-/*!
+/*!
* @file monster1.c
- * @brief ¥â¥ó¥¹¥¿¡¼¾ðÊó¤Îµ½Ò / describe monsters (using monster memory)
+ * @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
*/
#include "angband.h"
+#include "cmd-pet.h"
+#include "monster-hook.h"
/*
*/
static cptr wd_he[3] =
#ifdef JP
-{ "¤½¤ì", "Èà", "Èà½÷" };
+{ "それ", "彼", "彼女" };
#else
{ "it", "he", "she" };
#endif
static cptr wd_his[3] =
#ifdef JP
-{ "¤½¤ì¤Î", "Èà¤Î", "Èà½÷¤Î" };
+{ "それの", "彼の", "彼女の" };
#else
{ "its", "his", "her" };
#endif
/*!
- * ±Ñ¸ì¤ÎÊ£¿ô·Ïµ½ÒÍÑ¥Þ¥¯¥í / Pluralizer. Args(count, singular, plural)
+ * 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural)
*/
#define plural(c,s,p) \
(((c) == 1) ? (s) : (p))
/*!
- * @brief ¥â¥ó¥¹¥¿¡¼¤ÎAC¾ðÊó¤òÆÀ¤ë¤³¤È¤¬¤Ç¤¤ë¤«¤òÊÖ¤¹ / Determine if the "armor" is known
- * @param r_idx ¥â¥ó¥¹¥¿¡¼¤Î¼ï²ID
- * @return Ũ¤ÎAC¤òÃΤë¾ò·ï¤¬Ëþ¤¿¤µ¤ì¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹
+ * @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(int r_idx)
+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;
- s32b level = r_ptr->level;
-
- s32b kills = r_ptr->r_tkills;
+ bool known = (r_ptr->r_cast_spell == MAX_UCHAR)? TRUE: FALSE;
- if (cheat_know) return (TRUE);
+ if (cheat_know || known) return (TRUE);
/* Normal monsters */
if (kills > 304 / (4 + level)) return (TRUE);
/*!
- * @brief ¥â¥ó¥¹¥¿¡¼¤ÎÂÇ·â°ÒÎϤòÃΤ뤳¤È¤¬¤Ç¤¤ë¤«¤É¤¦¤«¤òÊÖ¤¹
+ * @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 ¥â¥ó¥¹¥¿¡¼¤Î¼ï²ID
- * @param i ³Îǧ¤·¤¿¤¤¹¶·â¼êÈÖ
- * @return Ũ¤Î¥À¥á¡¼¥¸¥À¥¤¥¹¤òÃΤë¾ò·ï¤¬Ëþ¤¿¤µ¤ì¤Æ¤¤¤ë¤Ê¤éTRUE¤òÊÖ¤¹
+ * @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(int r_idx, int i)
+static bool know_damage(MONRACE_IDX r_idx, int i)
{
monster_race *r_ptr = &r_info[r_idx];
- s32b level = r_ptr->level;
+ DEPTH level = r_ptr->level;
s32b a = r_ptr->r_blows[i];
*/
void (*hook_c_roff)(byte attr, cptr str) = c_roff;
+/*!
+ * @brief モンスターの思い出メッセージをあらかじめ指定された関数ポインタに基づき出力する
+ * @param str 出力文字列
+ * @return なし
+ */
static void hooked_roff(cptr str)
{
/* Spawn */
hook_c_roff(TERM_WHITE, str);
}
+/*!
+* @brief ダイス目を文字列に変換する
+* @param base_damage 固定値
+* @param dice_num ダイス数
+* @param dice_side ダイス面
+* @param dice_mult ダイス倍率
+* @param dice_div ダイス除数
+* @param msg 文字列を格納するポインタ
+* @return なし
+*/
+void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
+{
+ char base[80] = "", dice[80] = "", mult[80] = "";
+
+ if (dice_num == 0)
+ {
+ sprintf(msg, "%d", base_damage);
+ }
+ else
+ {
+ if (base_damage != 0)
+ sprintf(base, "%d+", base_damage);
+
+ if (dice_num == 1)
+ sprintf(dice, "d%d", dice_side);
+ else
+ sprintf(dice, "%dd%d", dice_num, dice_side);
+
+ if (dice_mult != 1 || dice_div != 1)
+ {
+ if (dice_div == 1)
+ sprintf(mult, "*%d", dice_mult);
+ else
+ sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
+ }
+ sprintf(msg, "%s%s%s", base, dice, mult);
+ }
+}
/*!
- * @brief ¥â¥ó¥¹¥¿¡¼¤Î»×¤¤½Ð¾ðÊó¤òɽ¼¨¤¹¤ë
+* @brief 文字列にモンスターの攻撃力を加える
+* @param r_idx モンスターの種族ID
+* @param SPELL_NUM 呪文番号
+* @param msg 表示する文字列
+* @param tmp 返すメッセージを格納する配列
+* @return なし
+*/
+void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
+{
+ int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
+ int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
+ int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
+ int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
+ int dice_div = monspell_race_damage(SPELL_NUM, r_idx, DICE_DIV);
+ char dmg_str[80], dice_str[80];
+ dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
+ sprintf(dice_str, "(%s)", dmg_str);
+
+ if (know_armour(r_idx))
+ sprintf(tmp, msg, dice_str);
+ else
+ sprintf(tmp, msg, "");
+}
+
+/*!
+ * @brief モンスターの思い出情報を表示する
* Hack -- display monster information using "hooked_roff()"
- * @param r_idx ¥â¥ó¥¹¥¿¡¼¤Î¼ï²ID
- * @param mode ɽ¼¨¥ª¥×¥·¥ç¥ó
- * @return ¤Ê¤·
+ * @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(int r_idx, int mode)
+static void roff_aux(MONRACE_IDX r_idx, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[r_idx];
-
bool old = FALSE;
-
int m, n, r;
-
cptr p, q;
#ifdef JP
int msex = 0;
bool nightmare = ironman_nightmare && !(mode & 0x02);
- int speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
+ SPEED speed = nightmare ? r_ptr->speed + 5 : r_ptr->speed;
bool breath = FALSE;
bool magic = FALSE;
bool reinforce = FALSE;
- u32b flags1;
- u32b flags2;
- u32b flags3;
- u32b flags4;
- u32b flags5;
- u32b flags6;
- u32b flags7;
- u32b flagsr;
+ BIT_FLAGS flags1;
+ BIT_FLAGS flags2;
+ BIT_FLAGS flags3;
+ BIT_FLAGS flags4;
+ BIT_FLAGS a_ability_flags1;
+ BIT_FLAGS a_ability_flags2;
+ BIT_FLAGS flags7;
+ BIT_FLAGS flagsr;
- byte drop_gold, drop_item;
+ ITEM_NUMBER drop_gold, drop_item;
int vn = 0;
byte color[96];
cptr vp[96];
+ char tmp_msg[96][96];
bool know_everything = FALSE;
flags2 = (r_ptr->flags2 & r_ptr->r_flags2);
flags3 = (r_ptr->flags3 & r_ptr->r_flags3);
flags4 = (r_ptr->flags4 & r_ptr->r_flags4);
- flags5 = (r_ptr->flags5 & r_ptr->r_flags5);
- flags6 = (r_ptr->flags6 & r_ptr->r_flags6);
+ a_ability_flags1 = (r_ptr->a_ability_flags1 & r_ptr->r_flags5);
+ a_ability_flags2 = (r_ptr->a_ability_flags2 & r_ptr->r_flags6);
flags7 = (r_ptr->flags7 & r_ptr->flags7);
flagsr = (r_ptr->flagsr & r_ptr->r_flagsr);
flags2 = r_ptr->flags2;
flags3 = r_ptr->flags3;
flags4 = r_ptr->flags4;
- flags5 = r_ptr->flags5;
- flags6 = r_ptr->flags6;
+ a_ability_flags1 = r_ptr->a_ability_flags1;
+ a_ability_flags2 = r_ptr->a_ability_flags2;
flagsr = r_ptr->flagsr;
}
if (r_ptr->r_deaths)
{
/* Killed ancestors */
- hooked_roff(format(_("%^s¤Ï¤¢¤Ê¤¿¤ÎÀèÁĤò %d ¿ÍÁò¤Ã¤Æ¤¤¤ë", "%^s has slain %d of your ancestors"),
+ hooked_roff(format(_("%^sはあなたの先祖を %d 人葬っている", "%^s has slain %d of your ancestors"),
wd_he[msex], r_ptr->r_deaths));
/* But we've also killed it */
if (dead)
{
hooked_roff(format(
- _("¤¬¡¢¤¹¤Ç¤ËµØƤ¤Á¤Ï²Ì¤¿¤·¤Æ¤¤¤ë¡ª",
+ _("が、すでに仇討ちは果たしている!",
(", but you have avenged %s! ", plural(r_ptr->r_deaths, "him", "them")))));
}
else
{
hooked_roff(format(
- _("¤Î¤Ë¡¢¤Þ¤ÀµØƤ¤Á¤ò²Ì¤¿¤·¤Æ¤¤¤Ê¤¤¡£",
+ _("のに、まだ仇討ちを果たしていない。",
(", who %s unavenged. ", plural(r_ptr->r_deaths, "remains", "remain")))));
}
/* Dead unique who never hurt us */
else if (dead)
{
- hooked_roff(_("¤¢¤Ê¤¿¤Ï¤³¤ÎµØŨ¤ò¤¹¤Ç¤ËÁò¤êµî¤Ã¤Æ¤¤¤ë¡£", "You have slain this foe. "));
+ hooked_roff(_("あなたはこの仇敵をすでに葬り去っている。", "You have slain this foe. "));
/* Start a new line */
hooked_roff("\n");
{
/* Dead ancestors */
hooked_roff(
- _(format("¤³¤Î¥â¥ó¥¹¥¿¡¼¤Ï¤¢¤Ê¤¿¤ÎÀèÁĤò %d ¿ÍÁò¤Ã¤Æ¤¤¤ë", r_ptr->r_deaths),
+ _(format("このモンスターはあなたの先祖を %d 人葬っている", r_ptr->r_deaths),
format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
/* Some kills this life */
if (r_ptr->r_pkills)
{
hooked_roff(format(
- _("¤¬¡¢¤¢¤Ê¤¿¤Ï¤³¤Î¥â¥ó¥¹¥¿¡¼¤ò¾¯¤Ê¤¯¤È¤â %d ÂΤÏÅݤ·¤Æ¤¤¤ë¡£",
+ _("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(
- _("¤¬¡¢¤¢¤Ê¤¿¤ÎÀèÁĤϤ³¤Î¥â¥ó¥¹¥¿¡¼¤ò¾¯¤Ê¤¯¤È¤â %d ÂΤÏÅݤ·¤Æ¤¤¤ë¡£",
+ _("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(
- _("¤¬¡¢¤Þ¤À%s¤òÅݤ·¤¿¤³¤È¤Ï¤Ê¤¤¡£",
+ _("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]));
}
if (r_ptr->r_pkills)
{
hooked_roff(format(
- _("¤¢¤Ê¤¿¤Ï¤³¤Î¥â¥ó¥¹¥¿¡¼¤ò¾¯¤Ê¤¯¤È¤â %d ÂΤϻ¦¤·¤Æ¤¤¤ë¡£",
+ _("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(
- _("¤¢¤Ê¤¿¤ÎÀèÁĤϤ³¤Î¥â¥ó¥¹¥¿¡¼¤ò¾¯¤Ê¤¯¤È¤â %d ÂΤϻ¦¤·¤Æ¤¤¤ë¡£",
+ _("あなたの先祖はこのモンスターを少なくとも %d 体は殺している。",
"Your ancestors have killed at least %d of these creatures. "), r_ptr->r_tkills));
}
/* Killed none */
else
{
- hooked_roff(_("¤³¤Î¥â¥ó¥¹¥¿¡¼¤òÅݤ·¤¿¤³¤È¤Ï¤Ê¤¤¡£", "No battles to the death are recalled. "));
+ hooked_roff(_("このモンスターを倒したことはない。", "No battles to the death are recalled. "));
}
/* Start a new line */
/* Describe location */
if (r_ptr->level == 0)
{
- hooked_roff(format(_("%^s¤ÏÄ®¤Ë½»¤ß", "%^s lives in the town"), wd_he[msex]));
+ 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¤ÏÄ̾ïÃϲ¼ %d ¥Õ¥£¡¼¥È¤Ç½Ð¸½¤·", "%^s is normally found at depths of %d feet"),
+ _("%^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¤ÏÄ̾ïÃϲ¼ %d ³¬¤Ç½Ð¸½¤·", "%^s is normally found on dungeon level %d"),
+ _("%^sは通常地下 %d 階で出現し", "%^s is normally found on dungeon level %d"),
wd_he[msex], r_ptr->level));
}
old = TRUE;
/* Describe movement */
if (r_idx == MON_CHAMELEON)
{
- hooked_roff(_("¡¢Â¾¤Î¥â¥ó¥¹¥¿¡¼¤Ë²½¤±¤ë¡£", "and can take the shape of other monster."));
+ hooked_roff(_("、他のモンスターに化ける。", "and can take the shape of other monster."));
return;
}
else
/* Introduction */
if (old)
{
- hooked_roff(_("¡¢", ", and "));
+ hooked_roff(_("、", ", and "));
}
else
{
- hooked_roff(format(_("%^s¤Ï", "%^s "), wd_he[msex]));
+ hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
old = TRUE;
}
#ifndef JP
/* Adverb */
if ((flags1 & RF1_RAND_50) && (flags1 & RF1_RAND_25))
{
- hooked_roff(_("¤«¤Ê¤ê", " extremely"));
+ hooked_roff(_("かなり", " extremely"));
}
else if (flags1 & RF1_RAND_50)
{
- hooked_roff(_("´öʬ", " somewhat"));
+ hooked_roff(_("幾分", " somewhat"));
}
else if (flags1 & RF1_RAND_25)
{
- hooked_roff(_("¾¯¡¹", " a bit"));
+ hooked_roff(_("少々", " a bit"));
}
/* Adjective */
- hooked_roff(_("ÉÔµ¬Â§¤Ë", " erratically"));
+ hooked_roff(_("不規則に", " erratically"));
/* Hack -- Occasional conjunction */
- if (speed != 110) hooked_roff(_("¡¢¤«¤Ä", ", and"));
+ if (speed != 110) hooked_roff(_("、かつ", ", and"));
}
/* Speed */
if (speed > 110)
{
- if (speed > 139) hook_c_roff(TERM_RED, _("¿®¤¸Æñ¤¤¤Û¤É", " incredibly"));
- else if (speed > 134) hook_c_roff(TERM_ORANGE, _("ÌÔÎõ¤Ë", " extremely"));
- else if (speed > 129) hook_c_roff(TERM_ORANGE, _("Èó¾ï¤Ë", " very"));
- else if (speed > 124) hook_c_roff(TERM_UMBER, _("¤«¤Ê¤ê", " fairly"));
- else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("¤ä¤ä", " somewhat"));
- hook_c_roff(TERM_L_RED, _("ÁÇÁ᤯", " quickly"));
+ 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, _("¿®¤¸Æñ¤¤¤Û¤É", " incredibly"));
- else if (speed < 95) hook_c_roff(TERM_BLUE, _("Èó¾ï¤Ë", " very"));
- else if (speed < 100) hook_c_roff(TERM_BLUE, _("¤«¤Ê¤ê", " fairly"));
- else if (speed > 104) hook_c_roff(TERM_GREEN, _("¤ä¤ä", " somewhat"));
- hook_c_roff(TERM_L_BLUE, _("¤æ¤Ã¤¯¤ê¤È", " slowly"));
+ 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(_("ÉáÄ̤ή¤µ¤Ç", " at normal speed"));
+ hooked_roff(_("普通の速さで", " at normal speed"));
}
#ifdef JP
- hooked_roff("Æ°¤¤¤Æ¤¤¤ë");
+ hooked_roff("動いている");
#endif
}
/* Introduce */
if (old)
{
- hooked_roff(_("¡¢¤·¤«¤·", ", but "));
+ hooked_roff(_("、しかし", ", but "));
}
else
{
- hooked_roff(format(_("%^s¤Ï", "%^s "), wd_he[msex]));
+ hooked_roff(format(_("%^sは", "%^s "), wd_he[msex]));
old = TRUE;
}
-
- /* Describe */
- hooked_roff(_("¿¯Æþ¼Ô¤òÄÉÀפ·¤Ê¤¤", "does not deign to chase intruders"));
+ hooked_roff(_("侵入者を追跡しない", "does not deign to chase intruders"));
}
/* End this sentence */
if (old)
{
- hooked_roff(_("¡£", ". "));
+ hooked_roff(_("。", ". "));
old = FALSE;
}
{
/* Introduction */
#ifdef JP
- hooked_roff("¤³¤Î");
+ hooked_roff("この");
#else
if (flags1 & RF1_UNIQUE)
{
/* Describe the "quality" */
- if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("¶¸µ¤¤òͶ¤¦", " sanity-blasting"));/*nuke me*/
- if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, _("¼«Á³³¦¤Î", " natural"));
- if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, _("¼Ù°¤Ê¤ë", " evil"));
- if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, _("Á±ÎɤÊ", " good"));
- if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("¥¢¥ó¥Ç¥Ã¥É¤Î", " undead"));
- if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("¥¢¥ó¥Ð¡¼¤Î²¦Â²¤Î", " Amberite"));
+ if (flags2 & RF2_ELDRITCH_HORROR) hook_c_roff(TERM_VIOLET, _("狂気を誘う", " sanity-blasting"));/*nuke me*/
+ if (flags3 & RF3_ANIMAL) hook_c_roff(TERM_L_GREEN, _("自然界の", " natural"));
+ if (flags3 & RF3_EVIL) hook_c_roff(TERM_L_DARK, _("邪悪なる", " evil"));
+ if (flags3 & RF3_GOOD) hook_c_roff(TERM_YELLOW, _("善良な", " good"));
+ if (flags3 & RF3_UNDEAD) hook_c_roff(TERM_VIOLET, _("アンデッドの", " undead"));
+ if (flags3 & RF3_AMBERITE) hook_c_roff(TERM_VIOLET, _("アンバーの王族の", " Amberite"));
- if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
+ if ((flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) || (flags2 & (RF2_QUANTUM | RF2_HUMAN)))
{
/* Describe the "race" */
- if (flags3 & RF3_DRAGON) hook_c_roff(TERM_ORANGE, _("¥É¥é¥´¥ó", " dragon"));
- if (flags3 & RF3_DEMON) hook_c_roff(TERM_VIOLET, _("¥Ç¡¼¥â¥ó", " demon"));
- if (flags3 & RF3_GIANT) hook_c_roff(TERM_L_UMBER, _("¥¸¥ã¥¤¥¢¥ó¥È", " giant"));
- if (flags3 & RF3_TROLL) hook_c_roff(TERM_BLUE, _("¥È¥í¥ë", " troll"));
- if (flags3 & RF3_ORC) hook_c_roff(TERM_UMBER, _("¥ª¡¼¥¯", " orc"));
- if (flags2 & RF2_HUMAN) hook_c_roff(TERM_L_WHITE, _("¿Í´Ö", " human"));
- if (flags2 & RF2_QUANTUM) hook_c_roff(TERM_VIOLET, _("ÎÌ»ÒÀ¸Êª", " quantum creature"));
+ 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, _("ジャイアント", " 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(_("¥â¥ó¥¹¥¿¡¼", " creature"));
+ hooked_roff(_("ã\83¢ã\83³ã\82¹ã\82¿ã\83¼", " creature"));
}
#ifdef JP
- hooked_roff("¤òÅݤ¹¤³¤È¤Ï");
+ hooked_roff("を倒すことは");
#endif
/* Group some variables */
{
long i, j;
-#ifdef JP
- i = p_ptr->lev;
- hooked_roff(format(" %lu ¥ì¥Ù¥ë¤Î¥¥ã¥é¥¯¥¿¤Ë¤È¤Ã¤Æ", (long)i));
-
- i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv+2);
- j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv+2)) *
- (long)1000 / (p_ptr->max_plv+2) + 5) / 10);
-
- hooked_roff(format(" Ìó%ld.%02ld ¥Ý¥¤¥ó¥È¤Î·Ð¸³¤È¤Ê¤ë¡£",
- (long)i, (long)j ));
-#else
/* calculate the integer exp part */
- i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv+2);
+ i = (long)r_ptr->mexp * r_ptr->level / (p_ptr->max_plv + 2) * 3 / 2;
/* calculate the fractional exp part scaled by 100, */
/* must use long arithmetic to avoid overflow */
- j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv+2)) *
- (long)1000 / (p_ptr->max_plv+2) + 5) / 10);
+ j = ((((long)r_ptr->mexp * r_ptr->level % (p_ptr->max_plv + 2) * 3 / 2) *
+ (long)1000 / (p_ptr->max_plv + 2) + 5) / 10);
+
+#ifdef JP
+ hooked_roff(format(" %d レベルのキャラクタにとって 約%ld.%02ld ポイントの経験となる。",
+ p_ptr->lev, (long)i, (long)j ));
+#else
/* Mention the experience */
- hooked_roff(format(" is worth about %ld.%02ld point%s",
- (long)i, (long)j,
- (((i == 1) && (j == 0)) ? "" : "s")));
+ hooked_roff(format(" is worth about %ld.%02ld point%s for level %d player",
+ (long)i, (long)j,
+ (((i == 1) && (j == 0)) ? "" : "s")), p_ptr->lev);
/* Take account of annoying English */
p = "th";
if ((flags2 & RF2_AURA_FIRE) && (flags2 & RF2_AURA_ELEC) && (flags3 & RF3_AURA_COLD))
{
hook_c_roff(TERM_VIOLET, format(
- _("%^s¤Ï±ê¤Èɹ¤È¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "%^s is surrounded by flames, ice and electricity. "), wd_he[msex]));
+ _("%^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¤Ï±ê¤È¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "%^s is surrounded by flames and electricity. "), wd_he[msex]));
+ _("%^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¤Ï±ê¤Èɹ¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "%^s is surrounded by flames and ice. "), wd_he[msex]));
+ _("%^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¤Ïɹ¤È¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "%^s is surrounded by ice and electricity. "), wd_he[msex]));
+ _("%^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¤Ï±ê¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "%^s is surrounded by flames. "), wd_he[msex]));
+ _("%^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¤Ïɹ¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "%^s is surrounded by ice. "), wd_he[msex]));
+ _("%^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¤Ï¥¹¥Ñ¡¼¥¯¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "%^s is surrounded by electricity. "), wd_he[msex]));
+ _("%^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¤ÏÌð¤Î¼öʸ¤òÄ·¤ÍÊÖ¤¹¡£", "%^s reflects bolt spells. "), wd_he[msex]));
+ hooked_roff(format(_("%^sは矢の呪文を跳ね返す。", "%^s reflects bolt spells. "), wd_he[msex]));
/* Describe escorts */
if ((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS) || reinforce)
{
hooked_roff(format(
- _("%^s¤ÏÄ̾ï¸î±Ò¤òȼ¤Ã¤Æ¸½¤ì¤ë¡£", "%^s usually appears with escorts. "), wd_he[msex]));
+ _("%^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(_("¸î±Ò¤Î¹½À®¤Ï", "These escorts"));
+ hooked_roff(_("護衛の構成は", "These escorts"));
if((flags1 & RF1_ESCORT) || (flags1 & RF1_ESCORTS))
{
- hooked_roff(_("¾¯¤Ê¤¯¤È¤â", " at the least"));
+ hooked_roff(_("少なくとも", " at the least"));
}
#ifndef JP
hooked_roff(" contain ");
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));
+ hooked_roff(format(_("、%s", ", %s"), r_name + rf_ptr->name));
}
else
{
#ifdef JP
- hooked_roff(format("¡¢ %dd%d ÂΤÎ%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n],
+ 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);
}
}
}
- hooked_roff(_("¤ÇÀ®¤êΩ¤Ã¤Æ¤¤¤ë¡£", "."));
+ hooked_roff(_("で成り立っている。", "."));
}
}
/* Describe friends */
else if (flags1 & RF1_FRIENDS)
{
- hooked_roff(format(_("%^s¤ÏÄ̾クÃĤǸ½¤ì¤ë¡£", "%^s usually appears in groups. "), wd_he[msex]));
+ hooked_roff(format(_("%^sは通常集団で現れる。", "%^s usually appears in groups. "), wd_he[msex]));
}
/* Collect inate attacks */
vn = 0;
- if (flags4 & RF4_SHRIEK) { vp[vn] = _("ÈáÌĤǽõ¤±¤òµá¤á¤ë", "shriek for help"); color[vn++] = TERM_L_WHITE; }
- if (flags4 & RF4_ROCKET) { vp[vn] = _("¥í¥±¥Ã¥È¤òȯ¼Í¤¹¤ë", "shoot a rocket"); color[vn++] = TERM_UMBER; }
- if (flags4 & RF4_SHOOT) { vp[vn] = _("¼Í·â¤ò¤¹¤ë", "fire an arrow"); color[vn++] = TERM_UMBER; }
- if (flags6 & (RF6_SPECIAL)) { vp[vn] = _("ÆÃÊ̤ʹÔÆ°¤ò¤¹¤ë", "do something"); color[vn++] = TERM_VIOLET; }
+ if (flags4 & RF4_SHRIEK) { vp[vn] = _("悲鳴で助けを求める", "shriek for help"); color[vn++] = TERM_L_WHITE; }
+ if (flags4 & RF4_ROCKET)
+ {
+ set_damage(r_idx, (MS_ROCKET), _("ロケット%sを発射する", "shoot a rocket%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_UMBER;
+ }
+
+ if (flags4 & RF4_SHOOT)
+ {
+ for (r = 0, m = 0; m < 4; m++)
+ {
+ if (r_ptr->blow[m].method == RBM_SHOOT)
+ {
+ if (know_armour(r_idx))
+ sprintf(tmp_msg[vn], _("威力 %dd%d の射撃をする", "fire an arrow (Power:%dd%d)"), r_ptr->blow[m].d_side, r_ptr->blow[m].d_dice);
+ else
+ sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
+ vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
+ break;
+ }
+ }
+ }
+ if (a_ability_flags2 & (RF6_SPECIAL)) { vp[vn] = _("特別な行動をする", "do something"); color[vn++] = TERM_VIOLET; }
/* Describe inate attacks */
if (vn)
{
/* Intro */
- hooked_roff(format(_("%^s¤Ï", "%^s"), wd_he[msex]));
+ hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
/* Scan */
{
jverb(vp[n], jverb_buf, JVERB_OR);
hook_c_roff(color[n], jverb_buf);
- hook_c_roff(color[n], "¤ê");
- hooked_roff("¡¢");
+ hook_c_roff(color[n], "り");
+ hooked_roff("、");
}
else hook_c_roff(color[n], vp[n]);
#else
}
/* End */
- hooked_roff(_("¤³¤È¤¬¤¢¤ë¡£", ". "));
+ hooked_roff(_("ことがある。", ". "));
}
/* Collect breaths */
vn = 0;
- if (flags4 & (RF4_BR_ACID)) { vp[vn] = _("»À", "acid"); color[vn++] = TERM_GREEN; }
- if (flags4 & (RF4_BR_ELEC)) { vp[vn] = _("°ðºÊ", "lightning"); color[vn++] = TERM_BLUE; }
- if (flags4 & (RF4_BR_FIRE)) { vp[vn] = _("²Ð±ê", "fire"); color[vn++] = TERM_RED; }
- if (flags4 & (RF4_BR_COLD)) { vp[vn] = _("Î䵤", "frost"); color[vn++] = TERM_L_WHITE; }
- if (flags4 & (RF4_BR_POIS)) { vp[vn] = _("ÆÇ", "poison"); color[vn++] = TERM_L_GREEN; }
- if (flags4 & (RF4_BR_NETH)) { vp[vn] = _("ÃϹö", "nether"); color[vn++] = TERM_L_DARK; }
- if (flags4 & (RF4_BR_LITE)) { vp[vn] = _("Á®¸÷", "light"); color[vn++] = TERM_YELLOW; }
- if (flags4 & (RF4_BR_DARK)) { vp[vn] = _("°Å¹õ", "darkness"); color[vn++] = TERM_L_DARK; }
- if (flags4 & (RF4_BR_CONF)) { vp[vn] = _("º®Íð", "confusion"); color[vn++] = TERM_L_UMBER; }
- if (flags4 & (RF4_BR_SOUN)) { vp[vn] = _("¹ì²»", "sound"); color[vn++] = TERM_ORANGE; }
- if (flags4 & (RF4_BR_CHAO)) { vp[vn] = _("¥«¥ª¥¹", "chaos"); color[vn++] = TERM_VIOLET; }
- if (flags4 & (RF4_BR_DISE)) { vp[vn] = _("Îô²½", "disenchantment"); color[vn++] = TERM_VIOLET; }
- if (flags4 & (RF4_BR_NEXU)) { vp[vn] = _("°ø²Ìº®Íð", "nexus"); color[vn++] = TERM_VIOLET; }
- if (flags4 & (RF4_BR_TIME)) { vp[vn] = _("»þ´ÖµÕž", "time"); color[vn++] = TERM_L_BLUE; }
- if (flags4 & (RF4_BR_INER)) { vp[vn] = _("ÃÙÆß", "inertia"); color[vn++] = TERM_SLATE; }
- if (flags4 & (RF4_BR_GRAV)) { vp[vn] = _("½ÅÎÏ", "gravity"); color[vn++] = TERM_SLATE; }
- if (flags4 & (RF4_BR_SHAR)) { vp[vn] = _("ÇËÊÒ", "shards"); color[vn++] = TERM_L_UMBER; }
- if (flags4 & (RF4_BR_PLAS)) { vp[vn] = _("¥×¥é¥º¥Þ", "plasma"); color[vn++] = TERM_L_RED; }
- if (flags4 & (RF4_BR_WALL)) { vp[vn] = _("¥Õ¥©¡¼¥¹", "force"); color[vn++] = TERM_UMBER; }
- if (flags4 & (RF4_BR_MANA)) { vp[vn] = _("ËâÎÏ", "mana"); color[vn++] = TERM_L_BLUE; }
- if (flags4 & (RF4_BR_NUKE)) { vp[vn] = _("Êü¼ÍÀÇÑ´þʪ", "toxic waste"); color[vn++] = TERM_L_GREEN; }
- if (flags4 & (RF4_BR_DISI)) { vp[vn] = _("ʬ²ò", "disintegration"); color[vn++] = TERM_SLATE; }
+ if (flags4 & (RF4_BR_ACID))
+ {
+ set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_GREEN;
+ }
+ if (flags4 & (RF4_BR_ELEC))
+ {
+ set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_BLUE;
+ }
+ if (flags4 & (RF4_BR_FIRE))
+ {
+ set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_RED;
+ }
+ if (flags4 & (RF4_BR_COLD))
+ {
+ set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_WHITE;
+ }
+ if (flags4 & (RF4_BR_POIS))
+ {
+ set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_GREEN;
+ }
+ if (flags4 & (RF4_BR_NETH))
+ {
+ set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_DARK;
+ }
+ if (flags4 & (RF4_BR_LITE))
+ {
+ set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_YELLOW;
+ }
+ if (flags4 & (RF4_BR_DARK))
+ {
+ set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_DARK;
+ }
+ if (flags4 & (RF4_BR_CONF))
+ {
+ set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_UMBER;
+ }
+ if (flags4 & (RF4_BR_SOUN))
+ {
+ set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_ORANGE;
+ }
+ if (flags4 & (RF4_BR_CHAO))
+ {
+ set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_VIOLET;
+ }
+ if (flags4 & (RF4_BR_DISE))
+ {
+ set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_VIOLET;
+ }
+ if (flags4 & (RF4_BR_NEXU))
+ {
+ set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_VIOLET;
+ }
+ if (flags4 & (RF4_BR_TIME))
+ {
+ set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_BLUE;
+ }
+ if (flags4 & (RF4_BR_INER))
+ {
+ set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
+ }
+ if (flags4 & (RF4_BR_GRAV))
+ {
+ set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
+ }
+ if (flags4 & (RF4_BR_SHAR))
+ {
+ set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_UMBER;
+ }
+ if (flags4 & (RF4_BR_PLAS))
+ {
+ set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_RED;
+ }
+ if (flags4 & (RF4_BR_WALL))
+ {
+ set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_UMBER;
+ }
+ if (flags4 & (RF4_BR_MANA))
+ {
+ set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_BLUE;
+ }
+ if (flags4 & (RF4_BR_NUKE))
+ {
+ set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_GREEN;
+ }
+ if (flags4 & (RF4_BR_DISI))
+ {
+ set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
+ }
/* Describe breaths */
if (vn)
breath = TRUE;
/* Intro */
- hooked_roff(format(_("%^s¤Ï", "%^s"), wd_he[msex]));
+ hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
/* Scan */
for (n = 0; n < vn; n++)
{
/* Intro */
#ifdef JP
- if ( n != 0 ) hooked_roff("¤ä");
+ if ( n != 0 ) hooked_roff("や");
#else
if (n == 0) hooked_roff(" may breathe ");
else if (n < vn-1) hooked_roff(", ");
hook_c_roff(color[n], vp[n]);
}
#ifdef JP
- hooked_roff("¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤¢¤ë");
+ hooked_roff("のブレスを吐くことがある");
#endif
}
/* Collect spells */
vn = 0;
- if (flags5 & (RF5_BA_ACID)) { vp[vn] = _("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë", "produce acid balls"); color[vn++] = TERM_GREEN; }
- if (flags5 & (RF5_BA_ELEC)) { vp[vn] = _("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë", "produce lightning balls"); color[vn++] = TERM_BLUE; }
- if (flags5 & (RF5_BA_FIRE)) { vp[vn] = _("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë", "produce fire balls"); color[vn++] = TERM_RED; }
- if (flags5 & (RF5_BA_COLD)) { vp[vn] = _("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë", "produce frost balls"); color[vn++] = TERM_L_WHITE; }
- if (flags5 & (RF5_BA_POIS)) { vp[vn] = _("°½±À", "produce poison balls"); color[vn++] = TERM_L_GREEN; }
- if (flags5 & (RF5_BA_NETH)) { vp[vn] = _("ÃϹöµå", "produce nether balls"); color[vn++] = TERM_L_DARK; }
- if (flags5 & (RF5_BA_WATE)) { vp[vn] = _("¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë", "produce water balls"); color[vn++] = TERM_BLUE; }
- if (flags4 & (RF4_BA_NUKE)) { vp[vn] = _("Êü¼Íǽµå", "produce balls of radiation"); color[vn++] = TERM_L_GREEN; }
- if (flags5 & (RF5_BA_MANA)) { vp[vn] = _("ËâÎϤÎÍò", "invoke mana storms"); color[vn++] = TERM_L_BLUE; }
- if (flags5 & (RF5_BA_DARK)) { vp[vn] = _("°Å¹õ¤ÎÍò", "invoke darkness storms"); color[vn++] = TERM_L_DARK; }
- if (flags5 & (RF5_BA_LITE)) { vp[vn] = _("¥¹¥¿¡¼¥Ð¡¼¥¹¥È", "invoke starburst"); color[vn++] = TERM_YELLOW; }
- if (flags4 & (RF4_BA_CHAO)) { vp[vn] = _("½ã¥í¥°¥ë¥¹", "invoke raw Logrus"); color[vn++] = TERM_VIOLET; }
- if (flags6 & (RF6_HAND_DOOM)) { vp[vn] = _("ÇËÌǤμê", "invoke the Hand of Doom"); color[vn++] = TERM_VIOLET; }
- if (flags6 & (RF6_PSY_SPEAR)) { vp[vn] = _("¸÷¤Î·õ", "psycho-spear"); color[vn++] = TERM_YELLOW; }
- if (flags5 & (RF5_DRAIN_MANA)) { vp[vn] = _("ËâÎϵۼý", "drain mana"); color[vn++] = TERM_SLATE; }
- if (flags5 & (RF5_MIND_BLAST)) { vp[vn] = _("Àº¿À¹¶·â", "cause mind blasting"); color[vn++] = TERM_L_RED; }
- if (flags5 & (RF5_BRAIN_SMASH)) { vp[vn] = _("Ǿ¹¶·â", "cause brain smashing"); color[vn++] = TERM_RED; }
- if (flags5 & (RF5_CAUSE_1)) { vp[vn] = _("·Ú½ý¡Ü¼ö¤¤", "cause light wounds and cursing"); color[vn++] = TERM_L_WHITE; }
- if (flags5 & (RF5_CAUSE_2)) { vp[vn] = _("½Å½ý¡Ü¼ö¤¤", "cause serious wounds and cursing"); color[vn++] = TERM_L_WHITE; }
- if (flags5 & (RF5_CAUSE_3)) { vp[vn] = _("Ã×Ì¿½ý¡Ü¼ö¤¤", "cause critical wounds and cursing"); color[vn++] = TERM_L_WHITE; }
- if (flags5 & (RF5_CAUSE_4)) { vp[vn] = _("È빦¤òÆͤ¯", "cause mortal wounds"); color[vn++] = TERM_L_WHITE; }
- if (flags5 & (RF5_BO_ACID)) { vp[vn] = _("¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È", "produce acid bolts"); color[vn++] = TERM_GREEN; }
- if (flags5 & (RF5_BO_ELEC)) { vp[vn] = _("¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È", "produce lightning bolts"); color[vn++] = TERM_BLUE; }
- if (flags5 & (RF5_BO_FIRE)) { vp[vn] = _("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È", "produce fire bolts"); color[vn++] = TERM_RED; }
- if (flags5 & (RF5_BO_COLD)) { vp[vn] = _("¥¢¥¤¥¹¡¦¥Ü¥ë¥È", "produce frost bolts"); color[vn++] = TERM_L_WHITE; }
- if (flags5 & (RF5_BO_NETH)) { vp[vn] = _("ÃϹö¤ÎÌð", "produce nether bolts"); color[vn++] = TERM_L_DARK; }
- if (flags5 & (RF5_BO_WATE)) { vp[vn] = _("¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È", "produce water bolts"); color[vn++] = TERM_BLUE; }
- if (flags5 & (RF5_BO_MANA)) { vp[vn] = _("ËâÎϤÎÌð", "produce mana bolts"); color[vn++] = TERM_L_BLUE; }
- if (flags5 & (RF5_BO_PLAS)) { vp[vn] = _("¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È", "produce plasma bolts"); color[vn++] = TERM_L_RED; }
- if (flags5 & (RF5_BO_ICEE)) { vp[vn] = _("¶Ë´¨¤ÎÌð", "produce ice bolts"); color[vn++] = TERM_WHITE; }
- if (flags5 & (RF5_MISSILE)) { vp[vn] = _("¥Þ¥¸¥Ã¥¯¥ß¥µ¥¤¥ë", "produce magic missiles"); color[vn++] = TERM_SLATE; }
- if (flags5 & (RF5_SCARE)) { vp[vn] = _("¶²ÉÝ", "terrify"); color[vn++] = TERM_SLATE; }
- if (flags5 & (RF5_BLIND)) { vp[vn] = _("Ìܤ¯¤é¤Þ¤·", "blind"); color[vn++] = TERM_L_DARK; }
- if (flags5 & (RF5_CONF)) { vp[vn] = _("º®Íð", "confuse"); color[vn++] = TERM_L_UMBER; }
- if (flags5 & (RF5_SLOW)) { vp[vn] = _("¸ºÂ®", "slow"); color[vn++] = TERM_UMBER; }
- if (flags5 & (RF5_HOLD)) { vp[vn] = _("Ëãáã", "paralyze"); color[vn++] = TERM_RED; }
- if (flags6 & (RF6_HASTE)) { vp[vn] = _("²Ã®", "haste-self"); color[vn++] = TERM_L_GREEN; }
- if (flags6 & (RF6_HEAL)) { vp[vn] = _("¼£Ìþ", "heal-self"); color[vn++] = TERM_WHITE; }
- if (flags6 & (RF6_INVULNER)) { vp[vn] = _("̵Ũ²½", "make invulnerable"); color[vn++] = TERM_WHITE; }
- if (flags4 & RF4_DISPEL) { vp[vn] = _("ËâÎϾõî", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
- if (flags6 & (RF6_BLINK)) { vp[vn] = _("¥·¥ç¡¼¥È¥Æ¥ì¥Ý¡¼¥È", "blink-self"); color[vn++] = TERM_UMBER; }
- if (flags6 & (RF6_TPORT)) { vp[vn] = _("¥Æ¥ì¥Ý¡¼¥È", "teleport-self"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (RF6_WORLD)) { vp[vn] = _("»þ¤ò»ß¤á¤ë", "stop the time"); color[vn++] = TERM_L_BLUE; }
- if (flags6 & (RF6_TELE_TO)) { vp[vn] = _("¥Æ¥ì¥Ý¡¼¥È¥Ð¥Ã¥¯", "teleport to"); color[vn++] = TERM_L_UMBER; }
- if (flags6 & (RF6_TELE_AWAY)) { vp[vn] = _("¥Æ¥ì¥Ý¡¼¥È¥¢¥¦¥§¥¤", "teleport away"); color[vn++] = TERM_UMBER; }
- if (flags6 & (RF6_TELE_LEVEL)) { vp[vn] = _("¥Æ¥ì¥Ý¡¼¥È¡¦¥ì¥Ù¥ë", "teleport level"); color[vn++] = TERM_ORANGE; }
-
- if (flags6 & (RF6_DARKNESS))
+ if (a_ability_flags1 & (RF5_BA_ACID))
+ {
+ set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_GREEN;
+ }
+ if (a_ability_flags1 & (RF5_BA_ELEC))
+ {
+ set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_BLUE;
+ }
+ if (a_ability_flags1 & (RF5_BA_FIRE))
+ {
+ set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_RED;
+ }
+ if (a_ability_flags1 & (RF5_BA_COLD))
+ {
+ set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_WHITE;
+ }
+ if (a_ability_flags1 & (RF5_BA_POIS))
+ {
+ set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_GREEN;
+ }
+ if (a_ability_flags1 & (RF5_BA_NETH))
+ {
+ set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_DARK;
+ }
+ if (a_ability_flags1 & (RF5_BA_WATE))
+ {
+ set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_BLUE;
+ }
+ if (flags4 & (RF4_BA_NUKE))
+ {
+ set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_GREEN;
+ }
+ if (a_ability_flags1 & (RF5_BA_MANA))
+ {
+ set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_BLUE;
+ }
+ if (a_ability_flags1 & (RF5_BA_DARK))
+ {
+ set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_DARK;
+ }
+ if (a_ability_flags1 & (RF5_BA_LITE))
+ {
+ set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_YELLOW;
+ }
+ if (flags4 & (RF4_BA_CHAO))
+ {
+ set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_VIOLET;
+ }
+ if (a_ability_flags2 & (RF6_HAND_DOOM)) { vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)"); color[vn++] = TERM_VIOLET; }
+ if (a_ability_flags2 & (RF6_PSY_SPEAR))
+ {
+ set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_YELLOW;
+ }
+ if (a_ability_flags1 & (RF5_DRAIN_MANA))
+ {
+ set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
+ }
+ if (a_ability_flags1 & (RF5_MIND_BLAST))
+ {
+ set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_RED;
+ }
+ if (a_ability_flags1 & (RF5_BRAIN_SMASH))
+ {
+ set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_RED;
+ }
+ if (a_ability_flags1 & (RF5_CAUSE_1))
+ {
+ set_damage(r_idx, (MS_CAUSE_1),
+ _("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_WHITE;
+ }
+ if (a_ability_flags1 & (RF5_CAUSE_2))
+ {
+ set_damage(r_idx, (MS_CAUSE_2),
+ _("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_WHITE;
+ }
+ if (a_ability_flags1 & (RF5_CAUSE_3))
+ {
+ set_damage(r_idx, (MS_CAUSE_3),
+ _("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_WHITE;
+ }
+ if (a_ability_flags1 & (RF5_CAUSE_4))
+ {
+ set_damage(r_idx, (MS_CAUSE_4),
+ _("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_WHITE;
+ }
+ if (a_ability_flags1 & (RF5_BO_ACID))
+ {
+ set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_GREEN;
+ }
+ if (a_ability_flags1 & (RF5_BO_ELEC))
+ {
+ set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_BLUE;
+ }
+ if (a_ability_flags1 & (RF5_BO_FIRE))
+ {
+ set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_RED;
+ }
+ if (a_ability_flags1 & (RF5_BO_COLD))
+ {
+ set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_WHITE;
+ }
+ if (a_ability_flags1 & (RF5_BO_NETH))
+ {
+ set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_DARK;
+ }
+ if (a_ability_flags1 & (RF5_BO_WATE))
+ {
+ set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_BLUE;
+ }
+ if (a_ability_flags1 & (RF5_BO_MANA))
+ {
+ set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_BLUE;
+ }
+ if (a_ability_flags1 & (RF5_BO_PLAS))
+ {
+ set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_RED;
+ }
+ if (a_ability_flags1 & (RF5_BO_ICEE))
+ {
+ set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_WHITE;
+ }
+ if (a_ability_flags1 & (RF5_MISSILE))
+ {
+ set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
+ }
+ if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
+ if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
+ if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
+ if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
+ if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
+ if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
+ if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
+ if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
+ if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
+ if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
+
+ if (a_ability_flags2 & (RF6_DARKNESS))
{
if ((p_ptr->pclass != CLASS_NINJA) || (r_ptr->flags3 & (RF3_UNDEAD | RF3_HURT_LITE)) || (r_ptr->flags7 & RF7_DARK_MASK))
{
- vp[vn] = _("°Å°Ç", "create darkness"); color[vn++] = TERM_L_DARK;
+ vp[vn] = _("暗闇", "create darkness"); color[vn++] = TERM_L_DARK;
}
else
{
- vp[vn] = _("Á®¸÷", "create light"); color[vn++] = TERM_YELLOW;
+ vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
}
}
- if (flags6 & (RF6_TRAPS)) { vp[vn] = _("¥È¥é¥Ã¥×", "create traps"); color[vn++] = TERM_BLUE; }
- if (flags6 & (RF6_FORGET)) { vp[vn] = _("µ²±¾Ãµî", "cause amnesia"); color[vn++] = TERM_BLUE; }
- if (flags6 & (RF6_RAISE_DEAD)) { vp[vn] = _("»à¼ÔÉü³è", "raise dead"); color[vn++] = TERM_RED; }
- if (flags6 & (RF6_S_MONSTER)) { vp[vn] = _("¥â¥ó¥¹¥¿¡¼°ìÂξ¤´", "summon a monster"); color[vn++] = TERM_SLATE; }
- if (flags6 & (RF6_S_MONSTERS)) { vp[vn] = _("¥â¥ó¥¹¥¿¡¼Ê£¿ô¾¤´", "summon monsters"); color[vn++] = TERM_L_WHITE; }
- if (flags6 & (RF6_S_KIN)) { vp[vn] = _("µß±ç¾¤´", "summon aid"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (RF6_S_ANT)) { vp[vn] = _("¥¢¥ê¾¤´", "summon ants"); color[vn++] = TERM_RED; }
- if (flags6 & (RF6_S_SPIDER)) { vp[vn] = _("¥¯¥â¾¤´", "summon spiders"); color[vn++] = TERM_L_DARK; }
- if (flags6 & (RF6_S_HOUND)) { vp[vn] = _("¥Ï¥¦¥ó¥É¾¤´", "summon hounds"); color[vn++] = TERM_L_UMBER; }
- if (flags6 & (RF6_S_HYDRA)) { vp[vn] = _("¥Ò¥É¥é¾¤´", "summon hydras"); color[vn++] = TERM_L_GREEN; }
- if (flags6 & (RF6_S_ANGEL)) { vp[vn] = _("Å·»È°ìÂξ¤´", "summon an angel"); color[vn++] = TERM_YELLOW; }
- if (flags6 & (RF6_S_DEMON)) { vp[vn] = _("¥Ç¡¼¥â¥ó°ìÂξ¤´", "summon a demon"); color[vn++] = TERM_L_RED; }
- if (flags6 & (RF6_S_UNDEAD)) { vp[vn] = _("¥¢¥ó¥Ç¥Ã¥É°ìÂξ¤´", "summon an undead"); color[vn++] = TERM_L_DARK; }
- if (flags6 & (RF6_S_DRAGON)) { vp[vn] = _("¥É¥é¥´¥ó°ìÂξ¤´", "summon a dragon"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (RF6_S_HI_UNDEAD)) { vp[vn] = _("¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¾¤´", "summon Greater Undead"); color[vn++] = TERM_L_DARK; }
- if (flags6 & (RF6_S_HI_DRAGON)) { vp[vn] = _("¸ÅÂå¥É¥é¥´¥ó¾¤´", "summon Ancient Dragons"); color[vn++] = TERM_ORANGE; }
- if (flags6 & (RF6_S_CYBER)) { vp[vn] = _("¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¾¤´", "summon Cyberdemons"); color[vn++] = TERM_UMBER; }
- if (flags6 & (RF6_S_AMBERITES)) { vp[vn] = _("¥¢¥ó¥Ð¡¼¤Î²¦Â²¾¤´", "summon Lords of Amber"); color[vn++] = TERM_VIOLET; }
- if (flags6 & (RF6_S_UNIQUE)) { vp[vn] = _("¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¾¤´", "summon Unique Monsters"); color[vn++] = TERM_VIOLET; }
+ if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
+ if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
+ if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
+ if (a_ability_flags2 & (RF6_S_MONSTER)) { vp[vn] = _("モンスター一体召喚", "summon a monster"); color[vn++] = TERM_SLATE; }
+ if (a_ability_flags2 & (RF6_S_MONSTERS)) { vp[vn] = _("モンスター複数召喚", "summon monsters"); color[vn++] = TERM_L_WHITE; }
+ if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
+ if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
+ if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
+ if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
+ if (a_ability_flags2 & (RF6_S_DEMON)) { vp[vn] = _("デーモン一体召喚", "summon a demon"); color[vn++] = TERM_L_RED; }
+ if (a_ability_flags2 & (RF6_S_UNDEAD)) { vp[vn] = _("アンデッド一体召喚", "summon an undead"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_S_HI_UNDEAD)) { vp[vn] = _("強力なアンデッド召喚", "summon Greater Undead"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags2 & (RF6_S_HI_DRAGON)) { vp[vn] = _("古代ドラゴン召喚", "summon Ancient Dragons"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_S_CYBER)) { vp[vn] = _("サイバーデーモン召喚", "summon Cyberdemons"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags2 & (RF6_S_AMBERITES)) { vp[vn] = _("アンバーの王族召喚", "summon Lords of Amber"); color[vn++] = TERM_VIOLET; }
+ if (a_ability_flags2 & (RF6_S_UNIQUE)) { vp[vn] = _("ユニーク・モンスター召喚", "summon Unique Monsters"); color[vn++] = TERM_VIOLET; }
/* Describe spells */
/* Intro */
if (breath)
{
- hooked_roff(_("¡¢¤Ê¤ª¤«¤Ä", ", and is also"));
+ hooked_roff(_("、なおかつ", ", and is also"));
}
else
{
- hooked_roff(format(_("%^s¤Ï", "%^s is"), wd_he[msex]));
+ hooked_roff(format(_("%^sは", "%^s is"), wd_he[msex]));
}
#ifdef JP
/* Adverb */
- if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "Ū³Î¤Ë");
+ if (flags2 & (RF2_SMART)) hook_c_roff(TERM_YELLOW, "的確に");
/* Verb Phrase */
- hooked_roff("ËâË¡¤ò»È¤¦¤³¤È¤¬¤Ç¤¡¢");
+ hooked_roff("魔法を使うことができ、");
#else
/* Verb Phrase */
hooked_roff(" magical, casting spells");
{
/* Intro */
#ifdef JP
- if ( n != 0 ) hooked_roff("¡¢");
+ if ( n != 0 ) hooked_roff("、");
#else
if (n == 0) hooked_roff(" which ");
else if (n < vn-1) hooked_roff(", ");
hook_c_roff(color[n], vp[n]);
}
#ifdef JP
- hooked_roff("¤Î¼öʸ¤ò¾§¤¨¤ë¤³¤È¤¬¤¢¤ë");
+ hooked_roff("の呪文を唱えることがある");
#endif
}
if (m > 100 || know_everything)
{
hooked_roff(format(
- _("(³ÎΨ:1/%d)", "; 1 time in %d"), 100 / n));
+ _("(確率:1/%d)", "; 1 time in %d"), 100 / n));
}
/* Guess at the frequency */
{
n = ((n + 9) / 10) * 10;
hooked_roff(format(
- _("(³ÎΨ:Ìó1/%d)", "; about 1 time in %d"), 100 / n));
+ _("(確率:約1/%d)", "; about 1 time in %d"), 100 / n));
}
/* End this sentence */
- hooked_roff(_("¡£", ". "));
+ hooked_roff(_("。", ". "));
}
/* Describe monster "toughness" */
- if (know_armour(r_idx))
+ if (know_everything || know_armour(r_idx))
{
/* Armor */
hooked_roff(format(
- _("%^s¤Ï AC%d ¤ÎËɸæÎϤÈ", "%^s has an armor rating of %d"),
+ _("%^sは AC%d の防御力と", "%^s has an armor rating of %d"),
wd_he[msex], r_ptr->ac));
/* Maximized hitpoints */
{
u32b hp = r_ptr->hdice * (nightmare ? 2 : 1) * r_ptr->hside;
hooked_roff(format(
- _(" %d ¤ÎÂÎÎϤ¬¤¢¤ë¡£", " and a life rating of %d. "),
+ _(" %d の体力がある。", " and a life rating of %d. "),
(s16b)MIN(30000, hp)));
}
else
{
hooked_roff(format(
- _(" %dd%d ¤ÎÂÎÎϤ¬¤¢¤ë¡£", " and a life rating of %dd%d. "),
+ _(" %dd%d の体力がある。", " and a life rating of %dd%d. "),
r_ptr->hdice * (nightmare ? 2 : 1), r_ptr->hside));
}
}
/* Collect special abilities. */
vn = 0;
- if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) { vp[vn] = _("¥À¥ó¥¸¥ç¥ó¤ò¾È¤é¤¹", "illuminate the dungeon"); color[vn++] = TERM_WHITE; }
- if (flags7 & (RF7_HAS_DARK_1 | RF7_HAS_DARK_2)) { vp[vn] = _("¥À¥ó¥¸¥ç¥ó¤ò°Å¤¯¤¹¤ë", "darken the dungeon"); color[vn++] = TERM_L_DARK; }
- if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("¥É¥¢¤ò³«¤±¤ë", "open doors"); color[vn++] = TERM_WHITE; }
- if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("¥É¥¢¤òÂǤÁÇˤë", "bash down doors"); color[vn++] = TERM_WHITE; }
- if (flags7 & RF7_CAN_FLY) { vp[vn] = _("¶õ¤òÈô¤Ö", "fly"); color[vn++] = TERM_WHITE; }
- if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("¿å¤òÅϤë", "swim"); color[vn++] = TERM_WHITE; }
- if (flags2 & RF2_PASS_WALL) { vp[vn] = _("Êɤò¤¹¤êÈ´¤±¤ë", "pass through walls"); color[vn++] = TERM_WHITE; }
- if (flags2 & RF2_KILL_WALL) { vp[vn] = _("Êɤò·¡¤ê¿Ê¤à", "bore through walls"); color[vn++] = TERM_WHITE; }
- if (flags2 & RF2_MOVE_BODY) { vp[vn] = _("¼å¤¤¥â¥ó¥¹¥¿¡¼¤ò²¡¤·¤Î¤±¤ë", "push past weaker monsters"); color[vn++] = TERM_WHITE; }
- if (flags2 & RF2_KILL_BODY) { vp[vn] = _("¼å¤¤¥â¥ó¥¹¥¿¡¼¤òÅݤ¹", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
- if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("¥¢¥¤¥Æ¥à¤ò½¦¤¦", "pick up objects"); color[vn++] = TERM_WHITE; }
- if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("¥¢¥¤¥Æ¥à¤ò²õ¤¹", "destroy objects"); color[vn++] = TERM_WHITE; }
+ if (flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) { vp[vn] = _("ダンジョンを照らす", "illuminate the dungeon"); color[vn++] = TERM_WHITE; }
+ if (flags7 & (RF7_HAS_DARK_1 | RF7_HAS_DARK_2)) { vp[vn] = _("ダンジョンを暗くする", "darken the dungeon"); color[vn++] = TERM_L_DARK; }
+ if (flags2 & RF2_OPEN_DOOR) { vp[vn] = _("ドアを開ける", "open doors"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_BASH_DOOR) { vp[vn] = _("ドアを打ち破る", "bash down doors"); color[vn++] = TERM_WHITE; }
+ if (flags7 & RF7_CAN_FLY) { vp[vn] = _("空を飛ぶ", "fly"); color[vn++] = TERM_WHITE; }
+ if (flags7 & RF7_CAN_SWIM) { vp[vn] = _("水を渡る", "swim"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_PASS_WALL) { vp[vn] = _("壁をすり抜ける", "pass through walls"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_KILL_WALL) { vp[vn] = _("壁を掘り進む", "bore through walls"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_MOVE_BODY) { vp[vn] = _("弱いモンスターを押しのける", "push past weaker monsters"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_KILL_BODY) { vp[vn] = _("弱いモンスターを倒す", "destroy weaker monsters"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_TAKE_ITEM) { vp[vn] = _("アイテムを拾う", "pick up objects"); color[vn++] = TERM_WHITE; }
+ if (flags2 & RF2_KILL_ITEM) { vp[vn] = _("アイテムを壊す", "destroy objects"); color[vn++] = TERM_WHITE; }
/* Describe special abilities. */
if (vn)
{
/* Intro */
- hooked_roff(format(_("%^s¤Ï", "%^s"), wd_he[msex]));
+ hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
/* Scan */
for (n = 0; n < vn; n++)
{
jverb(vp[n], jverb_buf, JVERB_AND);
hook_c_roff(color[n], jverb_buf);
- hooked_roff("¡¢");
+ hooked_roff("、");
}
else hook_c_roff(color[n], vp[n]);
#else
}
/* End */
- hooked_roff(_("¤³¤È¤¬¤Ç¤¤ë¡£", ". "));
+ hooked_roff(_("ことができる。", ". "));
}
/* Aquatic */
if (flags7 & RF7_AQUATIC)
{
- hooked_roff(format(_("%^s¤Ï¿åÃæ¤ËÀ³¤ó¤Ç¤¤¤ë¡£", "%^s lives in water. "), wd_he[msex]));
+ hooked_roff(format(_("%^sは水中に棲んでいる。", "%^s lives in water. "), wd_he[msex]));
}
/* Describe special abilities. */
if (flags7 & (RF7_SELF_LITE_1 | RF7_SELF_LITE_2))
{
- hooked_roff(format(_("%^s¤Ï¸÷¤Ã¤Æ¤¤¤ë¡£", "%^s is shining. "), wd_he[msex]));
+ 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¤Ï°Å¹õ¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£", "%^s is surrounded by darkness. "), wd_he[msex]));
+ 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¤ÏÆ©ÌÀ¤ÇÌܤ˸«¤¨¤Ê¤¤¡£", "%^s is invisible. "), wd_he[msex]));
+ 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¤ÏÎä·ìưʪ¤Ç¤¢¤ë¡£", "%^s is cold blooded. "), wd_he[msex]));
+ 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¤Ï¥Æ¥ì¥Ñ¥·¡¼¤Ç¤Ï´¶ÃΤǤ¤Ê¤¤¡£", "%^s is not detected by telepathy. "), wd_he[msex]));
+ 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¤Ï¤Þ¤ì¤Ë¥Æ¥ì¥Ñ¥·¡¼¤Ç´¶ÃΤǤ¤ë¡£", "%^s is rarely detected by telepathy. "), wd_he[msex]));
+ 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¤ÏÇúȯŪ¤ËÁý¿£¤¹¤ë¡£", "%^s breeds explosively. "), wd_he[msex]));
+ 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¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£", "%^s regenerates quickly. "), wd_he[msex]));
+ 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¤Ë¾è¤ë¤³¤È¤¬¤Ç¤¤ë¡£", "%^s is suitable for riding. "), wd_he[msex]));
+ hook_c_roff(TERM_SLATE, format(_("%^sに乗ることができる。", "%^s is suitable for riding. "), wd_he[msex]));
}
/* Collect susceptibilities */
vn = 0;
- if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("´ä¤ò½üµî¤¹¤ë¤â¤Î", "rock remover"); color[vn++] = TERM_UMBER; }
- if (flags3 & RF3_HURT_LITE) { vp[vn] = _("ÌÀ¤ë¤¤¸÷", "bright light"); color[vn++] = TERM_YELLOW; }
- if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("±ê", "fire"); color[vn++] = TERM_RED; }
- if (flags3 & RF3_HURT_COLD) { vp[vn] = _("Î䵤", "cold"); color[vn++] = TERM_L_WHITE; }
+ if (flags3 & RF3_HURT_ROCK) { vp[vn] = _("岩を除去するもの", "rock remover"); color[vn++] = TERM_UMBER; }
+ if (flags3 & RF3_HURT_LITE) { vp[vn] = _("明るい光", "bright light"); color[vn++] = TERM_YELLOW; }
+ if (flags3 & RF3_HURT_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
+ if (flags3 & RF3_HURT_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
/* Describe susceptibilities */
if (vn)
{
/* Intro */
- hooked_roff(format(_("%^s¤Ë¤Ï", "%^s"), wd_he[msex]));
+ hooked_roff(format(_("%^sには", "%^s"), wd_he[msex]));
/* Scan */
for (n = 0; n < vn; n++)
{
/* Intro */
#ifdef JP
- if ( n != 0 ) hooked_roff("¤ä");
+ if ( n != 0 ) hooked_roff("や");
#else
if (n == 0) hooked_roff(" is hurt by ");
else if (n < vn-1) hooked_roff(", ");
}
/* End */
- hooked_roff(_("¤Ç¥À¥á¡¼¥¸¤òÍ¿¤¨¤é¤ì¤ë¡£", ". "));
+ hooked_roff(_("でダメージを与えられる。", ". "));
}
/* Collect immunities */
vn = 0;
- if (flagsr & RFR_IM_ACID) { vp[vn] = _("»À", "acid"); color[vn++] = TERM_GREEN; }
- if (flagsr & RFR_IM_ELEC) { vp[vn] = _("°ðºÊ", "lightning"); color[vn++] = TERM_BLUE; }
- if (flagsr & RFR_IM_FIRE) { vp[vn] = _("±ê", "fire"); color[vn++] = TERM_RED; }
- if (flagsr & RFR_IM_COLD) { vp[vn] = _("Î䵤", "cold"); color[vn++] = TERM_L_WHITE; }
- if (flagsr & RFR_IM_POIS) { vp[vn] = _("ÆÇ", "poison"); color[vn++] = TERM_L_GREEN; }
+ if (flagsr & RFR_IM_ACID) { vp[vn] = _("酸", "acid"); color[vn++] = TERM_GREEN; }
+ if (flagsr & RFR_IM_ELEC) { vp[vn] = _("稲妻", "lightning"); color[vn++] = TERM_BLUE; }
+ if (flagsr & RFR_IM_FIRE) { vp[vn] = _("炎", "fire"); color[vn++] = TERM_RED; }
+ if (flagsr & RFR_IM_COLD) { vp[vn] = _("冷気", "cold"); color[vn++] = TERM_L_WHITE; }
+ if (flagsr & RFR_IM_POIS) { vp[vn] = _("毒", "poison"); color[vn++] = TERM_L_GREEN; }
/* Collect resistances */
- if (flagsr & RFR_RES_LITE) { vp[vn] = _("Á®¸÷", "light"); color[vn++] = TERM_YELLOW; }
- if (flagsr & RFR_RES_DARK) { vp[vn] = _("°Å¹õ", "dark"); color[vn++] = TERM_L_DARK; }
- if (flagsr & RFR_RES_NETH) { vp[vn] = _("ÃϹö", "nether"); color[vn++] = TERM_L_DARK; }
- if (flagsr & RFR_RES_WATE) { vp[vn] = _("¿å", "water"); color[vn++] = TERM_BLUE; }
- if (flagsr & RFR_RES_PLAS) { vp[vn] = _("¥×¥é¥º¥Þ", "plasma"); color[vn++] = TERM_L_RED; }
- if (flagsr & RFR_RES_SHAR) { vp[vn] = _("ÇËÊÒ", "shards"); color[vn++] = TERM_L_UMBER; }
- if (flagsr & RFR_RES_SOUN) { vp[vn] = _("¹ì²»", "sound"); color[vn++] = TERM_ORANGE; }
- if (flagsr & RFR_RES_CHAO) { vp[vn] = _("¥«¥ª¥¹", "chaos"); color[vn++] = TERM_VIOLET; }
- if (flagsr & RFR_RES_NEXU) { vp[vn] = _("°ø²Ìº®Íð", "nexus"); color[vn++] = TERM_VIOLET; }
- if (flagsr & RFR_RES_DISE) { vp[vn] = _("Îô²½", "disenchantment"); color[vn++] = TERM_VIOLET; }
- if (flagsr & RFR_RES_WALL) { vp[vn] = _("¥Õ¥©¡¼¥¹", "force"); color[vn++] = TERM_UMBER; }
- if (flagsr & RFR_RES_INER) { vp[vn] = _("ÃÙÆß", "inertia"); color[vn++] = TERM_SLATE; }
- if (flagsr & RFR_RES_TIME) { vp[vn] = _("»þ´ÖµÕž", "time"); color[vn++] = TERM_L_BLUE; }
- if (flagsr & RFR_RES_GRAV) { vp[vn] = _("½ÅÎÏ", "gravity"); color[vn++] = TERM_SLATE; }
- if (flagsr & RFR_RES_ALL) { vp[vn] = _("¤¢¤é¤æ¤ë¹¶·â", "all"); color[vn++] = TERM_YELLOW; }
- if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("¥Æ¥ì¥Ý¡¼¥È", "teleportation"); color[vn++] = TERM_ORANGE; }
+ 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] = _("ã\82«ã\82ªã\82¹", "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] = _("ã\83\95ã\82©ã\83¼ã\82¹", "force"); color[vn++] = TERM_UMBER; }
+ if (flagsr & RFR_RES_INER) { vp[vn] = _("遅鈍", "inertia"); color[vn++] = TERM_SLATE; }
+ if (flagsr & RFR_RES_TIME) { vp[vn] = _("時間逆転", "time"); color[vn++] = TERM_L_BLUE; }
+ if (flagsr & RFR_RES_GRAV) { vp[vn] = _("重力", "gravity"); color[vn++] = TERM_SLATE; }
+ if (flagsr & RFR_RES_ALL) { vp[vn] = _("あらゆる攻撃", "all"); color[vn++] = TERM_YELLOW; }
+ if ((flagsr & RFR_RES_TELE) && !(r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポート", "teleportation"); color[vn++] = TERM_ORANGE; }
/* Describe immunities and resistances */
if (vn)
{
/* Intro */
- hooked_roff(format(_("%^s¤Ï", "%^s"), wd_he[msex]));
+ hooked_roff(format(_("%^sは", "%^s"), wd_he[msex]));
/* Scan */
for (n = 0; n < vn; n++)
{
/* Intro */
#ifdef JP
- if ( n != 0 ) hooked_roff("¤È");
+ if ( n != 0 ) hooked_roff("と");
#else
if (n == 0) hooked_roff(" resists ");
else if (n < vn-1) hooked_roff(", ");
}
/* End */
- hooked_roff(_("¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£", ". "));
+ hooked_roff(_("の耐性を持っている。", ". "));
}
{
if (r_ptr->next_r_idx)
{
- hooked_roff(format(_("%^s¤Ï·Ð¸³¤òÀѤà¤È¡¢", "%^s will evolve into "), wd_he[msex]));
+ 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(
- _(("¤Ë¿Ê²½¤¹¤ë¡£"),
+ _(("に進化する。"),
(" when %s gets enugh experience. ", wd_he[msex]))));
}
else if (!(r_ptr->flags1 & RF1_UNIQUE))
{
- hooked_roff(format(_("%s¤Ï¿Ê²½¤·¤Ê¤¤¡£", "%s won't evolve. "), wd_he[msex]));
+ hooked_roff(format(_("%sは進化しない。", "%s won't evolve. "), wd_he[msex]));
}
}
/* Collect non-effects */
vn = 0;
- if (flags3 & RF3_NO_STUN) { vp[vn] = _("Û¯Û°¤È¤·¤Ê¤¤", "stunned"); color[vn++] = TERM_ORANGE; }
- if (flags3 & RF3_NO_FEAR) { vp[vn] = _("¶²Éݤò´¶¤¸¤Ê¤¤", "frightened"); color[vn++] = TERM_SLATE; }
- if (flags3 & RF3_NO_CONF) { vp[vn] = _("º®Í𤷤ʤ¤", "confused"); color[vn++] = TERM_L_UMBER; }
- if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("̲¤é¤µ¤ì¤Ê¤¤", "slept"); color[vn++] = TERM_BLUE; }
- if ((flagsr & RFR_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("¥Æ¥ì¥Ý¡¼¥È¤µ¤ì¤Ê¤¤", "teleported"); color[vn++] = TERM_ORANGE; }
+ if (flags3 & RF3_NO_STUN) { vp[vn] = _("朦朧としない", "stunned"); color[vn++] = TERM_ORANGE; }
+ if (flags3 & RF3_NO_FEAR) { vp[vn] = _("恐怖を感じない", "frightened"); color[vn++] = TERM_SLATE; }
+ if (flags3 & RF3_NO_CONF) { vp[vn] = _("混乱しない", "confused"); color[vn++] = TERM_L_UMBER; }
+ if (flags3 & RF3_NO_SLEEP) { vp[vn] = _("眠らされない", "slept"); color[vn++] = TERM_BLUE; }
+ if ((flagsr & RFR_RES_TELE) && (r_ptr->flags1 & RF1_UNIQUE)) { vp[vn] = _("テレポートされない", "teleported"); color[vn++] = TERM_ORANGE; }
/* Describe non-effects */
if (vn)
{
/* Intro */
hooked_roff(format(
- _("%^s¤Ï", "%^s"), wd_he[msex]));
+ _("%^sは", "%^s"), wd_he[msex]));
/* Scan */
for (n = 0; n < vn; n++)
{
/* Intro */
#ifdef JP
- if ( n != 0 ) hooked_roff("¤·¡¢");
+ if ( n != 0 ) hooked_roff("し、");
#else
if (n == 0) hooked_roff(" cannot be ");
else if (n < vn - 1) hooked_roff(", ");
}
/* End */
- hooked_roff(_("¡£", ". "));
+ hooked_roff(_("。", ". "));
}
if (r_ptr->sleep > 200)
{
- act = _("¤ò̵»ë¤·¤¬¤Á¤Ç¤¢¤ë¤¬", "prefers to ignore");
+ act = _("を無視しがちであるが", "prefers to ignore");
}
else if (r_ptr->sleep > 95)
{
- act = _("¤ËÂФ·¤Æ¤Û¤È¤ó¤ÉÃí°Õ¤òʧ¤ï¤Ê¤¤¤¬", "pays very little attention to");
+ 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 = _("¤ËÂФ·¤Æ¤¢¤Þ¤êÃí°Õ¤òʧ¤ï¤Ê¤¤¤¬", "pays little attention to");
+ 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 = _("¤ò¸«²á¤´¤·¤¬¤Á¤Ç¤¢¤ë¤¬", "tends to overlook");
+ act = _("を見過ごしがちであるが", "tends to overlook");
}
else if (r_ptr->sleep > 25)
{
- act = _("¤ò¤Û¤ó¤Î¾¯¤·¤Ï¸«¤Æ¤ª¤ê", "takes quite a while to see");
+ 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 = _("¤ò¤·¤Ð¤é¤¯¤Ï¸«¤Æ¤ª¤ê", "takes a while to see");
+ act = _("をしばらくは見ており", "takes a while to see");
}
else if (r_ptr->sleep > 5)
{
- act = _("¤ò´öʬÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê", "is fairly observant of");
+ act = _("を幾分注意深く見ており", "is fairly observant of");
}
else if (r_ptr->sleep > 3)
{
- act = _("¤òÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê", "is observant of");
+ act = _("を注意深く見ており", "is observant of");
}
else if (r_ptr->sleep > 1)
{
- act = _("¤ò¤«¤Ê¤êÃí°Õ¿¼¤¯¸«¤Æ¤ª¤ê", "is very observant of");
+ act = _("をかなり注意深く見ており", "is very observant of");
}
else if (r_ptr->sleep > 0)
{
- act = _("¤ò·Ù²ü¤·¤Æ¤ª¤ê", "is vigilant for");
+ act = _("を警戒しており", "is vigilant for");
}
else
{
- act = _("¤ò¤«¤Ê¤ê·Ù²ü¤·¤Æ¤ª¤ê", "is ever vigilant for");
+ act = _("をかなり警戒しており", "is ever vigilant for");
}
hooked_roff(
- _(format("%^s¤Ï¿¯Æþ¼Ô%s¡¢ %d ¥Õ¥£¡¼¥ÈÀ褫¤é¿¯Æþ¼Ô¤Ëµ¤ÉÕ¤¯¤³¤È¤¬¤¢¤ë¡£", wd_he[msex], act, 10 * r_ptr->aaf),
+ _(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)));
}
{
/* Intro */
hooked_roff(format(
- _("%^s¤Ï", "%^s may carry"), wd_he[msex]));
+ _("%^sは", "%^s may carry"), wd_he[msex]));
#ifndef JP
/* No "n" needed */
sin = FALSE;
/* One drop (may need an "n") */
if (n == 1)
{
- hooked_roff(_("°ì¤Ä¤Î", " a"));
+ hooked_roff(_("一つの", " a"));
#ifndef JP
sin = TRUE;
#endif
else if (n == 2)
{
hooked_roff(
- _("°ì¤Ä¤«Æó¤Ä¤Î", " one or two"));
+ _("一つか二つの", " one or two"));
}
/* Many drops */
else
{
hooked_roff(format(
- _(" %d ¸Ä¤Þ¤Ç¤Î", " up to %d"), n));
+ _(" %d 個までの", " up to %d"), n));
}
/* Great */
if (flags1 & RF1_DROP_GREAT)
{
- p = _("ÆÃÊ̤Ê", " exceptional");
+ p = _("特別な", " exceptional");
}
/* Good (no "n" needed) */
else if (flags1 & RF1_DROP_GOOD)
{
- p = _("¾å¼Á¤Ê", " good");
+ p = _("上質な", " good");
#ifndef JP
sin = FALSE;
#endif
}
- /* Okay */
else
{
p = NULL;
/* Dump "object(s)" */
if (p) hooked_roff(p);
hooked_roff(
- _("¥¢¥¤¥Æ¥à", " object"));
+ _("アイテム", " object"));
#ifndef JP
if (n != 1) hooked_roff("s");
#endif
/* Conjunction replaces variety, if needed for "gold" below */
- p = _("¤ä", " or");
+ p = _("や", " or");
}
/* Treasures */
/* Dump "treasure(s)" */
if (p) hooked_roff(p);
- hooked_roff(_("ºâÊõ", " treasure"));
+ hooked_roff(_("財宝", " treasure"));
#ifndef JP
if (n != 1) hooked_roff("s");
#endif
}
/* End this sentence */
- hooked_roff(_("¤ò»ý¤Ã¤Æ¤¤¤ë¤³¤È¤¬¤¢¤ë¡£", ". "));
+ hooked_roff(_("を持っていることがある。", ". "));
}
/* Acquire the method */
switch (method)
{
- case RBM_HIT: p = _("²¥¤ë", "hit"); break;
- case RBM_TOUCH: p = _("¿¨¤ë", "touch"); break;
- case RBM_PUNCH: p = _("¥Ñ¥ó¥Á¤¹¤ë", "punch"); break;
- case RBM_KICK: p = _("½³¤ë", "kick"); break;
- case RBM_CLAW: p = _("¤Ò¤Ã¤«¤¯", "claw"); break;
- case RBM_BITE: p = _("³ú¤à", "bite"); break;
- case RBM_STING: p = _("»É¤¹", "sting"); break;
- case RBM_SLASH: p = _("»Â¤ë", "slash"); break;
- case RBM_BUTT: p = _("³Ñ¤ÇÆͤ¯", "butt"); break;
- case RBM_CRUSH: p = _("ÂÎÅö¤¿¤ê¤¹¤ë", "crush"); break;
- case RBM_ENGULF: p = _("°û¤ß¹þ¤à", "engulf"); break;
- case RBM_CHARGE: p = _("ÀÁµá½ñ¤ò¤è¤³¤¹", "charge"); break;
- case RBM_CRAWL: p = _("ÂΤξå¤òÇ礤²ó¤ë", "crawl on you"); break;
- case RBM_DROOL: p = _("¤è¤À¤ì¤ò¤¿¤é¤¹", "drool on you"); break;
- case RBM_SPIT: p = _("¤Ä¤Ð¤òÅǤ¯", "spit"); break;
- case RBM_EXPLODE: p = _("Çúȯ¤¹¤ë", "explode"); break;
- case RBM_GAZE: p = _("¤Ë¤é¤à", "gaze"); break;
- case RBM_WAIL: p = _("µã¤¶«¤Ö", "wail"); break;
- case RBM_SPORE: p = _("˦»Ò¤òÈô¤Ð¤¹", "release spores"); break;
+ 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 = _("¶â¤ò¤»¤¬¤à", "beg"); break;
- case RBM_INSULT: p = _("Éî¿«¤¹¤ë", "insult"); break;
- case RBM_MOAN: p = _("¤¦¤á¤¯", "moan"); break;
- case RBM_SHOW: p = _("²Î¤¦", "sing"); 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;
}
/* Acquire the effect */
switch (effect)
{
- case RBE_SUPERHURT:
- case RBE_HURT: q = _("¹¶·â¤¹¤ë", "attack"); break;
- case RBE_POISON: q = _("ÆǤò¤¯¤é¤ï¤¹", "poison"); break;
- case RBE_UN_BONUS: q = _("Îô²½¤µ¤»¤ë", "disenchant"); break;
- case RBE_UN_POWER: q = _("½¼Å¶ËâÎϤòµÛ¼ý¤¹¤ë", "drain charges"); break;
- case RBE_EAT_GOLD: q = _("¶â¤òÅð¤à", "steal gold"); break;
- case RBE_EAT_ITEM: q = _("¥¢¥¤¥Æ¥à¤òÅð¤à", "steal items"); break;
- case RBE_EAT_FOOD: q = _("¤¢¤Ê¤¿¤Î¿©ÎÁ¤ò¿©¤Ù¤ë", "eat your food"); break;
- case RBE_EAT_LITE: q = _("ÌÀ¤«¤ê¤òµÛ¼ý¤¹¤ë", "absorb light"); break;
- case RBE_ACID: q = _("»À¤òÈô¤Ð¤¹", "shoot acid"); break;
- case RBE_ELEC: q = _("´¶ÅŤµ¤»¤ë", "electrocute"); break;
- case RBE_FIRE: q = _("dz¤ä¤¹", "burn"); break;
- case RBE_COLD: q = _("Åà¤é¤»¤ë", "freeze"); break;
- case RBE_BLIND: q = _("ÌÕÌܤˤ¹¤ë", "blind"); break;
- case RBE_CONFUSE: q = _("º®Í𤵤»¤ë", "confuse"); break;
- case RBE_TERRIFY: q = _("¶²Éݤµ¤»¤ë", "terrify"); break;
- case RBE_PARALYZE: q = _("Ëãá㤵¤»¤ë", "paralyze"); break;
- case RBE_LOSE_STR: q = _("ÏÓÎϤò¸º¾¯¤µ¤»¤ë", "reduce strength"); break;
- case RBE_LOSE_INT: q = _("ÃÎǽ¤ò¸º¾¯¤µ¤»¤ë", "reduce intelligence"); break;
- case RBE_LOSE_WIS: q = _("¸¤µ¤ò¸º¾¯¤µ¤»¤ë", "reduce wisdom"); break;
- case RBE_LOSE_DEX: q = _("´ïÍѤµ¤ò¸º¾¯¤µ¤»¤ë", "reduce dexterity"); break;
- case RBE_LOSE_CON: q = _("Âѵ×ÎϤò¸º¾¯¤µ¤»¤ë", "reduce constitution"); break;
- case RBE_LOSE_CHR: q = _("Ì¥ÎϤò¸º¾¯¤µ¤»¤ë", "reduce charisma"); break;
- case RBE_LOSE_ALL: q = _("Á´¥¹¥Æ¡¼¥¿¥¹¤ò¸º¾¯¤µ¤»¤ë", "reduce all stats"); break;
- case RBE_SHATTER: q = _("Ê´ºÕ¤¹¤ë", "shatter"); break;
- case RBE_EXP_10: q = _("·Ð¸³Ãͤò¸º¾¯(10d6+)¤µ¤»¤ë", "lower experience (by 10d6+)"); break;
- case RBE_EXP_20: q = _("·Ð¸³Ãͤò¸º¾¯(20d6+)¤µ¤»¤ë", "lower experience (by 20d6+)"); break;
- case RBE_EXP_40: q = _("·Ð¸³Ãͤò¸º¾¯(40d6+)¤µ¤»¤ë", "lower experience (by 40d6+)"); break;
- case RBE_EXP_80: q = _("·Ð¸³Ãͤò¸º¾¯(80d6+)¤µ¤»¤ë", "lower experience (by 80d6+)"); break;
- case RBE_DISEASE: q = _("ɵ¤¤Ë¤¹¤ë", "disease"); break;
- case RBE_TIME: q = _("»þ´Ö¤òµÕÌá¤ê¤µ¤»¤ë", "time"); break;
- case RBE_DR_LIFE: q = _("À¸Ì¿ÎϤòµÛ¼ý¤¹¤ë", "drain life"); break;
- case RBE_DR_MANA: q = _("ËâÎϤòÃ¥¤¦", "drain mana force"); break;
- case RBE_INERTIA: q = _("¸ºÂ®¤µ¤»¤ë", "slow"); break;
- case RBE_STUN: q = _("Û¯Û°¤È¤µ¤»¤ë", "stun"); break;
+ case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
+ case RBE_HURT: q = _("攻撃する", "attack"); break;
+ case RBE_POISON: q = _("毒をくらわす", "poison"); break;
+ case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break;
+ case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break;
+ case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break;
+ case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break;
+ case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break;
+ case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break;
+ case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break;
+ case RBE_ELEC: q = _("感電させる", "electrocute"); break;
+ case RBE_FIRE: q = _("燃やす", "burn"); break;
+ case RBE_COLD: q = _("凍らせる", "freeze"); break;
+ case RBE_BLIND: q = _("盲目にする", "blind"); break;
+ case RBE_CONFUSE: q = _("混乱させる", "confuse"); break;
+ case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break;
+ case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break;
+ case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break;
+ case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break;
+ case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break;
+ case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break;
+ case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break;
+ case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break;
+ case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break;
+ case RBE_SHATTER: q = _("粉砕する", "shatter"); break;
+ case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
+ case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
+ case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
+ case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
+ case RBE_DISEASE: q = _("病気にする", "disease"); break;
+ case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break;
+ case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break;
+ case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break;
+ case RBE_INERTIA: q = _("減速させる", "slow"); break;
+ case RBE_STUN: q = _("朦朧とさせる", "stun"); break;
}
#ifdef JP
- if ( r == 0 ) hooked_roff( format("%^s¤Ï", wd_he[msex]) );
+ if ( r == 0 ) hooked_roff( format("%^sは", wd_he[msex]) );
- /***¼ã´³É½¸½¤òÊѹ¹ ita ***/
+ /***若干表現を変更 ita ***/
/* Describe damage (if known) */
if (d1 && d2 && (know_everything || know_damage(r_idx, m)))
/* Display the damage */
hooked_roff(format(" %dd%d ", d1, d2));
- hooked_roff("¤Î¥À¥á¡¼¥¸¤Ç");
+ hooked_roff("のダメージで");
}
/* Hack -- force a method */
- if (!p) p = "²¿¤«´ñ̯¤Ê¤³¤È¤ò¤¹¤ë";
+ if (!p) p = "何か奇妙なことをする";
/* Describe the method */
- /* XX¤·¤ÆYY¤·/XX¤·¤ÆYY¤¹¤ë/XX¤·/XX¤¹¤ë */
+ /* XXしてYYし/XXしてYYする/XXし/XXする */
if(q) jverb( p ,jverb_buf, JVERB_TO);
else if(r!=n-1) jverb( p ,jverb_buf, JVERB_AND);
else strcpy(jverb_buf, p);
else strcpy(jverb_buf,q);
hooked_roff(jverb_buf);
}
- if(r!=n-1) hooked_roff("¡¢");
+ if(r!=n-1) hooked_roff("、");
#else
/* Introduce the attack description */
if (!r)
/* Finish sentence above */
if (r)
{
- hooked_roff(_("¡£", ". "));
+ hooked_roff(_("。", ". "));
}
/* Notice lack of attacks */
else if (flags1 & RF1_NEVER_BLOW)
{
hooked_roff(format(
- _("%^s¤ÏʪÍýŪ¤Ê¹¶·âÊýË¡¤ò»ý¤¿¤Ê¤¤¡£",
+ _("%^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(
- _("%s¹¶·â¤Ë¤Ä¤¤¤Æ¤Ï²¿¤âÃΤé¤Ê¤¤¡£",
+ _("%s攻撃については何も知らない。",
"Nothing is known about %s attack. "), wd_his[msex]));
}
if ((flags1 & RF1_QUESTOR) && ((r_ptr->r_sights) && (r_ptr->max_num) && ((r_idx == MON_OBERON) || (r_idx == MON_SERPENT))))
{
hook_c_roff(TERM_VIOLET,
- _("¤¢¤Ê¤¿¤Ï¤³¤Î¥â¥ó¥¹¥¿¡¼¤ò»¦¤·¤¿¤¤¤È¤¤¤¦¶¯¤¤Íß˾¤ò´¶¤¸¤Æ¤¤¤ë...",
+ _("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,
- _("¤³¤Î¥â¥ó¥¹¥¿¡¼¤Ï¥À¥ó¥¸¥ç¥ó¤Î¼ç¤Ç¤¢¤ë¡£",
+ _("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."));
}
}
-
-/*
+/*!
+ * @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(int r_idx)
+void roff_top(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
- byte a1, a2;
+ TERM_COLOR a1, a2;
char c1, c2;
/* Wizards get extra info */
if (p_ptr->wizard)
{
- char buf[6];
+ char buf[16];
sprintf(buf, "%d", r_idx);
-/*
+/*!
+ * @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(int r_idx, int mode)
+void screen_roff(MONRACE_IDX r_idx, BIT_FLAGS mode)
{
/* Flush messages */
msg_print(NULL);
-/*
+/*!
+ * @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(int r_idx)
+void display_roff(MONRACE_IDX r_idx)
{
int y;
}
-
-/*
+/*!
+ * @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(int r_idx, void (*roff_func)(byte attr, cptr str))
+void output_monster_spoiler(MONRACE_IDX r_idx, void (*roff_func)(byte attr, cptr str))
{
hook_c_roff = roff_func;
}
-bool mon_hook_dungeon(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!(r_ptr->flags8 & RF8_WILD_ONLY))
- return TRUE;
- else
- {
- dungeon_info_type *d_ptr = &d_info[dungeon_type];
- if ((d_ptr->mflags8 & RF8_WILD_MOUNTAIN) &&
- (r_ptr->flags8 & RF8_WILD_MOUNTAIN)) return TRUE;
- return FALSE;
- }
-}
-
-
-static bool mon_hook_ocean(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & RF8_WILD_OCEAN)
- return TRUE;
- else
- return FALSE;
-}
-
-
-static bool mon_hook_shore(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & RF8_WILD_SHORE)
- return TRUE;
- else
- return FALSE;
-}
-
-
-static bool mon_hook_waste(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & (RF8_WILD_WASTE | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
-}
-
-
-static bool mon_hook_town(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & (RF8_WILD_TOWN | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
-}
-
-
-static bool mon_hook_wood(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & (RF8_WILD_WOOD | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
-}
-
-
-static bool mon_hook_volcano(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & RF8_WILD_VOLCANO)
- return TRUE;
- else
- return FALSE;
-}
-
-
-static bool mon_hook_mountain(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & RF8_WILD_MOUNTAIN)
- return TRUE;
- else
- return FALSE;
-}
-
-
-static bool mon_hook_grass(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags8 & (RF8_WILD_GRASS | RF8_WILD_ALL))
- return TRUE;
- else
- return FALSE;
-}
-
-
-static bool mon_hook_deep_water(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!mon_hook_dungeon(r_idx)) return FALSE;
-
- if (r_ptr->flags7 & RF7_AQUATIC)
- return TRUE;
- else
- return FALSE;
-}
-
-
-static bool mon_hook_shallow_water(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!mon_hook_dungeon(r_idx)) return FALSE;
-
- if (r_ptr->flags2 & RF2_AURA_FIRE)
- return FALSE;
- else
- return TRUE;
-}
-
-
-static bool mon_hook_lava(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!mon_hook_dungeon(r_idx)) return FALSE;
-
- if (((r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK) ||
- (r_ptr->flags7 & RF7_CAN_FLY)) &&
- !(r_ptr->flags3 & RF3_AURA_COLD))
- return TRUE;
- else
- return FALSE;
-}
-
-
-static bool mon_hook_floor(int r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (!(r_ptr->flags7 & RF7_AQUATIC) ||
- (r_ptr->flags7 & RF7_CAN_FLY))
- return TRUE;
- else
- return FALSE;
-}
-
+/*!
+ * @brief プレイヤーの現在の広域マップ座標から得た地勢を元にモンスターの生成条件関数を返す
+ * @return 地勢にあったモンスターの生成条件関数
+ */
monster_hook_type get_monster_hook(void)
{
if (!dun_level && !p_ptr->inside_quest)
}
}
-
-monster_hook_type get_monster_hook2(int y, int x)
+/*!
+ * @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
+ */
+monster_hook_type get_monster_hook2(POSITION y, POSITION x)
{
feature_type *f_ptr = &f_info[cave[y][x].feat];
else return (monster_hook_type)mon_hook_floor;
}
-
+/*!
+ * @brief モンスターを友好的にする
+ * @param m_ptr モンスター情報構造体の参照ポインタ
+ * @return なし
+ */
void set_friendly(monster_type *m_ptr)
{
m_ptr->smart |= SM_FRIENDLY;
}
+/*!
+ * @brief モンスターをペットにする
+ * @param m_ptr モンスター情報構造体の参照ポインタ
+ * @return なし
+ */
void set_pet(monster_type *m_ptr)
{
if (!is_pet(m_ptr)) check_pets_num_and_align(m_ptr, TRUE);
m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
}
-/*
+/*!
+ * @brief モンスターを敵に回す
* Makes the monster hostile towards the player
+ * @param m_ptr モンスター情報構造体の参照ポインタ
+ * @return なし
*/
void set_hostile(monster_type *m_ptr)
{
}
-/*
+/*!
+ * @brief モンスターを怒らせる
* Anger the monster
+ * @param m_ptr モンスター情報構造体の参照ポインタ
+ * @return なし
*/
void anger_monster(monster_type *m_ptr)
{
char m_name[80];
monster_desc(m_name, m_ptr, 0);
-#ifdef JP
-msg_format("%^s¤ÏÅܤä¿¡ª", m_name);
-#else
- msg_format("%^s gets angry!", m_name);
-#endif
+ msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
set_hostile(m_ptr);
}
-/*
+/*!
+ * @brief モンスターが地形を踏破できるかどうかを返す
* Check if monster can cross terrain
+ * @param feat 地形ID
+ * @param r_ptr モンスター種族構造体の参照ポインタ
+ * @param mode オプション
+ * @return 踏破可能ならばTRUEを返す
*/
-bool monster_can_cross_terrain(s16b feat, monster_race *r_ptr, u16b mode)
+bool monster_can_cross_terrain(FEAT_IDX feat, monster_race *r_ptr, u16b mode)
{
feature_type *f_ptr = &f_info[feat];
}
-/*
+/*!
+ * @brief 指定された座標の地形をモンスターが踏破できるかどうかを返す
* Strictly check if monster can enter the grid
+ * @param y 地形のY座標
+ * @param x 地形のX座標
+ * @param r_ptr モンスター種族構造体の参照ポインタ
+ * @param mode オプション
+ * @return 踏破可能ならばTRUEを返す
*/
-bool monster_can_enter(int y, int x, monster_race *r_ptr, u16b mode)
+bool monster_can_enter(POSITION y, POSITION x, monster_race *r_ptr, u16b mode)
{
cave_type *c_ptr = &cave[y][x];
}
-/*
+/*!
+ * @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)
{
}
-/*
+/*!
+ * @brief モンスターの属性の基づいた敵対関係の有無を返す
* Check if two monsters are enemies
+ * @param m_ptr モンスター1の構造体参照ポインタ
+ * @param n_ptr モンスター2の構造体参照ポインタ
+ * @return 敵対関係にあるならばTRUEを返す
*/
bool are_enemies(monster_type *m_ptr, monster_type *n_ptr)
{
}
-/*
+/*!
+ * @brief モンスターがプレイヤーに対して敵意を抱くかどうかを返す
* Check if this monster race has "hostile" alignment
+ * @param m_ptr モンスター情報構造体の参照ポインタ
+ * @param pa_good プレイヤーの善傾向値
+ * @param pa_evil プレイヤーの悪傾向値
+ * @param r_ptr モンスター種族情報の構造体参照ポインタ
+ * @return プレイヤーに敵意を持つならばTRUEを返す
+ * @details
* If user is player, m_ptr == NULL.
*/
bool monster_has_hostile_align(monster_type *m_ptr, int pa_good, int pa_evil, monster_race *r_ptr)
/* Non-hostile alignment */
return FALSE;
}
-
-
-/*
- * Is the monster "alive"?
- *
- * Used to determine the message to print for a killed monster.
- * ("dies", "destroyed")
- */
-bool monster_living(monster_race *r_ptr)
-{
- /* Non-living, undead, or demon */
- if (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING))
- return FALSE;
- else
- return TRUE;
-}
-
-
-/*
- * Is this monster declined to be questor or bounty?
- */
-bool no_questor_or_bounty_uniques(int r_idx)
-{
- switch (r_idx)
- {
- /*
- * Decline them to be questor or bounty because they use
- * special motion "split and combine"
- */
- case MON_BANORLUPART:
- case MON_BANOR:
- case MON_LUPART:
- return TRUE;
- default:
- return FALSE;
- }
-}