" may breathe ");
997                         else if (n < vn - 1) hooked_roff(", ");
998                         else hooked_roff(" or ");
999 #endif
1000
1001
1002                         /* Dump */
1003                         hook_c_roff(color[n], vp[n]);
1004                 }
1005 #ifdef JP
1006                 hooked_roff("のブレスを吐くことがある");
1007 #endif
1008         }
1009
1010
1011         /* Collect spells */
1012         vn = 0;
1013         if (a_ability_flags1 & (RF5_BA_ACID))
1014         {
1015                 set_damage(player_ptr, r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
1016                 vp[vn] = tmp_msg[vn];
1017                 color[vn++] = TERM_GREEN;
1018         }
1019         if (a_ability_flags1 & (RF5_BA_ELEC))
1020         {
1021                 set_damage(player_ptr, r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
1022                 vp[vn] = tmp_msg[vn];
1023                 color[vn++] = TERM_BLUE;
1024         }
1025         if (a_ability_flags1 & (RF5_BA_FIRE))
1026         {
1027                 set_damage(player_ptr, r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
1028                 vp[vn] = tmp_msg[vn];
1029                 color[vn++] = TERM_RED;
1030         }
1031         if (a_ability_flags1 & (RF5_BA_COLD))
1032         {
1033                 set_damage(player_ptr, r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
1034                 vp[vn] = tmp_msg[vn];
1035                 color[vn++] = TERM_L_WHITE;
1036         }
1037         if (a_ability_flags1 & (RF5_BA_POIS))
1038         {
1039                 set_damage(player_ptr, r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
1040                 vp[vn] = tmp_msg[vn];
1041                 color[vn++] = TERM_L_GREEN;
1042         }
1043         if (a_ability_flags1 & (RF5_BA_NETH))
1044         {
1045                 set_damage(player_ptr, r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
1046                 vp[vn] = tmp_msg[vn];
1047                 color[vn++] = TERM_L_DARK;
1048         }
1049         if (a_ability_flags1 & (RF5_BA_WATE))
1050         {
1051                 set_damage(player_ptr, r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
1052                 vp[vn] = tmp_msg[vn];
1053                 color[vn++] = TERM_BLUE;
1054         }
1055         if (flags4 & (RF4_BA_NUKE))
1056         {
1057                 set_damage(player_ptr, r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
1058                 vp[vn] = tmp_msg[vn];
1059                 color[vn++] = TERM_L_GREEN;
1060         }
1061         if (a_ability_flags1 & (RF5_BA_MANA))
1062         {
1063                 set_damage(player_ptr, r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
1064                 vp[vn] = tmp_msg[vn];
1065                 color[vn++] = TERM_L_BLUE;
1066         }
1067         if (a_ability_flags1 & (RF5_BA_DARK))
1068         {
1069                 set_damage(player_ptr, r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
1070                 vp[vn] = tmp_msg[vn];
1071                 color[vn++] = TERM_L_DARK;
1072         }
1073         if (a_ability_flags1 & (RF5_BA_LITE))
1074         {
1075                 set_damage(player_ptr, r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
1076                 vp[vn] = tmp_msg[vn];
1077                 color[vn++] = TERM_YELLOW;
1078         }
1079         if (flags4 & (RF4_BA_CHAO))
1080         {
1081                 set_damage(player_ptr, r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
1082                 vp[vn] = tmp_msg[vn];
1083                 color[vn++] = TERM_VIOLET;
1084         }
1085         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; }
1086         if (a_ability_flags2 & (RF6_PSY_SPEAR))
1087         {
1088                 set_damage(player_ptr, r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
1089                 vp[vn] = tmp_msg[vn];
1090                 color[vn++] = TERM_YELLOW;
1091         }
1092         if (a_ability_flags1 & (RF5_DRAIN_MANA))
1093         {
1094                 set_damage(player_ptr, r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
1095                 vp[vn] = tmp_msg[vn];
1096                 color[vn++] = TERM_SLATE;
1097         }
1098         if (a_ability_flags1 & (RF5_MIND_BLAST))
1099         {
1100                 set_damage(player_ptr, r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
1101                 vp[vn] = tmp_msg[vn];
1102                 color[vn++] = TERM_L_RED;
1103         }
1104         if (a_ability_flags1 & (RF5_BRAIN_SMASH))
1105         {
1106                 set_damage(player_ptr, r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
1107                 vp[vn] = tmp_msg[vn];
1108                 color[vn++] = TERM_RED;
1109         }
1110         if (a_ability_flags1 & (RF5_CAUSE_1))
1111         {
1112                 set_damage(player_ptr, r_idx, (MS_CAUSE_1),
1113                         _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
1114                 vp[vn] = tmp_msg[vn];
1115                 color[vn++] = TERM_L_WHITE;
1116         }
1117         if (a_ability_flags1 & (RF5_CAUSE_2))
1118         {
1119                 set_damage(player_ptr, r_idx, (MS_CAUSE_2),
1120                         _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
1121                 vp[vn] = tmp_msg[vn];
1122                 color[vn++] = TERM_L_WHITE;
1123         }
1124         if (a_ability_flags1 & (RF5_CAUSE_3))
1125         {
1126                 set_damage(player_ptr, r_idx, (MS_CAUSE_3),
1127                         _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
1128                 vp[vn] = tmp_msg[vn];
1129                 color[vn++] = TERM_L_WHITE;
1130         }
1131         if (a_ability_flags1 & (RF5_CAUSE_4))
1132         {
1133                 set_damage(player_ptr, r_idx, (MS_CAUSE_4),
1134                         _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
1135                 vp[vn] = tmp_msg[vn];
1136                 color[vn++] = TERM_L_WHITE;
1137         }
1138         if (a_ability_flags1 & (RF5_BO_ACID))
1139         {
1140                 set_damage(player_ptr, r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
1141                 vp[vn] = tmp_msg[vn];
1142                 color[vn++] = TERM_GREEN;
1143         }
1144         if (a_ability_flags1 & (RF5_BO_ELEC))
1145         {
1146                 set_damage(player_ptr, r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
1147                 vp[vn] = tmp_msg[vn];
1148                 color[vn++] = TERM_BLUE;
1149         }
1150         if (a_ability_flags1 & (RF5_BO_FIRE))
1151         {
1152                 set_damage(player_ptr, r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
1153                 vp[vn] = tmp_msg[vn];
1154                 color[vn++] = TERM_RED;
1155         }
1156         if (a_ability_flags1 & (RF5_BO_COLD))
1157         {
1158                 set_damage(player_ptr, r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
1159                 vp[vn] = tmp_msg[vn];
1160                 color[vn++] = TERM_L_WHITE;
1161         }
1162         if (a_ability_flags1 & (RF5_BO_NETH))
1163         {
1164                 set_damage(player_ptr, r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
1165                 vp[vn] = tmp_msg[vn];
1166                 color[vn++] = TERM_L_DARK;
1167         }
1168         if (a_ability_flags1 & (RF5_BO_WATE))
1169         {
1170                 set_damage(player_ptr, r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
1171                 vp[vn] = tmp_msg[vn];
1172                 color[vn++] = TERM_BLUE;
1173         }
1174         if (a_ability_flags1 & (RF5_BO_MANA))
1175         {
1176                 set_damage(player_ptr, r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
1177                 vp[vn] = tmp_msg[vn];
1178                 color[vn++] = TERM_L_BLUE;
1179         }
1180         if (a_ability_flags1 & (RF5_BO_PLAS))
1181         {
1182                 set_damage(player_ptr, r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
1183                 vp[vn] = tmp_msg[vn];
1184                 color[vn++] = TERM_L_RED;
1185         }
1186         if (a_ability_flags1 & (RF5_BO_ICEE))
1187         {
1188                 set_damage(player_ptr, r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
1189                 vp[vn] = tmp_msg[vn];
1190                 color[vn++] = TERM_WHITE;
1191         }
1192         if (a_ability_flags1 & (RF5_MISSILE))
1193         {
1194                 set_damage(player_ptr, r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
1195                 vp[vn] = tmp_msg[vn];
1196                 color[vn++] = TERM_SLATE;
1197         }
1198         if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
1199         if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
1200         if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
1201         if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
1202         if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
1203         if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
1204         if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
1205         if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
1206         if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
1207         if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
1208         if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
1209         if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
1210         if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
1211         if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
1212         if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
1213
1214         if (a_ability_flags2 & (RF6_DARKNESS))
1215         {
1216                 if ((player_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
1217                 {
1218                         vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
1219                 }
1220                 else
1221                 {
1222                         vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
1223                 }
1224         }
1225
1226         if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
1227         if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
1228         if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
1229         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; }
1230         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; }
1231         if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
1232         if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
1233         if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
1234         if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
1235         if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
1236         if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
1237         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; }
1238         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; }
1239         if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
1240         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; }
1241         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; }
1242         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; }
1243         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; }
1244         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; }
1245
1246
1247         /* Describe spells */
1248         if (vn)
1249         {
1250                 /* Note magic */
1251                 magic = TRUE;
1252
1253                 /* Intro */
1254                 if (breath)
1255                 {
1256                         hooked_roff(_("、なおかつ", ", and is also"));
1257                 }
1258                 else
1259                 {
1260                         hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
1261                 }
1262
1263 #ifdef JP
1264                 /* Adverb */
1265                 if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
1266
1267                 /* Verb Phrase */
1268                 hooked_roff("魔法を使うことができ、");
1269 #else
1270                 /* Verb Phrase */
1271                 hooked_roff(" magical, casting spells");
1272
1273                 /* Adverb */
1274                 if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
1275 #endif
1276
1277
1278                 /* Scan */
1279                 for (n = 0; n < vn; n++)
1280                 {
1281                         /* Intro */
1282 #ifdef JP
1283                         if (n != 0) hooked_roff("、");
1284 #else
1285                         if (n == 0) hooked_roff(" which ");
1286                         else if (n < vn - 1) hooked_roff(", ");
1287                         else hooked_roff(" or ");
1288 #endif
1289
1290
1291                         /* Dump */
1292                         hook_c_roff(color[n], vp[n]);
1293                 }
1294 #ifdef JP
1295                 hooked_roff("の呪文を唱えることがある");
1296 #endif
1297         }
1298
1299
1300         /* End the sentence about inate/other spells */
1301         if (breath || magic)
1302         {
1303                 /* Total casting */
1304                 m = r_ptr->r_cast_spell;
1305
1306                 /* Average frequency */
1307                 n = r_ptr->freq_spell;
1308
1309                 /* Describe the spell frequency */
1310                 if (m > 100 || know_everything)
1311                 {
1312                         hooked_roff(format(
1313                                 _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
1314                 }
1315
1316                 /* Guess at the frequency */
1317                 else if (m)
1318                 {
1319                         n = ((n + 9) / 10) * 10;
1320                         hooked_roff(format(
1321                                 _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
1322                 }
1323
1324                 /* End this sentence */
1325                 hooked_roff(_("。", ".  "));
1326         }
1327
1328         /* Describe monster "toughness" */
1329         if (know_everything || know_armour(r_idx))
1330         {
1331                 /* Armor */
1332                 hooked_roff(format(
1333                         _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
1334                         wd_he[msex], r_ptr->ac));
1335
1336                 /* Maximized hitpoints */
1337                 if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
1338                 {
1339                         u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
1340                         hooked_roff(format(
1341                                 _(" %d の体力がある。", " and a life rating of %d.  "),
1342                                 (s16b)MIN(30000, hp)));
1343                 }
1344
1345                 /* Variable hitpoints */
1346                 else
1347                 {
1348                         hooked_roff(format(
1349                                 _(" %dd%d の体力がある。", " and a life rating of %dd%d.  "),
1350                                 r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
1351                 }
1352         }
1353
1354
1355
1356         /* Collect special abilities. */
1357         vn = 0;
1358         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; }
1359         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; }
1360         if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
1361         if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
1362         if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
1363         if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
1364         if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
1365         if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
1366         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; }
1367         if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
1368         if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
1369         if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
1370
1371
1372         /* Describe special abilities. */
1373         if (vn)
1374         {
1375                 /* Intro */
1376                 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1377
1378                 /* Scan */
1379                 for (n = 0; n < vn; n++)
1380                 {
1381                         /* Intro */
1382 #ifdef JP
1383                         if (n != vn - 1)
1384                         {
1385                                 jverb(vp[n], jverb_buf, JVERB_AND);
1386                                 hook_c_roff(color[n], jverb_buf);
1387                                 hooked_roff("、");
1388                         }
1389                         else hook_c_roff(color[n], vp[n]);
1390 #else
1391                         if (n == 0) hooked_roff(" can ");
1392                         else if (n < vn - 1) hooked_roff(", ");
1393                         else hooked_roff(" and ");
1394
1395                         /* Dump */
1396                         hook_c_roff(color[n], vp[n]);
1397 #endif
1398
1399                 }
1400
1401                 /* End */
1402                 hooked_roff(_("ことができる。", ".  "));
1403
1404         }
1405
1406         /* Aquatic */
1407         if (flags7 & RF7_AQUATIC)
1408         {
1409                 hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water.  "), wd_he[msex]));
1410         }
1411
1412         /* Describe special abilities. */
1413         if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
1414         {
1415                 hooked_roff(format(_("%^sは光っている。", "%^s is shining.  "), wd_he[msex]));
1416         }
1417         if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
1418         {
1419                 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]));
1420         }
1421         if (flags2 & RF2_INVISIBLE)
1422         {
1423                 hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible.  "), wd_he[msex]));
1424         }
1425         if (flags2 & RF2_COLD_BLOOD)
1426         {
1427                 hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded.  "), wd_he[msex]));
1428         }
1429         if (flags2 & RF2_EMPTY_MIND)
1430         {
1431                 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]));
1432         }
1433         else if (flags2 & RF2_WEIRD_MIND)
1434         {
1435                 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]));
1436         }
1437         if (flags2 & RF2_MULTIPLY)
1438         {
1439                 hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively.  "), wd_he[msex]));
1440         }
1441         if (flags2 & RF2_REGENERATE)
1442         {
1443                 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]));
1444         }
1445         if (flags7 & RF7_RIDING)
1446         {
1447                 hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding.  "), wd_he[msex]));
1448         }
1449
1450
1451         /* Collect susceptibilities */
1452         vn = 0;
1453         if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
1454         if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
1455         if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1456         if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1457
1458
1459         /* Describe susceptibilities */
1460         if (vn)
1461         {
1462                 /* Intro */
1463                 hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
1464
1465                 /* Scan */
1466                 for (n = 0; n < vn; n++)
1467                 {
1468                         /* Intro */
1469 #ifdef JP
1470                         if (n != 0) hooked_roff("や");
1471 #else
1472                         if (n == 0) hooked_roff(" is hurt by ");
1473                         else if (n < vn - 1) hooked_roff(", ");
1474                         else hooked_roff(" and ");
1475 #endif
1476
1477
1478                         /* Dump */
1479                         hook_c_roff(color[n], vp[n]);
1480                 }
1481
1482                 /* End */
1483                 hooked_roff(_("でダメージを与えられる。", ".  "));
1484         }
1485
1486
1487         /* Collect immunities */
1488         vn = 0;
1489         if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
1490         if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
1491         if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1492         if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1493         if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
1494
1495
1496         /* Collect resistances */
1497         if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
1498         if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
1499         if (flagsr & RFR_RES_NETH) { vp[vn] = _("地獄", "nether"); color[vn++] = TERM_L_DARK; }
1500         if (flagsr & RFR_RES_WATE) { vp[vn] = _("水", "water"); color[vn++] = TERM_BLUE; }
1501         if (flagsr & RFR_RES_PLAS) { vp[vn] = _("プラズマ", "plasma"); color[vn++] = TERM_L_RED; }
1502         if (flagsr & RFR_RES_SHAR) { vp[vn] = _("破片", "shards"); color[vn++] = TERM_L_UMBER; }
1503         if (flagsr & RFR_RES_SOUN) { vp[vn] = _("轟音", "sound"); color[vn++] = TERM_ORANGE; }
1504         if (flagsr & RFR_RES_CHAO) { vp[vn] = _("カオス", "chaos"); color[vn++] = TERM_VIOLET; }
1505         if (flagsr & RFR_RES_NEXU) { vp[vn] = _("因果混乱", "nexus"); color[vn++] = TERM_VIOLET; }
1506         if (flagsr & RFR_RES_DISE) { vp[vn] = _("劣化", "disenchantment"); color[vn++] = TERM_VIOLET; }
1507         if (flagsr & RFR_RES_WALL) { vp[vn] = _("フォース", "force"); color[vn++] = TERM_UMBER; }
1508         if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
1509         if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
1510         if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
1511         if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
1512         if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
1513
1514         /* Describe immunities and resistances */
1515         if (vn)
1516         {
1517                 /* Intro */
1518                 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1519
1520                 /* Scan */
1521                 for (n = 0; n < vn; n++)
1522                 {
1523                         /* Intro */
1524 #ifdef JP
1525                         if (n != 0) hooked_roff("と");
1526 #else
1527                         if (n == 0) hooked_roff(" resists ");
1528                         else if (n < vn - 1) hooked_roff(", ");
1529                         else hooked_roff(" and ");
1530 #endif
1531
1532
1533                         /* Dump */
1534                         hook_c_roff(color[n], vp[n]);
1535                 }
1536
1537                 /* End */
1538                 hooked_roff(_("の耐性を持っている。", ".  "));
1539         }
1540
1541
1542         if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything)
1543         {
1544                 if (r_ptr->next_r_idx)
1545                 {
1546                         hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
1547                         hook_c_roff(TERM_YELLOW, format("%s", r_name + r_info[r_ptr->next_r_idx].name));
1548
1549                         hooked_roff(
1550                                 _(format("に進化する。"),
1551                                         format(" when %s gets enough experience.  ", wd_he[msex])));
1552                 }
1553                 else if (!(r_ptr->flags1 & RF1_UNIQUE))
1554                 {
1555                         hooked_roff(format(_("%sは進化しない。", "%s won't evolve.  "), wd_he[msex]));
1556                 }
1557         }
1558
1559         /* Collect non-effects */
1560         vn = 0;
1561         if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
1562         if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
1563         if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
1564         if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
1565         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; }
1566
1567         /* Describe non-effects */
1568         if (vn)
1569         {
1570                 /* Intro */
1571                 hooked_roff(format(
1572                         _("%^sは", "%^s"), wd_he[msex]));
1573
1574                 /* Scan */
1575                 for (n = 0; n < vn; n++)
1576                 {
1577                         /* Intro */
1578 #ifdef JP
1579                         if (n != 0) hooked_roff("し、");
1580 #else
1581                         if (n == 0) hooked_roff(" cannot be ");
1582                         else if (n < vn - 1) hooked_roff(", ");
1583                         else hooked_roff(" or ");
1584 #endif
1585
1586
1587                         /* Dump */
1588                         hook_c_roff(color[n], vp[n]);
1589                 }
1590
1591                 /* End */
1592                 hooked_roff(_("。", ".  "));
1593         }
1594
1595
1596         /* Do we know how aware it is? */
1597         if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) ||
1598                 (r_ptr->r_ignore == MAX_UCHAR) ||
1599                 (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
1600         {
1601                 concptr act;
1602
1603                 if (r_ptr->sleep > 200)
1604                 {
1605                         act = _("を無視しがちであるが", "prefers to ignore");
1606                 }
1607                 else if (r_ptr->sleep > 95)
1608                 {
1609                         act = _("に対してほとんど注意を払わないが", "pays very little attention to");
1610                 }
1611                 else if (r_ptr->sleep > 75)
1612                 {
1613                         act = _("に対してあまり注意を払わないが", "pays little attention to");
1614                 }
1615                 else if (r_ptr->sleep > 45)
1616                 {
1617                         act = _("を見過ごしがちであるが", "tends to overlook");
1618                 }
1619                 else if (r_ptr->sleep > 25)
1620                 {
1621                         act = _("をほんの少しは見ており", "takes quite a while to see");
1622                 }
1623                 else if (r_ptr->sleep > 10)
1624                 {
1625                         act = _("をしばらくは見ており", "takes a while to see");
1626                 }
1627                 else if (r_ptr->sleep > 5)
1628                 {
1629                         act = _("を幾分注意深く見ており", "is fairly observant of");
1630                 }
1631                 else if (r_ptr->sleep > 3)
1632                 {
1633                         act = _("を注意深く見ており", "is observant of");
1634                 }
1635                 else if (r_ptr->sleep > 1)
1636                 {
1637                         act = _("をかなり注意深く見ており", "is very observant of");
1638                 }
1639                 else if (r_ptr->sleep > 0)
1640                 {
1641                         act = _("を警戒しており", "is vigilant for");
1642                 }
1643                 else
1644                 {
1645                         act = _("をかなり警戒しており", "is ever vigilant for");
1646                 }
1647
1648                 hooked_roff(
1649                         _(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),
1650                                 format("%^s %s intruders, which %s may notice from %d feet.  ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
1651         }
1652
1653
1654         /* Drops gold and/or items */
1655         if (drop_gold || drop_item)
1656         {
1657                 /* Intro */
1658                 hooked_roff(format(
1659                         _("%^sは", "%^s may carry"), wd_he[msex]));
1660 #ifdef JP
1661 #else
1662                 /* No "n" needed */
1663                 sin = FALSE;
1664 #endif
1665
1666
1667                 /* Count maximum drop */
1668                 n = MAX(drop_gold, drop_item);
1669
1670                 /* One drop (may need an "n") */
1671                 if (n == 1)
1672                 {
1673                         hooked_roff(_("一つの", " a"));
1674 #ifdef JP
1675 #else
1676                         sin = TRUE;
1677 #endif
1678                 }
1679
1680                 /* Two drops */
1681                 else if (n == 2)
1682                 {
1683                         hooked_roff(
1684                                 _("一つか二つの", " one or two"));
1685                 }
1686
1687                 /* Many drops */
1688                 else
1689                 {
1690                         hooked_roff(format(
1691                                 _(" %d 個までの", " up to %d"), n));
1692                 }
1693
1694
1695                 /* Great */
1696                 if (flags1 & RF1_DROP_GREAT)
1697                 {
1698                         p = _("特別な", " exceptional");
1699                 }
1700
1701                 /* Good (no "n" needed) */
1702                 else if (flags1 & RF1_DROP_GOOD)
1703                 {
1704                         p = _("上質な", " good");
1705 #ifdef JP
1706 #else
1707                         sin = FALSE;
1708 #endif
1709                 }
1710
1711                 else
1712                 {
1713                         p = NULL;
1714                 }
1715
1716
1717                 /* Objects */
1718                 if (drop_item)
1719                 {
1720                         /* Handle singular "an" */
1721 #ifdef JP
1722 #else
1723                         if (sin) hooked_roff("n");
1724                         sin = FALSE;
1725 #endif
1726
1727                         /* Dump "object(s)" */
1728                         if (p) hooked_roff(p);
1729                         hooked_roff(
1730                                 _("アイテム", " object"));
1731
1732 #ifdef JP
1733 #else
1734                         if (n != 1) hooked_roff("s");
1735 #endif
1736
1737                         /* Conjunction replaces variety, if needed for "gold" below */
1738                         p = _("や", " or");
1739                 }
1740
1741                 /* Treasures */
1742                 if (drop_gold)
1743                 {
1744 #ifdef JP
1745 #else
1746                         /* Cancel prefix */
1747                         if (!p) sin = FALSE;
1748
1749                         /* Handle singular "an" */
1750                         if (sin) hooked_roff("n");
1751                         sin = FALSE;
1752 #endif
1753
1754                         /* Dump "treasure(s)" */
1755                         if (p) hooked_roff(p);
1756                         hooked_roff(_("財宝", " treasure"));
1757 #ifdef JP
1758 #else
1759                         if (n != 1) hooked_roff("s");
1760 #endif
1761
1762                 }
1763
1764                 /* End this sentence */
1765                 hooked_roff(_("を持っていることがある。", ".  "));
1766         }
1767
1768
1769         /* Count the number of "known" attacks */
1770         for (n = 0, m = 0; m < 4; m++)
1771         {
1772                 /* Skip non-attacks */
1773                 if (!r_ptr->blow[m].method) continue;
1774                 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1775
1776                 /* Count known attacks */
1777                 if (r_ptr->r_blows[m] || know_everything) n++;
1778         }
1779
1780         /* Examine (and count) the actual attacks */
1781         for (r = 0, m = 0; m < 4; m++)
1782         {
1783                 int method, effect, d1, d2;
1784
1785                 /* Skip non-attacks */
1786                 if (!r_ptr->blow[m].method) continue;
1787                 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1788
1789                 /* Skip unknown attacks */
1790                 if (!r_ptr->r_blows[m] && !know_everything) continue;
1791
1792                 /* Extract the attack info */
1793                 method = r_ptr->blow[m].method;
1794                 effect = r_ptr->blow[m].effect;
1795                 d1 = r_ptr->blow[m].d_dice;
1796                 d2 = r_ptr->blow[m].d_side;
1797
1798                 /* No method yet */
1799                 p = NULL;
1800
1801                 /* Acquire the method */
1802                 switch (method)
1803                 {
1804                 case RBM_HIT:           p = _("殴る", "hit"); break;
1805                 case RBM_TOUCH:         p = _("触る", "touch"); break;
1806                 case RBM_PUNCH:         p = _("パンチする", "punch"); break;
1807                 case RBM_KICK:          p = _("蹴る", "kick"); break;
1808                 case RBM_CLAW:          p = _("ひっかく", "claw"); break;
1809                 case RBM_BITE:          p = _("噛む", "bite"); break;
1810                 case RBM_STING:         p = _("刺す", "sting"); break;
1811                 case RBM_SLASH:         p = _("斬る", "slash"); break;
1812                 case RBM_BUTT:          p = _("角で突く", "butt"); break;
1813                 case RBM_CRUSH:         p = _("体当たりする", "crush"); break;
1814                 case RBM_ENGULF:        p = _("飲み込む", "engulf"); break;
1815                 case RBM_CHARGE:        p = _("請求書をよこす", "charge"); break;
1816                 case RBM_CRAWL:         p = _("体の上を這い回る", "crawl on you"); break;
1817                 case RBM_DROOL:         p = _("よだれをたらす", "drool on you"); break;
1818                 case RBM_SPIT:          p = _("つばを吐く", "spit"); break;
1819                 case RBM_EXPLODE:       p = _("爆発する", "explode"); break;
1820                 case RBM_GAZE:          p = _("にらむ", "gaze"); break;
1821                 case RBM_WAIL:          p = _("泣き叫ぶ", "wail"); break;
1822                 case RBM_SPORE:         p = _("胞子を飛ばす", "release spores"); break;
1823                 case RBM_XXX4:          break;
1824                 case RBM_BEG:           p = _("金をせがむ", "beg"); break;
1825                 case RBM_INSULT:        p = _("侮辱する", "insult"); break;
1826                 case RBM_MOAN:          p = _("うめく", "moan"); break;
1827                 case RBM_SHOW:          p = _("歌う", "sing"); break;
1828                 }
1829
1830
1831                 /* Default effect */
1832                 q = NULL;
1833
1834                 /* Acquire the effect */
1835                 switch (effect)
1836                 {
1837                 case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
1838                 case RBE_HURT:          q = _("攻撃する", "attack"); break;
1839                 case RBE_POISON:        q = _("毒をくらわす", "poison"); break;
1840                 case RBE_UN_BONUS:      q = _("劣化させる", "disenchant"); break;
1841                 case RBE_UN_POWER:      q = _("充填魔力を吸収する", "drain charges"); break;
1842                 case RBE_EAT_GOLD:      q = _("金を盗む", "steal gold"); break;
1843                 case RBE_EAT_ITEM:      q = _("アイテムを盗む", "steal items"); break;
1844                 case RBE_EAT_FOOD:      q = _("あなたの食料を食べる", "eat your food"); break;
1845                 case RBE_EAT_LITE:      q = _("明かりを吸収する", "absorb light"); break;
1846                 case RBE_ACID:          q = _("酸を飛ばす", "shoot acid"); break;
1847                 case RBE_ELEC:          q = _("感電させる", "electrocute"); break;
1848                 case RBE_FIRE:          q = _("燃やす", "burn"); break;
1849                 case RBE_COLD:          q = _("凍らせる", "freeze"); break;
1850                 case RBE_BLIND:         q = _("盲目にする", "blind"); break;
1851                 case RBE_CONFUSE:       q = _("混乱させる", "confuse"); break;
1852                 case RBE_TERRIFY:       q = _("恐怖させる", "terrify"); break;
1853                 case RBE_PARALYZE:      q = _("麻痺させる", "paralyze"); break;
1854                 case RBE_LOSE_STR:      q = _("腕力を減少させる", "reduce strength"); break;
1855                 case RBE_LOSE_INT:      q = _("知能を減少させる", "reduce intelligence"); break;
1856                 case RBE_LOSE_WIS:      q = _("賢さを減少させる", "reduce wisdom"); break;
1857                 case RBE_LOSE_DEX:      q = _("器用さを減少させる", "reduce dexterity"); break;
1858                 case RBE_LOSE_CON:      q = _("耐久力を減少させる", "reduce constitution"); break;
1859                 case RBE_LOSE_CHR:      q = _("魅力を減少させる", "reduce charisma"); break;
1860                 case RBE_LOSE_ALL:      q = _("全ステータスを減少させる", "reduce all stats"); break;
1861                 case RBE_SHATTER:       q = _("粉砕する", "shatter"); break;
1862                 case RBE_EXP_10:        q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
1863                 case RBE_EXP_20:        q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
1864                 case RBE_EXP_40:        q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
1865                 case RBE_EXP_80:        q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
1866                 case RBE_DISEASE:       q = _("病気にする", "disease"); break;
1867                 case RBE_TIME:      q = _("時間を逆戻りさせる", "time"); break;
1868                 case RBE_DR_LIFE:   q = _("生命力を吸収する", "drain life"); break;
1869                 case RBE_DR_MANA:   q = _("魔力を奪う", "drain mana force"); break;
1870                 case RBE_INERTIA:   q = _("減速させる", "slow"); break;
1871                 case RBE_STUN:      q = _("朦朧とさせる", "stun"); break;
1872                 }
1873
1874
1875 #ifdef JP
1876                 if (r == 0) hooked_roff(format("%^sは", wd_he[msex]));
1877
1878                 /***若干表現を変更 ita ***/
1879
1880                         /* Describe damage (if known) */
1881                 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1882                 {
1883
1884                         /* Display the damage */
1885                         hooked_roff(format(" %dd%d ", d1, d2));
1886                         hooked_roff("のダメージで");
1887                 }
1888                 /* Hack -- force a method */
1889                 if (!p) p = "何か奇妙なことをする";
1890
1891                 /* Describe the method */
1892                 /* XXしてYYし/XXしてYYする/XXし/XXする */
1893                 if (q) jverb(p, jverb_buf, JVERB_TO);
1894                 else if (r != n - 1) jverb(p, jverb_buf, JVERB_AND);
1895                 else strcpy(jverb_buf, p);
1896
1897                 hooked_roff(jverb_buf);
1898
1899                 /* Describe the effect (if any) */
1900                 if (q)
1901                 {
1902                         if (r != n - 1) jverb(q, jverb_buf, JVERB_AND);
1903                         else strcpy(jverb_buf, q);
1904                         hooked_roff(jverb_buf);
1905                 }
1906                 if (r != n - 1) hooked_roff("、");
1907 #else
1908                 /* Introduce the attack description */
1909                 if (!r)
1910                 {
1911                         hooked_roff(format("%^s can ", wd_he[msex]));
1912                 }
1913                 else if (r < n - 1)
1914                 {
1915                         hooked_roff(", ");
1916                 }
1917                 else
1918                 {
1919                         hooked_roff(", and ");
1920                 }
1921
1922
1923                 /* Hack -- force a method */
1924                 if (!p) p = "do something weird";
1925
1926                 /* Describe the method */
1927                 hooked_roff(p);
1928
1929
1930                 /* Describe the effect (if any) */
1931                 if (q)
1932                 {
1933                         /* Describe the attack type */
1934                         hooked_roff(" to ");
1935                         hooked_roff(q);
1936
1937                         /* Describe damage (if known) */
1938                         if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1939                         {
1940                                 /* Display the damage */
1941                                 hooked_roff(" with damage");
1942                                 hooked_roff(format(" %dd%d", d1, d2));
1943                         }
1944                 }
1945 #endif
1946
1947
1948
1949                 /* Count the attacks as printed */
1950                 r++;
1951         }
1952
1953         /* Finish sentence above */
1954         if (r)
1955         {
1956                 hooked_roff(_("。", ".  "));
1957         }
1958
1959         /* Notice lack of attacks */
1960         else if (flags1 & RF1_NEVER_BLOW)
1961         {
1962                 hooked_roff(format(
1963                         _("%^sは物理的な攻撃方法を持たない。",
1964                                 "%^s has no physical attacks.  "), wd_he[msex]));
1965         }
1966
1967         /* Or describe the lack of knowledge */
1968         else
1969         {
1970                 hooked_roff(format(
1971                         _("%s攻撃については何も知らない。",
1972                                 "Nothing is known about %s attack.  "), wd_his[msex]));
1973         }
1974
1975
1976         /*
1977          * Notice "Quest" monsters, but only if you
1978          * already encountered the monster.
1979          */
1980         if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
1981         {
1982                 hook_c_roff(TERM_VIOLET,
1983                         _("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...",
1984                                 "You feel an intense desire to kill this monster...  "));
1985         }
1986
1987         else if (flags7 & RF7_GUARDIAN)
1988         {
1989                 hook_c_roff(TERM_L_RED,
1990                         _("このモンスターはダンジョンの主である。",
1991                                 "This monster is the master of a dungeon."));
1992         }
1993
1994
1995         /* All done */
1996         hooked_roff("\n");
1997
1998 }
1999
2000
2001 /*!
2002  * @brief モンスター情報のヘッダを記述する
2003  * Hack -- Display the "name" and "attr/chars" of a monster race
2004  * @param r_idx モンスターの種族ID
2005  * @return なし
2006  */
2007 void roff_top(MONRACE_IDX r_idx)
2008 {
2009         monster_race    *r_ptr = &r_info[r_idx];
2010
2011         TERM_COLOR      a1, a2;
2012         char            c1, c2;
2013
2014
2015         /* Access the chars */
2016         c1 = r_ptr->d_char;
2017         c2 = r_ptr->x_char;
2018
2019         /* Access the attrs */
2020         a1 = r_ptr->d_attr;
2021         a2 = r_ptr->x_attr;
2022
2023
2024         /* Clear the top line */
2025         Term_erase(0, 0, 255);
2026
2027         /* Reset the cursor */
2028         Term_gotoxy(0, 0);
2029
2030 #ifdef JP
2031 #else
2032
2033         /* A title (use "The" for non-uniques) */
2034         if (!(r_ptr->flags1 & RF1_UNIQUE))
2035         {
2036                 Term_addstr(-1, TERM_WHITE, "The ");
2037         }
2038 #endif
2039
2040         /* Dump the name */
2041         Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
2042
2043         /* Append the "standard" attr/char info */
2044         Term_addstr(-1, TERM_WHITE, " ('");
2045         Term_add_bigch(a1, c1);
2046         Term_addstr(-1, TERM_WHITE, "')");
2047
2048         /* Append the "optional" attr/char info */
2049         Term_addstr(-1, TERM_WHITE, "/('");
2050         Term_add_bigch(a2, c2);
2051         Term_addstr(-1, TERM_WHITE, "'):");
2052
2053         /* Wizards get extra info */
2054         if (current_world_ptr->wizard)
2055         {
2056                 char buf[16];
2057
2058                 sprintf(buf, "%d", r_idx);
2059
2060                 Term_addstr(-1, TERM_WHITE, " (");
2061                 Term_addstr(-1, TERM_L_BLUE, buf);
2062                 Term_addch(TERM_WHITE, ')');
2063         }
2064 }
2065
2066
2067
2068 /*!
2069  * @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 /
2070  * Hack -- describe the given monster race at the top of the screen
2071  * @param r_idx モンスターの種族ID
2072  * @param mode 表示オプション
2073  * @return なし
2074  */
2075 void screen_roff(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
2076 {
2077         msg_erase();
2078
2079         /* Begin recall */
2080         Term_erase(0, 1, 255);
2081
2082         hook_c_roff = c_roff;
2083
2084         /* Recall monster */
2085         roff_aux(player_ptr, r_idx, mode);
2086
2087         /* Describe monster */
2088         roff_top(r_idx);
2089 }
2090
2091
2092
2093
2094 /*!
2095  * @brief モンスター情報の現在のウィンドウに表示する /
2096  * Hack -- describe the given monster race in the current "term" window
2097  * @param r_idx モンスターの種族ID
2098  * @return なし
2099  */
2100 void display_roff(player_type *player_ptr)
2101 {
2102         MONRACE_IDX r_idx = player_ptr->monster_race_idx;
2103         int y;
2104
2105         /* Erase the window */
2106         for (y = 0; y < Term->hgt; y++)
2107         {
2108                 /* Erase the line */
2109                 Term_erase(0, y, 255);
2110         }
2111
2112         /* Begin recall */
2113         Term_gotoxy(0, 1);
2114
2115         hook_c_roff = c_roff;
2116
2117         /* Recall monster */
2118         roff_aux(player_ptr, r_idx, 0);
2119
2120         /* Describe monster */
2121         roff_top(r_idx);
2122 }
2123
2124
2125 /*!
2126  * @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 /
2127  * Hack -- output description of the given monster race
2128  * @param r_idx モンスターの種族ID
2129  * @param roff_func 出力処理を行う関数ポインタ
2130  * @return なし
2131  */
2132 void output_monster_spoiler(player_type *player_ptr, MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr, concptr str))
2133 {
2134         hook_c_roff = roff_func;
2135
2136         /* Recall monster */
2137         roff_aux(player_ptr, r_idx, 0x03);
2138 }
2139
2140
2141
2142 /*!
2143  * @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
2144  * @return 地勢にあったモンスターの生成条件関数
2145  */
2146 monsterrace_hook_type get_monster_hook(player_type *player_ptr)
2147 {
2148         if (!player_ptr->current_floor_ptr->dun_level && !player_ptr->current_floor_ptr->inside_quest)
2149         {
2150                 switch (wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].terrain)
2151                 {
2152                 case TERRAIN_TOWN:
2153                         return (monsterrace_hook_type)mon_hook_town;
2154                 case TERRAIN_DEEP_WATER:
2155                         return (monsterrace_hook_type)mon_hook_ocean;
2156                 case TERRAIN_SHALLOW_WATER:
2157                 case TERRAIN_SWAMP:
2158                         return (monsterrace_hook_type)mon_hook_shore;
2159                 case TERRAIN_DIRT:
2160                 case TERRAIN_DESERT:
2161                         return (monsterrace_hook_type)mon_hook_waste;
2162                 case TERRAIN_GRASS:
2163                         return (monsterrace_hook_type)mon_hook_grass;
2164                 case TERRAIN_TREES:
2165                         return (monsterrace_hook_type)mon_hook_wood;
2166                 case TERRAIN_SHALLOW_LAVA:
2167                 case TERRAIN_DEEP_LAVA:
2168                         return (monsterrace_hook_type)mon_hook_volcano;
2169                 case TERRAIN_MOUNTAIN:
2170                         return (monsterrace_hook_type)mon_hook_mountain;
2171                 default:
2172                         return (monsterrace_hook_type)mon_hook_dungeon;
2173                 }
2174         }
2175         else
2176         {
2177                 return (monsterrace_hook_type)mon_hook_dungeon;
2178         }
2179 }
2180
2181 /*!
2182  * @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
2183  * @return 地勢にあったモンスターの生成条件関数
2184  */
2185 monsterrace_hook_type get_monster_hook2(player_type *player_ptr, POSITION y, POSITION x)
2186 {
2187         feature_type *f_ptr = &f_info[player_ptr->current_floor_ptr->grid_array[y][x].feat];
2188
2189         /* Set the monster list */
2190
2191         /* Water */
2192         if (have_flag(f_ptr->flags, FF_WATER))
2193         {
2194                 /* Deep water */
2195                 if (have_flag(f_ptr->flags, FF_DEEP))
2196                 {
2197                         return (monsterrace_hook_type)mon_hook_deep_water;
2198                 }
2199
2200                 /* Shallow water */
2201                 else
2202                 {
2203                         return (monsterrace_hook_type)mon_hook_shallow_water;
2204                 }
2205         }
2206
2207         /* Lava */
2208         else if (have_flag(f_ptr->flags, FF_LAVA))
2209         {
2210                 return (monsterrace_hook_type)mon_hook_lava;
2211         }
2212
2213         else return (monsterrace_hook_type)mon_hook_floor;
2214 }
2215
2216 /*!
2217  * @brief モンスターを友好的にする
2218  * @param m_ptr モンスター情報構造体の参照ポインタ
2219  * @return なし
2220  */
2221 void set_friendly(monster_type *m_ptr)
2222 {
2223         m_ptr->smart |= SM_FRIENDLY;
2224 }
2225
2226 /*!
2227  * @brief モンスターをペットにする
2228  * @param m_ptr モンスター情報構造体の参照ポインタ
2229  * @return なし
2230  */
2231 void set_pet(monster_type *m_ptr)
2232 {
2233         check_quest_completion(p_ptr, m_ptr);
2234
2235         m_ptr->smart |= SM_PET;
2236         if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
2237                 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
2238 }
2239
2240 /*!
2241  * @brief モンスターを敵に回す
2242  * Makes the monster hostile towards the player
2243  * @param m_ptr モンスター情報構造体の参照ポインタ
2244  * @return なし
2245  */
2246 void set_hostile(monster_type *m_ptr)
2247 {
2248         if (p_ptr->phase_out) return;
2249         m_ptr->smart &= ~SM_PET;
2250         m_ptr->smart &= ~SM_FRIENDLY;
2251 }
2252
2253
2254 /*!
2255  * @brief モンスターを怒らせる
2256  * Anger the monster
2257  * @param m_ptr モンスター情報構造体の参照ポインタ
2258  * @return なし
2259  */
2260 void anger_monster(monster_type *m_ptr)
2261 {
2262         if (p_ptr->phase_out) return;
2263         if (is_friendly(m_ptr))
2264         {
2265                 GAME_TEXT m_name[MAX_NLEN];
2266
2267                 monster_desc(m_name, m_ptr, 0);
2268                 msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
2269
2270                 set_hostile(m_ptr);
2271
2272                 chg_virtue(p_ptr, V_INDIVIDUALISM, 1);
2273                 chg_virtue(p_ptr, V_HONOUR, -1);
2274                 chg_virtue(p_ptr, V_JUSTICE, -1);
2275                 chg_virtue(p_ptr, V_COMPASSION, -1);
2276         }
2277 }
2278
2279
2280 /*!
2281  * @brief モンスターが地形を踏破できるかどうかを返す
2282  * Check if monster can cross terrain
2283  * @param feat 地形ID
2284  * @param r_ptr モンスター種族構造体の参照ポインタ
2285  * @param mode オプション
2286  * @return 踏破可能ならばTRUEを返す
2287  */
2288 bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
2289 {
2290         feature_type *f_ptr = &f_info[feat];
2291
2292         if (have_flag(f_ptr->flags, FF_PATTERN))
2293         {
2294                 if (!(mode & CEM_RIDING))
2295                 {
2296                         if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
2297                 }
2298                 else
2299                 {
2300                         if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2301                 }
2302         }
2303
2304         /* "CAN" flags */
2305         if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
2306         if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
2307         if (have_flag(f_ptr->flags, FF_CAN_PASS))
2308         {
2309                 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || p_ptr->pass_wall)) return TRUE;
2310         }
2311
2312         if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2313
2314         /* Some monsters can walk on mountains */
2315         if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
2316
2317         /* Water */
2318         if (have_flag(f_ptr->flags, FF_WATER))
2319         {
2320                 if (!(r_ptr->flags7 & RF7_AQUATIC))
2321                 {
2322                         /* Deep water */
2323                         if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2324
2325                         /* Shallow water */
2326                         else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
2327                 }
2328         }
2329
2330         /* Aquatic monster into non-water? */
2331         else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2332
2333         /* Lava */
2334         if (have_flag(f_ptr->flags, FF_LAVA))
2335         {
2336                 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
2337         }
2338
2339         /* Cold */
2340         if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
2341         {
2342                 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
2343         }
2344
2345         /* Elec */
2346         if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
2347         {
2348                 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
2349         }
2350
2351         /* Acid */
2352         if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
2353         {
2354                 if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
2355         }
2356
2357         /* Poison */
2358         if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
2359         {
2360                 if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
2361         }
2362
2363         return TRUE;
2364 }
2365
2366
2367 /*!
2368  * @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
2369  * Strictly check if monster can enter the grid
2370  * @param y 地形のY座標
2371  * @param x 地形のX座標
2372  * @param r_ptr モンスター種族構造体の参照ポインタ
2373  * @param mode オプション
2374  * @return 踏破可能ならばTRUEを返す
2375  */
2376 bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
2377 {
2378         grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
2379
2380         /* Player or other monster */
2381         if (player_bold(p_ptr, y, x)) return FALSE;
2382         if (g_ptr->m_idx) return FALSE;
2383
2384         return monster_can_cross_terrain(g_ptr->feat, r_ptr, mode);
2385 }
2386
2387
2388 /*!
2389  * @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)
2390  * Check if this monster has "hostile" alignment (aux)
2391  * @param sub_align1 モンスター1のサブフラグ
2392  * @param sub_align2 モンスター2のサブフラグ
2393  * @return 敵対関係にあるならばTRUEを返す
2394  */
2395 static bool check_hostile_align(byte sub_align1, byte sub_align2)
2396 {
2397         if (sub_align1 != sub_align2)
2398         {
2399                 if (((sub_align1 & SUB_ALIGN_EVIL) && (sub_align2 & SUB_ALIGN_GOOD)) ||
2400                         ((sub_align1 & SUB_ALIGN_GOOD) && (sub_align2 & SUB_ALIGN_EVIL)))
2401                         return TRUE;
2402         }
2403
2404         /* Non-hostile alignment */
2405         return FALSE;
2406 }
2407
2408
2409 /*!
2410  * @brief モンスターの属性の基づいた敵対関係の有無を返す
2411  * Check if two monsters are enemies
2412  * @param m_ptr モンスター1の構造体参照ポインタ
2413  * @param n_ptr モンスター2の構造体参照ポインタ
2414  * @return 敵対関係にあるならばTRUEを返す
2415  */
2416 bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
2417 {
2418         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2419         monster_race *s_ptr = &r_info[n_ptr->r_idx];
2420
2421         if (p_ptr->phase_out)
2422         {
2423                 if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
2424                 return TRUE;
2425         }
2426
2427         if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
2428                 && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
2429         {
2430                 if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
2431         }
2432
2433         /* Friendly vs. opposite aligned normal or pet */
2434         if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
2435         {
2436                 if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
2437         }
2438
2439         /* Hostile vs. non-hostile */
2440         if (is_hostile(m_ptr) != is_hostile(n_ptr))
2441         {
2442                 return TRUE;
2443         }
2444
2445         /* Default */
2446         return FALSE;
2447 }
2448
2449
2450 /*!
2451  * @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
2452  * Check if this monster race has "hostile" alignment
2453  * @param m_ptr モンスター情報構造体の参照ポインタ
2454  * @param pa_good プレイヤーの善傾向値
2455  * @param pa_evil プレイヤーの悪傾向値
2456  * @param r_ptr モンスター種族情報の構造体参照ポインタ
2457  * @return プレイヤーに敵意を持つならばTRUEを返す
2458  * @details
2459  * If user is player, m_ptr == NULL.
2460  */
2461 bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
2462 {
2463         byte sub_align1 = SUB_ALIGN_NEUTRAL;
2464         byte sub_align2 = SUB_ALIGN_NEUTRAL;
2465
2466         if (m_ptr) /* For a monster */
2467         {
2468                 sub_align1 = m_ptr->sub_align;
2469         }
2470         else /* For player */
2471         {
2472                 if (p_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
2473                 if (p_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL;
2474         }
2475
2476         /* Racial alignment flags */
2477         if (r_ptr->flags3 & RF3_EVIL) sub_align2 |= SUB_ALIGN_EVIL;
2478         if (r_ptr->flags3 & RF3_GOOD) sub_align2 |= SUB_ALIGN_GOOD;
2479
2480         if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
2481
2482         /* Non-hostile alignment */
2483         return FALSE;
2484 }
2485
2486 /*!
2487  * @brief モンスターを倒した際の財宝svalを返す
2488  * @param r_idx 倒したモンスターの種族ID
2489  * @return 財宝のsval
2490  * @details
2491  * Hack -- Return the "automatic coin type" of a monster race
2492  * Used to allocate proper treasure when "Creeping coins" die
2493  * Note the use of actual "monster names"
2494  */
2495 static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
2496 {
2497         /* Analyze monsters */
2498         switch (r_idx)
2499         {
2500         case MON_COPPER_COINS: return 2;
2501         case MON_SILVER_COINS: return 5;
2502         case MON_GOLD_COINS: return 10;
2503         case MON_MITHRIL_COINS:
2504         case MON_MITHRIL_GOLEM: return 16;
2505         case MON_ADAMANT_COINS: return 17;
2506         }
2507
2508         /* Assume nothing */
2509         return 0;
2510 }
2511
2512
2513 /*!
2514  * @brief モンスターが死亡した時の処理 /
2515  * Handle the "death" of a monster.
2516  * @param m_idx 死亡したモンスターのID
2517  * @param drop_item TRUEならばモンスターのドロップ処理を行う
2518  * @return 撃破されたモンスターの述語
2519  * @details
2520  * <pre>
2521  * Disperse treasures centered at the monster location based on the
2522  * various flags contained in the monster flags fields.
2523  * Check for "Quest" completion when a quest monster is killed.
2524  * Note that only the player can induce "monster_death()" on Uniques.
2525  * Thus (for now) all Quest monsters should be Uniques.
2526  * Note that monsters can now carry objects, and when a monster dies,
2527  * it drops all of its objects, which may disappear in crowded rooms.
2528  * </pre>
2529  */
2530 void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item)
2531 {
2532         int i, j;
2533         POSITION y, x;
2534
2535         int dump_item = 0;
2536         int dump_gold = 0;
2537         int number = 0;
2538
2539         floor_type *floor_ptr = player_ptr->current_floor_ptr;
2540         monster_type *m_ptr = &floor_ptr->m_list[m_idx];
2541         monster_race *r_ptr = &r_info[m_ptr->r_idx];
2542
2543         bool visible = ((m_ptr->ml && !player_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
2544
2545         u32b mo_mode = 0L;
2546
2547         bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
2548         bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
2549         bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
2550         int force_coin = get_coin_type(m_ptr->r_idx);
2551
2552         object_type forge;
2553         object_type *q_ptr;
2554
2555         bool drop_chosen_item = drop_item && !cloned && !floor_ptr->inside_arena
2556                 && !player_ptr->phase_out && !is_pet(m_ptr);
2557
2558         /* The caster is dead? */
2559         if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx) current_world_ptr->timewalk_m_idx = 0;
2560
2561         /* Notice changes in view */
2562         if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2563         {
2564                 player_ptr->update |= (PU_MON_LITE);
2565         }
2566
2567         y = m_ptr->fy;
2568         x = m_ptr->fx;
2569
2570         if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2571         {
2572                 GAME_TEXT m_name[MAX_NLEN];
2573
2574                 monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
2575                 exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name);
2576         }
2577
2578         /* Let monsters explode! */
2579         for (i = 0; i < 4; i++)
2580         {
2581                 if (r_ptr->blow[i].method == RBM_EXPLODE)
2582                 {
2583                         BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2584                         EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
2585                         DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
2586                         DICE_SID d_side = r_ptr->blow[i].d_side;
2587                         HIT_POINT damage = damroll(d_dice, d_side);
2588
2589                         project(player_ptr, m_idx, 3, y, x, damage, typ, flg, -1);
2590                         break;
2591                 }
2592         }
2593
2594         if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
2595         {
2596                 choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
2597                 r_ptr = &r_info[m_ptr->r_idx];
2598         }
2599
2600         check_quest_completion(player_ptr, m_ptr);
2601
2602         /* Handle the possibility of player vanquishing arena combatant -KMW- */
2603         if (floor_ptr->inside_arena && !is_pet(m_ptr))
2604         {
2605                 player_ptr->exit_bldg = TRUE;
2606
2607                 if (player_ptr->arena_number > MAX_ARENA_MONS)
2608                 {
2609                         msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
2610                 }
2611                 else
2612                 {
2613                         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."));
2614                 }
2615
2616                 if (arena_info[player_ptr->arena_number].tval)
2617                 {
2618                         q_ptr = &forge;
2619
2620                         /* Prepare to make a prize */
2621                         object_prep(q_ptr, lookup_kind(arena_info[player_ptr->arena_number].tval, arena_info[player_ptr->arena_number].sval));
2622                         apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
2623                         (void)drop_near(player_ptr, q_ptr, -1, y, x);
2624                 }
2625
2626                 if (player_ptr->arena_number > MAX_ARENA_MONS) player_ptr->arena_number++;
2627                 player_ptr->arena_number++;
2628                 if (record_arena)
2629                 {
2630                         GAME_TEXT m_name[MAX_NLEN];
2631
2632                         monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
2633
2634                         exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
2635                 }
2636         }
2637
2638         if (m_idx == player_ptr->riding)
2639         {
2640                 if (rakuba(player_ptr, -1, FALSE))
2641                 {
2642                         msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
2643                 }
2644         }
2645
2646         /* Drop a dead corpse? */
2647         if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
2648                 (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
2649                 !(floor_ptr->inside_arena || player_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
2650         {
2651                 /* Assume skeleton */
2652                 bool corpse = FALSE;
2653
2654                 /*
2655                  * We cannot drop a skeleton? Note, if we are in this check,
2656                  * we *know* we can drop at least a corpse or a skeleton
2657                  */
2658                 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
2659                         corpse = TRUE;
2660                 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
2661                         corpse = TRUE;
2662
2663                 /* Else, a corpse is more likely unless we did a "lot" of damage */
2664                 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
2665                 {
2666                         /* Lots of damage in one blow */
2667                         if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
2668                         {
2669                                 if (one_in_(5)) corpse = TRUE;
2670                         }
2671                         else
2672                         {
2673                                 if (!one_in_(5)) corpse = TRUE;
2674                         }
2675                 }
2676                 q_ptr = &forge;
2677
2678                 /* Prepare to make an object */
2679                 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
2680
2681                 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
2682
2683                 q_ptr->pval = m_ptr->r_idx;
2684                 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2685         }
2686
2687         /* Drop objects being carried */
2688         monster_drop_carried_objects(m_ptr);
2689
2690         if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
2691         if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
2692
2693         switch (m_ptr->r_idx)
2694         {
2695         case MON_PINK_HORROR:
2696                 /* Pink horrors are replaced with 2 Blue horrors */
2697                 if (!(floor_ptr->inside_arena || player_ptr->phase_out))
2698                 {
2699                         bool notice = FALSE;
2700
2701                         for (i = 0; i < 2; i++)
2702                         {
2703                                 POSITION wy = y, wx = x;
2704                                 bool pet = is_pet(m_ptr);
2705                                 BIT_FLAGS mode = 0L;
2706
2707                                 if (pet) mode |= PM_FORCE_PET;
2708
2709                                 if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
2710                                 {
2711                                         if (player_can_see_bold(player_ptr, wy, wx)) notice = TRUE;
2712                                 }
2713                         }
2714
2715                         if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
2716                 }
2717                 break;
2718
2719         case MON_BLOODLETTER:
2720                 /* Bloodletters of Khorne may drop a blade of chaos */
2721                 if (drop_chosen_item && (randint1(100) < 15))
2722                 {
2723                         q_ptr = &forge;
2724
2725                         /* Prepare to make a Blade of Chaos */
2726                         object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
2727
2728                         apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
2729                         (void)drop_near(player_ptr, q_ptr, -1, y, x);
2730                 }
2731                 break;
2732
2733         case MON_RAAL:
2734                 if (drop_chosen_item && (floor_ptr->dun_level > 9))
2735                 {
2736                         q_ptr = &forge;
2737                         object_wipe(q_ptr);
2738
2739                         /* Activate restriction */
2740                         if ((floor_ptr->dun_level > 49) && one_in_(5))
2741                                 get_obj_num_hook = kind_is_good_book;
2742                         else
2743                                 get_obj_num_hook = kind_is_book;
2744
2745                         /* Make a book */
2746                         make_object(player_ptr, q_ptr, mo_mode);
2747                         (void)drop_near(player_ptr, q_ptr, -1, y, x);
2748                 }
2749                 break;
2750
2751         case MON_DAWN:
2752                 /*
2753                  * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
2754                  * spawn another in the fallen one's place!
2755                  */
2756                 if (!floor_ptr->inside_arena && !player_ptr->phase_out)
2757                 {
2758                         if (!one_in_(7))
2759                         {
2760                                 POSITION wy = y, wx = x;
2761                                 int attempts = 100;
2762                                 bool pet = is_pet(m_ptr);
2763
2764                                 do
2765                                 {
2766                                         scatter(player_ptr, &wy, &wx, y, x, 20, 0);
2767                                 } while (!(in_bounds(floor_ptr, wy, wx) && cave_empty_bold2(floor_ptr, wy, wx)) && --attempts);
2768
2769                                 if (attempts > 0)
2770                                 {
2771                                         BIT_FLAGS mode = 0L;
2772                                         if (pet) mode |= PM_FORCE_PET;
2773
2774                                         if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
2775                                         {
2776                                                 if (player_can_see_bold(player_ptr, wy, wx))
2777                                                         msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
2778                                         }
2779                                 }
2780                         }
2781                 }
2782                 break;
2783
2784         case MON_UNMAKER:
2785                 /* One more ultra-hack: An Unmaker goes out with a big bang! */
2786         {
2787                 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2788                 (void)project(player_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
2789         }
2790         break;
2791
2792         case MON_UNICORN_ORD:
2793         case MON_MORGOTH:
2794         case MON_ONE_RING:
2795                 /* Reward for "lazy" player */
2796                 if (player_ptr->pseikaku == SEIKAKU_NAMAKE)
2797                 {
2798                         ARTIFACT_IDX a_idx = 0;
2799                         artifact_type *a_ptr = NULL;
2800
2801                         if (!drop_chosen_item) break;
2802
2803                         do
2804                         {
2805                                 switch (randint0(3))
2806                                 {
2807                                 case 0:
2808                                         a_idx = ART_NAMAKE_HAMMER;
2809                                         break;
2810                                 case 1:
2811                                         a_idx = ART_NAMAKE_BOW;
2812                                         break;
2813                                 case 2:
2814                                         a_idx = ART_NAMAKE_ARMOR;
2815                                         break;
2816                                 }
2817
2818                                 a_ptr = &a_info[a_idx];
2819                         } while (a_ptr->cur_num);
2820
2821                         if (create_named_art(player_ptr, a_idx, y, x))
2822                         {
2823                                 a_ptr->cur_num = 1;
2824
2825                                 /* Hack -- Memorize location of artifact in saved floors */
2826                                 if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
2827                         }
2828                         else if (!preserve_mode) a_ptr->cur_num = 1;
2829                 }
2830                 break;
2831
2832         case MON_SERPENT:
2833                 if (!drop_chosen_item) break;
2834                 q_ptr = &forge;
2835
2836                 /* Mega-Hack -- Prepare to make "Grond" */
2837                 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
2838
2839                 /* Mega-Hack -- Mark this item as "Grond" */
2840                 q_ptr->name1 = ART_GROND;
2841
2842                 /* Mega-Hack -- Actually create "Grond" */
2843                 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
2844                 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2845                 q_ptr = &forge;
2846
2847                 /* Mega-Hack -- Prepare to make "Chaos" */
2848                 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
2849
2850                 /* Mega-Hack -- Mark this item as "Chaos" */
2851                 q_ptr->name1 = ART_CHAOS;
2852
2853                 /* Mega-Hack -- Actually create "Chaos" */
2854                 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
2855                 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2856                 break;
2857
2858         case MON_B_DEATH_SWORD:
2859                 if (drop_chosen_item)
2860                 {
2861                         q_ptr = &forge;
2862
2863                         /* Prepare to make a broken sword */
2864                         object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
2865                         (void)drop_near(player_ptr, q_ptr, -1, y, x);
2866                 }
2867                 break;
2868
2869         case MON_A_GOLD:
2870         case MON_A_SILVER:
2871                 if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
2872                         ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
2873                 {
2874                         q_ptr = &forge;
2875
2876                         /* Prepare to make a Can of Toys */
2877                         object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
2878
2879                         apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
2880                         (void)drop_near(player_ptr, q_ptr, -1, y, x);
2881                 }
2882                 break;
2883
2884         case MON_ROLENTO:
2885         {
2886                 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2887                 (void)project(player_ptr, m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
2888         }
2889         break;
2890
2891         default:
2892                 if (!drop_chosen_item) break;
2893
2894                 switch (r_ptr->d_char)
2895                 {
2896                 case '(':
2897                         if (floor_ptr->dun_level > 0)
2898                         {
2899                                 q_ptr = &forge;
2900                                 object_wipe(q_ptr);
2901
2902                                 /* Activate restriction */
2903                                 get_obj_num_hook = kind_is_cloak;
2904
2905                                 /* Make a cloak */
2906                                 make_object(player_ptr, q_ptr, mo_mode);
2907                                 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2908                         }
2909                         break;
2910
2911                 case '/':
2912                         if (floor_ptr->dun_level > 4)
2913                         {
2914                                 q_ptr = &forge;
2915                                 object_wipe(q_ptr);
2916
2917                                 /* Activate restriction */
2918                                 get_obj_num_hook = kind_is_polearm;
2919
2920                                 /* Make a poleweapon */
2921                                 make_object(player_ptr, q_ptr, mo_mode);
2922                                 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2923                         }
2924                         break;
2925
2926                 case '[':
2927                         if (floor_ptr->dun_level > 19)
2928                         {
2929                                 q_ptr = &forge;
2930                                 object_wipe(q_ptr);
2931
2932                                 /* Activate restriction */
2933                                 get_obj_num_hook = kind_is_armor;
2934
2935                                 /* Make a hard armor */
2936                                 make_object(player_ptr, q_ptr, mo_mode);
2937                                 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2938                         }
2939                         break;
2940
2941                 case '\\':
2942                         if (floor_ptr->dun_level > 4)
2943                         {
2944                                 q_ptr = &forge;
2945                                 object_wipe(q_ptr);
2946
2947                                 /* Activate restriction */
2948                                 get_obj_num_hook = kind_is_hafted;
2949
2950                                 /* Make a hafted weapon */
2951                                 make_object(player_ptr, q_ptr, mo_mode);
2952                                 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2953                         }
2954                         break;
2955
2956                 case '|':
2957                         if (m_ptr->r_idx != MON_STORMBRINGER)
2958                         {
2959                                 q_ptr = &forge;
2960                                 object_wipe(q_ptr);
2961
2962                                 /* Activate restriction */
2963                                 get_obj_num_hook = kind_is_sword;
2964
2965                                 /* Make a sword */
2966                                 make_object(player_ptr, q_ptr, mo_mode);
2967                                 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2968                         }
2969                         break;
2970                 }
2971                 break;
2972         }
2973
2974         /* Mega-Hack -- drop fixed items */
2975         if (drop_chosen_item)
2976         {
2977                 ARTIFACT_IDX a_idx = 0;
2978                 PERCENTAGE chance = 0;
2979
2980                 for (i = 0; i < 4; i++)
2981                 {
2982                         if (!r_ptr->artifact_id[i]) break;
2983                         a_idx = r_ptr->artifact_id[i];
2984                         chance = r_ptr->artifact_percent[i];
2985                 }
2986
2987                 if ((a_idx > 0) && ((randint0(100) < chance) || current_world_ptr->wizard))
2988                 {
2989                         artifact_type *a_ptr = &a_info[a_idx];
2990
2991                         if (!a_ptr->cur_num)
2992                         {
2993                                 if (create_named_art(player_ptr, a_idx, y, x))
2994                                 {
2995                                         a_ptr->cur_num = 1;
2996
2997                                         /* Hack -- Memorize location of artifact in saved floors */
2998                                         if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
2999                                 }
3000                                 else if (!preserve_mode) a_ptr->cur_num = 1;
3001                         }
3002                 }
3003
3004                 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[player_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
3005                 {
3006                         KIND_OBJECT_IDX k_idx = d_info[player_ptr->dungeon_idx].final_object ? d_info[player_ptr->dungeon_idx].final_object
3007                                 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
3008
3009                         if (d_info[player_ptr->dungeon_idx].final_artifact)
3010                         {
3011                                 a_idx = d_info[player_ptr->dungeon_idx].final_artifact;
3012                                 artifact_type *a_ptr = &a_info[a_idx];
3013
3014                                 if (!a_ptr->cur_num)
3015                                 {
3016                                         if (create_named_art(player_ptr, a_idx, y, x))
3017                                         {
3018                                                 a_ptr->cur_num = 1;
3019
3020                                                 /* Hack -- Memorize location of artifact in saved floors */
3021                                                 if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
3022                                         }
3023                                         else if (!preserve_mode) a_ptr->cur_num = 1;
3024
3025                                         /* Prevent rewarding both artifact and "default" object */
3026                                         if (!d_info[player_ptr->dungeon_idx].final_object) k_idx = 0;
3027                                 }
3028                         }
3029
3030                         if (k_idx)
3031                         {
3032                                 q_ptr = &forge;
3033
3034                                 /* Prepare to make a reward */
3035                                 object_prep(q_ptr, k_idx);
3036
3037                                 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
3038                                 (void)drop_near(player_ptr, q_ptr, -1, y, x);
3039                         }
3040                         msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[player_ptr->dungeon_idx].name);
3041                 }
3042         }
3043
3044         /* Determine how much we can drop */
3045         if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
3046         if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
3047         if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
3048         if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
3049         if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
3050         if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
3051
3052         if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
3053                 number = 0; /* Clones drop no stuff unless Cloning Pits */
3054
3055         if (is_pet(m_ptr) || player_ptr->phase_out || floor_ptr->inside_arena)
3056                 number = 0; /* Pets drop no stuff */
3057         if (!drop_item && (r_ptr->d_char != '$')) number = 0;
3058
3059         if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
3060                 number = 0; /* Limit of Multiply monster drop */
3061
3062         /* Hack -- handle creeping coins */
3063         coin_type = force_coin;
3064
3065         /* Average dungeon and monster levels */
3066         floor_ptr->object_level = (floor_ptr->dun_level + r_ptr->level) / 2;
3067
3068         /* Drop some objects */
3069         for (j = 0; j < number; j++)
3070         {
3071                 q_ptr = &forge;
3072                 object_wipe(q_ptr);
3073
3074                 if (do_gold && (!do_item || (randint0(100) < 50)))
3075                 {
3076                         if (!make_gold(floor_ptr, q_ptr)) continue;
3077                         dump_gold++;
3078                 }
3079                 else
3080                 {
3081                         if (!make_object(player_ptr, q_ptr, mo_mode)) continue;
3082                         dump_item++;
3083                 }
3084
3085                 (void)drop_near(player_ptr, q_ptr, -1, y, x);
3086         }
3087
3088         /* Reset the object level */
3089         floor_ptr->object_level = floor_ptr->base_level;
3090
3091         /* Reset "coin" type */
3092         coin_type = 0;
3093
3094
3095         /* Take note of any dropped treasure */
3096         if (visible && (dump_item || dump_gold))
3097         {
3098                 /* Take notes on treasure */
3099                 lore_treasure(m_idx, dump_item, dump_gold);
3100         }
3101
3102         /* Only process "Quest Monsters" */
3103         if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
3104         if (player_ptr->phase_out) return;
3105
3106         /* Winner? */
3107         if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
3108         {
3109                 /* Total winner */
3110                 current_world_ptr->total_winner = TRUE;
3111
3112                 /* Redraw the "title" */
3113                 player_ptr->redraw |= (PR_TITLE);
3114
3115                 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
3116
3117                 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
3118
3119                 admire_from_patron(player_ptr);
3120
3121                 /* Congratulations */
3122                 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
3123                 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!"));
3124                 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."));
3125         }
3126 }
3127
3128 /*!
3129  * @brief モンスターを撃破した際の述語メッセージを返す /
3130  * Return monster death string
3131  * @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
3132  * @return 撃破されたモンスターの述語
3133  */
3134 concptr extract_note_dies(MONRACE_IDX r_idx)
3135 {
3136         monster_race *r_ptr = &r_info[r_idx];
3137         if (monster_living(r_idx)) return _("は死んだ。", " dies.");
3138
3139         for (int i = 0; i < 4; i++)
3140         {
3141                 if (r_ptr->blow[i].method == RBM_EXPLODE)
3142                 {
3143                         return _("は爆発して粉々になった。", " explodes into tiny shreds.");
3144                 }
3145         }
3146
3147         return _("を倒した。", " is destroyed.");
3148 }
3149
3150 /*
3151  * Monster health description
3152  */
3153 concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
3154 {
3155         monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
3156         bool living;
3157         int perc;
3158         concptr desc;
3159         concptr attitude;
3160         concptr clone;
3161
3162         /* Determine if the monster is "living" */
3163         living = monster_living(m_ptr->ap_r_idx);
3164
3165         /* Calculate a health "percentage" */
3166         perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
3167
3168         /* Healthy monsters */
3169         if (m_ptr->hp >= m_ptr->maxhp)
3170         {
3171                 desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
3172         }
3173
3174         else if (perc >= 60)
3175         {
3176                 desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
3177         }
3178
3179         else if (perc >= 25)
3180         {
3181                 desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
3182         }
3183
3184         else if (perc >= 10)
3185         {
3186                 desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
3187         }
3188
3189         else
3190         {
3191                 desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
3192         }
3193
3194         /* Need attitude information? */
3195         if (!(mode & 0x01))
3196         {
3197                 /* Full information is not needed */
3198                 attitude = "";
3199         }
3200         else if (is_pet(m_ptr))
3201         {
3202                 attitude = _(", ペット", ", pet");
3203         }
3204         else if (is_friendly(m_ptr))
3205         {
3206                 attitude = _(", 友好的", ", friendly");
3207         }
3208         else
3209         {
3210                 attitude = _("", "");
3211         }
3212
3213         /* Clone monster? */
3214         if (m_ptr->smart & SM_CLONED)
3215         {
3216                 clone = ", clone";
3217         }
3218         else
3219         {
3220                 clone = "";
3221         }
3222
3223         /* Display monster's level --- idea borrowed from ToME */
3224         if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
3225         {
3226                 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
3227         }
3228         else
3229         {
3230                 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
3231         }
3232
3233 }