if (music_singing_any() || hex_spelling_any())
{
cptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
if (music_singing_any() || hex_spelling_any())
{
cptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
p_ptr->action = ACTION_NONE;
msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
p_ptr->action = ACTION_NONE;
else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
{
msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
{
msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
/* Fully update the visuals */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
/* Fully update the visuals */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
* @details Note that we must redraw the map when hallucination changes.
*/
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
* @details Note that we must redraw the map when hallucination changes.
*/
case 0:
msg_format(_("やっと%s。", "You are no longer bleeding."), p_ptr->prace == RACE_ANDROID ? "怪我が直った" : "出血が止まった");
case 0:
msg_format(_("やっと%s。", "You are no longer bleeding."), p_ptr->prace == RACE_ANDROID ? "怪我が直った" : "出血が止まった");
* 7500 food units, without overflowing the 32767 maximum limit.\n
*\n
* Perhaps we should disturb the player with various messages,
* 7500 food units, without overflowing the 32767 maximum limit.\n
*\n
* Perhaps we should disturb the player with various messages,
*\n
* Digestion of food is handled in "dungeon.c", in which, normally,
* the player digests about 20 food units per 100 game turns, more
*\n
* Digestion of food is handled in "dungeon.c", in which, normally,
* the player digests about 20 food units per 100 game turns, more
* game turns, or 500/(100/5) = 25 player turns (if nothing else is
* affecting the player speed).\n
*/
* game turns, or 500/(100/5) = 25 player turns (if nothing else is
* affecting the player speed).\n
*/
msg_format(_("%sなった気がしたが、すぐに元に戻った。", "You feel %s for a moment, but the feeling passes."),
desc_stat_neg[stat]);
msg_format(_("%sなった気がしたが、すぐに元に戻った。", "You feel %s for a moment, but the feeling passes."),
desc_stat_neg[stat]);
/* Attempt to reduce the stat */
if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
{
/* Attempt to reduce the stat */
if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
{
msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
/* Restore the experience */
msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
/* Restore the experience */
if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
{
char effect_msg[80] = "";
if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
{
char effect_msg[80] = "";
* the game when he dies, since the "You die." message is shown before
* setting the player to "dead".
*/
* the game when he dies, since the "You die." message is shown before
* setting the player to "dead".
*/
-int take_hit(int damage_type, int damage, cptr hit_from, int monspell)
+int take_hit(int damage_type, HIT_POINT damage, cptr hit_from, int monspell)
bool seppuku = streq(hit_from, "Seppuku");
bool winning_seppuku = p_ptr->total_winner && seppuku;
bool seppuku = streq(hit_from, "Seppuku");
bool winning_seppuku = p_ptr->total_winner && seppuku;
!((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
strcpy(buf,_("クエスト", "in a quest"));
else
!((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
strcpy(buf,_("クエスト", "in a quest"));
else
- sprintf(buf,_("%d階", "level %d"), dun_level);
+ sprintf(buf,_("%d階", "level %d"), (int)dun_level);
sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
if (!o_ptr->k_idx) continue;
if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
if (!o_ptr->k_idx) continue;
if (level > 65) level = 35 + (level - 65) / 5;
else if (level > 35) level = 25 + (level - 35) / 3;
else if (level > 15) level = 15 + (level - 15) / 2;
if (level > 65) level = 35 + (level - 65) / 5;
else if (level > 35) level = 25 + (level - 35) / 3;
else if (level > 15) level = 15 + (level - 15) / 2;
}
if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
else total_exp += exp / 16;
}
if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
else total_exp += exp / 16;