switch (randint0(10))
{
case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
- case 1: add_flag(o_ptr->art_flags, TR_LITE); break;
+ case 1: add_flag(o_ptr->art_flags, TR_LITE_1); break;
case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
}
}
+/*
+ * Choose one random activation
+ */
+void one_activation(object_type *o_ptr)
+{
+ int type = 0;
+ int chance = 0;
+
+ while (randint1(100) >= chance)
+ {
+ type = randint1(255);
+ switch (type)
+ {
+ case ACT_SUNLIGHT:
+ case ACT_BO_MISS_1:
+ case ACT_BA_POIS_1:
+ case ACT_BO_ELEC_1:
+ case ACT_BO_ACID_1:
+ case ACT_BO_COLD_1:
+ case ACT_BO_FIRE_1:
+ case ACT_CONFUSE:
+ case ACT_SLEEP:
+ case ACT_QUAKE:
+ case ACT_CURE_LW:
+ case ACT_CURE_MW:
+ case ACT_CURE_POISON:
+ case ACT_BERSERK:
+ case ACT_LIGHT:
+ case ACT_MAP_LIGHT:
+ case ACT_DEST_DOOR:
+ case ACT_STONE_MUD:
+ case ACT_TELEPORT:
+ chance = 101;
+ break;
+ case ACT_BA_COLD_1:
+ case ACT_BA_FIRE_1:
+ case ACT_DRAIN_1:
+ case ACT_TELE_AWAY:
+ case ACT_ESP:
+ case ACT_RESIST_ALL:
+ case ACT_DETECT_ALL:
+ case ACT_RECALL:
+ case ACT_SATIATE:
+ case ACT_RECHARGE:
+ chance = 85;
+ break;
+ case ACT_TERROR:
+ case ACT_PROT_EVIL:
+ case ACT_ID_PLAIN:
+ chance = 75;
+ break;
+ case ACT_DRAIN_2:
+ case ACT_VAMPIRE_1:
+ case ACT_BO_MISS_2:
+ case ACT_BA_FIRE_2:
+ case ACT_REST_LIFE:
+ chance = 66;
+ break;
+ case ACT_BA_FIRE_3:
+ case ACT_BA_COLD_3:
+ case ACT_BA_ELEC_3:
+ case ACT_WHIRLWIND:
+ case ACT_VAMPIRE_2:
+ case ACT_CHARM_ANIMAL:
+ chance = 50;
+ break;
+ case ACT_SUMMON_ANIMAL:
+ chance = 40;
+ break;
+ case ACT_DISP_EVIL:
+ case ACT_BA_MISS_3:
+ case ACT_DISP_GOOD:
+ case ACT_BANISH_EVIL:
+ case ACT_GENOCIDE:
+ case ACT_MASS_GENO:
+ case ACT_CHARM_UNDEAD:
+ case ACT_CHARM_OTHER:
+ case ACT_SUMMON_PHANTOM:
+ case ACT_REST_ALL:
+ case ACT_RUNE_EXPLO:
+ chance = 33;
+ break;
+ case ACT_CALL_CHAOS:
+ case ACT_ROCKET:
+ case ACT_CHARM_ANIMALS:
+ case ACT_CHARM_OTHERS:
+ case ACT_SUMMON_ELEMENTAL:
+ case ACT_CURE_700:
+ case ACT_SPEED:
+ case ACT_ID_FULL:
+ case ACT_RUNE_PROT:
+ chance = 25;
+ break;
+ case ACT_CURE_1000:
+ case ACT_XTRA_SPEED:
+ case ACT_DETECT_XTRA:
+ case ACT_DIM_DOOR:
+ chance = 10;
+ break;
+ case ACT_SUMMON_UNDEAD:
+ case ACT_SUMMON_DEMON:
+ case ACT_WRAITH:
+ case ACT_INVULN:
+ case ACT_ALCHEMY:
+ chance = 5;
+ break;
+ default:
+ chance = 0;
+ }
+ }
+
+ /* A type was chosen... */
+ o_ptr->xtra2 = type;
+ add_flag(o_ptr->art_flags, TR_ACTIVATE);
+ o_ptr->timeout = 0;
+}
static void curse_artifact(object_type * o_ptr)
{
if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+ if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
+ if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
break;
case BIAS_FIRE:
- if (!(have_flag(o_ptr->art_flags, TR_LITE)))
+ if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
{
- add_flag(o_ptr->art_flags, TR_LITE); /* Freebie */
+ add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
}
break;
}
break;
case 10:
case 11:
- add_flag(o_ptr->art_flags, TR_LITE);
+ add_flag(o_ptr->art_flags, TR_LITE_1);
break;
case 12:
case 13:
break;
}
- while (!type || (randint1(100) >= chance))
+ if (!type || (randint1(100) >= chance))
{
- type = randint1(255);
- switch (type)
- {
- case ACT_SUNLIGHT:
- case ACT_BO_MISS_1:
- case ACT_BA_POIS_1:
- case ACT_BO_ELEC_1:
- case ACT_BO_ACID_1:
- case ACT_BO_COLD_1:
- case ACT_BO_FIRE_1:
- case ACT_CONFUSE:
- case ACT_SLEEP:
- case ACT_QUAKE:
- case ACT_CURE_LW:
- case ACT_CURE_MW:
- case ACT_CURE_POISON:
- case ACT_BERSERK:
- case ACT_LIGHT:
- case ACT_MAP_LIGHT:
- case ACT_DEST_DOOR:
- case ACT_STONE_MUD:
- case ACT_TELEPORT:
- chance = 101;
- break;
- case ACT_BA_COLD_1:
- case ACT_BA_FIRE_1:
- case ACT_DRAIN_1:
- case ACT_TELE_AWAY:
- case ACT_ESP:
- case ACT_RESIST_ALL:
- case ACT_DETECT_ALL:
- case ACT_RECALL:
- case ACT_SATIATE:
- case ACT_RECHARGE:
- chance = 85;
- break;
- case ACT_TERROR:
- case ACT_PROT_EVIL:
- case ACT_ID_PLAIN:
- chance = 75;
- break;
- case ACT_DRAIN_2:
- case ACT_VAMPIRE_1:
- case ACT_BO_MISS_2:
- case ACT_BA_FIRE_2:
- case ACT_REST_LIFE:
- chance = 66;
- break;
- case ACT_BA_FIRE_3:
- case ACT_BA_COLD_3:
- case ACT_BA_ELEC_3:
- case ACT_WHIRLWIND:
- case ACT_VAMPIRE_2:
- case ACT_CHARM_ANIMAL:
- chance = 50;
- break;
- case ACT_SUMMON_ANIMAL:
- chance = 40;
- break;
- case ACT_DISP_EVIL:
- case ACT_BA_MISS_3:
- case ACT_DISP_GOOD:
- case ACT_BANISH_EVIL:
- case ACT_GENOCIDE:
- case ACT_MASS_GENO:
- case ACT_CHARM_UNDEAD:
- case ACT_CHARM_OTHER:
- case ACT_SUMMON_PHANTOM:
- case ACT_REST_ALL:
- case ACT_RUNE_EXPLO:
- chance = 33;
- break;
- case ACT_CALL_CHAOS:
- case ACT_ROCKET:
- case ACT_CHARM_ANIMALS:
- case ACT_CHARM_OTHERS:
- case ACT_SUMMON_ELEMENTAL:
- case ACT_CURE_700:
- case ACT_SPEED:
- case ACT_ID_FULL:
- case ACT_RUNE_PROT:
- chance = 25;
- break;
- case ACT_CURE_1000:
- case ACT_XTRA_SPEED:
- case ACT_DETECT_XTRA:
- case ACT_DIM_DOOR:
- chance = 10;
- break;
- case ACT_SUMMON_UNDEAD:
- case ACT_SUMMON_DEMON:
- case ACT_WRAITH:
- case ACT_INVULN:
- case ACT_ALCHEMY:
- chance = 5;
- break;
- default:
- chance = 0;
- }
+ one_activation(o_ptr);
+ return;
}
/* A type was chosen... */
/* Mark the item as fully known */
o_ptr->ident |= (IDENT_MENTAL);
+ /* For being treated as random artifact in screen_object() */
+ o_ptr->art_name = quark_add("");
+
(void)screen_object(o_ptr, 0L);
if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
}
-static const activation_type* find_activation_info(const object_type *o_ptr)
+int activation_index(object_type *o_ptr)
+{
+ /* Give priority to weaponsmith's essential activations */
+ if (object_is_smith(o_ptr))
+ {
+ switch (o_ptr->xtra3-1)
+ {
+ case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
+ case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
+ case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
+ case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
+ case TR_IMPACT: return ACT_QUAKE;
+ }
+ }
+
+ if (object_is_fixed_artifact(o_ptr))
+ {
+ if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
+ {
+ return a_info[o_ptr->name1].act_idx;
+ }
+ }
+ if (object_is_ego(o_ptr))
+ {
+ if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
+ {
+ return e_info[o_ptr->name2].act_idx;
+ }
+ }
+ if (!object_is_random_artifact(o_ptr))
+ {
+ if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
+ {
+ return k_info[o_ptr->k_idx].act_idx;
+ }
+ }
+
+ return o_ptr->xtra2;
+}
+
+const activation_type* find_activation_info(object_type *o_ptr)
{
+ const int index = activation_index(o_ptr);
const activation_type* p;
for (p = activation_info; p->flag != NULL; ++ p) {
- if (p->index == o_ptr->xtra2)
+ if (p->index == index)
{
return p;
}
/* Stop speaking */
if (music_singing_any()) stop_singing();
if (hex_spelling_any()) stop_hex_spell_all();
+
t = randint0(n);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", name[t]);
-#else
- msg_format("You breathe %s.", name[n]);
-#endif
+ msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
fire_ball(type[t], dir, 250, -4);
return TRUE;
int plev = p_ptr->lev;
int k, dir, dummy = 0;
cptr name = k_name + k_info[o_ptr->k_idx].name;
- const activation_type* act_ptr;
+ const activation_type* const act_ptr = find_activation_info(o_ptr);
/* Paranoia */
- if (!o_ptr->xtra2) return FALSE;
+ if (!act_ptr) {
+ /* Maybe forgot adding information to activation_info table ? */
+ msg_print("Activation information is not found.");
+ return FALSE;
+ }
/* Activate for attack */
- switch (o_ptr->xtra2)
+ switch (act_ptr->index)
{
case ACT_SUNLIGHT:
{
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
-#else
- msg_print("A line of sunlight appears.");
-#endif
- (void)lite_line(dir);
+ msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears."));
+ (void)lite_line(dir, damroll(6, 8));
break;
}
case ACT_BO_MISS_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows extremely brightly...");
-#endif
+ msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_MISSILE, dir, damroll(2, 6));
break;
case ACT_BA_POIS_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...");
-#else
- msg_print("It throbs deep green...");
-#endif
+ msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_POIS, dir, 12, 3);
break;
case ACT_BO_ELEC_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in sparks...");
-#endif
+ msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ELEC, dir, damroll(4, 8));
break;
case ACT_BO_ACID_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in acid...");
-#endif
+ msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ACID, dir, damroll(5, 8));
break;
case ACT_BO_COLD_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in frost...");
-#endif
+ msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_COLD, dir, damroll(6, 8));
break;
case ACT_BO_FIRE_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in fire...");
-#endif
+ msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_FIRE, dir, damroll(9, 8));
break;
case ACT_BA_COLD_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in frost...");
-#endif
+ msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_COLD, dir, 48, 2);
break;
}
+
+ case ACT_BA_COLD_2:
+ {
+ msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 100, 2);
+ break;
+ }
+
+ case ACT_BA_COLD_3:
+ {
+ msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 400, 3);
+ break;
+ }
case ACT_BA_FIRE_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("It glows an intense red...");
-#endif
+ msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_FIRE, dir, 72, 2);
break;
}
-
- case ACT_DRAIN_1:
+
+ case ACT_BA_FIRE_2:
{
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", name);
-#else
- msg_format("You order the %s to strangle your opponent.", name);
-#endif
+ msg_format(_("%s¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...", "The %s rages in fire..."), name);
if (!get_aim_dir(&dir)) return FALSE;
- if (drain_life(dir, 100))
+ fire_ball(GF_FIRE, dir, 120, 3);
break;
}
-
- case ACT_BA_COLD_2:
+
+ case ACT_BA_FIRE_3:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("It glows an intense blue...");
-#endif
+ msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red..."));
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 100, 2);
+ fire_ball(GF_FIRE, dir, 300, 3);
break;
}
-
+
+ case ACT_BA_FIRE_4:
+ {
+ msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_FIRE, dir, 100, 2);
+ break;
+ }
+
case ACT_BA_ELEC_2:
{
-#ifdef JP
- msg_print("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...");
-#else
- msg_print("It crackles with electricity...");
-#endif
+ msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ELEC, dir, 100, 3);
break;
}
-
- case ACT_BA_FIRE_2:
+
+ case ACT_BA_ELEC_3:
{
-#ifdef JP
- msg_format("%s¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...", name);
-#else
- msg_format("The %s rages in fire...", name);
-#endif
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 120, 3);
+ fire_ball(GF_ELEC, dir, 500, 3);
break;
}
-
- case ACT_DRAIN_2:
+
+ case ACT_BA_ACID_1:
{
-#ifdef JP
- msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows black...");
-#endif
+ msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black..."));
if (!get_aim_dir(&dir)) return FALSE;
- drain_life(dir, 120);
+ fire_ball(GF_ACID, dir, 100, 2);
break;
}
-
- case ACT_VAMPIRE_1:
+
+ case ACT_BA_NUKE_1:
{
+ msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green..."));
if (!get_aim_dir(&dir)) return FALSE;
- for (dummy = 0; dummy < 3; dummy++)
- {
- if (drain_life(dir, 50))
- hp_player(50);
- }
+ fire_ball(GF_NUKE, dir, 100, 2);
break;
}
-
- case ACT_BO_MISS_2:
+
+ case ACT_DRAIN_1:
{
-#ifdef JP
- msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
-#else
- msg_print("It grows magical spikes...");
-#endif
+ msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name);
if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_ARROW, dir, 150);
+ if (drain_life(dir, 100))
break;
}
- case ACT_BA_FIRE_3:
+ case ACT_DRAIN_2:
{
-#ifdef JP
- msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep red...");
-#endif
+ msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black..."));
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 300, 3);
+ drain_life(dir, 120);
break;
}
- case ACT_BA_COLD_3:
+ case ACT_VAMPIRE_1:
{
-#ifdef JP
- msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows bright white...");
-#endif
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 400, 3);
+ for (dummy = 0; dummy < 3; dummy++)
+ {
+ if (drain_life(dir, 50))
+ hp_player(50);
+ }
break;
}
- case ACT_BA_ELEC_3:
+ case ACT_BO_MISS_2:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep blue...");
-#endif
+ msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes..."));
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ELEC, dir, 500, 3);
+ fire_bolt(GF_ARROW, dir, 150);
break;
}
case ACT_CALL_CHAOS:
{
-#ifdef JP
- msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
-#else
- msg_print("It glows in scintillating colours...");
-#endif
+ msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours..."));
call_chaos();
break;
}
case ACT_ROCKET:
{
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
-#else
- msg_print("You launch a rocket!");
-#endif
+ msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!"));
fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
break;
}
case ACT_DISP_EVIL:
{
-#ifdef JP
- msg_print("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
-#else
- msg_print("It floods the area with goodness...");
-#endif
+ msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness..."));
dispel_evil(p_ptr->lev * 5);
break;
}
case ACT_BA_MISS_3:
{
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe the elements.");
-#endif
+ msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
fire_ball(GF_MISSILE, dir, 300, -4);
break;
}
case ACT_DISP_GOOD:
{
-#ifdef JP
- msg_print("¼Ù°¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
-#else
- msg_print("It floods the area with evil...");
-#endif
+ msg_print(_("¼Ù°¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil..."));
dispel_good(p_ptr->lev * 5);
break;
}
case ACT_BO_MANA:
{
-#ifdef JP
- msg_format("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", name);
-#else
- msg_format("The %s grows magical spikes...", name);
-#endif
+ msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name);
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ARROW, dir, 150);
break;
case ACT_BA_WATER:
{
-#ifdef JP
- msg_format("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", name);
-#else
- msg_format("The %s throbs deep blue...", name);
-#endif
+ msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name);
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_WATER, dir, 200, 3);
break;
case ACT_BA_DARK:
{
-#ifdef JP
- msg_format("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...", name);
-#else
- msg_format("The %s is coverd in pitch-darkness...", name);
-#endif
+ msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name);
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_DARK, dir, 250, 4);
break;
case ACT_BA_MANA:
{
-#ifdef JP
- msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
-#else
- msg_format("The %s glows pale...", name);
-#endif
+ msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name);
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_MANA, dir, 250, 4);
break;
case ACT_PESTICIDE:
{
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
-#else
- msg_print("You exterminate small life.");
-#endif
+ msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life."));
(void)dispel_monsters(4);
break;
}
case ACT_BLINDING_LIGHT:
{
-#ifdef JP
- msg_format("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", name);
-#else
- msg_format("The %s gleams with blinding light...", name);
-#endif
+ msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name);
fire_ball(GF_LITE, 0, 300, 6);
confuse_monsters(3 * p_ptr->lev / 2);
break;
case ACT_BIZARRE:
{
-#ifdef JP
- msg_format("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", name);
-#else
- msg_format("The %s glows intensely black...", name);
-#endif
+ msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name);
if (!get_aim_dir(&dir)) return FALSE;
ring_of_power(dir);
break;
int num = damroll(5, 3);
int y, x;
int attempts;
-#ifdef JP
- msg_format("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...", name);
-#else
- msg_format("The %s is surrounded by lightning...", name);
-#endif
+ msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name);
for (k = 0; k < num; k++)
{
attempts = 1000;
case ACT_BLADETURNER:
{
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe the elements.");
-#endif
+ msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
fire_ball(GF_MISSILE, dir, 300, -4);
-#ifdef JP
- msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your armor glows many colours...");
-#endif
+ msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours..."));
(void)set_afraid(0);
(void)set_hero(randint1(50) + 50, FALSE);
(void)hp_player(10);
(void)set_oppose_pois(randint1(50) + 50, FALSE);
break;
}
- case ACT_BA_ACID_1:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ACID, dir, 100, 2);
- break;
- }
case ACT_BR_FIRE:
{
case ACT_CONFUSE:
{
-#ifdef JP
- msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
-#else
- msg_print("It glows in scintillating colours...");
-#endif
+ msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours..."));
if (!get_aim_dir(&dir)) return FALSE;
confuse_monster(dir, 20);
break;
case ACT_SLEEP:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep blue...");
-#endif
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
sleep_monsters_touch();
break;
}
{
if (banish_evil(100))
{
-#ifdef JP
- msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª");
-#else
- msg_print("The power of the artifact banishes evil!");
-#endif
+ msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!"));
}
break;
}
case ACT_GENOCIDE:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep blue...");
-#endif
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
(void)symbol_genocide(200, TRUE);
break;
}
case ACT_MASS_GENO:
{
-#ifdef JP
- msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
- msg_print("It lets out a long, shrill note...");
-#endif
+ msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note..."));
(void)mass_genocide(200, TRUE);
break;
}
{
if (music_singing_any()) stop_singing();
if (hex_spelling_any()) stop_hex_spell_all();
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!");
-#else
- msg_print("You wind a mighty blast; your enemies tremble!");
-#endif
+ msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!",
+ "You wind a mighty blast; your enemies tremble!"));
(void)turn_monsters((3 * p_ptr->lev / 2) + 10);
break;
}
{
if (o_ptr->name1 == ART_HYOUSIGI)
{
-#ifdef JP
- msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
-#else
- msg_print("You beat Your wooden clappers.");
-#endif
+ msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers."));
}
else
{
-#ifdef JP
- msg_format("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£", name);
-#else
- msg_format("The %s sounds an unpleasant noise.", name);
-#endif
+ msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name);
}
aggravate_monsters(0);
break;
case ACT_SUMMON_PHANTOM:
{
-#ifdef JP
- msg_print("¸¸Îî¤ò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon a phantasmal servant.");
-#endif
+ msg_print(_("¸¸Îî¤ò¾¤´¤·¤¿¡£", "You summon a phantasmal servant."));
(void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
{
-#ifdef JP
- msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...");
-#else
- msg_print("An elemental materializes...");
-#endif
+ msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes..."));
if (pet)
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
- msg_print("It seems obedient to you.");
-#endif
+ msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you."));
else
-#ifdef JP
- msg_print("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("You fail to control it!");
-#endif
+ msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!"));
}
break;
if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
{
-#ifdef JP
- msg_print("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£");
-#else
- msg_print("The area fills with a stench of sulphur and brimstone.");
-#endif
+ msg_print(_("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone."));
if (pet)
-#ifdef JP
- msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
-#else
- msg_print("'What is thy bidding... Master?'");
-#endif
+ msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'"));
else
-#ifdef JP
- msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
-#else
- msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
-#endif
+ msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
}
break;
if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
{
-#ifdef JP
- msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...");
-#else
- msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
-#endif
+ msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...",
+ "Cold winds begin to blow around you, carrying with them the stench of decay..."));
if (pet)
-#ifdef JP
- msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª");
-#else
- msg_print("Ancient, long-dead forms arise from the ground to serve you!");
-#endif
+ msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª",
+ "Ancient, long-dead forms arise from the ground to serve you!"));
else
-#ifdef JP
- msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª");
-#else
- msg_print("'The dead arise... to punish you for disturbing them!'");
-#endif
+ msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª",
+ "'The dead arise... to punish you for disturbing them!'"));
}
break;
{
if (pet)
-#ifdef JP
- msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
- msg_print("A group of hounds appear as your servant.");
-#endif
-
+ msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£",
+ "A group of hounds appear as your servant."));
else
-#ifdef JP
- msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
-#else
- msg_print("A group of hounds appear as your enemy!");
-#endif
-
+ msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª",
+ "A group of hounds appear as your enemy!"));
}
break;
case ACT_SUMMON_DAWN:
{
-#ifdef JP
- msg_print("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon the Legion of the Dawn.");
-#endif
+ msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£","You summon the Legion of the Dawn."));
(void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
{
if (pet)
-#ifdef JP
- msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
- msg_print("A group of octopuses appear as your servant.");
-#endif
+ msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant."));
else
-#ifdef JP
- msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
-#else
- msg_print("A group of octopuses appear as your enemy!");
-#endif
+ msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!"));
}
break;
case ACT_CHOIR_SINGS:
{
-#ifdef JP
- msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
-#else
- msg_print("A heavenly choir sings...");
-#endif
+ msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings..."));
(void)set_poisoned(0);
(void)set_cut(0);
(void)set_stun(0);
case ACT_CURE_MW:
{
-#ifdef JP
- msg_print("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...");
-#else
- msg_print("It radiates deep purple...");
-#endif
+ msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple..."));
hp_player(damroll(4, 8));
(void)set_cut((p_ptr->cut / 2) - 50);
break;
case ACT_CURE_POISON:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep blue...");
-#endif
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
(void)set_afraid(0);
(void)set_poisoned(0);
break;
case ACT_REST_LIFE:
{
-#ifdef JP
- msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows a deep red...");
-#endif
+ msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red..."));
restore_level();
break;
}
case ACT_REST_ALL:
{
-#ifdef JP
- msg_print("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows a deep green...");
-#endif
+ msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green..."));
(void)do_res_stat(A_STR);
(void)do_res_stat(A_INT);
(void)do_res_stat(A_WIS);
case ACT_CURE_700:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
- msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
-#else
- msg_print("It glows deep blue...");
- msg_print("You feel a warm tingling inside...");
-#endif
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue..."));
+ msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside..."));
(void)hp_player(700);
(void)set_cut(0);
break;
case ACT_CURE_1000:
{
-#ifdef JP
- msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
- msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
-#else
- msg_print("It glows a bright white...");
- msg_print("You feel much better...");
-#endif
+ msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white..."));
+ msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better..."));
(void)hp_player(1000);
(void)set_cut(0);
break;
case ACT_CURING:
{
-#ifdef JP
- msg_format("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", name);
-#else
- msg_format("the %s cures you affectionately ...", name);
-#endif
+ msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name);
(void)set_poisoned(0);
(void)set_confused(0);
(void)set_blind(0);
case ACT_CURE_MANA_FULL:
{
-#ifdef JP
- msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
-#else
- msg_format("The %s glows pale...", name);
-#endif
+ msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name);
if (p_ptr->pclass == CLASS_MAGIC_EATER)
{
int i;
p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
}
-#ifdef JP
- msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
-#else
- msg_print("You feel your head clear.");
-#endif
+ msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
p_ptr->window |= (PW_PLAYER);
}
else if (p_ptr->csp < p_ptr->msp)
{
p_ptr->csp = p_ptr->msp;
p_ptr->csp_frac = 0;
-#ifdef JP
- msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
-#else
- msg_print("You feel your head clear.");
-#endif
+ msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
p_ptr->redraw |= (PR_MANA);
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
case ACT_PROT_EVIL:
{
-#ifdef JP
- msg_format("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", name);
-#else
- msg_format("The %s lets out a shrill wail...", name);
-#endif
+ msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name);
k = 3 * p_ptr->lev;
(void)set_protevil(randint1(25) + k, FALSE);
break;
case ACT_RESIST_ALL:
{
-#ifdef JP
- msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows many colours...");
-#endif
+ msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours..."));
(void)set_oppose_acid(randint1(40) + 40, FALSE);
(void)set_oppose_elec(randint1(40) + 40, FALSE);
(void)set_oppose_fire(randint1(40) + 40, FALSE);
case ACT_SPEED:
{
-#ifdef JP
- msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows bright green...");
-#endif
+ msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green..."));
(void)set_fast(randint1(20) + 20, FALSE);
break;
}
case ACT_XTRA_SPEED:
{
-#ifdef JP
- msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows brightly...");
-#endif
+ msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly..."));
(void)set_fast(randint1(75) + 75, FALSE);
break;
}
case ACT_RESIST_ACID:
{
-#ifdef JP
- msg_format("%s¤¬¹õ¤¯µ±¤¤¤¿...", name);
-#else
- msg_format("The %s grows black.", name);
-#endif
+ msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
{
if (!get_aim_dir(&dir)) return FALSE;
case ACT_RESIST_FIRE:
{
-#ifdef JP
- msg_format("%s¤¬ÀÖ¤¯µ±¤¤¤¿...", name);
-#else
- msg_format("The %s grows red.", name);
-#endif
+ msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
{
if (!get_aim_dir(&dir)) return FALSE;
case ACT_RESIST_COLD:
{
-#ifdef JP
- msg_format("%s¤¬Çò¤¯µ±¤¤¤¿...", name);
-#else
- msg_format("The %s grows white.", name);
-#endif
+ msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
{
if (!get_aim_dir(&dir)) return FALSE;
case ACT_RESIST_ELEC:
{
-#ifdef JP
- msg_format("%s¤¬ÀĤ¯µ±¤¤¤¿...", name);
-#else
- msg_format("The %s grows blue.", name);
-#endif
+ msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
{
if (!get_aim_dir(&dir)) return FALSE;
case ACT_RESIST_POIS:
{
-#ifdef JP
- msg_format("%s¤¬ÎФ˵±¤¤¤¿...", name);
-#else
- msg_format("The %s grows green.", name);
-#endif
+ msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name);
(void)set_oppose_pois(randint1(20) + 20, FALSE);
break;
}
msg_print("It pulsates...");
#endif
if (!get_aim_dir(&dir)) return FALSE;
- wall_to_mud(dir);
+ wall_to_mud(dir, 20 + randint1(30));
break;
}
/* Unique activation */
+ case ACT_CAST_OFF:
+ {
+ int inv, o_idx, t;
+ char o_name[MAX_NLEN];
+ object_type forge;
+
+ /* Cast off activated item */
+ for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
+ {
+ if (o_ptr == &inventory[inv]) break;
+ }
+
+ /* Paranoia */
+ if (inv > INVEN_FEET) return FALSE;
+
+ object_copy(&forge, o_ptr);
+ inven_item_increase(inv, (0 - o_ptr->number));
+ inven_item_optimize(inv);
+ o_idx = drop_near(&forge, 0, py, px);
+ o_ptr = &o_list[o_idx];
+
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
+
+ /* Get effects */
+ msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
+ t = 20 + randint1(20);
+ (void)set_blind(p_ptr->blind + t);
+ (void)set_afraid(0);
+ (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
+ (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
+ (void)set_hero(p_ptr->hero + t, FALSE);
+ (void)set_blessed(p_ptr->blessed + t, FALSE);
+ (void)set_fast(p_ptr->fast + t, FALSE);
+ (void)set_shero(p_ptr->shero + t, FALSE);
+ if (p_ptr->pclass == CLASS_FORCETRAINER)
+ {
+ p_ptr->magic_num1[0] = plev * 5 + 190;
+ msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
+ }
+
+ break;
+ }
+
+ case ACT_FALLING_STAR:
+ {
+ msg_print(_("¤¢¤Ê¤¿¤ÏÍÅÅá¤ËÌ¥Æþ¤é¤ì¤¿¡Ä", "You are enchanted by cursed blade..."));
+ msg_print(_("¡Ö¶¸¤Û¤·¤¯ ·ì¤Î¤´¤È¤ ·î¤Ï¤Î¤Ü¤ì¤ê Èë¤á¤ª¤¤· Ëâ·õ ¤¤¤º¤³¤¾¤ä¡×", "'Behold the blade arts.'"));
+ massacre(py, px);
+ break;
+ }
+
+ case ACT_GRAND_CROSS:
+ {
+ msg_print(_("¡Ö°Ç¤Ë´Ô¤ì¡ª¡×", "You say, 'Return to darkness!'"));
+ project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+ break;
+ }
+
+ case ACT_TELEPORT_LEVEL:
+ {
+#ifdef JP
+ if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
+#else
+ if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
+#endif
+ teleport_level(0);
+ break;
+ }
+
+ case ACT_STRAIN_HASTE:
+ {
+ int t;
+#ifdef JP
+ msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
+ take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "²Ã®¤·¤¿ÈèÏ«", -1);
+#else
+ msg_format("The %s drains your vitality...", name);
+ take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1);
+#endif
+ t = 25 + randint1(25);
+ (void)set_fast(p_ptr->fast + t, FALSE);
+ break;
+ }
+
case ACT_FISHING:
{
int x, y;
default:
{
#ifdef JP
- msg_format("Unknown activation effect: %d.", o_ptr->xtra2);
+ msg_format("Unknown activation effect: %d.", act_ptr->index);
#else
- msg_format("Unknown activation effect: %d.", o_ptr->xtra2);
+ msg_format("Unknown activation effect: %d.", act_ptr->index);
#endif
return FALSE;
}
}
/* Set activation timeout */
- act_ptr = find_activation_info(o_ptr);
-
- if (!act_ptr) {
- /* Maybe forgot adding information to activation_info table ? */
- msg_format("Activation information is not found: %d.", o_ptr->xtra2);
- return FALSE;
- }
-
if (act_ptr->timeout.constant >= 0) {
o_ptr->timeout = act_ptr->timeout.constant;
if (act_ptr->timeout.dice > 0) {
}
} else {
/* Activations that have special timeout */
- switch (o_ptr->xtra2) {
+ switch (act_ptr->index) {
case ACT_BR_FIRE:
o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
break;
/* Nothing to do */
break;
default:
- msg_format("Special timeout is not implemented: %d.", o_ptr->xtra2);
+ msg_format("Special timeout is not implemented: %d.", act_ptr->index);
return FALSE;
}
}
}
}
+ if (o_ptr->name1 == ART_MILIM)
+ {
+ if (p_ptr->pseikaku == SEIKAKU_SEXY)
+ {
+ o_ptr->pval = 3;
+ add_flag(o_ptr->art_flags, TR_STR);
+ add_flag(o_ptr->art_flags, TR_INT);
+ add_flag(o_ptr->art_flags, TR_WIS);
+ add_flag(o_ptr->art_flags, TR_DEX);
+ add_flag(o_ptr->art_flags, TR_CON);
+ add_flag(o_ptr->art_flags, TR_CHR);
+ }
+ }
+
if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
q_ptr->to_h = a_ptr->to_h;
q_ptr->to_d = a_ptr->to_d;
q_ptr->weight = a_ptr->weight;
- q_ptr->xtra2 = a_ptr->act_idx;
/* Hack -- extract the "cursed" flag */
if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);