-/* Purpose: Artifact code */
-
-/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+/*!
+ * @file artifact.c
+ * @brief アーティファクトの生成と管理 / Artifact code
+ * @date 2013/12/11
+ * @author
+ * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research, and\n
+ * not for profit purposes provided that this copyright and statement are\n
+ * included in all such copies.\n
+ * 2013 Deskull rearranged comment for Doxygen.
*/
#include "angband.h"
+static int suppression_evil_dam(object_type *o_ptr);
+static int weakening_artifact(object_type *o_ptr);
+
/* Chance of using syllables to form the name instead of the "template" files */
-#define SINDARIN_NAME 10
-#define TABLE_NAME 20
-#define A_CURSED 13
-#define WEIRD_LUCK 12
-#define BIAS_LUCK 20
-#define IM_LUCK 7
-
-/*
+#define SINDARIN_NAME 10 /*!< ランダムアーティファクトにシンダリン銘をつける確率 */
+#define TABLE_NAME 20 /*!< ランダムアーティファクトに漢字銘をつける確率(正確には TABLE_NAME - SINDARIN_NAME %)となる */
+#define A_CURSED 13 /*!< 1/nの確率で生成の巻物以外のランダムアーティファクトが呪いつきになる。 */
+#define WEIRD_LUCK 12 /*!< 1/nの確率でrandom_resistance()の処理中バイアス外の耐性がつき、create_artifactで4を超えるpvalが許可される。*/
+#define BIAS_LUCK 20 /*!< 1/nの確率でrandom_resistance()で付加する元素耐性が免疫になる */
+#define IM_LUCK 7 /*!< 1/nの確率でrandom_resistance()で複数免疫の除去処理が免除される */
+
+/*! @note
* Bias luck needs to be higher than weird luck,
* since it is usually tested several times...
*/
-#define ACTIVATION_CHANCE 3
-
-
-/*
- * Use for biased artifact creation
- */
-static int artifact_bias;
-
-/*
- * Choose one random sustain
- */
-void one_sustain(object_type *o_ptr)
-{
- switch (randint0(6))
- {
- case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
- case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
- case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
- case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
- case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
- case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
- }
-}
+#define ACTIVATION_CHANCE 3 /*!< 1/nの確率でランダムアーティファクトに発動が付加される。ただし防具はさらに1/2 */
-/*
- * Choose one random high resistance
+/*!
+ * @brief 対象のオブジェクトにランダムな上位耐性を一つ付加する。/ Choose one random high resistance
+ * @details 重複の抑止はない。候補は毒、閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、劣化、恐怖のいずれか。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
*/
void one_high_resistance(object_type *o_ptr)
{
}
}
-
-/*
- * Choose one random high resistance ( except poison and disenchantment )
+/*!
+ * @brief 対象のオブジェクトに王者の指輪向けの上位耐性を一つ付加する。/ Choose one random high resistance
+ * @details 候補は閃光、暗黒、破片、盲目、混乱、地獄、因果混乱、カオス、恐怖であり
+ * 王者の指輪にあらかじめついている耐性をone_high_resistance()から除外したものである。
+ * ランダム付加そのものに重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
*/
void one_lordly_high_resistance(object_type *o_ptr)
{
}
}
-
-/*
- * Choose one random element resistance
+/*!
+ * @brief 対象のオブジェクトに元素耐性を一つ付加する。/ Choose one random element resistance
+ * @details 候補は火炎、冷気、電撃、酸のいずれかであり、重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
*/
void one_ele_resistance(object_type *o_ptr)
{
}
}
-
-/*
- * Choose one random element or poison resistance
+/*!
+ * @brief 対象のオブジェクトにドラゴン装備向け元素耐性を一つ付加する。/ Choose one random element or poison resistance
+ * @details 候補は1/7の確率で毒、6/7の確率で火炎、冷気、電撃、酸のいずれか(one_ele_resistance()のコール)であり、重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
*/
void one_dragon_ele_resistance(object_type *o_ptr)
{
}
}
-
-/*
- * Choose one lower rank esp
+/*!
+ * @brief 対象のオブジェクトに弱いESPを一つ付加する。/ Choose one lower rank esp
+ * @details 候補は動物、アンデッド、悪魔、オーク、トロル、巨人、
+ * ドラゴン、人間、善良、ユニークESPのいずれかであり、重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
*/
void one_low_esp(object_type *o_ptr)
{
switch (randint1(10))
{
- case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
- case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
- case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
- case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
- case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
- case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
- case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
- case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
- case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
- case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
+ case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
+ case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
+ case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
+ case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
+ case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
+ case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
+ case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
+ case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
+ case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
+ case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
}
}
-
-/*
- * Choose one random resistance
+/*!
+ * @brief 対象のオブジェクトに耐性を一つ付加する。/ Choose one random resistance
+ * @details 1/3で元素耐性(one_ele_resistance())、2/3で上位耐性(one_high_resistance)
+ * をコールする。重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
*/
void one_resistance(object_type *o_ptr)
{
}
-/*
- * Choose one random ability
+/*!
+ * @brief 対象のオブジェクトに能力を一つ付加する。/ Choose one random ability
+ * @details 候補は浮遊、永久光源+1、透明視、警告、遅消化、急回復、麻痺知らず、経験値維持のいずれか。
+ * 重複の抑止はない。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
*/
void one_ability(object_type *o_ptr)
{
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 0: add_flag(o_ptr->art_flags, TR_LEVITATION); 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;
case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
- case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE); break;
+ case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP); break;
case 8:
case 9:
one_low_esp(o_ptr);
}
}
+/*!
+ * @brief 対象のオブジェクトに発動を一つ付加する。/ Choose one random activation
+ * @details 候補多数。ランダムアーティファクトのバイアスには一切依存せず、
+ * whileループによる構造で能力的に強力なものほど確率を落としている。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
+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_HYPODYNAMIA_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_HYPODYNAMIA_2:
+ case ACT_DRAIN_1:
+ case ACT_BO_MISS_2:
+ case ACT_BA_FIRE_2:
+ case ACT_REST_EXP:
+ chance = 66;
+ break;
+ case ACT_BA_FIRE_3:
+ case ACT_BA_COLD_3:
+ case ACT_BA_ELEC_3:
+ case ACT_WHIRLWIND:
+ case ACT_DRAIN_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 = (byte_hack)type;
+ add_flag(o_ptr->art_flags, TR_ACTIVATE);
+ o_ptr->timeout = 0;
+}
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトを呪いのアーティファクトにする経過処理。/ generation process of cursed artifact.
+ * @details pval、AC、命中、ダメージが正の場合、符号反転の上1d4だけ悪化させ、重い呪い、呪いフラグを必ず付加。
+ * 祝福を無効。確率に応じて、永遠の呪い、太古の怨念、経験値吸収、弱い呪いの継続的付加、強い呪いの継続的付加、HP吸収の呪い、
+ * MP吸収の呪い、乱テレポート、反テレポート、反魔法をつける。
+ * @attention プレイヤーの職業依存処理あり。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
static void curse_artifact(object_type * o_ptr)
{
if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
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);
add_flag(o_ptr->art_flags, TR_NO_MAGIC);
}
-
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトにpval能力を付加する。/ Add one pval on generation of randam artifact.
+ * @details 優先的に付加されるpvalがランダムアーティファクトバイアスに依存して存在する。
+ * 原則的候補は腕力、知力、賢さ、器用さ、耐久、魅力、探索、隠密、赤外線視力、加速。武器のみ採掘、追加攻撃も候補に入る。
+ * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
static void random_plus(object_type * o_ptr)
{
int this_type = (object_is_weapon_ammo(o_ptr) ? 23 : 19);
- switch (artifact_bias)
+ switch (o_ptr->artifact_bias)
{
case BIAS_WARRIOR:
if (!(have_flag(o_ptr->art_flags, TR_STR)))
break;
}
- if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
+ if ((o_ptr->artifact_bias == BIAS_MAGE || o_ptr->artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ROBE))
{
if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
{
{
case 1: case 2:
add_flag(o_ptr->art_flags, TR_STR);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_STR;
- else if (!artifact_bias && one_in_(7))
- artifact_bias = BIAS_WARRIOR;
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_STR;
+ else if (!o_ptr->artifact_bias && one_in_(7))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
break;
case 3: case 4:
add_flag(o_ptr->art_flags, TR_INT);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_INT;
- else if (!artifact_bias && one_in_(7))
- artifact_bias = BIAS_MAGE;
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_INT;
+ else if (!o_ptr->artifact_bias && one_in_(7))
+ o_ptr->artifact_bias = BIAS_MAGE;
break;
case 5: case 6:
add_flag(o_ptr->art_flags, TR_WIS);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_WIS;
- else if (!artifact_bias && one_in_(7))
- artifact_bias = BIAS_PRIESTLY;
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_WIS;
+ else if (!o_ptr->artifact_bias && one_in_(7))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case 7: case 8:
add_flag(o_ptr->art_flags, TR_DEX);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_DEX;
- else if (!artifact_bias && one_in_(7))
- artifact_bias = BIAS_ROGUE;
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_DEX;
+ else if (!o_ptr->artifact_bias && one_in_(7))
+ o_ptr->artifact_bias = BIAS_ROGUE;
break;
case 9: case 10:
add_flag(o_ptr->art_flags, TR_CON);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_CON;
- else if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_CON;
+ else if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
break;
case 11: case 12:
add_flag(o_ptr->art_flags, TR_CHR);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_CHR;
+ if (!o_ptr->artifact_bias && !one_in_(13))
+ o_ptr->artifact_bias = BIAS_CHR;
break;
case 13: case 14:
add_flag(o_ptr->art_flags, TR_STEALTH);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_ROGUE;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_ROGUE;
break;
case 15: case 16:
add_flag(o_ptr->art_flags, TR_SEARCH);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
break;
case 17: case 18:
add_flag(o_ptr->art_flags, TR_INFRA);
break;
case 19:
add_flag(o_ptr->art_flags, TR_SPEED);
- if (!artifact_bias && one_in_(11))
- artifact_bias = BIAS_ROGUE;
+ if (!o_ptr->artifact_bias && one_in_(11))
+ o_ptr->artifact_bias = BIAS_ROGUE;
break;
case 20: case 21:
add_flag(o_ptr->art_flags, TR_TUNNEL);
else
{
add_flag(o_ptr->art_flags, TR_BLOWS);
- if (!artifact_bias && one_in_(11))
- artifact_bias = BIAS_WARRIOR;
+ if (!o_ptr->artifact_bias && one_in_(11))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
}
break;
}
}
-
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトに耐性を付加する。/ Add one resistance on generation of randam artifact.
+ * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
+ * 原則的候補は火炎、冷気、電撃、酸(以上免疫の可能性もあり)、
+ * 毒、閃光、暗黒、破片、轟音、盲目、混乱、地獄、カオス、劣化、恐怖、火オーラ、冷気オーラ、電撃オーラ、反射。
+ * 戦士系バイアスのみ反魔もつく。
+ * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
static void random_resistance(object_type * o_ptr)
{
- switch (artifact_bias)
+ switch (o_ptr->artifact_bias)
{
case BIAS_ACID:
if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
else
{
add_flag(o_ptr->art_flags, TR_IM_ACID);
- if (!artifact_bias)
- artifact_bias = BIAS_ACID;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ACID;
}
break;
case 2:
else
{
add_flag(o_ptr->art_flags, TR_IM_ELEC);
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
}
break;
case 3:
else
{
add_flag(o_ptr->art_flags, TR_IM_COLD);
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
}
break;
case 4:
else
{
add_flag(o_ptr->art_flags, TR_IM_FIRE);
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
}
break;
case 5:
case 6:
case 13:
add_flag(o_ptr->art_flags, TR_RES_ACID);
- if (!artifact_bias)
- artifact_bias = BIAS_ACID;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ACID;
break;
case 7:
case 8:
case 14:
add_flag(o_ptr->art_flags, TR_RES_ELEC);
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
break;
case 9:
case 10:
case 15:
add_flag(o_ptr->art_flags, TR_RES_FIRE);
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
break;
case 11:
case 12:
case 16:
add_flag(o_ptr->art_flags, TR_RES_COLD);
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
break;
case 17:
case 18:
add_flag(o_ptr->art_flags, TR_RES_POIS);
- if (!artifact_bias && !one_in_(4))
- artifact_bias = BIAS_POIS;
- else if (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_NECROMANTIC;
- else if (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_ROGUE;
+ if (!o_ptr->artifact_bias && !one_in_(4))
+ o_ptr->artifact_bias = BIAS_POIS;
+ else if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ else if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_ROGUE;
break;
case 19:
case 20:
add_flag(o_ptr->art_flags, TR_RES_FEAR);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_WARRIOR;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
break;
case 21:
add_flag(o_ptr->art_flags, TR_RES_LITE);
case 25:
case 26:
add_flag(o_ptr->art_flags, TR_RES_CONF);
- if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_CHAOS;
+ if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_CHAOS;
break;
case 27:
case 28:
case 31:
case 32:
add_flag(o_ptr->art_flags, TR_RES_NETHER);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_NECROMANTIC;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
break;
case 33:
case 34:
case 35:
case 36:
add_flag(o_ptr->art_flags, TR_RES_CHAOS);
- if (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_CHAOS;
+ if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_CHAOS;
break;
case 37:
case 38:
add_flag(o_ptr->art_flags, TR_SH_ELEC);
else
random_resistance(o_ptr);
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
break;
case 40:
if (o_ptr->tval >= TV_CLOAK && o_ptr->tval <= TV_HARD_ARMOR)
add_flag(o_ptr->art_flags, TR_SH_FIRE);
else
random_resistance(o_ptr);
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
break;
case 41:
if (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK ||
add_flag(o_ptr->art_flags, TR_SH_COLD);
else
random_resistance(o_ptr);
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
break;
}
}
-
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトにその他特性を付加する。/ Add one misc flag on generation of randam artifact.
+ * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
+ * 原則的候補は各種能力維持、永久光源+1、麻痺知らず、経験値維持、浮遊、透明視、急回復、遅消化、
+ * 乱テレポート、反魔法、反テレポート、警告、テレパシー、各種ESP、一部装備に殺戮修正。
+ * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
static void random_misc(object_type * o_ptr)
{
- switch (artifact_bias)
+ switch (o_ptr->artifact_bias)
{
case BIAS_RANGER:
if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
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;
}
{
case 1:
add_flag(o_ptr->art_flags, TR_SUST_STR);
- if (!artifact_bias)
- artifact_bias = BIAS_STR;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_STR;
break;
case 2:
add_flag(o_ptr->art_flags, TR_SUST_INT);
- if (!artifact_bias)
- artifact_bias = BIAS_INT;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_INT;
break;
case 3:
add_flag(o_ptr->art_flags, TR_SUST_WIS);
- if (!artifact_bias)
- artifact_bias = BIAS_WIS;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_WIS;
break;
case 4:
add_flag(o_ptr->art_flags, TR_SUST_DEX);
- if (!artifact_bias)
- artifact_bias = BIAS_DEX;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_DEX;
break;
case 5:
add_flag(o_ptr->art_flags, TR_SUST_CON);
- if (!artifact_bias)
- artifact_bias = BIAS_CON;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_CON;
break;
case 6:
add_flag(o_ptr->art_flags, TR_SUST_CHR);
- if (!artifact_bias)
- artifact_bias = BIAS_CHR;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_CHR;
break;
case 7:
case 8:
add_flag(o_ptr->art_flags, TR_FREE_ACT);
break;
case 9:
- add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
- if (!artifact_bias && one_in_(5))
- artifact_bias = BIAS_PRIESTLY;
- else if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_NECROMANTIC;
+ add_flag(o_ptr->art_flags, TR_HOLD_EXP);
+ if (!o_ptr->artifact_bias && one_in_(5))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ else if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
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:
case 28:
case 29:
{
- int bonus_h, bonus_d;
+ HIT_PROB bonus_h;
+ HIT_POINT bonus_d;
add_flag(o_ptr->art_flags, TR_SHOW_MODS);
- bonus_h = 4 + (randint1(11));
- bonus_d = 4 + (randint1(11));
+ bonus_h = 4 + (HIT_PROB)(randint1(11));
+ bonus_d = 4 + (HIT_POINT)(randint1(11));
if ((o_ptr->tval != TV_SWORD) && (o_ptr->tval != TV_POLEARM) && (o_ptr->tval != TV_HAFTED) && (o_ptr->tval != TV_DIGGING) && (o_ptr->tval != TV_GLOVES) && (o_ptr->tval != TV_RING))
{
bonus_h /= 2;
{
case 1:
add_flag(o_ptr->art_flags, TR_ESP_EVIL);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_LAW;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_LAW;
break;
case 2:
add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_MAGE;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_MAGE;
break;
case 3:
add_flag(o_ptr->art_flags, TR_TELEPATHY);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_MAGE;
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_MAGE;
break;
}
break;
int idx[3];
int n = randint1(3);
- idx[0] = randint1(8);
+ idx[0] = randint1(10);
- idx[1] = randint1(7);
+ idx[1] = randint1(9);
if (idx[1] >= idx[0]) idx[1]++;
- idx[2] = randint1(6);
+ idx[2] = randint1(8);
if (idx[2] >= idx[0]) idx[2]++;
if (idx[2] >= idx[1]) idx[2]++;
{
case 1:
add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
- if (!artifact_bias && one_in_(4))
- artifact_bias = BIAS_RANGER;
+ if (!o_ptr->artifact_bias && one_in_(4))
+ o_ptr->artifact_bias = BIAS_RANGER;
break;
case 2:
add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_PRIESTLY;
- else if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_NECROMANTIC;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
+ else if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
break;
case 3:
add_flag(o_ptr->art_flags, TR_ESP_DEMON);
add_flag(o_ptr->art_flags, TR_ESP_GIANT);
break;
case 7:
- add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
- if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_ROGUE;
+ add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
break;
case 8:
- add_flag(o_ptr->art_flags, TR_ESP_GOOD);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_LAW;
+ add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
+ if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_ROGUE;
break;
case 9:
+ add_flag(o_ptr->art_flags, TR_ESP_GOOD);
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_LAW;
+ break;
+ case 10:
add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_LAW;
+ if (!o_ptr->artifact_bias && one_in_(3))
+ o_ptr->artifact_bias = BIAS_LAW;
break;
}
break;
}
}
-
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトにスレイ効果を付加する。/ Add one slaying on generation of randam artifact.
+ * @details 優先的に付加される耐性がランダムアーティファクトバイアスに依存して存在する。
+ * 原則的候補は強力射、高速射、混沌効果、吸血効果、祝福、投擲しやすい、焼棄、凍結、電撃、溶解、毒殺、
+ * 動物スレイ、邪悪スレイ、悪魔スレイ、不死スレイ、オークスレイ、トロルスレイ、巨人スレイ、ドラゴンスレイ、
+ * *ドラゴンスレイ*、人間スレイ、切れ味、地震、理力。
+ * @attention オブジェクトのtval、svalに依存したハードコーディング処理がある。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
static void random_slay(object_type *o_ptr)
{
if (o_ptr->tval == TV_BOW)
case 3:
add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
break;
default:
add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_RANGER;
break;
}
return;
}
- switch (artifact_bias)
+ switch (o_ptr->artifact_bias)
{
case BIAS_CHAOS:
if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
{
case 1:
case 2:
- add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+ }
break;
case 3:
case 4:
- add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
- if (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_LAW;
- else if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_PRIESTLY;
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_EVIL);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+ }
+ if (!o_ptr->artifact_bias && one_in_(2))
+ o_ptr->artifact_bias = BIAS_LAW;
+ else if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case 5:
case 6:
- add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_PRIESTLY;
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+ }
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case 7:
case 8:
- add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_PRIESTLY;
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_DEMON);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+ }
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case 9:
case 10:
- add_flag(o_ptr->art_flags, TR_SLAY_ORC);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_ORC);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_ORC);
+ }
break;
case 11:
case 12:
- add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_TROLL);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+ }
break;
case 13:
case 14:
- add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_GIANT);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
+ }
break;
case 15:
case 16:
if (o_ptr->tval == TV_SWORD)
{
add_flag(o_ptr->art_flags, TR_VORPAL);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_WARRIOR;
+ if (!o_ptr->artifact_bias && one_in_(9))
+ o_ptr->artifact_bias = BIAS_WARRIOR;
}
else
random_slay(o_ptr);
case 21:
case 22:
add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_FIRE;
break;
case 23:
case 24:
add_flag(o_ptr->art_flags, TR_BRAND_COLD);
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_COLD;
break;
case 25:
case 26:
add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ELEC;
break;
case 27:
case 28:
add_flag(o_ptr->art_flags, TR_BRAND_ACID);
- if (!artifact_bias)
- artifact_bias = BIAS_ACID;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ACID;
break;
case 29:
case 30:
add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (!artifact_bias && !one_in_(3))
- artifact_bias = BIAS_POIS;
- else if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_NECROMANTIC;
- else if (!artifact_bias)
- artifact_bias = BIAS_ROGUE;
+ if (!o_ptr->artifact_bias && !one_in_(3))
+ o_ptr->artifact_bias = BIAS_POIS;
+ else if (!o_ptr->artifact_bias && one_in_(6))
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
+ else if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_ROGUE;
break;
case 31:
add_flag(o_ptr->art_flags, TR_VAMPIRIC);
- if (!artifact_bias)
- artifact_bias = BIAS_NECROMANTIC;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_NECROMANTIC;
break;
case 32:
add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
- if (!artifact_bias)
- artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
break;
case 33:
case 34:
- add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ }
break;
default:
add_flag(o_ptr->art_flags, TR_CHAOTIC);
- if (!artifact_bias)
- artifact_bias = BIAS_CHAOS;
+ if (!o_ptr->artifact_bias)
+ o_ptr->artifact_bias = BIAS_CHAOS;
break;
}
}
-
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトにバイアスに依存した発動を与える。/ Add one activaton of randam artifact depend on bias.
+ * @details バイアスが無い場合、一部のバイアスの確率によっては one_ability() に処理が移行する。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return なし
+ */
static void give_activation_power(object_type *o_ptr)
{
int type = 0, chance = 0;
- switch (artifact_bias)
+ switch (o_ptr->artifact_bias)
{
case BIAS_ELEC:
if (!one_in_(3))
else if (one_in_(7))
type = ACT_REST_ALL;
else if (one_in_(6))
- type = ACT_REST_LIFE;
+ type = ACT_REST_EXP;
else
type = ACT_CURE_MW;
break;
else if (one_in_(13))
type = ACT_SUMMON_UNDEAD;
else if (one_in_(9))
- type = ACT_VAMPIRE_2;
+ type = ACT_DRAIN_2;
else if (one_in_(6))
type = ACT_CHARM_UNDEAD;
else
- type = ACT_VAMPIRE_1;
+ type = ACT_DRAIN_1;
break;
case BIAS_LAW:
break;
}
- while (!type || (randint1(100) >= chance))
+ if (!type || (randint1(100) >= chance))
{
- type = randint1(255);
- switch (type)
+ one_activation(o_ptr);
+ return;
+ }
+
+ /* A type was chosen... */
+ o_ptr->xtra2 = (byte_hack)type;
+ add_flag(o_ptr->art_flags, TR_ACTIVATE);
+ o_ptr->timeout = 0;
+}
+
+/*!
+ * @brief ランダムアーティファクト生成中、対象のオブジェクトに名前を与える。/ Set name of randomartifact.
+ * @details 確率によって、シンダリン銘、漢字銘、固定名のいずれか一つが与えられる。
+ * @param o_ptr 処理中のアイテム参照ポインタ
+ * @param return_name 名前を返すための文字列参照ポインタ
+ * @param armour 対象のオブジェクトが防具が否か
+ * @param power 銘の基準となるオブジェクトの価値レベル(0=呪い、1=低位、2=中位、3以上=高位)
+ * @return なし
+ */
+static void get_random_name(object_type *o_ptr, char *return_name, bool armour, int power)
+{
+ int prob = randint1(100);
+
+ if (prob <= SINDARIN_NAME)
+ {
+ get_table_sindarin(return_name);
+ }
+ else if (prob <= TABLE_NAME)
+ {
+ get_table_name(return_name);
+ }
+ else
+ {
+ cptr filename;
+
+ switch (armour)
{
- 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 get_random_name(char *return_name, bool armour, int power)
-{
- int prob = randint1(100);
-
- if (prob <= SINDARIN_NAME)
- {
- get_table_sindarin(return_name);
- }
- else if (prob <= TABLE_NAME)
- {
- get_table_name(return_name);
- }
- else
- {
- cptr filename;
-
- switch (armour)
- {
- case 1:
- switch (power)
- {
- case 0:
-#ifdef JP
- filename = "a_cursed_j.txt";
-#else
- filename = "a_cursed.txt";
-#endif
- break;
- case 1:
-#ifdef JP
- filename = "a_low_j.txt";
-#else
- filename = "a_low.txt";
-#endif
- break;
- case 2:
-#ifdef JP
- filename = "a_med_j.txt";
-#else
- filename = "a_med.txt";
-#endif
- break;
- default:
-#ifdef JP
- filename = "a_high_j.txt";
-#else
- filename = "a_high.txt";
-#endif
- }
+ case 1:
+ switch (power)
+ {
+ case 0:
+ filename = _("a_cursed_j.txt", "a_cursed.txt");
+ break;
+ case 1:
+ filename = _("a_low_j.txt", "a_low.txt");
+ break;
+ case 2:
+ filename = _("a_med_j.txt", "a_med.txt");
+ break;
+ default:
+ filename = _("a_high_j.txt", "a_high.txt");
+ }
break;
default:
switch (power)
{
case 0:
-#ifdef JP
- filename = "w_cursed_j.txt";
-#else
- filename = "w_cursed.txt";
-#endif
+ filename = _("w_cursed_j.txt", "w_cursed.txt");
break;
case 1:
-#ifdef JP
- filename = "w_low_j.txt";
-#else
- filename = "w_low.txt";
-#endif
+ filename = _("w_low_j.txt", "w_low.txt");
break;
case 2:
-#ifdef JP
- filename = "w_med_j.txt";
-#else
- filename = "w_med.txt";
-#endif
+ filename = _("w_med_j.txt", "w_med.txt");
break;
default:
-#ifdef JP
- filename = "w_high_j.txt";
-#else
- filename = "w_high.txt";
-#endif
+ filename = _("w_high_j.txt", "w_high.txt");
}
}
- (void)get_rnd_line(filename, artifact_bias, return_name);
+ (void)get_rnd_line(filename, o_ptr->artifact_bias, return_name);
#ifdef JP
if (return_name[0] == 0) get_table_name(return_name);
#endif
}
}
-
+/*!
+ * @brief ランダムアーティファクト生成のメインルーチン
+ * @details 既に生成が済んでいるオブジェクトの構造体を、アーティファクトとして強化する。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @param a_scroll アーティファクト生成の巻物上の処理。呪いのアーティファクトが生成対象外となる。
+ * @return 常にTRUE(1)を返す
+ */
bool create_artifact(object_type *o_ptr, bool a_scroll)
{
char new_name[1024];
int has_pval = 0;
int powers = randint1(5) + 1;
+ int max_powers;
int max_type = (object_is_weapon_ammo(o_ptr) ? 7 : 5);
int power_level;
s32b total_flags;
int i;
/* Reset artifact bias */
- artifact_bias = 0;
+ o_ptr->artifact_bias = 0;
/* Nuke enchantments */
o_ptr->name1 = 0;
case CLASS_SAMURAI:
case CLASS_CAVALRY:
case CLASS_SMITH:
- artifact_bias = BIAS_WARRIOR;
+ o_ptr->artifact_bias = BIAS_WARRIOR;
break;
case CLASS_MAGE:
case CLASS_HIGH_MAGE:
case CLASS_SORCERER:
case CLASS_MAGIC_EATER:
case CLASS_BLUE_MAGE:
- artifact_bias = BIAS_MAGE;
+ o_ptr->artifact_bias = BIAS_MAGE;
break;
case CLASS_PRIEST:
- artifact_bias = BIAS_PRIESTLY;
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case CLASS_ROGUE:
case CLASS_NINJA:
- artifact_bias = BIAS_ROGUE;
+ o_ptr->artifact_bias = BIAS_ROGUE;
warrior_artifact_bias = 25;
break;
case CLASS_RANGER:
case CLASS_SNIPER:
- artifact_bias = BIAS_RANGER;
+ o_ptr->artifact_bias = BIAS_RANGER;
warrior_artifact_bias = 30;
break;
case CLASS_PALADIN:
- artifact_bias = BIAS_PRIESTLY;
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
warrior_artifact_bias = 40;
break;
case CLASS_WARRIOR_MAGE:
case CLASS_RED_MAGE:
- artifact_bias = BIAS_MAGE;
+ o_ptr->artifact_bias = BIAS_MAGE;
warrior_artifact_bias = 40;
break;
case CLASS_CHAOS_WARRIOR:
- artifact_bias = BIAS_CHAOS;
+ o_ptr->artifact_bias = BIAS_CHAOS;
warrior_artifact_bias = 40;
break;
case CLASS_MONK:
case CLASS_FORCETRAINER:
- artifact_bias = BIAS_PRIESTLY;
+ o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case CLASS_MINDCRAFTER:
case CLASS_BARD:
- if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
+ if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_PRIESTLY;
break;
case CLASS_TOURIST:
- if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
+ if (randint1(5) > 2) o_ptr->artifact_bias = BIAS_WARRIOR;
break;
case CLASS_IMITATOR:
- if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
+ if (randint1(2) > 1) o_ptr->artifact_bias = BIAS_RANGER;
break;
case CLASS_BEASTMASTER:
- artifact_bias = BIAS_CHR;
+ o_ptr->artifact_bias = BIAS_CHR;
warrior_artifact_bias = 50;
break;
case CLASS_MIRROR_MASTER:
if (randint1(4) > 1)
{
- artifact_bias = BIAS_MAGE;
+ o_ptr->artifact_bias = BIAS_MAGE;
}
else
{
- artifact_bias = BIAS_ROGUE;
+ o_ptr->artifact_bias = BIAS_ROGUE;
}
break;
}
}
if (a_scroll && (randint1(100) <= warrior_artifact_bias))
- artifact_bias = BIAS_WARRIOR;
+ o_ptr->artifact_bias = BIAS_WARRIOR;
strcpy(new_name, "");
if (a_cursed) powers /= 2;
+ max_powers = powers;
/* Main loop */
while (powers--)
{
o_ptr->pval = 4;
}
+
/* give it some plusses... */
if (object_is_armour(o_ptr))
o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
total_flags = flag_cost(o_ptr, o_ptr->pval);
- if (cheat_peek) msg_format("%ld", total_flags);
if (a_cursed) curse_artifact(o_ptr);
}
}
- if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
+ if (((o_ptr->artifact_bias == BIAS_MAGE) || (o_ptr->artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
{
else power_level = 3;
}
+ /* 平均対邪ダメージが一定以上なら11/12(WEIRD_LUCK)でダメージ抑制処理を行う */
+ if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
+ {
+ msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
+ do
+ {
+ if (weakening_artifact(o_ptr) == 0) break;
+ } while (suppression_evil_dam(o_ptr));
+ }
+
if (a_scroll)
{
char dummy_name[80] = "";
-#ifdef JP
- cptr ask_msg = "¤³¤Î¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ò²¿¤È̾ÉÕ¤±¤Þ¤¹¤«¡©";
-#else
- cptr ask_msg = "What do you want to call the artifact? ";
-#endif
+ cptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
/* Identify it fully */
object_aware(o_ptr);
get_table_name_aux(dummy_name);
}
}
-
-#ifdef JP
- sprintf(new_name, "¡Ô%s¡Õ", dummy_name);
-#else
- sprintf(new_name, "'%s'", dummy_name);
-#endif
-
+ sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
chg_virtue(V_INDIVIDUALISM, 2);
chg_virtue(V_ENCHANT, 5);
}
else
{
- get_random_name(new_name, object_is_armour(o_ptr), power_level);
- }
-
- if (cheat_xtra)
- {
-#ifdef JP
- if (artifact_bias) msg_format("±¿¤ÎÊФä¿¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È: %d¡£", artifact_bias);
- else msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Ë±¿¤ÎÊФê¤Ê¤·¡£");
-#else
- if (artifact_bias) msg_format("Biased artifact: %d.", artifact_bias);
- else msg_print("No bias in artifact.");
-#endif
+ get_random_name(o_ptr, new_name, object_is_armour(o_ptr), power_level);
}
/* Save the inscription */
o_ptr->art_name = quark_add(new_name);
+ msg_format_wizard(CHEAT_OBJECT, _("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」",
+ "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[o_ptr->artifact_bias]);
+
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
return TRUE;
}
-
+/*!
+ * @brief オブジェクトから能力発動IDを取得する。
+ * @details いくつかのケースで定義されている発動効果から、
+ * 鍛冶師による付与>固定アーティファクト>エゴ>ランダムアーティファクト>ベースアイテムの優先順位で走査していく。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return 発動効果のIDを返す
+ */
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))
{
- return a_info[o_ptr->name1].act_idx;
+ 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))
{
- return e_info[o_ptr->name2].act_idx;
+ 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))
{
- return k_info[o_ptr->k_idx].act_idx;
+ 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;
}
+/*!
+ * @brief オブジェクトから発動効果構造体のポインタを取得する。
+ * @details activation_index() 関数の結果から参照する。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return 発動効果構造体のポインタを返す
+ */
const activation_type* find_activation_info(object_type *o_ptr)
{
const int index = activation_index(o_ptr);
return NULL;
}
-
-/* Dragon breath activation */
+/*!
+ * @brief 発動によるブレスの属性をアイテムの耐性から選択し、実行を処理する。/ Dragon breath activation
+ * @details 対象となる耐性は dragonbreath_info テーブルを参照のこと。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return 発動実行の是非を返す。
+ */
static bool activate_dragon_breath(object_type *o_ptr)
{
- u32b flgs[4]; /* for resistance flags */
+ u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
int type[20];
cptr name[20];
int i, dir, t, n = 0;
if (hex_spelling_any()) stop_hex_spell_all();
t = randint0(n);
- msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
- fire_ball(type[t], dir, 250, -4);
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
+ fire_breath(type[t], dir, 250, 4);
return TRUE;
}
-
+/*!
+ * @brief アイテムの発動効果を処理する。
+ * @details activate_random_artifact()とされているが、実際は全発動が統合された。
+ * @todo 折を見て関数名を修正すること。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @return 発動実行の是非を返す。
+ */
bool activate_random_artifact(object_type *o_ptr)
{
- int plev = p_ptr->lev;
- int k, dir, dummy = 0;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ int k, dummy = 0;
+ DIRECTION dir;
cptr name = k_name + k_info[o_ptr->k_idx].name;
const activation_type* const act_ptr = find_activation_info(o_ptr);
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
+ msg_print(_("太陽光線が放たれた。", "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(_("それは眩しいくらいに明るく輝いている...", "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(_("それは濃緑色に脈動している...","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(_("それは火花に覆われた...", "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(_("それは酸に覆われた...","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(_("それは霜に覆われた...","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(_("それは炎に覆われた...","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(_("それは霜に覆われた...","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(_("それは青く激しく輝いた...", "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(_("明るく白色に輝いている...", "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(_("それは赤く激しく輝いた...","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から炎が吹き出した...", "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(_("深赤色に輝いている...", "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(_("それは赤く激しく輝いた...","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(_("電気がパチパチ音を立てた...","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(_("深青色に輝いている...", "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(_("それは黒く激しく輝いた...","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(_("それは緑に激しく輝いた...","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_HYPODYNAMIA_1:
{
-#ifdef JP
- msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
-#else
- msg_print("It grows magical spikes...");
-#endif
+ msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_ARROW, dir, 150);
+ if (hypodynamic_bolt(dir, 100))
break;
}
- case ACT_BA_FIRE_3:
+ case ACT_HYPODYNAMIA_2:
{
-#ifdef JP
- msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep red...");
-#endif
+ msg_print(_("黒く輝いている...", "It glows black..."));
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 300, 3);
+ hypodynamic_bolt(dir, 120);
break;
}
- case ACT_BA_COLD_3:
+ case ACT_DRAIN_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 (hypodynamic_bolt(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(_("魔法のトゲが現れた...", "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;
}
for (dir = 0; dir <= 9; dir++)
{
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
c_ptr = &cave[y][x];
/* Get the monster */
break;
}
- case ACT_VAMPIRE_2:
+ case ACT_DRAIN_2:
{
if (!get_aim_dir(&dir)) return FALSE;
for (dummy = 0; dummy < 3; dummy++)
{
- if (drain_life(dir, 100))
+ if (hypodynamic_bolt(dir, 100))
hp_player(100);
}
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(_("様々な色の火花を発している...","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(_("ロケットを発射した!", "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(_("神聖な雰囲気が充満した...", "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
- fire_ball(GF_MISSILE, dir, 300, -4);
+ msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
+ fire_breath(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(_("邪悪な雰囲気が充満した...", "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に魔法のトゲが現れた...", "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が深い青色に鼓動している...", "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が深い闇に覆われた...","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が青白く光った...", "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(_("あなたは害虫を一掃した。","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が眩しい光で輝いた...", "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は漆黒に輝いた...", "The %s glows intensely black..."), name);
if (!get_aim_dir(&dir)) return FALSE;
ring_of_power(dir);
break;
case ACT_CAST_BA_STAR:
{
- int num = damroll(5, 3);
- int y, x;
+ HIT_POINT num = damroll(5, 3);
+ POSITION y = 0, x = 0;
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が稲妻で覆われた...","The %s is surrounded by lightning..."), name);
for (k = 0; k < num; k++)
{
attempts = 1000;
while (attempts--)
{
- scatter(&y, &x, py, px, 4, 0);
+ scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
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
- 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(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
+ fire_breath(GF_MISSILE, dir, 300, 4);
+ msg_print(_("鎧が様々な色に輝いた...", "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:
{
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 200, -2);
+ fire_breath(GF_FIRE, dir, 200, 2);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
{
(void)set_oppose_fire(randint1(20) + 20, FALSE);
case ACT_BR_COLD:
{
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 200, -2);
+ fire_breath(GF_COLD, dir, 200, 2);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
{
(void)set_oppose_cold(randint1(20) + 20, FALSE);
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(_("様々な色の火花を発している...", "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(_("深青色に輝いている...", "It glows deep blue..."));
sleep_monsters_touch();
break;
}
case ACT_QUAKE:
{
- earthquake(py, px, 5);
+ earthquake(p_ptr->y, p_ptr->x, 5);
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(_("アーティファクトの力が邪悪を打ち払った!", "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(_("深青色に輝いている...", "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(_("ひどく鋭い音が流れ出た...", "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(_("あなたは力強い突風を吹き鳴らした。周囲の敵が震え上っている!",
+ "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(_("拍子木を打った。", "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は不快な物音を立てた。","The %s sounds an unpleasant noise."), name);
}
aggravate_monsters(0);
break;
case ACT_CHARM_ANIMAL:
{
if (!get_aim_dir(&dir)) return FALSE;
- (void)charm_animal(dir, plev * 2);
+ (void)charm_animal(dir, plev);
break;
}
case ACT_CHARM_UNDEAD:
{
if (!get_aim_dir(&dir)) return FALSE;
- (void)control_one_undead(dir, plev * 2);
+ (void)control_one_undead(dir, plev);
break;
}
case ACT_SUMMON_ANIMAL:
{
- (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
case ACT_SUMMON_PHANTOM:
{
-#ifdef JP
- msg_print("¸¸Îî¤ò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon a phantasmal servant.");
-#endif
- (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
case ACT_SUMMON_ELEMENTAL:
{
bool pet = one_in_(3);
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
if (pet) mode |= PM_FORCE_PET;
else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((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(_("エレメンタルが現れた...", "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(_("あなたに服従しているようだ。", "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(_("それをコントロールできなかった!", "You fail to control it!"));
}
break;
case ACT_SUMMON_DEMON:
{
bool pet = one_in_(3);
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
if (pet) mode |= PM_FORCE_PET;
else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((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(_("硫黄の悪臭が充満した。", "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(_("「ご用でございますか、ご主人様」", "'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(_("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
}
break;
{
bool pet = one_in_(3);
int type;
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((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(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
+ "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(_("古えの死せる者共があなたに仕えるため土から甦った!",
+ "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(_("死者が甦った。眠りを妨げるあなたを罰するために!",
+ "'The dead arise... to punish you for disturbing them!'"));
}
break;
case ACT_SUMMON_HOUND:
{
- u32b mode = PM_ALLOW_GROUP;
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
bool pet = !one_in_(5);
if (pet) mode |= PM_FORCE_PET;
else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
{
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(_("ハウンドがあなたの下僕として出現した。",
+ "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(_("ハウンドはあなたに牙を向けている!",
+ "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
- (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
case ACT_SUMMON_OCTOPUS:
{
- u32b mode = PM_ALLOW_GROUP;
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
bool pet = !one_in_(5);
if (pet) mode |= PM_FORCE_PET;
- if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, 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(_("蛸があなたの下僕として出現した。", "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(_("蛸はあなたを睨んでいる!", "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(_("天国の歌が聞こえる...", "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(_("深紫色の光を発している...", "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(_("深青色に輝いている...", "It glows deep blue..."));
(void)set_afraid(0);
(void)set_poisoned(0);
break;
}
- case ACT_REST_LIFE:
+ case ACT_REST_EXP:
{
-#ifdef JP
- msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows a deep red...");
-#endif
+ msg_print(_("深紅に輝いている...", "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(_("濃緑色に輝いている...", "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(_("深青色に輝いている...","It glows deep blue..."));
+ msg_print(_("体内に暖かい鼓動が感じられる...","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(_("白く明るく輝いている...","It glows a bright white..."));
+ msg_print(_("ひじょうに気分がよい...","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の優しさに癒される...", "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が青白く光った...","The %s glows pale..."), name);
if (p_ptr->pclass == CLASS_MAGIC_EATER)
{
int i;
}
for (; i < EATER_EXT*3; i++)
{
- int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
+ KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
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(_("頭がハッキリとした。", "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(_("頭がハッキリとした。", "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から鋭い音が流れ出た...", "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(_("様々な色に輝いている...", "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(_("明るく緑色に輝いている...", "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(_("明るく輝いている...", "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が黒く輝いた...", "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が赤く輝いた...","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が白く輝いた...","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が青く輝いた...", "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が緑に輝いた...", "The %s grows green."), name);
(void)set_oppose_pois(randint1(20) + 20, FALSE);
break;
}
case ACT_LIGHT:
{
-#ifdef JP
- msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
-#else
- msg_format("The %s wells with clear light...", name);
-#endif
+ msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
lite_area(damroll(2, 15), 3);
break;
}
case ACT_MAP_LIGHT:
{
-#ifdef JP
- msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("It shines brightly...");
-#endif
+ msg_print(_("眩しく輝いた...", "It shines brightly..."));
map_area(DETECT_RAD_MAP);
lite_area(damroll(2, 15), 3);
break;
case ACT_DETECT_ALL:
{
-#ifdef JP
- msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
- msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
-#else
- msg_print("It glows bright white...");
- msg_print("An image forms in your mind...");
-#endif
+ msg_print(_("白く明るく輝いている...", "It glows bright white..."));
+ msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
detect_all(DETECT_RAD_DEFAULT);
break;
}
case ACT_DETECT_XTRA:
{
-#ifdef JP
- msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows brightly...");
-#endif
+ msg_print(_("明るく輝いている...", "It glows brightly..."));
detect_all(DETECT_RAD_DEFAULT);
probing();
identify_fully(FALSE);
case ACT_ID_FULL:
{
-#ifdef JP
- msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows yellow...");
-#endif
+ msg_print(_("黄色く輝いている...", "It glows yellow..."));
identify_fully(FALSE);
break;
}
case ACT_RUNE_EXPLO:
{
-#ifdef JP
- msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows bright red...");
-#endif
+ msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
explosive_rune();
break;
}
case ACT_RUNE_PROT:
{
-#ifdef JP
- msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows light blue...");
-#endif
+ msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
warding_glyph();
break;
}
case ACT_DEST_DOOR:
{
-#ifdef JP
- msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows bright red...");
-#endif
+ msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
destroy_doors_touch();
break;
}
case ACT_STONE_MUD:
{
-#ifdef JP
- msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
-#else
- msg_print("It pulsates...");
-#endif
+ msg_print(_("鼓動している...", "It pulsates..."));
if (!get_aim_dir(&dir)) return FALSE;
wall_to_mud(dir, 20 + randint1(30));
break;
case ACT_ALCHEMY:
{
-#ifdef JP
- msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows bright yellow...");
-#endif
+ msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
(void)alchemy();
break;
}
case ACT_DIM_DOOR:
{
-#ifdef JP
- msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
-#else
- msg_print("You open a dimensional gate. Choose a destination.");
-#endif
+ msg_print(_("次元の扉が開いた。目的地を選んで下さい。", "You open a dimensional gate. Choose a destination."));
if (!dimension_door()) return FALSE;
break;
}
case ACT_TELEPORT:
{
-#ifdef JP
- msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
-#else
- msg_print("It twists space around you...");
-#endif
+ msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
teleport_player(100, 0L);
break;
}
case ACT_RECALL:
{
-#ifdef JP
- msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows soft white...");
-#endif
+ msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
if (!word_of_recall()) return FALSE;
break;
}
case ACT_JUDGE:
{
-#ifdef JP
- msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
-#else
- msg_format("The %s flashes bright red!", name);
-#endif
+ msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
chg_virtue(V_KNOWLEDGE, 1);
chg_virtue(V_ENLIGHTEN, 1);
wiz_lite(FALSE);
-#ifdef JP
- msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
- take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
-#else
- msg_format("The %s drains your vitality...", name);
- take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
-#endif
+
+ msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
+ take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
+
(void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
-#ifdef JP
- if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Activate recall? "))
-#endif
+
+ if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
{
(void)word_of_recall();
}
case ACT_TELEKINESIS:
{
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_format("%s¤ò¿¤Ð¤·¤¿¡£", name);
-#else
- msg_format("You stretched your %s.", name);
-#endif
+ msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
fetch(dir, 500, TRUE);
break;
}
int i;
monster_type *m_ptr;
monster_race *r_ptr;
-#ifdef JP
- msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
-#else
- msg_print("Some strange places show up in your mind. And you see ...");
-#endif
+ msg_print(_("奇妙な場所が頭の中に浮かんだ...", "Some strange places show up in your mind. And you see ..."));
/* Process the monsters (backwards) */
for (i = m_max - 1; i >= 1; i--)
{
if(r_ptr->flags1 & RF1_UNIQUE)
{
-#ifdef JP
- msg_format("%s¡¥ ",r_name + r_ptr->name);
-#else
- msg_format("%s. ",r_name + r_ptr->name);
-#endif
+ msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
}
}
break;
(void)stair_creation();
break;
default:
-#ifdef JP
- if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Leave this level? "))
-#endif
+ if (get_check(_("この階を去りますか?", "Leave this level? ")))
{
if (autosave_l) do_cmd_save_game(TRUE);
case ACT_DISP_CURSE_XTRA:
{
-#ifdef JP
- msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
-#else
- msg_format("The %s exhibits the truth...", name);
-#endif
+ msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
if (remove_all_curse())
{
-#ifdef JP
- msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel as if someone is watching over you.");
-#endif
+ msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
}
(void)probing();
break;
case ACT_BRAND_FIRE_BOLTS:
{
-#ifdef JP
- msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
-#else
- msg_format("Your %s glows deep red...", name);
-#endif
+ msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
(void)brand_bolts();
break;
}
case ACT_RECHARGE_XTRA:
{
-#ifdef JP
- msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
-#else
- msg_format("The %s gleams with blinding light...", name);
-#endif
+ msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
if (!recharge(1000)) return FALSE;
break;
}
case ACT_LORE:
{
-#ifdef JP
- msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
-#else
- msg_print("The stone reveals hidden mysteries...");
-#endif
+ msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
if (!ident_spell(FALSE)) return FALSE;
if (mp_ptr->spell_book)
p_ptr->csp_frac = 0;
/* Message */
-#ifdef JP
- msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("You are too weak to control the stone!");
-#endif
+ msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
/* Hack -- Bypass free action */
(void)set_paralyzed(p_ptr->paralyzed +
randint1(5 * oops + 1));
/* Redraw mana */
p_ptr->redraw |= (PR_MANA);
}
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
-#endif
+ take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
/* Confusing. */
if (one_in_(5)) (void)set_confused(p_ptr->confused +
randint1(10));
/* Exercise a little care... */
if (one_in_(20))
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
-#endif
+ take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
break;
}
case ACT_SHIKOFUMI:
{
-#ifdef JP
- msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
-#else
- msg_print("You stamp. (as if you are in a ring.)");
-#endif
+ msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
(void)set_afraid(0);
(void)set_hero(randint1(20) + 20, FALSE);
dispel_evil(p_ptr->lev * 3);
case ACT_ULTIMATE_RESIST:
{
- int v = randint1(25)+25;
+ TIME_EFFECT v = randint1(25)+25;
(void)set_afraid(0);
(void)set_hero(v, FALSE);
(void)hp_player(10);
/* Unique activation */
case ACT_CAST_OFF:
{
- int inv, o_idx, t;
+ int inv, t;
+ OBJECT_IDX o_idx;
char o_name[MAX_NLEN];
object_type forge;
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_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
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);
+ msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
/* Get effects */
- msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
+ msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
t = 20 + randint1(20);
(void)set_blind(p_ptr->blind + t);
(void)set_afraid(0);
(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."));
+ P_PTR_KI = plev * 5 + 190;
+ msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
}
break;
}
+ case ACT_FALLING_STAR:
+ {
+ msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
+ msg_print(_("「狂ほしく 血のごとき 月はのぼれり 秘めおきし 魔剣 いずこぞや」", "'Behold the blade arts.'"));
+ massacre();
+ break;
+ }
+
+ case ACT_GRAND_CROSS:
+ {
+ msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
+ project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+ break;
+ }
+
+ case ACT_TELEPORT_LEVEL:
+ {
+ if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)"))) return FALSE;
+ teleport_level(0);
+ break;
+ }
+
+ case ACT_STRAIN_HASTE:
+ {
+ int t;
+ msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
+ take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
+ t = 25 + randint1(25);
+ (void)set_fast(p_ptr->fast + t, FALSE);
+ break;
+ }
+
case ACT_FISHING:
{
int x, y;
if (!get_rep_dir2(&dir)) return FALSE;
- y = py+ddy[dir];
- x = px+ddx[dir];
+ y = p_ptr->y+ddy[dir];
+ x = p_ptr->x+ddx[dir];
tsuri_dir = dir;
if (!cave_have_flag_bold(y, x, FF_WATER))
{
-#ifdef JP
- msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
-#else
- msg_print("There is no fishing place.");
-#endif
+ msg_print(_("そこは水辺ではない。", "There is no fishing place."));
return FALSE;
}
else if (cave[y][x].m_idx)
{
char m_name[80];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
-#ifdef JP
- msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
-#else
- msg_format("%^s is stand in your way.", m_name);
-#endif
- energy_use = 0;
+ msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
+ p_ptr->energy_use = 0;
return FALSE;
}
set_action(ACTION_FISH);
{
int count = 0, i;
monster_type *m_ptr;
-#ifndef JP
cptr kakusan = "";
-#endif
- if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
+
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
{
-#ifdef JP
- msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
-#else
- msg_print("Suke-san apperars.");
+ msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
kakusan = "Suke-san";
-#endif
count++;
}
- if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
{
-#ifdef JP
- msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
-#else
- msg_print("Kaku-san appears.");
+ msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
kakusan = "Kaku-san";
-#endif
count++;
}
if (!count)
m_ptr = &m_list[i];
if (!m_ptr->r_idx) continue;
if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
- if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
- if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
+ if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
+ if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
count++;
break;
}
if (count)
{
-#ifdef JP
- msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
-#else
- msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
-#endif
+ msg_format(_("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」",
+ "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
sukekaku = TRUE;
stun_monsters(120);
confuse_monsters(120);
}
else
{
-#ifdef JP
- msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("Nothing happen.");
-#endif
+ msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
}
break;
}
{
/* Only for Muramasa */
if (o_ptr->name1 != ART_MURAMASA) return FALSE;
-#ifdef JP
- if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Are you sure?!"))
-#endif
+ if (get_check(_("本当に使いますか?", "Are you sure?!")))
{
-#ifdef JP
- msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
-#else
- msg_print("The Muramasa pulsates...");
-#endif
+ msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
do_inc_stat(A_STR);
if (one_in_(2))
{
-#ifdef JP
- msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
-#else
- msg_print("The Muramasa is destroyed!");
-#endif
+ msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
curse_weapon_object(TRUE, o_ptr);
}
}
{
/* Only for Bloody Moon */
if (o_ptr->name1 != ART_BLOOD) return FALSE;
-#ifdef JP
- msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your scythe glows brightly!");
-#endif
+ msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
get_bloody_moon_flags(o_ptr);
if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
p_ptr->update |= (PU_BONUS | PU_HP);
{
int num = 1;
int i;
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
int tx, ty;
/* Only for Crimson */
if (o_ptr->name1 != ART_CRIMSON) return FALSE;
-#ifdef JP
- msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
-#else
- msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
-#endif
+ msg_print(_("せっかくだから『クリムゾン』をぶっぱなすぜ!", "I'll fire CRIMSON! SEKKAKUDAKARA!"));
if (!get_aim_dir(&dir)) return FALSE;
/* Use the given direction */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
+ tx = p_ptr->x + 99 * ddx[dir];
+ ty = p_ptr->y + 99 * ddy[dir];
/* Hack -- Use an actual "target" */
if ((dir == 5) && target_okay())
default:
{
-#ifdef JP
- msg_format("Unknown activation effect: %d.", act_ptr->index);
-#else
- msg_format("Unknown activation effect: %d.", act_ptr->index);
-#endif
+ msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
return FALSE;
}
}
/* Set activation timeout */
if (act_ptr->timeout.constant >= 0) {
- o_ptr->timeout = act_ptr->timeout.constant;
+ o_ptr->timeout = (s16b)act_ptr->timeout.constant;
if (act_ptr->timeout.dice > 0) {
o_ptr->timeout += randint1(act_ptr->timeout.dice);
}
return TRUE;
}
-
+/*!
+ * @brief 固定アーティファクト『ブラッディムーン』の特性を変更する。
+ * @details スレイ2d2種、及びone_resistance()による耐性1d2種、pval2種を得る。
+ * @param o_ptr 対象のオブジェクト構造体(ブラッディムーン)のポインタ
+ * @return なし
+ */
void get_bloody_moon_flags(object_type *o_ptr)
{
int dummy, i;
}
}
-
+/*!
+ * @brief 固定アーティファクト生成時の特別なハードコーディング処理を行う。.
+ * @details random_artifact_resistance()とあるが実際は固定アーティファクトである。
+ * 対象は恐怖の仮面、村正、ロビントンのハープ、龍争虎鬪、ブラッディムーン、羽衣、天女の羽衣、ミリム、
+ * その他追加耐性、特性追加処理。
+ * @attention プレイヤーの各種ステータスに依存した処理がある。
+ * @todo 折を見て関数名を変更すること。
+ * @param o_ptr 対象のオブジェクト構造体ポインタ
+ * @param a_ptr 生成する固定アーティファクト構造体ポインタ
+ * @return なし
+ */
void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
{
bool give_resistance = FALSE, give_power = FALSE;
}
}
+ if (o_ptr->name1 == ART_ROBINTON)
+ {
+ if (p_ptr->pclass == CLASS_BARD)
+ {
+ add_flag(o_ptr->art_flags, TR_DEC_MANA);
+ }
+ }
+
if (o_ptr->name1 == ART_XIAOLONG)
{
if (p_ptr->pclass == CLASS_MONK)
}
}
+ 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))
}
-/*
- * Create the artifact of the specified number
+/*!
+ * @brief フロアの指定された位置に固定アーティファクトを生成する。 / Create the artifact of the specified number
+ * @details 固定アーティファクト構造体から基本ステータスをコピーした後、所定の座標でdrop_item()で落とす。
+ * @param a_idx 生成する固定アーティファクト構造体のID
+ * @param y アイテムを落とす地点のy座標
+ * @param x アイテムを落とす地点のx座標
+ * @return 生成が成功したか否か、失敗はIDの不全、ベースアイテムの不全、drop_item()の失敗時に起こる。
+ * @attention この処理はdrop_near()内で普通の固定アーティファクトが重ならない性質に依存する.
+ * 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
+ * drop_near()関数の返り値は信用できなくなる.
*/
bool create_named_art(int a_idx, int y, int x)
{
object_type forge;
object_type *q_ptr;
- int i;
+ IDX i;
artifact_type *a_ptr = &a_info[a_idx];
object_prep(q_ptr, i);
/* Save the name */
- q_ptr->name1 = a_idx;
+ q_ptr->name1 = (byte_hack)a_idx;
/* Extract the fields */
q_ptr->pval = a_ptr->pval;
random_artifact_resistance(q_ptr, a_ptr);
- /*
- * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À¼Á¤Ë°Í¸¤¹¤ë.
- * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
- * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ¤Ê¤¯¤Ê¤ë.
- */
-
/* Drop the artifact from heaven */
return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
}
+/*対邪平均ダメージの計算処理*/
+int calc_arm_avgdamage(object_type *o_ptr)
+{
+ u32b flgs[TR_FLAG_SIZE];
+ object_flags(o_ptr, flgs);
+
+ HIT_POINT dam, base, s_evil, forced, vorpal;
+ dam = base = s_evil = forced = vorpal = 0;
+
+ dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
+
+ if(have_flag(flgs, TR_KILL_EVIL))
+ {
+ dam = s_evil = dam * 7 / 2;
+ }
+ else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
+ {
+ dam = s_evil = dam * 2;
+ }
+ else s_evil = dam;
+
+ if (have_flag(flgs, TR_FORCE_WEAPON))
+ {
+ dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
+ }
+ else forced = dam;
+
+ if(have_flag(flgs, TR_VORPAL))
+ {
+ dam = vorpal = dam * 11 / 9;
+ }
+ else vorpal = dam;
+
+ dam = dam + o_ptr->to_d;
+
+ msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
+ base, s_evil, forced, vorpal, dam);
+
+ return(dam);
+}
+
+static int suppression_evil_dam(object_type *o_ptr)
+{
+ int num = FALSE;
+ u32b flgs[TR_FLAG_SIZE];
+ object_flags(o_ptr, flgs);
+
+ if (have_flag(flgs, TR_VAMPIRIC))
+ {
+ if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
+ {
+ num = TRUE;
+ }
+ else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
+ {
+ num = TRUE;
+ }
+ else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
+ {
+ num = TRUE;
+ }
+ else if (calc_arm_avgdamage(o_ptr) > 63)
+ {
+ num = TRUE;
+ }
+ }
+ else
+ {
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
+ {
+ num = TRUE;
+ }
+ else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
+ {
+ num = TRUE;
+ }
+ else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
+ {
+ num = TRUE;
+ }
+ else if (calc_arm_avgdamage(o_ptr) > 75)
+ {
+ num = TRUE;
+ }
+ }
+ return(num);
+}
+
+static int weakening_artifact(object_type *o_ptr)
+{
+ KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
+ object_kind *k_ptr = &k_info[k_idx];
+
+ if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
+ {
+ int pre_dd = o_ptr->dd;
+ int pre_ds = o_ptr->ds;
+
+ if (o_ptr->dd > o_ptr->ds)
+ {
+ o_ptr->dd--;
+ }
+ else
+ {
+ o_ptr->ds--;
+ }
+
+ msg_format_wizard(CHEAT_OBJECT,
+ _("ダイスが抑制されました。%dd%d -> %dd%d", "Dice Supress %dd%d -> %dd%d"),
+ pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
+ return 1;
+ }
+
+ if (o_ptr->to_d > 10)
+ {
+ int pre_damage = o_ptr->to_d;
+
+ o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
+ if (o_ptr->to_d < 10)
+ {
+ o_ptr->to_d = 10;
+ }
+
+ msg_format_wizard(CHEAT_OBJECT,
+ _("ダメージ修正が抑制されました。 %d -> %d", "Plus-Damage Supress %d -> %d"),
+ pre_damage, o_ptr->to_d);
+
+ return 1;
+ }
+ return 0;
+}
\ No newline at end of file