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[hengband/hengband.git] / src / monster1.c
diff --git a/src/monster1.c b/src/monster1.c
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-/*!
- * @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))
-
-/*
- * 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;
-
-       return FALSE;
-}
-
-
-/*!
- * @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)
-{
-       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);
-               return;
-       }
-
-       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(player_type *player_ptr, MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
-{
-       int base_damage = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, BASE_DAM);
-       int dice_num = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_NUM);
-       int dice_side = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_SIDE);
-       int dice_mult = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_MULT);
-       int dice_div = monspell_race_damage(player_ptr, 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(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
-{
-#ifdef JP
-       char jverb_buf[64];
-#else
-       bool sin = FALSE;
-#endif
-
-       bool nightmare = ironman_nightmare && !(mode & 0x02);
-       monster_race *r_ptr = &r_info[r_idx];
-       SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
-
-       /* Obtain a copy of the "known" number of drops */
-       ITEM_NUMBER drop_gold = r_ptr->r_drop_gold;
-       ITEM_NUMBER drop_item = r_ptr->r_drop_item;
-
-       /* Obtain a copy of the "known" flags */
-       BIT_FLAGS flags1 = (r_ptr->flags1 & r_ptr->r_flags1);
-       BIT_FLAGS flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
-       BIT_FLAGS flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
-       BIT_FLAGS flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
-       BIT_FLAGS a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
-       BIT_FLAGS a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
-       BIT_FLAGS flags7 = (r_ptr->flags7 & r_ptr->flags7);
-       BIT_FLAGS flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
-
-       bool reinforce = FALSE;
-       for (int n = 0; n < A_MAX; n++)
-       {
-               if (r_ptr->reinforce_id[n] > 0) reinforce = TRUE;
-       }
-
-       bool know_everything = FALSE;
-       if (cheat_know || (mode & 0x01))
-       {
-               know_everything = TRUE;
-       }
-
-       if (know_everything)
-       {
-               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));
-
-               if (r_ptr->flags1 & RF1_ONLY_GOLD) drop_item = 0;
-               if (r_ptr->flags1 & RF1_ONLY_ITEM) drop_gold = 0;
-
-               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;
-       }
-
-       int msex = 0;
-       if (r_ptr->flags1 & RF1_FEMALE) msex = 2;
-       else if (r_ptr->flags1 & RF1_MALE) msex = 1;
-
-       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);
-
-       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);
-
-       if (r_ptr->r_tkills || know_everything)
-       {
-               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);
-               if (r_ptr->flags2 & RF2_QUANTUM)  flags2 |= (RF2_QUANTUM);
-
-               if (r_ptr->flags1 & RF1_FORCE_DEPTH) flags1 |= (RF1_FORCE_DEPTH);
-               if (r_ptr->flags1 & RF1_FORCE_MAXHP) flags1 |= (RF1_FORCE_MAXHP);
-       }
-
-       if (!(mode & 0x02))
-       {
-               if (flags1 & RF1_UNIQUE)
-               {
-                       bool dead = (r_ptr->max_num == 0) ? TRUE : FALSE;
-                       if (r_ptr->r_deaths)
-                       {
-                               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));
-
-                               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"))));
-                               }
-                               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"))));
-                               }
-
-                               hooked_roff("\n");
-                       }
-                       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.  "));
-                               hooked_roff("\n");
-                       }
-               }
-               else if (r_ptr->r_deaths)
-               {
-                       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"))));
-
-                       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));
-                       }
-                       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));
-                       }
-                       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]));
-                       }
-
-                       hooked_roff("\n");
-               }
-               else
-               {
-                       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));
-                       }
-                       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));
-                       }
-                       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.  "));
-                       }
-
-                       hooked_roff("\n");
-               }
-       }
-
-       concptr tmp = r_text + r_ptr->text;
-       if (tmp[0])
-       {
-               hooked_roff(tmp);
-               hooked_roff("\n");
-       }
-
-       if (r_idx == MON_KAGE)
-       {
-               hooked_roff("\n");
-               return;
-       }
-
-       bool old = FALSE;
-       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;
-       }
-
-       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;
-       }
-       
-       if (old)
-       {
-               hooked_roff(_("、", ", and "));
-       }
-       else
-       {
-               hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
-               old = TRUE;
-       }
-
-#ifdef JP
-#else
-       hooked_roff("moves");
-#endif
-
-       if ((flags1 & RF1_RAND_50) || (flags1 & RF1_RAND_25))
-       {
-               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"));
-               }
-
-               hooked_roff(_("不規則に", " erratically"));
-               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
-
-       if (flags1 & RF1_NEVER_MOVE)
-       {
-               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"));
-       }
-
-       if (old)
-       {
-               hooked_roff(_("。", ".  "));
-               old = FALSE;
-       }
-
-       if (r_ptr->r_tkills || know_everything)
-       {
-#ifdef JP
-               hooked_roff("この");
-#else
-               if (flags1 & RF1_UNIQUE)
-               {
-                       hooked_roff("Killing this");
-               }
-               else
-               {
-                       hooked_roff("A kill of this");
-               }
-#endif
-
-               if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));
-               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)))
-               {
-                       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
-               long exp_integer = (long)r_ptr->mexp * r_ptr->level / (player_ptr->max_plv + 2) * 3 / 2;
-               long exp_decimal = ((((long)r_ptr->mexp * r_ptr->level % (player_ptr->max_plv + 2) * 3 / 2) *
-                       (long)1000 / (player_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。", player_ptr->lev, (long)exp_integer, (long)exp_decimal));
-#else
-               hooked_roff(format(" is worth about %ld.%02ld point%s",
-                       (long)exp_integer, (long)exp_decimal, ((exp_integer == 1) && (exp_decimal == 0)) ? "" : "s"));
-
-               char *ordinal;
-               ordinal = "th";
-               exp_integer = player_ptr->lev % 10;
-               if ((player_ptr->lev / 10) != 1)
-               {
-                       if (exp_integer == 1) ordinal = "st";
-                       else if (exp_integer == 2) ordinal = "nd";
-                       else if (exp_integer == 3) ordinal = "rd";
-               }
-
-               char *vowel;
-               vowel = "";
-               exp_integer = player_ptr->lev;
-               if ((exp_integer == 8) || (exp_integer == 11) || (exp_integer == 18)) vowel = "n";
-
-               hooked_roff(format(" for a%s %lu%s level character.  ", vowel, (long)exp_integer, ordinal));
-#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]));
-
-       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"));
-                       }
-#ifdef JP
-#else
-                       hooked_roff(" contain ");
-#endif                 
-                       for (int n = 0; n < A_MAX; n++)
-                       {
-                               bool is_reinforced = r_ptr->reinforce_id[n] > 0;
-                               is_reinforced &= r_ptr->reinforce_dd[n];
-                               is_reinforced &= r_ptr->reinforce_ds[n];
-                               if (!is_reinforced) continue;
-
-                               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));
-                                       continue;
-                               }
-
-#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。", "."));
-               }
-       }
-
-       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]));
-       }
-
-       int vn = 0;
-       byte color[96];
-       concptr vp[96];
-       char tmp_msg[96][96];
-       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(player_ptr, 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 (int m = 0; m < 4; m++)
-               {
-                       if (r_ptr->blow[m].method != RBM_SHOOT) continue;
-
-                       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;
-       }
-
-       if (vn > 0)
-       {
-               hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
-               for (int 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
-                       if (n == 0) hooked_roff(" may ");
-                       else if (n < vn - 1) hooked_roff(", ");
-                       else hooked_roff(" or ");
-
-                       hook_c_roff(color[n], vp[n]);
-#endif
-               }
-
-               hooked_roff(_("ことがある。", ".  "));
-       }
-
-       vn = 0;
-       if (flags4 & (RF4_BR_ACID))
-       {
-               set_damage(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
-               vp[vn] = tmp_msg[vn];
-               color[vn++] = TERM_SLATE;
-       }
-
-       bool breath = FALSE;
-       if (vn > 0)
-       {
-               breath = TRUE;
-               hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
-               for (int n = 0; n < vn; n++)
-               {
-#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
-                       hook_c_roff(color[n], vp[n]);
-               }
-
-#ifdef JP
-               hooked_roff("のブレスを吐くことがある");
-#endif
-       }
-
-       vn = 0;
-       if (a_ability_flags1 & (RF5_BA_ACID))
-       {
-               set_damage(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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(player_ptr, 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 ((player_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; }
-
-       bool magic = FALSE;
-       if (vn)
-       {
-               magic = TRUE;
-               if (breath)
-               {
-                       hooked_roff(_("、なおかつ", ", and is also"));
-               }
-               else
-               {
-                       hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
-               }
-
-#ifdef JP
-               if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
-               hooked_roff("魔法を使うことができ、");
-#else
-               hooked_roff(" magical, casting spells");
-               if (flags2 & RF2_SMART) hook_c_roff(TERM_YELLOW, " intelligently");
-#endif
-
-               for (int n = 0; n < vn; n++)
-               {
-#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
-                       hook_c_roff(color[n], vp[n]);
-               }
-
-#ifdef JP
-               hooked_roff("の呪文を唱えることがある");
-#endif
-       }
-
-       if (breath || magic)
-       {
-               int m = r_ptr->r_cast_spell;
-               int n = r_ptr->freq_spell;
-               if (m > 100 || know_everything)
-               {
-                       hooked_roff(format(
-                               _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
-               }
-               else if (m)
-               {
-                       n = ((n + 9) / 10) * 10;
-                       hooked_roff(format(
-                               _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
-               }
-
-               hooked_roff(_("。", ".  "));
-       }
-
-       if (know_everything || know_armour(r_idx))
-       {
-               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));
-
-               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)));
-               }
-               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));
-               }
-       }
-
-       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; }
-
-       if (vn > 0)
-       {
-               hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
-               for (int n = 0; n < vn; n++)
-               {
-#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 ");
-
-                       hook_c_roff(color[n], vp[n]);
-#endif
-
-               }
-
-               hooked_roff(_("ことができる。", ".  "));
-       }
-
-       if (flags7 & RF7_AQUATIC)
-       {
-               hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water.  "), wd_he[msex]));
-       }
-
-       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]));
-       }
-
-       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; }
-
-       if (vn > 0)
-       {
-               hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
-
-               for (int n = 0; n < vn; n++)
-               {
-#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
-                       hook_c_roff(color[n], vp[n]);
-               }
-
-               hooked_roff(_("でダメージを与えられる。", ".  "));
-       }
-
-       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; }
-
-       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; }
-
-       if (vn > 0)
-       {
-               hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
-               for (int n = 0; n < vn; n++)
-               {
-#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
-                       hook_c_roff(color[n], vp[n]);
-               }
-
-               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]));
-               }
-       }
-
-       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; }
-
-       if (vn > 0)
-       {
-               hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
-               for (int n = 0; n < vn; n++)
-               {
-#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
-                       hook_c_roff(color[n], vp[n]);
-               }
-
-               hooked_roff(_("。", ".  "));
-       }
-
-       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)));
-       }
-
-       if (drop_gold || drop_item)
-       {
-               hooked_roff(format(_("%^sは", "%^s may carry"), wd_he[msex]));
-#ifdef JP
-#else
-               sin = FALSE;
-#endif
-
-               int n = MAX(drop_gold, drop_item);
-               if (n == 1)
-               {
-                       hooked_roff(_("一つの", " a"));
-#ifdef JP
-#else
-                       sin = TRUE;
-#endif
-               }
-               else if (n == 2)
-               {
-                       hooked_roff(_("一つか二つの", " one or two"));
-               }
-               else
-               {
-                       hooked_roff(format(_(" %d 個までの", " up to %d"), n));
-               }
-
-               concptr p;
-               if (flags1 & RF1_DROP_GREAT)
-               {
-                       p = _("特別な", " exceptional");
-               }
-               else if (flags1 & RF1_DROP_GOOD)
-               {
-                       p = _("上質な", " good");
-#ifdef JP
-#else
-                       sin = FALSE;
-#endif
-               }
-               else
-               {
-                       p = NULL;
-               }
-
-               if (drop_item)
-               {
-#ifdef JP
-#else
-                       if (sin) hooked_roff("n");
-                       sin = FALSE;
-#endif
-                       if (p) hooked_roff(p);
-                       hooked_roff(_("アイテム", " object"));
-#ifdef JP
-#else
-                       if (n != 1) hooked_roff("s");
-#endif
-                       p = _("や", " or");
-               }
-
-               if (drop_gold)
-               {
-#ifdef JP
-#else
-                       if (!p) sin = FALSE;
-                       if (sin) hooked_roff("n");
-                       sin = FALSE;
-#endif
-                       if (p) hooked_roff(p);
-                       hooked_roff(_("財宝", " treasure"));
-#ifdef JP
-#else
-                       if (n != 1) hooked_roff("s");
-#endif
-               }
-
-               hooked_roff(_("を持っていることがある。", ".  "));
-       }
-
-       const int max_attack_numbers = 4;
-       int count = 0;
-       for (int m = 0; m < max_attack_numbers; m++)
-       {
-               if (!r_ptr->blow[m].method) continue;
-               if (r_ptr->blow[m].method == RBM_SHOOT) continue;
-
-               if (r_ptr->r_blows[m] || know_everything) count++;
-       }
-
-       int attack_numbers = 0;
-       for (int m = 0; m < max_attack_numbers; m++)
-       {
-               if (!r_ptr->blow[m].method) continue;
-               if (r_ptr->blow[m].method == RBM_SHOOT) continue;
-               if (!r_ptr->r_blows[m] && !know_everything) continue;
-
-               int method = r_ptr->blow[m].method;
-               int effect = r_ptr->blow[m].effect;
-               int d1 = r_ptr->blow[m].d_dice;
-               int d2 = r_ptr->blow[m].d_side;
-
-               concptr p = NULL;
-               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;
-               }
-
-               concptr q = NULL;
-               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 (attack_numbers == 0)
-               {
-                       hooked_roff(format("%^sは", wd_he[msex]));
-               }
-
-               if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
-               {
-                       hooked_roff(format(" %dd%d ", d1, d2));
-                       hooked_roff("のダメージで");
-               }
-
-               if (!p) p = "何か奇妙なことをする";
-
-               /* XXしてYYし/XXしてYYする/XXし/XXする */
-               if (q != NULL) jverb(p, jverb_buf, JVERB_TO);
-               else if (attack_numbers != count - 1) jverb(p, jverb_buf, JVERB_AND);
-               else strcpy(jverb_buf, p);
-
-               hooked_roff(jverb_buf);
-               if (q)
-               {
-                       if (attack_numbers != count - 1) jverb(q, jverb_buf, JVERB_AND);
-                       else strcpy(jverb_buf, q);
-                       hooked_roff(jverb_buf);
-               }
-
-               if (attack_numbers != count - 1) hooked_roff("、");
-#else
-               if (attack_numbers == 0)
-               {
-                       hooked_roff(format("%^s can ", wd_he[msex]));
-               }
-               else if (attack_numbers < count - 1)
-               {
-                       hooked_roff(", ");
-               }
-               else
-               {
-                       hooked_roff(", and ");
-               }
-
-               if (!p) p = "do something weird";
-               hooked_roff(p);
-               if (q)
-               {
-                       hooked_roff(" to ");
-                       hooked_roff(q);
-                       if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
-                       {
-                               hooked_roff(" with damage");
-                               hooked_roff(format(" %dd%d", d1, d2));
-                       }
-               }
-#endif
-
-               attack_numbers++;
-       }
-
-       if (attack_numbers > 0)
-       {
-               hooked_roff(_("。", ".  "));
-       }
-       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]));
-       }
-       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]));
-       }
-
-       bool is_kingpin = (flags1 & RF1_QUESTOR) != 0;
-       is_kingpin &= r_ptr->r_sights > 0;
-       is_kingpin &= r_ptr->max_num > 0;
-       is_kingpin &= (r_idx == MON_OBERON) || (r_idx == MON_SERPENT);
-       if (is_kingpin)
-       {
-               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."));
-       }
-
-       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];
-       char c1 = r_ptr->d_char;
-       char c2 = r_ptr->x_char;
-
-       TERM_COLOR a1 = r_ptr->d_attr;
-       TERM_COLOR a2 = r_ptr->x_attr;
-
-       Term_erase(0, 0, 255);
-       Term_gotoxy(0, 0);
-
-#ifdef JP
-#else
-       if (!(r_ptr->flags1 & RF1_UNIQUE))
-       {
-               Term_addstr(-1, TERM_WHITE, "The ");
-       }
-#endif
-
-       Term_addstr(-1, TERM_WHITE, (r_name + r_ptr->name));
-
-       Term_addstr(-1, TERM_WHITE, " ('");
-       Term_add_bigch(a1, c1);
-       Term_addstr(-1, TERM_WHITE, "')");
-
-       Term_addstr(-1, TERM_WHITE, "/('");
-       Term_add_bigch(a2, c2);
-       Term_addstr(-1, TERM_WHITE, "'):");
-
-       if (!current_world_ptr->wizard) return;
-
-       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(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS mode)
-{
-       msg_erase();
-       Term_erase(0, 1, 255);
-       hook_c_roff = c_roff;
-       roff_aux(player_ptr, r_idx, mode);
-       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(player_type *player_ptr)
-{
-       for (int y = 0; y < Term->hgt; y++)
-       {
-               Term_erase(0, y, 255);
-       }
-
-       Term_gotoxy(0, 1);
-       hook_c_roff = c_roff;
-       MONRACE_IDX r_idx = player_ptr->monster_race_idx;
-       roff_aux(player_ptr, r_idx, 0);
-       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(player_type *player_ptr, MONRACE_IDX r_idx, void(*roff_func)(TERM_COLOR attr, concptr str))
-{
-       hook_c_roff = roff_func;
-       roff_aux(player_ptr, 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
- * @param player_ptr プレーヤーへの参照ポインタ
- * @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(player_type *player_ptr)
-{
-       if ((player_ptr->current_floor_ptr->dun_level > 0) || (player_ptr->current_floor_ptr->inside_quest > 0))
-               return (monsterrace_hook_type)mon_hook_dungeon;
-
-       switch (wilderness[player_ptr->wilderness_y][player_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;
-       }
-}
-
-
-/*!
- * @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(player_type *player_ptr, POSITION y, POSITION x)
-{
-       feature_type *f_ptr = &f_info[player_ptr->current_floor_ptr->grid_array[y][x].feat];
-       if (have_flag(f_ptr->flags, FF_WATER))
-       {
-               if (have_flag(f_ptr->flags, FF_DEEP))
-               {
-                       return (monsterrace_hook_type)mon_hook_deep_water;
-               }
-               else
-               {
-                       return (monsterrace_hook_type)mon_hook_shallow_water;
-               }
-       }
-
-       if (have_flag(f_ptr->flags, FF_LAVA))
-       {
-               return (monsterrace_hook_type)mon_hook_lava;
-       }
-
-       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 player_type プレーヤーへの参照ポインタ
- * @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(player_type *player_ptr, monster_type *m_ptr)
-{
-       check_quest_completion(player_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(player_type *player_ptr, monster_type *m_ptr)
-{
-       if (player_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(player_type *player_ptr, monster_type *m_ptr)
-{
-       if (player_ptr->phase_out) return;
-       if (!is_friendly(m_ptr)) return;
-
-       GAME_TEXT m_name[MAX_NLEN];
-
-       monster_desc(player_ptr, m_name, m_ptr, 0);
-       msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
-       set_hostile(player_ptr, m_ptr);
-       chg_virtue(player_ptr, V_INDIVIDUALISM, 1);
-       chg_virtue(player_ptr, V_HONOUR, -1);
-       chg_virtue(player_ptr, V_JUSTICE, -1);
-       chg_virtue(player_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 player_ptr プレーヤーへの参照ポインタ
- * @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(player_type *player_ptr, 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;
-               }
-       }
-
-       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) || player_ptr->pass_wall)) return TRUE;
-       }
-
-       if (!have_flag(f_ptr->flags, FF_MOVE)) return FALSE;
-
-       if (have_flag(f_ptr->flags, FF_MOUNTAIN) && (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
-
-       if (have_flag(f_ptr->flags, FF_WATER))
-       {
-               if (!(r_ptr->flags7 & RF7_AQUATIC))
-               {
-                       if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
-                       else if (r_ptr->flags2 & RF2_AURA_FIRE) return FALSE;
-               }
-       }
-       else if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
-
-       if (have_flag(f_ptr->flags, FF_LAVA))
-       {
-               if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)) return FALSE;
-       }
-
-       if (have_flag(f_ptr->flags, FF_COLD_PUDDLE))
-       {
-               if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)) return FALSE;
-       }
-
-       if (have_flag(f_ptr->flags, FF_ELEC_PUDDLE))
-       {
-               if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)) return FALSE;
-       }
-
-       if (have_flag(f_ptr->flags, FF_ACID_PUDDLE))
-       {
-               if (!(r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)) return FALSE;
-       }
-
-       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 player_ptr プレーヤーへの参照ポインタ
- * @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(player_type *player_ptr, POSITION y, POSITION x, monster_race *r_ptr, BIT_FLAGS16 mode)
-{
-       grid_type *g_ptr = &player_ptr->current_floor_ptr->grid_array[y][x];
-       if (player_bold(player_ptr, y, x)) return FALSE;
-       if (g_ptr->m_idx) return FALSE;
-
-       return monster_can_cross_terrain(player_ptr, 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;
-       }
-
-       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(player_type *player_ptr, 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 (player_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;
-       }
-
-       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;
-       }
-
-       if (is_hostile(m_ptr) != is_hostile(n_ptr))
-       {
-               return TRUE;
-       }
-
-       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 player_ptr プレーヤーへの参照ポインタ
- * @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(player_type *player_ptr, 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 (player_ptr->align >= pa_good) sub_align1 |= SUB_ALIGN_GOOD;
-               if (player_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;
-
-       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)
-{
-       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;
-       }
-
-       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(player_type *player_ptr, MONSTER_IDX m_idx, bool drop_item)
-{
-       floor_type *floor_ptr = player_ptr->current_floor_ptr;
-       monster_type *m_ptr = &floor_ptr->m_list[m_idx];
-       monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
-       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);
-
-       bool drop_chosen_item = drop_item && !cloned && !floor_ptr->inside_arena && !player_ptr->phase_out && !is_pet(m_ptr);
-
-       if (current_world_ptr->timewalk_m_idx && current_world_ptr->timewalk_m_idx == m_idx)
-       {
-               current_world_ptr->timewalk_m_idx = 0;
-       }
-
-       if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
-       {
-               player_ptr->update |= (PU_MON_LITE);
-       }
-
-       POSITION y = m_ptr->fy;
-       POSITION x = m_ptr->fx;
-
-       if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
-       {
-               GAME_TEXT m_name[MAX_NLEN];
-
-               monster_desc(player_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
-               exe_write_diary(player_ptr, DIARY_NAMED_PET, 3, m_name);
-       }
-
-       for (int i = 0; i < 4; i++)
-       {
-               if (r_ptr->blow[i].method != RBM_EXPLODE) continue;
-
-               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(player_ptr, m_idx, 3, y, x, damage, typ, flg, -1);
-               break;
-       }
-
-       if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
-       {
-               choose_new_monster(player_ptr, m_idx, TRUE, MON_CHAMELEON);
-               r_ptr = &r_info[m_ptr->r_idx];
-       }
-
-       check_quest_completion(player_ptr, m_ptr);
-
-       object_type forge;
-       object_type *q_ptr;
-       if (floor_ptr->inside_arena && !is_pet(m_ptr))
-       {
-               player_ptr->exit_bldg = TRUE;
-               if (player_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[player_ptr->arena_number].tval)
-               {
-                       q_ptr = &forge;
-                       object_prep(q_ptr, lookup_kind(arena_info[player_ptr->arena_number].tval, arena_info[player_ptr->arena_number].sval));
-                       apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
-                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
-               }
-
-               if (player_ptr->arena_number > MAX_ARENA_MONS) player_ptr->arena_number++;
-               player_ptr->arena_number++;
-               if (record_arena)
-               {
-                       GAME_TEXT m_name[MAX_NLEN];
-                       monster_desc(player_ptr, m_name, m_ptr, MD_WRONGDOER_NAME);
-                       exe_write_diary(player_ptr, DIARY_ARENA, player_ptr->arena_number, m_name);
-               }
-       }
-       
-       if (m_idx == player_ptr->riding && rakuba(player_ptr, -1, FALSE))
-       {
-                       msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
-       }
-
-       bool is_drop_corpse = one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4);
-       is_drop_corpse &= (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) != 0;
-       is_drop_corpse &= !(floor_ptr->inside_arena || player_ptr->phase_out || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr)));
-       if (is_drop_corpse)
-       {
-               bool corpse = FALSE;
-
-               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 if (r_ptr->flags9 & RF9_DROP_CORPSE)
-               {
-                       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;
-               object_prep(q_ptr, lookup_kind(TV_CORPSE, (corpse ? SV_CORPSE : SV_SKELETON)));
-               apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
-               q_ptr->pval = m_ptr->r_idx;
-               (void)drop_near(player_ptr, q_ptr, -1, y, x);
-       }
-
-       monster_drop_carried_objects(player_ptr, m_ptr);
-
-       u32b mo_mode = 0L;
-       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:
-       {
-               if (floor_ptr->inside_arena || player_ptr->phase_out) break;
-
-               bool notice = FALSE;
-               for (int 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(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_BLUE_HORROR, mode))
-                       {
-                               if (player_can_see_bold(player_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:
-       {
-               if (!drop_chosen_item || (randint1(100) >= 15)) break;
-
-               q_ptr = &forge;
-               object_prep(q_ptr, lookup_kind(TV_SWORD, SV_BLADE_OF_CHAOS));
-               apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | mo_mode);
-               (void)drop_near(player_ptr, q_ptr, -1, y, x);
-               break;
-       }
-       case MON_RAAL:
-       {
-               if (!drop_chosen_item || (floor_ptr->dun_level <= 9)) break;
-
-               q_ptr = &forge;
-               object_wipe(q_ptr);
-               if ((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_object(player_ptr, q_ptr, mo_mode);
-               (void)drop_near(player_ptr, q_ptr, -1, y, x);
-               break;
-       }
-       case MON_DAWN:
-       {
-               if (floor_ptr->inside_arena || player_ptr->phase_out) break;
-               if (one_in_(7)) break;
-
-               POSITION wy = y, wx = x;
-               int attempts = 100;
-               bool pet = is_pet(m_ptr);
-               do
-               {
-                       scatter(player_ptr, &wy, &wx, y, x, 20, 0);
-               } while (!(in_bounds(floor_ptr, wy, wx) && is_cave_empty_bold2(player_ptr, wy, wx)) && --attempts);
-
-               if (attempts <= 0) break;
-
-               BIT_FLAGS mode = 0L;
-               if (pet) mode |= PM_FORCE_PET;
-
-               if (summon_specific(player_ptr, (pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
-               {
-                       if (player_can_see_bold(player_ptr, wy, wx))
-                               msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
-               }
-
-               break;
-       }
-       case MON_UNMAKER:
-       {
-               BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-               (void)project(player_ptr, m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
-               break;
-       }
-       case MON_UNICORN_ORD:
-       case MON_MORGOTH:
-       case MON_ONE_RING:
-       {
-               if (player_ptr->pseikaku != SEIKAKU_NAMAKE) break;
-               if (!drop_chosen_item) break;
-
-               ARTIFACT_IDX a_idx = 0;
-               artifact_type *a_ptr = NULL;
-               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(player_ptr, a_idx, y, x))
-               {
-                       a_ptr->cur_num = 1;
-                       if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
-               }
-               else if (!preserve_mode) a_ptr->cur_num = 1;
-
-               break;
-       }
-       case MON_SERPENT:
-       {
-               if (!drop_chosen_item) break;
-
-               q_ptr = &forge;
-               object_prep(q_ptr, lookup_kind(TV_HAFTED, SV_GROND));
-               q_ptr->name1 = ART_GROND;
-               apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
-               (void)drop_near(player_ptr, q_ptr, -1, y, x);
-               q_ptr = &forge;
-               object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
-               q_ptr->name1 = ART_CHAOS;
-               apply_magic(player_ptr, q_ptr, -1, AM_GOOD | AM_GREAT);
-               (void)drop_near(player_ptr, q_ptr, -1, y, x);
-               break;
-       }
-       case MON_B_DEATH_SWORD:
-       {
-               if (!drop_chosen_item) break;
-
-               q_ptr = &forge;
-               object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
-               (void)drop_near(player_ptr, q_ptr, -1, y, x);
-               break;
-       }
-       case MON_A_GOLD:
-       case MON_A_SILVER:
-       {
-               bool is_drop_can = drop_chosen_item;
-               bool is_silver = m_ptr->r_idx == MON_A_SILVER;
-               is_silver &= r_ptr->r_akills % 5 == 0;
-               is_drop_can &= (m_ptr->r_idx == MON_A_GOLD) || is_silver;
-               if (!is_drop_can) break;
-
-               q_ptr = &forge;
-               object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
-               apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART);
-               (void)drop_near(player_ptr, q_ptr, -1, y, x);
-               break;
-       }
-
-       case MON_ROLENTO:
-       {
-               BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
-               (void)project(player_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 (floor_ptr->dun_level <= 0) break;
-
-                       q_ptr = &forge;
-                       object_wipe(q_ptr);
-                       get_obj_num_hook = kind_is_cloak;
-                       make_object(player_ptr, q_ptr, mo_mode);
-                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
-                       break;
-               }
-               case '/':
-               {
-                       if (floor_ptr->dun_level <= 4) break;
-
-                       q_ptr = &forge;
-                       object_wipe(q_ptr);
-                       get_obj_num_hook = kind_is_polearm;
-                       make_object(player_ptr, q_ptr, mo_mode);
-                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
-                       break;
-               }
-               case '[':
-               {
-                       if (floor_ptr->dun_level <= 19) break;
-
-                       q_ptr = &forge;
-                       object_wipe(q_ptr);
-                       get_obj_num_hook = kind_is_armor;
-                       make_object(player_ptr, q_ptr, mo_mode);
-                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
-                       break;
-               }
-               case '\\':
-               {
-                       if (floor_ptr->dun_level <= 4) break;
-                       q_ptr = &forge;
-                       object_wipe(q_ptr);
-                       get_obj_num_hook = kind_is_hafted;
-                       make_object(player_ptr, q_ptr, mo_mode);
-                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
-                       break;
-               }
-               case '|':
-               {
-                       if (m_ptr->r_idx == MON_STORMBRINGER) break;
-
-                       q_ptr = &forge;
-                       object_wipe(q_ptr);
-                       get_obj_num_hook = kind_is_sword;
-                       make_object(player_ptr, q_ptr, mo_mode);
-                       (void)drop_near(player_ptr, q_ptr, -1, y, x);
-                       break;
-               }
-               }
-       }
-       }
-
-       if (drop_chosen_item)
-       {
-               ARTIFACT_IDX a_idx = 0;
-               PERCENTAGE chance = 0;
-               for (int 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 (randint0(100) < chance || current_world_ptr->wizard)
-                       {
-                               artifact_type *a_ptr = &a_info[a_idx];
-                               if (!a_ptr->cur_num)
-                               {
-                                       if (create_named_art(player_ptr, a_idx, y, x))
-                                       {
-                                               a_ptr->cur_num = 1;
-                                               if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
-                                       }
-                                       else if (!preserve_mode)
-                                       {
-                                               a_ptr->cur_num = 1;
-                                       }
-                               }
-                       }
-               }
-
-               if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[player_ptr->dungeon_idx].final_guardian == m_ptr->r_idx))
-               {
-                       KIND_OBJECT_IDX k_idx = d_info[player_ptr->dungeon_idx].final_object != 0
-                               ? d_info[player_ptr->dungeon_idx].final_object
-                               : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
-
-                       if (d_info[player_ptr->dungeon_idx].final_artifact != 0)
-                       {
-                               a_idx = d_info[player_ptr->dungeon_idx].final_artifact;
-                               artifact_type *a_ptr = &a_info[a_idx];
-                               if (!a_ptr->cur_num)
-                               {
-                                       if (create_named_art(player_ptr, a_idx, y, x))
-                                       {
-                                               a_ptr->cur_num = 1;
-                                               if (current_world_ptr->character_dungeon) a_ptr->floor_id = player_ptr->floor_id;
-                                       }
-                                       else if (!preserve_mode)
-                                       {
-                                               a_ptr->cur_num = 1;
-                                       }
-
-                                       if (!d_info[player_ptr->dungeon_idx].final_object) k_idx = 0;
-                               }
-                       }
-
-                       if (k_idx != 0)
-                       {
-                               q_ptr = &forge;
-                               object_prep(q_ptr, k_idx);
-                               apply_magic(player_ptr, q_ptr, floor_ptr->object_level, AM_NO_FIXED_ART | AM_GOOD);
-                               (void)drop_near(player_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[player_ptr->dungeon_idx].name);
-               }
-       }
-
-       int number = 0;
-       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;
-
-       if (is_pet(m_ptr) || player_ptr->phase_out || floor_ptr->inside_arena)
-               number = 0;
-
-       if (!drop_item && (r_ptr->d_char != '$'))
-               number = 0;
-
-       if ((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
-               number = 0;
-
-       coin_type = force_coin;
-       floor_ptr->object_level = (floor_ptr->dun_level + r_ptr->level) / 2;
-
-       int dump_item = 0;
-       int dump_gold = 0;
-       for (int i = 0; i < number; i++)
-       {
-               q_ptr = &forge;
-               object_wipe(q_ptr);
-
-               if (do_gold && (!do_item || (randint0(100) < 50)))
-               {
-                       if (!make_gold(floor_ptr, q_ptr)) continue;
-                       dump_gold++;
-               }
-               else
-               {
-                       if (!make_object(player_ptr, q_ptr, mo_mode)) continue;
-                       dump_item++;
-               }
-
-               (void)drop_near(player_ptr, q_ptr, -1, y, x);
-       }
-
-       floor_ptr->object_level = floor_ptr->base_level;
-       coin_type = 0;
-       bool visible = (m_ptr->ml && !player_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE);
-       if (visible && (dump_item || dump_gold))
-       {
-               lore_treasure(player_ptr, m_idx, dump_item, dump_gold);
-       }
-
-       if (!(r_ptr->flags1 & RF1_QUESTOR)) return;
-       if (player_ptr->phase_out) return;
-       if ((m_ptr->r_idx != MON_SERPENT) || cloned) return;
-
-       current_world_ptr->total_winner = TRUE;
-       player_ptr->redraw |= (PR_TITLE);
-       play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
-       exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("見事に変愚蛮怒の勝利者となった!", "finally become *WINNER* of Hengband!"));
-       admire_from_patron(player_ptr);
-       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)
-{
-       bool living = monster_living(m_ptr->ap_r_idx);
-       int perc = m_ptr->maxhp > 0 ? 100L * m_ptr->hp / m_ptr->maxhp : 0;
-
-       concptr desc;
-       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");
-       }
-
-       concptr attitude;
-       if (!(mode & 0x01))
-       {
-               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 = _("", "");
-       }
-
-       concptr clone = (m_ptr->smart & SM_CLONED) ? ", clone" : "";
-       monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
-       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);
-       }
-
-       return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
-}
-
-
-bool is_original_ap_and_seen(player_type *player_ptr, monster_type *m_ptr)
-{
-       return m_ptr->ml && !player_ptr->image && (m_ptr->ap_r_idx == m_ptr->r_idx);
-}