OSDN Git Service

v3.0.0 Alpha5 OSDN最終版
[hengband/hengband.git] / src / monster1.c
diff --git a/src/monster1.c b/src/monster1.c
deleted file mode 100644 (file)
index ba6b0f6..0000000
+++ /dev/null
@@ -1,3221 +0,0 @@
-/*!
- * @file monster1.c
- * @brief モンスター情報の記述 / describe monsters (using monster memory)
- * @date 2013/12/11
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies.  Other copyrights may also apply.
- * 2014 Deskull rearranged comment for Doxygen.
- */
-
-#include "angband.h"
-#include "util.h"
-#include "term.h"
-
-#include "cmd-dump.h"
-#include "bldg.h"
-#include "cmd-pet.h"
-#include "floor.h"
-#include "objectkind-hook.h"
-#include "player-personality.h"
-#include "monster.h"
-#include "monster-spell.h"
-#include "monsterrace-hook.h"
-#include "spells-summon.h"
-#include "patron.h"
-#include "quest.h"
-#include "artifact.h"
-#include "avatar.h"
-#include "wild.h"
-#include "spells.h"
-#include "dungeon.h"
-#include "world.h"
-#include "melee.h"
-#include "japanese.h"
-#include "view-mainwindow.h"
-#include "player-class.h"
-#include "english.h"
-
-
-/*
- * Pronoun arrays, by gender.
- */
-static concptr wd_he[3] =
-#ifdef JP
-{ "それ", "彼", "彼女" };
-#else
-{ "it", "he", "she" };
-#endif
-
-static concptr wd_his[3] =
-#ifdef JP
-{ "それの", "彼の", "彼女の" };
-#else
-{ "its", "his", "her" };
-#endif
-
-
-
-/*!
- * 英語の複数系記述用マクロ / Pluralizer.  Args(count, singular, plural)
- */
-#define plural(c,s,p) \
-    (((c) == 1) ? (s) : (p))
-
-
-
-/*!
- * @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
- * @param r_idx モンスターの種族ID
- * @return 敵のACを知る条件が満たされているならTRUEを返す
- * @details
- * The higher the level, the fewer kills needed.
- */
-static bool know_armour(MONRACE_IDX r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-       DEPTH level = r_ptr->level;
-       MONSTER_NUMBER kills = r_ptr->r_tkills;
-
-    bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
-
-       if (cheat_know || known) return (TRUE);
-       if (kills > 304 / (4 + level)) return (TRUE);
-       if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
-       if (kills > 304 / (38 + (5 * level) / 4)) return (TRUE);
-       return (FALSE);
-}
-
-
-/*!
- * @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
- * Determine if the "damage" of the given attack is known
- * @param r_idx モンスターの種族ID
- * @param i 確認したい攻撃手番
- * @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
- * @details
- * <pre>
- * the higher the level of the monster, the fewer the attacks you need,
- * the more damage an attack does, the more attacks you need
- * </pre>
- */
-static bool know_damage(MONRACE_IDX r_idx, int i)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-
-       DEPTH level = r_ptr->level;
-
-       s32b a = r_ptr->r_blows[i];
-
-       s32b d1 = r_ptr->blow[i].d_dice;
-       s32b d2 = r_ptr->blow[i].d_side;
-
-       s32b d = d1 * d2;
-
-       if (d >= ((4+level)*MAX_UCHAR)/80) d = ((4+level)*MAX_UCHAR-1)/80;
-       if ((4 + level) * a > 80 * d) return (TRUE);
-       if (!(r_ptr->flags1 & RF1_UNIQUE)) return (FALSE);
-       if ((4 + level) * (2 * a) > 80 * d) return (TRUE);
-
-       /* Assume false */
-       return (FALSE);
-}
-
-
-/*
- * Prepare hook for c_roff(). It will be changed for spoiler generation in wizard1.c.
- */
-void (*hook_c_roff)(TERM_COLOR attr, concptr str) = c_roff;
-
-/*!
- * @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
- * @param str 出力文字列
- * @return なし
- */
-static void hooked_roff(concptr str)
-{
-       /* Spawn */
-       hook_c_roff(TERM_WHITE, str);
-}
-
-/*!
-* @brief ダイス目を文字列に変換する
-* @param base_damage 固定値
-* @param dice_num ダイス数
-* @param dice_side ダイス面
-* @param dice_mult ダイス倍率
-* @param dice_div ダイス除数
-* @param msg 文字列を格納するポインタ
-* @return なし
-*/
-void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
-{
-       char base[80] = "", dice[80] = "", mult[80] = "";
-
-       if (dice_num == 0)
-       {
-               sprintf(msg, "%d", base_damage);
-       }
-       else
-       {
-               if (base_damage != 0)
-                       sprintf(base, "%d+", base_damage);
-
-               if (dice_num == 1)
-                       sprintf(dice, "d%d", dice_side);
-               else
-                       sprintf(dice, "%dd%d", dice_num, dice_side);
-
-               if (dice_mult != 1 || dice_div != 1)
-               {
-                       if (dice_div == 1)
-                               sprintf(mult, "*%d", dice_mult);
-                       else
-                               sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
-               }
-               sprintf(msg, "%s%s%s", base, dice, mult);
-       }
-}
-
-/*!
-* @brief 文字列にモンスターの攻撃力を加える
-* @param r_idx モンスターの種族ID
-* @param SPELL_NUM 呪文番号
-* @param msg 表示する文字列
-* @param tmp 返すメッセージを格納する配列
-* @return なし
-*/
-void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
-{
-       int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
-       int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
-       int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
-       int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
-       int dice_div = monspell_race_damage(SPELL_NUM, r_idx, DICE_DIV);
-       char dmg_str[80], dice_str[80];
-       dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
-       sprintf(dice_str, "(%s)", dmg_str);
-
-       if (know_armour(r_idx))
-               sprintf(tmp, msg, dice_str);
-       else
-               sprintf(tmp, msg, "");
-}
-
-/*!
- * @brief モンスターの思い出情報を表示する
- * Hack -- display monster information using "hooked_roff()"
- * @param r_idx モンスターの種族ID
- * @param mode 表示オプション
- * @return なし
- * @details
- * This function should only be called with the cursor placed at the
- * left edge of the screen, on a cleared line, in which the recall is
- * to take place.  One extra blank line is left after the recall.
- */
-static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
-{
-       monster_race    *r_ptr = &r_info[r_idx];
-       bool            old = FALSE;
-       int             m, n, r;
-       concptr            p, q;
-
-#ifdef JP
-       char            jverb_buf[64];
-#else
-       bool            sin = FALSE;
-#endif
-       int             msex = 0;
-
-       bool nightmare = ironman_nightmare && !(mode & 0x02);
-       SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
-
-       bool            breath = FALSE;
-       bool            magic = FALSE;
-       bool            reinforce = FALSE;
-
-       BIT_FLAGS flags1;
-       BIT_FLAGS flags2;
-       BIT_FLAGS flags3;
-       BIT_FLAGS flags4;
-       BIT_FLAGS a_ability_flags1;
-       BIT_FLAGS a_ability_flags2;
-       BIT_FLAGS flags7;
-       BIT_FLAGS flagsr;
-
-       ITEM_NUMBER drop_gold, drop_item;
-
-       int             vn = 0;
-       byte            color[96];
-       concptr         vp[96];
-       char tmp_msg[96][96];
-
-       bool know_everything = FALSE;
-
-       /* Obtain a copy of the "known" number of drops */
-       drop_gold = r_ptr->r_drop_gold;
-       drop_item = r_ptr->r_drop_item;
-
-       /* Obtain a copy of the "known" flags */
-       flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
-       flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
-       flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
-       flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
-       a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
-       a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
-       flags7 = (r_ptr->flags7 & r_ptr->flags7);
-       flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
-
-       for(n = 0; n < A_MAX; n++)
-       {
-               if(r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
-       }
-
-       /* cheat_know or research_mon() */
-       if (cheat_know || (mode & 0x01))
-               know_everything = TRUE;
-
-       /* Cheat -- Know everything */
-       if (know_everything)
-       {
-               /* Hack -- maximal drops */
-               drop_gold = drop_item =
-               (((r_ptr->flags1 & RF1_DROP_4D2) ? 8 : 0) +
-                ((r_ptr->flags1 & RF1_DROP_3D2) ? 6 : 0) +
-                ((r_ptr->flags1 & RF1_DROP_2D2) ? 4 : 0) +
-                ((r_ptr->flags1 & RF1_DROP_1D2) ? 2 : 0) +
-                ((r_ptr->flags1 & RF1_DROP_90)  ? 1 : 0) +
-                ((r_ptr->flags1 & RF1_DROP_60)  ? 1 : 0));
-
-               /* Hack -- but only "valid" drops */
-               if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
-               if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0;
-
-               /* Hack -- know all the flags */
-               flags1 = r_ptr->flags1;
-               flags2 = r_ptr->flags2;
-               flags3 = r_ptr->flags3;
-               flags4 = r_ptr->flags4;
-               a_ability_flags1 = r_ptr->a_ability_flags1;
-               a_ability_flags2 = r_ptr->a_ability_flags2;
-               flagsr = r_ptr->flagsr;
-       }
-
-
-       /* Extract a gender (if applicable) */
-       if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
-       else if (r_ptr->flags1 & RF1_MALE) msex = 1;
-
-       /* Assume some "obvious" flags */
-       if (r_ptr->flags1 & RF1_UNIQUE)  flags1 |= (RF1_UNIQUE);
-       if (r_ptr->flags1 & RF1_QUESTOR) flags1 |= (RF1_QUESTOR);
-       if (r_ptr->flags1 & RF1_MALE)    flags1 |= (RF1_MALE);
-       if (r_ptr->flags1 & RF1_FEMALE)  flags1 |= (RF1_FEMALE);
-
-       /* Assume some "creation" flags */
-       if (r_ptr->flags1 & RF1_FRIENDS) flags1 |= (RF1_FRIENDS);
-       if (r_ptr->flags1 & RF1_ESCORT)  flags1 |= (RF1_ESCORT);
-       if (r_ptr->flags1 & RF1_ESCORTS) flags1 |= (RF1_ESCORTS);
-
-       /* Killing a monster reveals some properties */
-       if (r_ptr->r_tkills || know_everything)
-       {
-               /* Know "race" flags */
-               if (r_ptr->flags3 & RF3_ORC)      flags3 |= (RF3_ORC);
-               if (r_ptr->flags3 & RF3_TROLL)    flags3 |= (RF3_TROLL);
-               if (r_ptr->flags3 & RF3_GIANT)    flags3 |= (RF3_GIANT);
-               if (r_ptr->flags3 & RF3_DRAGON)   flags3 |= (RF3_DRAGON);
-               if (r_ptr->flags3 & RF3_DEMON)    flags3 |= (RF3_DEMON);
-               if (r_ptr->flags3 & RF3_UNDEAD)   flags3 |= (RF3_UNDEAD);
-               if (r_ptr->flags3 & RF3_EVIL)     flags3 |= (RF3_EVIL);
-               if (r_ptr->flags3 & RF3_GOOD)     flags3 |= (RF3_GOOD);
-               if (r_ptr->flags3 & RF3_ANIMAL)   flags3 |= (RF3_ANIMAL);
-               if (r_ptr->flags3 & RF3_AMBERITE) flags3 |= (RF3_AMBERITE);
-               if (r_ptr->flags2 & RF2_HUMAN)    flags2 |= (RF2_HUMAN);
-
-               /* Know 'quantum' flag */
-               if (r_ptr->flags2 & RF2_QUANTUM)  flags2 |= (RF2_QUANTUM);
-
-               /* Know "forced" flags */
-               if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH);
-               if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP);
-       }
-
-       /* For output_monster_spoiler() */
-       if (mode & 0x02)
-       {
-               /* Nothing to do */
-       }
-       else
-
-       /* Treat uniques differently */
-       if (flags1 & RF1_UNIQUE)
-       {
-               /* Hack -- Determine if the unique is "dead" */
-               bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
-
-               /* We've been killed... */
-               if (r_ptr->r_deaths)
-               {
-                       /* Killed ancestors */
-                       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"),
-                                          wd_he[msex], r_ptr->r_deaths));
-
-                       /* But we've also killed it */
-                       if (dead)
-                       {
-                               hooked_roff(
-                                       _(format("が、すでに仇討ちは果たしている!"),
-                                               format(", but you have avenged %s!  ", plural(r_ptr->r_deaths, "him", "them"))));
-                       }
-
-                       /* Unavenged (ever) */
-                       else
-                       {
-                               hooked_roff(
-                                       _(format("のに、まだ仇討ちを果たしていない。"),
-                                               format(", who %s unavenged.  ", plural(r_ptr->r_deaths, "remains", "remain"))));
-                       }
-
-                       /* Start a new line */
-                       hooked_roff("\n");
-               }
-
-               /* Dead unique who never hurt us */
-               else if (dead)
-               {
-                       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.  "));
-
-                       /* Start a new line */
-                       hooked_roff("\n");
-               }
-       }
-
-       /* Not unique, but killed us */
-       else if (r_ptr->r_deaths)
-       {
-               /* Dead ancestors */
-               hooked_roff(
-                       _(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),
-                         format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
-
-               /* Some kills this life */
-               if (r_ptr->r_pkills)
-               {
-                       hooked_roff(format(
-                               _("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。", 
-                                "and you have exterminated at least %d of the creatures.  "), r_ptr->r_pkills));
-               }
-
-               /* Some kills past lives */
-               else if (r_ptr->r_tkills)
-               {
-                       hooked_roff(format(
-                               _("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。", 
-                                 "and your ancestors have exterminated at least %d of the creatures.  "), r_ptr->r_tkills));
-               }
-
-               /* No kills */
-               else
-               {
-                       hooked_roff(format(
-                               _("が、まだ%sを倒したことはない。", 
-                                 "and %s is not ever known to have been defeated.  "), wd_he[msex]));
-               }
-
-               /* Start a new line */
-               hooked_roff("\n");
-       }
-       else
-       {
-               /* Killed some this life */
-               if (r_ptr->r_pkills)
-               {
-                       hooked_roff(format(
-                               _("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。",
-                                 "You have killed at least %d of these creatures.  "), r_ptr->r_pkills));
-               }
-
-               /* Killed some last life */
-               else if (r_ptr->r_tkills)
-               {
-                       hooked_roff(format(
-                               _("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。", 
-                                 "Your ancestors have killed at least %d of these creatures.  "), r_ptr->r_tkills));
-               }
-
-               /* Killed none */
-               else
-               {
-                       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.  "));
-               }
-
-               /* Start a new line */
-               hooked_roff("\n");
-       }
-
-       /* Descriptions */
-       {
-               concptr tmp = r_text + r_ptr->text;
-
-               if (tmp[0])
-               {
-                       /* Dump it */
-                       hooked_roff(tmp);
-
-                       /* Start a new line */
-                       hooked_roff("\n");
-               }
-       }
-
-       if (r_idx == MON_KAGE)
-       {
-               /* All done */
-               hooked_roff("\n");
-
-               return;
-       }
-
-       /* Nothing yet */
-       old = FALSE;
-
-       /* Describe location */
-       if (r_ptr->level == 0)
-       {
-               hooked_roff(format(_("%^sは町に住み", "%^s lives in the town"), wd_he[msex]));
-               old = TRUE;
-       }
-       else if (r_ptr->r_tkills || know_everything)
-       {
-               if (depth_in_feet)
-               {
-                       hooked_roff(format(
-                               _("%^sは通常地下 %d フィートで出現し", "%^s is normally found at depths of %d feet"),
-                                 wd_he[msex], r_ptr->level * 50));
-               }
-               else
-               {
-                       hooked_roff(format(
-                               _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
-                                 wd_he[msex], r_ptr->level));
-               }
-               old = TRUE;
-       }
-
-
-       /* Describe movement */
-       if (r_idx == MON_CHAMELEON)
-       {
-               hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
-               return;
-       }
-       else
-       {
-               /* Introduction */
-               if (old)
-               {
-                       hooked_roff(_("、", ", and "));
-               }
-               else
-               {
-                       hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
-                       old = TRUE;
-               }
-#ifndef JP
-               hooked_roff("moves");
-#endif
-
-               /* Random-ness */
-               if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25))
-               {
-                       /* Adverb */
-                       if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
-                       {
-                               hooked_roff(_("かなり", " extremely"));
-                       }
-                       else if (flags1 & RF1_RAND_50)
-                       {
-                               hooked_roff(_("幾分", " somewhat"));
-                       }
-                       else if (flags1 & RF1_RAND_25)
-                       {
-                               hooked_roff(_("少々", " a bit"));
-                       }
-
-                       /* Adjective */
-                       hooked_roff(_("不規則に", " erratically"));
-
-                       /* Hack -- Occasional conjunction */
-                       if (speed != 110) hooked_roff(_("、かつ", ", and"));
-               }
-
-               if (speed > 110)
-               {
-                       if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
-                       else if (speed > 134) hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
-                       else if (speed > 129) hook_c_roff(TERM_ORANGE, _("非常に", " very"));
-                       else if (speed > 124) hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
-                       else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
-                       hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
-               }
-               else if (speed < 110)
-               {
-                       if (speed < 90) hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
-                       else if (speed < 95) hook_c_roff(TERM_BLUE, _("非常に", " very"));
-                       else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
-                       else if (speed > 104) hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
-                       hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
-               }
-               else
-               {
-                       hooked_roff(_("普通の速さで", " at normal speed"));
-               }
-#ifdef JP
-               hooked_roff("動いている");
-#endif
-       }
-
-       /* The code above includes "attack speed" */
-       if (flags1 & RF1_NEVER_MOVE)
-       {
-               /* Introduce */
-               if (old)
-               {
-                       hooked_roff(_("、しかし", ", but "));
-               }
-               else
-               {
-                       hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
-                       old = TRUE;
-               }
-               hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
-       }
-
-       /* End this sentence */
-       if (old)
-       {
-               hooked_roff(_("。", ".  "));
-               old = FALSE;
-       }
-
-
-       /* Describe experience if known */
-       if (r_ptr->r_tkills || know_everything)
-       {
-               /* Introduction */
-#ifdef JP
-               hooked_roff("この");
-#else
-               if (flags1 & RF1_UNIQUE)
-               {
-                       hooked_roff("Killing this");
-               }
-               else
-               {
-                       hooked_roff("A kill of this");
-               }
-#endif
-
-
-               /* Describe the "quality" */
-               if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
-               if (flags3 & RF3_ANIMAL)          hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
-               if (flags3 & RF3_EVIL)            hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
-               if (flags3 & RF3_GOOD)            hook_c_roff(TERM_YELLOW, _("善良な", " good"));
-               if (flags3 & RF3_UNDEAD)          hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
-               if (flags3 & RF3_AMBERITE)        hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
-
-               if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
-               {
-               /* Describe the "race" */
-                       if (flags3 & RF3_DRAGON)   hook_c_roff(TERM_ORANGE, _("ドラゴン", " dragon"));
-                       if (flags3 & RF3_DEMON)    hook_c_roff(TERM_VIOLET, _("デーモン", " demon"));
-                       if (flags3 & RF3_GIANT)    hook_c_roff(TERM_L_UMBER, _("巨人", " giant"));
-                       if (flags3 & RF3_TROLL)    hook_c_roff(TERM_BLUE, _("トロル", " troll"));
-                       if (flags3 & RF3_ORC)      hook_c_roff(TERM_UMBER, _("オーク", " orc"));
-                       if (flags2 & RF2_HUMAN)    hook_c_roff(TERM_L_WHITE, _("人間", " human"));
-                       if (flags2 & RF2_QUANTUM)  hook_c_roff(TERM_VIOLET, _("量子生物", " quantum creature"));
-                       if (flags3 & RF3_ANGEL)    hook_c_roff(TERM_YELLOW, _("天使", " angel"));
-               }
-               else
-               {
-                       hooked_roff(_("モンスター", " creature"));
-               }
-
-#ifdef JP
-               hooked_roff("を倒すことは");
-#endif
-               /* Group some variables */
-               {
-                       long i, j;
-
-                       /* calculate the integer exp part */
-                       i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
-
-                       /* calculate the fractional exp part scaled by 100, */
-                       /* must use long arithmetic to avoid overflow  */
-                       j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
-                               (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
-
-#ifdef JP
-                       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。", p_ptr->lev, (long)i, (long)j ));
-#else
-
-                       /* Mention the experience */
-                       hooked_roff(format(" is worth about %ld.%02ld point%s",
-                               (long)i, (long)j, ((i == 1) && (j == 0)) ? "" : "s"));
-
-                       /* Take account of annoying English */
-                       p = "th";
-                       i = p_ptr->lev % 10;
-                       if ((p_ptr->lev / 10) == 1) /* nothing */;
-                       else if (i == 1) p = "st";
-                       else if (i == 2) p = "nd";
-                       else if (i == 3) p = "rd";
-
-                       /* Take account of "leading vowels" in numbers */
-                       q = "";
-                       i = p_ptr->lev;
-                       if ((i == 8) || (i == 11) || (i == 18)) q = "n";
-
-                       /* Mention the dependance on the player's level */
-                       hooked_roff(format(" for a%s %lu%s level character.  ",
-                                   q, (long)i, p));
-#endif
-
-               }
-       }
-
-       if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
-       {
-               hook_c_roff(TERM_VIOLET, format(
-                       _("%^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]));
-       }
-       else if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC))
-       {
-               hook_c_roff(TERM_L_RED, format(
-                       _("%^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]));
-       }
-       else if ((flags2 & RF2_AURA_FIRE) && (flags3 & RF3_AURA_COLD))
-       {
-               hook_c_roff(TERM_BLUE, format(
-                       _("%^sは炎と氷に包まれている。", "%^s is surrounded by flames and ice.  "), wd_he[msex]));
-       }
-       else if ((flags3 & RF3_AURA_COLD) && (flags2 & RF2_AURA_ELEC))
-       {
-               hook_c_roff(TERM_L_GREEN, format(
-                       _("%^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]));
-       }
-       else if (flags2 & RF2_AURA_FIRE)
-       {
-               hook_c_roff(TERM_RED, format(
-                       _("%^sは炎に包まれている。", "%^s is surrounded by flames.  "), wd_he[msex]));
-       }
-       else if (flags3 & RF3_AURA_COLD)
-       {
-               hook_c_roff(TERM_BLUE, format(
-                       _("%^sは氷に包まれている。", "%^s is surrounded by ice.  "), wd_he[msex]));
-       }
-       else if (flags2 & RF2_AURA_ELEC)
-       {
-               hook_c_roff(TERM_L_BLUE, format(
-                       _("%^sはスパークに包まれている。", "%^s is surrounded by electricity.  "), wd_he[msex]));
-       }
-
-       if (flags2 & RF2_REFLECTING)
-               hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells.  "), wd_he[msex]));
-
-       /* Describe escorts */
-       if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
-       {
-               hooked_roff(format(
-                       _("%^sは通常護衛を伴って現れる。", "%^s usually appears with escorts.  "), wd_he[msex]));
-
-               if(reinforce)
-               {
-                       hooked_roff(_("護衛の構成は", "These escorts"));
-                       if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
-                       {
-                               hooked_roff(_("少なくとも", " at the least"));
-                       }
-#ifndef JP
-                       hooked_roff(" contain ");
-#endif                 
-                       for(n = 0; n < A_MAX; n++)
-                       {
-                               if(r_ptr->reinforce_id[n] && r_ptr->reinforce_dd[n] && r_ptr->reinforce_ds[n])
-                               {
-                                       monster_race *rf_ptr = &r_info[r_ptr->reinforce_id[n]];
-                                       if(rf_ptr->flags1 & RF1_UNIQUE)
-                                       {
-                                               hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
-                                       }
-                                       else
-                                       {
-#ifdef JP
-                                               hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
-#else
-                                               bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
-                                               GAME_TEXT name[MAX_NLEN];
-                                               strcpy(name, r_name + rf_ptr->name);
-                                               if(plural) plural_aux(name);
-                                               hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
-#endif
-                                       }
-                               }
-                       }
-                       hooked_roff(_("で成り立っている。", "."));
-               }
-       }
-
-       /* Describe friends */
-       else if (flags1 & RF1_FRIENDS)
-       {
-               hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups.  "), wd_he[msex]));
-       }
-
-
-       /* Collect inate attacks */
-       vn = 0;
-       if (flags4 & RF4_SHRIEK)  { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
-       if (flags4 & RF4_ROCKET)  
-    {
-               set_damage(r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
-        vp[vn] = tmp_msg[vn];
-        color[vn++] = TERM_UMBER; 
-    }
-    
-       if (flags4 & RF4_SHOOT)
-       {
-               for (r = 0, m = 0; m < 4; m++)
-               {
-                       if (r_ptr->blow[m].method == RBM_SHOOT)
-                       {
-                               if (know_armour(r_idx))
-                                       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);
-                               else
-                                       sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
-                               vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
-                               break;
-                       }
-               }               
-       }
-       if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
-
-       /* Describe inate attacks */
-       if (vn)
-       {
-               /* Intro */
-               hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
-
-
-               /* Scan */
-               for (n = 0; n < vn; n++)
-               {
-#ifdef JP
-                       if (n != vn - 1)
-                       {
-                               jverb(vp[n], jverb_buf, JVERB_OR);
-                               hook_c_roff(color[n], jverb_buf);
-                               hook_c_roff(color[n], "り");
-                               hooked_roff("、");
-                       }
-                       else hook_c_roff(color[n], vp[n]);
-#else
-                       /* Intro */
-                       if (n == 0) hooked_roff(" may ");
-                       else if (n < vn - 1) hooked_roff(", ");
-                       else hooked_roff(" or ");
-
-                       /* Dump */
-                       hook_c_roff(color[n], vp[n]);
-#endif
-
-               }
-
-               /* End */
-               hooked_roff(_("ことがある。", ".  "));
-       }
-
-
-       /* Collect breaths */
-       vn = 0;
-       if (flags4 & (RF4_BR_ACID))
-       {
-               set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_GREEN;
-       }
-       if (flags4 & (RF4_BR_ELEC))
-       {
-               set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_BLUE;
-       }
-       if (flags4 & (RF4_BR_FIRE))
-       {
-               set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_RED;
-       }
-       if (flags4 & (RF4_BR_COLD))
-       {
-               set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_WHITE;
-       }
-       if (flags4 & (RF4_BR_POIS))
-       {
-               set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_GREEN;
-       }
-       if (flags4 & (RF4_BR_NETH))
-       {
-               set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_DARK;
-       }
-       if (flags4 & (RF4_BR_LITE))
-       {
-               set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_YELLOW;
-       }
-       if (flags4 & (RF4_BR_DARK))
-       {
-               set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_DARK;
-       }
-       if (flags4 & (RF4_BR_CONF))
-       {
-               set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_UMBER;
-       }
-       if (flags4 & (RF4_BR_SOUN))
-       {
-               set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_ORANGE;
-       }
-       if (flags4 & (RF4_BR_CHAO))
-       {
-               set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_VIOLET;
-       }
-       if (flags4 & (RF4_BR_DISE))
-       {
-               set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_VIOLET;
-       }
-       if (flags4 & (RF4_BR_NEXU))
-       {
-               set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_VIOLET;
-       }
-       if (flags4 & (RF4_BR_TIME))
-       {
-               set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_BLUE;
-       }
-       if (flags4 & (RF4_BR_INER))
-       {
-               set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_SLATE;
-       }
-       if (flags4 & (RF4_BR_GRAV))
-       {
-               set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_SLATE;
-       }
-       if (flags4 & (RF4_BR_SHAR))
-       {
-               set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_UMBER;
-       }
-       if (flags4 & (RF4_BR_PLAS))
-       {
-               set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_RED;
-       }
-       if (flags4 & (RF4_BR_WALL))
-       {
-               set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_UMBER;
-       }
-       if (flags4 & (RF4_BR_MANA))
-       {
-               set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_BLUE;
-       }
-       if (flags4 & (RF4_BR_NUKE))
-       {
-               set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_GREEN;
-       }
-       if (flags4 & (RF4_BR_DISI))
-       {
-               set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_SLATE;
-       }
-
-       /* Describe breaths */
-       if (vn)
-       {
-               /* Note breath */
-               breath = TRUE;
-
-               /* Intro */
-               hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
-
-               /* Scan */
-               for (n = 0; n < vn; n++)
-               {
-                       /* Intro */
-#ifdef JP
-                       if ( n != 0 ) hooked_roff("や");
-#else
-                       if (n == 0) hooked_roff(" may breathe ");
-                       else if (n < vn-1) hooked_roff(", ");
-                       else hooked_roff(" or ");
-#endif
-
-
-                       /* Dump */
-                       hook_c_roff(color[n], vp[n]);
-               }
-#ifdef JP
-               hooked_roff("のブレスを吐くことがある");
-#endif
-       }
-
-
-       /* Collect spells */
-       vn = 0;
-       if (a_ability_flags1 & (RF5_BA_ACID))
-       {
-               set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_GREEN;
-       }
-       if (a_ability_flags1 & (RF5_BA_ELEC))
-       {
-               set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_BLUE;
-       }
-       if (a_ability_flags1 & (RF5_BA_FIRE))
-       {
-               set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_RED;
-       }
-       if (a_ability_flags1 & (RF5_BA_COLD))
-       {
-               set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_WHITE;
-       }
-       if (a_ability_flags1 & (RF5_BA_POIS))
-       {
-               set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_GREEN;
-       }
-       if (a_ability_flags1 & (RF5_BA_NETH))
-       {
-               set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_DARK;
-       }
-       if (a_ability_flags1 & (RF5_BA_WATE))
-       {
-               set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_BLUE;
-       }
-       if (flags4 & (RF4_BA_NUKE))
-       {
-               set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_GREEN;
-       }
-       if (a_ability_flags1 & (RF5_BA_MANA))
-       {
-               set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_BLUE;
-       }
-       if (a_ability_flags1 & (RF5_BA_DARK))
-       {
-               set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_DARK;
-       }
-       if (a_ability_flags1 & (RF5_BA_LITE))
-       {
-               set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_YELLOW;
-       }
-       if (flags4 & (RF4_BA_CHAO))
-       {
-               set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_VIOLET;
-       }
-       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; }
-       if (a_ability_flags2 & (RF6_PSY_SPEAR))
-       {
-               set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_YELLOW;
-       }
-       if (a_ability_flags1 & (RF5_DRAIN_MANA))
-       {
-               set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_SLATE;
-       }
-       if (a_ability_flags1 & (RF5_MIND_BLAST))
-       {
-               set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_RED;
-       }
-       if (a_ability_flags1 & (RF5_BRAIN_SMASH))
-       {
-               set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_RED;
-       }
-       if (a_ability_flags1 & (RF5_CAUSE_1))
-       {
-               set_damage(r_idx, (MS_CAUSE_1),
-                       _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_WHITE;
-       }
-       if (a_ability_flags1 & (RF5_CAUSE_2))
-       {
-               set_damage(r_idx, (MS_CAUSE_2),
-                       _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_WHITE;
-       }
-       if (a_ability_flags1 & (RF5_CAUSE_3))
-       {
-               set_damage(r_idx, (MS_CAUSE_3),
-                       _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_WHITE;
-       }
-       if (a_ability_flags1 & (RF5_CAUSE_4))
-       {
-               set_damage(r_idx, (MS_CAUSE_4),
-                       _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_WHITE;
-       }
-       if (a_ability_flags1 & (RF5_BO_ACID))
-       {
-               set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_GREEN;
-       }
-       if (a_ability_flags1 & (RF5_BO_ELEC))
-       {
-               set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_BLUE;
-       }
-       if (a_ability_flags1 & (RF5_BO_FIRE))
-       {
-               set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_RED;
-       }
-       if (a_ability_flags1 & (RF5_BO_COLD))
-       {
-               set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_WHITE;
-       }
-       if (a_ability_flags1 & (RF5_BO_NETH))
-       {
-               set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_DARK;
-       }
-       if (a_ability_flags1 & (RF5_BO_WATE))
-       {
-               set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_BLUE;
-       }
-       if (a_ability_flags1 & (RF5_BO_MANA))
-       {
-               set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_BLUE;
-       }
-       if (a_ability_flags1 & (RF5_BO_PLAS))
-       {
-               set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_L_RED;
-       }
-       if (a_ability_flags1 & (RF5_BO_ICEE))
-       {
-               set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_WHITE;
-       }
-       if (a_ability_flags1 & (RF5_MISSILE))
-       {
-               set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_SLATE;
-       }
-       if (a_ability_flags1 & (RF5_SCARE))           { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
-       if (a_ability_flags1 & (RF5_BLIND))           { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
-       if (a_ability_flags1 & (RF5_CONF))            { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
-       if (a_ability_flags1 & (RF5_SLOW))            { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
-       if (a_ability_flags1 & (RF5_HOLD))            { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
-       if (a_ability_flags2 & (RF6_HASTE))           { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
-       if (a_ability_flags2 & (RF6_HEAL))            { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
-       if (a_ability_flags2 & (RF6_INVULNER))        { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
-       if (flags4 & RF4_DISPEL)            { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
-       if (a_ability_flags2 & (RF6_BLINK))           { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
-       if (a_ability_flags2 & (RF6_TPORT))           { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
-       if (a_ability_flags2 & (RF6_WORLD))           { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
-       if (a_ability_flags2 & (RF6_TELE_TO))         { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
-       if (a_ability_flags2 & (RF6_TELE_AWAY))       { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
-       if (a_ability_flags2 & (RF6_TELE_LEVEL))      { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
-
-       if (a_ability_flags2 & (RF6_DARKNESS))
-       {
-               if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
-               {
-                       vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
-               }
-               else
-               {
-                       vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
-               }
-       }
-
-       if (a_ability_flags2 & (RF6_TRAPS))           { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
-       if (a_ability_flags2 & (RF6_FORGET))          { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
-       if (a_ability_flags2 & (RF6_RAISE_DEAD))      { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
-       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; }
-       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; }
-       if (a_ability_flags2 & (RF6_S_KIN))           { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
-       if (a_ability_flags2 & (RF6_S_ANT))           { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
-       if (a_ability_flags2 & (RF6_S_SPIDER))        { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
-       if (a_ability_flags2 & (RF6_S_HOUND))         { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
-       if (a_ability_flags2 & (RF6_S_HYDRA))         { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
-       if (a_ability_flags2 & (RF6_S_ANGEL))         { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
-       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; }
-       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; }
-       if (a_ability_flags2 & (RF6_S_DRAGON))        { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
-       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; }
-       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; }  
-       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; }
-       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; }
-       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; }
-
-
-       /* Describe spells */
-       if (vn)
-       {
-               /* Note magic */
-               magic = TRUE;
-
-               /* Intro */
-               if (breath)
-               {
-                       hooked_roff(_("、なおかつ", ", and is also"));
-               }
-               else
-               {
-                       hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
-               }
-
-#ifdef JP
-               /* Adverb */
-               if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
-
-               /* Verb Phrase */
-               hooked_roff("魔法を使うことができ、");
-#else
-               /* Verb Phrase */
-               hooked_roff(" magical, casting spells");
-
-               /* Adverb */
-               if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
-#endif
-
-
-               /* Scan */
-               for (n = 0; n < vn; n++)
-               {
-                       /* Intro */
-#ifdef JP
-                       if ( n != 0 ) hooked_roff("、");
-#else
-                       if (n == 0) hooked_roff(" which ");
-                       else if (n < vn-1) hooked_roff(", ");
-                       else hooked_roff(" or ");
-#endif
-
-
-                       /* Dump */
-                       hook_c_roff(color[n], vp[n]);
-               }
-#ifdef JP
-               hooked_roff("の呪文を唱えることがある");
-#endif
-       }
-
-
-       /* End the sentence about inate/other spells */
-       if (breath || magic)
-       {
-               /* Total casting */
-               m = r_ptr->r_cast_spell;
-
-               /* Average frequency */
-               n = r_ptr->freq_spell;
-
-               /* Describe the spell frequency */
-               if (m > 100 || know_everything)
-               {
-                       hooked_roff(format(
-                               _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
-               }
-
-               /* Guess at the frequency */
-               else if (m)
-               {
-                       n = ((n + 9) / 10) * 10;
-                       hooked_roff(format(
-                               _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
-               }
-
-               /* End this sentence */
-               hooked_roff(_("。", ".  "));
-       }
-
-       /* Describe monster "toughness" */
-    if (know_everything || know_armour(r_idx))
-       {
-               /* Armor */
-               hooked_roff(format(
-                       _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
-                           wd_he[msex], r_ptr->ac));
-
-               /* Maximized hitpoints */
-               if ((flags1 & RF1_FORCE_MAXHP) || (r_ptr->hside == 1))
-               {
-                       u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
-                       hooked_roff(format(
-                               _(" %d の体力がある。", " and a life rating of %d.  "),
-                                   (s16b)MIN(30000, hp)));
-               }
-
-               /* Variable hitpoints */
-               else
-               {
-                       hooked_roff(format(
-                               _(" %dd%d の体力がある。", " and a life rating of %dd%d.  "),
-                                   r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
-               }
-       }
-
-
-
-       /* Collect special abilities. */
-       vn = 0;
-       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; }
-       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; }
-       if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
-       if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
-       if (flags7 & RF7_CAN_FLY)  { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
-       if (flags7 & RF7_CAN_SWIM)   { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
-       if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
-       if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
-       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; }
-       if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
-       if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
-       if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
-
-
-       /* Describe special abilities. */
-       if (vn)
-       {
-               /* Intro */
-               hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
-
-               /* Scan */
-               for (n = 0; n < vn; n++)
-               {
-                       /* Intro */
-#ifdef JP
-                       if (n != vn - 1)
-                       {
-                               jverb(vp[n], jverb_buf, JVERB_AND);
-                               hook_c_roff(color[n], jverb_buf);
-                               hooked_roff("、");
-                       }
-                       else hook_c_roff(color[n], vp[n]);
-#else
-                       if (n == 0) hooked_roff(" can ");
-                       else if (n < vn - 1) hooked_roff(", ");
-                       else hooked_roff(" and ");
-
-                       /* Dump */
-                       hook_c_roff(color[n], vp[n]);
-#endif
-
-               }
-
-               /* End */
-               hooked_roff(_("ことができる。", ".  "));
-
-       }
-       
-       /* Aquatic */
-       if (flags7 & RF7_AQUATIC)
-       {
-               hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water.  "), wd_he[msex]));
-       }
-
-       /* Describe special abilities. */
-       if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
-       {
-               hooked_roff(format(_("%^sは光っている。", "%^s is shining.  "), wd_he[msex]));
-       }
-       if (flags7 & (RF7_SELF_DARK_1 | RF7_SELF_DARK_2))
-       {
-               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]));
-       }
-       if (flags2 & RF2_INVISIBLE)
-       {
-               hooked_roff(format(_("%^sは透明で目に見えない。", "%^s is invisible.  "), wd_he[msex]));
-       }
-       if (flags2 & RF2_COLD_BLOOD)
-       {
-               hooked_roff(format(_("%^sは冷血動物である。", "%^s is cold blooded.  "), wd_he[msex]));
-       }
-       if (flags2 & RF2_EMPTY_MIND)
-       {
-               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]));
-       }
-       else if (flags2 & RF2_WEIRD_MIND)
-       {
-               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]));
-       }
-       if (flags2 & RF2_MULTIPLY)
-       {
-               hook_c_roff(TERM_L_UMBER, format(_("%^sは爆発的に増殖する。", "%^s breeds explosively.  "), wd_he[msex]));
-       }
-       if (flags2 & RF2_REGENERATE)
-       {
-               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]));
-       }
-       if (flags7 & RF7_RIDING)
-       {
-               hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding.  "), wd_he[msex]));
-       }
-
-
-       /* Collect susceptibilities */
-       vn = 0;
-       if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
-       if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
-       if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
-       if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
-
-
-       /* Describe susceptibilities */
-       if (vn)
-       {
-               /* Intro */
-               hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
-
-               /* Scan */
-               for (n = 0; n < vn; n++)
-               {
-                       /* Intro */
-#ifdef JP
-                       if ( n != 0 ) hooked_roff("や");
-#else
-                       if (n == 0) hooked_roff(" is hurt by ");
-                       else if (n < vn-1) hooked_roff(", ");
-                       else hooked_roff(" and ");
-#endif
-
-
-                       /* Dump */
-                       hook_c_roff(color[n], vp[n]);
-               }
-
-               /* End */
-               hooked_roff(_("でダメージを与えられる。", ".  "));
-       }
-
-
-       /* Collect immunities */
-       vn = 0;
-       if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
-       if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
-       if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
-       if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
-       if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
-
-
-       /* Collect resistances */
-       if (flagsr & RFR_RES_LITE) { vp[vn] = _("閃光", "light"); color[vn++] = TERM_YELLOW; }
-       if (flagsr & RFR_RES_DARK) { vp[vn] = _("暗黒", "dark"); color[vn++] = TERM_L_DARK; }
-       if (flagsr & RFR_RES_NETH) { vp[vn] = _("地獄", "nether"); color[vn++] = TERM_L_DARK; }
-       if (flagsr & RFR_RES_WATE) { vp[vn] = _("水", "water"); color[vn++] = TERM_BLUE; }
-       if (flagsr & RFR_RES_PLAS) { vp[vn] = _("プラズマ", "plasma"); color[vn++] = TERM_L_RED; }
-       if (flagsr & RFR_RES_SHAR) { vp[vn] = _("破片", "shards"); color[vn++] = TERM_L_UMBER; }
-       if (flagsr & RFR_RES_SOUN) { vp[vn] = _("轟音", "sound"); color[vn++] = TERM_ORANGE; }
-       if (flagsr & RFR_RES_CHAO) { vp[vn] = _("カオス", "chaos"); color[vn++] = TERM_VIOLET; }
-       if (flagsr & RFR_RES_NEXU) { vp[vn] = _("因果混乱", "nexus"); color[vn++] = TERM_VIOLET; }
-       if (flagsr & RFR_RES_DISE) { vp[vn] = _("劣化", "disenchantment"); color[vn++] = TERM_VIOLET; }
-       if (flagsr & RFR_RES_WALL) { vp[vn] = _("フォース", "force"); color[vn++] = TERM_UMBER; }
-       if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
-       if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
-       if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
-       if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
-       if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
-
-       /* Describe immunities and resistances */
-       if (vn)
-       {
-               /* Intro */
-               hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
-
-               /* Scan */
-               for (n = 0; n < vn; n++)
-               {
-                       /* Intro */
-#ifdef JP
-                       if ( n != 0 ) hooked_roff("と");
-#else
-                       if (n == 0) hooked_roff(" resists ");
-                       else if (n < vn-1) hooked_roff(", ");
-                       else hooked_roff(" and ");
-#endif
-
-
-                       /* Dump */
-                       hook_c_roff(color[n], vp[n]);
-               }
-
-               /* End */
-               hooked_roff(_("の耐性を持っている。", ".  "));
-       }
-
-
-       if ((r_ptr->r_xtra1 & MR1_SINKA) || know_everything)
-       {
-               if (r_ptr->next_r_idx)
-               {
-                       hooked_roff(format(_("%^sは経験を積むと、", "%^s will evolve into "), wd_he[msex]));
-                       hook_c_roff(TERM_YELLOW, format("%s", r_name+r_info[r_ptr->next_r_idx].name));
-
-                       hooked_roff(
-                               _(format("に進化する。"),
-                                       format(" when %s gets enough experience.  ", wd_he[msex])));
-               }
-               else if (!(r_ptr->flags1 & RF1_UNIQUE))
-               {
-                       hooked_roff(format(_("%sは進化しない。", "%s won't evolve.  "), wd_he[msex]));
-               }
-       }
-
-       /* Collect non-effects */
-       vn = 0;
-       if (flags3 & RF3_NO_STUN)  { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
-       if (flags3 & RF3_NO_FEAR)  { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
-       if (flags3 & RF3_NO_CONF)  { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
-       if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
-       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; }
-
-       /* Describe non-effects */
-       if (vn)
-       {
-               /* Intro */
-               hooked_roff(format(
-                       _("%^sは", "%^s"), wd_he[msex]));
-
-               /* Scan */
-               for (n = 0; n < vn; n++)
-               {
-                       /* Intro */
-#ifdef JP
-                       if ( n != 0 ) hooked_roff("し、");
-#else
-                       if (n == 0) hooked_roff(" cannot be ");
-                       else if (n < vn - 1) hooked_roff(", ");
-                       else hooked_roff(" or ");
-#endif
-
-
-                       /* Dump */
-                       hook_c_roff(color[n], vp[n]);
-               }
-
-               /* End */
-               hooked_roff(_("。", ".  "));
-       }
-
-
-       /* Do we know how aware it is? */
-       if ((((int)r_ptr->r_wake * (int)r_ptr->r_wake) > r_ptr->sleep) ||
-                 (r_ptr->r_ignore == MAX_UCHAR) ||
-           (r_ptr->sleep == 0 && r_ptr->r_tkills >= 10) || know_everything)
-       {
-               concptr act;
-
-               if (r_ptr->sleep > 200)
-               {
-                       act = _("を無視しがちであるが", "prefers to ignore");
-               }
-               else if (r_ptr->sleep > 95)
-               {
-                       act = _("に対してほとんど注意を払わないが", "pays very little attention to");
-               }
-               else if (r_ptr->sleep > 75)
-               {
-                       act = _("に対してあまり注意を払わないが", "pays little attention to");
-               }
-               else if (r_ptr->sleep > 45)
-               {
-                       act = _("を見過ごしがちであるが", "tends to overlook");
-               }
-               else if (r_ptr->sleep > 25)
-               {
-                       act = _("をほんの少しは見ており", "takes quite a while to see");
-               }
-               else if (r_ptr->sleep > 10)
-               {
-                       act = _("をしばらくは見ており", "takes a while to see");
-               }
-               else if (r_ptr->sleep > 5)
-               {
-                       act = _("を幾分注意深く見ており", "is fairly observant of");
-               }
-               else if (r_ptr->sleep > 3)
-               {
-                       act = _("を注意深く見ており", "is observant of");
-               }
-               else if (r_ptr->sleep > 1)
-               {
-                       act = _("をかなり注意深く見ており", "is very observant of");
-               }
-               else if (r_ptr->sleep > 0)
-               {
-                       act = _("を警戒しており", "is vigilant for");
-               }
-               else
-               {
-                       act = _("をかなり警戒しており", "is ever vigilant for");
-               }
-
-               hooked_roff(
-                       _(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),
-                         format("%^s %s intruders, which %s may notice from %d feet.  ", wd_he[msex], act, wd_he[msex], 10 * r_ptr->aaf)));
-       }
-
-
-       /* Drops gold and/or items */
-       if (drop_gold || drop_item)
-       {
-               /* Intro */
-               hooked_roff(format(
-                       _("%^sは", "%^s may carry"), wd_he[msex]));
-#ifndef JP
-               /* No "n" needed */
-               sin = FALSE;
-#endif
-
-
-               /* Count maximum drop */
-               n = MAX(drop_gold, drop_item);
-
-               /* One drop (may need an "n") */
-               if (n == 1)
-               {
-                       hooked_roff(_("一つの", " a"));
-#ifndef JP
-                       sin = TRUE;
-#endif
-               }
-
-               /* Two drops */
-               else if (n == 2)
-               {
-                       hooked_roff(
-                               _("一つか二つの", " one or two"));
-               }
-
-               /* Many drops */
-               else
-               {
-                       hooked_roff(format(
-                               _(" %d 個までの", " up to %d"), n));
-               }
-
-
-               /* Great */
-               if (flags1 & RF1_DROP_GREAT)
-               {
-                       p = _("特別な", " exceptional");
-               }
-
-               /* Good (no "n" needed) */
-               else if (flags1 & RF1_DROP_GOOD)
-               {
-                       p = _("上質な", " good");
-#ifndef JP
-                       sin = FALSE;
-#endif
-               }
-
-               else
-               {
-                       p = NULL;
-               }
-
-
-               /* Objects */
-               if (drop_item)
-               {
-                       /* Handle singular "an" */
-#ifndef JP
-                       if (sin) hooked_roff("n");
-                       sin = FALSE;
-#endif
-
-                       /* Dump "object(s)" */
-                       if (p) hooked_roff(p);
-                       hooked_roff(
-                               _("アイテム", " object"));
-
-#ifndef JP
-                       if (n != 1) hooked_roff("s");
-#endif
-
-                       /* Conjunction replaces variety, if needed for "gold" below */
-                       p = _("や", " or");
-               }
-
-               /* Treasures */
-               if (drop_gold)
-               {
-#ifndef JP
-                       /* Cancel prefix */
-                       if (!p) sin = FALSE;
-
-                       /* Handle singular "an" */
-                       if (sin) hooked_roff("n");
-                       sin = FALSE;
-#endif
-
-                       /* Dump "treasure(s)" */
-                       if (p) hooked_roff(p);
-                       hooked_roff(_("財宝", " treasure"));
-#ifndef JP
-                       if (n != 1) hooked_roff("s");
-#endif
-
-               }
-
-               /* End this sentence */
-               hooked_roff(_("を持っていることがある。", ".  "));
-       }
-
-
-       /* Count the number of "known" attacks */
-       for (n = 0, m = 0; m < 4; m++)
-       {
-               /* Skip non-attacks */
-               if (!r_ptr->blow[m].method) continue;
-               if (r_ptr->blow[m].method == RBM_SHOOT) continue;
-
-               /* Count known attacks */
-               if (r_ptr->r_blows[m] || know_everything) n++;
-       }
-
-       /* Examine (and count) the actual attacks */
-       for (r = 0, m = 0; m < 4; m++)
-       {
-               int method, effect, d1, d2;
-
-               /* Skip non-attacks */
-               if (!r_ptr->blow[m].method) continue;
-               if (r_ptr->blow[m].method == RBM_SHOOT) continue;
-
-               /* Skip unknown attacks */
-               if (!r_ptr->r_blows[m] && !know_everything) continue;
-
-               /* Extract the attack info */
-               method = r_ptr->blow[m].method;
-               effect = r_ptr->blow[m].effect;
-               d1 = r_ptr->blow[m].d_dice;
-               d2 = r_ptr->blow[m].d_side;
-
-               /* No method yet */
-               p = NULL;
-
-               /* Acquire the method */
-               switch (method)
-               {
-                       case RBM_HIT:           p = _("殴る", "hit"); break;
-                       case RBM_TOUCH:         p = _("触る", "touch"); break;
-                       case RBM_PUNCH:         p = _("パンチする", "punch"); break;
-                       case RBM_KICK:          p = _("蹴る", "kick"); break;
-                       case RBM_CLAW:          p = _("ひっかく", "claw"); break;
-                       case RBM_BITE:          p = _("噛む", "bite"); break;
-                       case RBM_STING:         p = _("刺す", "sting"); break;
-                       case RBM_SLASH:         p = _("斬る", "slash"); break;
-                       case RBM_BUTT:          p = _("角で突く", "butt"); break;
-                       case RBM_CRUSH:         p = _("体当たりする", "crush"); break;
-                       case RBM_ENGULF:        p = _("飲み込む", "engulf"); break;
-                       case RBM_CHARGE:        p = _("請求書をよこす", "charge"); break;
-                       case RBM_CRAWL:         p = _("体の上を這い回る", "crawl on you"); break;
-                       case RBM_DROOL:         p = _("よだれをたらす", "drool on you"); break;
-                       case RBM_SPIT:          p = _("つばを吐く", "spit"); break;
-                       case RBM_EXPLODE:       p = _("爆発する", "explode"); break;
-                       case RBM_GAZE:          p = _("にらむ", "gaze"); break;
-                       case RBM_WAIL:          p = _("泣き叫ぶ", "wail"); break;
-                       case RBM_SPORE:         p = _("胞子を飛ばす", "release spores"); break;
-                       case RBM_XXX4:          break;
-                       case RBM_BEG:           p = _("金をせがむ", "beg"); break;
-                       case RBM_INSULT:        p = _("侮辱する", "insult"); break;
-                       case RBM_MOAN:          p = _("うめく", "moan"); break;
-                       case RBM_SHOW:          p = _("歌う", "sing"); break;
-               }
-
-
-               /* Default effect */
-               q = NULL;
-
-               /* Acquire the effect */
-               switch (effect)
-               {
-                       case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
-                       case RBE_HURT:          q = _("攻撃する", "attack"); break;
-                       case RBE_POISON:        q = _("毒をくらわす", "poison"); break;
-                       case RBE_UN_BONUS:      q = _("劣化させる", "disenchant"); break;
-                       case RBE_UN_POWER:      q = _("充填魔力を吸収する", "drain charges"); break;
-                       case RBE_EAT_GOLD:      q = _("金を盗む", "steal gold"); break;
-                       case RBE_EAT_ITEM:      q = _("アイテムを盗む", "steal items"); break;
-                       case RBE_EAT_FOOD:      q = _("あなたの食料を食べる", "eat your food"); break;
-                       case RBE_EAT_LITE:      q = _("明かりを吸収する", "absorb light"); break;
-                       case RBE_ACID:          q = _("酸を飛ばす", "shoot acid"); break;
-                       case RBE_ELEC:          q = _("感電させる", "electrocute"); break;
-                       case RBE_FIRE:          q = _("燃やす", "burn"); break;
-                       case RBE_COLD:          q = _("凍らせる", "freeze"); break;
-                       case RBE_BLIND:         q = _("盲目にする", "blind"); break;
-                       case RBE_CONFUSE:       q = _("混乱させる", "confuse"); break;
-                       case RBE_TERRIFY:       q = _("恐怖させる", "terrify"); break;
-                       case RBE_PARALYZE:      q = _("麻痺させる", "paralyze"); break;
-                       case RBE_LOSE_STR:      q = _("腕力を減少させる", "reduce strength"); break;
-                       case RBE_LOSE_INT:      q = _("知能を減少させる", "reduce intelligence"); break;
-                       case RBE_LOSE_WIS:      q = _("賢さを減少させる", "reduce wisdom"); break;
-                       case RBE_LOSE_DEX:      q = _("器用さを減少させる", "reduce dexterity"); break;
-                       case RBE_LOSE_CON:      q = _("耐久力を減少させる", "reduce constitution"); break;
-                       case RBE_LOSE_CHR:      q = _("魅力を減少させる", "reduce charisma"); break;
-                       case RBE_LOSE_ALL:      q = _("全ステータスを減少させる", "reduce all stats"); break;
-                       case RBE_SHATTER:       q = _("粉砕する", "shatter"); break;
-                       case RBE_EXP_10:        q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
-                       case RBE_EXP_20:        q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
-                       case RBE_EXP_40:        q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
-                       case RBE_EXP_80:        q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
-                       case RBE_DISEASE:       q = _("病気にする", "disease"); break;
-                       case RBE_TIME:      q = _("時間を逆戻りさせる", "time"); break;
-                       case RBE_DR_LIFE:   q = _("生命力を吸収する", "drain life"); break;
-                       case RBE_DR_MANA:   q = _("魔力を奪う", "drain mana force"); break;
-                       case RBE_INERTIA:   q = _("減速させる", "slow"); break;
-                       case RBE_STUN:      q = _("朦朧とさせる", "stun"); break;
-               }
-
-
-#ifdef JP
-               if ( r == 0 ) hooked_roff( format("%^sは", wd_he[msex]) );
-
-               /***若干表現を変更 ita ***/
-
-                       /* Describe damage (if known) */
-               if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
-                 {
-                   
-                   /* Display the damage */
-                   hooked_roff(format(" %dd%d ", d1, d2));
-                   hooked_roff("のダメージで");
-                 }
-               /* Hack -- force a method */
-               if (!p) p = "何か奇妙なことをする";
-
-               /* Describe the method */
-               /* XXしてYYし/XXしてYYする/XXし/XXする */
-               if(q) jverb( p ,jverb_buf, JVERB_TO);
-               else if(r!=n-1) jverb( p ,jverb_buf, JVERB_AND);
-               else strcpy(jverb_buf, p);
-
-               hooked_roff(jverb_buf);
-
-               /* Describe the effect (if any) */
-               if (q)
-               {
-                 if(r!=n-1) jverb( q,jverb_buf, JVERB_AND);
-                 else strcpy(jverb_buf,q); 
-                 hooked_roff(jverb_buf);
-               }
-               if(r!=n-1) hooked_roff("、");
-#else
-               /* Introduce the attack description */
-               if (!r)
-               {
-                       hooked_roff(format("%^s can ", wd_he[msex]));
-               }
-               else if (r < n-1)
-               {
-                       hooked_roff(", ");
-               }
-               else
-               {
-                       hooked_roff(", and ");
-               }
-
-
-               /* Hack -- force a method */
-               if (!p) p = "do something weird";
-
-               /* Describe the method */
-               hooked_roff(p);
-
-
-               /* Describe the effect (if any) */
-               if (q)
-               {
-                       /* Describe the attack type */
-                       hooked_roff(" to ");
-                       hooked_roff(q);
-
-                       /* Describe damage (if known) */
-                       if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
-                       {
-                               /* Display the damage */
-                               hooked_roff(" with damage");
-                               hooked_roff(format(" %dd%d", d1, d2));
-                       }
-               }
-#endif
-
-
-
-               /* Count the attacks as printed */
-               r++;
-       }
-
-       /* Finish sentence above */
-       if (r)
-       {
-               hooked_roff(_("。", ".  "));
-       }
-
-       /* Notice lack of attacks */
-       else if (flags1 & RF1_NEVER_BLOW)
-       {
-               hooked_roff(format(
-                       _("%^sは物理的な攻撃方法を持たない。",
-                         "%^s has no physical attacks.  "), wd_he[msex]));
-       }
-
-       /* Or describe the lack of knowledge */
-       else
-       {
-               hooked_roff(format(
-                       _("%s攻撃については何も知らない。",
-                         "Nothing is known about %s attack.  "), wd_his[msex]));
-       }
-
-
-       /*
-        * Notice "Quest" monsters, but only if you
-        * already encountered the monster.
-        */
-       if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
-       {
-               hook_c_roff(TERM_VIOLET, 
-                       _("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...",
-                         "You feel an intense desire to kill this monster...  "));
-       }
-
-       else if (flags7 & RF7_GUARDIAN)
-       {
-               hook_c_roff(TERM_L_RED, 
-                       _("このモンスターはダンジョンの主である。",
-                         "This monster is the master of a dungeon."));
-       }
-
-
-       /* All done */
-       hooked_roff("\n");
-
-}
-
-
-/*!
- * @brief モンスター情報のヘッダを記述する
- * Hack -- Display the "name" and "attr/chars" of a monster race
- * @param r_idx モンスターの種族ID
- * @return なし
- */
-void roff_top(MONRACE_IDX r_idx)
-{
-       monster_race    *r_ptr = &r_info[r_idx];
-
-       TERM_COLOR      a1, a2;
-       char            c1, c2;
-
-
-       /* Access the chars */
-       c1 = r_ptr->d_char;
-       c2 = r_ptr->x_char;
-
-       /* Access the attrs */
-       a1 = r_ptr->d_attr;
-       a2 = r_ptr->x_attr;
-
-
-       /* Clear the top line */
-       Term_erase(0, 0, 255);
-
-       /* Reset the cursor */
-       Term_gotoxy(0, 0);
-
-#ifndef JP
-       /* A title (use "The" for non-uniques) */
-       if (!(r_ptr->flags1 & RF1_UNIQUE))
-       {
-               Term_addstr(-1, TERM_WHITE, "The ");
-       }
-#endif
-
-       /* Dump the name */
-       Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
-
-       /* Append the "standard" attr/char info */
-       Term_addstr(-1, TERM_WHITE, " ('");
-       Term_add_bigch(a1, c1);
-       Term_addstr(-1, TERM_WHITE, "')");
-
-       /* Append the "optional" attr/char info */
-       Term_addstr(-1, TERM_WHITE, "/('");
-       Term_add_bigch(a2, c2);
-       Term_addstr(-1, TERM_WHITE, "'):");
-
-       /* Wizards get extra info */
-       if (current_world_ptr->wizard)
-       {
-               char buf[16];
-
-               sprintf(buf, "%d", r_idx);
-
-               Term_addstr(-1, TERM_WHITE, " (");
-               Term_addstr(-1, TERM_L_BLUE, buf);
-               Term_addch(TERM_WHITE, ')');
-       }
-}
-
-
-
-/*!
- * @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 /
- * Hack -- describe the given monster race at the top of the screen
- * @param r_idx モンスターの種族ID
- * @param mode 表示オプション
- * @return なし
- */
-void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
-{
-       msg_erase();
-
-       /* Begin recall */
-       Term_erase(0, 1, 255);
-
-       hook_c_roff = c_roff;
-
-       /* Recall monster */
-       roff_aux(r_idx, mode);
-
-       /* Describe monster */
-       roff_top(r_idx);
-}
-
-
-
-
-/*!
- * @brief モンスター情報の現在のウィンドウに表示する /
- * Hack -- describe the given monster race in the current "term" window
- * @param r_idx モンスターの種族ID
- * @return なし
- */
-void display_roff(MONRACE_IDX r_idx)
-{
-       int y;
-
-       /* Erase the window */
-       for (y = 0; y < Term->hgt; y++)
-       {
-               /* Erase the line */
-               Term_erase(0, y, 255);
-       }
-
-       /* Begin recall */
-       Term_gotoxy(0, 1);
-
-       hook_c_roff = c_roff;
-
-       /* Recall monster */
-       roff_aux(r_idx, 0);
-
-       /* Describe monster */
-       roff_top(r_idx);
-}
-
-
-/*!
- * @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 /
- * Hack -- output description of the given monster race
- * @param r_idx モンスターの種族ID
- * @param roff_func 出力処理を行う関数ポインタ
- * @return なし
- */
-void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(TERM_COLOR attr, concptr str))
-{
-       hook_c_roff = roff_func;
-
-       /* Recall monster */
-       roff_aux(r_idx, 0x03);
-}
-
-
-
-/*!
- * @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
- * @return 地勢にあったモンスターの生成条件関数
- */
-monsterrace_hook_type get_monster_hook(void)
-{
-       if (!p_ptr->current_floor_ptr->dun_level && !p_ptr->current_floor_ptr->inside_quest)
-       {
-               switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
-               {
-               case TERRAIN_TOWN:
-                       return (monsterrace_hook_type)mon_hook_town;
-               case TERRAIN_DEEP_WATER:
-                       return (monsterrace_hook_type)mon_hook_ocean;
-               case TERRAIN_SHALLOW_WATER:
-               case TERRAIN_SWAMP:
-                       return (monsterrace_hook_type)mon_hook_shore;
-               case TERRAIN_DIRT:
-               case TERRAIN_DESERT:
-                       return (monsterrace_hook_type)mon_hook_waste;
-               case TERRAIN_GRASS:
-                       return (monsterrace_hook_type)mon_hook_grass;
-               case TERRAIN_TREES:
-                       return (monsterrace_hook_type)mon_hook_wood;
-               case TERRAIN_SHALLOW_LAVA:
-               case TERRAIN_DEEP_LAVA:
-                       return (monsterrace_hook_type)mon_hook_volcano;
-               case TERRAIN_MOUNTAIN:
-                       return (monsterrace_hook_type)mon_hook_mountain;
-               default:
-                       return (monsterrace_hook_type)mon_hook_dungeon;
-               }
-       }
-       else
-       {
-               return (monsterrace_hook_type)mon_hook_dungeon;
-       }
-}
-
-/*!
- * @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
- * @return 地勢にあったモンスターの生成条件関数
- */
-monsterrace_hook_type get_monster_hook2(POSITION y, POSITION x)
-{
-       feature_type *f_ptr = &f_info[p_ptr->current_floor_ptr->grid_array[y][x].feat];
-
-       /* Set the monster list */
-
-       /* Water */
-       if (have_flag(f_ptr->flags, FF_WATER))
-       {
-               /* Deep water */
-               if (have_flag(f_ptr->flags, FF_DEEP))
-               {
-                       return (monsterrace_hook_type)mon_hook_deep_water;
-               }
-
-               /* Shallow water */
-               else
-               {
-                       return (monsterrace_hook_type)mon_hook_shallow_water;
-               }
-       }
-
-       /* Lava */
-       else if (have_flag(f_ptr->flags, FF_LAVA))
-       {
-               return (monsterrace_hook_type)mon_hook_lava;
-       }
-
-       else return (monsterrace_hook_type)mon_hook_floor;
-}
-
-/*!
- * @brief モンスターを友好的にする
- * @param m_ptr モンスター情報構造体の参照ポインタ
- * @return なし
- */
-void set_friendly(monster_type *m_ptr)
-{
-       m_ptr->smart |= SM_FRIENDLY;
-}
-
-/*!
- * @brief モンスターをペットにする
- * @param m_ptr モンスター情報構造体の参照ポインタ
- * @return なし
- */
-void set_pet(monster_type *m_ptr)
-{
-       check_quest_completion(p_ptr, m_ptr);
-
-       m_ptr->smart |= SM_PET;
-       if (!(r_info[m_ptr->r_idx].flags3 & (RF3_EVIL | RF3_GOOD)))
-               m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
-}
-
-/*!
- * @brief モンスターを敵に回す
- * Makes the monster hostile towards the player
- * @param m_ptr モンスター情報構造体の参照ポインタ
- * @return なし
- */
-void set_hostile(monster_type *m_ptr)
-{
-       if (p_ptr->phase_out) return;
-       m_ptr->smart &= ~SM_PET;
-       m_ptr->smart &= ~SM_FRIENDLY;
-}
-
-
-/*!
- * @brief モンスターを怒らせる
- * Anger the monster
- * @param m_ptr モンスター情報構造体の参照ポインタ
- * @return なし
- */
-void anger_monster(monster_type *m_ptr)
-{
-       if (p_ptr->phase_out) return;
-       if (is_friendly(m_ptr))
-       {
-               GAME_TEXT m_name[MAX_NLEN];
-
-               monster_desc(m_name, m_ptr, 0);
-               msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
-
-               set_hostile(m_ptr);
-
-               chg_virtue(p_ptr, V_INDIVIDUALISM, 1);
-               chg_virtue(p_ptr, V_HONOUR, -1);
-               chg_virtue(p_ptr, V_JUSTICE, -1);
-               chg_virtue(p_ptr, V_COMPASSION, -1);
-       }
-}
-
-
-/*!
- * @brief モンスターが地形を踏破できるかどうかを返す
- * Check if monster can cross terrain
- * @param feat 地形ID
- * @param r_ptr モンスター種族構造体の参照ポインタ
- * @param mode オプション
- * @return 踏破可能ならばTRUEを返す
- */
-bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, BIT_FLAGS16 mode)
-{
-       feature_type *f_ptr = &f_info[feat];
-
-       if (have_flag(f_ptr->flags, FF_PATTERN))
-       {
-               if (!(mode & CEM_RIDING))
-               {
-                       if (!(r_ptr->flags7 & RF7_CAN_FLY)) return FALSE;
-               }
-               else
-               {
-                       if (!(mode & CEM_P_CAN_ENTER_PATTERN)) return FALSE;
-               }
-       }
-
-       /* "CAN" flags */
-       if (have_flag(f_ptr->flags, FF_CAN_FLY) && (r_ptr->flags7 & RF7_CAN_FLY)) return TRUE;
-       if (have_flag(f_ptr->flags, FF_CAN_SWIM) && (r_ptr->flags7 & RF7_CAN_SWIM)) return TRUE;
-       if (have_flag(f_ptr->flags, FF_CAN_PASS))
-       {
-               if ((r_ptr->flags2 & RF2_PASS_WALL) && (!(mode & CEM_RIDING) || p_ptr->pass_wall)) return TRUE;
-       }
-
-       if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
-
-       /* Some monsters can walk on mountains */
-       if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
-
-       /* Water */
-       if (have_flag(f_ptr->flags, FF_WATER))
-       {
-               if (!(r_ptr->flags7 & RF7_AQUATIC))
-               {
-                       /* Deep water */
-                       if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
-
-                       /* Shallow water */
-                       else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
-               }
-       }
-
-       /* Aquatic monster into non-water? */
-       else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
-
-       /* Lava */
-       if (have_flag(f_ptr->flags, FF_LAVA))
-       {
-               if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
-       }
-
-       /* Cold */
-       if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
-       {
-               if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
-       }
-
-       /* Elec */
-       if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
-       {
-               if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
-       }
-
-       /* Acid */
-       if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
-       {
-               if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
-       }
-
-       /* Poison */
-       if (have_flag(f_ptr->flags, FF_POISON_PUDDLE))
-       {
-               if (!(r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)) return FALSE;
-       }
-
-       return TRUE;
-}
-
-
-/*!
- * @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
- * Strictly check if monster can enter the grid
- * @param y 地形のY座標
- * @param x 地形のX座標
- * @param r_ptr モンスター種族構造体の参照ポインタ
- * @param mode オプション
- * @return 踏破可能ならばTRUEを返す
- */
-bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
-{
-       grid_type *g_ptr = &p_ptr->current_floor_ptr->grid_array[y][x];
-
-       /* Player or other monster */
-       if (player_bold(p_ptr, y, x)) return FALSE;
-       if (g_ptr->m_idx) return FALSE;
-
-       return monster_can_cross_terrain(g_ptr->feat, r_ptr, mode);
-}
-
-
-/*!
- * @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)
- * Check if this monster has "hostile" alignment (aux)
- * @param sub_align1 モンスター1のサブフラグ
- * @param sub_align2 モンスター2のサブフラグ
- * @return 敵対関係にあるならばTRUEを返す
- */
-static bool check_hostile_align(byte sub_align1, byte sub_align2)
-{
-       if (sub_align1 != sub_align2)
-       {
-               if (((sub_align1 & SUB_ALIGN_EVIL) && (sub_align2 & SUB_ALIGN_GOOD)) ||
-                       ((sub_align1 & SUB_ALIGN_GOOD) && (sub_align2 & SUB_ALIGN_EVIL)))
-                       return TRUE;
-       }
-
-       /* Non-hostile alignment */
-       return FALSE;
-}
-
-
-/*!
- * @brief モンスターの属性の基づいた敵対関係の有無を返す
- * Check if two monsters are enemies
- * @param m_ptr モンスター1の構造体参照ポインタ
- * @param n_ptr モンスター2の構造体参照ポインタ
- * @return 敵対関係にあるならばTRUEを返す
- */
-bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
-{
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-       monster_race *s_ptr = &r_info[n_ptr->r_idx];
-
-       if (p_ptr->phase_out)
-       {
-               if (is_pet(m_ptr) || is_pet(n_ptr)) return FALSE;
-               return TRUE;
-       }
-
-       if ((r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
-           && (s_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL)))
-       {
-               if (!is_pet(m_ptr) && !is_pet(n_ptr)) return FALSE;
-       }
-
-       /* Friendly vs. opposite aligned normal or pet */
-       if (check_hostile_align(m_ptr->sub_align, n_ptr->sub_align))
-       {
-               if (!(m_ptr->mflag2 & MFLAG2_CHAMELEON) || !(n_ptr->mflag2 & MFLAG2_CHAMELEON)) return TRUE;
-       }
-
-       /* Hostile vs. non-hostile */
-       if (is_hostile(m_ptr) != is_hostile(n_ptr))
-       {
-               return TRUE;
-       }
-
-       /* Default */
-       return FALSE;
-}
-
-
-/*!
- * @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
- * Check if this monster race has "hostile" alignment
- * @param m_ptr モンスター情報構造体の参照ポインタ
- * @param pa_good プレイヤーの善傾向値
- * @param pa_evil プレイヤーの悪傾向値
- * @param r_ptr モンスター種族情報の構造体参照ポインタ
- * @return プレイヤーに敵意を持つならばTRUEを返す
- * @details
- * If user is player, m_ptr == NULL.
- */
-bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
-{
-       byte sub_align1 = SUB_ALIGN_NEUTRAL;
-       byte sub_align2 = SUB_ALIGN_NEUTRAL;
-
-       if (m_ptr) /* For a monster */
-       {
-               sub_align1 = m_ptr->sub_align;
-       }
-       else /* For player */
-       {
-               if (p_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
-               if (p_ptr->align <= pa_evil) sub_align1 |= SUB_ALIGN_EVIL;
-       }
-
-       /* Racial alignment flags */
-       if (r_ptr->flags3 & RF3_EVIL) sub_align2 |= SUB_ALIGN_EVIL;
-       if (r_ptr->flags3 & RF3_GOOD) sub_align2 |= SUB_ALIGN_GOOD;
-
-       if (check_hostile_align(sub_align1, sub_align2)) return TRUE;
-
-       /* Non-hostile alignment */
-       return FALSE;
-}
-
-/*!
- * @brief モンスターを倒した際の財宝svalを返す
- * @param r_idx 倒したモンスターの種族ID
- * @return 財宝のsval
- * @details
- * Hack -- Return the "automatic coin type" of a monster race
- * Used to allocate proper treasure when "Creeping coins" die
- * Note the use of actual "monster names"
- */
-static OBJECT_SUBTYPE_VALUE get_coin_type(MONRACE_IDX r_idx)
-{
-       /* Analyze monsters */
-       switch (r_idx)
-       {
-       case MON_COPPER_COINS: return 2;
-       case MON_SILVER_COINS: return 5;
-       case MON_GOLD_COINS: return 10;
-       case MON_MITHRIL_COINS:
-       case MON_MITHRIL_GOLEM: return 16;
-       case MON_ADAMANT_COINS: return 17;
-       }
-
-       /* Assume nothing */
-       return 0;
-}
-
-
-/*!
- * @brief モンスターが死亡した時の処理 /
- * Handle the "death" of a monster.
- * @param m_idx 死亡したモンスターのID
- * @param drop_item TRUEならばモンスターのドロップ処理を行う
- * @return 撃破されたモンスターの述語
- * @details
- * <pre>
- * Disperse treasures centered at the monster location based on the
- * various flags contained in the monster flags fields.
- * Check for "Quest" completion when a quest monster is killed.
- * Note that only the player can induce "monster_death()" on Uniques.
- * Thus (for now) all Quest monsters should be Uniques.
- * Note that monsters can now carry objects, and when a monster dies,
- * it drops all of its objects, which may disappear in crowded rooms.
- * </pre>
- */
-void monster_death(MONSTER_IDX m_idx, bool drop_item)
-{
-       int i, j;
-       POSITION y, x;
-
-       int dump_item = 0;
-       int dump_gold = 0;
-       int number = 0;
-
-       monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
-
-       u32b mo_mode = 0L;
-
-       bool do_gold = (!(r_ptr->flags1 & RF1_ONLY_ITEM));
-       bool do_item = (!(r_ptr->flags1 & RF1_ONLY_GOLD));
-       bool cloned = (m_ptr->smart & SM_CLONED) ? TRUE : FALSE;
-       int force_coin = get_coin_type(m_ptr->r_idx);
-
-       object_type forge;
-       object_type *q_ptr;
-
-       bool drop_chosen_item = drop_item && !cloned && !p_ptr->current_floor_ptr->inside_arena
-               && !p_ptr->phase_out && !is_pet(m_ptr);
-
-       /* The caster is dead? */
-       if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx) current_world_ptr->timewalk_m_idx = 0;
-
-       /* Notice changes in view */
-       if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
-       {
-               p_ptr->update |= (PU_MON_LITE);
-       }
-
-       y = m_ptr->fy;
-       x = m_ptr->fx;
-
-       if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
-       {
-               GAME_TEXT m_name[MAX_NLEN];
-
-               monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
-               exe_write_diary(p_ptr, NIKKI_NAMED_PET, 3, m_name);
-       }
-
-       /* Let monsters explode! */
-       for (i = 0; i < 4; i++)
-       {
-               if (r_ptr->blow[i].method == RBM_EXPLODE)
-               {
-                       BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-                       EFFECT_ID typ = mbe_info[r_ptr->blow[i].effect].explode_type;
-                       DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
-                       DICE_SID d_side = r_ptr->blow[i].d_side;
-                       HIT_POINT damage = damroll(d_dice, d_side);
-
-                       project(p_ptr, m_idx, 3, y, x, damage, typ, flg, -1);
-                       break;
-               }
-       }
-
-       if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
-       {
-               choose_new_monster(m_idx, TRUE, MON_CHAMELEON);
-               r_ptr = &r_info[m_ptr->r_idx];
-       }
-
-       check_quest_completion(p_ptr, m_ptr);
-
-       /* Handle the possibility of player vanquishing arena combatant -KMW- */
-       if (p_ptr->current_floor_ptr->inside_arena && !is_pet(m_ptr))
-       {
-               p_ptr->exit_bldg = TRUE;
-
-               if (p_ptr->arena_number > MAX_ARENA_MONS)
-               {
-                       msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
-               }
-               else
-               {
-                       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."));
-               }
-
-               if (arena_info[p_ptr->arena_number].tval)
-               {
-                       q_ptr = &forge;
-
-                       /* Prepare to make a prize */
-                       object_prep(q_ptr, lookup_kind(arena_info[p_ptr->arena_number].tval, arena_info[p_ptr->arena_number].sval));
-                       apply_magic(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
-                       (void)drop_near(p_ptr, q_ptr, -1, y, x);
-               }
-
-               if (p_ptr->arena_number > MAX_ARENA_MONS) p_ptr->arena_number++;
-               p_ptr->arena_number++;
-               if (record_arena)
-               {
-                       GAME_TEXT m_name[MAX_NLEN];
-
-                       monster_desc(m_name, m_ptr, MD_WRONGDOER_NAME);
-
-                       exe_write_diary(p_ptr, NIKKI_ARENA, p_ptr->arena_number, m_name);
-               }
-       }
-
-       if (m_idx == p_ptr->riding)
-       {
-               if (rakuba(p_ptr, -1, FALSE))
-               {
-                       msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
-               }
-       }
-
-       /* Drop a dead corpse? */
-       if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
-               (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
-               !(p_ptr->current_floor_ptr->inside_arena || p_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
-       {
-               /* Assume skeleton */
-               bool corpse = FALSE;
-
-               /*
-                * We cannot drop a skeleton? Note, if we are in this check,
-                * we *know* we can drop at least a corpse or a skeleton
-                */
-               if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
-                       corpse = TRUE;
-               else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
-                       corpse = TRUE;
-
-               /* Else, a corpse is more likely unless we did a "lot" of damage */
-               else if (r_ptr->flags9 & RF9_DROP_CORPSE)
-               {
-                       /* Lots of damage in one blow */
-                       if ((0 - ((m_ptr->maxhp) / 4)) > m_ptr->hp)
-                       {
-                               if (one_in_(5)) corpse = TRUE;
-                       }
-                       else
-                       {
-                               if (!one_in_(5)) corpse = TRUE;
-                       }
-               }
-               q_ptr = &forge;
-
-               /* Prepare to make an object */
-               object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
-
-               apply_magic(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
-
-               q_ptr->pval = m_ptr->r_idx;
-               (void)drop_near(p_ptr, q_ptr, -1, y, x);
-       }
-
-       /* Drop objects being carried */
-       monster_drop_carried_objects(m_ptr);
-
-       if (r_ptr->flags1 & RF1_DROP_GOOD) mo_mode |= AM_GOOD;
-       if (r_ptr->flags1 & RF1_DROP_GREAT) mo_mode |= AM_GREAT;
-
-       switch (m_ptr->r_idx)
-       {
-       case MON_PINK_HORROR:
-               /* Pink horrors are replaced with 2 Blue horrors */
-               if (!(p_ptr->current_floor_ptr->inside_arena || p_ptr->phase_out))
-               {
-                       bool notice = FALSE;
-
-                       for (i = 0; i < 2; i++)
-                       {
-                               POSITION wy = y, wx = x;
-                               bool pet = is_pet(m_ptr);
-                               BIT_FLAGS mode = 0L;
-
-                               if (pet) mode |= PM_FORCE_PET;
-
-                               if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
-                               {
-                                       if (player_can_see_bold(p_ptr, wy, wx)) notice = TRUE;
-                               }
-                       }
-
-                       if (notice) msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
-               }
-               break;
-
-       case MON_BLOODLETTER:
-               /* Bloodletters of Khorne may drop a blade of chaos */
-               if (drop_chosen_item && (randint1(100) < 15))
-               {
-                       q_ptr = &forge;
-
-                       /* Prepare to make a Blade of Chaos */
-                       object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
-
-                       apply_magic(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
-                       (void)drop_near(p_ptr, q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_RAAL:
-               if (drop_chosen_item && (p_ptr->current_floor_ptr->dun_level > 9))
-               {
-                       q_ptr = &forge;
-                       object_wipe(q_ptr);
-
-                       /* Activate restriction */
-                       if ((p_ptr->current_floor_ptr->dun_level > 49) && one_in_(5))
-                               get_obj_num_hook = kind_is_good_book;
-                       else
-                               get_obj_num_hook = kind_is_book;
-
-                       /* Make a book */
-                       make_object(p_ptr, q_ptr, mo_mode);
-                       (void)drop_near(p_ptr, q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_DAWN:
-               /*
-                * Mega^3-hack: killing a 'Warrior of the Dawn' is likely to
-                * spawn another in the fallen one's place!
-                */
-               if (!p_ptr->current_floor_ptr->inside_arena && !p_ptr->phase_out)
-               {
-                       if (!one_in_(7))
-                       {
-                               POSITION wy = y, wx = x;
-                               int attempts = 100;
-                               bool pet = is_pet(m_ptr);
-
-                               do
-                               {
-                                       scatter(p_ptr->current_floor_ptr, &wy, &wx, y, x, 20, 0);
-                               } while (!(in_bounds(p_ptr->current_floor_ptr, wy, wx) && cave_empty_bold2(p_ptr->current_floor_ptr, wy, wx)) && --attempts);
-
-                               if (attempts > 0)
-                               {
-                                       BIT_FLAGS mode = 0L;
-                                       if (pet) mode |= PM_FORCE_PET;
-
-                                       if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
-                                       {
-                                               if (player_can_see_bold(p_ptr, wy, wx))
-                                                       msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
-                                       }
-                               }
-                       }
-               }
-               break;
-
-       case MON_UNMAKER:
-               /* One more ultra-hack: An Unmaker goes out with a big bang! */
-       {
-               BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-               (void)project(p_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
-       }
-       break;
-
-       case MON_UNICORN_ORD:
-       case MON_MORGOTH:
-       case MON_ONE_RING:
-               /* Reward for "lazy" player */
-               if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
-               {
-                       ARTIFACT_IDX a_idx = 0;
-                       artifact_type *a_ptr = NULL;
-
-                       if (!drop_chosen_item) break;
-
-                       do
-                       {
-                               switch (randint0(3))
-                               {
-                               case 0:
-                                       a_idx = ART_NAMAKE_HAMMER;
-                                       break;
-                               case 1:
-                                       a_idx = ART_NAMAKE_BOW;
-                                       break;
-                               case 2:
-                                       a_idx = ART_NAMAKE_ARMOR;
-                                       break;
-                               }
-
-                               a_ptr = &a_info[a_idx];
-                       } while (a_ptr->cur_num);
-
-                       if (create_named_art(p_ptr, a_idx, y, x))
-                       {
-                               a_ptr->cur_num = 1;
-
-                               /* Hack -- Memorize location of artifact in saved floors */
-                               if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
-                       }
-                       else if (!preserve_mode) a_ptr->cur_num = 1;
-               }
-               break;
-
-       case MON_SERPENT:
-               if (!drop_chosen_item) break;
-               q_ptr = &forge;
-
-               /* Mega-Hack -- Prepare to make "Grond" */
-               object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
-
-               /* Mega-Hack -- Mark this item as "Grond" */
-               q_ptr->name1 = ART_GROND;
-
-               /* Mega-Hack -- Actually create "Grond" */
-               apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-               (void)drop_near(p_ptr, q_ptr, -1, y, x);
-               q_ptr = &forge;
-
-               /* Mega-Hack -- Prepare to make "Chaos" */
-               object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
-
-               /* Mega-Hack -- Mark this item as "Chaos" */
-               q_ptr->name1 = ART_CHAOS;
-
-               /* Mega-Hack -- Actually create "Chaos" */
-               apply_magic(q_ptr, -1, AM_GOOD | AM_GREAT);
-               (void)drop_near(p_ptr, q_ptr, -1, y, x);
-               break;
-
-       case MON_B_DEATH_SWORD:
-               if (drop_chosen_item)
-               {
-                       q_ptr = &forge;
-
-                       /* Prepare to make a broken sword */
-                       object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
-                       (void)drop_near(p_ptr, q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_A_GOLD:
-       case MON_A_SILVER:
-               if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
-                       ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
-               {
-                       q_ptr = &forge;
-
-                       /* Prepare to make a Can of Toys */
-                       object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
-
-                       apply_magic(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART);
-                       (void)drop_near(p_ptr, q_ptr, -1, y, x);
-               }
-               break;
-
-       case MON_ROLENTO:
-       {
-               BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-               (void)project(p_ptr, m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
-       }
-       break;
-
-       default:
-               if (!drop_chosen_item) break;
-
-               switch (r_ptr->d_char)
-               {
-               case '(':
-                       if (p_ptr->current_floor_ptr->dun_level > 0)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_cloak;
-
-                               /* Make a cloak */
-                               make_object(p_ptr, q_ptr, mo_mode);
-                               (void)drop_near(p_ptr, q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '/':
-                       if (p_ptr->current_floor_ptr->dun_level > 4)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_polearm;
-
-                               /* Make a poleweapon */
-                               make_object(p_ptr, q_ptr, mo_mode);
-                               (void)drop_near(p_ptr, q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '[':
-                       if (p_ptr->current_floor_ptr->dun_level > 19)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_armor;
-
-                               /* Make a hard armor */
-                               make_object(p_ptr, q_ptr, mo_mode);
-                               (void)drop_near(p_ptr, q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '\\':
-                       if (p_ptr->current_floor_ptr->dun_level > 4)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_hafted;
-
-                               /* Make a hafted weapon */
-                               make_object(p_ptr, q_ptr, mo_mode);
-                               (void)drop_near(p_ptr, q_ptr, -1, y, x);
-                       }
-                       break;
-
-               case '|':
-                       if (m_ptr->r_idx != MON_STORMBRINGER)
-                       {
-                               q_ptr = &forge;
-                               object_wipe(q_ptr);
-
-                               /* Activate restriction */
-                               get_obj_num_hook = kind_is_sword;
-
-                               /* Make a sword */
-                               make_object(p_ptr, q_ptr, mo_mode);
-                               (void)drop_near(p_ptr, q_ptr, -1, y, x);
-                       }
-                       break;
-               }
-               break;
-       }
-
-       /* Mega-Hack -- drop fixed items */
-       if (drop_chosen_item)
-       {
-               ARTIFACT_IDX a_idx = 0;
-               PERCENTAGE chance = 0;
-
-               for (i = 0; i < 4; i++)
-               {
-                       if (!r_ptr->artifact_id[i]) break;
-                       a_idx = r_ptr->artifact_id[i];
-                       chance = r_ptr->artifact_percent[i];
-               }
-
-               if ((a_idx > 0) && ((randint0(100) < chance) || current_world_ptr->wizard))
-               {
-                       artifact_type *a_ptr = &a_info[a_idx];
-
-                       if (!a_ptr->cur_num)
-                       {
-                               if (create_named_art(p_ptr, a_idx, y, x))
-                               {
-                                       a_ptr->cur_num = 1;
-
-                                       /* Hack -- Memorize location of artifact in saved floors */
-                                       if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
-                               }
-                               else if (!preserve_mode) a_ptr->cur_num = 1;
-                       }
-               }
-
-               if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[p_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
-               {
-                       KIND_OBJECT_IDX k_idx = d_info[p_ptr->dungeon_idx].final_object ? d_info[p_ptr->dungeon_idx].final_object
-                               : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
-
-                       if (d_info[p_ptr->dungeon_idx].final_artifact)
-                       {
-                               a_idx = d_info[p_ptr->dungeon_idx].final_artifact;
-                               artifact_type *a_ptr = &a_info[a_idx];
-
-                               if (!a_ptr->cur_num)
-                               {
-                                       if (create_named_art(p_ptr, a_idx, y, x))
-                                       {
-                                               a_ptr->cur_num = 1;
-
-                                               /* Hack -- Memorize location of artifact in saved floors */
-                                               if (current_world_ptr->character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
-                                       }
-                                       else if (!preserve_mode) a_ptr->cur_num = 1;
-
-                                       /* Prevent rewarding both artifact and "default" object */
-                                       if (!d_info[p_ptr->dungeon_idx].final_object) k_idx = 0;
-                               }
-                       }
-
-                       if (k_idx)
-                       {
-                               q_ptr = &forge;
-
-                               /* Prepare to make a reward */
-                               object_prep(q_ptr, k_idx);
-
-                               apply_magic(q_ptr, p_ptr->current_floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
-                               (void)drop_near(p_ptr, q_ptr, -1, y, x);
-                       }
-                       msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"), d_name + d_info[p_ptr->dungeon_idx].name);
-               }
-       }
-
-       /* Determine how much we can drop */
-       if ((r_ptr->flags1 & RF1_DROP_60) && (randint0(100) < 60)) number++;
-       if ((r_ptr->flags1 & RF1_DROP_90) && (randint0(100) < 90)) number++;
-       if (r_ptr->flags1 & RF1_DROP_1D2) number += damroll(1, 2);
-       if (r_ptr->flags1 & RF1_DROP_2D2) number += damroll(2, 2);
-       if (r_ptr->flags1 & RF1_DROP_3D2) number += damroll(3, 2);
-       if (r_ptr->flags1 & RF1_DROP_4D2) number += damroll(4, 2);
-
-       if (cloned && !(r_ptr->flags1 & RF1_UNIQUE))
-               number = 0; /* Clones drop no stuff unless Cloning Pits */
-
-       if (is_pet(m_ptr) || p_ptr->phase_out || p_ptr->current_floor_ptr->inside_arena)
-               number = 0; /* Pets drop no stuff */
-       if (!drop_item && (r_ptr->d_char != '$')) number = 0;
-
-       if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
-               number = 0; /* Limit of Multiply monster drop */
-
-       /* Hack -- handle creeping coins */
-       coin_type = force_coin;
-
-       /* Average dungeon and monster levels */
-       p_ptr->current_floor_ptr->object_level = (p_ptr->current_floor_ptr->dun_level + r_ptr->level) / 2;
-
-       /* Drop some objects */
-       for (j = 0; j < number; j++)
-       {
-               q_ptr = &forge;
-               object_wipe(q_ptr);
-
-               if (do_gold && (!do_item || (randint0(100) < 50)))
-               {
-                       if (!make_gold(q_ptr)) continue;
-                       dump_gold++;
-               }
-               else
-               {
-                       if (!make_object(p_ptr, q_ptr, mo_mode)) continue;
-                       dump_item++;
-               }
-
-               (void)drop_near(p_ptr, q_ptr, -1, y, x);
-       }
-
-       /* Reset the object level */
-       p_ptr->current_floor_ptr->object_level = p_ptr->current_floor_ptr->base_level;
-
-       /* Reset "coin" type */
-       coin_type = 0;
-
-
-       /* Take note of any dropped treasure */
-       if (visible && (dump_item || dump_gold))
-       {
-               /* Take notes on treasure */
-               lore_treasure(m_idx, dump_item, dump_gold);
-       }
-
-       /* Only process "Quest Monsters" */
-       if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
-       if (p_ptr->phase_out) return;
-
-       /* Winner? */
-       if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
-       {
-               /* Total winner */
-               current_world_ptr->total_winner = TRUE;
-
-               /* Redraw the "title" */
-               p_ptr->redraw |= (PR_TITLE);
-
-               play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
-
-               exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
-
-               admire_from_patron(p_ptr);
-
-               /* Congratulations */
-               msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
-               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!"));
-               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."));
-       }
-}
-
-/*!
- * @brief モンスターを撃破した際の述語メッセージを返す /
- * Return monster death string
- * @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
- * @return 撃破されたモンスターの述語
- */
-concptr extract_note_dies(MONRACE_IDX r_idx)
-{
-       monster_race *r_ptr = &r_info[r_idx];
-       if (monster_living(r_idx)) return _("は死んだ。", " dies.");
-
-       for (int i = 0; i < 4; i++)
-       {
-               if (r_ptr->blow[i].method == RBM_EXPLODE)
-               {
-                       return _("は爆発して粉々になった。", " explodes into tiny shreds.");
-               }
-       }
-
-       return _("を倒した。", " is destroyed.");
-}
-
-/*
- * Monster health description
- */
-concptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
-{
-       monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
-       bool living;
-       int perc;
-       concptr desc;
-       concptr attitude;
-       concptr clone;
-
-       /* Determine if the monster is "living" */
-       living = monster_living(m_ptr->ap_r_idx);
-
-       /* Calculate a health "percentage" */
-       perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
-
-       /* Healthy monsters */
-       if (m_ptr->hp >= m_ptr->maxhp)
-       {
-               desc = living ? _("無傷", "unhurt") : _("無ダメージ", "undamaged");
-       }
-
-       else if (perc >= 60)
-       {
-               desc = living ? _("軽傷", "somewhat wounded") : _("小ダメージ", "somewhat damaged");
-       }
-
-       else if (perc >= 25)
-       {
-               desc = living ? _("負傷", "wounded") : _("中ダメージ", "damaged");
-       }
-
-       else if (perc >= 10)
-       {
-               desc = living ? _("重傷", "badly wounded") : _("大ダメージ", "badly damaged");
-       }
-
-       else
-       {
-               desc = living ? _("半死半生", "almost dead") : _("倒れかけ", "almost destroyed");
-       }
-
-       /* Need attitude information? */
-       if (!(mode & 0x01))
-       {
-               /* Full information is not needed */
-               attitude = "";
-       }
-       else if (is_pet(m_ptr))
-       {
-               attitude = _(", ペット", ", pet");
-       }
-       else if (is_friendly(m_ptr))
-       {
-               attitude = _(", 友好的", ", friendly");
-       }
-       else
-       {
-               attitude = _("", "");
-       }
-
-       /* Clone monster? */
-       if (m_ptr->smart & SM_CLONED)
-       {
-               clone = ", clone";
-       }
-       else
-       {
-               clone = "";
-       }
-
-       /* Display monster's level --- idea borrowed from ToME */
-       if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
-       {
-               return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
-       }
-       else
-       {
-               return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
-       }
-
-}
-