-/* File: cmd1.c */
-
-/*
+/*!
+ * @file cmd1.c
+ * @brief プレイヤーのコマンド処理1 / Movement commands (part 1)
+ * @date 2014/01/02
+ * @author
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
*
* This software may be copied and distributed for educational, research,
* and not for profit purposes provided that this copyright and statement
* are included in all such copies. Other copyrights may also apply.
+ * @note
+ * <pre>
+ * The running algorithm: -CJS-
+ *
+ * In the diagrams below, the player has just arrived in the
+ * grid marked as '@', and he has just come from a grid marked
+ * as 'o', and he is about to enter the grid marked as 'x'.
+ *
+ * Of course, if the "requested" move was impossible, then you
+ * will of course be blocked, and will stop.
+ *
+ * Overview: You keep moving until something interesting happens.
+ * If you are in an enclosed space, you follow corners. This is
+ * the usual corridor scheme. If you are in an open space, you go
+ * straight, but stop before entering enclosed space. This is
+ * analogous to reaching doorways. If you have enclosed space on
+ * one side only (that is, running along side a wall) stop if
+ * your wall opens out, or your open space closes in. Either case
+ * corresponds to a doorway.
+ *
+ * What happens depends on what you can really SEE. (i.e. if you
+ * have no light, then running along a dark corridor is JUST like
+ * running in a dark room.) The algorithm works equally well in
+ * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
+ *
+ * These conditions are kept in static memory:
+ * find_openarea You are in the open on at least one
+ * side.
+ * find_breakleft You have a wall on the left, and will
+ * stop if it opens
+ * find_breakright You have a wall on the right, and will
+ * stop if it opens
+ *
+ * To initialize these conditions, we examine the grids adjacent
+ * to the grid marked 'x', two on each side (marked 'L' and 'R').
+ * If either one of the two grids on a given side is seen to be
+ * closed, then that side is considered to be closed. If both
+ * sides are closed, then it is an enclosed (corridor) run.
+ *
+ * LL L
+ * @@x LxR
+ * RR @@R
+ *
+ * Looking at more than just the immediate squares is
+ * significant. Consider the following case. A run along the
+ * corridor will stop just before entering the center point,
+ * because a choice is clearly established. Running in any of
+ * three available directions will be defined as a corridor run.
+ * Note that a minor hack is inserted to make the angled corridor
+ * entry (with one side blocked near and the other side blocked
+ * further away from the runner) work correctly. The runner moves
+ * diagonally, but then saves the previous direction as being
+ * straight into the gap. Otherwise, the tail end of the other
+ * entry would be perceived as an alternative on the next move.
+ *
+ * \#.\#
+ * \#\#.\#\#
+ * \.\@x..
+ * \#\#.\#\#
+ * \#.\#
+ *
+ * Likewise, a run along a wall, and then into a doorway (two
+ * runs) will work correctly. A single run rightwards from \@ will
+ * stop at 1. Another run right and down will enter the corridor
+ * and make the corner, stopping at the 2.
+ *
+ * \#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#\#
+ * o@@x 1
+ * \#\#\#\#\#\#\#\#\#\#\# \#\#\#\#\#\#
+ * \#2 \#
+ * \#\#\#\#\#\#\#\#\#\#\#\#\#
+ *
+ * After any move, the function area_affect is called to
+ * determine the new surroundings, and the direction of
+ * subsequent moves. It examines the current player location
+ * (at which the runner has just arrived) and the previous
+ * direction (from which the runner is considered to have come).
+ *
+ * Moving one square in some direction places you adjacent to
+ * three or five new squares (for straight and diagonal moves
+ * respectively) to which you were not previously adjacent,
+ * marked as '!' in the diagrams below.
+ *
+ * ...! ...
+ * .o@@! (normal) .o.! (diagonal)
+ * ...! (east) ..@@! (south east)
+ * !!!
+ *
+ * You STOP if any of the new squares are interesting in any way:
+ * for example, if they contain visible monsters or treasure.
+ *
+ * You STOP if any of the newly adjacent squares seem to be open,
+ * and you are also looking for a break on that side. (that is,
+ * find_openarea AND find_break).
+ *
+ * You STOP if any of the newly adjacent squares do NOT seem to be
+ * open and you are in an open area, and that side was previously
+ * entirely open.
+ *
+ * Corners: If you are not in the open (i.e. you are in a corridor)
+ * and there is only one way to go in the new squares, then turn in
+ * that direction. If there are more than two new ways to go, STOP.
+ * If there are two ways to go, and those ways are separated by a
+ * square which does not seem to be open, then STOP.
+ *
+ * Otherwise, we have a potential corner. There are two new open
+ * squares, which are also adjacent. One of the new squares is
+ * diagonally located, the other is straight on (as in the diagram).
+ * We consider two more squares further out (marked below as ?).
+ *
+ * We assign "option" to the straight-on grid, and "option2" to the
+ * diagonal grid, and "check_dir" to the grid marked 's'.
+ *
+ * \#\#s
+ * @@x?
+ * \#.?
+ *
+ * If they are both seen to be closed, then it is seen that no benefit
+ * is gained from moving straight. It is a known corner. To cut the
+ * corner, go diagonally, otherwise go straight, but pretend you
+ * stepped diagonally into that next location for a full view next
+ * time. Conversely, if one of the ? squares is not seen to be closed,
+ * then there is a potential choice. We check to see whether it is a
+ * potential corner or an intersection/room entrance. If the square
+ * two spaces straight ahead, and the space marked with 's' are both
+ * unknown space, then it is a potential corner and enter if
+ * find_examine is set, otherwise must stop because it is not a
+ * corner. (find_examine option is removed and always is TRUE.)
+ * </pre>
*/
-/* Purpose: Movement commands (part 1) */
#include "angband.h"
-#define MAX_VAMPIRIC_DRAIN 50
+#define MAX_VAMPIRIC_DRAIN 50 /*!< 吸血処理の最大回復HP */
-/*
+/*!
+ * @brief プレイヤーからモンスターへの射撃命中判定 /
* Determine if the player "hits" a monster (normal combat).
- * Note -- Always miss 5%, always hit 5%, otherwise random.
+ * @param chance 基本命中値
+ * @param m_ptr モンスターの構造体参照ポインタ
+ * @param vis 目標を視界に捕らえているならばTRUEを指定
+ * @param o_name メッセージ表示時のモンスター名
+ * @return 命中と判定された場合TRUEを返す
+ * @note Always miss 5%, always hit 5%, otherwise random.
*/
-bool test_hit_fire(int chance, int ac, int vis)
+bool test_hit_fire(int chance, monster_type *m_ptr, int vis, char* o_name)
{
- int k;
+ int k, ac;
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Percentile dice */
- k = randint0(100);
-
+ k = randint1(100);
+
+ /* Snipers with high-concentration reduce instant miss percentage.*/
+ k += p_ptr->concent;
+
/* Hack -- Instant miss or hit */
- if (k < 10) return (k < 5);
+ if (k <= 5) return (FALSE);
+ if (k > 95) return (TRUE);
if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
if (one_in_(20)) return (FALSE);
/* Never hit */
if (chance <= 0) return (FALSE);
+ ac = r_ptr->ac;
+ if (p_ptr->concent)
+ {
+ ac *= (8 - p_ptr->concent);
+ ac /= 8;
+ }
+
+ if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr)) ac *= 3;
+
/* Invisible monsters are harder to hit */
if (!vis) chance = (chance + 1) / 2;
/* Power competes against armor */
- if (randint0(chance) < (ac * 3 / 4)) return (FALSE);
+ if (randint0(chance) < (ac * 3 / 4))
+ {
+ if(m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
+ {
+ char m_name[80];
+
+ /* Extract monster name */
+ monster_desc(m_name, m_ptr, 0);
+ msg_format(_("%sは%sを斬り捨てた!", "%s cuts down %s!"), m_name, o_name);
+ }
+ return (FALSE);
+ }
/* Assume hit */
return (TRUE);
-/*
+/*!
+ * @brief プレイヤーからモンスターへの打撃命中判定 /
* Determine if the player "hits" a monster (normal combat).
- *
- * Note -- Always miss 5%, always hit 5%, otherwise random.
+ * @param chance 基本命中値
+ * @param ac モンスターのAC
+ * @param vis 目標を視界に捕らえているならばTRUEを指定
+ * @return 命中と判定された場合TRUEを返す
+ * @note Always miss 5%, always hit 5%, otherwise random.
*/
bool test_hit_norm(int chance, int ac, int vis)
{
-/*
- * Critical hits (from objects thrown by player)
- * Factor in item weight, total plusses, and player level.
+/*!
+ * @brief プレイヤーからモンスターへの射撃クリティカル判定 /
+ * Critical hits (from objects thrown by player) Factor in item weight, total plusses, and player level.
+ * @param weight 矢弾の重量
+ * @param plus_ammo 矢弾の命中修正
+ * @param plus_bow 弓の命中修正
+ * @param dam 現在算出中のダメージ値
+ * @return クリティカル修正が入ったダメージ値
*/
-s16b critical_shot(int weight, int plus, int dam)
+HIT_POINT critical_shot(int weight, int plus_ammo, int plus_bow, HIT_POINT dam)
{
int i, k;
-
+ object_type *j_ptr = &inventory[INVEN_BOW];
+
/* Extract "shot" power */
- i = (weight + ((p_ptr->to_h_b + plus) * 4) + (p_ptr->lev * 2));
-
+ i = p_ptr->to_h_b + plus_ammo;
+
+ if (p_ptr->tval_ammo == TV_BOLT)
+ i = (p_ptr->skill_thb + (p_ptr->weapon_exp[0][j_ptr->sval] / 400 + i) * BTH_PLUS_ADJ);
+ else
+ i = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + i) * BTH_PLUS_ADJ);
+
+
+ /* Snipers can shot more critically with crossbows */
+ if (p_ptr->concent) i += ((i * p_ptr->concent) / 5);
+ if ((p_ptr->pclass == CLASS_SNIPER) && (p_ptr->tval_ammo == TV_BOLT)) i *= 2;
+
+ /* Good bow makes more critical */
+ i += plus_bow * 8 * (p_ptr->concent ? p_ptr->concent + 5 : 5);
+
/* Critical hit */
- if (randint1(5000) <= i)
+ if (randint1(10000) <= i)
{
- k = weight + randint1(500);
+ k = weight * randint1(500);
- if (k < 500)
+ if (k < 900)
{
-#ifdef JP
- msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
-#else
- msg_print("It was a good hit!");
-#endif
-
- dam = 2 * dam + 5;
+ msg_print(_("手ごたえがあった!", "It was a good hit!"));
+ dam += (dam / 2);
}
- else if (k < 1000)
+ else if (k < 1350)
{
-#ifdef JP
- msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
-#else
- msg_print("It was a great hit!");
-#endif
-
- dam = 2 * dam + 10;
+ msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
+ dam *= 2;
}
else
{
-#ifdef JP
- msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
-#else
- msg_print("It was a superb hit!");
-#endif
-
- dam = 3 * dam + 15;
+ msg_print(_("会心の一撃だ!", "It was a superb hit!"));
+ dam *= 3;
}
}
-/*
- * Critical hits (by player)
- *
- * Factor in weapon weight, total plusses, player level.
+/*!
+ * @brief プレイヤーからモンスターへの打撃クリティカル判定 /
+ * Critical hits (by player) Factor in weapon weight, total plusses, player melee bonus
+ * @param weight 矢弾の重量
+ * @param plus 武器の命中修正
+ * @param dam 現在算出中のダメージ値
+ * @param meichuu 打撃の基本命中力
+ * @param mode オプションフラグ
+ * @return クリティカル修正が入ったダメージ値
*/
-s16b critical_norm(int weight, int plus, int dam, s16b meichuu, int mode)
+HIT_POINT critical_norm(int weight, int plus, HIT_POINT dam, s16b meichuu, BIT_FLAGS mode)
{
int i, k;
-
+
/* Extract "blow" power */
- i = (weight + (meichuu * 3 + plus * 5) + (p_ptr->lev * 3));
+ i = (weight + (meichuu * 3 + plus * 5) + p_ptr->skill_thn);
/* Chance */
if ((randint1((p_ptr->pclass == CLASS_NINJA) ? 4444 : 5000) <= i) || (mode == HISSATSU_MAJIN) || (mode == HISSATSU_3DAN))
if (k < 400)
{
-#ifdef JP
- msg_print("¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
-#else
- msg_print("It was a good hit!");
-#endif
+ msg_print(_("手ごたえがあった!", "It was a good hit!"));
dam = 2 * dam + 5;
}
else if (k < 700)
{
-#ifdef JP
- msg_print("¤«¤Ê¤ê¤Î¼ê¤´¤¿¤¨¤¬¤¢¤Ã¤¿¡ª");
-#else
- msg_print("It was a great hit!");
-#endif
-
+ msg_print(_("かなりの手ごたえがあった!", "It was a great hit!"));
dam = 2 * dam + 10;
}
else if (k < 900)
{
-#ifdef JP
- msg_print("²ñ¿´¤Î°ì·â¤À¡ª");
-#else
- msg_print("It was a superb hit!");
-#endif
-
+ msg_print(_("会心の一撃だ!", "It was a superb hit!"));
dam = 3 * dam + 15;
}
else if (k < 1300)
{
-#ifdef JP
- msg_print("ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
-#else
- msg_print("It was a *GREAT* hit!");
-#endif
-
+ msg_print(_("最高の会心の一撃だ!", "It was a *GREAT* hit!"));
dam = 3 * dam + 20;
}
else
{
-#ifdef JP
- msg_print("ÈæÎà¤Ê¤ºÇ¹â¤Î²ñ¿´¤Î°ì·â¤À¡ª");
-#else
- msg_print("It was a *SUPERB* hit!");
-#endif
-
+ msg_print(_("比類なき最高の会心の一撃だ!", "It was a *SUPERB* hit!"));
dam = ((7 * dam) / 2) + 25;
}
}
-/*
- * Extract the "total damage" from a given object hitting a given monster.
- *
- * Note that "flasks of oil" do NOT do fire damage, although they
- * certainly could be made to do so. XXX XXX
- *
- * Note that most brands and slays are x3, except Slay Animal (x2),
- * Slay Evil (x2), and Kill dragon (x5).
+/*!
+ * @brief プレイヤー攻撃の種族スレイング倍率計算
+ * @param mult 算出前の基本倍率(/10倍)
+ * @param flgs スレイフラグ配列
+ * @param m_ptr 目標モンスターの構造体参照ポインタ
+ * @return スレイング加味後の倍率(/10倍)
*/
-s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, int mode, bool thrown)
+static MULTIPLY mult_slaying(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
{
- int mult = 10;
-
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
-
- u32b flgs[TR_FLAG_SIZE];
-
- /* Extract the flags */
- object_flags(o_ptr, flgs);
-
- /* Some "weapons" and "ammo" do extra damage */
- switch (o_ptr->tval)
+ static const struct slay_table_t {
+ int slay_flag;
+ BIT_FLAGS affect_race_flag;
+ MULTIPLY slay_mult;
+ size_t flag_offset;
+ size_t r_flag_offset;
+ } slay_table[] = {
+#define OFFSET(X) offsetof(monster_race, X)
+ {TR_SLAY_ANIMAL, RF3_ANIMAL, 25, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_ANIMAL, RF3_ANIMAL, 40, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_EVIL, RF3_EVIL, 20, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_EVIL, RF3_EVIL, 35, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_GOOD, RF3_GOOD, 20, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_GOOD, RF3_GOOD, 35, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_HUMAN, RF2_HUMAN, 25, OFFSET(flags2), OFFSET(r_flags2)},
+ {TR_KILL_HUMAN, RF2_HUMAN, 40, OFFSET(flags2), OFFSET(r_flags2)},
+ {TR_SLAY_UNDEAD, RF3_UNDEAD, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_UNDEAD, RF3_UNDEAD, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_DEMON, RF3_DEMON, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_DEMON, RF3_DEMON, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_ORC, RF3_ORC, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_ORC, RF3_ORC, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_TROLL, RF3_TROLL, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_TROLL, RF3_TROLL, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_GIANT, RF3_GIANT, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_GIANT, RF3_GIANT, 50, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_SLAY_DRAGON, RF3_DRAGON, 30, OFFSET(flags3), OFFSET(r_flags3)},
+ {TR_KILL_DRAGON, RF3_DRAGON, 50, OFFSET(flags3), OFFSET(r_flags3)},
+#undef OFFSET
+ };
+ int i;
+ monster_race* r_ptr = &r_info[m_ptr->r_idx];
+
+ for (i = 0; i < sizeof(slay_table) / sizeof(slay_table[0]); ++ i)
{
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_SWORD:
- case TV_DIGGING:
- {
- /* Slay Animal */
- if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
- (r_ptr->flags3 & RF3_ANIMAL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ANIMAL;
- }
+ const struct slay_table_t* p = &slay_table[i];
- if (mult < 25) mult = 25;
- }
-
- /* Execute Animal */
- if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
- (r_ptr->flags3 & RF3_ANIMAL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ANIMAL;
- }
-
- if (mult < 40) mult = 40;
- }
-
- /* Slay Evil */
- if ((have_flag(flgs, TR_SLAY_EVIL)) &&
- (r_ptr->flags3 & RF3_EVIL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_EVIL;
- }
-
- if (mult < 20) mult = 20;
- }
-
- /* Execute Evil */
- if ((have_flag(flgs, TR_KILL_EVIL)) &&
- (r_ptr->flags3 & RF3_EVIL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_EVIL;
- }
-
- if (mult < 35) mult = 35;
- }
-
- /* Slay Human */
- if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
- (r_ptr->flags2 & RF2_HUMAN))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags2 |= RF2_HUMAN;
- }
-
- if (mult < 25) mult = 25;
- }
-
- /* Execute Human */
- if ((have_flag(flgs, TR_KILL_HUMAN)) &&
- (r_ptr->flags2 & RF2_HUMAN))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags2 |= RF2_HUMAN;
- }
-
- if (mult < 40) mult = 40;
- }
-
- /* Slay Undead */
- if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
- (r_ptr->flags3 & RF3_UNDEAD))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_UNDEAD;
- }
-
- if (mult < 30) mult = 30;
- }
-
- /* Execute Undead */
- if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
- (r_ptr->flags3 & RF3_UNDEAD))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_UNDEAD;
- }
-
- if (mult < 50) mult = 50;
- }
-
- /* Slay Demon */
- if ((have_flag(flgs, TR_SLAY_DEMON)) &&
- (r_ptr->flags3 & RF3_DEMON))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DEMON;
- }
-
- if (mult < 30) mult = 30;
- }
-
- /* Execute Demon */
- if ((have_flag(flgs, TR_KILL_DEMON)) &&
- (r_ptr->flags3 & RF3_DEMON))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_DEMON;
- }
-
- if (mult < 50) mult = 50;
- }
-
- /* Slay Orc */
- if ((have_flag(flgs, TR_SLAY_ORC)) &&
- (r_ptr->flags3 & RF3_ORC))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ORC;
- }
-
- if (mult < 30) mult = 30;
- }
-
- /* Execute Orc */
- if ((have_flag(flgs, TR_KILL_ORC)) &&
- (r_ptr->flags3 & RF3_ORC))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_ORC;
- }
-
- if (mult < 50) mult = 50;
- }
-
- /* Slay Troll */
- if ((have_flag(flgs, TR_SLAY_TROLL)) &&
- (r_ptr->flags3 & RF3_TROLL))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_TROLL;
- }
-
- if (mult < 30) mult = 30;
- }
-
- /* Execute Troll */
- if ((have_flag(flgs, TR_KILL_TROLL)) &&
- (r_ptr->flags3 & RF3_TROLL))
+ if ((have_flag(flgs, p->slay_flag)) &&
+ (atoffset(u32b, r_ptr, p->flag_offset) & p->affect_race_flag))
+ {
+ if (is_original_ap_and_seen(m_ptr))
{
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_TROLL;
- }
-
- if (mult < 50) mult = 50;
+ atoffset(u32b, r_ptr, p->r_flag_offset) |= p->affect_race_flag;
}
- /* Slay Giant */
- if ((have_flag(flgs, TR_SLAY_GIANT)) &&
- (r_ptr->flags3 & RF3_GIANT))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_GIANT;
- }
-
- if (mult < 30) mult = 30;
- }
+ mult = MAX(mult, p->slay_mult);
+ }
+ }
- /* Execute Giant */
- if ((have_flag(flgs, TR_KILL_GIANT)) &&
- (r_ptr->flags3 & RF3_GIANT))
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_GIANT;
- }
+ return mult;
+}
- if (mult < 50) mult = 50;
- }
+/*!
+ * @brief プレイヤー攻撃の属性スレイング倍率計算
+ * @param mult 算出前の基本倍率(/10倍)
+ * @param flgs スレイフラグ配列
+ * @param m_ptr 目標モンスターの構造体参照ポインタ
+ * @return スレイング加味後の倍率(/10倍)
+ */
+static MULTIPLY mult_brand(MULTIPLY mult, const BIT_FLAGS* flgs, const monster_type* m_ptr)
+{
+ static const struct brand_table_t {
+ int brand_flag;
+ BIT_FLAGS resist_mask;
+ BIT_FLAGS hurt_flag;
+ } brand_table[] = {
+ {TR_BRAND_ACID, RFR_EFF_IM_ACID_MASK, 0U },
+ {TR_BRAND_ELEC, RFR_EFF_IM_ELEC_MASK, 0U },
+ {TR_BRAND_FIRE, RFR_EFF_IM_FIRE_MASK, RF3_HURT_FIRE},
+ {TR_BRAND_COLD, RFR_EFF_IM_COLD_MASK, RF3_HURT_COLD},
+ {TR_BRAND_POIS, RFR_EFF_IM_POIS_MASK, 0U },
+ };
+ int i;
+ monster_race* r_ptr = &r_info[m_ptr->r_idx];
+
+ for (i = 0; i < sizeof(brand_table) / sizeof(brand_table[0]); ++ i)
+ {
+ const struct brand_table_t* p = &brand_table[i];
- /* Slay Dragon */
- if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
- (r_ptr->flags3 & RF3_DRAGON))
+ if (have_flag(flgs, p->brand_flag))
+ {
+ /* Notice immunity */
+ if (r_ptr->flagsr & p->resist_mask)
{
if (is_original_ap_and_seen(m_ptr))
{
- r_ptr->r_flags3 |= RF3_DRAGON;
+ r_ptr->r_flagsr |= (r_ptr->flagsr & p->resist_mask);
}
-
- if (mult < 30) mult = 30;
}
- /* Execute Dragon */
- if ((have_flag(flgs, TR_KILL_DRAGON)) &&
- (r_ptr->flags3 & RF3_DRAGON))
+ /* Otherwise, take the damage */
+ else if (r_ptr->flags3 & p->hurt_flag)
{
if (is_original_ap_and_seen(m_ptr))
{
- r_ptr->r_flags3 |= RF3_DRAGON;
+ r_ptr->r_flags3 |= p->hurt_flag;
}
- if (mult < 50) mult = 50;
-
- if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
- mult *= 3;
+ mult = MAX(mult, 50);
}
-
- /* Brand (Acid) */
- if (have_flag(flgs, TR_BRAND_ACID) || ((p_ptr->special_attack & (ATTACK_ACID)) && !thrown))
+ else
{
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
- }
- }
-
- /* Otherwise, take the damage */
- else
- {
- if (mult < 25) mult = 25;
- }
+ mult = MAX(mult, 25);
}
+ }
+ }
- /* Brand (Elec) */
- if (have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown) || (mode == HISSATSU_ELEC))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
- }
- }
-
- /* Otherwise, take the damage */
- else if ((have_flag(flgs, TR_BRAND_ELEC) || ((p_ptr->special_attack & (ATTACK_ELEC)) && !thrown)) && (mode == HISSATSU_ELEC))
- {
- if (mult < 70) mult = 70;
- }
- else if (mode == HISSATSU_ELEC)
- {
- if (mult < 50) mult = 50;
- }
+ return mult;
+}
- else
- {
- if (mult < 25) mult = 25;
- }
- }
+/*!
+ * @brief ダメージにスレイ要素を加える総合処理ルーチン /
+ * Extract the "total damage" from a given object hitting a given monster.
+ * @param o_ptr 使用武器オブジェクトの構造体参照ポインタ
+ * @param tdam 現在算出途中のダメージ値
+ * @param m_ptr 目標モンスターの構造体参照ポインタ
+ * @param mode 剣術のID
+ * @param thrown 射撃処理ならばTRUEを指定する
+ * @return 総合的なスレイを加味したダメージ値
+ * @note
+ * Note that "flasks of oil" do NOT do fire damage, although they\n
+ * certainly could be made to do so. XXX XXX\n
+ *\n
+ * Note that most brands and slays are x3, except Slay Animal (x2),\n
+ * Slay Evil (x2), and Kill dragon (x5).\n
+ */
+s16b tot_dam_aux(object_type *o_ptr, int tdam, monster_type *m_ptr, BIT_FLAGS mode, bool thrown)
+{
+ MULTIPLY mult = 10;
- /* Brand (Fire) */
- if (have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown) || (mode == HISSATSU_FIRE))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
- }
- }
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
- /* Otherwise, take the damage */
- else if ((have_flag(flgs, TR_BRAND_FIRE) || ((p_ptr->special_attack & (ATTACK_FIRE)) && !thrown)) && (mode == HISSATSU_FIRE))
- {
- if (r_ptr->flags3 & RF3_HURT_FIRE)
- {
- if (mult < 70) mult = 70;
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_HURT_FIRE;
- }
- }
- else if (mult < 35) mult = 35;
- }
- else
- {
- if (r_ptr->flags3 & RF3_HURT_FIRE)
- {
- if (mult < 50) mult = 50;
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_HURT_FIRE;
- }
- }
- else if (mult < 25) mult = 25;
- }
- }
+ /* Extract the flags */
+ object_flags(o_ptr, flgs);
+ torch_flags(o_ptr, flgs); /* torches has secret flags */
- /* Brand (Cold) */
- if (have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown) || (mode == HISSATSU_COLD))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
- }
- }
- /* Otherwise, take the damage */
- else if ((have_flag(flgs, TR_BRAND_COLD) || ((p_ptr->special_attack & (ATTACK_COLD)) && !thrown)) && (mode == HISSATSU_COLD))
- {
- if (r_ptr->flags3 & RF3_HURT_COLD)
- {
- if (mult < 70) mult = 70;
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_HURT_COLD;
- }
- }
- else if (mult < 35) mult = 35;
- }
- else
- {
- if (r_ptr->flags3 & RF3_HURT_COLD)
- {
- if (mult < 50) mult = 50;
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_HURT_COLD;
- }
- }
- else if (mult < 25) mult = 25;
- }
- }
+ if (!thrown)
+ {
+ /* Magical Swords */
+ if (p_ptr->special_attack & (ATTACK_ACID)) add_flag(flgs, TR_BRAND_ACID);
+ if (p_ptr->special_attack & (ATTACK_COLD)) add_flag(flgs, TR_BRAND_COLD);
+ if (p_ptr->special_attack & (ATTACK_ELEC)) add_flag(flgs, TR_BRAND_ELEC);
+ if (p_ptr->special_attack & (ATTACK_FIRE)) add_flag(flgs, TR_BRAND_FIRE);
+ if (p_ptr->special_attack & (ATTACK_POIS)) add_flag(flgs, TR_BRAND_POIS);
+ }
- /* Brand (Poison) */
- if (have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown) || (mode == HISSATSU_POISON))
- {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
- }
- }
+ /* Hex - Slay Good (Runesword) */
+ if (hex_spelling(HEX_RUNESWORD)) add_flag(flgs, TR_SLAY_GOOD);
- /* Otherwise, take the damage */
- else if ((have_flag(flgs, TR_BRAND_POIS) || ((p_ptr->special_attack & (ATTACK_POIS)) && !thrown)) && (mode == HISSATSU_POISON))
- {
- if (mult < 35) mult = 35;
- }
- else
- {
- if (mult < 25) mult = 25;
- }
- }
- if ((mode == HISSATSU_ZANMA) && !monster_living(r_ptr) && (r_ptr->flags3 & RF3_EVIL))
- {
- if (mult < 15) mult = 25;
- else if (mult < 50) mult = MIN(50, mult+20);
- }
- if (mode == HISSATSU_UNDEAD)
- {
- if (r_ptr->flags3 & RF3_UNDEAD)
- {
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_UNDEAD;
- }
- if (mult == 10) mult = 70;
- else if (mult < 140) mult = MIN(140, mult+60);
- }
- if (mult == 10) mult = 40;
- else if (mult < 60) mult = MIN(60, mult+30);
- }
- if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
- {
- int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
- if (mult < tmp) mult = tmp;
- }
- if ((mode == HISSATSU_HAGAN) && (r_ptr->flags3 & RF3_HURT_ROCK))
+ /* Some "weapons" and "ammo" do extra damage */
+ switch (o_ptr->tval)
+ {
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ case TV_HAFTED:
+ case TV_POLEARM:
+ case TV_SWORD:
+ case TV_DIGGING:
+ case TV_LITE:
+ {
+ /* Slaying */
+ mult = mult_slaying(mult, flgs, m_ptr);
+
+ /* Elemental Brand */
+ mult = mult_brand(mult, flgs, m_ptr);
+
+ /* Hissatsu */
+ if (p_ptr->pclass == CLASS_SAMURAI)
{
- if (is_original_ap_and_seen(m_ptr))
- {
- r_ptr->r_flags3 |= RF3_HURT_ROCK;
- }
- if (mult == 10) mult = 40;
- else if (mult < 60) mult = 60;
+ mult = mult_hissatsu(mult, flgs, m_ptr, mode);
}
+
+ /* Force Weapon */
if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
{
p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
p_ptr->redraw |= (PR_MANA);
mult = mult * 3 / 2 + 20;
}
+
+ /* Hack -- The Nothung cause special damage to Fafner */
+ if ((o_ptr->name1 == ART_NOTHUNG) && (m_ptr->r_idx == MON_FAFNER))
+ mult = 150;
break;
}
}
}
-/*
+/*!
+ * @brief 地形やその上のアイテムの隠された要素を明かす /
* Search for hidden things
+ * @param y 対象となるマスのY座標
+ * @param x 対象となるマスのX座標
+ * @return なし
*/
-void search(void)
+static void discover_hidden_things(POSITION y, POSITION x)
{
- int y, x, chance;
-
- s16b this_o_idx, next_o_idx = 0;
-
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
cave_type *c_ptr;
+ /* Access the grid */
+ c_ptr = &cave[y][x];
- /* Start with base search ability */
- chance = p_ptr->skill_srh;
+ /* Invisible trap */
+ if (c_ptr->mimic && is_trap(c_ptr->feat))
+ {
+ /* Pick a trap */
+ disclose_grid(y, x);
- /* Penalize various conditions */
- if (p_ptr->blind || no_lite()) chance = chance / 10;
- if (p_ptr->confused || p_ptr->image) chance = chance / 10;
+ /* Message */
+ msg_print(_("トラップを発見した。", "You have found a trap."));
- /* Search the nearby grids, which are always in bounds */
- for (y = (py - 1); y <= (py + 1); y++)
+ /* Disturb */
+ disturb(0, 1);
+ }
+
+ /* Secret door */
+ if (is_hidden_door(c_ptr))
{
- for (x = (px - 1); x <= (px + 1); x++)
- {
- /* Sometimes, notice things */
- if (randint0(100) < chance)
- {
- /* Access the grid */
- c_ptr = &cave[y][x];
+ /* Message */
+ msg_print(_("隠しドアを発見した。", "You have found a secret door."));
- /* Invisible trap */
- if (c_ptr->mimic && is_trap(c_ptr->feat))
- {
- /* Pick a trap */
- disclose_grid(y, x);
+ /* Disclose */
+ disclose_grid(y, x);
- /* Message */
-#ifdef JP
- msg_print("¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡£");
-#else
- msg_print("You have found a trap.");
-#endif
+ /* Disturb */
+ disturb(0, 0);
+ }
- /* Disturb */
- disturb(0, 0);
- }
+ /* Scan all objects in the grid */
+ for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
+ {
+ object_type *o_ptr;
- /* Secret door */
- if (is_hidden_door(c_ptr))
- {
- /* Message */
-#ifdef JP
- msg_print("±£¤·¥É¥¢¤òȯ¸«¤·¤¿¡£");
-#else
- msg_print("You have found a secret door.");
-#endif
+ /* Acquire object */
+ o_ptr = &o_list[this_o_idx];
- /* Disclose */
- disclose_grid(y, x);
+ /* Acquire next object */
+ next_o_idx = o_ptr->next_o_idx;
- /* Disturb */
- disturb(0, 0);
- }
+ /* Skip non-chests */
+ if (o_ptr->tval != TV_CHEST) continue;
- /* Scan all objects in the grid */
- for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
+ /* Skip non-trapped chests */
+ if (!chest_traps[o_ptr->pval]) continue;
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
+ /* Identify once */
+ if (!object_is_known(o_ptr))
+ {
+ /* Message */
+ msg_print(_("箱に仕掛けられたトラップを発見した!", "You have discovered a trap on the chest!"));
- /* Acquire next object */
- next_o_idx = o_ptr->next_o_idx;
+ /* Know the trap */
+ object_known(o_ptr);
- /* Skip non-chests */
- if (o_ptr->tval != TV_CHEST) continue;
+ /* Notice it */
+ disturb(0, 0);
+ }
+ }
+}
- /* Skip non-trapped chests */
- if (!chest_traps[o_ptr->pval]) continue;
+/*!
+ * @brief プレイヤーの探索処理判定
+ * @return なし
+ */
+void search(void)
+{
+ DIRECTION i;
+ PERCENTAGE chance;
- /* Identify once */
- if (!object_is_known(o_ptr))
- {
- /* Message */
-#ifdef JP
- msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤¿¥È¥é¥Ã¥×¤òȯ¸«¤·¤¿¡ª");
-#else
- msg_print("You have discovered a trap on the chest!");
-#endif
+ /* Start with base search ability */
+ chance = p_ptr->skill_srh;
- /* Know the trap */
- object_known(o_ptr);
+ /* Penalize various conditions */
+ if (p_ptr->blind || no_lite()) chance = chance / 10;
+ if (p_ptr->confused || p_ptr->image) chance = chance / 10;
- /* Notice it */
- disturb(0, 0);
- }
- }
- }
+ /* Search the nearby grids, which are always in bounds */
+ for (i = 0; i < 9; ++ i)
+ {
+ /* Sometimes, notice things */
+ if (randint0(100) < chance)
+ {
+ discover_hidden_things(p_ptr->y + ddy_ddd[i], p_ptr->x + ddx_ddd[i]);
}
}
}
-/*
+/*!
+ * @brief プレイヤーがオブジェクトを拾った際のメッセージ表示処理 /
* Helper routine for py_pickup() and py_pickup_floor().
- *
- * Add the given dungeon object to the character's inventory.
- *
- * Delete the object afterwards.
+ * @param o_idx 取得したオブジェクトの参照ID
+ * @return なし
+ * @details
+ * アイテムを拾った際に「2つのケーキを持っている」\n
+ * "You have two cakes." とアイテムを拾った後の合計のみの表示がオリジナル\n
+ * だが、違和感が\n
+ * あるという指摘をうけたので、「~を拾った、~を持っている」という表示\n
+ * にかえてある。そのための配列。\n
+ * Add the given dungeon object to the character's inventory.\n
+ * Delete the object afterwards.\n
*/
void py_pickup_aux(int o_idx)
{
- int slot, i;
+ int slot;
#ifdef JP
-/*
- * ¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿ºÝ¤Ë¡Ö£²¤Ä¤Î¥±¡¼¥¤ò»ý¤Ã¤Æ¤¤¤ë¡×
- * "You have two cakes." ¤È¥¢¥¤¥Æ¥à¤ò½¦¤Ã¤¿¸å¤Î¹ç·×¤Î¤ß¤Îɽ¼¨¤¬¥ª¥ê¥¸¥Ê¥ë
- * ¤À¤¬¡¢°ãÏ´¶¤¬
- * ¤¢¤ë¤È¤¤¤¦»ØŦ¤ò¤¦¤±¤¿¤Î¤Ç¡¢¡Ö¡Á¤ò½¦¤Ã¤¿¡¢¡Á¤ò»ý¤Ã¤Æ¤¤¤ë¡×¤È¤¤¤¦É½¼¨
- * ¤Ë¤«¤¨¤Æ¤¢¤ë¡£¤½¤Î¤¿¤á¤ÎÇÛÎó¡£
- */
char o_name[MAX_NLEN];
char old_name[MAX_NLEN];
char kazu_str[80];
#ifdef JP
if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
{
- msg_format("¤³¤¦¤·¤Æ¡¢%s¤Ï¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¼ê¤ËÆþ¤ì¤¿¡£", player_name);
- msg_print("¤·¤«¤·º£¡¢¡Øº®Æ٤Υµ¡¼¥Ú¥ó¥È¡Ù¤ÎÊü¤Ã¤¿¥â¥ó¥¹¥¿¡¼¤¬¡¢");
- msg_format("%s¤Ë½±¤¤¤«¤«¤ë¡¥¡¥¡¥", player_name);
+ msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
+ msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
+ msg_format("%sに襲いかかる...", p_ptr->name);
}
else
{
if (plain_pickup)
{
- msg_format("%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",o_name, index_to_label(slot));
+ msg_format("%s(%c)を持っている。",o_name, index_to_label(slot));
}
else
{
if (o_ptr->number > hirottakazu) {
- msg_format("%s½¦¤Ã¤Æ¡¢%s(%c)¤ò»ý¤Ã¤Æ¤¤¤ë¡£",
+ msg_format("%s拾って、%s(%c)を持っている。",
kazu_str, o_name, index_to_label(slot));
} else {
- msg_format("%s(%c)¤ò½¦¤Ã¤¿¡£", o_name, index_to_label(slot));
+ msg_format("%s(%c)を拾った。", o_name, index_to_label(slot));
}
}
}
record_turn = turn;
- /* Check if completed a quest */
- for (i = 0; i < max_quests; i++)
- {
- if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
- (quest[i].status == QUEST_STATUS_TAKEN) &&
- (quest[i].k_idx == o_ptr->name1))
- {
- if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
- quest[i].status = QUEST_STATUS_COMPLETED;
- quest[i].complev = (byte)p_ptr->lev;
-#ifdef JP
- msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
- msg_print("You completed your quest!");
-#endif
-
- msg_print(NULL);
- }
- }
+ check_find_art_quest_completion(o_ptr);
}
-/*
+/*!
+ * @brief プレイヤーがオブジェクト上に乗った際の表示処理
+ * @param pickup 自動拾い処理を行うならばTRUEとする
+ * @return なし
+ * @details
* Player "wants" to pick up an object or gold.
* Note that we ONLY handle things that can be picked up.
* See "move_player()" for handling of other things.
*/
void carry(bool pickup)
{
- cave_type *c_ptr = &cave[py][px];
+ cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
s16b this_o_idx, next_o_idx = 0;
/* Message */
#ifdef JP
- msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
+ msg_format(" $%ld の価値がある%sを見つけた。",
(long)value, o_name);
#else
msg_format("You collect %ld gold pieces worth of %s.",
/* Describe the object */
else if (!pickup)
{
-#ifdef JP
- msg_format("%s¤¬¤¢¤ë¡£", o_name);
-#else
- msg_format("You see %s.", o_name);
-#endif
-
+ msg_format(_("%sがある。", "You see %s."), o_name);
}
/* Note that the pack is too full */
else if (!inven_carry_okay(o_ptr))
{
-#ifdef JP
- msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
-#else
- msg_format("You have no room for %s.", o_name);
-#endif
-
+ msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
}
/* Pick up the item (if requested and allowed) */
if (carry_query_flag)
{
char out_val[MAX_NLEN+20];
-#ifdef JP
- sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
-#else
- sprintf(out_val, "Pick up %s? ", o_name);
-#endif
-
+ sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
okay = get_check(out_val);
}
}
-/*
+/*!
+ * @brief プレイヤーへのトラップ命中判定 /
* Determine if a trap affects the player.
+ * @param power 基本回避難度
+ * @return トラップが命中した場合TRUEを返す。
+ * @details
* Always miss 5% of the time, Always hit 5% of the time.
* Otherwise, match trap power against player armor.
*/
}
-
-/*
- * Handle player hitting a real trap
+/*!
+ * @brief 落とし穴系トラップの判定とプレイヤーの被害処理
+ * @param trap_feat_type トラップの種別ID
+ * @return なし
*/
-static void hit_trap(bool break_trap)
+static void hit_trap_pit(int trap_feat_type)
{
- int i, num, dam;
- int x = px, y = py;
+ HIT_POINT dam;
+ cptr trap_name = "";
+ cptr spike_name = "";
- /* Get the cave grid */
- cave_type *c_ptr = &cave[y][x];
-
- int trap_feat = c_ptr->feat;
-
-#ifdef JP
- cptr name = "¥È¥é¥Ã¥×";
-#else
- cptr name = "a trap";
-#endif
-
- /* Disturb the player */
- disturb(0, 0);
-
- cave_alter_feat(y, x, FF_HIT_TRAP);
-
- /* Analyze XXX XXX XXX */
- switch (trap_feat)
+ switch (trap_feat_type)
{
- case FEAT_TRAP_TRAPDOOR:
- {
- if (p_ptr->levitation)
- {
-#ifdef JP
- msg_print("Í¸Í¤òÈô¤Ó±Û¤¨¤¿¡£");
-#else
- msg_print("You fly over a trap door.");
-#endif
-
- }
- else
- {
-#ifdef JP
- msg_print("Í¸Í¤ËÍî¤Á¤¿¡ª");
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("¤¯¤Ã¤½¡Á¡ª");
-#else
- msg_print("You have fallen through a trap door!");
-#endif
+ case TRAP_PIT:
+ trap_name = _("落とし穴", "a pit trap");
+ break;
+ case TRAP_SPIKED_PIT:
+ trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
+ spike_name = _("スパイク", "spikes");
+ break;
+ case TRAP_POISON_PIT:
+ trap_name = _("スパイクが敷かれた落とし穴", "a spiked pit");
+ spike_name = _("毒を塗られたスパイク", "poisonous spikes");
+ break;
+ default:
+ return;
+ }
- sound(SOUND_FALL);
- dam = damroll(2, 8);
-#ifdef JP
- name = "Í¸Í";
-#else
- name = "a trap door";
-#endif
+ if (p_ptr->levitation)
+ {
+ msg_format(_("%sを飛び越えた。", "You fly over %s."), trap_name);
+ return;
+ }
- take_hit(DAMAGE_NOESCAPE, dam, name, -1);
+ msg_format(_("%sに落ちてしまった!", "You have fallen into %s!"), trap_name);
- /* Still alive and autosave enabled */
- if (autosave_l && (p_ptr->chp >= 0))
- do_cmd_save_game(TRUE);
+ /* Base damage */
+ dam = damroll(2, 6);
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "Í¸Í¤ËÍî¤Á¤¿");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "You have fallen through a trap door!");
-#endif
- prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ /* Extra spike damage */
+ if ((trap_feat_type == TRAP_SPIKED_PIT || trap_feat_type == TRAP_POISON_PIT) &&
+ one_in_(2))
+ {
+ msg_format(_("%sが刺さった!", "You are impaled on %s!"), spike_name);
- /* Leaving */
- p_ptr->leaving = TRUE;
- }
- break;
- }
+ dam = dam * 2;
+ (void)set_cut(p_ptr->cut + randint1(dam));
- case FEAT_TRAP_PIT:
- {
- if (p_ptr->levitation)
+ if (trap_feat_type == TRAP_POISON_PIT) {
+ if (p_ptr->resist_pois || IS_OPPOSE_POIS())
{
-#ifdef JP
- msg_print("Í·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
-#else
- msg_print("You fly over a pit trap.");
-#endif
-
+ msg_print(_("しかし毒の影響はなかった!", "The poison does not affect you!"));
}
else
{
-#ifdef JP
- msg_print("Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You have fallen into a pit!");
-#endif
-
- dam = damroll(2, 6);
-#ifdef JP
- name = "Í·ê";
-#else
- name = "a pit trap";
-#endif
-
- take_hit(DAMAGE_NOESCAPE, dam, name, -1);
+ dam = dam * 2;
+ (void)set_poisoned(p_ptr->poisoned + randint1(dam));
}
- break;
}
+ }
- case FEAT_TRAP_SPIKED_PIT:
- {
- if (p_ptr->levitation)
- {
-#ifdef JP
- msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
-#else
- msg_print("You fly over a spiked pit.");
-#endif
-
- }
- else
- {
-#ifdef JP
- msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You fall into a spiked pit!");
-#endif
-
-
- /* Base damage */
-#ifdef JP
- name = "Í·ê";
-#else
- name = "a pit trap";
-#endif
-
- dam = damroll(2, 6);
-
- /* Extra spike damage */
- if (randint0(100) < 50)
- {
-#ifdef JP
- msg_print("¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
-#else
- msg_print("You are impaled!");
-#endif
+ /* Take the damage */
+ take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);
+}
+/*!
+ * @brief ダーツ系トラップ(通常ダメージ)の判定とプレイヤーの被害処理
+ * @return ダーツが命中した場合TRUEを返す
+ */
+static bool hit_trap_dart(void)
+{
+ bool hit = FALSE;
-#ifdef JP
- name = "¥È¥²¤Î¤¢¤ëÍ·ê";
-#else
- name = "a spiked pit";
-#endif
+ if (check_hit(125))
+ {
+ msg_print(_("小さなダーツが飛んできて刺さった!", "A small dart hits you!"));
- dam = dam * 2;
- (void)set_cut(p_ptr->cut + randint1(dam));
- }
+ take_hit(DAMAGE_ATTACK, damroll(1, 4), _("ダーツの罠", "a dart trap"), -1);
- /* Take the damage */
- take_hit(DAMAGE_NOESCAPE, dam, name, -1);
- }
- break;
- }
+ if (!CHECK_MULTISHADOW()) hit = TRUE;
+ }
+ else
+ {
+ msg_print(_("小さなダーツが飛んできた!が、運良く当たらなかった。", "A small dart barely misses you."));
+ }
- case FEAT_TRAP_POISON_PIT:
- {
- if (p_ptr->levitation)
- {
-#ifdef JP
- msg_print("¥È¥²¤Î¤¢¤ëÍ·ê¤òÈô¤Ó±Û¤¨¤¿¡£");
-#else
- msg_print("You fly over a spiked pit.");
-#endif
+ return hit;
+}
- }
- else
- {
-#ifdef JP
- msg_print("¥¹¥Ñ¥¤¥¯¤¬Éߤ«¤ì¤¿Í·ê¤ËÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You fall into a spiked pit!");
-#endif
+/*!
+ * @brief ダーツ系トラップ(通常ダメージ+能力値減少)の判定とプレイヤーの被害処理
+ * @param stat 低下する能力値ID
+ * @return なし
+ */
+static void hit_trap_lose_stat(int stat)
+{
+ if (hit_trap_dart())
+ {
+ do_dec_stat(stat);
+ }
+}
+/*!
+ * @brief ダーツ系トラップ(通常ダメージ+減速)の判定とプレイヤーの被害処理
+ * @return なし
+ */
+static void hit_trap_slow(void)
+{
+ if (hit_trap_dart())
+ {
+ set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
+ }
+}
- /* Base damage */
- dam = damroll(2, 6);
+/*!
+ * @brief ダーツ系トラップ(通常ダメージ+状態異常)の判定とプレイヤーの被害処理
+ * @param trap_message メッセージの補完文字列
+ * @param resist 状態異常に抵抗する判定が出たならTRUE
+ * @param set_status 状態異常を指定する関数ポインタ
+ * @param turn 状態異常の追加ターン量
+ * @return なし
+ */
+static void hit_trap_set_abnormal_status(cptr trap_message, bool resist, bool (*set_status)(IDX), IDX turn_aux)
+{
+ msg_print(trap_message);
-#ifdef JP
- name = "Í·ê";
-#else
- name = "a pit trap";
-#endif
+ if (!resist)
+ {
+ set_status(turn_aux);
+ }
+}
+/*!
+ * @brief プレイヤーへのトラップ作動処理メインルーチン /
+ * Handle player hitting a real trap
+ * @param break_trap 作動後のトラップ破壊が確定しているならばTRUE
+ * @return なし
+ */
+static void hit_trap(bool break_trap)
+{
+ int i, num, dam;
+ int x = p_ptr->x, y = p_ptr->y;
- /* Extra spike damage */
- if (randint0(100) < 50)
- {
-#ifdef JP
- msg_print("ÆǤòÅɤé¤ì¤¿¥¹¥Ñ¥¤¥¯¤¬»É¤µ¤Ã¤¿¡ª");
-#else
- msg_print("You are impaled on poisonous spikes!");
-#endif
+ /* Get the cave grid */
+ cave_type *c_ptr = &cave[y][x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+ int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;
+ cptr name = _("トラップ", "a trap");
+ /* Disturb the player */
+ disturb(0, 1);
-#ifdef JP
- name = "¥È¥²¤Î¤¢¤ëÍ·ê";
-#else
- name = "a spiked pit";
-#endif
+ cave_alter_feat(y, x, FF_HIT_TRAP);
+ /* Analyze XXX XXX XXX */
+ switch (trap_feat_type)
+ {
+ case TRAP_TRAPDOOR:
+ {
+ if (p_ptr->levitation)
+ {
+ msg_print(_("落とし戸を飛び越えた。", "You fly over a trap door."));
+ }
+ else
+ {
+ msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ msg_print(_("くっそ~!", ""));
- dam = dam * 2;
- (void)set_cut(p_ptr->cut + randint1(dam));
+ sound(SOUND_FALL);
+ dam = damroll(2, 8);
+ name = _("落とし戸", "a trap door");
- if (p_ptr->resist_pois || IS_OPPOSE_POIS())
- {
-#ifdef JP
- msg_print("¤·¤«¤·ÆǤαƶÁ¤Ï¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("The poison does not affect you!");
-#endif
+ take_hit(DAMAGE_NOESCAPE, dam, name, -1);
- }
+ /* Still alive and autosave enabled */
+ if (autosave_l && (p_ptr->chp >= 0))
+ do_cmd_save_game(TRUE);
- else
- {
- dam = dam * 2;
- (void)set_poisoned(p_ptr->poisoned + randint1(dam));
- }
- }
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("落とし戸に落ちた", "You have fallen through a trap door!"));
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
- /* Take the damage */
- take_hit(DAMAGE_NOESCAPE, dam, name, -1);
+ /* Leaving */
+ p_ptr->leaving = TRUE;
}
-
break;
}
- case FEAT_TRAP_TY_CURSE:
+ case TRAP_PIT:
+ case TRAP_SPIKED_PIT:
+ case TRAP_POISON_PIT:
{
-#ifdef JP
- msg_print("²¿¤«¤¬¥Ô¥«¥Ã¤È¸÷¤Ã¤¿¡ª");
-#else
- msg_print("There is a flash of shimmering light!");
-#endif
+ hit_trap_pit(trap_feat_type);
+ break;
+ }
+ case TRAP_TY_CURSE:
+ {
+ msg_print(_("何かがピカッと光った!", "There is a flash of shimmering light!"));
num = 2 + randint1(3);
for (i = 0; i < num; i++)
{
break;
}
- case FEAT_TRAP_TELEPORT:
+ case TRAP_TELEPORT:
{
-#ifdef JP
- msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥È¥é¥Ã¥×¤Ë¤Ò¤Ã¤«¤«¤Ã¤¿¡ª");
-#else
- msg_print("You hit a teleport trap!");
-#endif
-
- teleport_player(100, TRUE);
+ msg_print(_("テレポート・トラップにひっかかった!", "You hit a teleport trap!"));
+ teleport_player(100, TELEPORT_PASSIVE);
break;
}
- case FEAT_TRAP_FIRE:
+ case TRAP_FIRE:
{
-#ifdef JP
- msg_print("±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("You are enveloped in flames!");
-#endif
-
+ msg_print(_("炎に包まれた!", "You are enveloped in flames!"));
dam = damroll(4, 6);
-#ifdef JP
- (void)fire_dam(dam, "±ê¤Î¥È¥é¥Ã¥×", -1);
-#else
- (void)fire_dam(dam, "a fire trap", -1);
-#endif
-
+ (void)fire_dam(dam, _("炎のトラップ", "a fire trap"), -1, FALSE);
break;
}
- case FEAT_TRAP_ACID:
+ case TRAP_ACID:
{
-#ifdef JP
- msg_print("»À¤¬¿á¤¤«¤±¤é¤ì¤¿¡ª");
-#else
- msg_print("You are splashed with acid!");
-#endif
-
+ msg_print(_("酸が吹きかけられた!", "You are splashed with acid!"));
dam = damroll(4, 6);
-#ifdef JP
- (void)acid_dam(dam, "»À¤Î¥È¥é¥Ã¥×", -1);
-#else
- (void)acid_dam(dam, "an acid trap", -1);
-#endif
-
+ (void)acid_dam(dam, _("酸のトラップ", "an acid trap"), -1, FALSE);
break;
}
- case FEAT_TRAP_SLOW:
+ case TRAP_SLOW:
{
- if (check_hit(125))
- {
-#ifdef JP
- msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
-#else
- msg_print("A small dart hits you!");
-#endif
-
- dam = damroll(1, 4);
- take_hit(DAMAGE_ATTACK, dam, name, -1);
- (void)set_slow(p_ptr->slow + randint0(20) + 20, FALSE);
- }
- else
- {
-#ifdef JP
- msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("A small dart barely misses you.");
-#endif
-
- }
+ hit_trap_slow();
break;
}
- case FEAT_TRAP_LOSE_STR:
+ case TRAP_LOSE_STR:
{
- if (check_hit(125))
- {
-#ifdef JP
- msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
-#else
- msg_print("A small dart hits you!");
-#endif
-
- dam = damroll(1, 4);
-#ifdef JP
- take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
-#else
- take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
-#endif
-
- (void)do_dec_stat(A_STR);
- }
- else
- {
-#ifdef JP
- msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("A small dart barely misses you.");
-#endif
-
- }
+ hit_trap_lose_stat(A_STR);
break;
}
- case FEAT_TRAP_LOSE_DEX:
+ case TRAP_LOSE_DEX:
{
- if (check_hit(125))
- {
-#ifdef JP
- msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
-#else
- msg_print("A small dart hits you!");
-#endif
-
- dam = damroll(1, 4);
-#ifdef JP
- take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
-#else
- take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
-#endif
-
- (void)do_dec_stat(A_DEX);
- }
- else
- {
-#ifdef JP
- msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("A small dart barely misses you.");
-#endif
-
- }
+ hit_trap_lose_stat(A_DEX);
break;
}
- case FEAT_TRAP_LOSE_CON:
+ case TRAP_LOSE_CON:
{
- if (check_hit(125))
- {
-#ifdef JP
- msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤Æ»É¤µ¤Ã¤¿¡ª");
-#else
- msg_print("A small dart hits you!");
-#endif
-
- dam = damroll(1, 4);
-#ifdef JP
- take_hit(DAMAGE_ATTACK, dam, "¥À¡¼¥Ä¤Îæ«", -1);
-#else
- take_hit(DAMAGE_ATTACK, dam, "a dart trap", -1);
-#endif
-
- (void)do_dec_stat(A_CON);
- }
- else
- {
-#ifdef JP
- msg_print("¾®¤µ¤Ê¥À¡¼¥Ä¤¬Èô¤ó¤Ç¤¤¿¡ª¤¬¡¢±¿Îɤ¯Åö¤¿¤é¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("A small dart barely misses you.");
-#endif
-
- }
+ hit_trap_lose_stat(A_CON);
break;
}
- case FEAT_TRAP_BLIND:
+ case TRAP_BLIND:
{
-#ifdef JP
- msg_print("¹õ¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("A black gas surrounds you!");
-#endif
-
- if (!p_ptr->resist_blind)
- {
- (void)set_blind(p_ptr->blind + randint0(50) + 25);
- }
+ hit_trap_set_abnormal_status(
+ _("黒いガスに包み込まれた!", "A black gas surrounds you!"),
+ p_ptr->resist_blind,
+ set_blind, p_ptr->blind + (TIME_EFFECT)randint0(50) + 25);
break;
}
- case FEAT_TRAP_CONFUSE:
+ case TRAP_CONFUSE:
{
-#ifdef JP
- msg_print("¤¤é¤á¤¯¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("A gas of scintillating colors surrounds you!");
-#endif
-
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + randint0(20) + 10);
- }
+ hit_trap_set_abnormal_status(
+ _("きらめくガスに包み込まれた!", "A gas of scintillating colors surrounds you!"),
+ p_ptr->resist_conf,
+ set_confused, p_ptr->confused + (TIME_EFFECT)randint0(20) + 10);
break;
}
- case FEAT_TRAP_POISON:
+ case TRAP_POISON:
{
-#ifdef JP
- msg_print("»É·ãŪ¤ÊÎп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("A pungent green gas surrounds you!");
-#endif
-
- if (!p_ptr->resist_pois && !IS_OPPOSE_POIS())
- {
- (void)set_poisoned(p_ptr->poisoned + randint0(20) + 10);
- }
+ hit_trap_set_abnormal_status(
+ _("刺激的な緑色のガスに包み込まれた!", "A pungent green gas surrounds you!"),
+ p_ptr->resist_pois || IS_OPPOSE_POIS(),
+ set_poisoned, p_ptr->poisoned + (TIME_EFFECT)randint0(20) + 10);
break;
}
- case FEAT_TRAP_SLEEP:
+ case TRAP_SLEEP:
{
-#ifdef JP
- msg_print("´ñ̯¤ÊÇò¤¤Ì¸¤ËÊñ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("A strange white mist surrounds you!");
-#endif
-
+ msg_print(_("奇妙な白い霧に包まれた!", "A strange white mist surrounds you!"));
if (!p_ptr->free_act)
{
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï̲¤ê¤Ë½¢¤¤¤¿¡£");
-#else
- msg_print("You fall asleep.");
-#endif
-
+ msg_print(_("あなたは眠りに就いた。", "You fall asleep."));
if (ironman_nightmare)
{
-#ifdef JP
-msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤À¡£");
-#else
- msg_print("A horrible vision enters your mind.");
-#endif
-
-
- /* Pick a nightmare */
- get_mon_num_prep(get_nightmare, NULL);
+ msg_print(_("身の毛もよだつ光景が頭に浮かんだ。", "A horrible vision enters your mind."));
/* Have some nightmares */
- have_nightmare(get_mon_num(MAX_DEPTH));
+ sanity_blast(NULL, FALSE);
- /* Remove the monster restriction */
- get_mon_num_prep(NULL, NULL);
}
(void)set_paralyzed(p_ptr->paralyzed + randint0(10) + 5);
}
break;
}
- case FEAT_TRAP_TRAPS:
+ case TRAP_TRAPS:
{
-#ifdef JP
-msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
-#else
- msg_print("There is a bright flash of light!");
-#endif
-
+ msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
/* Make some new traps */
project(0, 1, y, x, 0, GF_MAKE_TRAP, PROJECT_HIDE | PROJECT_JUMP | PROJECT_GRID, -1);
break;
}
- case FEAT_TRAP_ALARM:
+ case TRAP_ALARM:
{
-#ifdef JP
- msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
-#else
- msg_print("An alarm sounds!");
-#endif
+ msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
aggravate_monsters(0);
break;
}
- case FEAT_TRAP_OPEN:
+ case TRAP_OPEN:
{
-#ifdef JP
- msg_print("Âç²»¶Á¤È¶¦¤Ë¤Þ¤ï¤ê¤ÎÊɤ¬Êø¤ì¤¿¡ª");
-#else
- msg_print("Suddenly, surrounding walls are opened!");
-#endif
+ msg_print(_("大音響と共にまわりの壁が崩れた!", "Suddenly, surrounding walls are opened!"));
(void)project(0, 3, y, x, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
(void)project(0, 3, y, x - 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
(void)project(0, 3, y, x + 4, 0, GF_DISINTEGRATE, PROJECT_GRID | PROJECT_HIDE, -1);
break;
}
- case FEAT_TRAP_ARMAGEDDON:
+ case TRAP_ARMAGEDDON:
{
static int levs[10] = {0, 0, 20, 10, 5, 3, 2, 1, 1, 1};
int evil_idx = 0, good_idx = 0;
int lev;
-#ifdef JP
- msg_print("ÆÍÁ³Å·³¦¤ÎÀïÁè¤Ë´¬¤¹þ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("Suddenly, you are surrounded by immotal beings!");
-#endif
+ msg_print(_("突然天界の戦争に巻き込まれた!", "Suddenly, you are surrounded by immotal beings!"));
/* Summon Demons and Angels */
for (lev = dun_level; lev >= 20; lev -= 1 + lev/16)
if (!in_bounds(y1, x1)) continue;
/* Require line of projection */
- if (!projectable(py, px, y1, x1)) continue;
+ if (!projectable(p_ptr->y, p_ptr->x, y1, x1)) continue;
if (summon_specific(0, y1, x1, lev, SUMMON_ARMAGE_EVIL, (PM_NO_PET)))
evil_idx = hack_m_idx_ii;
break;
}
- case FEAT_TRAP_PIRANHA:
+ case TRAP_PIRANHA:
{
-#ifdef JP
- msg_print("ÆÍÁ³Êɤ«¤é¿å¤¬°î¤ì½Ð¤·¤¿¡ª¥Ô¥é¥Ë¥¢¤¬¤¤¤ë¡ª");
-#else
- msg_print("Suddenly, the room is filled with water with piranhas!");
-#endif
+ msg_print(_("突然壁から水が溢れ出した!ピラニアがいる!", "Suddenly, the room is filled with water with piranhas!"));
/* Water fills room */
fire_ball_hide(GF_WATER_FLOW, 0, 1, 10);
if (break_trap && is_trap(c_ptr->feat))
{
cave_alter_feat(y, x, FF_DISARM);
-#ifdef JP
- msg_print("¥È¥é¥Ã¥×¤òÊ´ºÕ¤·¤¿¡£");
-#else
- msg_print("You destroyed the trap.");
-#endif
+ msg_print(_("トラップを粉砕した。", "You destroyed the trap."));
}
}
-static void touch_zap_player(monster_type *m_ptr)
+/*!
+ * @brief 敵オーラによるプレイヤーのダメージ処理(補助)
+ * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
+ * @param immune ダメージを回避できる免疫フラグ
+ * @param flags_offset オーラフラグ配列の参照オフセット
+ * @param r_flags_offset モンスターの耐性配列の参照オフセット
+ * @param aura_flag オーラフラグ配列
+ * @param dam_func ダメージ処理を行う関数の参照ポインタ
+ * @param message オーラダメージを受けた際のメッセージ
+ * @return なし
+ */
+static void touch_zap_player_aux(monster_type *m_ptr, bool immune, int flags_offset, int r_flags_offset, u32b aura_flag,
+ int (*dam_func)(HIT_POINT dam, cptr kb_str, int monspell, bool aura), cptr message)
{
- int aura_damage = 0;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (r_ptr->flags2 & RF2_AURA_FIRE)
+ if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
{
- if (!p_ptr->immune_fire)
- {
- char aura_dam[80];
-
- aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
+ char mon_name[80];
+ int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
- /* Hack -- Get the "died from" name */
- monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
-#ifdef JP
- msg_print("ÆÍÁ³¤È¤Æ¤âÇ®¤¯¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("You are suddenly very hot!");
-#endif
+ /* Hack -- Get the "died from" name */
+ monster_desc(mon_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
- if (prace_is_(RACE_ENT)) aura_damage += aura_damage / 3;
- if (IS_OPPOSE_FIRE()) aura_damage = (aura_damage + 2) / 3;
- if (p_ptr->resist_fire) aura_damage = (aura_damage + 2) / 3;
+ msg_print(message);
- take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_FIRE;
- handle_stuff();
- }
- }
+ dam_func(aura_damage, mon_name, -1, TRUE);
- if (r_ptr->flags3 & RF3_AURA_COLD)
- {
- if (!p_ptr->immune_cold)
+ if (is_original_ap_and_seen(m_ptr))
{
- char aura_dam[80];
-
- aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
-
- /* Hack -- Get the "died from" name */
- monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
-#ifdef JP
- msg_print("ÆÍÁ³¤È¤Æ¤â´¨¤¯¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("You are suddenly very cold!");
-#endif
-
- if (IS_OPPOSE_COLD()) aura_damage = (aura_damage + 2) / 3;
- if (p_ptr->resist_cold) aura_damage = (aura_damage + 2) / 3;
-
- take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_AURA_COLD;
- handle_stuff();
+ atoffset(u32b, r_ptr, r_flags_offset) |= aura_flag;
}
- }
-
- if (r_ptr->flags2 & RF2_AURA_ELEC)
- {
- if (!p_ptr->immune_elec)
- {
- char aura_dam[80];
-
- aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
- /* Hack -- Get the "died from" name */
- monster_desc(aura_dam, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
-
- if (prace_is_(RACE_ANDROID)) aura_damage += aura_damage / 3;
- if (IS_OPPOSE_ELEC()) aura_damage = (aura_damage + 2) / 3;
- if (p_ptr->resist_elec) aura_damage = (aura_damage + 2) / 3;
-
-#ifdef JP
- msg_print("ÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª");
-#else
- msg_print("You get zapped!");
-#endif
-
- take_hit(DAMAGE_NOESCAPE, aura_damage, aura_dam, -1);
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= RF2_AURA_ELEC;
- handle_stuff();
- }
+ handle_stuff();
}
}
+/*!
+ * @brief 敵オーラによるプレイヤーのダメージ処理(メイン)
+ * @param m_ptr オーラを持つモンスターの構造体参照ポインタ
+ * @return なし
+ */
+static void touch_zap_player(monster_type *m_ptr)
+{
+ touch_zap_player_aux(m_ptr, p_ptr->immune_fire, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_FIRE,
+ fire_dam, _("突然とても熱くなった!", "You are suddenly very hot!"));
+ touch_zap_player_aux(m_ptr, p_ptr->immune_cold, offsetof(monster_race, flags3), offsetof(monster_race, r_flags3), RF3_AURA_COLD,
+ cold_dam, _("突然とても寒くなった!", "You are suddenly very cold!"));
+ touch_zap_player_aux(m_ptr, p_ptr->immune_elec, offsetof(monster_race, flags2), offsetof(monster_race, r_flags2), RF2_AURA_ELEC,
+ elec_dam, _("電撃をくらった!", "You get zapped!"));
+}
+
+/*!
+ * @brief プレイヤーの変異要素による打撃処理
+ * @param m_idx 攻撃目標となったモンスターの参照ID
+ * @param attack 変異要素による攻撃要素の種類
+ * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
+ * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
+ * @return なし
+ */
static void natural_attack(s16b m_idx, int attack, bool *fear, bool *mdeath)
{
- int k, bonus, chance;
+ HIT_POINT k;
+ int bonus, chance;
int n_weight = 0;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
char m_name[80];
- int dss, ddd;
+ int dice_num, dice_side;
cptr atk_desc;
switch (attack)
{
case MUT2_SCOR_TAIL:
- dss = 3;
- ddd = 7;
+ dice_num = 3;
+ dice_side = 7;
n_weight = 5;
-#ifdef JP
- atk_desc = "¿¬Èø";
-#else
- atk_desc = "tail";
-#endif
+ atk_desc = _("尻尾", "tail");
break;
case MUT2_HORNS:
- dss = 2;
- ddd = 6;
+ dice_num = 2;
+ dice_side = 6;
n_weight = 15;
-#ifdef JP
- atk_desc = "³Ñ";
-#else
- atk_desc = "horns";
-#endif
+ atk_desc = _("角", "horns");
break;
case MUT2_BEAK:
- dss = 2;
- ddd = 4;
+ dice_num = 2;
+ dice_side = 4;
n_weight = 5;
-#ifdef JP
- atk_desc = "¥¯¥Á¥Ð¥·";
-#else
- atk_desc = "beak";
-#endif
+ atk_desc = _("クチバシ", "beak");
break;
case MUT2_TRUNK:
- dss = 1;
- ddd = 4;
+ dice_num = 1;
+ dice_side = 4;
n_weight = 35;
-#ifdef JP
- atk_desc = "¾Ý¤ÎÉ¡";
-#else
- atk_desc = "trunk";
-#endif
+ atk_desc = _("象の鼻", "trunk");
break;
case MUT2_TENTACLES:
- dss = 2;
- ddd = 5;
+ dice_num = 2;
+ dice_side = 5;
n_weight = 5;
-#ifdef JP
- atk_desc = "¿¨¼ê";
-#else
- atk_desc = "tentacles";
-#endif
+ atk_desc = _("触手", "tentacles");
break;
default:
- dss = ddd = n_weight = 1;
-#ifdef JP
- atk_desc = "̤ÄêµÁ¤ÎÉô°Ì";
-#else
- atk_desc = "undefined body part";
-#endif
+ dice_num = dice_side = n_weight = 1;
+ atk_desc = _("未定義の部位", "undefined body part");
}
{
/* Sound */
sound(SOUND_HIT);
+ msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
-#ifdef JP
- msg_format("%s¤ò%s¤Ç¹¶·â¤·¤¿¡£", m_name, atk_desc);
-#else
- msg_format("You hit %s with your %s.", m_name, atk_desc);
-#endif
-
-
- k = damroll(ddd, dss);
+ k = damroll(dice_num, dice_side);
k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
/* Apply the player damage bonuses */
k = mon_damage_mod(m_ptr, k, FALSE);
/* Complex message */
- if (p_ptr->wizard)
- {
-#ifdef JP
- msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
-#else
- msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
-#endif
-
- }
+ msg_format_wizard(CHEAT_MONSTER,
+ _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
+ k, m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
/* Anger the monster */
if (k > 0) anger_monster(m_ptr);
sound(SOUND_MISS);
/* Message */
-#ifdef JP
- msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
-#else
- msg_format("You miss %s.", m_name);
-#endif
-
+ msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
}
}
-
-/*
+/*!
+ * @brief プレイヤーの打撃処理サブルーチン /
* Player attacks a (poor, defenseless) creature -RAK-
- *
+ * @param y 攻撃目標のY座標
+ * @param x 攻撃目標のX座標
+ * @param fear 攻撃を受けたモンスターが恐慌状態に陥ったかを返す参照ポインタ
+ * @param mdeath 攻撃を受けたモンスターが死亡したかを返す参照ポインタ
+ * @param hand 攻撃を行うための武器を持つ手
+ * @param mode 発動中の剣術ID
+ * @return なし
+ * @details
* If no "weapon" is available, then "punch" the monster one time.
*/
-static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, int mode)
+static void py_attack_aux(int y, int x, bool *fear, bool *mdeath, s16b hand, BIT_FLAGS mode)
{
- int num = 0, k, bonus, chance, vir;
+ int num = 0, bonus, chance, vir;
+ HIT_POINT k;
cave_type *c_ptr = &cave[y][x];
char m_name[80];
bool success_hit = FALSE;
- bool old_success_hit = FALSE;
bool backstab = FALSE;
bool vorpal_cut = FALSE;
int chaos_effect = 0;
if (p_ptr->monlite && (mode != HISSATSU_NYUSIN)) tmp /= 3;
if (p_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
if (r_ptr->level > (p_ptr->lev * p_ptr->lev / 20 + 10)) tmp /= 3;
- if (m_ptr->csleep && m_ptr->ml)
+ if (MON_CSLEEP(m_ptr) && m_ptr->ml)
{
/* Can't backstab creatures that we can't see, right? */
backstab = TRUE;
{
fuiuchi = TRUE;
}
- else if (m_ptr->monfear && m_ptr->ml)
+ else if (MON_MONFEAR(m_ptr) && m_ptr->ml)
{
stab_fleeing = TRUE;
}
case CLASS_MONK:
case CLASS_FORCETRAINER:
case CLASS_BERSERKER:
- if (empty_hands(TRUE) & EMPTY_HAND_RARM) monk_attack = TRUE;
+ if ((empty_hands(TRUE) & EMPTY_HAND_RARM) && !p_ptr->riding) monk_attack = TRUE;
break;
}
{
if ((r_ptr->level + 10) > p_ptr->lev)
{
- int tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
- int sval = inventory[INVEN_RARM+hand].sval;
+ OBJECT_TYPE_VALUE tval = inventory[INVEN_RARM+hand].tval - TV_WEAPON_BEGIN;
+ OBJECT_SUBTYPE_VALUE sval = inventory[INVEN_RARM+hand].sval;
int now_exp = p_ptr->weapon_exp[tval][sval];
if (now_exp < s_info[p_ptr->pclass].w_max[tval][sval])
{
- int amount = 0;
+ SUB_EXP amount = 0;
if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
else if (now_exp < WEAPON_EXP_SKILLED) amount = 10;
else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 1;
}
}
- if (m_ptr->csleep)
- {
- /* Disturb the monster */
- m_ptr->csleep = 0;
- mproc_remove(c_ptr->m_idx, m_ptr->mproc_idx[MPROC_CSLEEP], MPROC_CSLEEP);
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
- }
+ /* Disturb the monster */
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
/* Extract monster name (or "it") */
monster_desc(m_name, m_ptr, 0);
else if (mode == HISSATSU_COLD) num_blow = p_ptr->num_blow[hand]+2;
else num_blow = p_ptr->num_blow[hand];
+ /* Hack -- DOKUBARI always hit once */
+ if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) num_blow = 1;
+
/* Attack once for each legal blow */
while ((num++ < num_blow) && !p_ptr->is_dead)
{
if (((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) || (mode == HISSATSU_KYUSHO))
{
+ int n = 1;
+
if (p_ptr->migite && p_ptr->hidarite)
{
- success_hit = one_in_(2);
+ n *= 2;
}
- else success_hit = TRUE;
- }
- else if (mode == HISSATSU_MAJIN)
- {
- if (num == 1)
+ if (mode == HISSATSU_3DAN)
{
- if (one_in_(2))
- success_hit = FALSE;
- old_success_hit = success_hit;
+ n *= 2;
}
- else success_hit = old_success_hit;
+
+ success_hit = one_in_(n);
}
else if ((p_ptr->pclass == CLASS_NINJA) && ((backstab || fuiuchi) && !(r_ptr->flagsr & RFR_RES_ALL))) success_hit = TRUE;
else success_hit = test_hit_norm(chance, r_ptr->ac, m_ptr->ml);
+ if (mode == HISSATSU_MAJIN)
+ {
+ if (one_in_(2))
+ success_hit = FALSE;
+ }
+
/* Test for hit */
if (success_hit)
{
/* Message */
#ifdef JP
- if (backstab) msg_format("¤¢¤Ê¤¿¤ÏÎä¹ó¤Ë¤â̲¤Ã¤Æ¤¤¤ë̵ÎϤÊ%s¤òÆͤ»É¤·¤¿¡ª", m_name);
- else if (fuiuchi) msg_format("ÉÔ°Õ¤òÆͤ¤¤Æ%s¤Ë¶¯Îõ¤Ê°ì·â¤ò¶ô¤é¤ï¤»¤¿¡ª", m_name);
- else if (stab_fleeing) msg_format("ƨ¤²¤ë%s¤òÇØÃ椫¤éÆͤ»É¤·¤¿¡ª", m_name);
- else if (!monk_attack) msg_format("%s¤ò¹¶·â¤·¤¿¡£", m_name);
+ if (backstab) msg_format("あなたは冷酷にも眠っている無力な%sを突き刺した!", m_name);
+ else if (fuiuchi) msg_format("不意を突いて%sに強烈な一撃を喰らわせた!", m_name);
+ else if (stab_fleeing) msg_format("逃げる%sを背中から突き刺した!", m_name);
+ else if (!monk_attack) msg_format("%sを攻撃した。", m_name);
#else
if (backstab) msg_format("You cruelly stab the helpless, sleeping %s!", m_name);
else if (fuiuchi) msg_format("You make surprise attack, and hit %s with a powerful blow!", m_name);
}
/* Vampiric drain */
- if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN))
+ if ((have_flag(flgs, TR_VAMPIRIC)) || (chaos_effect == 1) || (mode == HISSATSU_DRAIN) || hex_spelling(HEX_VAMP_BLADE))
{
/* Only drain "living" monsters */
if (monster_living(r_ptr))
can_drain = FALSE;
}
- if ((have_flag(flgs, TR_VORPAL)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
+ if ((have_flag(flgs, TR_VORPAL) || hex_spelling(HEX_RUNESWORD)) && (randint1(vorpal_chance*3/2) == 1) && !zantetsu_mukou)
vorpal_cut = TRUE;
else vorpal_cut = FALSE;
{
int special_effect = 0, stun_effect = 0, times = 0, max_times;
int min_level = 1;
- martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
+ const martial_arts *ma_ptr = &ma_blows[0], *old_ptr = &ma_blows[0];
int resist_stun = 0;
int weight = 8;
if (p_ptr->wizard && cheat_xtra)
{
-#ifdef JP
- msg_print("¹¶·â¤òºÆÁªÂò¤·¤Þ¤·¤¿¡£");
-#else
- msg_print("Attack re-selected.");
-#endif
+ msg_print(_("攻撃を再選択しました。", "Attack re-selected."));
}
}
else
{
if (r_ptr->flags1 & RF1_MALE)
{
-#ifdef JP
- msg_format("%s¤Ë¶âŪɨ½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
-#else
- msg_format("You hit %s in the groin with your knee!", m_name);
-#endif
-
+ msg_format(_("%sに金的膝蹴りをくらわした!", "You hit %s in the groin with your knee!"), m_name);
sound(SOUND_PAIN);
special_effect = MA_KNEE;
}
if (!((r_ptr->flags1 & RF1_NEVER_MOVE) ||
my_strchr("~#{}.UjmeEv$,DdsbBFIJQSXclnw!=?", r_ptr->d_char)))
{
-#ifdef JP
- msg_format("%s¤Î¼ó¤Ë´ØÀá½³¤ê¤ò¤¯¤é¤ï¤·¤¿¡ª", m_name);
-#else
- msg_format("You kick %s in the ankle.", m_name);
-#endif
-
+ msg_format(_("%sの足首に関節蹴りをくらわした!", "You kick %s in the ankle."), m_name);
special_effect = MA_SLOW;
}
else msg_format(ma_ptr->desc, m_name);
}
if (p_ptr->special_defense & KAMAE_SUZAKU) weight = 4;
- if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
+ if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
{
- weight += (p_ptr->magic_num1[0]/30);
+ weight += (P_PTR_KI / 30);
if (weight > 20) weight = 20;
}
if ((special_effect == MA_KNEE) && ((k + p_ptr->to_d[hand]) < m_ptr->hp))
{
-#ifdef JP
- msg_format("%^s¤Ï¶ìÄˤˤ¦¤á¤¤¤Æ¤¤¤ë¡ª", m_name);
-#else
- msg_format("%^s moans in agony!", m_name);
-#endif
-
+ msg_format(_("%^sは苦痛にうめいている!", "%^s moans in agony!"), m_name);
stun_effect = 7 + randint1(13);
resist_stun /= 3;
}
(randint1(p_ptr->lev) > r_ptr->level) &&
m_ptr->mspeed > 60)
{
-#ifdef JP
- msg_format("%^s¤Ï¤ò¤Ò¤¤º¤ê»Ï¤á¤¿¡£", m_name);
-#else
- msg_format("%^s starts limping slower.", m_name);
-#endif
-
+ msg_format(_("%^sは足をひきずり始めた。", "%^s starts limping slower."), m_name);
m_ptr->mspeed -= 10;
}
}
{
if (p_ptr->lev > randint1(r_ptr->level + resist_stun + 10))
{
- if (m_ptr->stunned)
+ if (set_monster_stunned(c_ptr->m_idx, stun_effect + MON_STUNNED(m_ptr)))
{
-#ifdef JP
- msg_format("%^s¤Ï¤µ¤é¤Ë¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is more stunned.", m_name);
-#endif
+ msg_format(_("%^sはフラフラになった。", "%^s is stunned."), m_name);
}
else
{
-#ifdef JP
- msg_format("%^s¤Ï¥Õ¥é¥Õ¥é¤Ë¤Ê¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is stunned.", m_name);
-#endif
- mproc_add(c_ptr->m_idx, MPROC_STUNNED);
+ msg_format(_("%^sはさらにフラフラになった。", "%^s is more stunned."), m_name);
}
-
- m_ptr->stunned = MIN(stun_effect + m_ptr->stunned, 200);
}
}
}
if ((o_ptr->name1 == ART_CHAINSWORD) && !one_in_(2))
{
char chainsword_noise[1024];
-#ifdef JP
- if (!get_rnd_line("chainswd_j.txt", 0, chainsword_noise))
-#else
- if (!get_rnd_line("chainswd.txt", 0, chainsword_noise))
-#endif
+ if (!get_rnd_line(_("chainswd_j.txt", "chainswd.txt"), 0, chainsword_noise))
{
msg_print(chainsword_noise);
}
if (o_ptr->name1 == ART_VORPAL_BLADE)
{
-#ifdef JP
- msg_print("Ìܤˤâ»ß¤Þ¤é¤Ì¥ô¥©¡¼¥Ñ¥ë¥Ö¥ì¡¼¥É¡¢¼êÏ£¤ÎÁá¶È¡ª");
-#else
- msg_print("Your Vorpal Blade goes snicker-snack!");
-#endif
+ msg_print(_("目にも止まらぬヴォーパルブレード、手錬の早業!", "Your Vorpal Blade goes snicker-snack!"));
}
else
{
-#ifdef JP
- msg_format("%s¤ò¥°¥Ã¥µ¥êÀÚ¤êÎö¤¤¤¿¡ª", m_name);
-#else
- msg_format("Your weapon cuts deep into %s!", m_name);
-#endif
+ msg_format(_("%sをグッサリ切り裂いた!", "Your weapon cuts deep into %s!"), m_name);
}
/* Try to increase the damage */
mult++;
}
- k *= mult;
+ k *= (HIT_POINT)mult;
/* Ouch! */
if (((r_ptr->flagsr & RFR_RES_ALL) ? k/100 : k) > m_ptr->hp)
{
-#ifdef JP
- msg_format("%s¤ò¿¿¤ÃÆó¤Ä¤Ë¤·¤¿¡ª", m_name);
-#else
- msg_format("You cut %s in half!", m_name);
-#endif
+ msg_format(_("%sを真っ二つにした!", "You cut %s in half!"), m_name);
}
else
{
switch (mult)
{
-#ifdef JP
- case 2: msg_format("%s¤ò»Â¤Ã¤¿¡ª", m_name); break;
- case 3: msg_format("%s¤ò¤Ö¤Ã¤¿»Â¤Ã¤¿¡ª", m_name); break;
- case 4: msg_format("%s¤ò¥á¥Ã¥¿»Â¤ê¤Ë¤·¤¿¡ª", m_name); break;
- case 5: msg_format("%s¤ò¥á¥Ã¥¿¥á¥¿¤Ë»Â¤Ã¤¿¡ª", m_name); break;
- case 6: msg_format("%s¤ò»É¿È¤Ë¤·¤¿¡ª", m_name); break;
- case 7: msg_format("%s¤ò»Â¤Ã¤Æ»Â¤Ã¤Æ»Â¤ê¤Þ¤¯¤Ã¤¿¡ª", m_name); break;
- default: msg_format("%s¤òºÙÀÚ¤ì¤Ë¤·¤¿¡ª", m_name); break;
-#else
- case 2: msg_format("You gouge %s!", m_name); break;
- case 3: msg_format("You maim %s!", m_name); break;
- case 4: msg_format("You carve %s!", m_name); break;
- case 5: msg_format("You cleave %s!", m_name); break;
- case 6: msg_format("You smite %s!", m_name); break;
- case 7: msg_format("You eviscerate %s!", m_name); break;
- default: msg_format("You shred %s!", m_name); break;
-#endif
+ case 2: msg_format(_("%sを斬った!", "You gouge %s!"), m_name); break;
+ case 3: msg_format(_("%sをぶった斬った!", "You maim %s!"), m_name); break;
+ case 4: msg_format(_("%sをメッタ斬りにした!", "You carve %s!"), m_name); break;
+ case 5: msg_format(_("%sをメッタメタに斬った!", "You cleave %s!"), m_name); break;
+ case 6: msg_format(_("%sを刺身にした!", "You smite %s!"), m_name); break;
+ case 7: msg_format(_("%sを斬って斬って斬りまくった!", "You eviscerate %s!"), m_name); break;
+ default: msg_format(_("%sを細切れにした!", "You shred %s!"), m_name); break;
}
}
drain_result = drain_result * 3 / 2;
if (zantetsu_mukou)
{
-#ifdef JP
- msg_print("¤³¤ó¤ÊÆð¤é¤«¤¤¤â¤Î¤ÏÀÚ¤ì¤ó¡ª");
-#else
- msg_print("You cannot cut such a elastic thing!");
-#endif
+ msg_print(_("こんな軟らかいものは切れん!", "You cannot cut such a elastic thing!"));
k = 0;
}
if (e_j_mukou)
{
-#ifdef JP
- msg_print("ÃØéá¤Ï¶ì¼ê¤À¡ª");
-#else
- msg_print("Spiders are difficult for you to deal with!");
-#endif
+ msg_print(_("蜘蛛は苦手だ!", "Spiders are difficult for you to deal with!"));
k /= 2;
}
if (!(r_ptr->flags3 & (RF3_NO_STUN)))
{
/* Get stunned */
- if (m_ptr->stunned)
+ if (MON_STUNNED(m_ptr))
{
-#ifdef JP
- msg_format("%s¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
-#else
- msg_format("%s is more dazed.", m_name);
-#endif
-
+ msg_format(_("%sはひどくもうろうとした。", "%s is more dazed."), m_name);
tmp /= 2;
}
else
{
-#ifdef JP
- msg_format("%s ¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£", m_name);
-#else
- msg_format("%s is dazed.", m_name);
-#endif
- mproc_add(c_ptr->m_idx, MPROC_STUNNED);
+ msg_format(_("%s はもうろうとした。", "%s is dazed."), m_name);
}
/* Apply stun */
- m_ptr->stunned = (tmp < 200) ? tmp : 200;
+ (void)set_monster_stunned(c_ptr->m_idx, MON_STUNNED(m_ptr) + tmp);
}
else
{
-#ifdef JP
- msg_format("%s ¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%s is not effected.", m_name);
-#endif
+ msg_format(_("%s には効果がなかった。", "%s is not effected."), m_name);
}
}
if ((randint1(randint1(r_ptr->level/7)+5) == 1) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
{
k = m_ptr->hp + 1;
-#ifdef JP
- msg_format("%s¤ÎµÞ½ê¤òÆͤ»É¤·¤¿¡ª", m_name);
-#else
- msg_format("You hit %s on a fatal spot!", m_name);
-#endif
+ msg_format(_("%sの急所を突き刺した!", "You hit %s on a fatal spot!"), m_name);
}
else k = 1;
}
{
k *= 5;
drain_result *= 2;
-#ifdef JP
- msg_format("¿Ï¤¬%s¤Ë¿¼¡¹¤ÈÆͤ»É¤µ¤Ã¤¿¡ª", m_name);
-#else
- msg_format("You critically injured %s!", m_name);
-#endif
+ msg_format(_("刃が%sに深々と突き刺さった!", "You critically injured %s!"), m_name);
}
else if (((m_ptr->hp < maxhp/2) && one_in_((p_ptr->num_blow[0]+p_ptr->num_blow[1]+1)*10)) || ((one_in_(666) || ((backstab || fuiuchi) && one_in_(11))) && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2)))
{
{
k = MAX(k*5, m_ptr->hp/2);
drain_result *= 2;
-#ifdef JP
- msg_format("%s¤ËÃ×Ì¿½ý¤òÉé¤ï¤»¤¿¡ª", m_name);
-#else
- msg_format("You fatally injured %s!", m_name);
-#endif
+ msg_format(_("%sに致命傷を負わせた!", "You fatally injured %s!"), m_name);
}
else
{
k = m_ptr->hp + 1;
-#ifdef JP
- msg_format("¿Ï¤¬%s¤ÎµÞ½ê¤ò´Ó¤¤¤¿¡ª", m_name);
-#else
- msg_format("You hit %s on a fatal spot!", m_name);
-#endif
+ msg_format(_("刃が%sの急所を貫いた!", "You hit %s on a fatal spot!"), m_name);
}
}
}
- /* Complex message */
- if (p_ptr->wizard || cheat_xtra)
- {
-#ifdef JP
- msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", k, m_ptr->hp);
-#else
- msg_format("You do %d (out of %d) damage.", k, m_ptr->hp);
-#endif
- }
+ msg_format_wizard(CHEAT_MONSTER,
+ _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), k,
+ m_ptr->hp - k, m_ptr->maxhp, m_ptr->max_maxhp);
if (k <= 0) can_drain = FALSE;
if (mon_take_hit(c_ptr->m_idx, k, fear, NULL))
{
*mdeath = TRUE;
- if ((p_ptr->pclass == CLASS_BERSERKER) && energy_use)
+ if ((p_ptr->pclass == CLASS_BERSERKER) && p_ptr->energy_use)
{
if (p_ptr->migite && p_ptr->hidarite)
{
- if (hand) energy_use = energy_use*3/5+energy_use*num*2/(p_ptr->num_blow[hand]*5);
- else energy_use = energy_use*num*3/(p_ptr->num_blow[hand]*5);
+ if (hand) p_ptr->energy_use = p_ptr->energy_use*3/5+p_ptr->energy_use*num*2/(p_ptr->num_blow[hand]*5);
+ else p_ptr->energy_use = p_ptr->energy_use*num*3/(p_ptr->num_blow[hand]*5);
}
else
{
- energy_use = energy_use*num/p_ptr->num_blow[hand];
+ p_ptr->energy_use = p_ptr->energy_use*num/p_ptr->num_blow[hand];
}
}
if ((o_ptr->name1 == ART_ZANTETSU) && is_lowlevel)
-#ifdef JP
- msg_print("¤Þ¤¿¤Ä¤Þ¤é¤Ì¤â¤Î¤ò»Â¤Ã¤Æ¤·¤Þ¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("Sigh... Another trifling thing I've cut....");
-#endif
+ msg_print(_("またつまらぬものを斬ってしまった...", "Sigh... Another trifling thing I've cut...."));
break;
}
{
if (is_human)
{
- int to_h = o_ptr->to_h;
- int to_d = o_ptr->to_d;
+ HIT_PROB to_h = o_ptr->to_h;
+ HIT_POINT to_d = o_ptr->to_d;
int i, flag;
flag = 1;
if (o_ptr->to_h != to_h || o_ptr->to_d != to_d)
{
-#ifdef JP
- msg_print("ÍÅÅá¤Ï·ì¤òµÛ¤Ã¤Æ¶¯¤¯¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("Muramasa sucked blood, and became more powerful!");
-#endif
+ msg_print(_("妖刀は血を吸って強くなった!", "Muramasa sucked blood, and became more powerful!"));
o_ptr->to_h = to_h;
o_ptr->to_d = to_d;
}
{
drain_heal = damroll(2, drain_result / 6);
+ /* Hex */
+ if (hex_spelling(HEX_VAMP_BLADE)) drain_heal *= 2;
+
if (cheat_xtra)
{
-#ifdef JP
- msg_format("Draining left: %d", drain_left);
-#else
- msg_format("Draining left: %d", drain_left);
-#endif
-
+ msg_format(_("Draining left: %d", "Draining left: %d"), drain_left);
}
if (drain_left)
if (drain_msg)
{
-#ifdef JP
- msg_format("¿Ï¤¬%s¤«¤éÀ¸Ì¿ÎϤòµÛ¤¤¼è¤Ã¤¿¡ª", m_name);
-#else
- msg_format("Your weapon drains life from %s!", m_name);
-#endif
-
+ msg_format(_("刃が%sから生命力を吸い取った!", "Your weapon drains life from %s!"), m_name);
drain_msg = FALSE;
}
}
m_ptr->maxhp -= (k+7)/8;
if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
+ if (m_ptr->maxhp < 1) m_ptr->maxhp = 1;
weak = TRUE;
}
can_drain = FALSE;
drain_result = 0;
/* Confusion attack */
- if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF))
+ if ((p_ptr->special_attack & ATTACK_CONFUSE) || (chaos_effect == 3) || (mode == HISSATSU_CONF) || hex_spelling(HEX_CONFUSION))
{
/* Cancel glowing hands */
if (p_ptr->special_attack & ATTACK_CONFUSE)
{
p_ptr->special_attack &= ~(ATTACK_CONFUSE);
-#ifdef JP
- msg_print("¼ê¤Îµ±¤¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("Your hands stop glowing.");
-#endif
+ msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
p_ptr->redraw |= (PR_STATUS);
}
if (r_ptr->flags3 & RF3_NO_CONF)
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_NO_CONF;
-
-#ifdef JP
- msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is unaffected.", m_name);
-#endif
+ msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
}
else if (randint0(100) < r_ptr->level)
{
-#ifdef JP
- msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is unaffected.", m_name);
-#endif
-
+ msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
}
else
{
- int tmp = m_ptr->confused + 10 + randint0(p_ptr->lev) / 5;
-
-#ifdef JP
- msg_format("%^s¤Ïº®Í𤷤¿¤è¤¦¤À¡£", m_name);
-#else
- msg_format("%^s appears confused.", m_name);
-#endif
-
- m_ptr->confused = (tmp < 200) ? tmp : 200;
- if (!m_ptr->mproc_idx[MPROC_CONFUSED]) mproc_add(c_ptr->m_idx, MPROC_CONFUSED);
+ msg_format(_("%^sは混乱したようだ。", "%^s appears confused."), m_name);
+ (void)set_monster_confused(c_ptr->m_idx, MON_CONFUSED(m_ptr) + 10 + randint0(p_ptr->lev) / 5);
}
}
if (r_ptr->flags1 & RF1_UNIQUE)
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#ifdef JP
- msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is unaffected!", m_name);
-#endif
-
+ msg_format(_("%^sには効果がなかった。", "%^s is unaffected!"), m_name);
resists_tele = TRUE;
}
else if (r_ptr->level > randint1(100))
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#ifdef JP
- msg_format("%^s¤ÏÄñ¹³ÎϤò»ý¤Ã¤Æ¤¤¤ë¡ª", m_name);
-#else
- msg_format("%^s resists!", m_name);
-#endif
-
+ msg_format(_("%^sは抵抗力を持っている!", "%^s resists!"), m_name);
resists_tele = TRUE;
}
}
if (!resists_tele)
{
-#ifdef JP
- msg_format("%^s¤Ï¾Ã¤¨¤¿¡ª", m_name);
-#else
- msg_format("%^s disappears!", m_name);
-#endif
-
- teleport_away(c_ptr->m_idx, 50, FALSE, TRUE);
+ msg_format(_("%^sは消えた!", "%^s disappears!"), m_name);
+ teleport_away(c_ptr->m_idx, 50, TELEPORT_PASSIVE);
num = num_blow + 1; /* Can't hit it anymore! */
*mdeath = TRUE;
}
{
if (polymorph_monster(y, x))
{
-#ifdef JP
- msg_format("%^s¤ÏÊѲ½¤·¤¿¡ª", m_name);
-#else
- msg_format("%^s changes!", m_name);
-#endif
-
+ msg_format(_("%^sは変化した!", "%^s changes!"), m_name);
*fear = FALSE;
weak = FALSE;
}
else
{
-#ifdef JP
- msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is unaffected.", m_name);
-#endif
+ msg_format(_("%^sには効果がなかった。", "%^s is unaffected."), m_name);
}
/* Hack -- Get new monster */
}
else if (o_ptr->name1 == ART_G_HAMMER)
{
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *target_ptr = &m_list[c_ptr->m_idx];
- if (m_ptr->hold_o_idx)
+ if (target_ptr->hold_o_idx)
{
- object_type *q_ptr = &o_list[m_ptr->hold_o_idx];
+ object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
char o_name[MAX_NLEN];
object_desc(o_name, q_ptr, OD_NAME_ONLY);
q_ptr->held_m_idx = 0;
- q_ptr->marked = 0;
- m_ptr->hold_o_idx = q_ptr->next_o_idx;
+ q_ptr->marked = OM_TOUCHED;
+ target_ptr->hold_o_idx = q_ptr->next_o_idx;
q_ptr->next_o_idx = 0;
-#ifdef JP
- msg_format("%s¤òÃ¥¤Ã¤¿¡£", o_name);
-#else
- msg_format("You snatched %s.", o_name);
-#endif
+ msg_format(_("%sを奪った。", "You snatched %s."), o_name);
inven_carry(q_ptr);
}
}
if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE) && one_in_(3))
{
- u32b flgs[TR_FLAG_SIZE];
+ u32b flgs_aux[TR_FLAG_SIZE];
/* Sound */
sound(SOUND_HIT);
/* Message */
-#ifdef JP
- msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
-#else
- msg_format("You miss %s.", m_name);
-#endif
+ msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
/* Message */
-#ifdef JP
- msg_print("¿¶¤ê²ó¤·¤¿Âç³ù¤¬¼«Ê¬¼«¿È¤ËÊ֤äƤ¤¿¡ª");
-#else
- msg_print("Your scythe returns to you!");
-#endif
+ msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
/* Extract the flags */
- object_flags(o_ptr, flgs);
+ object_flags(o_ptr, flgs_aux);
k = damroll(o_ptr->dd + p_ptr->to_dd[hand], o_ptr->ds + p_ptr->to_ds[hand]);
{
case RACE_HUMAN:
case RACE_AMBERITE:
case RACE_DUNADAN:
+ case RACE_BARBARIAN:
+ case RACE_BEASTMAN:
mult = 25;break;
case RACE_HALF_ORC:
case RACE_HALF_TROLL:
if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && (mult < 25))
mult = 25;
- if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
+ if ((p_ptr->pclass != CLASS_SAMURAI) && (have_flag(flgs_aux, TR_FORCE_WEAPON)) && (p_ptr->csp > (p_ptr->msp / 30)))
{
p_ptr->csp -= (1+(p_ptr->msp / 30));
p_ptr->redraw |= (PR_MANA);
mult = mult * 3 / 2 + 20;
}
- k *= mult;
+ k *= (HIT_POINT)mult;
k /= 10;
}
if (one_in_(6))
{
int mult = 2;
-#ifdef JP
- msg_format("¥°¥Ã¥µ¥êÀÚ¤êÎö¤«¤ì¤¿¡ª");
-#else
- msg_format("Your weapon cuts deep into yourself!");
-#endif
+ msg_format(_("グッサリ切り裂かれた!", "Your weapon cuts deep into yourself!"));
/* Try to increase the damage */
while (one_in_(4))
{
mult++;
}
- k *= mult;
+ k *= (HIT_POINT)mult;
}
k += (p_ptr->to_d[hand] + o_ptr->to_d);
-
if (k < 0) k = 0;
-#ifdef JP
- take_hit(DAMAGE_FORCE, k, "»à¤ÎÂç³ù", -1);
-#else
- take_hit(DAMAGE_FORCE, k, "Death scythe", -1);
-#endif
-
+ take_hit(DAMAGE_FORCE, k, _("死の大鎌", "Death scythe"), -1);
redraw_stuff();
}
else
sound(SOUND_MISS);
/* Message */
-#ifdef JP
- msg_format("¥ß¥¹¡ª %s¤Ë¤«¤ï¤µ¤ì¤¿¡£", m_name);
-#else
- msg_format("You miss %s.", m_name);
-#endif
+ msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
}
}
backstab = FALSE;
if (weak && !(*mdeath))
{
-#ifdef JP
- msg_format("%s¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£", m_name);
-#else
- msg_format("%^s seems weakened.", m_name);
-#endif
+ msg_format(_("%sは弱くなったようだ。", "%^s seems weakened."), m_name);
}
if (drain_left != MAX_VAMPIRIC_DRAIN)
{
/* Mega-Hack -- apply earthquake brand */
if (do_quake)
{
- earthquake(py, px, 10);
+ earthquake(p_ptr->y, p_ptr->x, 10);
if (!cave[y][x].m_idx) *mdeath = TRUE;
}
}
-bool py_attack(int y, int x, int mode)
+/*!
+ * @brief プレイヤーの打撃処理メインルーチン
+ * @param y 攻撃目標のY座標
+ * @param x 攻撃目標のX座標
+ * @param mode 発動中の剣術ID
+ * @return 実際に攻撃処理が行われた場合TRUEを返す。
+ * @details
+ * If no "weapon" is available, then "punch" the monster one time.
+ */
+bool py_attack(int y, int x, BIT_FLAGS mode)
{
bool fear = FALSE;
bool mdeath = FALSE;
char m_name[80];
/* Disturb the player */
- disturb(0, 0);
+ disturb(0, 1);
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (!p_ptr->migite && !p_ptr->hidarite &&
!(p_ptr->muta2 & (MUT2_HORNS | MUT2_BEAK | MUT2_SCOR_TAIL | MUT2_TRUNK | MUT2_TENTACLES)))
{
-#ifdef JP
- msg_format("%s¹¶·â¤Ç¤¤Ê¤¤¡£", (empty_hands(FALSE) == EMPTY_HAND_NONE) ? "ξ¼ê¤¬¤Õ¤µ¤¬¤Ã¤Æ" : "");
-#else
- msg_print("You cannot do attacking.");
-#endif
+ msg_format(_("%s攻撃できない。", "You cannot do attacking."),
+ (empty_hands(FALSE) == EMPTY_HAND_NONE) ? _("両手がふさがって", "") : "");
return FALSE;
}
if (m_ptr->ml)
{
/* Auto-Recall if possible and visible */
- monster_race_track(m_ptr->ap_r_idx);
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
/* Track a new monster */
health_track(c_ptr->m_idx);
{
if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
{
-#ifdef JP
- msg_print("ÀÛ¼Ô¡¢¤ª¤Ê¤´¤Ï»Â¤ì¤Ì¡ª");
-#else
- msg_print("I can not attack women!");
-#endif
+ msg_print(_("拙者、おなごは斬れぬ!", "I can not attack women!"));
return FALSE;
}
}
if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
{
-#ifdef JP
- msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
-#else
- msg_print("Something prevent you from attacking.");
-#endif
+ msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
return FALSE;
}
if (inventory[INVEN_LARM].name1 == ART_STORMBRINGER) stormbringer = TRUE;
if (stormbringer)
{
-#ifdef JP
- msg_format("¹õ¤¤¿Ï¤Ï¶¯ÍߤË%s¤ò¹¶·â¤·¤¿¡ª", m_name);
-#else
- msg_format("Your black blade greedily attacks %s!", m_name);
-#endif
+ msg_format(_("黒い刃は強欲に%sを攻撃した!", "Your black blade greedily attacks %s!"), m_name);
chg_virtue(V_INDIVIDUALISM, 1);
chg_virtue(V_HONOUR, -1);
chg_virtue(V_JUSTICE, -1);
}
else if (p_ptr->pclass != CLASS_BERSERKER)
{
-#ifdef JP
- if (get_check("ËÜÅö¤Ë¹¶·â¤·¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Really hit it? "))
-#endif
+ if (get_check(_("本当に攻撃しますか?", "Really hit it? ")))
{
chg_virtue(V_INDIVIDUALISM, 1);
chg_virtue(V_HONOUR, -1);
}
else
{
-#ifdef JP
- msg_format("%s¤ò¹¶·â¤¹¤ë¤Î¤ò»ß¤á¤¿¡£", m_name);
-#else
- msg_format("You stop to avoid hitting %s.", m_name);
-#endif
+ msg_format(_("%sを攻撃するのを止めた。", "You stop to avoid hitting %s."), m_name);
return FALSE;
}
}
{
/* Message */
if (m_ptr->ml)
-#ifdef JP
- msg_format("¶²¤¯¤Æ%s¤ò¹¶·â¤Ç¤¤Ê¤¤¡ª", m_name);
-#else
- msg_format("You are too afraid to attack %s!", m_name);
-#endif
-
+ msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
else
-#ifdef JP
- msg_format ("¤½¤Ã¤Á¤Ë¤Ï²¿¤«¶²¤¤¤â¤Î¤¬¤¤¤ë¡ª");
-#else
- msg_format ("There is something scary in your way!");
-#endif
+ msg_format (_("そっちには何か恐いものがいる!", "There is something scary in your way!"));
- if (m_ptr->csleep)
- {
- /* Disturb the monster */
- m_ptr->csleep = 0;
- mproc_remove(c_ptr->m_idx, m_ptr->mproc_idx[MPROC_CSLEEP], MPROC_CSLEEP);
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
- }
+ /* Disturb the monster */
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
/* Done */
return FALSE;
}
- if (m_ptr->csleep) /* It is not honorable etc to attack helpless victims */
+ if (MON_CSLEEP(m_ptr)) /* It is not honorable etc to attack helpless victims */
{
if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
sound(SOUND_FLEE);
/* Message */
-#ifdef JP
- msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
-#else
- msg_format("%^s flees in terror!", m_name);
-#endif
-
+ msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
if ((p_ptr->special_defense & KATA_IAI) && ((mode != HISSATSU_IAI) || mdeath))
}
+/*!
+ * @brief パターンによる移動制限処理
+ * @param c_y プレイヤーの移動元Y座標
+ * @param c_x プレイヤーの移動元X座標
+ * @param n_y プレイヤーの移動先Y座標
+ * @param n_x プレイヤーの移動先X座標
+ * @return 移動処理が可能である場合(可能な場合に選択した場合)TRUEを返す。
+ */
bool pattern_seq(int c_y, int c_x, int n_y, int n_x)
{
feature_type *cur_f_ptr = &f_info[cave[c_y][c_x].feat];
if (!is_pattern_tile_cur && !is_pattern_tile_new) return TRUE;
- pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->power : NOT_PATTERN_TILE;
- pattern_type_new = is_pattern_tile_new ? new_f_ptr->power : NOT_PATTERN_TILE;
+ pattern_type_cur = is_pattern_tile_cur ? cur_f_ptr->subtype : NOT_PATTERN_TILE;
+ pattern_type_new = is_pattern_tile_new ? new_f_ptr->subtype : NOT_PATTERN_TILE;
if (pattern_type_new == PATTERN_TILE_START)
{
if (!is_pattern_tile_cur && !p_ptr->confused && !p_ptr->stun && !p_ptr->image)
{
-#ifdef JP
- if (get_check("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤻Ϥá¤ë¤È¡¢Á´¤Æ¤òÊ⤫¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£¤¤¤¤¤Ç¤¹¤«¡©"))
-#else
- if (get_check("If you start walking the Pattern, you must walk the whole way. Ok? "))
-#endif
+ if (get_check(_("パターンの上を歩き始めると、全てを歩かなければなりません。いいですか?",
+ "If you start walking the Pattern, you must walk the whole way. Ok? ")))
return TRUE;
else
return FALSE;
}
else
{
-#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You must start walking the Pattern from the startpoint.");
-#endif
+ msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。",
+ "You must start walking the Pattern from the startpoint."));
return FALSE;
}
return TRUE;
else
{
-#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You must walk the Pattern in correct order.");
-#endif
-
+ msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order."));
return FALSE;
}
}
{
if (!is_pattern_tile_new)
{
-#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
-#else
- msg_print("You may not step off from the Pattern.");
-#endif
-
+ msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern."));
return FALSE;
}
else
{
if (!is_pattern_tile_cur)
{
-#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤òÊ⤯¤Ë¤Ï¥¹¥¿¡¼¥ÈÃÏÅÀ¤«¤éÊ⤻Ϥá¤Ê¤¯¤Æ¤Ï¤Ê¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You must start walking the Pattern from the startpoint.");
-#endif
+ msg_print(_("パターンの上を歩くにはスタート地点から歩き始めなくてはなりません。",
+ "You must start walking the Pattern from the startpoint."));
return FALSE;
}
break;
default:
if (p_ptr->wizard)
-#ifdef JP
- msg_format("¤ª¤«¤·¤Ê¥Ñ¥¿¡¼¥óÊâ¹Ô¡¢%d¡£", pattern_type_cur);
-#else
- msg_format("Funny Pattern walking, %d.", pattern_type_cur);
-#endif
+ msg_format(_("おかしなパターン歩行、%d。", "Funny Pattern walking, %d."), pattern_type_cur);
return TRUE; /* Goof-up */
}
else
{
if (!is_pattern_tile_new)
-#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤òƧ¤ß³°¤·¤Æ¤Ï¤¤¤±¤Þ¤»¤ó¡£");
-#else
- msg_print("You may not step off from the Pattern.");
-#endif
+ msg_print(_("パターンを踏み外してはいけません。", "You may not step off from the Pattern."));
else
-#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤ÏÀµ¤·¤¤½ç½ø¤ÇÊ⤫¤Í¤Ð¤Ê¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You must walk the Pattern in correct order.");
-#endif
+ msg_print(_("パターンの上は正しい順序で歩かねばなりません。", "You must walk the Pattern in correct order."));
return FALSE;
}
}
+/*!
+ * @brief プレイヤーが地形踏破可能かを返す
+ * @param feature 判定したい地形ID
+ * @param mode 移動に関するオプションフラグ
+ * @return 移動可能ならばTRUEを返す
+ */
bool player_can_enter(s16b feature, u16b mode)
{
feature_type *f_ptr = &f_info[feature];
}
-/*
- * Move the player
+/*!
+ * @brief 移動に伴うプレイヤーのステータス変化処理
+ * @param ny 移動先Y座標
+ * @param nx 移動先X座標
+ * @param mpe_mode 移動オプションフラグ
+ * @return プレイヤーが死亡やフロア離脱を行わず、実際に移動が可能ならばTRUEを返す。
*/
-bool move_player_effect(int ny, int nx, u32b mpe_mode)
+bool move_player_effect(POSITION ny, POSITION nx, u32b mpe_mode)
{
cave_type *c_ptr = &cave[ny][nx];
feature_type *f_ptr = &f_info[c_ptr->feat];
if (!(mpe_mode & MPE_STAYING))
{
- int oy = py;
- int ox = px;
+ POSITION oy = p_ptr->y;
+ POSITION ox = p_ptr->x;
cave_type *oc_ptr = &cave[oy][ox];
- int om_idx = oc_ptr->m_idx;
- int nm_idx = c_ptr->m_idx;
+ IDX om_idx = oc_ptr->m_idx;
+ IDX nm_idx = c_ptr->m_idx;
/* Move the player */
- py = ny;
- px = nx;
+ p_ptr->y = ny;
+ p_ptr->x = nx;
/* Hack -- For moving monster or riding player's moving */
if (!(mpe_mode & MPE_DONT_SWAP_MON))
(!have_flag(f_ptr->flags, FF_PROJECT) ||
(!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))))
{
-#ifdef JP
- msg_print("¤³¤³¤Ç¤ÏÁÇÁ᤯ư¤±¤Ê¤¤¡£");
-#else
- msg_print("You cannot run in here.");
-#endif
+ msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
set_action(ACTION_NONE);
}
}
{
if (music_singing(MUSIC_WALL))
{
- (void)project(0, 0, py, px, (60 + p_ptr->lev), GF_DISINTEGRATE,
+ (void)project(0, 0, p_ptr->y, p_ptr->x, (60 + p_ptr->lev), GF_DISINTEGRATE,
PROJECT_KILL | PROJECT_ITEM, -1);
if (!player_bold(ny, nx) || p_ptr->is_dead || p_ptr->leaving) return FALSE;
if (have_flag(f_ptr->flags, FF_STORE))
{
/* Disturb */
- disturb(0, 0);
+ disturb(0, 1);
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Hack -- Enter store */
command_new = SPECIAL_KEY_STORE;
}
else if (have_flag(f_ptr->flags, FF_BLDG))
{
/* Disturb */
- disturb(0, 0);
+ disturb(0, 1);
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Hack -- Enter building */
command_new = SPECIAL_KEY_BUILDING;
}
else if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
{
/* Disturb */
- disturb(0, 0);
+ disturb(0, 1);
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Hack -- Enter quest level */
command_new = SPECIAL_KEY_QUEST;
}
{
if (quest[p_ptr->inside_quest].type == QUEST_TYPE_FIND_EXIT)
{
- if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, p_ptr->inside_quest, NULL);
- quest[p_ptr->inside_quest].status = QUEST_STATUS_COMPLETED;
- quest[p_ptr->inside_quest].complev = (byte)p_ptr->lev;
-#ifdef JP
- msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
- msg_print("You accomplished your quest!");
-#endif
-
- msg_print(NULL);
+ complete_quest(p_ptr->inside_quest);
}
leave_quest_check();
else if (have_flag(f_ptr->flags, FF_HIT_TRAP) && !(mpe_mode & MPE_STAYING))
{
/* Disturb */
- disturb(0, 0);
+ disturb(0, 1);
/* Hidden trap */
if (c_ptr->mimic || have_flag(f_ptr->flags, FF_SECRET))
{
/* Message */
-#ifdef JP
- msg_print("¥È¥é¥Ã¥×¤À¡ª");
-#else
- msg_print("You found a trap!");
-#endif
+ msg_print(_("トラップだ!", "You found a trap!"));
/* Pick a trap */
- disclose_grid(py, px);
+ disclose_grid(p_ptr->y, p_ptr->x);
}
/* Hit the trap */
{
if (alert_trap_detect)
{
-#ifdef JP
- msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
-#else
- msg_print("*Leaving trap detect region!*");
-#endif
+ msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
}
- if (disturb_trap_detect) disturb(0, 0);
+ if (disturb_trap_detect) disturb(0, 1);
}
}
return player_bold(ny, nx) && !p_ptr->is_dead && !p_ptr->leaving;
}
-
+/*!
+ * @brief 該当地形のトラップがプレイヤーにとって無効かどうかを判定して返す
+ * @param feat 地形ID
+ * @return トラップが自動的に無効ならばTRUEを返す
+ */
bool trap_can_be_ignored(int feat)
{
- switch (feat)
+ feature_type *f_ptr = &f_info[feat];
+
+ if (!have_flag(f_ptr->flags, FF_TRAP)) return TRUE;
+
+ switch (f_ptr->subtype)
{
- case FEAT_TRAP_TRAPDOOR:
- case FEAT_TRAP_PIT:
- case FEAT_TRAP_SPIKED_PIT:
- case FEAT_TRAP_POISON_PIT:
+ case TRAP_TRAPDOOR:
+ case TRAP_PIT:
+ case TRAP_SPIKED_PIT:
+ case TRAP_POISON_PIT:
if (p_ptr->levitation) return TRUE;
break;
- case FEAT_TRAP_TELEPORT:
+ case TRAP_TELEPORT:
if (p_ptr->anti_tele) return TRUE;
break;
- case FEAT_TRAP_FIRE:
+ case TRAP_FIRE:
if (p_ptr->immune_fire) return TRUE;
break;
- case FEAT_TRAP_ACID:
+ case TRAP_ACID:
if (p_ptr->immune_acid) return TRUE;
break;
- case FEAT_TRAP_BLIND:
+ case TRAP_BLIND:
if (p_ptr->resist_blind) return TRUE;
break;
- case FEAT_TRAP_CONFUSE:
+ case TRAP_CONFUSE:
if (p_ptr->resist_conf) return TRUE;
break;
- case FEAT_TRAP_POISON:
+ case TRAP_POISON:
if (p_ptr->resist_pois) return TRUE;
break;
- case FEAT_TRAP_SLEEP:
+ case TRAP_SLEEP:
if (p_ptr->free_act) return TRUE;
break;
}
have_flag((MF)->flags, FF_PROJECT) && \
!have_flag((MF)->flags, FF_OPEN))
-/*
+
+/*!
+ * @brief 該当地形のトラップがプレイヤーにとって無効かどうかを判定して返す /
* Move player in the given direction, with the given "pickup" flag.
- *
- * This routine should (probably) always induce energy expenditure.
- *
- * Note that moving will *always* take a turn, and will *always* hit
- * any monster which might be in the destination grid. Previously,
- * moving into walls was "free" and did NOT hit invisible monsters.
+ * @param dir 移動方向ID
+ * @param do_pickup 罠解除を試みながらの移動ならばTRUE
+ * @param break_trap トラップ粉砕処理を行うならばTRUE
+ * @return 実際に移動が行われたならばTRUEを返す。
+ * @note
+ * This routine should (probably) always induce energy expenditure.\n
+ * @details
+ * Note that moving will *always* take a turn, and will *always* hit\n
+ * any monster which might be in the destination grid. Previously,\n
+ * moving into walls was "free" and did NOT hit invisible monsters.\n
*/
-void move_player(int dir, bool do_pickup, bool break_trap)
+void move_player(DIRECTION dir, bool do_pickup, bool break_trap)
{
/* Find the result of moving */
- int y = py + ddy[dir];
- int x = px + ddx[dir];
+ POSITION y = p_ptr->y + ddy[dir];
+ POSITION x = p_ptr->x + ddx[dir];
/* Examine the destination */
cave_type *c_ptr = &cave[y][x];
}
p_ptr->leaving = TRUE;
- energy_use = 100;
+ p_ptr->energy_use = 100;
return;
}
/* Player can not walk through "walls"... */
/* unless in Shadow Form */
- p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_TUNNEL) &&
+ p_can_kill_walls = p_ptr->kill_wall && have_flag(f_ptr->flags, FF_HURT_DISI) &&
(!p_can_enter || !have_flag(f_ptr->flags, FF_LOS)) &&
!have_flag(f_ptr->flags, FF_PERMANENT);
if (!is_hostile(m_ptr) &&
!(p_ptr->confused || p_ptr->image || !m_ptr->ml || p_ptr->stun ||
((p_ptr->muta2 & MUT2_BERS_RAGE) && p_ptr->shero)) &&
- pattern_seq(py, px, y, x) && (p_can_enter || p_can_kill_walls))
+ pattern_seq(p_ptr->y, p_ptr->x, y, x) && (p_can_enter || p_can_kill_walls))
{
- if (m_ptr->csleep)
- {
- /* Disturb the monster */
- m_ptr->csleep = 0;
- mproc_remove(c_ptr->m_idx, m_ptr->mproc_idx[MPROC_CSLEEP], MPROC_CSLEEP);
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
- }
+ /* Disturb the monster */
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
/* Extract monster name (or "it") */
monster_desc(m_name, m_ptr, 0);
if (m_ptr->ml)
{
/* Auto-Recall if possible and visible */
- monster_race_track(m_ptr->ap_r_idx);
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
/* Track a new monster */
health_track(c_ptr->m_idx);
py_attack(y, x, 0);
oktomove = FALSE;
}
- else if (monster_can_cross_terrain(cave[py][px].feat, r_ptr, 0))
+ else if (monster_can_cross_terrain(cave[p_ptr->y][p_ptr->x].feat, r_ptr, 0))
{
do_past = TRUE;
}
else
- {
-#ifdef JP
- msg_format("%^s¤¬¼ÙËâ¤À¡ª", m_name);
-#else
- msg_format("%^s is in your way!", m_name);
-#endif
-
- energy_use = 0;
+ {
+ msg_format(_("%^sが邪魔だ!", "%^s is in your way!"), m_name);
+ p_ptr->energy_use = 0;
oktomove = FALSE;
}
{
if (riding_r_ptr->flags1 & RF1_NEVER_MOVE)
{
-#ifdef JP
- msg_print("Æ°¤±¤Ê¤¤¡ª");
-#else
- msg_print("Can't move!");
-#endif
- energy_use = 0;
+ msg_print(_("動けない!", "Can't move!"));
+ p_ptr->energy_use = 0;
oktomove = FALSE;
- disturb(0, 0);
+ disturb(0, 1);
}
- else if (riding_m_ptr->monfear)
+ else if (MON_MONFEAR(riding_m_ptr))
{
- char m_name[80];
+ char steed_name[80];
/* Acquire the monster name */
- monster_desc(m_name, riding_m_ptr, 0);
+ monster_desc(steed_name, riding_m_ptr, 0);
/* Dump a message */
-#ifdef JP
- msg_format("%s¤¬¶²Éݤ·¤Æ¤¤¤ÆÀ©¸æ¤Ç¤¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s is too scared to control.", m_name);
-#endif
+ msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
oktomove = FALSE;
- disturb(0, 0);
+ disturb(0, 1);
}
else if (p_ptr->riding_ryoute)
{
oktomove = FALSE;
- disturb(0, 0);
+ disturb(0, 1);
}
else if (have_flag(f_ptr->flags, FF_CAN_FLY) && (riding_r_ptr->flags7 & RF7_CAN_FLY))
{
!(riding_r_ptr->flags7 & RF7_AQUATIC) &&
(have_flag(f_ptr->flags, FF_DEEP) || (riding_r_ptr->flags2 & RF2_AURA_FIRE)))
{
-#ifdef JP
- msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
- msg_print("Can't swim.");
-#endif
- energy_use = 0;
+ msg_format(_("%sの上に行けない。", "Can't swim."), f_name + f_info[get_feat_mimic(c_ptr)].name);
+ p_ptr->energy_use = 0;
oktomove = FALSE;
- disturb(0, 0);
+ disturb(0, 1);
}
else if (!have_flag(f_ptr->flags, FF_WATER) && (riding_r_ptr->flags7 & RF7_AQUATIC))
{
-#ifdef JP
- msg_format("%s¤«¤é¾å¤¬¤ì¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(&cave[py][px])].name);
-#else
- msg_print("Can't land.");
-#endif
- energy_use = 0;
+ msg_format(_("%sから上がれない。", "Can't land."), f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name);
+ p_ptr->energy_use = 0;
oktomove = FALSE;
- disturb(0, 0);
+ disturb(0, 1);
}
else if (have_flag(f_ptr->flags, FF_LAVA) && !(riding_r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
{
-#ifdef JP
- msg_format("%s¤Î¾å¤Ë¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
- msg_print("Too hot to go through.");
-#endif
- energy_use = 0;
+ msg_format(_("%sの上に行けない。", "Too hot to go through."), f_name + f_info[get_feat_mimic(c_ptr)].name);
+ p_ptr->energy_use = 0;
oktomove = FALSE;
- disturb(0, 0);
+ disturb(0, 1);
}
- if (oktomove && riding_m_ptr->stunned && one_in_(2))
+ if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
{
- char m_name[80];
- monster_desc(m_name, riding_m_ptr, 0);
-#ifdef JP
- msg_format("%s¤¬Û¯Û°¤È¤·¤Æ¤¤¤Æ¤¦¤Þ¤¯Æ°¤±¤Ê¤¤¡ª",m_name);
-#else
- msg_format("You cannot control stunned %s!",m_name);
-#endif
+ char steed_name[80];
+ monster_desc(steed_name, riding_m_ptr, 0);
+ msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name);
oktomove = FALSE;
- disturb(0, 0);
+ disturb(0, 1);
}
}
else if (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation)
{
-#ifdef JP
- msg_format("¶õ¤òÈô¤Ð¤Ê¤¤¤È%s¤Î¾å¤Ë¤Ï¹Ô¤±¤Ê¤¤¡£", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
- msg_format("You need to fly to go through the %s.", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#endif
-
- energy_use = 0;
+ msg_format(_("空を飛ばないと%sの上には行けない。", "You need to fly to go through the %s."), f_name + f_info[get_feat_mimic(c_ptr)].name);
+ p_ptr->energy_use = 0;
running = 0;
oktomove = FALSE;
}
*/
else if (have_flag(f_ptr->flags, FF_TREE) && !p_can_kill_walls)
{
- if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation) energy_use *= 2;
+ if ((p_ptr->pclass != CLASS_RANGER) && !p_ptr->levitation && (!p_ptr->riding || !(riding_r_ptr->flags8 & RF8_WILD_WOOD))) p_ptr->energy_use *= 2;
}
#ifdef ALLOW_EASY_DISARM /* TNB */
oktomove = FALSE;
- /* Disturb the player */
- disturb(0, 0);
-
/* Notice things in the dark */
if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
{
/* Boundary floor mimic */
if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
{
-#ifdef JP
- msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¤è¤¦¤À¡£");
-#else
- msg_print("You feel you cannot go any more.");
-#endif
+ msg_print(_("それ以上先には進めないようだ。", "You feel you cannot go any more."));
}
/* Wall (or secret door) */
else
{
#ifdef JP
- msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£", name);
+ msg_format("%sが行く手をはばんでいるようだ。", name);
#else
msg_format("You feel %s %s blocking your way.",
is_a_vowel(name[0]) ? "an" : "a", name);
/* Boundary floor mimic */
if (boundary_floor(c_ptr, f_ptr, mimic_f_ptr))
{
-#ifdef JP
- msg_print("¤½¤ì°Ê¾åÀè¤Ë¤Ï¿Ê¤á¤Ê¤¤¡£");
-#else
- msg_print("You cannot go any more.");
-#endif
-
+ msg_print(_("それ以上先には進めない。", "You cannot go any more."));
if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
/* Wall (or secret door) */
#endif /* ALLOW_EASY_OPEN */
#ifdef JP
- msg_format("%s¤¬¹Ô¤¯¼ê¤ò¤Ï¤Ð¤ó¤Ç¤¤¤ë¡£", name);
+ msg_format("%sが行く手をはばんでいる。", name);
#else
msg_format("There is %s %s blocking your way.",
is_a_vowel(name[0]) ? "an" : "a", name);
* typing mistakes should not cost you a turn...
*/
if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
}
+ /* Disturb the player */
+ disturb(0, 1);
+
/* Sound */
if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
}
/* Normal movement */
- if (oktomove && !pattern_seq(py, px, y, x))
+ if (oktomove && !pattern_seq(p_ptr->y, p_ptr->x, y, x))
{
if (!(p_ptr->confused || p_ptr->stun || p_ptr->image))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
/* To avoid a loop with running */
- disturb(0, 0);
+ disturb(0, 1);
oktomove = FALSE;
}
{
if (!process_warning(x, y))
{
- energy_use = 25;
+ p_ptr->energy_use = 25;
return;
}
}
if (do_past)
{
-#ifdef JP
- msg_format("%s¤ò²¡¤·Âऱ¤¿¡£", m_name);
-#else
- msg_format("You push past %s.", m_name);
-#endif
+ msg_format(_("%sを押し退けた。", "You push past %s."), m_name);
}
/* Change oldpx and oldpy to place the player well when going back to big mode */
static bool ignore_avoid_run;
-/*
+/*!
+ * @brief ダッシュ移動処理中、移動先のマスが既知の壁かどうかを判定する /
* Hack -- Check for a "known wall" (see below)
+ * @param dir 想定する移動方向ID
+ * @param y 移動元のY座標
+ * @param x 移動元のX座標
+ * @return 移動先が既知の壁ならばTRUE
*/
static int see_wall(int dir, int y, int x)
{
}
-/*
+/*!
+ * @brief ダッシュ移動処理中、移動先のマスか未知の地形かどうかを判定する /
* Hack -- Check for an "unknown corner" (see below)
+ * @param dir 想定する移動方向ID
+ * @param y 移動元のY座標
+ * @param x 移動元のX座標
+ * @return 移動先が未知の地形ならばTRUE
*/
static int see_nothing(int dir, int y, int x)
{
-/*
- * The running algorithm: -CJS-
- *
- * In the diagrams below, the player has just arrived in the
- * grid marked as '@', and he has just come from a grid marked
- * as 'o', and he is about to enter the grid marked as 'x'.
- *
- * Of course, if the "requested" move was impossible, then you
- * will of course be blocked, and will stop.
- *
- * Overview: You keep moving until something interesting happens.
- * If you are in an enclosed space, you follow corners. This is
- * the usual corridor scheme. If you are in an open space, you go
- * straight, but stop before entering enclosed space. This is
- * analogous to reaching doorways. If you have enclosed space on
- * one side only (that is, running along side a wall) stop if
- * your wall opens out, or your open space closes in. Either case
- * corresponds to a doorway.
- *
- * What happens depends on what you can really SEE. (i.e. if you
- * have no light, then running along a dark corridor is JUST like
- * running in a dark room.) The algorithm works equally well in
- * corridors, rooms, mine tailings, earthquake rubble, etc, etc.
- *
- * These conditions are kept in static memory:
- * find_openarea You are in the open on at least one
- * side.
- * find_breakleft You have a wall on the left, and will
- * stop if it opens
- * find_breakright You have a wall on the right, and will
- * stop if it opens
- *
- * To initialize these conditions, we examine the grids adjacent
- * to the grid marked 'x', two on each side (marked 'L' and 'R').
- * If either one of the two grids on a given side is seen to be
- * closed, then that side is considered to be closed. If both
- * sides are closed, then it is an enclosed (corridor) run.
- *
- * LL L
- * @x LxR
- * RR @R
- *
- * Looking at more than just the immediate squares is
- * significant. Consider the following case. A run along the
- * corridor will stop just before entering the center point,
- * because a choice is clearly established. Running in any of
- * three available directions will be defined as a corridor run.
- * Note that a minor hack is inserted to make the angled corridor
- * entry (with one side blocked near and the other side blocked
- * further away from the runner) work correctly. The runner moves
- * diagonally, but then saves the previous direction as being
- * straight into the gap. Otherwise, the tail end of the other
- * entry would be perceived as an alternative on the next move.
- *
- * #.#
- * ##.##
- * .@x..
- * ##.##
- * #.#
- *
- * Likewise, a run along a wall, and then into a doorway (two
- * runs) will work correctly. A single run rightwards from @ will
- * stop at 1. Another run right and down will enter the corridor
- * and make the corner, stopping at the 2.
- *
- * ##################
- * o@x 1
- * ########### ######
- * #2 #
- * #############
- *
- * After any move, the function area_affect is called to
- * determine the new surroundings, and the direction of
- * subsequent moves. It examines the current player location
- * (at which the runner has just arrived) and the previous
- * direction (from which the runner is considered to have come).
- *
- * Moving one square in some direction places you adjacent to
- * three or five new squares (for straight and diagonal moves
- * respectively) to which you were not previously adjacent,
- * marked as '!' in the diagrams below.
- *
- * ...! ...
- * .o@! (normal) .o.! (diagonal)
- * ...! (east) ..@! (south east)
- * !!!
- *
- * You STOP if any of the new squares are interesting in any way:
- * for example, if they contain visible monsters or treasure.
- *
- * You STOP if any of the newly adjacent squares seem to be open,
- * and you are also looking for a break on that side. (that is,
- * find_openarea AND find_break).
- *
- * You STOP if any of the newly adjacent squares do NOT seem to be
- * open and you are in an open area, and that side was previously
- * entirely open.
- *
- * Corners: If you are not in the open (i.e. you are in a corridor)
- * and there is only one way to go in the new squares, then turn in
- * that direction. If there are more than two new ways to go, STOP.
- * If there are two ways to go, and those ways are separated by a
- * square which does not seem to be open, then STOP.
- *
- * Otherwise, we have a potential corner. There are two new open
- * squares, which are also adjacent. One of the new squares is
- * diagonally located, the other is straight on (as in the diagram).
- * We consider two more squares further out (marked below as ?).
- *
- * We assign "option" to the straight-on grid, and "option2" to the
- * diagonal grid, and "check_dir" to the grid marked 's'.
- *
- * ##s
- * @x?
- * #.?
- *
- * If they are both seen to be closed, then it is seen that no benefit
- * is gained from moving straight. It is a known corner. To cut the
- * corner, go diagonally, otherwise go straight, but pretend you
- * stepped diagonally into that next location for a full view next
- * time. Conversely, if one of the ? squares is not seen to be closed,
- * then there is a potential choice. We check to see whether it is a
- * potential corner or an intersection/room entrance. If the square
- * two spaces straight ahead, and the space marked with 's' are both
- * unknown space, then it is a potential corner and enter if
- * find_examine is set, otherwise must stop because it is not a
- * corner. (find_examine option is removed and always is TRUE.)
- */
-
-
-
/*
* Hack -- allow quick "cycling" through the legal directions
/*
* The direction we are running
*/
-static byte find_current;
+static DIRECTION find_current;
/*
* The direction we came from
*/
-static byte find_prevdir;
+static DIRECTION find_prevdir;
/*
* We are looking for open area
-/*
+/*!
+ * @brief ダッシュ処理の導入 /
* Initialize the running algorithm for a new direction.
- *
- * Diagonal Corridor -- allow diaginal entry into corridors.
- *
- * Blunt Corridor -- If there is a wall two spaces ahead and
- * we seem to be in a corridor, then force a turn into the side
- * corridor, must be moving straight into a corridor here. ???
- *
- * Diagonal Corridor Blunt Corridor (?)
- * # # #
- * #x# @x#
- * @p. p
+ * @param dir 導入の移動先
+ * @details
+ * Diagonal Corridor -- allow diaginal entry into corridors.\n
+ *\n
+ * Blunt Corridor -- If there is a wall two spaces ahead and\n
+ * we seem to be in a corridor, then force a turn into the side\n
+ * corridor, must be moving straight into a corridor here. ???\n
+ *\n
+ * Diagonal Corridor Blunt Corridor (?)\n
+ * \# \# \#\n
+ * \#x\# \@x\#\n
+ * \@\@p. p\n
*/
static void run_init(int dir)
{
deepleft = deepright = FALSE;
shortright = shortleft = FALSE;
- p_ptr->run_py = py;
- p_ptr->run_px = px;
+ p_ptr->run_py = p_ptr->y;
+ p_ptr->run_px = p_ptr->x;
/* Find the destination grid */
- row = py + ddy[dir];
- col = px + ddx[dir];
+ row = p_ptr->y + ddy[dir];
+ col = p_ptr->x + ddx[dir];
ignore_avoid_run = cave_have_flag_bold(row, col, FF_AVOID_RUN);
i = chome[dir];
/* Check for walls */
- if (see_wall(cycle[i+1], py, px))
+ if (see_wall(cycle[i+1], p_ptr->y, p_ptr->x))
{
find_breakleft = TRUE;
shortleft = TRUE;
}
/* Check for walls */
- if (see_wall(cycle[i-1], py, px))
+ if (see_wall(cycle[i-1], p_ptr->y, p_ptr->x))
{
find_breakright = TRUE;
shortright = TRUE;
}
-/*
+/*!
+ * @brief ダッシュ移動が継続できるかどうかの判定 /
* Update the current "run" path
- *
+ * @return
+ * ダッシュ移動が継続できるならばTRUEを返す。
* Return TRUE if the running should be stopped
*/
static bool run_test(void)
/* break run when leaving trap detected region */
if ((disturb_trap_detect || alert_trap_detect)
- && p_ptr->dtrap && !(cave[py][px].info & CAVE_IN_DETECT))
+ && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
{
/* No duplicate warning */
p_ptr->dtrap = FALSE;
/* You are just on the edge */
- if (!(cave[py][px].info & CAVE_UNSAFE))
+ if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
{
if (alert_trap_detect)
{
-#ifdef JP
- msg_print("* Ãí°Õ:¤³¤ÎÀè¤Ï¥È¥é¥Ã¥×¤Î´¶ÃÎÈϰϳ°¤Ç¤¹¡ª *");
-#else
- msg_print("*Leaving trap detect region!*");
-#endif
+ msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
}
if (disturb_trap_detect)
new_dir = cycle[chome[prev_dir] + i];
/* New location */
- row = py + ddy[new_dir];
- col = px + ddx[new_dir];
+ row = p_ptr->y + ddy[new_dir];
+ col = p_ptr->x + ddx[new_dir];
/* Access grid */
c_ptr = &cave[row][col];
for (i = -max; i < 0; i++)
{
/* Unknown grid or non-wall */
- if (!see_wall(cycle[chome[prev_dir] + i], py, px))
+ if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
{
/* Looking to break right */
if (find_breakright)
for (i = max; i > 0; i--)
{
/* Unknown grid or non-wall */
- if (!see_wall(cycle[chome[prev_dir] + i], py, px))
+ if (!see_wall(cycle[chome[prev_dir] + i], p_ptr->y, p_ptr->x))
{
/* Looking to break left */
if (find_breakleft)
else
{
/* Get next location */
- row = py + ddy[option];
- col = px + ddx[option];
+ row = p_ptr->y + ddy[option];
+ col = p_ptr->x + ddx[option];
/* Don't see that it is closed off. */
/* This could be a potential corner or an intersection. */
}
/* About to hit a known wall, stop */
- if (see_wall(find_current, py, px))
+ if (see_wall(find_current, p_ptr->y, p_ptr->x))
{
return (TRUE);
}
-/*
+/*!
+ * @brief 継続的なダッシュ処理 /
* Take one step along the current "run" path
+ * @param dir 移動を試みる方向ID
+ * @return なし
*/
void run_step(int dir)
{
ignore_avoid_run = TRUE;
/* Hack -- do not start silly run */
- if (see_wall(dir, py, px))
+ if (see_wall(dir, p_ptr->y, p_ptr->x))
{
/* Message */
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤ÏÁö¤ì¤Þ¤»¤ó¡£");
-#else
- msg_print("You cannot run in that direction.");
-#endif
+ msg_print(_("その方向には走れません。", "You cannot run in that direction."));
/* Disturb */
disturb(0, 0);
if (--running <= 0) return;
/* Take time */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Move the player, using the "pickup" flag */
#ifdef ALLOW_EASY_DISARM /* TNB */
disturb(0, 0);
}
}
+
+
+#ifdef TRAVEL
+
+/*!
+ * @brief トラベル機能の判定処理 /
+ * Test for traveling
+ * @param prev_dir 前回移動を行った元の方角ID
+ * @return なし
+ */
+static int travel_test(int prev_dir)
+{
+ int new_dir = 0;
+ int i, max;
+ const cave_type *c_ptr;
+ int cost;
+
+ /* Cannot travel when blind */
+ if (p_ptr->blind || no_lite())
+ {
+ msg_print(_("目が見えない!", "You cannot see!"));
+ return (0);
+ }
+
+ /* break run when leaving trap detected region */
+ if ((disturb_trap_detect || alert_trap_detect)
+ && p_ptr->dtrap && !(cave[p_ptr->y][p_ptr->x].info & CAVE_IN_DETECT))
+ {
+ /* No duplicate warning */
+ p_ptr->dtrap = FALSE;
+
+ /* You are just on the edge */
+ if (!(cave[p_ptr->y][p_ptr->x].info & CAVE_UNSAFE))
+ {
+ if (alert_trap_detect)
+ {
+ msg_print(_("* 注意:この先はトラップの感知範囲外です! *", "*Leaving trap detect region!*"));
+ }
+
+ if (disturb_trap_detect)
+ {
+ /* Break Run */
+ return (0);
+ }
+ }
+ }
+
+ /* Range of newly adjacent grids */
+ max = (prev_dir & 0x01) + 1;
+
+ /* Look at every newly adjacent square. */
+ for (i = -max; i <= max; i++)
+ {
+ /* New direction */
+ int dir = cycle[chome[prev_dir] + i];
+
+ /* New location */
+ int row = p_ptr->y + ddy[dir];
+ int col = p_ptr->x + ddx[dir];
+
+ /* Access grid */
+ c_ptr = &cave[row][col];
+
+ /* Visible monsters abort running */
+ if (c_ptr->m_idx)
+ {
+ monster_type *m_ptr = &m_list[c_ptr->m_idx];
+
+ /* Visible monster */
+ if (m_ptr->ml) return (0);
+ }
+
+ }
+
+ /* Travel cost of current grid */
+ cost = travel.cost[p_ptr->y][p_ptr->x];
+
+ /* Determine travel direction */
+ for (i = 0; i < 8; ++ i) {
+ int dir_cost = travel.cost[p_ptr->y+ddy_ddd[i]][p_ptr->x+ddx_ddd[i]];
+
+ if (dir_cost < cost)
+ {
+ new_dir = ddd[i];
+ cost = dir_cost;
+ }
+ }
+
+ if (!new_dir) return (0);
+
+ /* Access newly move grid */
+ c_ptr = &cave[p_ptr->y+ddy[new_dir]][p_ptr->x+ddx[new_dir]];
+
+ /* Close door abort traveling */
+ if (!easy_open && is_closed_door(c_ptr->feat)) return (0);
+
+ /* Visible and unignorable trap abort tarveling */
+ if (!c_ptr->mimic && !trap_can_be_ignored(c_ptr->feat)) return (0);
+
+ /* Move new grid */
+ return (new_dir);
+}
+
+
+/*!
+ * @brief トラベル機能の実装 /
+ * Travel command
+ * @return なし
+ */
+void travel_step(void)
+{
+ /* Get travel direction */
+ travel.dir = travel_test(travel.dir);
+
+ /* disturb */
+ if (!travel.dir)
+ {
+ if (travel.run == 255)
+ {
+ msg_print(_("道筋が見つかりません!", "No route is found!"));
+ travel.y = travel.x = 0;
+ }
+ disturb(0, 1);
+ return;
+ }
+
+ p_ptr->energy_use = 100;
+
+ move_player(travel.dir, always_pickup, FALSE);
+
+ if ((p_ptr->y == travel.y) && (p_ptr->x == travel.x))
+ {
+ travel.run = 0;
+ travel.y = travel.x = 0;
+ }
+ else if (travel.run > 0)
+ travel.run--;
+
+ /* Travel Delay */
+ Term_xtra(TERM_XTRA_DELAY, delay_factor);
+}
+#endif