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Corrected spelling in English description of the hatchet of Elmi the Murderer.
[hengbandforosx/hengbandosx.git] / src / cmd2.c
index c5e3e64..36af264 100644 (file)
@@ -100,7 +100,7 @@ bool cmd_limit_image(player_type *creature_ptr)
 {
        if (creature_ptr->image)
        {
-               msg_print(_("幻覚が見えて集中できない!", "You are too hallucinated!"));
+               msg_print(_("幻覚が見えて集中できない!", "Your hallucinations prevent you from concentrating!"));
                return TRUE;
        }
        return FALSE;
@@ -110,7 +110,7 @@ bool cmd_limit_stun(player_type *creature_ptr)
 {
        if (creature_ptr->stun)
        {
-               msg_print(_("頭が朦朧としていて集中できない!", "You are too stuned!"));
+               msg_print(_("頭が朦朧としていて集中できない!", "You are too stunned!"));
                return TRUE;
        }
        return FALSE;
@@ -465,7 +465,7 @@ void do_cmd_go_down(void)
 
 
 /*!
- * @brief 探索コマンドのメインルーチン / Simple command to "search" for one current_world_ptr->game_turn
+ * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn
  * @return なし
  */
 void do_cmd_search(void)
@@ -927,7 +927,7 @@ static bool do_cmd_close_aux(POSITION y, POSITION x)
                if ((g_ptr->o_idx || (g_ptr->info & CAVE_OBJECT)) &&
                    (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
                {
-                       msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
+                       msg_print(_("何かがつっかえて閉まらない。", "Something prevents it from closing."));
                }
                else
                {
@@ -1195,7 +1195,7 @@ static bool do_cmd_tunnel_aux(POSITION y, POSITION x)
  * @details
  * <pre>
  * Note that you must tunnel in order to hit invisible monsters
- * in walls, though moving into walls still takes a current_world_ptr->game_turn anyway.
+ * in walls, though moving into walls still takes a turn anyway.
  *
  * Digging is very difficult without a "digger" weapon, but can be
  * accomplished by strong players using heavy weapons.
@@ -1814,7 +1814,7 @@ void do_cmd_bash(void)
  *
  * Consider confusion 
  *
- * This command must always take a current_world_ptr->game_turn, to prevent free detection
+ * This command must always take a turn, to prevent free detection
  * of invisible monsters.
  * </pre>
  */
@@ -2206,7 +2206,7 @@ void do_cmd_rest(void)
 
        if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
 
-       /* Take a current_world_ptr->game_turn (?) */
+       /* Take a turn (?) */
        take_turn(p_ptr, 100);
 
        /* The sin of sloth */
@@ -2264,7 +2264,7 @@ void do_cmd_fire(SPELL_IDX snipe_type)
 
        if (j_ptr->sval == SV_CRIMSON)
        {
-               msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
+               msg_print(_("この武器は発動して使うもののようだ。", "It's already activated."));
                flush();
                return;
        }
@@ -2308,7 +2308,7 @@ void do_cmd_fire(SPELL_IDX snipe_type)
        }
        if (snipe_type == SP_FINAL)
        {
-               msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
+               msg_print(_("射撃の反動が体を襲った。", "The weapon's recoil stuns you. "));
                (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
                (void)set_stun(p_ptr->stun + randint1(25));
        }
@@ -2592,6 +2592,8 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
                {
                        grid_type *g_ptr = &current_floor_ptr->grid_array[y][x];
                        monster_type *m_ptr = &current_floor_ptr->m_list[g_ptr->m_idx];
+                       GAME_TEXT m_name[MAX_NLEN];
+                       monster_name(g_ptr->m_idx, m_name);
 
                        /* Check the visibility */
                        visible = m_ptr->ml;
@@ -2614,8 +2616,6 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
                                /* Handle visible monster */
                                else
                                {
-                                       GAME_TEXT m_name[MAX_NLEN];
-                                       monster_desc(m_name, m_ptr, 0);
                                        msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
 
                                        if (m_ptr->ml)
@@ -2684,8 +2684,6 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
                                        if (fear && m_ptr->ml)
                                        {
                                                sound(SOUND_FLEE);
-                                               GAME_TEXT m_name[MAX_NLEN];
-                                               monster_desc(m_name, m_ptr, 0);
                                                msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
                                        }
                                }
@@ -2714,7 +2712,6 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
 
        }
 
-
        /* Potions smash open */
        if (object_is_potion(q_ptr))
        {
@@ -2725,14 +2722,10 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
                        if (potion_smash_effect(0, y, x, q_ptr->k_idx))
                        {
                                monster_type *m_ptr = &current_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx];
-
-                               /* ToDo (Robert): fix the invulnerability */
-                               if (current_floor_ptr->grid_array[y][x].m_idx &&
-                                   is_friendly(&current_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]) &&
-                                   !MON_INVULNER(m_ptr))
+                               if (current_floor_ptr->grid_array[y][x].m_idx && is_friendly(m_ptr) && !MON_INVULNER(m_ptr))
                                {
                                        GAME_TEXT m_name[MAX_NLEN];
-                                       monster_desc(m_name, &current_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
+                                       monster_desc(m_name, m_ptr, 0);
                                        msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
                                        set_hostile(&current_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]);
                                }
@@ -2788,7 +2781,7 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
                        {
                                if (item >= 0)
                                {
-                                       msg_format(_("%sを受け損ねた!", "%s backs, but you can't catch!"), o2_name);
+                                       msg_format(_("%sを受け損ねた!", "%s comes back, but you can't catch!"), o2_name);
                                }
                                else
                                {
@@ -2800,7 +2793,7 @@ bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken)
                }
                else
                {
-                       msg_format(_("%sが返ってこなかった!", "%s doesn't back!"), o2_name);
+                       msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), o2_name);
                }
        }