3 * @brief モンスター情報の記述 / describe monsters (using monster memory)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
10 * 2014 Deskull rearranged comment for Doxygen.
15 #include "main/music-definitions-table.h"
18 #include "io/write-diary.h"
19 #include "cmd/cmd-dump.h"
20 #include "market/building.h"
23 #include "object/object-kind-hook.h"
24 #include "player-personality.h"
26 #include "monster-spell.h"
27 #include "monsterrace-hook.h"
28 #include "spells-summon.h"
38 #include "view/display-main-window.h"
39 #include "player-class.h"
41 #include "market/arena-info-table.h"
42 #include "spell/process-effect.h"
45 * Pronoun arrays, by gender.
47 static concptr wd_he[3] =
51 { "it", "he", "she" };
54 static concptr wd_his[3] =
56 { "それの", "彼の", "彼女の" };
58 { "its", "his", "her" };
62 * 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural)
64 #define plural(c,s,p) \
65 (((c) == 1) ? (s) : (p))
68 * Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
70 void(*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
73 * @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
74 * @param r_idx モンスターの種族ID
75 * @return 敵のACを知る条件が満たされているならTRUEを返す
77 * The higher the level, the fewer kills needed.
79 static bool know_armour(MONRACE_IDX r_idx)
81 monster_race *r_ptr = &r_info[r_idx];
82 DEPTH level = r_ptr->level;
83 MONSTER_NUMBER kills = r_ptr->r_tkills;
85 bool known = (r_ptr->r_cast_spell == MAX_UCHAR) ? TRUE : FALSE;
87 if (cheat_know || known) return TRUE;
88 if (kills > 304 / (4 + level)) return TRUE;
89 if (!(r_ptr->flags1 & RF1_UNIQUE)) return FALSE;
90 if (kills > 304 / (38 + (5 * level) / 4)) return TRUE;
96 * @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
97 * Determine if the "damage" of the given attack is known
98 * @param r_idx モンスターの種族ID
100 * @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
103 * the higher the level of the monster, the fewer the attacks you need,
104 * the more damage an attack does, the more attacks you need
107 static bool know_damage(MONRACE_IDX r_idx, int i)
109 monster_race *r_ptr = &r_info[r_idx];
110 DEPTH level = r_ptr->level;
111 s32b a = r_ptr->r_blows[i];
113 s32b d1 = r_ptr->blow[i].d_dice;
114 s32b d2 = r_ptr->blow[i].d_side;
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;
127 * @brief モンスターの思い出メッセージをあらかじめ指定された関数ポインタに基づき出力する
131 static void hooked_roff(concptr str)
133 hook_c_roff(TERM_WHITE, str);
138 * @brief ダイス目を文字列に変換する
139 * @param base_damage 固定値
140 * @param dice_num ダイス数
141 * @param dice_side ダイス面
142 * @param dice_mult ダイス倍率
143 * @param dice_div ダイス除数
144 * @param msg 文字列を格納するポインタ
147 void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
149 char base[80] = "", dice[80] = "", mult[80] = "";
153 sprintf(msg, "%d", base_damage);
157 if (base_damage != 0)
158 sprintf(base, "%d+", base_damage);
161 sprintf(dice, "d%d", dice_side);
163 sprintf(dice, "%dd%d", dice_num, dice_side);
165 if (dice_mult != 1 || dice_div != 1)
168 sprintf(mult, "*%d", dice_mult);
170 sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
173 sprintf(msg, "%s%s%s", base, dice, mult);
178 * @brief 文字列にモンスターの攻撃力を加える
179 * @param r_idx モンスターの種族ID
180 * @param SPELL_NUM 呪文番号
182 * @param tmp 返すメッセージを格納する配列
185 void set_damage(player_type *player_ptr, MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
187 int base_damage = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, BASE_DAM);
188 int dice_num = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_NUM);
189 int dice_side = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_SIDE);
190 int dice_mult = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_MULT);
191 int dice_div = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_DIV);
192 char dmg_str[80], dice_str[80];
193 dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
194 sprintf(dice_str, "(%s)", dmg_str);
196 if (know_armour(r_idx))
197 sprintf(tmp, msg, dice_str);
199 sprintf(tmp, msg, "");
204 * @brief モンスターの思い出情報を表示する
205 * Hack -- display monster information using "hooked_roff()"
206 * @param r_idx モンスターの種族ID
207 * @param mode 表示オプション
210 * This function should only be called with the cursor placed at the
211 * left edge of the screen, on a cleared line, in which the recall is
212 * to take place. One extra blank line is left after the recall.
214 static void roff_aux(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
222 bool nightmare = ironman_nightmare && !(mode & 0x02);
223 monster_race *r_ptr = &r_info[r_idx];
224 SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
226 /* Obtain a copy of the "known" number of drops */
227 ITEM_NUMBER drop_gold = r_ptr->r_drop_gold;
228 ITEM_NUMBER drop_item = r_ptr->r_drop_item;
230 /* Obtain a copy of the "known" flags */
231 BIT_FLAGS flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
232 BIT_FLAGS flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
233 BIT_FLAGS flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
234 BIT_FLAGS flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
235 BIT_FLAGS a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
236 BIT_FLAGS a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
237 BIT_FLAGS flags7 = (r_ptr->flags7 & r_ptr->flags7);
238 BIT_FLAGS flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
240 bool reinforce = FALSE;
241 for (int n = 0; n < A_MAX; n++)
243 if (r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
246 bool know_everything = FALSE;
247 if (cheat_know || (mode & 0x01))
249 know_everything = TRUE;
254 drop_gold = drop_item =
255 (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
256 ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
257 ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
258 ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
259 ((r_ptr->flags1 & RF1_DROP_90) ? 1 : 0) +
260 ((r_ptr->flags1 & RF1_DROP_60) ? 1 : 0));
262 if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
263 if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0;
265 flags1 = r_ptr->flags1;
266 flags2 = r_ptr->flags2;
267 flags3 = r_ptr->flags3;
268 flags4 = r_ptr->flags4;
269 a_ability_flags1 = r_ptr->a_ability_flags1;
270 a_ability_flags2 = r_ptr->a_ability_flags2;
271 flagsr = r_ptr->flagsr;
275 if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
276 else if (r_ptr->flags1 & RF1_MALE) msex = 1;
278 if (r_ptr->flags1 & RF1_UNIQUE) flags1 |= (RF1_UNIQUE);
279 if (r_ptr->flags1 & RF1_QUESTOR) flags1 |= (RF1_QUESTOR);
280 if (r_ptr->flags1 & RF1_MALE) flags1 |= (RF1_MALE);
281 if (r_ptr->flags1 & RF1_FEMALE) flags1 |= (RF1_FEMALE);
283 if (r_ptr->flags1 & RF1_FRIENDS) flags1 |= (RF1_FRIENDS);
284 if (r_ptr->flags1 & RF1_ESCORT) flags1 |= (RF1_ESCORT);
285 if (r_ptr->flags1 & RF1_ESCORTS) flags1 |= (RF1_ESCORTS);
287 if (r_ptr->r_tkills || know_everything)
289 if (r_ptr->flags3 & RF3_ORC) flags3 |= (RF3_ORC);
290 if (r_ptr->flags3 & RF3_TROLL) flags3 |= (RF3_TROLL);
291 if (r_ptr->flags3 & RF3_GIANT) flags3 |= (RF3_GIANT);
292 if (r_ptr->flags3 & RF3_DRAGON) flags3 |= (RF3_DRAGON);
293 if (r_ptr->flags3 & RF3_DEMON) flags3 |= (RF3_DEMON);
294 if (r_ptr->flags3 & RF3_UNDEAD) flags3 |= (RF3_UNDEAD);
295 if (r_ptr->flags3 & RF3_EVIL) flags3 |= (RF3_EVIL);
296 if (r_ptr->flags3 & RF3_GOOD) flags3 |= (RF3_GOOD);
297 if (r_ptr->flags3 & RF3_ANIMAL) flags3 |= (RF3_ANIMAL);
298 if (r_ptr->flags3 & RF3_AMBERITE) flags3 |= (RF3_AMBERITE);
299 if (r_ptr->flags2 & RF2_HUMAN) flags2 |= (RF2_HUMAN);
300 if (r_ptr->flags2 & RF2_QUANTUM) flags2 |= (RF2_QUANTUM);
302 if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH);
303 if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP);
308 if (flags1 & RF1_UNIQUE)
310 bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
313 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"),
314 wd_he[msex], r_ptr->r_deaths));
319 _(format("が、すでに仇討ちは果たしている!"),
320 format(", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them"))));
325 _(format("のに、まだ仇討ちを果たしていない。"),
326 format(", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain"))));
333 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. "));
337 else if (r_ptr->r_deaths)
340 _(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),
341 format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
346 _("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。",
347 "and you have exterminated at least %d of the creatures. "), r_ptr->r_pkills));
349 else if (r_ptr->r_tkills)
352 _("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。",
353 "and your ancestors have exterminated at least %d of the creatures. "), r_ptr->r_tkills));
358 _("が、まだ%sを倒したことはない。",
359 "and %s is not ever known to have been defeated. "), wd_he[msex]));
369 _("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。",
370 "You have killed at least %d of these creatures. "), r_ptr->r_pkills));
372 else if (r_ptr->r_tkills)
375 _("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。",
376 "Your ancestors have killed at least %d of these creatures. "), r_ptr->r_tkills));
380 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. "));
387 concptr tmp = r_text + r_ptr->text;
394 if (r_idx == MON_KAGE)
401 if (r_ptr->level == 0)
403 hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex]));
406 else if (r_ptr->r_tkills || know_everything)
411 _("%^sは通常地下 %d フィートで出現し", "%^s is normally found at depths of %d feet"),
412 wd_he[msex], r_ptr->level * 50));
417 _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
418 wd_he[msex], r_ptr->level));
424 if (r_idx == MON_CHAMELEON)
426 hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
432 hooked_roff(_("、", ", and "));
436 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
442 hooked_roff("moves");
445 if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25))
447 if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
449 hooked_roff(_("かなり", " extremely"));
451 else if (flags1 & RF1_RAND_50)
453 hooked_roff(_("幾分", " somewhat"));
455 else if (flags1 & RF1_RAND_25)
457 hooked_roff(_("少々", " a bit"));
460 hooked_roff(_("不規則に", " erratically"));
461 if (speed != 110) hooked_roff(_("、かつ", ", and"));
466 if (speed >= 150) hook_c_roff(TERM_VIOLET, _("信じ難いほど素早く", " incredibly quickly"));
467 else if (speed >= 145) hook_c_roff(TERM_RED, _("音速並に素早く", " sonic-boomingly quickly"));
468 else if (speed >= 140) hook_c_roff(TERM_RED, _("悪夢的に素早く", " nightmare quickly"));
469 else if (speed >= 135) hook_c_roff(TERM_ORANGE, _("猛烈に素早く", " extremely quickly"));
470 else if (speed >= 130) hook_c_roff(TERM_ORANGE, _("非常に素早く", " very quickly"));
471 else if (speed >= 125) hook_c_roff(TERM_UMBER, _("かなり素早く", " fairly quickly"));
472 else if (speed >= 120) hook_c_roff(TERM_UMBER, _("素早く", " quickly"));
473 else if (speed >= 115) hook_c_roff(TERM_L_UMBER, _("やや素早く", " somewhat quickly"));
474 else hook_c_roff(TERM_L_WHITE, _("わずかに素早く", " slightly quickly"));
476 else if (speed < 110)
478 if (speed < 90) hook_c_roff(TERM_GREEN, _("信じ難いほどゆっくりと", " incredibly slowly"));
479 else if (speed < 95) hook_c_roff(TERM_L_GREEN, _("非常にゆっくりと", " very slowly"));
480 else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなりゆっくりと", " fairly slowly"));
481 else if (speed < 105) hook_c_roff(TERM_L_BLUE, _("ややゆっくりと", " somewhat slowly"));
482 else hook_c_roff(TERM_L_WHITE, _("わずかにゆっくりと", " slightly slowly"));
486 hooked_roff(_("普通の速さで", " at normal speed"));
490 hooked_roff("動いている");
493 if (flags1 & RF1_NEVER_MOVE)
497 hooked_roff(_("、しかし", ", but "));
501 hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
505 hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
510 hooked_roff(_("。", ". "));
514 if (r_ptr->r_tkills || know_everything)
519 if (flags1 & RF1_UNIQUE)
521 hooked_roff("Killing this");
525 hooked_roff("A kill of this");
529 if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));
530 if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
531 if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
532 if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, _("善良な", " good"));
533 if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
534 if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
536 if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
538 if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
539 if (flags3 & RF3_DEMON) hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
540 if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, _("巨人", " giant"));
541 if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, _("トロル", " troll"));
542 if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, _("オーク", " orc"));
543 if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, _("人間", " human"));
544 if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
545 if (flags3 & RF3_ANGEL) hook_c_roff(TERM_YELLOW, _("天使", " angel"));
549 hooked_roff(_("モンスター", " creature"));
553 hooked_roff("を倒すことは");
555 long exp_integer = (long)r_ptr->mexp * r_ptr->level / (player_ptr->max_plv + 2) * 3 / 2;
556 long exp_decimal = ((((long)r_ptr->mexp * r_ptr->level % (player_ptr->max_plv + 2) * 3 / 2) *
557 (long)1000 / (player_ptr->max_plv + 2) + 5) / 10);
560 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)exp_integer, (long)exp_decimal));
562 hooked_roff(format(" is worth about %ld.%02ld point%s",
563 (long)exp_integer, (long)exp_decimal, ((exp_integer == 1) && (exp_decimal == 0)) ? "" : "s"));
567 exp_integer = player_ptr->lev % 10;
568 if ((player_ptr->lev / 10) != 1)
570 if (exp_integer == 1) ordinal = "st";
571 else if (exp_integer == 2) ordinal = "nd";
572 else if (exp_integer == 3) ordinal = "rd";
577 exp_integer = player_ptr->lev;
578 if ((exp_integer == 8) || (exp_integer == 11) || (exp_integer == 18)) vowel = "n";
580 hooked_roff(format(" for a%s %lu%s level character. ", vowel, (long)exp_integer, ordinal));
584 if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
586 hook_c_roff(TERM_VIOLET, format(
587 _("%^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]));
589 else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
591 hook_c_roff(TERM_L_RED, format(
592 _("%^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]));
594 else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
596 hook_c_roff(TERM_BLUE, format(
597 _("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice. "), wd_he[msex]));
599 else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
601 hook_c_roff(TERM_L_GREEN, format(
602 _("%^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]));
604 else if (flags2 & RF2_AURA_FIRE)
606 hook_c_roff(TERM_RED, format(
607 _("%^sは炎に包まれている。", "%^s is surrounded by flames. "), wd_he[msex]));
609 else if (flags3 & RF3_AURA_COLD)
611 hook_c_roff(TERM_BLUE, format(
612 _("%^sは氷に包まれている。", "%^s is surrounded by ice. "), wd_he[msex]));
614 else if (flags2 & RF2_AURA_ELEC)
616 hook_c_roff(TERM_L_BLUE, format(
617 _("%^sはスパークに包まれている。", "%^s is surrounded by electricity. "), wd_he[msex]));
620 if (flags2 & RF2_REFLECTING)
621 hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells. "), wd_he[msex]));
623 if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
626 _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts. "), wd_he[msex]));
630 hooked_roff(_("護衛の構成は", "These escorts"));
631 if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
633 hooked_roff(_("少なくとも", " at the least"));
637 hooked_roff(" contain ");
639 for (int n = 0; n < A_MAX; n++)
641 bool is_reinforced = r_ptr->reinforce_id[n] > 0;
642 is_reinforced &= r_ptr->reinforce_dd[n];
643 is_reinforced &= r_ptr->reinforce_ds[n];
644 if (!is_reinforced) continue;
646 monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
647 if (rf_ptr->flags1 & RF1_UNIQUE)
649 hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
654 hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
656 bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
657 GAME_TEXT name[MAX_NLEN];
658 strcpy(name, r_name + rf_ptr->name);
659 if (plural) plural_aux(name);
660 hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
664 hooked_roff(_("で成り立っている。", "."));
668 else if (flags1 & RF1_FRIENDS)
670 hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[msex]));
676 char tmp_msg[96][96];
677 if (flags4 & RF4_SHRIEK)
679 vp[vn] = _("悲鳴で助けを求める", "shriek for help");
680 color[vn++] = TERM_L_WHITE;
683 if (flags4 & RF4_ROCKET)
685 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]);
686 vp[vn] = tmp_msg[vn];
687 color[vn++] = TERM_UMBER;
690 if (flags4 & RF4_SHOOT)
692 for (int m = 0; m < 4; m++)
694 if (r_ptr->blow[m].method != RBM_SHOOT) continue;
696 if (know_armour(r_idx))
697 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);
699 sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
700 vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
705 if (a_ability_flags2 & (RF6_SPECIAL))
707 vp[vn] = _("特別な行動をする", "do something");
708 color[vn++] = TERM_VIOLET;
713 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
714 for (int n = 0; n < vn; n++)
719 jverb(vp[n], jverb_buf, JVERB_OR);
720 hook_c_roff(color[n], jverb_buf);
721 hook_c_roff(color[n], "り");
724 else hook_c_roff(color[n], vp[n]);
726 if (n == 0) hooked_roff(" may ");
727 else if (n < vn - 1) hooked_roff(", ");
728 else hooked_roff(" or ");
730 hook_c_roff(color[n], vp[n]);
734 hooked_roff(_("ことがある。", ". "));
738 if (flags4 & (RF4_BR_ACID))
740 set_damage(player_ptr, r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
741 vp[vn] = tmp_msg[vn];
742 color[vn++] = TERM_GREEN;
745 if (flags4 & (RF4_BR_ELEC))
747 set_damage(player_ptr, r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
748 vp[vn] = tmp_msg[vn];
749 color[vn++] = TERM_BLUE;
752 if (flags4 & (RF4_BR_FIRE))
754 set_damage(player_ptr, r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
755 vp[vn] = tmp_msg[vn];
756 color[vn++] = TERM_RED;
759 if (flags4 & (RF4_BR_COLD))
761 set_damage(player_ptr, r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
762 vp[vn] = tmp_msg[vn];
763 color[vn++] = TERM_L_WHITE;
766 if (flags4 & (RF4_BR_POIS))
768 set_damage(player_ptr, r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
769 vp[vn] = tmp_msg[vn];
770 color[vn++] = TERM_L_GREEN;
773 if (flags4 & (RF4_BR_NETH))
775 set_damage(player_ptr, r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
776 vp[vn] = tmp_msg[vn];
777 color[vn++] = TERM_L_DARK;
780 if (flags4 & (RF4_BR_LITE))
782 set_damage(player_ptr, r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
783 vp[vn] = tmp_msg[vn];
784 color[vn++] = TERM_YELLOW;
787 if (flags4 & (RF4_BR_DARK))
789 set_damage(player_ptr, r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
790 vp[vn] = tmp_msg[vn];
791 color[vn++] = TERM_L_DARK;
794 if (flags4 & (RF4_BR_CONF))
796 set_damage(player_ptr, r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
797 vp[vn] = tmp_msg[vn];
798 color[vn++] = TERM_L_UMBER;
801 if (flags4 & (RF4_BR_SOUN))
803 set_damage(player_ptr, r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
804 vp[vn] = tmp_msg[vn];
805 color[vn++] = TERM_ORANGE;
808 if (flags4 & (RF4_BR_CHAO))
810 set_damage(player_ptr, r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
811 vp[vn] = tmp_msg[vn];
812 color[vn++] = TERM_VIOLET;
815 if (flags4 & (RF4_BR_DISE))
817 set_damage(player_ptr, r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
818 vp[vn] = tmp_msg[vn];
819 color[vn++] = TERM_VIOLET;
822 if (flags4 & (RF4_BR_NEXU))
824 set_damage(player_ptr, r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
825 vp[vn] = tmp_msg[vn];
826 color[vn++] = TERM_VIOLET;
829 if (flags4 & (RF4_BR_TIME))
831 set_damage(player_ptr, r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
832 vp[vn] = tmp_msg[vn];
833 color[vn++] = TERM_L_BLUE;
836 if (flags4 & (RF4_BR_INER))
838 set_damage(player_ptr, r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
839 vp[vn] = tmp_msg[vn];
840 color[vn++] = TERM_SLATE;
843 if (flags4 & (RF4_BR_GRAV))
845 set_damage(player_ptr, r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
846 vp[vn] = tmp_msg[vn];
847 color[vn++] = TERM_SLATE;
850 if (flags4 & (RF4_BR_SHAR))
852 set_damage(player_ptr, r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
853 vp[vn] = tmp_msg[vn];
854 color[vn++] = TERM_L_UMBER;
857 if (flags4 & (RF4_BR_PLAS))
859 set_damage(player_ptr, r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
860 vp[vn] = tmp_msg[vn];
861 color[vn++] = TERM_L_RED;
864 if (flags4 & (RF4_BR_WALL))
866 set_damage(player_ptr, r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
867 vp[vn] = tmp_msg[vn];
868 color[vn++] = TERM_UMBER;
871 if (flags4 & (RF4_BR_MANA))
873 set_damage(player_ptr, r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
874 vp[vn] = tmp_msg[vn];
875 color[vn++] = TERM_L_BLUE;
878 if (flags4 & (RF4_BR_NUKE))
880 set_damage(player_ptr, r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
881 vp[vn] = tmp_msg[vn];
882 color[vn++] = TERM_L_GREEN;
885 if (flags4 & (RF4_BR_DISI))
887 set_damage(player_ptr, r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
888 vp[vn] = tmp_msg[vn];
889 color[vn++] = TERM_SLATE;
896 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
897 for (int n = 0; n < vn; n++)
900 if (n != 0) hooked_roff("や");
902 if (n == 0) hooked_roff(" may breathe ");
903 else if (n < vn - 1) hooked_roff(", ");
904 else hooked_roff(" or ");
906 hook_c_roff(color[n], vp[n]);
910 hooked_roff("のブレスを吐くことがある");
915 if (a_ability_flags1 & (RF5_BA_ACID))
917 set_damage(player_ptr, r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
918 vp[vn] = tmp_msg[vn];
919 color[vn++] = TERM_GREEN;
922 if (a_ability_flags1 & (RF5_BA_ELEC))
924 set_damage(player_ptr, r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
925 vp[vn] = tmp_msg[vn];
926 color[vn++] = TERM_BLUE;
929 if (a_ability_flags1 & (RF5_BA_FIRE))
931 set_damage(player_ptr, r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
932 vp[vn] = tmp_msg[vn];
933 color[vn++] = TERM_RED;
936 if (a_ability_flags1 & (RF5_BA_COLD))
938 set_damage(player_ptr, r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
939 vp[vn] = tmp_msg[vn];
940 color[vn++] = TERM_L_WHITE;
943 if (a_ability_flags1 & (RF5_BA_POIS))
945 set_damage(player_ptr, r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
946 vp[vn] = tmp_msg[vn];
947 color[vn++] = TERM_L_GREEN;
950 if (a_ability_flags1 & (RF5_BA_NETH))
952 set_damage(player_ptr, r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
953 vp[vn] = tmp_msg[vn];
954 color[vn++] = TERM_L_DARK;
957 if (a_ability_flags1 & (RF5_BA_WATE))
959 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]);
960 vp[vn] = tmp_msg[vn];
961 color[vn++] = TERM_BLUE;
964 if (flags4 & (RF4_BA_NUKE))
966 set_damage(player_ptr, r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
967 vp[vn] = tmp_msg[vn];
968 color[vn++] = TERM_L_GREEN;
971 if (a_ability_flags1 & (RF5_BA_MANA))
973 set_damage(player_ptr, r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
974 vp[vn] = tmp_msg[vn];
975 color[vn++] = TERM_L_BLUE;
978 if (a_ability_flags1 & (RF5_BA_DARK))
980 set_damage(player_ptr, r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
981 vp[vn] = tmp_msg[vn];
982 color[vn++] = TERM_L_DARK;
985 if (a_ability_flags1 & (RF5_BA_LITE))
987 set_damage(player_ptr, r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
988 vp[vn] = tmp_msg[vn];
989 color[vn++] = TERM_YELLOW;
992 if (flags4 & (RF4_BA_CHAO))
994 set_damage(player_ptr, r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
995 vp[vn] = tmp_msg[vn];
996 color[vn++] = TERM_VIOLET;
999 if (a_ability_flags2 & (RF6_HAND_DOOM))
1001 vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)");
1002 color[vn++] = TERM_VIOLET;
1005 if (a_ability_flags2 & (RF6_PSY_SPEAR))
1007 set_damage(player_ptr, r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
1008 vp[vn] = tmp_msg[vn];
1009 color[vn++] = TERM_YELLOW;
1012 if (a_ability_flags1 & (RF5_DRAIN_MANA))
1014 set_damage(player_ptr, r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
1015 vp[vn] = tmp_msg[vn];
1016 color[vn++] = TERM_SLATE;
1019 if (a_ability_flags1 & (RF5_MIND_BLAST))
1021 set_damage(player_ptr, r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
1022 vp[vn] = tmp_msg[vn];
1023 color[vn++] = TERM_L_RED;
1026 if (a_ability_flags1 & (RF5_BRAIN_SMASH))
1028 set_damage(player_ptr, r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
1029 vp[vn] = tmp_msg[vn];
1030 color[vn++] = TERM_RED;
1033 if (a_ability_flags1 & (RF5_CAUSE_1))
1035 set_damage(player_ptr, r_idx, (MS_CAUSE_1),
1036 _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
1037 vp[vn] = tmp_msg[vn];
1038 color[vn++] = TERM_L_WHITE;
1041 if (a_ability_flags1 & (RF5_CAUSE_2))
1043 set_damage(player_ptr, r_idx, (MS_CAUSE_2),
1044 _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
1045 vp[vn] = tmp_msg[vn];
1046 color[vn++] = TERM_L_WHITE;
1049 if (a_ability_flags1 & (RF5_CAUSE_3))
1051 set_damage(player_ptr, r_idx, (MS_CAUSE_3),
1052 _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
1053 vp[vn] = tmp_msg[vn];
1054 color[vn++] = TERM_L_WHITE;
1057 if (a_ability_flags1 & (RF5_CAUSE_4))
1059 set_damage(player_ptr, r_idx, (MS_CAUSE_4),
1060 _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
1061 vp[vn] = tmp_msg[vn];
1062 color[vn++] = TERM_L_WHITE;
1065 if (a_ability_flags1 & (RF5_BO_ACID))
1067 set_damage(player_ptr, r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
1068 vp[vn] = tmp_msg[vn];
1069 color[vn++] = TERM_GREEN;
1072 if (a_ability_flags1 & (RF5_BO_ELEC))
1074 set_damage(player_ptr, r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
1075 vp[vn] = tmp_msg[vn];
1076 color[vn++] = TERM_BLUE;
1079 if (a_ability_flags1 & (RF5_BO_FIRE))
1081 set_damage(player_ptr, r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
1082 vp[vn] = tmp_msg[vn];
1083 color[vn++] = TERM_RED;
1086 if (a_ability_flags1 & (RF5_BO_COLD))
1088 set_damage(player_ptr, r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
1089 vp[vn] = tmp_msg[vn];
1090 color[vn++] = TERM_L_WHITE;
1093 if (a_ability_flags1 & (RF5_BO_NETH))
1095 set_damage(player_ptr, r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
1096 vp[vn] = tmp_msg[vn];
1097 color[vn++] = TERM_L_DARK;
1100 if (a_ability_flags1 & (RF5_BO_WATE))
1102 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]);
1103 vp[vn] = tmp_msg[vn];
1104 color[vn++] = TERM_BLUE;
1107 if (a_ability_flags1 & (RF5_BO_MANA))
1109 set_damage(player_ptr, r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
1110 vp[vn] = tmp_msg[vn];
1111 color[vn++] = TERM_L_BLUE;
1114 if (a_ability_flags1 & (RF5_BO_PLAS))
1116 set_damage(player_ptr, r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
1117 vp[vn] = tmp_msg[vn];
1118 color[vn++] = TERM_L_RED;
1121 if (a_ability_flags1 & (RF5_BO_ICEE))
1123 set_damage(player_ptr, r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
1124 vp[vn] = tmp_msg[vn];
1125 color[vn++] = TERM_WHITE;
1128 if (a_ability_flags1 & (RF5_MISSILE))
1130 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]);
1131 vp[vn] = tmp_msg[vn];
1132 color[vn++] = TERM_SLATE;
1135 if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
1136 if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
1137 if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
1138 if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
1139 if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
1140 if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
1141 if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
1142 if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
1143 if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
1144 if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
1145 if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
1146 if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
1147 if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
1148 if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
1149 if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
1151 if (a_ability_flags2 & (RF6_DARKNESS))
1153 if ((player_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
1155 vp[vn] = _("暗闇", "create darkness");
1156 color[vn++] = TERM_L_DARK;
1160 vp[vn] = _("閃光", "create light");
1161 color[vn++] = TERM_YELLOW;
1165 if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
1166 if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
1167 if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
1168 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; }
1169 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; }
1170 if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
1171 if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
1172 if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
1173 if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
1174 if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
1175 if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
1176 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; }
1177 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; }
1178 if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
1179 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; }
1180 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; }
1181 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; }
1182 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; }
1183 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; }
1191 hooked_roff(_("、なおかつ", ", and is also"));
1195 hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
1199 if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
1200 hooked_roff("魔法を使うことができ、");
1202 hooked_roff(" magical, casting spells");
1203 if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
1206 for (int n = 0; n < vn; n++)
1209 if (n != 0) hooked_roff("、");
1211 if (n == 0) hooked_roff(" which ");
1212 else if (n < vn - 1) hooked_roff(", ");
1213 else hooked_roff(" or ");
1215 hook_c_roff(color[n], vp[n]);
1219 hooked_roff("の呪文を唱えることがある");
1223 if (breath || magic)
1225 int m = r_ptr->r_cast_spell;
1226 int n = r_ptr->freq_spell;
1227 if (m > 100 || know_everything)
1230 _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
1234 n = ((n + 9) / 10) * 10;
1236 _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
1239 hooked_roff(_("。", ". "));
1242 if (know_everything || know_armour(r_idx))
1245 _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
1246 wd_he[msex], r_ptr->ac));
1248 if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
1250 u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
1252 _(" %d の体力がある。", " and a life rating of %d. "),
1253 (s16b)MIN(30000, hp)));
1258 _(" %dd%d の体力がある。", " and a life rating of %dd%d. "),
1259 r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
1264 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; }
1265 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; }
1266 if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
1267 if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
1268 if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
1269 if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
1270 if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
1271 if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
1272 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; }
1273 if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
1274 if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
1275 if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
1279 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1280 for (int n = 0; n < vn; n++)
1285 jverb(vp[n], jverb_buf, JVERB_AND);
1286 hook_c_roff(color[n], jverb_buf);
1291 hook_c_roff(color[n], vp[n]);
1294 if (n == 0) hooked_roff(" can ");
1295 else if (n < vn - 1) hooked_roff(", ");
1296 else hooked_roff(" and ");
1298 hook_c_roff(color[n], vp[n]);
1303 hooked_roff(_("ことができる。", ". "));
1306 if (flags7 & RF7_AQUATIC)
1308 hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water. "), wd_he[msex]));
1311 if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
1313 hooked_roff(format(_("%^sは光っている。", "%^s is shining. "), wd_he[msex]));
1316 if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
1318 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]));
1321 if (flags2 & RF2_INVISIBLE)
1323 hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible. "), wd_he[msex]));
1326 if (flags2 & RF2_COLD_BLOOD)
1328 hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded. "), wd_he[msex]));
1331 if (flags2 & RF2_EMPTY_MIND)
1333 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]));
1335 else if (flags2 & RF2_WEIRD_MIND)
1337 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]));
1340 if (flags2 & RF2_MULTIPLY)
1342 hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively. "), wd_he[msex]));
1345 if (flags2 & RF2_REGENERATE)
1347 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]));
1350 if (flags7 & RF7_RIDING)
1352 hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[msex]));
1356 if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
1357 if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
1358 if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1359 if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1363 hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
1365 for (int n = 0; n < vn; n++)
1368 if (n != 0) hooked_roff("や");
1370 if (n == 0) hooked_roff(" is hurt by ");
1371 else if (n < vn - 1) hooked_roff(", ");
1372 else hooked_roff(" and ");
1374 hook_c_roff(color[n], vp[n]);
1377 hooked_roff(_("でダメージを与えられる。", ". "));
1381 if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
1382 if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
1383 if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
1384 if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
1385 if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
1387 if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
1388 if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
1389 if (flagsr & RFR_RES_NETH) { vp[vn] = _("地獄", "nether"); color[vn++] = TERM_L_DARK; }
1390 if (flagsr & RFR_RES_WATE) { vp[vn] = _("水", "water"); color[vn++] = TERM_BLUE; }
1391 if (flagsr & RFR_RES_PLAS) { vp[vn] = _("プラズマ", "plasma"); color[vn++] = TERM_L_RED; }
1392 if (flagsr & RFR_RES_SHAR) { vp[vn] = _("破片", "shards"); color[vn++] = TERM_L_UMBER; }
1393 if (flagsr & RFR_RES_SOUN) { vp[vn] = _("轟音", "sound"); color[vn++] = TERM_ORANGE; }
1394 if (flagsr & RFR_RES_CHAO) { vp[vn] = _("カオス", "chaos"); color[vn++] = TERM_VIOLET; }
1395 if (flagsr & RFR_RES_NEXU) { vp[vn] = _("因果混乱", "nexus"); color[vn++] = TERM_VIOLET; }
1396 if (flagsr & RFR_RES_DISE) { vp[vn] = _("劣化", "disenchantment"); color[vn++] = TERM_VIOLET; }
1397 if (flagsr & RFR_RES_WALL) { vp[vn] = _("フォース", "force"); color[vn++] = TERM_UMBER; }
1398 if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
1399 if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
1400 if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
1401 if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
1402 if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
1406 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1407 for (int n = 0; n < vn; n++)
1410 if (n != 0) hooked_roff("と");
1412 if (n == 0) hooked_roff(" resists ");
1413 else if (n < vn - 1) hooked_roff(", ");
1414 else hooked_roff(" and ");
1416 hook_c_roff(color[n], vp[n]);
1419 hooked_roff(_("の耐性を持っている。", ". "));
1422 if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything)
1424 if (r_ptr->next_r_idx)
1426 hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
1427 hook_c_roff(TERM_YELLOW, format("%s", r_name + r_info[r_ptr->next_r_idx].name));
1431 format(" when %s gets enough experience. ", wd_he[msex])));
1433 else if (!(r_ptr->flags1 & RF1_UNIQUE))
1435 hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[msex]));
1440 if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
1441 if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
1442 if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
1443 if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
1444 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; }
1448 hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
1449 for (int n = 0; n < vn; n++)
1452 if (n != 0) hooked_roff("し、");
1454 if (n == 0) hooked_roff(" cannot be ");
1455 else if (n < vn - 1) hooked_roff(", ");
1456 else hooked_roff(" or ");
1458 hook_c_roff(color[n], vp[n]);
1461 hooked_roff(_("。", ". "));
1464 if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) ||
1465 (r_ptr->r_ignore == MAX_UCHAR) ||
1466 (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
1469 if (r_ptr->sleep > 200)
1471 act = _("を無視しがちであるが", "prefers to ignore");
1473 else if (r_ptr->sleep > 95)
1475 act = _("に対してほとんど注意を払わないが", "pays very little attention to");
1477 else if (r_ptr->sleep > 75)
1479 act = _("に対してあまり注意を払わないが", "pays little attention to");
1481 else if (r_ptr->sleep > 45)
1483 act = _("を見過ごしがちであるが", "tends to overlook");
1485 else if (r_ptr->sleep > 25)
1487 act = _("をほんの少しは見ており", "takes quite a while to see");
1489 else if (r_ptr->sleep > 10)
1491 act = _("をしばらくは見ており", "takes a while to see");
1493 else if (r_ptr->sleep > 5)
1495 act = _("を幾分注意深く見ており", "is fairly observant of");
1497 else if (r_ptr->sleep > 3)
1499 act = _("を注意深く見ており", "is observant of");
1501 else if (r_ptr->sleep > 1)
1503 act = _("をかなり注意深く見ており", "is very observant of");
1505 else if (r_ptr->sleep > 0)
1507 act = _("を警戒しており", "is vigilant for");
1511 act = _("をかなり警戒しており", "is ever vigilant for");
1515 _(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),
1516 format("%^s %s intruders, which %s may notice from %d feet. ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
1519 if (drop_gold || drop_item)
1521 hooked_roff(format(_("%^sは", "%^s may carry"), wd_he[msex]));
1527 int n = MAX(drop_gold, drop_item);
1530 hooked_roff(_("一つの", " a"));
1538 hooked_roff(_("一つか二つの", " one or two"));
1542 hooked_roff(format(_(" %d 個までの", " up to %d"), n));
1546 if (flags1 & RF1_DROP_GREAT)
1548 p = _("特別な", " exceptional");
1550 else if (flags1 & RF1_DROP_GOOD)
1552 p = _("上質な", " good");
1567 if (sin) hooked_roff("n");
1570 if (p) hooked_roff(p);
1571 hooked_roff(_("アイテム", " object"));
1574 if (n != 1) hooked_roff("s");
1583 if (!p) sin = FALSE;
1584 if (sin) hooked_roff("n");
1587 if (p) hooked_roff(p);
1588 hooked_roff(_("財宝", " treasure"));
1591 if (n != 1) hooked_roff("s");
1595 hooked_roff(_("を持っていることがある。", ". "));
1598 const int max_attack_numbers = 4;
1600 for (int m = 0; m < max_attack_numbers; m++)
1602 if (!r_ptr->blow[m].method) continue;
1603 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1605 if (r_ptr->r_blows[m] || know_everything) count++;
1608 int attack_numbers = 0;
1609 for (int m = 0; m < max_attack_numbers; m++)
1611 if (!r_ptr->blow[m].method) continue;
1612 if (r_ptr->blow[m].method == RBM_SHOOT) continue;
1613 if (!r_ptr->r_blows[m] && !know_everything) continue;
1615 int method = r_ptr->blow[m].method;
1616 int effect = r_ptr->blow[m].effect;
1617 int d1 = r_ptr->blow[m].d_dice;
1618 int d2 = r_ptr->blow[m].d_side;
1623 case RBM_HIT: p = _("殴る", "hit"); break;
1624 case RBM_TOUCH: p = _("触る", "touch"); break;
1625 case RBM_PUNCH: p = _("パンチする", "punch"); break;
1626 case RBM_KICK: p = _("蹴る", "kick"); break;
1627 case RBM_CLAW: p = _("ひっかく", "claw"); break;
1628 case RBM_BITE: p = _("噛む", "bite"); break;
1629 case RBM_STING: p = _("刺す", "sting"); break;
1630 case RBM_SLASH: p = _("斬る", "slash"); break;
1631 case RBM_BUTT: p = _("角で突く", "butt"); break;
1632 case RBM_CRUSH: p = _("体当たりする", "crush"); break;
1633 case RBM_ENGULF: p = _("飲み込む", "engulf"); break;
1634 case RBM_CHARGE: p = _("請求書をよこす", "charge"); break;
1635 case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break;
1636 case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break;
1637 case RBM_SPIT: p = _("つばを吐く", "spit"); break;
1638 case RBM_EXPLODE: p = _("爆発する", "explode"); break;
1639 case RBM_GAZE: p = _("にらむ", "gaze"); break;
1640 case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break;
1641 case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break;
1642 case RBM_XXX4: break;
1643 case RBM_BEG: p = _("金をせがむ", "beg"); break;
1644 case RBM_INSULT: p = _("侮辱する", "insult"); break;
1645 case RBM_MOAN: p = _("うめく", "moan"); break;
1646 case RBM_SHOW: p = _("歌う", "sing"); break;
1652 case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
1653 case RBE_HURT: q = _("攻撃する", "attack"); break;
1654 case RBE_POISON: q = _("毒をくらわす", "poison"); break;
1655 case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break;
1656 case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break;
1657 case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break;
1658 case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break;
1659 case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break;
1660 case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break;
1661 case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break;
1662 case RBE_ELEC: q = _("感電させる", "electrocute"); break;
1663 case RBE_FIRE: q = _("燃やす", "burn"); break;
1664 case RBE_COLD: q = _("凍らせる", "freeze"); break;
1665 case RBE_BLIND: q = _("盲目にする", "blind"); break;
1666 case RBE_CONFUSE: q = _("混乱させる", "confuse"); break;
1667 case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break;
1668 case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break;
1669 case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break;
1670 case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break;
1671 case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break;
1672 case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break;
1673 case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break;
1674 case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break;
1675 case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break;
1676 case RBE_SHATTER: q = _("粉砕する", "shatter"); break;
1677 case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
1678 case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
1679 case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
1680 case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
1681 case RBE_DISEASE: q = _("病気にする", "disease"); break;
1682 case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break;
1683 case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break;
1684 case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break;
1685 case RBE_INERTIA: q = _("減速させる", "slow"); break;
1686 case RBE_STUN: q = _("朦朧とさせる", "stun"); break;
1690 if (attack_numbers == 0)
1692 hooked_roff(format("%^sは", wd_he[msex]));
1695 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1697 hooked_roff(format(" %dd%d ", d1, d2));
1698 hooked_roff("のダメージで");
1701 if (!p) p = "何か奇妙なことをする";
1703 /* XXしてYYし/XXしてYYする/XXし/XXする */
1704 if (q != NULL) jverb(p, jverb_buf, JVERB_TO);
1705 else if (attack_numbers != count - 1) jverb(p, jverb_buf, JVERB_AND);
1706 else strcpy(jverb_buf, p);
1708 hooked_roff(jverb_buf);
1711 if (attack_numbers != count - 1) jverb(q, jverb_buf, JVERB_AND);
1712 else strcpy(jverb_buf, q);
1713 hooked_roff(jverb_buf);
1716 if (attack_numbers != count - 1) hooked_roff("、");
1718 if (attack_numbers == 0)
1720 hooked_roff(format("%^s can ", wd_he[msex]));
1722 else if (attack_numbers < count - 1)
1728 hooked_roff(", and ");
1731 if (!p) p = "do something weird";
1735 hooked_roff(" to ");
1737 if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
1739 hooked_roff(" with damage");
1740 hooked_roff(format(" %dd%d", d1, d2));
1748 if (attack_numbers > 0)
1750 hooked_roff(_("。", ". "));
1752 else if (flags1 & RF1_NEVER_BLOW)
1755 _("%^sは物理的な攻撃方法を持たない。",
1756 "%^s has no physical attacks. "), wd_he[msex]));
1761 _("%s攻撃については何も知らない。",
1762 "Nothing is known about %s attack. "), wd_his[msex]));
1765 bool is_kingpin = (flags1 & RF1_QUESTOR) != 0;
1766 is_kingpin &= r_ptr->r_sights > 0;
1767 is_kingpin &= r_ptr->max_num > 0;
1768 is_kingpin &= (r_idx == MON_OBERON) || (r_idx == MON_SERPENT);
1771 hook_c_roff(TERM_VIOLET,
1772 _("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...",
1773 "You feel an intense desire to kill this monster... "));
1775 else if (flags7 & RF7_GUARDIAN)
1777 hook_c_roff(TERM_L_RED,
1778 _("このモンスターはダンジョンの主である。",
1779 "This monster is the master of a dungeon."));
1787 * @brief モンスター情報のヘッダを記述する
1788 * Hack -- Display the "name" and "attr/chars" of a monster race
1789 * @param r_idx モンスターの種族ID
1792 void roff_top(MONRACE_IDX r_idx)
1794 monster_race *r_ptr = &r_info[r_idx];
1795 char c1 = r_ptr->d_char;
1796 char c2 = r_ptr->x_char;
1798 TERM_COLOR a1 = r_ptr->d_attr;
1799 TERM_COLOR a2 = r_ptr->x_attr;
1801 Term_erase(0, 0, 255);
1806 if (!(r_ptr->flags1 & RF1_UNIQUE))
1808 Term_addstr(-1, TERM_WHITE, "The ");
1812 Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
1814 Term_addstr(-1, TERM_WHITE, " ('");
1815 Term_add_bigch(a1, c1);
1816 Term_addstr(-1, TERM_WHITE, "')");
1818 Term_addstr(-1, TERM_WHITE, "/('");
1819 Term_add_bigch(a2, c2);
1820 Term_addstr(-1, TERM_WHITE, "'):");
1822 if (!current_world_ptr->wizard) return;
1825 sprintf(buf, "%d", r_idx);
1826 Term_addstr(-1, TERM_WHITE, " (");
1827 Term_addstr(-1, TERM_L_BLUE, buf);
1828 Term_addch(TERM_WHITE, ')');
1833 * @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 /
1834 * Hack -- describe the given monster race at the top of the screen
1835 * @param r_idx モンスターの種族ID
1836 * @param mode 表示オプション
1839 void screen_roff(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
1842 Term_erase(0, 1, 255);
1843 hook_c_roff = c_roff;
1844 roff_aux(player_ptr, r_idx, mode);
1850 * @brief モンスター情報の現在のウィンドウに表示する /
1851 * Hack -- describe the given monster race in the current "term" window
1852 * @param r_idx モンスターの種族ID
1855 void display_roff(player_type *player_ptr)
1857 for (int y = 0; y < Term->hgt; y++)
1859 Term_erase(0, y, 255);
1863 hook_c_roff = c_roff;
1864 MONRACE_IDX r_idx = player_ptr->monster_race_idx;
1865 roff_aux(player_ptr, r_idx, 0);
1871 * @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 /
1872 * Hack -- output description of the given monster race
1873 * @param r_idx モンスターの種族ID
1874 * @param roff_func 出力処理を行う関数ポインタ
1877 void output_monster_spoiler(player_type *player_ptr, MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr, concptr str))
1879 hook_c_roff = roff_func;
1880 roff_aux(player_ptr, r_idx, 0x03);
1885 * @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
1886 * @param player_ptr プレーヤーへの参照ポインタ
1887 * @return 地勢にあったモンスターの生成条件関数
1889 monsterrace_hook_type get_monster_hook(player_type *player_ptr)
1891 if ((player_ptr->current_floor_ptr->dun_level > 0) || (player_ptr->current_floor_ptr->inside_quest > 0))
1892 return (monsterrace_hook_type)mon_hook_dungeon;
1894 switch (wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].terrain)
1897 return (monsterrace_hook_type)mon_hook_town;
1898 case TERRAIN_DEEP_WATER:
1899 return (monsterrace_hook_type)mon_hook_ocean;
1900 case TERRAIN_SHALLOW_WATER:
1902 return (monsterrace_hook_type)mon_hook_shore;
1904 case TERRAIN_DESERT:
1905 return (monsterrace_hook_type)mon_hook_waste;
1907 return (monsterrace_hook_type)mon_hook_grass;
1909 return (monsterrace_hook_type)mon_hook_wood;
1910 case TERRAIN_SHALLOW_LAVA:
1911 case TERRAIN_DEEP_LAVA:
1912 return (monsterrace_hook_type)mon_hook_volcano;
1913 case TERRAIN_MOUNTAIN:
1914 return (monsterrace_hook_type)mon_hook_mountain;
1916 return (monsterrace_hook_type)mon_hook_dungeon;
1922 * @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
1923 * @return 地勢にあったモンスターの生成条件関数
1925 monsterrace_hook_type get_monster_hook2(player_type *player_ptr, POSITION y, POSITION x)
1927 feature_type *f_ptr = &f_info[player_ptr->current_floor_ptr->grid_array[y][x].feat];
1928 if (have_flag(f_ptr->flags, FF_WATER))
1930 if (have_flag(f_ptr->flags, FF_DEEP))
1932 return (monsterrace_hook_type)mon_hook_deep_water;
1936 return (monsterrace_hook_type)mon_hook_shallow_water;
1940 if (have_flag(f_ptr->flags, FF_LAVA))
1942 return (monsterrace_hook_type)mon_hook_lava;
1945 return (monsterrace_hook_type)mon_hook_floor;
1950 * @brief モンスターを友好的にする
1951 * @param m_ptr モンスター情報構造体の参照ポインタ
1954 void set_friendly(monster_type *m_ptr)
1956 m_ptr->smart |= SM_FRIENDLY;
1961 * @brief モンスターをペットにする
1962 * @param player_type プレーヤーへの参照ポインタ
1963 * @param m_ptr モンスター情報構造体の参照ポインタ
1966 void set_pet(player_type *player_ptr, monster_type *m_ptr)
1968 check_quest_completion(player_ptr, m_ptr);
1969 m_ptr->smart |= SM_PET;
1970 if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
1971 m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
1977 * Makes the monster hostile towards the player
1978 * @param m_ptr モンスター情報構造体の参照ポインタ
1981 void set_hostile(player_type *player_ptr, monster_type *m_ptr)
1983 if (player_ptr->phase_out) return;
1984 m_ptr->smart &= ~SM_PET;
1985 m_ptr->smart &= ~SM_FRIENDLY;
1992 * @param m_ptr モンスター情報構造体の参照ポインタ
1995 void anger_monster(player_type *player_ptr, monster_type *m_ptr)
1997 if (player_ptr->phase_out) return;
1998 if (!is_friendly(m_ptr)) return;
2000 GAME_TEXT m_name[MAX_NLEN];
2002 monster_desc(player_ptr, m_name, m_ptr, 0);
2003 msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
2004 set_hostile(player_ptr, m_ptr);
2005 chg_virtue(player_ptr, V_INDIVIDUALISM, 1);
2006 chg_virtue(player_ptr, V_HONOUR, -1);
2007 chg_virtue(player_ptr, V_JUSTICE, -1);
2008 chg_virtue(player_ptr, V_COMPASSION, -1);
2013 * @brief モンスターが地形を踏破できるかどうかを返す
2014 * Check if monster can cross terrain
2015 * @param player_ptr プレーヤーへの参照ポインタ
2017 * @param r_ptr モンスター種族構造体の参照ポインタ
2019 * @return 踏破可能ならばTRUEを返す
2021 bool monster_can_cross_terrain(player_type *player_ptr, FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
2023 feature_type *f_ptr = &f_info[feat];
2025 if (have_flag(f_ptr->flags, FF_PATTERN))
2027 if (!(mode & CEM_RIDING))
2029 if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
2033 if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
2037 if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
2038 if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
2039 if (have_flag(f_ptr->flags, FF_CAN_PASS))
2041 if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || player_ptr->pass_wall)) return TRUE;
2044 if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
2046 if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
2048 if (have_flag(f_ptr->flags, FF_WATER))
2050 if (!(r_ptr->flags7 & RF7_AQUATIC))
2052 if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
2053 else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
2056 else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
2058 if (have_flag(f_ptr->flags, FF_LAVA))
2060 if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
2063 if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
2065 if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
2068 if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
2070 if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
2073 if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
2075 if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
2078 if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
2080 if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
2088 * @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
2089 * Strictly check if monster can enter the grid
2090 * @param player_ptr プレーヤーへの参照ポインタ
2093 * @param r_ptr モンスター種族構造体の参照ポインタ
2095 * @return 踏破可能ならばTRUEを返す
2097 bool monster_can_enter(player_type *player_ptr, POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
2099 grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
2100 if (player_bold(player_ptr, y, x)) return FALSE;
2101 if (g_ptr->m_idx) return FALSE;
2103 return monster_can_cross_terrain(player_ptr, g_ptr->feat, r_ptr, mode);
2108 * @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)
2109 * Check if this monster has "hostile" alignment (aux)
2110 * @param sub_align1 モンスター1のサブフラグ
2111 * @param sub_align2 モンスター2のサブフラグ
2112 * @return 敵対関係にあるならばTRUEを返す
2114 static bool check_hostile_align(byte sub_align1, byte sub_align2)
2116 if (sub_align1 != sub_align2)
2118 if (((sub_align1 & SUB_ALIGN_EVIL) && (sub_align2 & SUB_ALIGN_GOOD)) ||
2119 ((sub_align1 & SUB_ALIGN_GOOD) && (sub_align2 & SUB_ALIGN_EVIL)))
2128 * @brief モンスターの属性の基づいた敵対関係の有無を返す
2129 * Check if two monsters are enemies
2130 * @param m_ptr モンスター1の構造体参照ポインタ
2131 * @param n_ptr モンスター2の構造体参照ポインタ
2132 * @return 敵対関係にあるならばTRUEを返す
2134 bool are_enemies(player_type *player_ptr, monster_type *m_ptr, monster_type *n_ptr)
2136 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2137 monster_race *s_ptr = &r_info[n_ptr->r_idx];
2139 if (player_ptr->phase_out)
2141 if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
2145 if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
2146 && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
2148 if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
2151 if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
2153 if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
2156 if (is_hostile(m_ptr) != is_hostile(n_ptr))
2166 * @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
2167 * Check if this monster race has "hostile" alignment
2168 * @param player_ptr プレーヤーへの参照ポインタ
2169 * @param m_ptr モンスター情報構造体の参照ポインタ
2170 * @param pa_good プレイヤーの善傾向値
2171 * @param pa_evil プレイヤーの悪傾向値
2172 * @param r_ptr モンスター種族情報の構造体参照ポインタ
2173 * @return プレイヤーに敵意を持つならばTRUEを返す
2175 * If user is player, m_ptr == NULL.
2177 bool monster_has_hostile_align(player_type *player_ptr, monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
2179 byte sub_align1 = SUB_ALIGN_NEUTRAL;
2180 byte sub_align2 = SUB_ALIGN_NEUTRAL;
2182 if (m_ptr) /* For a monster */
2184 sub_align1 = m_ptr->sub_align;
2186 else /* For player */
2188 if (player_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
2189 if (player_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL;
2192 /* Racial alignment flags */
2193 if (r_ptr->flags3 & RF3_EVIL) sub_align2 |= SUB_ALIGN_EVIL;
2194 if (r_ptr->flags3 & RF3_GOOD) sub_align2 |= SUB_ALIGN_GOOD;
2196 if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
2203 * @brief モンスターを倒した際の財宝svalを返す
2204 * @param r_idx 倒したモンスターの種族ID
2207 * Hack -- Return the "automatic coin type" of a monster race
2208 * Used to allocate proper treasure when "Creeping coins" die
2209 * Note the use of actual "monster names"
2211 static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
2215 case MON_COPPER_COINS: return 2;
2216 case MON_SILVER_COINS: return 5;
2217 case MON_GOLD_COINS: return 10;
2218 case MON_MITHRIL_COINS:
2219 case MON_MITHRIL_GOLEM: return 16;
2220 case MON_ADAMANT_COINS: return 17;
2228 * @brief モンスターが死亡した時の処理 /
2229 * Handle the "death" of a monster.
2230 * @param m_idx 死亡したモンスターのID
2231 * @param drop_item TRUEならばモンスターのドロップ処理を行う
2232 * @return 撃破されたモンスターの述語
2235 * Disperse treasures centered at the monster location based on the
2236 * various flags contained in the monster flags fields.
2237 * Check for "Quest" completion when a quest monster is killed.
2238 * Note that only the player can induce "monster_death()" on Uniques.
2239 * Thus (for now) all Quest monsters should be Uniques.
2240 * Note that monsters can now carry objects, and when a monster dies,
2241 * it drops all of its objects, which may disappear in crowded rooms.
2244 void monster_death(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item)
2246 floor_type *floor_ptr = player_ptr->current_floor_ptr;
2247 monster_type *m_ptr = &floor_ptr->m_list[m_idx];
2248 monster_race *r_ptr = &r_info[m_ptr->r_idx];
2250 bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
2251 bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
2252 bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
2253 int force_coin = get_coin_type(m_ptr->r_idx);
2255 bool drop_chosen_item = drop_item && !cloned && !floor_ptr->inside_arena && !player_ptr->phase_out && !is_pet(m_ptr);
2257 if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx)
2259 current_world_ptr->timewalk_m_idx = 0;
2262 if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
2264 player_ptr->update |= (PU_MON_LITE);
2267 POSITION y = m_ptr->fy;
2268 POSITION x = m_ptr->fx;
2270 if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
2272 GAME_TEXT m_name[MAX_NLEN];
2274 monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
2275 exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name);
2278 for (int i = 0; i < 4; i++)
2280 if (r_ptr->blow[i].method != RBM_EXPLODE) continue;
2282 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2283 EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
2284 DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
2285 DICE_SID d_side = r_ptr->blow[i].d_side;
2286 HIT_POINT damage = damroll(d_dice, d_side);
2288 project(player_ptr, m_idx, 3, y, x, damage, typ, flg, -1);
2292 if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
2294 choose_new_monster(player_ptr, m_idx, TRUE, MON_CHAMELEON);
2295 r_ptr = &r_info[m_ptr->r_idx];
2298 check_quest_completion(player_ptr, m_ptr);
2302 if (floor_ptr->inside_arena && !is_pet(m_ptr))
2304 player_ptr->exit_bldg = TRUE;
2305 if (player_ptr->arena_number > MAX_ARENA_MONS)
2307 msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
2311 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."));
2314 if (arena_info[player_ptr->arena_number].tval)
2317 object_prep(q_ptr, lookup_kind(arena_info[player_ptr->arena_number].tval, arena_info[player_ptr->arena_number].sval));
2318 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
2319 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2322 if (player_ptr->arena_number > MAX_ARENA_MONS) player_ptr->arena_number++;
2323 player_ptr->arena_number++;
2326 GAME_TEXT m_name[MAX_NLEN];
2327 monster_desc(player_ptr, m_name, m_ptr, MD_WRONGDOER_NAME);
2328 exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
2332 if (m_idx == player_ptr->riding && rakuba(player_ptr, -1, FALSE))
2334 msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
2337 bool is_drop_corpse = one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4);
2338 is_drop_corpse &= (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != 0;
2339 is_drop_corpse &= !(floor_ptr->inside_arena || player_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr)));
2342 bool corpse = FALSE;
2344 if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
2346 else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
2348 else if (r_ptr->flags9 & RF9_DROP_CORPSE)
2350 if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
2352 if (one_in_(5)) corpse = TRUE;
2356 if (!one_in_(5)) corpse = TRUE;
2361 object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
2362 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
2363 q_ptr->pval = m_ptr->r_idx;
2364 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2367 monster_drop_carried_objects(player_ptr, m_ptr);
2370 if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
2371 if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
2373 switch (m_ptr->r_idx)
2375 case MON_PINK_HORROR:
2377 if (floor_ptr->inside_arena || player_ptr->phase_out) break;
2379 bool notice = FALSE;
2380 for (int i = 0; i < 2; i++)
2382 POSITION wy = y, wx = x;
2383 bool pet = is_pet(m_ptr);
2384 BIT_FLAGS mode = 0L;
2388 mode |= PM_FORCE_PET;
2391 if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
2393 if (player_can_see_bold(player_ptr, wy, wx)) notice = TRUE;
2399 msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
2404 case MON_BLOODLETTER:
2406 if (!drop_chosen_item || (randint1(100) >= 15)) break;
2409 object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
2410 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
2411 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2416 if (!drop_chosen_item || (floor_ptr->dun_level <= 9)) break;
2420 if ((floor_ptr->dun_level > 49) && one_in_(5))
2421 get_obj_num_hook = kind_is_good_book;
2423 get_obj_num_hook = kind_is_book;
2425 make_object(player_ptr, q_ptr, mo_mode);
2426 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2431 if (floor_ptr->inside_arena || player_ptr->phase_out) break;
2432 if (one_in_(7)) break;
2434 POSITION wy = y, wx = x;
2436 bool pet = is_pet(m_ptr);
2439 scatter(player_ptr, &wy, &wx, y, x, 20, 0);
2440 } while (!(in_bounds(floor_ptr, wy, wx) && is_cave_empty_bold2(player_ptr, wy, wx)) && --attempts);
2442 if (attempts <= 0) break;
2444 BIT_FLAGS mode = 0L;
2445 if (pet) mode |= PM_FORCE_PET;
2447 if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
2449 if (player_can_see_bold(player_ptr, wy, wx))
2450 msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
2457 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2458 (void)project(player_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
2461 case MON_UNICORN_ORD:
2465 if (player_ptr->pseikaku != SEIKAKU_NAMAKE) break;
2466 if (!drop_chosen_item) break;
2468 ARTIFACT_IDX a_idx = 0;
2469 artifact_type *a_ptr = NULL;
2472 switch (randint0(3))
2475 a_idx = ART_NAMAKE_HAMMER;
2478 a_idx = ART_NAMAKE_BOW;
2481 a_idx = ART_NAMAKE_ARMOR;
2485 a_ptr = &a_info[a_idx];
2486 } while (a_ptr->cur_num);
2488 if (create_named_art(player_ptr, a_idx, y, x))
2491 if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
2493 else if (!preserve_mode) a_ptr->cur_num = 1;
2499 if (!drop_chosen_item) break;
2502 object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
2503 q_ptr->name1 = ART_GROND;
2504 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
2505 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2507 object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
2508 q_ptr->name1 = ART_CHAOS;
2509 apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
2510 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2513 case MON_B_DEATH_SWORD:
2515 if (!drop_chosen_item) break;
2518 object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
2519 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2525 bool is_drop_can = drop_chosen_item;
2526 bool is_silver = m_ptr->r_idx == MON_A_SILVER;
2527 is_silver &= r_ptr->r_akills % 5 == 0;
2528 is_drop_can &= (m_ptr->r_idx == MON_A_GOLD) || is_silver;
2529 if (!is_drop_can) break;
2532 object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
2533 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
2534 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2540 BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
2541 (void)project(player_ptr, m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
2546 if (!drop_chosen_item) break;
2548 switch (r_ptr->d_char)
2552 if (floor_ptr->dun_level <= 0) break;
2556 get_obj_num_hook = kind_is_cloak;
2557 make_object(player_ptr, q_ptr, mo_mode);
2558 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2563 if (floor_ptr->dun_level <= 4) break;
2567 get_obj_num_hook = kind_is_polearm;
2568 make_object(player_ptr, q_ptr, mo_mode);
2569 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2574 if (floor_ptr->dun_level <= 19) break;
2578 get_obj_num_hook = kind_is_armor;
2579 make_object(player_ptr, q_ptr, mo_mode);
2580 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2585 if (floor_ptr->dun_level <= 4) break;
2588 get_obj_num_hook = kind_is_hafted;
2589 make_object(player_ptr, q_ptr, mo_mode);
2590 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2595 if (m_ptr->r_idx == MON_STORMBRINGER) break;
2599 get_obj_num_hook = kind_is_sword;
2600 make_object(player_ptr, q_ptr, mo_mode);
2601 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2608 if (drop_chosen_item)
2610 ARTIFACT_IDX a_idx = 0;
2611 PERCENTAGE chance = 0;
2612 for (int i = 0; i < 4; i++)
2614 if (!r_ptr->artifact_id[i]) break;
2615 a_idx = r_ptr->artifact_id[i];
2616 chance = r_ptr->artifact_percent[i];
2617 if (randint0(100) < chance || current_world_ptr->wizard)
2619 artifact_type *a_ptr = &a_info[a_idx];
2620 if (!a_ptr->cur_num)
2622 if (create_named_art(player_ptr, a_idx, y, x))
2625 if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
2627 else if (!preserve_mode)
2635 if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[player_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
2637 KIND_OBJECT_IDX k_idx = d_info[player_ptr->dungeon_idx].final_object != 0
2638 ? d_info[player_ptr->dungeon_idx].final_object
2639 : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
2641 if (d_info[player_ptr->dungeon_idx].final_artifact != 0)
2643 a_idx = d_info[player_ptr->dungeon_idx].final_artifact;
2644 artifact_type *a_ptr = &a_info[a_idx];
2645 if (!a_ptr->cur_num)
2647 if (create_named_art(player_ptr, a_idx, y, x))
2650 if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
2652 else if (!preserve_mode)
2657 if (!d_info[player_ptr->dungeon_idx].final_object) k_idx = 0;
2664 object_prep(q_ptr, k_idx);
2665 apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
2666 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2669 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);
2674 if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
2675 if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
2676 if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
2677 if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
2678 if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
2679 if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
2681 if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
2684 if (is_pet(m_ptr) || player_ptr->phase_out || floor_ptr->inside_arena)
2687 if (!drop_item && (r_ptr->d_char != '$'))
2690 if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
2693 coin_type = force_coin;
2694 floor_ptr->object_level = (floor_ptr->dun_level + r_ptr->level) / 2;
2698 for (int i = 0; i < number; i++)
2703 if (do_gold && (!do_item || (randint0(100) < 50)))
2705 if (!make_gold(floor_ptr, q_ptr)) continue;
2710 if (!make_object(player_ptr, q_ptr, mo_mode)) continue;
2714 (void)drop_near(player_ptr, q_ptr, -1, y, x);
2717 floor_ptr->object_level = floor_ptr->base_level;
2719 bool visible = (m_ptr->ml && !player_ptr->image) || ((r_ptr->flags1 & RF1_UNIQUE) != 0);
2720 if (visible && (dump_item || dump_gold))
2722 lore_treasure(player_ptr, m_idx, dump_item, dump_gold);
2725 if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
2726 if (player_ptr->phase_out) return;
2727 if ((m_ptr->r_idx != MON_SERPENT) || cloned) return;
2729 current_world_ptr->total_winner = TRUE;
2730 player_ptr->redraw |= (PR_TITLE);
2731 play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
2732 exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("見事に変愚蛮怒の勝利者となった!", "finally became *WINNER* of Hengband!"));
2733 admire_from_patron(player_ptr);
2734 msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
2735 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!"));
2736 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."));
2741 * @brief モンスターを撃破した際の述語メッセージを返す /
2742 * Return monster death string
2743 * @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
2744 * @return 撃破されたモンスターの述語
2746 concptr extract_note_dies(MONRACE_IDX r_idx)
2748 monster_race *r_ptr = &r_info[r_idx];
2749 if (monster_living(r_idx)) return _("は死んだ。", " dies.");
2751 for (int i = 0; i < 4; i++)
2753 if (r_ptr->blow[i].method == RBM_EXPLODE)
2755 return _("は爆発して粉々になった。", " explodes into tiny shreds.");
2759 return _("を倒した。", " is destroyed.");
2764 * Monster health description
2766 concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
2768 bool living = monster_living(m_ptr->ap_r_idx);
2769 int perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
2772 if (m_ptr->hp >= m_ptr->maxhp)
2774 desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
2776 else if (perc >= 60)
2778 desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
2780 else if (perc >= 25)
2782 desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
2784 else if (perc >= 10)
2786 desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
2790 desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
2798 else if (is_pet(m_ptr))
2800 attitude = _(", ペット", ", pet");
2802 else if (is_friendly(m_ptr))
2804 attitude = _(", 友好的", ", friendly");
2808 attitude = _("", "");
2811 concptr clone = (m_ptr->smart & SM_CLONED) ? ", clone" : "";
2812 monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
2813 if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
2815 return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
2818 return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
2822 bool is_original_ap_and_seen(player_type *player_ptr, monster_type *m_ptr)
2824 return m_ptr->ml && !player_ptr->image && (m_ptr->ap_r_idx == m_ptr->r_idx);