-/* File: cmd5.c */
-
-/* Purpose: Spell/Prayer commands */
-
-/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+/*!
+ * @file cmd5.c
+ * @brief プレイヤーの魔法に関するコマンドの実装 / Spell/Prayer commands
+ * @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.
+ * 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.
*/
-#include "angband.h"
-#include "spellstips.h"
+#include "angband.h"
-cptr spell_categoly_name(int tval)
+/*!
+ * @brief 領域魔法に応じて技能の名称を返す。
+ * @param tval 魔法書のtval
+ * @return 領域魔法の技能名称を保管した文字列ポインタ
+ */
+cptr spell_category_name(OBJECT_TYPE_VALUE tval)
{
switch (tval)
{
#ifdef JP
case TV_HISSATSU_BOOK:
- return "ɬ»¦µ»";
+ return "必殺技";
case TV_LIFE_BOOK:
- return "µ§¤ê";
+ return "祈り";
case TV_MUSIC_BOOK:
- return "²Î";
+ return "歌";
default:
- return "¼öʸ";
+ return "呪文";
#else
case TV_HISSATSU_BOOK:
- return "arts";
+ return "art";
case TV_LIFE_BOOK:
return "prayer";
case TV_MUSIC_BOOK:
}
}
-/*
+
+bool select_the_force = FALSE;
+
+/*!
+ * @brief 領域魔法の閲覧、学習、使用選択するインターフェイス処理
* Allow user to choose a spell/prayer from the given book.
- *
+ * @param sn 選択した魔法IDを返す参照ポインタ
+ * @param prompt 魔法を利用する際の動詞表記
+ * @param sval 魔道書のsval
+ * @param learned 閲覧/使用選択ならばTRUE、学習処理ならFALSE
+ * @param use_realm 魔法領域ID
+ * @return
+ * <pre>
* If a valid spell is chosen, saves it in '*sn' and returns TRUE
* If the user hits escape, returns FALSE, and set '*sn' to -1
* If there are no legal choices, returns FALSE, and sets '*sn' to -2
- *
* The "prompt" should be "cast", "recite", or "study"
* The "known" should be TRUE for cast/pray, FALSE for study
+ * </pre>
*/
-
-bool select_spellbook=FALSE;
-bool select_the_force=FALSE;
-
-static int get_spell(int *sn, cptr prompt, int sval, bool learned, int use_realm)
+static int get_spell(SPELL_IDX *sn, cptr prompt, OBJECT_SUBTYPE_VALUE sval, bool learned, REALM_IDX use_realm)
{
int i;
- int spell = -1;
+ SPELL_IDX spell = -1;
int num = 0;
int ask = TRUE;
- int shouhimana;
- byte spells[64];
+ MANA_POINT need_mana;
+ SPELL_IDX spells[64];
bool flag, redraw, okay;
char choice;
- magic_type *s_ptr;
+ const magic_type *s_ptr;
char out_val[160];
cptr p;
+ COMMAND_CODE code;
#ifdef JP
- char jverb_buf[128];
+ char jverb_buf[128];
#endif
int menu_line = (use_menu ? 1 : 0);
#ifdef ALLOW_REPEAT /* TNB */
/* Get the spell, if available */
- if (repeat_pull(sn))
+ if (repeat_pull(&code))
{
+ *sn = (SPELL_IDX)code;
/* Verify the spell */
- if (spell_okay(*sn, learned, FALSE, use_realm - 1))
+ if (spell_okay(*sn, learned, FALSE, use_realm))
{
/* Success */
return (TRUE);
#endif /* ALLOW_REPEAT -- TNB */
- p = spell_categoly_name(mp_ptr->spell_book);
+ p = spell_category_name(mp_ptr->spell_book);
/* Extract spells */
for (spell = 0; spell < 32; spell++)
for (i = 0; i < num; i++)
{
/* Look for "okay" spells */
- if (spell_okay(spells[i], learned, FALSE, use_realm - 1)) okay = TRUE;
+ if (spell_okay(spells[i], learned, FALSE, use_realm)) okay = TRUE;
}
/* No "okay" spells */
redraw = FALSE;
/* Show choices */
- if (show_choices)
- {
- /* Update */
- p_ptr->window |= (PW_SPELL);
+ p_ptr->window |= (PW_SPELL);
- /* Window stuff */
- window_stuff();
- }
+ /* Window stuff */
+ window_stuff();
/* Build a prompt (accept all spells) */
#ifdef JP
- jverb1( prompt, jverb_buf );
- (void) strnfmt(out_val, 78, "(%^s:%c-%c, '*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤Î%s¤ò%^s¤Þ¤¹¤«? ",
- p, I2A(0), I2A(num - 1), p, jverb_buf );
+ jverb( prompt, jverb_buf, JVERB_AND );
+ (void) strnfmt(out_val, 78, "(%^s:%c-%c, '*'で一覧, ESCで中断) どの%sを%^sますか? ",
+ p, I2A(0), I2A(num - 1), p, jverb_buf );
#else
(void)strnfmt(out_val, 78, "(%^ss %c-%c, *=List, ESC=exit) %^s which %s? ",
p, I2A(0), I2A(num - 1), prompt, p);
/* Get a spell from the user */
- choice = (always_show_list || use_menu) ? ESCAPE:1;
- while (!flag)
- {
- if( choice==ESCAPE ) choice = ' ';
- else if( !get_com(out_val, &choice, TRUE) )break;
+ choice = (always_show_list || use_menu) ? ESCAPE : 1;
+ while (!flag)
+ {
+ if (choice == ESCAPE) choice = ' ';
+ else if (!get_com(out_val, &choice, TRUE))break;
if (use_menu && choice != ' ')
{
- switch(choice)
+ switch (choice)
{
case '0':
{
screen_load();
- return (FALSE);
- break;
+ return FALSE;
}
case '8':
case 'x':
case 'X':
case '\r':
+ case '\n':
{
i = menu_line - 1;
ask = FALSE;
}
if (menu_line > num) menu_line -= num;
/* Display a list of spells */
- print_spells(menu_line, spells, num, 1, 15, use_realm - 1);
+ print_spells(menu_line, spells, num, 1, 15, use_realm);
if (ask) continue;
}
else
screen_save();
/* Display a list of spells */
- print_spells(menu_line, spells, num, 1, 15, use_realm - 1);
+ print_spells(menu_line, spells, num, 1, 15, use_realm);
}
/* Hide the list */
ask = (isupper(choice));
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
spell = spells[i];
/* Require "okay" spells */
- if (!spell_okay(spell, learned, FALSE, use_realm - 1))
+ if (!spell_okay(spell, learned, FALSE, use_realm))
{
bell();
#ifdef JP
- msg_format("¤½¤Î%s¤ò%s¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£", p, prompt);
+ msg_format("その%sを%sことはできません。", p, prompt);
#else
msg_format("You may not %s that %s.", prompt, p);
#endif
/* Access the spell */
if (!is_magic(use_realm))
{
- s_ptr = &technic_info[use_realm - MIN_TECHNIC - 1][spell];
+ s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
}
else
{
- s_ptr = &mp_ptr->info[use_realm - 1][spell % 32];
+ s_ptr = &mp_ptr->info[use_realm - 1][spell];
}
+ /* Extract mana consumption rate */
if (use_realm == REALM_HISSATSU)
{
- shouhimana = s_ptr->smana;
+ need_mana = s_ptr->smana;
}
else
{
- if (p_ptr->pclass == CLASS_SORCERER)
- shouhimana = s_ptr->smana*2200 + 2399;
- else if (p_ptr->pclass == CLASS_RED_MAGE)
- shouhimana = s_ptr->smana*2600 + 2399;
- else
- shouhimana = (s_ptr->smana*(3800-spell_exp[spell])+2399);
- if(p_ptr->dec_mana)
- shouhimana *= 3;
- else shouhimana *= 4;
- shouhimana /= 9600;
- if(shouhimana < 1) shouhimana = 1;
+ need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
}
/* Prompt */
#ifdef JP
- jverb1( prompt, jverb_buf );
- /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½¤ËÂбþ */
- (void) strnfmt(tmp_val, 78, "%s(MP%d, ¼ºÇÔΨ%d%%)¤ò%s¤Þ¤¹¤«? ",
- spell_names[technic2magic(use_realm)-1][spell % 32], shouhimana,
- spell_chance(spell, use_realm -1),jverb_buf);
+ jverb( prompt, jverb_buf, JVERB_AND );
+ /* 英日切り替え機能に対応 */
+ (void) strnfmt(tmp_val, 78, "%s(MP%d, 失敗率%d%%)を%sますか? ",
+ do_spell(use_realm, spell, SPELL_NAME), need_mana,
+ spell_chance(spell, use_realm),jverb_buf);
#else
(void)strnfmt(tmp_val, 78, "%^s %s (%d mana, %d%% fail)? ",
- prompt, spell_names[technic2magic(use_realm)-1][spell % 32], shouhimana,
- spell_chance(spell, use_realm - 1));
+ prompt, do_spell(use_realm, spell, SPELL_NAME), need_mana,
+ spell_chance(spell, use_realm));
#endif
/* Show choices */
- if (show_choices)
- {
- /* Update */
- p_ptr->window |= (PW_SPELL);
+ p_ptr->window |= (PW_SPELL);
- /* Window stuff */
- window_stuff();
- }
+ /* Window stuff */
+ window_stuff();
/* Abort if needed */
- if (!flag) return (FALSE);
+ if (!flag) return FALSE;
/* Save the choice */
(*sn) = spell;
#ifdef ALLOW_REPEAT /* TNB */
- repeat_push(*sn);
+ repeat_push((COMMAND_CODE)spell);
#endif /* ALLOW_REPEAT -- TNB */
/* Success */
- return (TRUE);
+ return TRUE;
}
-
+/*!
+ * @brief オブジェクトがプレイヤーが使用可能な魔道書かどうかを判定する
+ * @param o_ptr 判定したいオブ会ジェクトの構造体参照ポインタ
+ * @return 学習できる魔道書ならばTRUEを返す
+ */
static bool item_tester_learn_spell(object_type *o_ptr)
{
s32b choices = realm_choices2[p_ptr->pclass];
if (p_ptr->pclass == CLASS_PRIEST)
{
- if (p_ptr->realm1 == REALM_LIFE)
+ if (is_good_realm(p_ptr->realm1))
{
choices &= ~(CH_DEATH | CH_DAEMON);
}
- else if ((p_ptr->realm1 == REALM_DEATH) || (p_ptr->realm1 == REALM_DAEMON))
+ else
{
- choices &= ~(CH_LIFE);
+ choices &= ~(CH_LIFE | CH_CRUSADE);
}
}
return (FALSE);
}
+/*!
+ * @brief プレイヤーが魔道書を一冊も持っていないかを判定する
+ * @return 魔道書を一冊も持っていないならTRUEを返す
+ */
+static bool player_has_no_spellbooks(void)
+{
+ int i;
+ object_type *o_ptr;
+
+ for (i = 0; i < INVEN_PACK; i++)
+ {
+ o_ptr = &inventory[i];
+ if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
+ }
+
+ for (i = cave[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
+ {
+ o_ptr = &o_list[i];
+ if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
+ }
+
+ return TRUE;
+}
+
+/*!
+ * @brief プレイヤーの職業が練気術師の時、領域魔法と練気術を切り換える処理のインターフェイス
+ * @param browse_only 魔法と技能の閲覧を行うならばTRUE
+ * @return 魔道書を一冊も持っていないならTRUEを返す
+ */
+static void confirm_use_force(bool browse_only)
+{
+ char which;
+ COMMAND_CODE code;
+
+#ifdef ALLOW_REPEAT
+
+ /* Get the item index */
+ if (repeat_pull(&code) && (code == INVEN_FORCE))
+ {
+ browse_only ? do_cmd_mind_browse() : do_cmd_mind();
+ return;
+ }
+
+#endif /* ALLOW_REPEAT */
+
+ /* Show the prompt */
+ prt(_("('w'練気術, ESC) 'w'かESCを押してください。 ", "(w for the Force, ESC) Hit 'w' or ESC. "), 0, 0);
+
+ while (1)
+ {
+ /* Get a key */
+ which = inkey();
+
+ if (which == ESCAPE) break;
+ else if (which == 'w')
+ {
+
+#ifdef ALLOW_REPEAT
+
+ repeat_push(INVEN_FORCE);
+
+#endif /* ALLOW_REPEAT */
+
+ break;
+ }
+ }
+
+ /* Clear the prompt line */
+ prt("", 0, 0);
+
+ if (which == 'w')
+ {
+ browse_only ? do_cmd_mind_browse() : do_cmd_mind();
+ }
+}
+
-/*
+/*!
+ * @brief プレイヤーの魔法と技能を閲覧するコマンドのメインルーチン /
* Peruse the spells/prayers in a book
- *
+ * @return なし
+ * @details
+ * <pre>
* Note that *all* spells in the book are listed
*
* Note that browsing is allowed while confused or blind,
* and in the dark, primarily to allow browsing in stores.
+ * </pre>
*/
void do_cmd_browse(void)
{
- int item, sval, use_realm = 0, j, line;
- int spell = -1;
- int num = 0;
- int increment = 0;
+ OBJECT_IDX item;
+ OBJECT_SUBTYPE_VALUE sval;
+ REALM_IDX use_realm = 0;
+ int j, line;
+ SPELL_IDX spell = -1;
+ int num = 0;
- byte spells[64];
- char temp[62*4];
+ SPELL_IDX spells[64];
+ char temp[62*4];
object_type *o_ptr;
- magic_type *s_ptr;
cptr q, s;
/* Warriors are illiterate */
if (!(p_ptr->realm1 || p_ptr->realm2) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE))
{
-#ifdef JP
-msg_print("ËܤòÆɤळ¤È¤¬¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("You cannot read books!");
-#endif
-
+ msg_print(_("本を読むことができない!", "You cannot read books!"));
return;
}
set_action(ACTION_NONE);
}
+ if (p_ptr->pclass == CLASS_FORCETRAINER)
+ {
+ if (player_has_no_spellbooks())
+ {
+ confirm_use_force(TRUE);
+ return;
+ }
+ select_the_force = TRUE;
+ }
+
/* Restrict choices to "useful" books */
if (p_ptr->realm2 == REALM_NONE) item_tester_tval = mp_ptr->spell_book;
else item_tester_hook = item_tester_learn_spell;
/* Get an item */
-#ifdef JP
-q = "¤É¤ÎËܤòÆɤߤޤ¹¤«? ";
-#else
- q = "Browse which book? ";
-#endif
-
-#ifdef JP
-s = "Æɤá¤ëËܤ¬¤Ê¤¤¡£";
-#else
- s = "You have no books that you can read.";
-#endif
+ q = _("どの本を読みますか? ", "Browse which book? ");
+ s = _("読める本がない。", "You have no books that you can read.");
- select_spellbook=TRUE;
- if (p_ptr->pclass == CLASS_FORCETRAINER)
- select_the_force = TRUE;
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))){
- select_spellbook = FALSE;
- select_the_force = FALSE;
- return;
- }
- select_spellbook = FALSE;
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
+ {
+ select_the_force = FALSE;
+ return;
+ }
select_the_force = FALSE;
- if (item == 1111) { /* the_force */
- do_cmd_mind_browse();
- return;
- } else
+ if (item == INVEN_FORCE) /* the_force */
+ {
+ do_cmd_mind_browse();
+ return;
+ }
+
/* Get the item (in the pack) */
- if (item >= 0)
+ else if (item >= 0)
{
o_ptr = &inventory[item];
}
o_ptr = &o_list[0 - item];
}
-#ifdef USE_SCRIPT
- if (object_browse_callback(o_ptr)) return;
-#endif /* USE_SCRIPT */
-
/* Access the item's sval */
sval = o_ptr->sval;
use_realm = tval2realm(o_ptr->tval);
- if ((p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE) && is_magic(use_realm))
- {
- if (o_ptr->tval == REALM2_BOOK) increment = 32;
- else if (o_ptr->tval != REALM1_BOOK) increment = 64;
- }
/* Track the object kind */
object_kind_track(o_ptr->k_idx);
while(TRUE)
{
/* Ask for a spell, allow cancel */
-#ifdef JP
- if (!get_spell(&spell, "Æɤà", o_ptr->sval, TRUE, use_realm))
-#else
- if (!get_spell(&spell, "browse", o_ptr->sval, TRUE, use_realm))
-#endif
+ if (!get_spell(&spell, _("読む", "browse"), o_ptr->sval, TRUE, use_realm))
{
/* If cancelled, leave immediately. */
if (spell == -1) break;
/* Display a list of spells */
- print_spells(0, spells, num, 1, 15, use_realm - 1);
+ print_spells(0, spells, num, 1, 15, use_realm);
/* Notify that there's nothing to see, and wait. */
if (use_realm == REALM_HISSATSU)
-#ifdef JP
- prt("Æɤá¤ëµ»¤¬¤Ê¤¤¡£", 0, 0);
-#else
- prt("No techniques to browse.", 0, 0);
-#endif
+ prt(_("読める技がない。", "No techniques to browse."), 0, 0);
else
-#ifdef JP
- prt("Æɤá¤ë¼öʸ¤¬¤Ê¤¤¡£", 0, 0);
-#else
- prt("No spells to browse.", 0, 0);
-#endif
+ prt(_("読める呪文がない。", "No spells to browse."), 0, 0);
(void)inkey();
-
+
/* Restore the screen */
screen_load();
return;
- }
+ }
/* Clear lines, position cursor (really should use strlen here) */
Term_erase(14, 14, 255);
Term_erase(14, 12, 255);
Term_erase(14, 11, 255);
- /* Access the spell */
- if (!is_magic(use_realm))
- {
- s_ptr = &technic_info[use_realm - MIN_TECHNIC - 1][spell];
- }
- else
- {
- s_ptr = &mp_ptr->info[use_realm - 1][spell];
- }
+ roff_to_buf(do_spell(use_realm, spell, SPELL_DESC), 62, temp, sizeof(temp));
- roff_to_buf( spell_tips[technic2magic(use_realm)-1][spell] ,62,temp);
- for(j=0, line = 11;temp[j];j+=(1+strlen(&temp[j])))
+ for (j = 0, line = 11; temp[j]; j += 1 + strlen(&temp[j]))
{
prt(&temp[j], line, 15);
line++;
screen_load();
}
-
-static void change_realm2(int next_realm)
+/*!
+ * @brief プレイヤーの第二魔法領域を変更する /
+ * @param next_realm 変更先の魔法領域ID
+ * @return なし
+ */
+static void change_realm2(CHARACTER_IDX next_realm)
{
- int i, j=0;
+ int i, j = 0;
char tmp[80];
for (i = 0; i < 64; i++)
{
- spell_order[j] = spell_order[i];
- if(spell_order[i] < 32) j++;
+ p_ptr->spell_order[j] = p_ptr->spell_order[i];
+ if (p_ptr->spell_order[i] < 32) j++;
}
for (; j < 64; j++)
- spell_order[j] = 99;
+ p_ptr->spell_order[j] = 99;
for (i = 32; i < 64; i++)
{
- spell_exp[i] = 0;
+ p_ptr->spell_exp[i] = SPELL_EXP_UNSKILLED;
}
- spell_learned2 = 0L;
- spell_worked2 = 0L;
- spell_forgotten2 = 0L;
+ p_ptr->spell_learned2 = 0L;
+ p_ptr->spell_worked2 = 0L;
+ p_ptr->spell_forgotten2 = 0L;
-#ifdef JP
- sprintf(tmp,"ËâË¡¤ÎÎΰè¤ò%s¤«¤é%s¤ËÊѹ¹¤·¤¿¡£", realm_names[p_ptr->realm2], realm_names[next_realm]);
-#else
- sprintf(tmp,"change magic realm from %s to %s.", realm_names[p_ptr->realm2], realm_names[next_realm]);
-#endif
+ sprintf(tmp,_("魔法の領域を%sから%sに変更した。", "change magic realm from %s to %s."), realm_names[p_ptr->realm2], realm_names[next_realm]);
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
p_ptr->old_realm |= 1 << (p_ptr->realm2-1);
p_ptr->realm2 = next_realm;
p_ptr->notice |= (PN_REORDER);
p_ptr->update |= (PU_SPELLS);
handle_stuff();
+
+ /* Load an autopick preference file */
+ autopick_load_pref(FALSE);
}
-/*
+/*!
+ * @brief 魔法を学習するコマンドのメインルーチン /
* Study a book to gain a new spell/prayer
+ * @return なし
*/
void do_cmd_study(void)
{
- int i, item, sval;
+ int i;
+ OBJECT_IDX item;
+ OBJECT_SUBTYPE_VALUE sval;
int increment = 0;
bool learned = FALSE;
/* Spells of realm2 will have an increment of +32 */
- int spell = -1;
+ SPELL_IDX spell = -1;
- cptr p = spell_categoly_name(mp_ptr->spell_book);
+ cptr p = spell_category_name(mp_ptr->spell_book);
object_type *o_ptr;
if (!p_ptr->realm1)
{
-#ifdef JP
-msg_print("ËܤòÆɤळ¤È¤¬¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("You cannot read books!");
-#endif
-
+ msg_print(_("本を読むことができない!", "You cannot read books!"));
return;
}
if (p_ptr->blind || no_lite())
{
-#ifdef JP
-msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
-#else
- msg_print("You cannot see!");
-#endif
-
+ msg_print(_("目が見えない!", "You cannot see!"));
return;
}
if (p_ptr->confused)
{
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡ª");
-#else
- msg_print("You are too confused!");
-#endif
-
+ msg_print(_("混乱していて読めない!", "You are too confused!"));
return;
}
if (!(p_ptr->new_spells))
{
-#ifdef JP
-msg_format("¿·¤·¤¤%s¤ò³Ð¤¨¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡ª", p);
-#else
- msg_format("You cannot learn any new %ss!", p);
-#endif
-
+ msg_format(_("新しい%sを覚えることはできない!", "You cannot learn any new %ss!"), p);
return;
}
set_action(ACTION_NONE);
}
- p = spell_categoly_name(mp_ptr->spell_book);
-
#ifdef JP
if( p_ptr->new_spells < 10 ){
- msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
+ msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
}else{
- msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
+ msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
}
#else
msg_format("You can learn %d new %s%s.", p_ptr->new_spells, p,
else item_tester_hook = item_tester_learn_spell;
/* Get an item */
-#ifdef JP
-q = "¤É¤ÎËܤ«¤é³Ø¤Ó¤Þ¤¹¤«? ";
-#else
- q = "Study which book? ";
-#endif
+ q = _("どの本から学びますか? ", "Study which book? ");
+ s = _("読める本がない。", "You have no books that you can read.");
-#ifdef JP
-s = "Æɤá¤ëËܤ¬¤Ê¤¤¡£";
-#else
- s = "You have no books that you can read.";
-#endif
-
- select_spellbook=TRUE;
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
- select_spellbook=FALSE;
/* Get the item (in the pack) */
if (item >= 0)
if (o_ptr->tval == REALM2_BOOK) increment = 32;
else if (o_ptr->tval != REALM1_BOOK)
{
-#ifdef JP
- if (!get_check("ËÜÅö¤ËËâË¡¤ÎÎΰè¤òÊѹ¹¤·¤Þ¤¹¤«¡©")) return;
-#else
- if (!get_check("Really, change magic realm? ")) return;
-#endif
+ if (!get_check(_("本当に魔法の領域を変更しますか?", "Really, change magic realm? "))) return;
change_realm2(tval2realm(o_ptr->tval));
increment = 32;
}
{
/* Ask for a spell, allow cancel */
#ifdef JP
- if (!get_spell(&spell, "³Ø¤Ö", sval, FALSE, o_ptr->tval - TV_LIFE_BOOK + 1)
+ if (!get_spell(&spell, "学ぶ", sval, FALSE, o_ptr->tval - TV_LIFE_BOOK + 1)
&& (spell == -1)) return;
#else
if (!get_spell(&spell, "study", sval, FALSE, o_ptr->tval - TV_LIFE_BOOK + 1)
{
/* Skip non "okay" prayers */
if (!spell_okay(spell, FALSE, TRUE,
- (increment ? p_ptr->realm2 - 1 : p_ptr->realm1 - 1))) continue;
+ (increment ? p_ptr->realm2 : p_ptr->realm1))) continue;
/* Hack -- Prepare the randomizer */
k++;
/* Hack -- Apply the randomizer */
- if (rand_int(k) == 0) gift = spell;
+ if (one_in_(k)) gift = spell;
}
}
if (spell < 0)
{
/* Message */
-#ifdef JP
-msg_format("¤½¤ÎËܤˤϳؤ֤٤%s¤¬¤Ê¤¤¡£", p);
-#else
- msg_format("You cannot learn any %ss in that book.", p);
-#endif
-
+ msg_format(_("その本には学ぶべき%sがない。", "You cannot learn any %ss in that book."), p);
/* Abort */
return;
/* Learn the spell */
if (spell < 32)
{
- if (spell_learned1 & (1L << spell)) learned = TRUE;
- else spell_learned1 |= (1L << spell);
+ if (p_ptr->spell_learned1 & (1L << spell)) learned = TRUE;
+ else p_ptr->spell_learned1 |= (1L << spell);
}
else
{
- if (spell_learned2 & (1L << (spell - 32))) learned = TRUE;
- else spell_learned2 |= (1L << (spell - 32));
+ if (p_ptr->spell_learned2 & (1L << (spell - 32))) learned = TRUE;
+ else p_ptr->spell_learned2 |= (1L << (spell - 32));
}
if (learned)
{
- int max_exp = (spell < 32) ? 1600 : 1400;
- int old_exp = spell_exp[spell];
- int new_rank = 0;
- cptr name = spell_names[technic2magic(increment ? p_ptr->realm2 : p_ptr->realm1)-1][spell%32];
+ int max_exp = (spell < 32) ? SPELL_EXP_MASTER : SPELL_EXP_EXPERT;
+ int old_exp = p_ptr->spell_exp[spell];
+ int new_rank = EXP_LEVEL_UNSKILLED;
+ cptr name = do_spell(increment ? p_ptr->realm2 : p_ptr->realm1, spell%32, SPELL_NAME);
if (old_exp >= max_exp)
{
-#ifdef JP
- msg_format("¤½¤Î%s¤Ï´°Á´¤Ë»È¤¤¤³¤Ê¤»¤ë¤Î¤Ç³Ø¤ÖɬÍפϤʤ¤¡£", spell_categoly_name(mp_ptr->spell_book));
-#else
- msg_format("You don't need to study this %s anymore.", spell_categoly_name(mp_ptr->spell_book));
-#endif
+ msg_format(_("その%sは完全に使いこなせるので学ぶ必要はない。", "You don't need to study this %s anymore."), p);
return;
}
#ifdef JP
- if (!get_check(format("%s¤Î%s¤ò¤µ¤é¤Ë³Ø¤Ó¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©", name, spell_categoly_name(mp_ptr->spell_book))))
+ if (!get_check(format("%sの%sをさらに学びます。よろしいですか?", name, p)))
#else
- if (!get_check(format("You will study a %s of %s again. Are you sure? ", spell_categoly_name(mp_ptr->spell_book), name)))
+ if (!get_check(format("You will study a %s of %s again. Are you sure? ", p, name)))
#endif
{
return;
}
- else if (old_exp >= 1400)
+ else if (old_exp >= SPELL_EXP_EXPERT)
{
- spell_exp[spell] = 1600;
- new_rank = 4;
+ p_ptr->spell_exp[spell] = SPELL_EXP_MASTER;
+ new_rank = EXP_LEVEL_MASTER;
}
- else if (old_exp >= 1200)
+ else if (old_exp >= SPELL_EXP_SKILLED)
{
- if (spell >= 32) spell_exp[spell] = 1400;
- else spell_exp[spell] += 200;
- new_rank = 3;
+ if (spell >= 32) p_ptr->spell_exp[spell] = SPELL_EXP_EXPERT;
+ else p_ptr->spell_exp[spell] += SPELL_EXP_EXPERT - SPELL_EXP_SKILLED;
+ new_rank = EXP_LEVEL_EXPERT;
}
- else if (old_exp >= 900)
+ else if (old_exp >= SPELL_EXP_BEGINNER)
{
- spell_exp[spell] = 1200+(old_exp-900)*2/3;
- new_rank = 2;
+ p_ptr->spell_exp[spell] = SPELL_EXP_SKILLED + (old_exp - SPELL_EXP_BEGINNER) * 2 / 3;
+ new_rank = EXP_LEVEL_SKILLED;
}
else
{
- spell_exp[spell] = 900+(old_exp)/3;
- new_rank = 1;
+ p_ptr->spell_exp[spell] = SPELL_EXP_BEGINNER + old_exp / 3;
+ new_rank = EXP_LEVEL_BEGINNER;
}
-#ifdef JP
- msg_format("%s¤Î½ÏÎýÅÙ¤¬%s¤Ë¾å¤¬¤Ã¤¿¡£", name, shougou_moji[new_rank]);
-#else
- msg_format("Your proficiency of %s is now %s rank.", name, shougou_moji[new_rank]);
-#endif
+ msg_format(_("%sの熟練度が%sに上がった。", "Your proficiency of %s is now %s rank."), name, exp_level_str[new_rank]);
}
else
{
- /* Find the next open entry in "spell_order[]" */
+ /* Find the next open entry in "p_ptr->spell_order[]" */
for (i = 0; i < 64; i++)
{
/* Stop at the first empty space */
- if (spell_order[i] == 99) break;
+ if (p_ptr->spell_order[i] == 99) break;
}
/* Add the spell to the known list */
- spell_order[i++] = spell;
+ p_ptr->spell_order[i++] = spell;
/* Mention the result */
#ifdef JP
- /* ±ÑÆüÀÚ¤êÂؤ¨µ¡Ç½¤ËÂбþ */
+ /* 英日切り替え機能に対応 */
if (mp_ptr->spell_book == TV_MUSIC_BOOK)
{
- msg_format("%s¤ò³Ø¤ó¤À¡£",
- spell_names[technic2magic(increment ? p_ptr->realm2 : p_ptr->realm1)-1][spell % 32]);
+ msg_format("%sを学んだ。",
+ do_spell(increment ? p_ptr->realm2 : p_ptr->realm1, spell % 32, SPELL_NAME));
}
else
{
- msg_format("%s¤Î%s¤ò³Ø¤ó¤À¡£",
- spell_names[technic2magic(increment ? p_ptr->realm2 : p_ptr->realm1)-1][spell % 32] ,p);
+ msg_format("%sの%sを学んだ。",
+ do_spell(increment ? p_ptr->realm2 : p_ptr->realm1, spell % 32, SPELL_NAME) ,p);
}
#else
msg_format("You have learned the %s of %s.",
- p, spell_names[technic2magic(increment ? p_ptr->realm2 : p_ptr->realm1)-1][spell % 32]);
+ p, do_spell(increment ? p_ptr->realm2 : p_ptr->realm1, spell % 32, SPELL_NAME));
#endif
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
- if (mp_ptr->spell_book == TV_LIFE_BOOK)
+ switch (mp_ptr->spell_book)
+ {
+ case TV_LIFE_BOOK:
chg_virtue(V_FAITH, 1);
- else if (mp_ptr->spell_book == TV_DEATH_BOOK)
+ break;
+ case TV_DEATH_BOOK:
chg_virtue(V_UNLIFE, 1);
- else if (mp_ptr->spell_book == TV_NATURE_BOOK)
+ break;
+ case TV_NATURE_BOOK:
chg_virtue(V_NATURE, 1);
- else
+ break;
+ default:
chg_virtue(V_KNOWLEDGE, 1);
+ break;
+ }
/* Sound */
sound(SOUND_STUDY);
{
/* Message */
#ifdef JP
- if( p_ptr->new_spells < 10 ){
- msg_format("¤¢¤È %d ¤Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
- }else{
- msg_format("¤¢¤È %d ¸Ä¤Î%s¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells, p);
- }
+ if (p_ptr->new_spells < 10) msg_format("あと %d つの%sを学べる。", p_ptr->new_spells, p);
+ else msg_format("あと %d 個の%sを学べる。", p_ptr->new_spells, p);
#else
- msg_format("You can learn %d more %s%s.",
- p_ptr->new_spells, p,
- (p_ptr->new_spells != 1) ? "s" : "");
+ msg_format("You can learn %d more %s%s.", p_ptr->new_spells, p,
+ (p_ptr->new_spells != 1) ? "s" : "");
#endif
-
}
#endif
/* Update Study */
p_ptr->update |= (PU_SPELLS);
update_stuff();
-}
+ /* Redraw object recall */
+ p_ptr->window |= (PW_OBJECT);
+}
-void wild_magic(int spell)
+/*!
+ * @brief 運命の輪、並びにカオス的な効果の発動
+ * @param spell ランダムな効果を選択するための基準ID
+ * @return なし
+ */
+static void wild_magic(int spell)
{
int counter = 0;
- int type = SUMMON_BIZARRE1 + rand_int(6);
+ int type = SUMMON_MOLD + randint0(6);
- if (type < SUMMON_BIZARRE1) type = SUMMON_BIZARRE1;
- else if (type > SUMMON_BIZARRE6) type = SUMMON_BIZARRE6;
+ if (type < SUMMON_MOLD) type = SUMMON_MOLD;
+ else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
- switch (randint(spell) + randint(8) + 1)
+ switch (randint1(spell) + randint1(8) + 1)
{
case 1:
case 2:
case 3:
- teleport_player(10);
+ teleport_player(10, TELEPORT_PASSIVE);
break;
case 4:
case 5:
case 6:
- teleport_player(100);
+ teleport_player(100, TELEPORT_PASSIVE);
break;
case 7:
case 8:
- teleport_player(200);
+ teleport_player(200, TELEPORT_PASSIVE);
break;
case 9:
case 10:
break;
case 19:
case 20:
- trap_creation(py, px);
+ trap_creation(p_ptr->y, p_ptr->x);
break;
case 21:
case 22:
aggravate_monsters(0);
break;
case 26:
- earthquake(py, px, 5);
+ earthquake(p_ptr->y, p_ptr->x, 5);
break;
case 27:
case 28:
break;
case 29:
case 30:
- apply_disenchant(0);
+ apply_disenchant(1);
break;
case 31:
lose_all_info();
case 35:
while (counter++ < 8)
{
- (void)summon_specific(0, py, px, (dun_level * 3) / 2, type, TRUE, FALSE, FALSE, FALSE, TRUE);
+ (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
}
break;
case 36:
case 37:
- activate_hi_summon(py, px, FALSE);
+ activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
break;
case 38:
- (void)summon_cyber(-1, py, px);
+ (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
break;
default:
{
}
-static bool cast_life_spell(int spell)
+/*!
+ * @brief 魔法を詠唱するコマンドのメインルーチン /
+ * Cast a spell
+ * @return なし
+ */
+void do_cmd_cast(void)
{
- int dir;
- int plev = p_ptr->lev;
+ OBJECT_IDX item;
+ OBJECT_SUBTYPE_VALUE sval;
+ SPELL_IDX spell;
+ REALM_IDX realm;
+ int chance;
+ int increment = 0;
+ REALM_IDX use_realm;
+ MANA_POINT need_mana;
+
+ cptr prayer;
+ object_type *o_ptr;
+ const magic_type *s_ptr;
+ cptr q, s;
+
+ bool over_exerted = FALSE;
- switch (spell)
+ /* Require spell ability */
+ if (!p_ptr->realm1 && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE))
{
- case 0: /* Detect Evil */
- (void)detect_monsters_evil(DETECT_RAD_DEFAULT);
- break;
- case 1: /* Cure Light Wounds */
- (void)hp_player(damroll(2, 10));
- (void)set_cut(p_ptr->cut - 10);
- break;
- case 2: /* Bless */
- (void)set_blessed(randint(12) + 12, FALSE);
- break;
- case 3: /* Remove Fear */
- (void)set_afraid(0);
- break;
- case 4: /* Call Light */
- (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
- break;
- case 5: /* Detect Traps + Secret Doors */
- (void)detect_traps(DETECT_RAD_DEFAULT);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
- break;
- case 6: /* Cure Medium Wounds */
- (void)hp_player(damroll(4, 10));
- (void)set_cut((p_ptr->cut / 2) - 20);
- break;
- case 7: /* Satisfy Hunger */
- (void)set_food(PY_FOOD_MAX - 1);
- break;
- case 8: /* Remove Curse */
- if (remove_curse())
+ msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
+ return;
+ }
+
+ /* Require lite */
+ if (p_ptr->blind || no_lite())
+ {
+ if (p_ptr->pclass == CLASS_FORCETRAINER) confirm_use_force(FALSE);
+ else
{
-#ifdef JP
- msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel as if someone is watching over you.");
-#endif
+ msg_print(_("目が見えない!", "You cannot see!"));
+ flush();
}
- break;
- case 9: /* Cure Poison */
- (void)set_poisoned(0);
- break;
- case 10: /* Cure Critical Wounds */
- (void)hp_player(damroll(8, 10));
- (void)set_stun(0);
- (void)set_cut(0);
- break;
- case 11: /* Sense Unseen */
- (void)set_tim_invis(randint(24) + 24, FALSE);
- break;
- case 12: /* Holy Orb */
- if (!get_aim_dir(&dir)) return FALSE;
+ return;
+ }
- fire_ball(GF_HOLY_FIRE, dir,
- (damroll(3, 6) + plev +
- (plev / ((p_ptr->pclass == CLASS_PRIEST ||
- p_ptr->pclass == CLASS_HIGH_MAGE ||
- p_ptr->pclass == CLASS_SORCERER) ? 2 : 4))),
- ((plev < 30) ? 2 : 3));
+ /* Not when confused */
+ if (p_ptr->confused)
+ {
+ msg_print(_("混乱していて唱えられない!", "You are too confused!"));
+ flush();
+ return;
+ }
- break;
- case 13: /* Protection from Evil */
- (void)set_protevil(randint(25) + 3 * p_ptr->lev, FALSE);
- break;
- case 14: /* Healing */
- (void)hp_player(300);
- (void)set_stun(0);
- (void)set_cut(0);
- break;
- case 15: /* Glyph of Warding */
- warding_glyph();
- break;
- case 16: /* Exorcism */
- (void)dispel_undead(randint(plev));
- (void)dispel_demons(randint(plev));
- (void)turn_evil(plev);
- break;
- case 17: /* Dispel Curse */
- if (remove_all_curse())
+ /* Hex */
+ if (p_ptr->realm1 == REALM_HEX)
+ {
+ if (hex_spell_fully())
{
-#ifdef JP
- msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel as if someone is watching over you.");
-#endif
+ bool flag = FALSE;
+ msg_print(_("これ以上新しい呪文を詠唱することはできない。", "Can not spell new spells more."));
+ flush();
+ if (p_ptr->lev >= 35) flag = stop_hex_spell();
+ if (!flag) return;
}
- break;
- case 18: /* Dispel Undead + Demons */
- (void)dispel_undead(randint(plev * 3));
- (void)dispel_demons(randint(plev * 3));
- break;
- case 19: /* 'Day of the Dove' */
- charm_monsters(plev * 2);
- break;
- case 20: /* Dispel Evil */
- (void)dispel_evil(randint(plev * 4));
- break;
- case 21: /* Banishment */
- if (banish_evil(100))
- {
-#ifdef JP
-msg_print("¿À¤Î¸æÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª");
-#else
- msg_print("The power of your god banishes evil!");
-#endif
+ }
- }
- break;
- case 22: /* Holy Word */
- (void)dispel_evil(randint(plev * 4));
- (void)hp_player(1000);
- (void)set_afraid(0);
- (void)set_poisoned(0);
- (void)set_stun(0);
- (void)set_cut(0);
- break;
- case 23: /* Warding True */
- warding_glyph();
- glyph_creation();
- break;
- case 24: /* Heroism */
- (void)set_hero(randint(25) + 25, FALSE);
- (void)hp_player(10);
- (void)set_afraid(0);
- break;
- case 25: /* Prayer */
- (void)set_blessed(randint(48) + 48, FALSE);
- break;
- case 26: /* Turn Undead */
- (void)mass_genocide_undead(plev+50,TRUE);
- break;
- case 27: /* Restoration */
- (void)do_res_stat(A_STR);
- (void)do_res_stat(A_INT);
- (void)do_res_stat(A_WIS);
- (void)do_res_stat(A_DEX);
- (void)do_res_stat(A_CON);
- (void)do_res_stat(A_CHR);
- (void)restore_level();
- break;
- case 28: /* Healing True */
- (void)hp_player(2000);
- (void)set_stun(0);
- (void)set_cut(0);
- break;
- case 29: /* Holy Vision */
- return identify_fully(FALSE);
- case 30: /* Divine Intervention */
- project(0, 1, py, px, 500, GF_HOLY_FIRE, PROJECT_KILL, -1);
- dispel_monsters(plev * 4);
- slow_monsters();
- stun_monsters(plev * 4);
- confuse_monsters(plev * 4);
- turn_monsters(plev * 4);
- stasis_monsters(plev * 4);
- summon_specific(-1, py, px, plev, SUMMON_ANGEL, TRUE, TRUE, TRUE, FALSE, FALSE);
- (void)set_hero(randint(25) + 25, FALSE);
- (void)hp_player(300);
- (void)set_fast(randint(20 + plev) + plev, FALSE);
- (void)set_afraid(0);
- break;
- case 31: /* Ultimate resistance */
+ if (p_ptr->pclass == CLASS_FORCETRAINER)
{
- int v = randint(plev/2)+plev/2;
- (void)set_fast(v, FALSE);
- set_oppose_acid(v, FALSE);
- set_oppose_elec(v, FALSE);
- set_oppose_fire(v, FALSE);
- set_oppose_cold(v, FALSE);
- set_oppose_pois(v, FALSE);
- set_ultimate_res(v, FALSE);
- break;
+ if (player_has_no_spellbooks())
+ {
+ confirm_use_force(FALSE);
+ return;
+ }
+ select_the_force = TRUE;
}
- default:
-#ifdef JP
-msg_format("¤¢¤Ê¤¿¤ÏÉÔÌÀ¤Ê¥é¥¤¥Õ¤Î¼öʸ %d ¤ò¾§¤¨¤¿¡£", spell);
-#else
- msg_format("You cast an unknown Life spell: %d.", spell);
-#endif
- msg_print(NULL);
- }
-
- return TRUE;
-}
-
-
-
-static bool cast_sorcery_spell(int spell)
-{
- int dir;
- int plev = p_ptr->lev;
-
- switch (spell)
- {
- case 0: /* Detect Monsters */
- (void)detect_monsters_normal(DETECT_RAD_DEFAULT);
- break;
- case 1: /* Phase Door */
- teleport_player(10);
- break;
- case 2: /* Detect Doors and Traps */
- (void)detect_traps(DETECT_RAD_DEFAULT);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
- break;
- case 3: /* Light Area */
- (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
- break;
- case 4: /* Confuse Monster */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)confuse_monster(dir, (plev * 3) / 2);
- break;
- case 5: /* Teleport */
- teleport_player(plev * 5);
- break;
- case 6: /* Sleep Monster */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)sleep_monster(dir);
- break;
- case 7: /* Recharging */
- return recharge(plev * 4);
- case 8: /* Magic Mapping */
- map_area(DETECT_RAD_MAP);
- break;
- case 9: /* Identify */
- return ident_spell(FALSE);
- case 10: /* Slow Monster */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)slow_monster(dir);
- break;
- case 11: /* Mass Sleep */
- (void)sleep_monsters();
- break;
- case 12: /* Teleport Away */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)fire_beam(GF_AWAY_ALL, dir, plev);
- break;
- case 13: /* Haste Self */
- (void)set_fast(randint(20 + plev) + plev, FALSE);
- break;
- case 14: /* Detection True */
- (void)detect_all(DETECT_RAD_DEFAULT);
- break;
- case 15: /* Identify True */
- return identify_fully(FALSE);
- case 16: /* Detect Objects and Treasure*/
- (void)detect_objects_normal(DETECT_RAD_DEFAULT);
- (void)detect_treasure(DETECT_RAD_DEFAULT);
- (void)detect_objects_gold(DETECT_RAD_DEFAULT);
- break;
- case 17: /* Charm Monster */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)charm_monster(dir, plev);
- break;
- case 18: /* Sense Minds */
- (void)set_tim_esp(randint(30) + 25, FALSE);
- break;
- case 19: /* Teleport to town */
- return tele_town();
- break;
- case 20: /* Self knowledge */
- (void)self_knowledge();
- break;
- case 21: /* Teleport Level */
-#ifdef JP
- if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
-#else
- if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
-#endif
- (void)teleport_player_level();
- break;
- case 22: /* Word of Recall */
- if (!word_of_recall()) return FALSE;
- break;
- case 23: /* Dimension Door */
-#ifdef JP
-msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
-#else
- msg_print("You open a dimensional gate. Choose a destination.");
-#endif
-
- return dimension_door();
- case 24: /* Probing */
- (void)probing();
- break;
- case 25: /* Explosive Rune */
- explosive_rune();
- break;
- case 26: /* Telekinesis */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fetch(dir, plev * 15, FALSE);
- break;
- case 27: /* Clairvoyance */
- chg_virtue(V_KNOWLEDGE, 1);
- chg_virtue(V_ENLIGHTEN, 1);
-
- wiz_lite(FALSE, FALSE);
- if (!(p_ptr->telepathy))
- {
- (void)set_tim_esp(randint(30) + 25, FALSE);
- }
- break;
- case 28: /* Charm Monsters */
- charm_monsters(plev * 2);
- break;
- case 29: /* Alchemy */
- return alchemy();
- case 30: /* Banish */
- banish_monsters(plev * 4);
- break;
- case 31: /* Globe of Invulnerability */
- (void)set_invuln(randint(4) + 4, FALSE);
- break;
- default:
-#ifdef JP
-msg_format("¤¢¤Ê¤¿¤ÏÉÔÌÀ¤Ê¥½¡¼¥µ¥ê¡¼¤Î¼öʸ %d ¤ò¾§¤¨¤¿¡£", spell);
-#else
- msg_format("You cast an unknown Sorcery spell: %d.", spell);
-#endif
-
- msg_print(NULL);
- }
-
- return TRUE;
-}
-
-
-static bool cast_nature_spell(int spell)
-{
- int dir;
- int beam;
- int plev = p_ptr->lev;
- bool no_trump = FALSE;
-
- if (p_ptr->pclass == CLASS_MAGE) beam = plev;
- else if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER) beam = plev + 10;
- else beam = plev / 2;
-
- switch (spell)
- {
- case 0: /* Detect Creatures */
- (void)detect_monsters_normal(DETECT_RAD_DEFAULT);
- break;
- case 1: /* Lightning Bolt */
- project_length = plev / 6 + 2;
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_beam(GF_ELEC, dir,
- damroll(3 + ((plev - 1) / 5), 4));
- break;
- case 2: /* Detect Doors & Traps */
- (void)detect_traps(DETECT_RAD_DEFAULT);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
- break;
- case 3: /* Produce Food */
- (void)set_food(PY_FOOD_MAX - 1);
- break;
- case 4: /* Daylight */
- (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
- if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
- {
-#ifdef JP
-msg_print("Æü¤Î¸÷¤¬¤¢¤Ê¤¿¤ÎÆùÂΤò¾Ç¤¬¤·¤¿¡ª");
-#else
- msg_print("The daylight scorches your flesh!");
-#endif
-
-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, damroll(2, 2), "Æü¤Î¸÷", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, damroll(2, 2), "daylight", -1);
-#endif
-
- }
- break;
- case 5: /* Animal Taming */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)charm_animal(dir, plev);
- break;
- case 6: /* Resist Environment */
- (void)set_oppose_cold(randint(20) + 20, FALSE);
- (void)set_oppose_fire(randint(20) + 20, FALSE);
- (void)set_oppose_elec(randint(20) + 20, FALSE);
- break;
- case 7: /* Cure Wounds & Poison */
- (void)hp_player(damroll(2, 8));
- (void)set_cut(0);
- (void)set_poisoned(0);
- break;
- case 8: /* Stone to Mud */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)wall_to_mud(dir);
- break;
- case 9: /* Frost Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt_or_beam(beam - 10, GF_COLD, dir,
- damroll(3 + ((plev - 5) / 4), 8));
- break;
- case 10: /* Nature Awareness -- downgraded */
- map_area(DETECT_RAD_MAP);
- (void)detect_traps(DETECT_RAD_DEFAULT);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
- (void)detect_monsters_normal(DETECT_RAD_DEFAULT);
- break;
- case 11: /* Fire Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt_or_beam(beam - 10, GF_FIRE, dir,
- damroll(5 + ((plev - 5) / 4), 8));
- break;
- case 12: /* Ray of Sunlight */
- if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-msg_print("ÂÀÍÛ¸÷Àþ¤¬¸½¤ì¤¿¡£");
-#else
- msg_print("A line of sunlight appears.");
-#endif
-
- (void)lite_line(dir);
- break;
- case 13: /* Entangle */
- slow_monsters();
- break;
- case 14: /* Summon Animals */
- if (!(summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, TRUE, TRUE, TRUE, FALSE, FALSE)))
- no_trump = TRUE;
- break;
- case 15: /* Herbal Healing */
- (void)hp_player(500);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)set_poisoned(0);
- break;
- case 16: /* Stair Building */
- (void)stair_creation();
- break;
- case 17: /* Stone Skin */
- (void)set_shield(randint(20) + 30, FALSE);
- break;
- case 18: /* Resistance True */
- (void)set_oppose_acid(randint(20) + 20, FALSE);
- (void)set_oppose_elec(randint(20) + 20, FALSE);
- (void)set_oppose_fire(randint(20) + 20, FALSE);
- (void)set_oppose_cold(randint(20) + 20, FALSE);
- (void)set_oppose_pois(randint(20) + 20, FALSE);
- break;
- case 19: /* Tree Creation */
- (void)tree_creation();
- break;
- case 20: /* Animal Friendship */
- (void)charm_animals(plev * 2);
- break;
- case 21: /* Stone Tell */
- return identify_fully(FALSE);
- case 22: /* Wall of Stone */
- (void)wall_stone();
- break;
- case 23: /* Protection from Corrosion */
- return rustproof();
- case 24: /* Earthquake */
- earthquake(py, px, 10);
- break;
- case 25: /* Whirlwind Attack */
- {
- int y = 0, x = 0;
- cave_type *c_ptr;
- monster_type *m_ptr;
-
- for (dir = 0; dir < 8; dir++)
- {
- y = py + ddy_ddd[dir];
- x = px + ddx_ddd[dir];
- c_ptr = &cave[y][x];
-
- /* Get the monster */
- m_ptr = &m_list[c_ptr->m_idx];
-
- /* Hack -- attack monsters */
- if (c_ptr->m_idx && (m_ptr->ml || cave_floor_bold(y, x)))
- py_attack(y, x, 0);
- }
- }
- break;
- case 26: /* Blizzard */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_COLD, dir, 70 + plev * 3 / 2, (plev / 12) + 1);
- break;
- case 27: /* Lightning Storm */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ELEC, dir, 90 + plev * 3 / 2, (plev / 12) + 1);
- break;
- case 28: /* Whirlpool */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_WATER, dir, 100 + plev * 3 / 2, (plev / 12) + 1);
- break;
- case 29: /* Call Sunlight */
- fire_ball(GF_LITE, 0, 150, 8);
- chg_virtue(V_KNOWLEDGE, 1);
- chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE, FALSE);
- if ((prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) && !p_ptr->resist_lite)
- {
-#ifdef JP
-msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤ÎÆùÂΤò¾Ç¤¬¤·¤¿¡ª");
-#else
- msg_print("The sunlight scorches your flesh!");
-#endif
-
-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, 50, "Æü¸÷", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 50, "sunlight", -1);
-#endif
-
- }
- break;
- case 30: /* Elemental Branding */
- brand_weapon(rand_int(2));
- break;
- case 31: /* Nature's Wrath */
- (void)dispel_monsters(plev * 4);
- earthquake(py, px, 20 + (plev / 2));
- project(0, 1 + plev / 12, py, px,
- (100 + plev) * 2, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM, -1);
- break;
- default:
-#ifdef JP
-msg_format("¤¢¤Ê¤¿¤ÏÉÔÌÀ¤Ê¥Í¥¤¥Á¥ã¡¼¤Î¼öʸ %d ¤ò¾§¤¨¤¿¡£", spell);
-#else
- msg_format("You cast an unknown Nature spell: %d.", spell);
-#endif
-
- msg_print(NULL);
- }
-
- if (no_trump)
-#ifdef JP
-msg_print("ưʪ¤Ï¸½¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("No animals arrive.");
-#endif
-
-
- return TRUE;
-}
-
-
-static bool cast_chaos_spell(int spell)
-{
- int dir, i, beam;
- int plev = p_ptr->lev;
-
- if (p_ptr->pclass == CLASS_MAGE) beam = plev;
- else if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER) beam = plev + 10;
- else beam = plev / 2;
-
- switch (spell)
- {
- case 0: /* Magic Missile */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam - 10, GF_MISSILE, dir,
- damroll(3 + ((plev - 1) / 5), 4));
- break;
- case 1: /* Trap / Door destruction */
- (void)destroy_doors_touch();
- break;
- case 2: /* Flash of Light == Light Area */
- (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
- break;
- case 3: /* Touch of Confusion */
- if (!(p_ptr->special_attack & ATTACK_CONFUSE))
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Î¼ê¤Ï¸÷¤ê»Ï¤á¤¿¡£");
-#else
- msg_print("Your hands start glowing.");
-#endif
-
- p_ptr->special_attack |= ATTACK_CONFUSE;
- p_ptr->redraw |= (PR_STATUS);
- }
- break;
- case 4: /* Mana Burst */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_MISSILE, dir,
- (damroll(3, 5) + plev +
- (plev / (((p_ptr->pclass == CLASS_MAGE)
- || (p_ptr->pclass == CLASS_HIGH_MAGE)
- || (p_ptr->pclass == CLASS_SORCERER)) ? 2 : 4))),
- ((plev < 30) ? 2 : 3));
- /* Shouldn't actually use GF_MANA, as it will destroy all
- * items on the floor */
- break;
- case 5: /* Fire Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam, GF_FIRE, dir,
- damroll(8 + ((plev - 5) / 4), 8));
- break;
- case 6: /* Fist of Force ("Fist of Fun") */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_DISINTEGRATE, dir,
- damroll(8 + ((plev - 5) / 4), 8), 0);
- break;
- case 7: /* Teleport Self */
- teleport_player(plev * 5);
- break;
- case 8: /* Wonder */
- {
- /* This spell should become more useful (more
- controlled) as the player gains experience levels.
- Thus, add 1/5 of the player's level to the die roll.
- This eliminates the worst effects later on, while
- keeping the results quite random. It also allows
- some potent effects only at high level. */
-
- int die = randint(100) + plev / 5;
- int vir = virtue_number(V_CHANCE);
- if (vir)
- {
- if (p_ptr->virtues[vir - 1] > 0)
- {
- while (randint(400) < p_ptr->virtues[vir - 1]) die++;
- }
- else
- {
- while (randint(400) < (0-p_ptr->virtues[vir - 1])) die--;
- }
- }
-
- if (die < 26)
- chg_virtue(V_CHANCE, 1);
-
- if (!get_aim_dir(&dir)) return FALSE;
- if (die > 100)
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÎϤ¬¤ß¤Ê¤®¤ë¤Î¤ò´¶¤¸¤¿¡ª");
-#else
- msg_print("You feel a surge of power!");
-#endif
-
- if (die < 8) clone_monster(dir);
- else if (die < 14) speed_monster(dir);
- else if (die < 26) heal_monster(dir, damroll(4, 6));
- else if (die < 31) poly_monster(dir);
- else if (die < 36)
- fire_bolt_or_beam(beam - 10, GF_MISSILE, dir,
- damroll(3 + ((plev - 1) / 5), 4));
- else if (die < 41) confuse_monster(dir, plev);
- else if (die < 46) fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
- else if (die < 51) (void)lite_line(dir);
- else if (die < 56)
- fire_bolt_or_beam(beam - 10, GF_ELEC, dir,
- damroll(3 + ((plev - 5) / 4), 8));
- else if (die < 61)
- fire_bolt_or_beam(beam - 10, GF_COLD, dir,
- damroll(5 + ((plev - 5) / 4), 8));
- else if (die < 66)
- fire_bolt_or_beam(beam, GF_ACID, dir,
- damroll(6 + ((plev - 5) / 4), 8));
- else if (die < 71)
- fire_bolt_or_beam(beam, GF_FIRE, dir,
- damroll(8 + ((plev - 5) / 4), 8));
- else if (die < 76) drain_life(dir, 75);
- else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
- else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
- else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
- else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
- else if (die < 101) drain_life(dir, 100 + plev);
- else if (die < 104)
- {
- earthquake(py, px, 12);
- }
- else if (die < 106)
- {
- destroy_area(py, px, 13+rand_int(5), TRUE);
- }
- else if (die < 108)
- {
- symbol_genocide(plev+50, TRUE);
- }
- else if (die < 110) dispel_monsters(120);
- else /* RARE */
- {
- dispel_monsters(150);
- slow_monsters();
- sleep_monsters();
- hp_player(300);
- }
- break;
- }
- break;
- case 9: /* Chaos Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam, GF_CHAOS, dir,
- damroll(10 + ((plev - 5) / 4), 8));
- break;
- case 10: /* Sonic Boom */
-#ifdef JP
-msg_print("¥É¡¼¥ó¡ªÉô²°¤¬Íɤ줿¡ª");
-#else
- msg_print("BOOM! Shake the room!");
-#endif
-
- project(0, plev / 10 + 2, py, px,
- (60 + plev), GF_SOUND, PROJECT_KILL | PROJECT_ITEM, -1);
- break;
- case 11: /* Doom Bolt -- always beam in 2.0.7 or later */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_beam(GF_MANA, dir, damroll(11 + ((plev - 5) / 4), 8));
- break;
- case 12: /* Fire Ball */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_FIRE, dir, plev + 55, 2);
- break;
- case 13: /* Teleport Other */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)fire_beam(GF_AWAY_ALL, dir, plev);
- break;
- case 14: /* Word of Destruction */
- destroy_area(py, px, 13+rand_int(5), TRUE);
- break;
- case 15: /* Invoke Logrus */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_CHAOS, dir, plev*2 + 99, plev / 5);
- break;
- case 16: /* Polymorph Other */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)poly_monster(dir);
- break;
- case 17: /* Chain Lightning */
- for (dir = 0; dir <= 9; dir++)
- fire_beam(GF_ELEC, dir, damroll(5 + (plev / 10), 8));
- break;
- case 18: /* Arcane Binding == Charging */
- return recharge(90);
- case 19: /* Disintegration */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_DISINTEGRATE, dir, plev + 70, 3 + plev / 40);
- break;
- case 20: /* Alter Reality */
- alter_reality();
- break;
- case 21: /* Magic Rocket */
- if (!get_aim_dir(&dir)) return FALSE;
-
-#ifdef JP
-msg_print("¥í¥±¥Ã¥Èȯ¼Í¡ª");
-#else
- msg_print("You launch a rocket!");
-#endif
-
- fire_rocket(GF_ROCKET, dir, 120 + plev*2, 2);
- break;
- case 22: /* Chaos Branding */
- brand_weapon(2);
- break;
- case 23: /* Summon monster, demon */
- {
- bool pet = (randint(3) == 1);
- bool group = !(pet && (plev < 50));
-
- if (summon_specific((pet ? -1 : 0), py, px, (plev * 3) / 2, SUMMON_DEMON, group, FALSE, pet, FALSE, (bool)(!pet)))
- {
-#ifdef JP
-msg_print("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£");
-#else
- msg_print("The area fills with a stench of sulphur and brimstone.");
-#endif
-
-
- if (pet)
-#ifdef JP
-msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
-#else
- msg_print("'What is thy bidding... Master?'");
-#endif
-
- else
-#ifdef JP
-msg_print("¡ÖÈܤ·¤¼Ô¤è¡¢²æ¤ÏÆò¤Î²¼Ëͤˤ¢¤é¤º¡ª ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
-#else
- msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
-#endif
-
- }
- break;
- }
- case 24: /* Beam of Gravity */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_beam(GF_GRAVITY, dir, damroll(9 + ((plev - 5) / 4), 8));
- break;
- case 25: /* Meteor Swarm */
- {
- int x, y, dx, dy;
- int b = 10 + randint(10);
- for (i = 0; i < b; i++)
- {
- int count = 0, d = 0;
-
- while (1)
- {
- count++;
- if (count > 20) break;
- x = px - 8 + rand_int(17);
- y = py - 8 + rand_int(17);
-
- if (!in_bounds(y,x) || (!cave_floor_bold(y,x) && (cave[y][x].feat != FEAT_TREES)) || !player_has_los_bold(y, x)) continue;
-
- dx = (px > x) ? (px - x) : (x - px);
- dy = (py > y) ? (py - y) : (y - py);
-
- /* Approximate distance */
- d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
- if (d < 9) break;
- }
-
- if (count > 20) continue;
-
- project(0, 2, y, x, plev * 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
- }
- }
- break;
- case 26: /* Flame Strike */
- fire_ball(GF_FIRE, 0, 300 + (3 * plev), 8);
- break;
- case 27: /* Call Chaos */
- call_chaos();
- break;
- case 28: /* Polymorph Self */
-#ifdef JP
- if (!get_check("ÊѿȤ·¤Þ¤¹¡£¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) return FALSE;
-#else
- if (!get_check("You will polymorph yourself. Are you sure? ")) return FALSE;
-#endif
- do_poly_self();
- break;
- case 29: /* Mana Storm */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_MANA, dir, 300 + (plev * 4), 4);
- break;
- case 30: /* Breathe Logrus */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_CHAOS, dir, p_ptr->chp, 2);
- break;
- case 31: /* Call the Void */
- call_the_();
- break;
- default:
-#ifdef JP
-msg_format("¤¢¤Ê¤¿¤ÏÉÔÌÀ¤Ê¥«¥ª¥¹¤Î¼öʸ %d ¤ò¾§¤¨¤¿¡£", spell);
-#else
- msg_format("You cast an unknown Chaos spell: %d.", spell);
-#endif
-
- msg_print(NULL);
- }
-
- return TRUE;
-}
-
-
-static bool cast_death_spell(int spell)
-{
- int dir;
- int beam;
- int plev = p_ptr->lev;
- int dummy = 0;
-
- if (p_ptr->pclass == CLASS_MAGE) beam = plev;
- else if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER) beam = plev + 10;
- else beam = plev / 2;
-
- switch (spell)
- {
- case 0: /* Detect Undead & Demons -> Unlife */
- (void)detect_monsters_nonliving(DETECT_RAD_DEFAULT);
- break;
- case 1: /* Malediction */
- if (!get_aim_dir(&dir)) return FALSE;
- /* A radius-0 ball may (1) be aimed at objects etc.,
- * and will affect them; (2) may be aimed at ANY
- * visible monster, unlike a 'bolt' which must travel
- * to the monster. */
-
- fire_ball(GF_HELL_FIRE, dir,
- damroll(3 + ((plev - 1) / 5), 4), 0);
-
- if (randint(5) == 1)
- { /* Special effect first */
- dummy = randint(1000);
- if (dummy == 666)
- fire_ball_hide(GF_DEATH_RAY, dir, plev * 200, 0);
- else if (dummy < 500)
- fire_ball_hide(GF_TURN_ALL, dir, plev, 0);
- else if (dummy < 800)
- fire_ball_hide(GF_OLD_CONF, dir, plev, 0);
- else
- fire_ball_hide(GF_STUN, dir, plev, 0);
- }
- break;
- case 2: /* Detect Evil */
- (void)detect_monsters_evil(DETECT_RAD_DEFAULT);
- break;
- case 3: /* Stinking Cloud */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_POIS, dir, 10 + (plev / 2), 2);
- break;
- case 4: /* Black Sleep */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)sleep_monster(dir);
- break;
- case 5: /* Resist Poison */
- (void)set_oppose_pois(randint(20) + 20, FALSE);
- break;
- case 6: /* Horrify */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)fear_monster(dir, plev);
- (void)stun_monster(dir, plev);
- break;
- case 7: /* Enslave Undead */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)control_one_undead(dir, plev);
- break;
- case 8: /* Orb of Entropy */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_OLD_DRAIN, dir,
- (damroll(3, 6) + plev +
- (plev / (((p_ptr->pclass == CLASS_MAGE) ||
- (p_ptr->pclass == CLASS_HIGH_MAGE) ||
- (p_ptr->pclass == CLASS_SORCERER)) ? 2 : 4))),
- ((plev < 30) ? 2 : 3));
- break;
- case 9: /* Nether Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam, GF_NETHER, dir,
- damroll(8 + ((plev - 5) / 4), 8));
- break;
- case 10: /* Cloud kill */
- project(0, plev / 10 + 2, py, px,
- (30 + plev) * 2, GF_POIS, PROJECT_KILL | PROJECT_ITEM, -1);
- break;
- case 11: /* Genocide One */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball_hide(GF_GENOCIDE, dir, plev + 50, 0);
- break;
- case 12: /* Poison Branding */
- brand_weapon(3);
- break;
- case 13: /* Vampiric Drain */
- if (!get_aim_dir(&dir)) return FALSE;
-
- dummy = plev * 2 + randint(plev * 2); /* Dmg */
- if (drain_life(dir, dummy))
- {
- chg_virtue(V_SACRIFICE, -1);
- chg_virtue(V_VITALITY, -1);
-
- (void)hp_player(dummy);
- /* Gain nutritional sustenance: 150/hp drained */
- /* A Food ration gives 5000 food points (by contrast) */
- /* Don't ever get more than "Full" this way */
- /* But if we ARE Gorged, it won't cure us */
- dummy = p_ptr->food + MIN(5000, 100 * dummy);
- if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
- (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
- }
- break;
- case 14: /* Animate Dead */
- animate_dead(0, py, px);
- break;
- case 15: /* Genocide */
- (void)symbol_genocide(plev+50, TRUE);
- break;
- case 16: /* Berserk */
- (void)set_shero(randint(25) + 25, FALSE);
- (void)hp_player(30);
- (void)set_afraid(0);
- break;
- case 17: /* Invoke Spirits */
- {
- int die = randint(100) + plev / 5;
- int vir = virtue_number(V_CHANCE);
- if (vir)
- {
- if (p_ptr->virtues[vir - 1] > 0)
- {
- while (randint(400) < p_ptr->virtues[vir - 1]) die++;
- }
- else
- {
- while (randint(400) < (0-p_ptr->virtues[vir - 1])) die--;
- }
- }
-
- if (!get_aim_dir(&dir)) return FALSE;
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï»à¼Ô¤¿¤Á¤ÎÎϤò¾·½¸¤·¤¿...");
-#else
- msg_print("You call on the power of the dead...");
-#endif
- if (die < 26)
- chg_virtue(V_CHANCE, 1);
-
- if (die > 100)
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤ÎϤΤ¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
-#else
- msg_print("You feel a surge of eldritch force!");
-#endif
-
-
- if (die < 8)
- {
-#ifdef JP
-msg_print("¤Ê¤ó¤Æ¤³¤Ã¤¿¡ª¤¢¤Ê¤¿¤Î¼þ¤ê¤ÎÃÏÌ̤«¤éµà¤Á¤¿¿Í±Æ¤¬Î©¤Á¾å¤¬¤Ã¤Æ¤¤¿¡ª");
-#else
- msg_print("Oh no! Mouldering forms rise from the earth around you!");
-#endif
-
- (void)summon_specific(0, py, px, dun_level, SUMMON_UNDEAD, TRUE, FALSE, FALSE, TRUE, TRUE);
- chg_virtue(V_UNLIFE, 1);
- }
- else if (die < 14)
- {
-#ifdef JP
-msg_print("̾¾õ¤·Æñ¤¤¼Ù°¤Ê¸ºß¤¬¤¢¤Ê¤¿¤Î¿´¤òÄ̤ê²á¤®¤Æ¹Ô¤Ã¤¿...");
-#else
- msg_print("An unnamable evil brushes against your mind...");
-#endif
-
- set_afraid(p_ptr->afraid + randint(4) + 4);
- }
- else if (die < 26)
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÎƬ¤ËÂçÎ̤ÎÍ©Î¤Á¤ÎÁû¡¹¤·¤¤À¼¤¬²¡¤·´ó¤»¤Æ¤¤¿...");
-#else
- msg_print("Your head is invaded by a horde of gibbering spectral voices...");
-#endif
-
- set_confused(p_ptr->confused + randint(4) + 4);
- }
- else if (die < 31)
- {
- poly_monster(dir);
- }
- else if (die < 36)
- {
- fire_bolt_or_beam(beam - 10, GF_MISSILE, dir,
- damroll(3 + ((plev - 1) / 5), 4));
- }
- else if (die < 41)
- {
- confuse_monster (dir, plev);
- }
- else if (die < 46)
- {
- fire_ball(GF_POIS, dir, 20 + (plev / 2), 3);
- }
- else if (die < 51)
- {
- (void)lite_line(dir);
- }
- else if (die < 56)
- {
- fire_bolt_or_beam(beam - 10, GF_ELEC, dir,
- damroll(3+((plev-5)/4),8));
- }
- else if (die < 61)
- {
- fire_bolt_or_beam(beam - 10, GF_COLD, dir,
- damroll(5+((plev-5)/4),8));
- }
- else if (die < 66)
- {
- fire_bolt_or_beam(beam, GF_ACID, dir,
- damroll(6+((plev-5)/4),8));
- }
- else if (die < 71)
- {
- fire_bolt_or_beam(beam, GF_FIRE, dir,
- damroll(8+((plev-5)/4),8));
- }
- else if (die < 76)
- {
- drain_life(dir, 75);
- }
- else if (die < 81)
- {
- fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
- }
- else if (die < 86)
- {
- fire_ball(GF_ACID, dir, 40 + plev, 2);
- }
- else if (die < 91)
- {
- fire_ball(GF_ICE, dir, 70 + plev, 3);
- }
- else if (die < 96)
- {
- fire_ball(GF_FIRE, dir, 80 + plev, 3);
- }
- else if (die < 101)
- {
- drain_life(dir, 100 + plev);
- }
- else if (die < 104)
- {
- earthquake(py, px, 12);
- }
- else if (die < 106)
- {
- destroy_area(py, px, 13+rand_int(5), TRUE);
- }
- else if (die < 108)
- {
- symbol_genocide(plev+50, TRUE);
- }
- else if (die < 110)
- {
- dispel_monsters(120);
- }
- else
- { /* RARE */
- dispel_monsters(150);
- slow_monsters();
- sleep_monsters();
- hp_player(300);
- }
-
- if (die < 31)
-#ifdef JP
-msg_print("±¢±µ¤ÊÀ¼¤¬¥¯¥¹¥¯¥¹¾Ð¤¦¡£¡Ö¤â¤¦¤¹¤°¤ª¤Þ¤¨¤Ï²æ¡¹¤ÎÃç´Ö¤Ë¤Ê¤ë¤À¤í¤¦¡£¼å¤¼Ô¤è¡£¡×");
-#else
- msg_print("Sepulchral voices chuckle. 'Soon you will join us, mortal.'");
-#endif
-
- break;
- }
- case 18: /* Dark Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam, GF_DARK, dir,
- damroll(4 + ((plev - 5) / 4), 8));
- break;
- case 19: /* Battle Frenzy */
- (void)set_shero(randint(25) + 25, FALSE);
- (void)hp_player(30);
- (void)set_afraid(0);
- (void)set_fast(randint(20 + (plev / 2)) + (plev / 2), FALSE);
- break;
- case 20: /* Vampiric Branding */
- brand_weapon(4);
- break;
- case 21: /* Vampirism True */
- if (!get_aim_dir(&dir)) return FALSE;
-
- chg_virtue(V_SACRIFICE, -1);
- chg_virtue(V_VITALITY, -1);
-
- for (dummy = 0; dummy < 3; dummy++)
- {
- if (drain_life(dir, 100))
- hp_player(100);
- }
- break;
- case 22: /* Word of Death */
- (void)dispel_living(randint(plev * 3));
- break;
- case 23: /* Darkness Storm */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_DARK, dir, 100+plev*2, 4);
- break;
- case 24: /* Death Ray */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)death_ray(dir, plev);
- break;
- case 25: /* Raise the Dead */
- {
- bool pet = (randint(3) == 1);
- bool group;
- int type;
-
- type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
- if (pet)
- {
- group = (((plev > 24) && (randint(3) == 1)) ? TRUE : FALSE);
- }
- else
- {
- group = TRUE;
- }
-
- if (summon_specific((pet ? -1 : 0), py, px, (plev * 3) / 2, type, group, FALSE, pet, (bool)(!pet), (bool)(!pet)))
- {
-#ifdef JP
-msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...");
-#else
- msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
-#endif
-
-
- if (pet)
-#ifdef JP
-msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª");
-#else
- msg_print("Ancient, long-dead forms arise from the ground to serve you!");
-#endif
-
- else
-#ifdef JP
-msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª");
-#else
- msg_print("'The dead arise... to punish you for disturbing them!'");
-#endif
-
- chg_virtue(V_UNLIFE, 1);
- }
-
- break;
- }
- case 26: /* Esoteria */
- if (randint(50) > plev)
- return ident_spell(FALSE);
- else
- return identify_fully(FALSE);
- break;
- case 27: /* Mimic vampire */
- (void)set_mimic(10+plev/2 + randint(10+plev/2), MIMIC_VAMPIRE, FALSE);
- break;
- case 28: /* Restore Life */
- (void)restore_level();
- break;
- case 29: /* Mass Genocide */
- (void)mass_genocide(plev+50, TRUE);
- break;
- case 30: /* Hellfire */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_HELL_FIRE, dir, 666, 3);
-#ifdef JP
-take_hit(DAMAGE_USELIFE, 20 + randint(30), "ÃϹö¤Î¹å²Ð¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
-#else
- take_hit(DAMAGE_USELIFE, 20 + randint(30), "the strain of casting Hellfire", -1);
-#endif
-
- break;
- case 31: /* Wraithform */
- set_wraith_form(randint(plev / 2) + (plev / 2), FALSE);
- break;
- default:
- msg_format("You cast an unknown Death spell: %d.", spell);
- msg_print(NULL);
- }
-
- return TRUE;
-}
-
-
-static bool cast_trump_spell(int spell, bool success)
-{
- int dir;
- int beam;
- int plev = p_ptr->lev;
- int summon_lev = plev * 2 / 3 + randint(plev/2);
- int dummy = 0;
- bool no_trump = FALSE;
- bool unique_okay = FALSE;
-
-
- if (p_ptr->pclass == CLASS_MAGE) beam = plev;
- else if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER) beam = plev + 10;
- else beam = plev / 2;
-
- if (summon_lev < 1) summon_lev = 1;
- if (!success || (randint(50+plev) < plev/10)) unique_okay = TRUE;
- switch (spell)
- {
- case 0: /* Phase Door */
- if (success)
- {
- teleport_player(10);
- }
- break;
- case 1: /* Trump Spiders */
- {
- bool pet = success; /* (randint(5) > 2) */
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÃØéá¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of an spider...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_SPIDER, TRUE, FALSE, pet, FALSE, (bool)(!pet)))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿ÃØéá¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned spiders get angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 2: /* Shuffle */
- if (success)
- {
- /* A limited power 'wonder' spell */
- int die = randint(120);
- int vir = virtue_number(V_CHANCE);
-
- if ((p_ptr->pclass == CLASS_ROGUE) ||
- (p_ptr->pclass == CLASS_HIGH_MAGE) ||
- (p_ptr->pclass == CLASS_SORCERER))
- die = (randint(110)) + plev / 5;
- /* Card sharks and high mages get a level bonus */
-
- if (vir)
- {
- if (p_ptr->virtues[vir - 1] > 0)
- {
- while (randint(400) < p_ptr->virtues[vir - 1]) die++;
- }
- else
- {
- while (randint(400) < (0-p_ptr->virtues[vir - 1])) die--;
- }
- }
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥«¡¼¥É¤òÀڤäưìËç°ú¤¤¤¿...");
-#else
- msg_print("You shuffle the deck and draw a card...");
-#endif
-
- if (die < 30)
- chg_virtue(V_CHANCE, 1);
-
- if (die < 7)
- {
-#ifdef JP
-msg_print("¤Ê¤ó¤Æ¤³¤Ã¤¿¡ª¡Ô»à¡Õ¤À¡ª");
-#else
- msg_print("Oh no! It's Death!");
-#endif
-
- for (dummy = 0; dummy < randint(3); dummy++)
- (void)activate_hi_summon(py, px, FALSE);
- }
- else if (die < 14)
- {
-#ifdef JP
-msg_print("¤Ê¤ó¤Æ¤³¤Ã¤¿¡ª¡Ô°Ëâ¡Õ¤À¡ª");
-#else
- msg_print("Oh no! It's the Devil!");
-#endif
-
- (void)summon_specific(0, py, px, dun_level, SUMMON_DEMON, TRUE, FALSE, FALSE, TRUE, TRUE);
- }
- else if (die < 18)
- {
- int count = 0;
-#ifdef JP
-msg_print("¤Ê¤ó¤Æ¤³¤Ã¤¿¡ª¡ÔÄߤé¤ì¤¿ÃË¡Õ¤À¡ª");
-#else
- msg_print("Oh no! It's the Hanged Man.");
-#endif
-
- (void)activate_ty_curse(FALSE, &count);
- }
- else if (die < 22)
- {
-#ifdef JP
-msg_print("¡ÔÉÔĴϤηõ¡Õ¤À¡£");
-#else
- msg_print("It's the swords of discord.");
-#endif
-
- aggravate_monsters(0);
- }
- else if (die < 26)
- {
-#ifdef JP
-msg_print("¡Ô¶ò¼Ô¡Õ¤À¡£");
-#else
- msg_print("It's the Fool.");
-#endif
-
- (void)do_dec_stat(A_INT);
- (void)do_dec_stat(A_WIS);
- }
- else if (die < 30)
- {
-#ifdef JP
-msg_print("´ñ̯¤Ê¥â¥ó¥¹¥¿¡¼¤Î³¨¤À¡£");
-#else
- msg_print("It's the picture of a strange monster.");
-#endif
-
- if (!(summon_specific(0, py, px, (dun_level * 3) / 2, 32 + randint(6), TRUE, FALSE, FALSE, TRUE, TRUE)))
- no_trump = TRUE;
- }
- else if (die < 33)
- {
-#ifdef JP
-msg_print("¡Ô·î¡Õ¤À¡£");
-#else
- msg_print("It's the Moon.");
-#endif
-
- unlite_area(10, 3);
- }
- else if (die < 38)
- {
-#ifdef JP
-msg_print("¡Ô±¿Ì¿¤ÎÎØ¡Õ¤À¡£");
-#else
- msg_print("It's the Wheel of Fortune.");
-#endif
-
- wild_magic(rand_int(32));
- }
- else if (die < 40)
- {
-#ifdef JP
-msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥«¡¼¥É¤À¡£");
-#else
- msg_print("It's a teleport trump card.");
-#endif
-
- teleport_player(10);
- }
- else if (die < 42)
- {
-#ifdef JP
-msg_print("¡ÔÀµµÁ¡Õ¤À¡£");
-#else
- msg_print("It's Justice.");
-#endif
-
- set_blessed(p_ptr->lev, FALSE);
- }
- else if (die < 47)
- {
-#ifdef JP
-msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥«¡¼¥É¤À¡£");
-#else
- msg_print("It's a teleport trump card.");
-#endif
-
- teleport_player(100);
- }
- else if (die < 52)
- {
-#ifdef JP
-msg_print("¥Æ¥ì¥Ý¡¼¥È¡¦¥«¡¼¥É¤À¡£");
-#else
- msg_print("It's a teleport trump card.");
-#endif
-
- teleport_player(200);
- }
- else if (die < 60)
- {
-#ifdef JP
-msg_print("¡ÔÅã¡Õ¤À¡£");
-#else
- msg_print("It's the Tower.");
-#endif
-
- wall_breaker();
- }
- else if (die < 72)
- {
-#ifdef JP
-msg_print("¡ÔÀáÀ©¡Õ¤À¡£");
-#else
- msg_print("It's Temperance.");
-#endif
-
- sleep_monsters_touch();
- }
- else if (die < 80)
- {
-#ifdef JP
-msg_print("¡ÔÅã¡Õ¤À¡£");
-#else
- msg_print("It's the Tower.");
-#endif
-
- earthquake(py, px, 5);
- }
- else if (die < 82)
- {
-#ifdef JP
-msg_print("ͧ¹¥Åª¤Ê¥â¥ó¥¹¥¿¡¼¤Î³¨¤À¡£");
-#else
- msg_print("It's the picture of a friendly monster.");
-#endif
-
- if (!(summon_specific(-1, py, px, (dun_level * 3) / 2, SUMMON_BIZARRE1, FALSE, TRUE, TRUE, FALSE, FALSE)))
- no_trump = TRUE;
- }
- else if (die < 84)
- {
-#ifdef JP
-msg_print("ͧ¹¥Åª¤Ê¥â¥ó¥¹¥¿¡¼¤Î³¨¤À¡£");
-#else
- msg_print("It's the picture of a friendly monster.");
-#endif
-
- if (!(summon_specific(-1, py, px, (dun_level * 3) / 2, SUMMON_BIZARRE2, FALSE, TRUE, TRUE, FALSE, FALSE)))
- no_trump = TRUE;
- }
- else if (die < 86)
- {
-#ifdef JP
-msg_print("ͧ¹¥Åª¤Ê¥â¥ó¥¹¥¿¡¼¤Î³¨¤À¡£");
-#else
- msg_print("It's the picture of a friendly monster.");
-#endif
-
- if (!(summon_specific(-1, py, px, (dun_level * 3) / 2, SUMMON_BIZARRE4, FALSE, TRUE, TRUE, FALSE, FALSE)))
- no_trump = TRUE;
- }
- else if (die < 88)
- {
-#ifdef JP
-msg_print("ͧ¹¥Åª¤Ê¥â¥ó¥¹¥¿¡¼¤Î³¨¤À¡£");
-#else
- msg_print("It's the picture of a friendly monster.");
-#endif
-
- if (!(summon_specific(-1, py, px, (dun_level * 3) / 2, SUMMON_BIZARRE5, FALSE, TRUE, TRUE, FALSE, FALSE)))
- no_trump = TRUE;
- }
- else if (die < 96)
- {
-#ifdef JP
-msg_print("¡ÔÎø¿Í¡Õ¤À¡£");
-#else
- msg_print("It's the Lovers.");
-#endif
-
- if (get_aim_dir(&dir))
- (void)charm_monster(dir, MIN(p_ptr->lev, 20));
- }
- else if (die < 101)
- {
-#ifdef JP
-msg_print("¡Ô±£¼Ô¡Õ¤À¡£");
-#else
- msg_print("It's the Hermit.");
-#endif
-
- wall_stone();
- }
- else if (die < 111)
- {
-#ifdef JP
-msg_print("¡Ô¿³È½¡Õ¤À¡£");
-#else
- msg_print("It's the Judgement.");
-#endif
-
- do_cmd_rerate(FALSE);
- if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
- {
-#ifdef JP
-msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
-#else
- msg_print("You are cured of all mutations.");
-#endif
-
- p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
- p_ptr->update |= PU_BONUS;
- handle_stuff();
- }
- }
- else if (die < 120)
- {
-#ifdef JP
-msg_print("¡ÔÂÀÍÛ¡Õ¤À¡£");
-#else
- msg_print("It's the Sun.");
-#endif
-
- chg_virtue(V_KNOWLEDGE, 1);
- chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE, FALSE);
- }
- else
- {
-#ifdef JP
-msg_print("¡ÔÀ¤³¦¡Õ¤À¡£");
-#else
- msg_print("It's the World.");
-#endif
-
- if (p_ptr->exp < PY_MAX_EXP)
- {
- s32b ee = (p_ptr->exp / 25) + 1;
- if (ee > 5000) ee = 5000;
-#ifdef JP
-msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel more experienced.");
-#endif
-
- gain_exp(ee);
- }
- }
- }
- break;
- case 3: /* Reset Recall */
- if (success)
- {
- if (!reset_recall()) return FALSE;
- }
- break;
- case 4: /* Teleport Self */
- if (success)
- {
- teleport_player(plev * 4);
- }
- break;
- case 5: /* Trump Spying */
- if (success)
- {
- (void)set_tim_esp(randint(30) + 25, FALSE);
- }
- break;
- case 6: /* Teleport Away */
- if (success)
- {
- if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_beam(GF_AWAY_ALL, dir, plev);
- }
- break;
- case 7: /* Trump Animals */
- {
- bool pet = success; /* was (randint(5) > 2) */
- int type = (pet ? SUMMON_ANIMAL_RANGER : SUMMON_ANIMAL);
- bool group = (pet ? FALSE : TRUE);
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïưʪ¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of an animal...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, type, group, FALSE, pet, FALSE, (bool)(!pet)))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿Æ°Êª¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned animal gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 8: /* Trump Reach */
- if (success)
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fetch(dir, plev * 15, TRUE);
- }
- break;
- case 9: /* Trump Kamikaze */
- {
- int x = px, y = py;
- if (success)
- {
- if (!target_set(TARGET_KILL)) return FALSE;
- x = target_col;
- y = target_row;
- }
- no_trump = TRUE;
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥«¥ß¥«¥¼¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on several trumps at once...");
-#endif
-
-
- for (dummy = 2 + rand_int(plev / 7); dummy > 0; dummy--)
- {
- bool pet = success; /* was (randint(10) > 3) */
- bool group = (pet ? FALSE : TRUE);
- int type;
-
- if (p_ptr->pclass == CLASS_BEASTMASTER)
- {
- type = SUMMON_KAMIKAZE_LIVING;
- }
- else
- {
- type = SUMMON_KAMIKAZE;
- }
-
- if (summon_specific((pet ? -1 : 0), y, x, summon_lev, type, group, FALSE, pet, FALSE, (bool)(!pet)))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned creatures get angry!");
-#endif
-
- no_trump = FALSE;
- }
- }
- break;
- }
- case 10: /* Phantasmal Servant */
- if (success)
- {
- if (summon_specific(-1, py, px, (summon_lev * 3) / 2, SUMMON_PHANTOM, FALSE, TRUE, TRUE, FALSE, FALSE))
- {
-#ifdef JP
-msg_print("¸æÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¸æ¼ç¿ÍÍÍ¡©");
-#else
- msg_print("'Your wish, master?'");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
- }
- break;
- case 11: /* Speed Monster */
- if (success)
- {
- bool old_target_pet = target_pet;
- target_pet = TRUE;
- if (!get_aim_dir(&dir))
- {
- target_pet = old_target_pet;
- return (FALSE);
- }
- target_pet = old_target_pet;
- (void)speed_monster(dir);
- }
- break;
- case 12: /* Teleport Level */
- if (success)
- {
-#ifdef JP
- if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
-#else
- if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
-#endif
- (void)teleport_player_level();
- }
- break;
- case 13: /* Dimension Door */
- if (success)
- {
-#ifdef JP
-msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
-#else
- msg_print("You open a dimensional gate. Choose a destination.");
-#endif
-
- return dimension_door();
- }
- break;
- case 14: /* Word of Recall */
- if (success)
- {
- if (!word_of_recall()) return FALSE;
- }
- break;
- case 15: /* Banish */
- if (success)
- {
- banish_monsters(plev * 4);
- }
- break;
- case 16: /* Swap Position */
- {
- if (success)
- {
- project_length = -1;
- if (!get_aim_dir(&dir))
- {
- project_length = 0;
- return FALSE;
- }
- project_length = 0;
-
- (void)teleport_swap(dir);
- }
- break;
- }
- case 17: /* Trump Undead */
- {
- bool pet = success; /* (randint(10) > 3) */
- bool group = (pet ? FALSE : TRUE);
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥¢¥ó¥Ç¥Ã¥É¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of an undead creature...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNDEAD, group, FALSE, pet, FALSE, (bool)(!pet)))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned undead creature gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 18: /* Trump Reptiles */
- {
- bool pet = success; /* was (randint(5) > 2) */
- bool group = !pet;
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïà¨ÃîÎà¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of a reptile...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HYDRA, group, FALSE, pet, FALSE, (bool)(!pet)))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿à¨ÃîÎà¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned reptile gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 19: /* Trump Monsters */
- {
- no_trump = TRUE;
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on several trumps at once...");
-#endif
-
-
- for (dummy = 0; dummy < 1 + ((plev - 15)/ 10); dummy++)
- {
- bool pet = success; /* was (randint(10) > 3) */
- bool group = (pet ? FALSE : TRUE);
- int type;
-
- if (p_ptr->pclass == CLASS_BEASTMASTER)
- {
- type = SUMMON_LIVING;
- }
- else
- {
- type = 0;
- }
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, type, group, FALSE, pet, unique_okay, (bool)(!pet)))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned creatures get angry!");
-#endif
-
- no_trump = FALSE;
- }
- }
- break;
- }
- case 20: /* Trump Hounds */
- {
- bool pet = success; /* was (randint(5) > 2) */
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Ï¥¦¥ó¥É¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of a hound...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HOUND, TRUE, FALSE, pet, FALSE, (bool)(!pet)))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥Ï¥¦¥ó¥É¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned hounds get angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 21: /* Trump Branding */
- if (success)
- {
- brand_weapon(5);
- }
- break;
- case 22: /* Living Trump */
- if (success)
- {
- if (randint(7) == 1)
- /* Teleport control */
- dummy = 12;
- else
- /* Random teleportation (uncontrolled) */
- dummy = 77;
- /* Gain the mutation */
- if (gain_random_mutation(dummy))
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÀ¸¤¤Æ¤¤¤ë¥«¡¼¥É¤ËÊѤï¤Ã¤¿¡£");
-#else
- msg_print("You have turned into a Living Trump.");
-#endif
-
- }
- break;
- case 23: /* Trump Cyberdemon */
- {
- bool pet = success; /* was (randint(10) > 3) */
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of a Cyberdemon...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_CYBER, FALSE, FALSE, pet, FALSE, (bool)(!pet)))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned Cyberdemon gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 24: /* Trump Divination */
- if (success)
- {
- (void)detect_all(DETECT_RAD_DEFAULT);
- }
- break;
- case 25: /* Trump Lore */
- if (success)
- {
- return identify_fully(FALSE);
- }
- break;
- case 26: /* Heal Monster */
- if (success)
- {
- bool old_target_pet = target_pet;
- target_pet = TRUE;
- if (!get_aim_dir(&dir))
- {
- target_pet = old_target_pet;
- return (FALSE);
- }
- target_pet = old_target_pet;
-
- (void)heal_monster(dir, p_ptr->lev * 10 + 200);
- }
- break;
- case 27: /* Trump Dragon */
- {
- bool pet = success; /* was (randint(10) > 3) */
- bool group = (pet ? FALSE : TRUE);
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of a dragon...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DRAGON, group, FALSE, pet, FALSE, (bool)(!pet)))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned dragon gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 28: /* Trump Meteor */
- if (success)
- {
- int x, y, dx, dy, i;
- int b = 10 + randint(10);
- for (i = 0; i < b; i++)
- {
- int count = 0, d = 0;
-
- while (1)
- {
- count++;
- if (count > 20) break;
- x = px - 8 + rand_int(17);
- y = py - 8 + rand_int(17);
-
- if (!in_bounds(y,x) || (!cave_floor_bold(y,x) && (cave[y][x].feat != FEAT_TREES)) || !player_has_los_bold(y, x)) continue;
-
- dx = (px > x) ? (px - x) : (x - px);
- dy = (py > y) ? (py - y) : (y - py);
-
- /* Approximate distance */
- d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));
- if (d < 9) break;
- }
-
- if (count > 20) continue;
-
- project(0, 2, y, x, plev * 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
- }
- }
- break;
- case 29: /* Trump Demon */
- {
- bool pet = success; /* was (randint(10) > 3) */
- bool group = (pet ? FALSE : TRUE);
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of a demon...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DEMON, group, FALSE, pet, FALSE, (bool)(!pet)))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned demon gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 30: /* Trump Greater Undead */
- {
- bool pet = success; /* was (randint(10) > 3) */
- bool group = (pet ? FALSE : TRUE);
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of a greater undead being...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, group, FALSE, pet, unique_okay, (bool)(!pet)))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned greater undead creature gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- case 31: /* Trump Ancient Dragon */
- {
- bool pet = success; /* was (randint(10) > 3) */
- bool group = (pet ? FALSE : TRUE);
- int type;
- if (p_ptr->pclass == CLASS_BEASTMASTER)
- {
- type = SUMMON_HI_DRAGON_LIVING;
- }
- else
- {
- type = SUMMON_HI_DRAGON;
- }
-
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¸ÅÂå¥É¥é¥´¥ó¤Î¥«¡¼¥É¤Ë½¸Ã椹¤ë...");
-#else
- msg_print("You concentrate on the trump of an ancient dragon...");
-#endif
-
-
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, type, group, FALSE, pet, unique_okay, (bool)(!pet)))
- {
- if (!pet)
-#ifdef JP
-msg_print("¾¤´Ô¤µ¤ì¤¿¸ÅÂå¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª");
-#else
- msg_print("The summoned ancient dragon gets angry!");
-#endif
-
- }
- else
- {
- no_trump = TRUE;
- }
-
- break;
- }
- default:
-#ifdef JP
-msg_format("̤ÃΤΥ«¡¼¥É¤Î¼öʸ¤Ç¤¹: %d", spell);
-#else
- msg_format("You cast an unknown Trump spell: %d.", spell);
-#endif
-
- msg_print(NULL);
- }
-
- if (no_trump)
- {
-#ifdef JP
-msg_print("ï¤â¤¢¤Ê¤¿¤Î¥«¡¼¥É¤Î¸Æ¤ÓÀ¼¤ËÅú¤¨¤Ê¤¤¡£");
-#else
- msg_print("Nobody answers to your Trump call.");
-#endif
-
- }
-
- return TRUE;
-}
-
-
-static bool cast_arcane_spell(int spell)
-{
- int dir;
- int beam;
- int plev = p_ptr->lev;
- int dummy = 0;
- bool no_trump = FALSE;
-
- if (p_ptr->pclass == CLASS_MAGE) beam = plev;
- else if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER) beam = plev + 10;
- else beam = plev / 2;
-
- switch (spell)
- {
- case 0: /* Zap */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam - 10, GF_ELEC, dir,
- damroll(3 + ((plev - 1) / 5), 3));
- break;
- case 1: /* Wizard Lock */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)wizard_lock(dir);
- break;
- case 2: /* Detect Invisibility */
- (void)detect_monsters_invis(DETECT_RAD_DEFAULT);
- break;
- case 3: /* Detect Monsters */
- (void)detect_monsters_normal(DETECT_RAD_DEFAULT);
- break;
- case 4: /* Blink */
- teleport_player(10);
- break;
- case 5: /* Light Area */
- (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
- break;
- case 6: /* Trap & Door Destruction */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)destroy_door(dir);
- break;
- case 7: /* Cure Light Wounds */
- (void)hp_player(damroll(2, 8));
- (void)set_cut(p_ptr->cut - 10);
- break;
- case 8: /* Detect Doors & Traps */
- (void)detect_traps(DETECT_RAD_DEFAULT);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
- break;
- case 9: /* Phlogiston */
- phlogiston();
- break;
- case 10: /* Detect Treasure */
- (void)detect_treasure(DETECT_RAD_DEFAULT);
- (void)detect_objects_gold(DETECT_RAD_DEFAULT);
- break;
- case 11: /* Detect Enchantment */
- (void)detect_objects_magic(DETECT_RAD_DEFAULT);
- break;
- case 12: /* Detect Objects */
- (void)detect_objects_normal(DETECT_RAD_DEFAULT);
- break;
- case 13: /* Cure Poison */
- (void)set_poisoned(0);
- break;
- case 14: /* Resist Cold */
- (void)set_oppose_cold(randint(20) + 20, FALSE);
- break;
- case 15: /* Resist Fire */
- (void)set_oppose_fire(randint(20) + 20, FALSE);
- break;
- case 16: /* Resist Lightning */
- (void)set_oppose_elec(randint(20) + 20, FALSE);
- break;
- case 17: /* Resist Acid */
- (void)set_oppose_acid(randint(20) + 20, FALSE);
- break;
- case 18: /* Cure Medium Wounds */
- (void)hp_player(damroll(4, 8));
- (void)set_cut((p_ptr->cut / 2) - 50);
- break;
- case 19: /* Teleport */
- teleport_player(plev * 5);
- break;
- case 20: /* Identify */
- return ident_spell(FALSE);
- case 21: /* Stone to Mud */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)wall_to_mud(dir);
- break;
- case 22: /* Ray of Light */
- if (!get_aim_dir(&dir)) return FALSE;
-
-#ifdef JP
-msg_print("¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
-#else
- msg_print("A line of light appears.");
-#endif
-
- (void)lite_line(dir);
- break;
- case 23: /* Satisfy Hunger */
- (void)set_food(PY_FOOD_MAX - 1);
- break;
- case 24: /* See Invisible */
- (void)set_tim_invis(randint(24) + 24, FALSE);
- break;
- case 25: /* Conjure Elemental */
- if (!summon_specific(-1, py, px, plev, SUMMON_ELEMENTAL, TRUE, TRUE, TRUE, FALSE, FALSE))
- no_trump = TRUE;
- break;
- case 26: /* Teleport Level */
-#ifdef JP
- if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
-#else
- if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
-#endif
- (void)teleport_player_level();
- break;
- case 27: /* Teleport Away */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)fire_beam(GF_AWAY_ALL, dir, plev);
- break;
- case 28: /* Elemental Ball */
- if (!get_aim_dir(&dir)) return FALSE;
-
- switch (randint(4))
- {
- case 1: dummy = GF_FIRE;break;
- case 2: dummy = GF_ELEC;break;
- case 3: dummy = GF_COLD;break;
- default: dummy = GF_ACID;break;
- }
- fire_ball(dummy, dir, 75 + (plev), 2);
- break;
- case 29: /* Detection */
- (void)detect_all(DETECT_RAD_DEFAULT);
- break;
- case 30: /* Word of Recall */
- if (!word_of_recall()) return FALSE;
- break;
- case 31: /* Clairvoyance */
- chg_virtue(V_KNOWLEDGE, 1);
- chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE, FALSE);
- if (!p_ptr->telepathy)
- {
- (void)set_tim_esp(randint(30) + 25, FALSE);
- }
- break;
- default:
- msg_format("You cast an unknown Arcane spell: %d.", spell);
- msg_print(NULL);
- }
-
- if (no_trump)
-#ifdef JP
-msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤Ï¸½¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("No Elementals arrive.");
-#endif
-
- return TRUE;
-}
-
-
-static bool cast_enchant_spell(int spell)
-{
- int plev = p_ptr->lev;
- int dummy = 0;
- bool no_trump = FALSE;
-
- switch (spell)
- {
- case 0: /* Infravision */
- set_tim_infra(100 + randint(100), FALSE);
- break;
- case 1: /* Regeneration */
- set_tim_regen(80 + randint(80), FALSE);
- break;
- case 2: /* Satisfy Hunger */
- (void)set_food(PY_FOOD_MAX - 1);
- break;
- case 3: /* Resist Cold */
- (void)set_oppose_cold(randint(20) + 20, FALSE);
- break;
- case 4: /* Resist Fire */
- (void)set_oppose_fire(randint(20) + 20, FALSE);
- break;
- case 5: /* Heroism */
- (void)set_hero(randint(25) + 25, FALSE);
- (void)hp_player(10);
- (void)set_afraid(0);
- break;
- case 6: /* Resist Lightning */
- (void)set_oppose_elec(randint(20) + 20, FALSE);
- break;
- case 7: /* Resist Acid */
- (void)set_oppose_acid(randint(20) + 20, FALSE);
- break;
- case 8: /* See Invisibility */
- (void)set_tim_invis(randint(24) + 24, FALSE);
- break;
- case 9: /* Remove Curse */
- if (remove_curse())
- {
-#ifdef JP
- msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel as if someone is watching over you.");
-#endif
- }
- break;
- case 10: /* Resist Poison */
- (void)set_oppose_pois(randint(20) + 20, FALSE);
- break;
- case 11: /* Berserk */
- (void)set_shero(randint(25) + 25, FALSE);
- (void)hp_player(30);
- (void)set_afraid(0);
- break;
- case 12: /* Self Knowledge */
- (void)self_knowledge();
- break;
- case 13: /* Protection from Evil */
- (void)set_protevil(randint(25) + 3 * p_ptr->lev, FALSE);
- break;
- case 14: /* Healing */
- set_poisoned(0);
- set_stun(0);
- set_cut(0);
- set_image(0);
- break;
- case 15: /* Mana Branding */
- return choose_ele_attack();
- break;
- case 16: /* Telepathy */
- (void)set_tim_esp(randint(30) + 25, FALSE);
- break;
- case 17: /* Stone Skin */
- (void)set_shield(randint(20) + 30, FALSE);
- break;
- case 18: /* Resistance */
- (void)set_oppose_acid(randint(20) + 20, FALSE);
- (void)set_oppose_elec(randint(20) + 20, FALSE);
- (void)set_oppose_fire(randint(20) + 20, FALSE);
- (void)set_oppose_cold(randint(20) + 20, FALSE);
- (void)set_oppose_pois(randint(20) + 20, FALSE);
- break;
- case 19: /* Haste */
- (void)set_fast(randint(20 + plev) + plev, FALSE);
- break;
- case 20: /* Walk through Wall */
- (void)set_kabenuke(randint(plev/2) + plev/2, FALSE);
- break;
- case 21: /* Pulish Shield */
- (void)pulish_shield();
- break;
- case 22: /* Create Golem */
- if (summon_specific(-1, py, px, plev, SUMMON_GOLEM, FALSE, TRUE, TRUE, FALSE, FALSE))
- {
-#ifdef JP
-msg_print("¥´¡¼¥ì¥à¤òºî¤Ã¤¿¡£");
-#else
- msg_print("You make a golem.");
-#endif
- }
- else
- {
- no_trump = TRUE;
- }
- break;
- case 23: /* Magic armor */
- (void)set_magicdef(randint(20) + 20, FALSE);
- break;
- case 24: /* Remove Enchantment */
- if (!mundane_spell(TRUE)) return FALSE;
- break;
- case 25: /* Remove All Curse */
- if (remove_all_curse())
- {
-#ifdef JP
- msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel as if someone is watching over you.");
-#endif
- }
- break;
- case 26: /* Total Knowledge */
- return identify_fully(FALSE);
- break;
- case 27: /* Enchant Weapon */
- return enchant_spell(rand_int(4) + 1, rand_int(4) + 1, 0);
- break;
- case 28: /* Enchant Armor */
- return enchant_spell(0, 0, rand_int(3) + 2);
- break;
- case 29: /* Brand Weapon */
- brand_weapon(rand_int(17));
- break;
- case 30: /* Living Trump */
- if (randint(7) == 1)
- /* Teleport control */
- dummy = 12;
- else
- /* Random teleportation (uncontrolled) */
- dummy = 77;
- /* Gain the mutation */
- if (gain_random_mutation(dummy))
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÀ¸¤¤Æ¤¤¤ë¥«¡¼¥É¤ËÊѤï¤Ã¤¿¡£");
-#else
- msg_print("You have turned into a Living Trump.");
-#endif
- break;
- case 31: /* Immune */
- return (choose_ele_immune(13 + randint(13)));
- break;
- default:
- msg_format("You cast an unknown Craft spell: %d.", spell);
- msg_print(NULL);
- }
-
- if (no_trump)
-#ifdef JP
-msg_print("¤¦¤Þ¤¯¥´¡¼¥ì¥à¤òºî¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("No Golems arrive.");
-#endif
-
- return TRUE;
-}
-
-
-/*
- * An "item_tester_hook" for offer
- */
-static bool item_tester_offer(object_type *o_ptr)
-{
- /* Flasks of oil are okay */
- if (o_ptr->tval != TV_CORPSE) return (FALSE);
-
- if (o_ptr->sval != SV_CORPSE) return (FALSE);
-
- if (strchr("pht", r_info[o_ptr->pval].d_char)) return (TRUE);
-
- /* Assume not okay */
- return (FALSE);
-}
-
-
-static bool cast_daemon_spell(int spell)
-{
- int dir, beam;
- int plev = p_ptr->lev;
-
- if (p_ptr->pclass == CLASS_MAGE) beam = plev;
- else if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER) beam = plev + 10;
- else beam = plev / 2;
-
- switch (spell)
- {
- case 0: /* Magic Missile */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam - 10, GF_MISSILE, dir,
- damroll(3 + ((plev - 1) / 5), 4));
- break;
- case 1: /* Detect Undead & Demons -> Unlife */
- (void)detect_monsters_nonliving(DETECT_RAD_DEFAULT);
- break;
- case 2: /* Bless */
- (void)set_blessed(randint(12) + 12, FALSE);
- break;
- case 3: /* Resist Fire */
- (void)set_oppose_fire(randint(20) + 20, FALSE);
- break;
- case 4: /* Horrify */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)fear_monster(dir, plev);
- (void)stun_monster(dir, plev);
- break;
- case 5: /* Nether Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam, GF_NETHER, dir,
- damroll(6 + ((plev - 5) / 4), 8));
- break;
- case 6: /* Summon monster, demon */
- if (!summon_specific(-1, py, px, (plev * 3) / 2, SUMMON_MANES, TRUE, FALSE, TRUE, FALSE, FALSE))
- {
-#ifdef JP
-msg_print("¸ÅÂå¤Î»àÎî¤Ï¸½¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("No Manes arrive.");
-#endif
- }
- break;
- case 7: /* Mini Hellfire */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_HELL_FIRE, dir,
- (damroll(3, 6) + plev +
- (plev / (((p_ptr->pclass == CLASS_MAGE) ||
- (p_ptr->pclass == CLASS_HIGH_MAGE) ||
- (p_ptr->pclass == CLASS_SORCERER)) ? 2 : 4))),
- ((plev < 30) ? 2 : 3));
- break;
- case 8: /* Enslave Demon */
- if (!get_aim_dir(&dir)) return FALSE;
-
- (void)control_one_demon(dir, plev);
- break;
- case 9: /* Vision */
- map_area(DETECT_RAD_MAP);
- break;
- case 10: /* Resist Nether */
- (void)set_tim_res_nether(randint(20) + 20, FALSE);
- break;
- case 11: /* Plasma Bolt */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_bolt_or_beam(beam, GF_PLASMA, dir,
- damroll(11 + ((plev - 5) / 4), 8));
- break;
- case 12: /* Fire Ball */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_FIRE, dir, plev + 55, 2);
- break;
- case 13: /* Fire Branding */
- brand_weapon(1);
- break;
- case 14: /* Nether Ball */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_NETHER, dir, plev*3/2 + 100, plev / 20+2);
- break;
- case 15: /* Summon monster, demon */
- {
- bool pet = (randint(3) != 1);
- bool group = !(pet && (plev < 50));
-
- if (summon_specific((pet ? -1 : 0), py, px, plev*2/3+randint(plev/2), SUMMON_DEMON, group, FALSE, pet, FALSE, (bool)(!pet)))
- {
-#ifdef JP
-msg_print("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£");
-#else
- msg_print("The area fills with a stench of sulphur and brimstone.");
-#endif
-
-
- if (pet)
-#ifdef JP
-msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
-#else
- msg_print("'What is thy bidding... Master?'");
-#endif
-
- else
-#ifdef JP
-msg_print("¡ÖÈܤ·¤¼Ô¤è¡¢²æ¤ÏÆò¤Î²¼Ëͤˤ¢¤é¤º¡ª ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
-#else
- msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
-#endif
-
- }
- else
- {
-#ifdef JP
-msg_print("°Ëâ¤Ï¸½¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("No Greater Demon arrive.");
-#endif
- }
- break;
- }
- case 16: /* Telepathy */
- (void)set_tim_esp(randint(30) + 25, FALSE);
- break;
- case 17: /* Demoncloak */
- {
- int dur=randint(20) + 20;
-
- set_oppose_fire(dur, FALSE);
- set_oppose_cold(dur, FALSE);
- set_tim_sh_fire(dur, FALSE);
- set_afraid(0);
- break;
- }
- case 18: /* Rain of Lava */
- fire_ball(GF_FIRE, 0, (55 + plev)*2, 3);
- fire_ball_hide(GF_LAVA_FLOW, 0, 2+randint(2), 3);
- break;
- case 19: /* Plasma ball */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_PLASMA, dir, plev*3/2 + 80, 2 + plev/40);
- break;
- case 20: /* Mimic demon */
- (void)set_mimic(10+plev/2 + randint(10+plev/2), MIMIC_DEMON, FALSE);
- break;
- case 21: /* Nether Wave == Dispel Good */
- (void)dispel_monsters(randint(plev * 2));
- (void)dispel_good(randint(plev * 2));
- break;
- case 22: /* */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_NEXUS, dir, 100 + plev*2, 4);
- break;
- case 23: /* Hand Doom */
- if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª");
-#else
- else msg_print("You invokes the Hand of Doom!");
-#endif
-
- fire_ball_hide(GF_HAND_DOOM, dir, plev * 2, 0);
- break;
- case 24: /* Heroism */
- (void)set_hero(randint(25) + 25, FALSE);
- (void)hp_player(10);
- (void)set_afraid(0);
- break;
- case 25: /* Tim resist time */
- (void)set_tim_res_time(randint(20)+20, FALSE);
- break;
- case 26: /* Circle of Madness */
- fire_ball(GF_CHAOS, 0, 50+plev, 3+plev/20);
- fire_ball(GF_CONFUSION, 0, 50+plev, 3+plev/20);
- fire_ball(GF_CHARM, 0, 20+plev, 3+plev/20);
- break;
- case 27: /* True Discharge Minion */
- discharge_minion(TRUE);
- break;
- case 28: /* Summon Greater Demon */
- {
- int item;
- cptr q, s;
- int summon_lev;
- object_type *o_ptr;
-
- item_tester_hook = item_tester_offer;
-#ifdef JP
- q = "¤É¤Î»àÂΤòÊû¤²¤Þ¤¹¤«? ";
- s = "Êû¤²¤é¤ì¤ë»àÂΤò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
-#else
- q = "Sacrifice which corpse? ";
- s = "You have nothing to scrifice.";
-#endif
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
- summon_lev = p_ptr->lev * 2 / 3 + r_info[o_ptr->pval].level;
- if (summon_specific(-1, py, px, summon_lev, SUMMON_HI_DEMON, TRUE, FALSE, TRUE, FALSE, FALSE))
- {
-#ifdef JP
-msg_print("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£");
-#else
- msg_print("The area fills with a stench of sulphur and brimstone.");
-#endif
-
-
-#ifdef JP
-msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
-#else
- msg_print("'What is thy bidding... Master?'");
-#endif
-
- /* Decrease the item (from the pack) */
- if (item >= 0)
- {
- inven_item_increase(item, -1);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
-
- /* Decrease the item (from the floor) */
- else
- {
- floor_item_increase(0 - item, -1);
- floor_item_describe(0 - item);
- floor_item_optimize(0 - item);
- }
- }
- else
- {
-#ifdef JP
-msg_print("°Ëâ¤Ï¸½¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("No Greater Demon arrive.");
-#endif
- }
- break;
- }
- case 29: /* Nether Storm */
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball(GF_NETHER, dir, plev*15, plev / 5);
- break;
- case 30: /* Blood curse */
- {
- if (!get_aim_dir(&dir)) return FALSE;
-
- fire_ball_hide(GF_BLOOD_CURSE, dir, 600, 0);
-#ifdef JP
-take_hit(DAMAGE_USELIFE, 20 + randint(30), "·ì¤Î¼ö¤¤", -1);
-#else
- take_hit(DAMAGE_USELIFE, 20 + randint(30), "Blood curse", -1);
-#endif
- break;
- }
- case 31: /* Mimic Demon lord */
- (void)set_mimic(15 + randint(15), MIMIC_DEMON_LORD, FALSE);
- break;
- default:
- msg_format("You cast an unknown Daemon spell: %d.", spell);
- msg_print(NULL);
- }
-
- return TRUE;
-}
-
-
-void stop_singing(void)
-{
- if (p_ptr->pclass != CLASS_BARD) return;
-
- if (p_ptr->magic_num1[1])
- {
- p_ptr->magic_num1[1] = 0;
- return;
- }
- if (!p_ptr->magic_num1[0]) return;
-
- set_action(ACTION_NONE);
-
- switch(p_ptr->magic_num1[0])
- {
- case MUSIC_BLESS:
- if (!p_ptr->blessed)
-#ifdef JP
-msg_print("¹â·é¤Êµ¤Ê¬¤¬¾Ã¤¨¼º¤»¤¿¡£");
-#else
- msg_print("The prayer has expired.");
-#endif
- break;
- case MUSIC_HERO:
- if (!p_ptr->hero)
- {
-#ifdef JP
-msg_print("¥Ò¡¼¥í¡¼¤Îµ¤Ê¬¤¬¾Ã¤¨¼º¤»¤¿¡£");
-#else
- msg_print("The heroism wears off.");
-#endif
- /* Recalculate hitpoints */
- p_ptr->update |= (PU_HP);
- }
- break;
- case MUSIC_MIND:
- if (!p_ptr->tim_esp)
- {
-#ifdef JP
-msg_print("°Õ¼±¤Ï¸µ¤ËÌá¤Ã¤¿¡£");
-#else
- msg_print("Your consciousness contracts again.");
-#endif
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
- }
- break;
- case MUSIC_STEALTH:
- if (!p_ptr->tim_stealth)
-#ifdef JP
-msg_print("»Ñ¤¬¤Ï¤Ã¤¤ê¤È¸«¤¨¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You are no longer hided.");
-#endif
- break;
- case MUSIC_RESIST:
- if (!p_ptr->oppose_acid)
-#ifdef JP
-msg_print("»À¤Ø¤ÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to acid.");
-#endif
- if (!p_ptr->oppose_elec)
-#ifdef JP
-msg_print("ÅÅ·â¤Ø¤ÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to elec.");
-#endif
- if (!p_ptr->oppose_fire)
-#ifdef JP
-msg_print("²Ð¤Ø¤ÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to fire.");
-#endif
- if (!p_ptr->oppose_cold)
-#ifdef JP
-msg_print("Î䵤¤Ø¤ÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to cold.");
-#endif
- if (!p_ptr->oppose_pois)
-#ifdef JP
-msg_print("ÆǤؤÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to pois.");
-#endif
- break;
- case MUSIC_SPEED:
- if (!p_ptr->fast)
-#ifdef JP
-msg_print("Æ°¤¤ÎÁÇÁᤵ¤¬¤Ê¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£");
-#else
- msg_print("You feel yourself slow down.");
-#endif
- break;
- case MUSIC_SHERO:
- if (!p_ptr->hero)
- {
-#ifdef JP
-msg_print("¥Ò¡¼¥í¡¼¤Îµ¤Ê¬¤¬¾Ã¤¨¼º¤»¤¿¡£");
-#else
- msg_print("The heroism wears off.");
-#endif
- /* Recalculate hitpoints */
- p_ptr->update |= (PU_HP);
- }
-
- if (!p_ptr->fast)
-#ifdef JP
-msg_print("Æ°¤¤ÎÁÇÁᤵ¤¬¤Ê¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£");
-#else
- msg_print("You feel yourself slow down.");
-#endif
- break;
- case MUSIC_INVULN:
- if (!p_ptr->invuln)
- {
-#ifdef JP
-msg_print("̵Ũ¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("The invulnerability wears off.");
-#endif
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- }
- break;
- }
- p_ptr->magic_num1[0] = MUSIC_NONE;
- p_ptr->magic_num2[0] = 0;
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS | PU_HP);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
-}
-
-
-static bool cast_music_spell(int spell)
-{
- int plev = p_ptr->lev;
- int dir;
-
- if(p_ptr->magic_num1[0])
- {
- stop_singing();
- }
-
- p_ptr->magic_num2[0] = spell;
-
- switch (spell)
- {
- case 0: /* Song of Holding ÃÙÆߤβΠ*/
-#ifdef JP
- msg_print("¤æ¤Ã¤¯¤ê¤È¤·¤¿¥á¥í¥Ç¥£¤ò¸ý¤º¤µ¤ß»Ï¤á¤¿¡¥¡¥¡¥");
-#else
- msg_print("You start humming a slow, steady melody...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_SLOW;
- break;
- case 1: /* Song of Blessing ½ËÊ¡¤Î²Î */
-#ifdef JP
- msg_print("¸·¤«¤Ê¥á¥í¥Ç¥£¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("The holy power of the Music of the Ainur enters you...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_BLESS;
- break;
-
- case 2: /* Wrecking Note Êø²õ¤Î²»¿§ */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_SOUND, dir,
- damroll(4 + ((plev - 1) / 5), 4));
- break;
- case 3: /* Stun Pattern Û¯Û°¤ÎÀûΧ */
-#ifdef JP
- msg_print("âÁÏǤµ¤»¤ë¥á¥í¥Ç¥£¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("You weave a pattern of sounds to bewilder and daze...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_STUN;
- break;
- case 4: /* Flow of life À¸Ì¿¤Îή¤ì */
-#ifdef JP
- msg_print("²Î¤òÄ̤·¤ÆÂΤ˳赤¤¬Ìá¤Ã¤Æ¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("Life flows through you as you sing a song of healing...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_L_LIFE;
- break;
- case 5: /* Song of the Sun ÂÀÍۤβΠ*/
-#ifdef JP
- msg_print("¸÷¤êµ±¤¯²Î¤¬ÊÕ¤ê¤ò¾È¤é¤·¤¿¡£");
-#else
- msg_print("Your uplifting song brings brightness to dark places...");
-#endif
- (void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
- break;
- case 6: /* Song of fear ¶²ÉݤβΠ*/
-#ifdef JP
- msg_print("¤ª¤É¤í¤ª¤É¤í¤·¤¤¥á¥í¥Ç¥£¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("You start weaving a fearful pattern...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_FEAR;
- break;
- case 7: /* Heroic Ballad À襤¤Î²Î */
-#ifdef JP
- msg_print("·ã¤·¤¤À襤¤Î²Î¤ò²Î¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("You start singing a song of intense fighting...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_HERO;
- break;
- case 8: /* Clairaudience ÎîŪÃγР*/
-#ifdef JP
- msg_print("ÀŤ«¤Ê²»³Ú¤¬´¶³Ð¤ò¸¦¤®À¡¤Þ¤µ¤»¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your quiet music sharpens your sense of hearing...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_DETECT;
- break;
- case 9: /* º²¤Î²Î */
-#ifdef JP
- msg_print("Àº¿À¤òDZ¤¸¶Ê¤²¤ë²Î¤ò²Î¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("You start singing a song of soul in pain...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_PSI;
- break;
- case 10: /* Song of Lore Ãμ±¤Î²Î */
-#ifdef JP
- msg_print("¤³¤ÎÀ¤³¦¤ÎÃ챤¬Î®¤ì¹þ¤ó¤Ç¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("You recall the rich lore of the world...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_ID;
- break;
- case 11: /* hidding song ±£ÆۤβΠ*/
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Î»Ñ¤¬·Ê¿§¤Ë¤È¤±¤³¤ó¤Ç¤¤¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your song carries you beyond the sight of mortal eyes...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_STEALTH;
- break;
- case 12: /* Illusion Pattern ¸¸±Æ¤ÎÀûΧ */
-#ifdef JP
- msg_print("ÊÕ¤ê°ìÌ̤˸¸±Æ¤¬¸½¤ì¤¿¡¥¡¥¡¥");
-#else
- msg_print("You weave a pattern of sounds to beguile and confuse...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_CONF;
- break;
- case 13: /* Doomcall (vibration song) ÇËÌǤζ«¤Ó */
-#ifdef JP
- msg_print("¹ì²»¤¬¶Á¤¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("The fury of the Downfall of Numenor lashes out...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_SOUND;
- break;
- case 14: /* Firiel's Song (song of the Undeads) ¥Õ¥£¥ê¥¨¥ë¤Î²Î */
-#ifdef JP
- msg_print("À¸Ì¿¤ÈÉü³è¤Î¥Æ¡¼¥Þ¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("The themes of life and revival are woven into your song...");
-#endif
- animate_dead(0, py, px);
- break;
- case 15: /* Fellowship Chant (charming song) ι¤ÎÃç´Ö */
-#ifdef JP
- msg_print("°Â¤é¤«¤Ê¥á¥í¥Ç¥£¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("You weave a slow, soothing melody of imploration...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_CHARM;
- break;
- case 16: /* (wall breaking song) ʬ²ò²»ÇÈ */
-#ifdef JP
- msg_print("Ê´ºÕ¤¹¤ë¥á¥í¥Ç¥£¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("You weave a violent pattern of sounds to break wall.");
-#endif
- p_ptr->magic_num1[0] = MUSIC_WALL;
- project(0, 0, py, px,
- 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
- break;
- case 17: /* Finrod's Resistance (song of resistance) ¸µÁÇÂÑÀ */
-#ifdef JP
- msg_print("¸µÁǤÎÎϤËÂФ¹¤ëǦÂѤβΤò²Î¤Ã¤¿¡£");
-#else
- msg_print("You sing a song of perseverance against powers...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_RESIST;
- break;
- case 18: /* Hobbit Melodies (song of time) ¥Û¥Ó¥Ã¥È¤Î¥á¥í¥Ç¥£ */
-#ifdef JP
- msg_print("·Ú²÷¤Ê²Î¤ò¸ý¤º¤µ¤ß»Ï¤á¤¿¡¥¡¥¡¥");
-#else
- msg_print("You start singing joyful pop song...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_SPEED;
- break;
- case 19: /* World Contortion ÏĤó¤ÀÀ¤³¦ */
-#ifdef JP
- msg_print("²Î¤¬¶õ´Ö¤òÏĤ᤿¡¥¡¥¡¥");
-#else
- msg_print("Reality whirls wildly as you sing a dizzying melody...");
-#endif
- project(0, plev/15 + 1, py, px, plev * 3 + 1, GF_AWAY_ALL , PROJECT_KILL, -1);
- break;
- case 20: /* Â໶¤Î²Î */
-#ifdef JP
- msg_print("ÂѤ¨¤é¤ì¤Ê¤¤ÉÔ¶¨Ï²»¤¬Å¨¤òÀÕ¤áΩ¤Æ¤¿¡¥¡¥¡¥");
-#else
- msg_print("You cry out in an ear-wracking voice...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_DISPEL;
- break;
- case 21: /* The Voice of Saruman ¥µ¥ë¥Þ¥ó¤Î´Å¸À */
-#ifdef JP
- msg_print("Í¥¤·¤¯¡¢Ì¥ÎÏŪ¤Ê²Î¤ò¸ý¤º¤µ¤ß»Ï¤á¤¿¡¥¡¥¡¥");
-#else
- msg_print("You start humming a gentle and attractive song...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_SARUMAN;
- break;
- case 22: /* Song of Tempest (song of death) Íò¤Î²»¿§ */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_beam(GF_SOUND, dir,
- damroll(15 + ((plev - 1) / 2), 10));
- break;
- case 23: /* (song of disruption) ¤â¤¦°ì¤Ä¤ÎÀ¤³¦ */
-#ifdef JP
- msg_print("¼þ°Ï¤¬ÊѲ½¤·»Ï¤á¤¿¡¥¡¥¡¥");
-#else
- msg_print("You sing of the primeval shaping of Middle-earth...");
-#endif
- alter_reality();
- break;
- case 24: /* Wrecking Pattern (destruction shriek) Ç˲õ¤ÎÀûΧ */
-#ifdef JP
- msg_print("Ç˲õŪ¤Ê²Î¤¬¶Á¤¤ï¤¿¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("You weave a pattern of sounds to contort and shatter...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_QUAKE;
- break;
- case 25: /* ÄäÂڤβΠ*/
-#ifdef JP
- msg_print("¤æ¤Ã¤¯¤ê¤È¤·¤¿¥á¥í¥Ç¥£¤òÁդǻϤ᤿¡¥¡¥¡¥");
-#else
- msg_print("You weave a very slow pattern which is almost likely to stop...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_STASIS;
- break;
- case 26: /* ¼é¤ê¤Î²Î */
-#ifdef JP
- msg_print("²Î¤¬¿ÀÀ»¤Ê¾ì¤òºî¤ê½Ð¤·¤¿¡¥¡¥¡¥");
-#else
- msg_print("The holy power of the Music is creating sacred field...");
-#endif
- warding_glyph();
- break;
- case 27: /* ±Ñͺ¤Î»í */
-#ifdef JP
- msg_print("±Ñͺ¤Î²Î¤ò¸ý¤º¤µ¤ó¤À¡¥¡¥¡¥");
-#else
- msg_print("You chant a powerful, heroic call to arms...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_SHERO;
- (void)hp_player(10);
- (void)set_afraid(0);
- break;
- case 28: /* ¥ä¥ô¥¡¥ó¥Ê¤Î½õ¤± */
-#ifdef JP
- msg_print("²Î¤òÄ̤·¤ÆÂΤ˳赤¤¬Ìá¤Ã¤Æ¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("Life flows through you as you sing the song...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_H_LIFE;
- break;
- case 29: /* ºÆÀ¸¤Î²Î */
-#ifdef JP
- msg_print("°Å¹õ¤ÎÃæ¤Ë¸÷¤ÈÈþ¤ò¤Õ¤ê¤Þ¤¤¤¿¡£ÂΤ¬¸µ¤Î³èÎϤò¼è¤êÌᤷ¤¿¡£");
-#else
- msg_print("You strewed light and beauty in the dark as you sing. You feel refreshed.");
-#endif
- (void)do_res_stat(A_STR);
- (void)do_res_stat(A_INT);
- (void)do_res_stat(A_WIS);
- (void)do_res_stat(A_DEX);
- (void)do_res_stat(A_CON);
- (void)do_res_stat(A_CHR);
- (void)restore_level();
- break;
- case 30: /* shriek of death ¥µ¥¦¥í¥ó¤ÎËâ½Ñ */
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_SOUND, dir, damroll(50 + plev, 10), 0);
- break;
- case 31: /* song of liberty ¥Õ¥£¥ó¥´¥ë¥Õ¥£¥ó¤ÎÄ©Àï */
-#ifdef JP
- msg_print("¥Õ¥£¥ó¥´¥ë¥Õ¥£¥ó¤Î̽²¦¤Ø¤ÎÄ©Àï¤ò²Î¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("You recall the valor of Fingolfin's challenge to the Dark Lord...");
-#endif
- p_ptr->magic_num1[0] = MUSIC_INVULN;
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
- break;
- default:
-#ifdef JP
- msg_format("̤ÃΤβÎ(%d)¤ò²Î¤Ã¤¿¡£", spell);
-#else
- msg_format("You sing an unknown song: %d.", spell);
-#endif
- msg_print(NULL);
- }
-
- if (p_ptr->magic_num1[0]) set_action(ACTION_SING);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS | PU_HP);
-
- /* Redraw status bar */
- p_ptr->redraw |= (PR_STATUS);
- return TRUE;
-}
-
-
-/*
- * Cast a spell
- */
-void do_cmd_cast(void)
-{
-#ifdef USE_SCRIPT
- use_skill_callback();
-#else /* USE_SCRIPT */
- int item, sval, spell, realm;
- int chance;
- int increment = 0;
- int use_realm;
- int shouhimana;
- bool cast;
-
- cptr prayer;
-
- object_type *o_ptr;
-
- magic_type *s_ptr;
-
- cptr q, s;
+ prayer = spell_category_name(mp_ptr->spell_book);
- /* Require spell ability */
- if (!p_ptr->realm1 && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE))
- {
-#ifdef JP
-msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("You cannot cast spells!");
-#endif
+ /* Restrict choices to spell books */
+ item_tester_tval = mp_ptr->spell_book;
- return;
- }
+ /* Get an item */
+ q = _("どの呪文書を使いますか? ", "Use which book? ");
+ s = _("呪文書がない!", "You have no spell books!");
- /* Require lite */
- if (p_ptr->blind || no_lite())
+ if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
{
-#ifdef JP
-msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
-#else
- msg_print("You cannot see!");
-#endif
- if (p_ptr->pclass == CLASS_FORCETRAINER)
- do_cmd_mind();
- else
- flush();
+ select_the_force = FALSE;
return;
}
+ select_the_force = FALSE;
- /* Not when confused */
- if (p_ptr->confused)
+ if (item == INVEN_FORCE) /* the_force */
{
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤Æ¾§¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("You are too confused!");
-#endif
- flush();
+ do_cmd_mind();
return;
}
- prayer = spell_categoly_name(mp_ptr->spell_book);
-
- /* Restrict choices to spell books */
- item_tester_tval = mp_ptr->spell_book;
-
- /* Get an item */
-#ifdef JP
-q = "¤É¤Î¼öʸ½ñ¤ò»È¤¤¤Þ¤¹¤«? ";
-#else
- q = "Use which book? ";
-#endif
-
-#ifdef JP
-s = "¼öʸ½ñ¤¬¤Ê¤¤¡ª";
-#else
- s = "You have no spell books!";
-#endif
-
- select_spellbook=TRUE;
- if (p_ptr->pclass == CLASS_FORCETRAINER)
- select_the_force = TRUE;
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))){
- select_spellbook = FALSE;
- select_the_force = FALSE;
- return;
- }
- select_spellbook = FALSE;
- select_the_force = FALSE;
-
- if (item == 1111) { /* the_force */
- do_cmd_mind();
- return;
- } else
/* Get the item (in the pack) */
- if (item >= 0)
+ else if (item >= 0)
{
o_ptr = &inventory[item];
}
o_ptr = &o_list[0 - item];
}
-#ifdef USE_SCRIPT
- if (object_cast_callback(o_ptr)) return;
-#endif /* USE_SCRIPT */
-
/* Access the item's sval */
sval = o_ptr->sval;
/* Ask for a spell */
#ifdef JP
- if (!get_spell(&spell,
- ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "±Ó¾§¤¹¤ë" : (mp_ptr->spell_book == TV_MUSIC_BOOK) ? "²Î¤¦" : "¾§¤¨¤ë"),
- sval, TRUE, realm))
- {
- if (spell == -2) msg_format("¤½¤ÎËܤˤÏÃΤäƤ¤¤ë%s¤¬¤Ê¤¤¡£", prayer);
- return;
- }
+ if (!get_spell(&spell, ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "詠唱する" : (mp_ptr->spell_book == TV_MUSIC_BOOK) ? "歌う" : "唱える"),
+ sval, TRUE, realm))
+ {
+ if (spell == -2) msg_format("その本には知っている%sがない。", prayer);
+ return;
+ }
#else
if (!get_spell(&spell, ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
sval, TRUE, realm))
use_realm = tval2realm(o_ptr->tval);
+ /* Hex */
+ if (use_realm == REALM_HEX)
+ {
+ if (hex_spelling(spell))
+ {
+ msg_print(_("その呪文はすでに詠唱中だ。", "You are already casting it."));
+ return;
+ }
+ }
+
if (!is_magic(use_realm))
{
- s_ptr = &technic_info[use_realm - MIN_TECHNIC - 1][spell];
+ s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
}
else
{
s_ptr = &mp_ptr->info[realm - 1][spell];
}
- if (p_ptr->pclass == CLASS_SORCERER)
- shouhimana = s_ptr->smana*2200 + 2399;
- else if (p_ptr->pclass == CLASS_RED_MAGE)
- shouhimana = s_ptr->smana*2600 + 2399;
- else
- shouhimana = (s_ptr->smana*(3800-spell_exp[(increment ? spell+32 : spell)])+2399);
- if(p_ptr->dec_mana)
- shouhimana *= 3;
- else shouhimana *= 4;
- shouhimana /= 9600;
- if(shouhimana < 1) shouhimana = 1;
+ /* Extract mana consumption rate */
+ need_mana = mod_need_mana(s_ptr->smana, spell, realm);
/* Verify "dangerous" spells */
- if (shouhimana > p_ptr->csp)
+ if (need_mana > p_ptr->csp)
{
+ if (flush_failure) flush();
+
/* Warning */
#ifdef JP
-msg_format("¤½¤Î%s¤ò%s¤Î¤Ë½½Ê¬¤Ê¥Þ¥¸¥Ã¥¯¥Ý¥¤¥ó¥È¤¬¤Ê¤¤¡£",prayer,
-((mp_ptr->spell_book == TV_LIFE_BOOK) ? "±Ó¾§¤¹¤ë" : (mp_ptr->spell_book == TV_LIFE_BOOK) ? "²Î¤¦" : "¾§¤¨¤ë"));
+msg_format("その%sを%sのに十分なマジックポイントがない。",prayer,
+ ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "詠唱する" : (mp_ptr->spell_book == TV_LIFE_BOOK) ? "歌う" : "唱える"));
#else
msg_format("You do not have enough mana to %s this %s.",
((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
if (!over_exert) return;
/* Verify */
-#ifdef JP
-if (!get_check("¤½¤ì¤Ç¤âÄ©À路¤Þ¤¹¤«? ")) return;
-#else
- if (!get_check("Attempt it anyway? ")) return;
-#endif
-
+ if (!get_check_strict(_("それでも挑戦しますか? ", "Attempt it anyway? "), CHECK_OKAY_CANCEL)) return;
}
-
/* Spell failure chance */
- chance = spell_chance(spell, use_realm - 1);
+ chance = spell_chance(spell, use_realm);
- /* Failed spell */
- if (rand_int(100) < chance)
+ /* Sufficient mana */
+ if (need_mana <= p_ptr->csp)
{
- if (flush_failure) flush();
+ /* Use some mana */
+ p_ptr->csp -= need_mana;
+ }
+ else over_exerted = TRUE;
-#ifdef JP
-msg_format("%s¤ò¤¦¤Þ¤¯¾§¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡ª", prayer);
-#else
- msg_format("You failed to get the %s off!", prayer);
-#endif
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
+ /* Failed spell */
+ if (randint0(100) < chance)
+ {
+ if (flush_failure) flush();
+
+ msg_format(_("%sをうまく唱えられなかった!", "You failed to get the %s off!"), prayer);
sound(SOUND_FAIL);
- if (realm == REALM_LIFE)
- {
- if (randint(100) < chance)
- chg_virtue(V_FAITH, -1);
- }
- else if (realm == REALM_DEATH)
- {
- if (randint(100) < chance)
- chg_virtue(V_UNLIFE, -1);
- }
- else if (realm == REALM_NATURE)
- {
- if (randint(100) < chance)
- chg_virtue(V_NATURE, -1);
- }
- else if (realm == REALM_DAEMON)
- {
- if (randint(100) < chance)
- chg_virtue(V_JUSTICE, 1);
- }
- else if (randint(100) < chance)
+ switch (realm)
{
- chg_virtue(V_KNOWLEDGE, -1);
+ case REALM_LIFE:
+ if (randint1(100) < chance) chg_virtue(V_VITALITY, -1);
+ break;
+ case REALM_DEATH:
+ if (randint1(100) < chance) chg_virtue(V_UNLIFE, -1);
+ break;
+ case REALM_NATURE:
+ if (randint1(100) < chance) chg_virtue(V_NATURE, -1);
+ break;
+ case REALM_DAEMON:
+ if (randint1(100) < chance) chg_virtue(V_JUSTICE, 1);
+ break;
+ case REALM_CRUSADE:
+ if (randint1(100) < chance) chg_virtue(V_JUSTICE, -1);
+ break;
+ case REALM_HEX:
+ if (randint1(100) < chance) chg_virtue(V_COMPASSION, -1);
+ break;
+ default:
+ if (randint1(100) < chance) chg_virtue(V_KNOWLEDGE, -1);
+ break;
}
- if (realm == REALM_TRUMP)
- {
- cast_trump_spell(spell, FALSE);
- }
- else if ((o_ptr->tval == TV_CHAOS_BOOK) && (randint(100) < spell))
- {
-#ifdef JP
-msg_print("¥«¥ª¥¹Åª¤Ê¸ú²Ì¤òȯÀ¸¤·¤¿¡ª");
-#else
- msg_print("You produce a chaotic effect!");
-#endif
+ /* Failure casting may activate some side effect */
+ do_spell(realm, spell, SPELL_FAIL);
+
+ if ((o_ptr->tval == TV_CHAOS_BOOK) && (randint1(100) < spell))
+ {
+ msg_print(_("カオス的な効果を発生した!", "You produce a chaotic effect!"));
wild_magic(spell);
}
- else if ((o_ptr->tval == TV_DEATH_BOOK) && (randint(100) < spell))
+ else if ((o_ptr->tval == TV_DEATH_BOOK) && (randint1(100) < spell))
{
- if ((sval == 3) && (randint(2) == 1))
+ if ((sval == 3) && one_in_(2))
{
sanity_blast(0, TRUE);
}
else
{
-#ifdef JP
- msg_print("Äˤ¤¡ª");
-#else
- msg_print("It hurts!");
-#endif
-
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(o_ptr->sval + 1, 6), "°Å¹õËâË¡¤ÎµÕή", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, damroll(o_ptr->sval + 1, 6), "a miscast Death spell", -1);
-#endif
+ msg_print(_("痛い!", "It hurts!"));
+ take_hit(DAMAGE_LOSELIFE, damroll(o_ptr->sval + 1, 6), _("暗黒魔法の逆流", "a miscast Death spell"), -1);
- if ((spell > 15) && (randint(6) == 1) && !p_ptr->hold_life)
+ if ((spell > 15) && one_in_(6) && !p_ptr->hold_exp)
lose_exp(spell * 250);
- }
- }
- else if ((o_ptr->tval == TV_MUSIC_BOOK) && (randint(200) < spell))
- {
-#ifdef JP
-msg_print("¤¤¤ä¤Ê²»¤¬¶Á¤¤¤¿");
-#else
-msg_print("An infernal sound echoed.");
-#endif
-
+ }
+ }
+ else if ((o_ptr->tval == TV_MUSIC_BOOK) && (randint1(200) < spell))
+ {
+ msg_print(_("いやな音が響いた", "An infernal sound echoed."));
aggravate_monsters(0);
}
- if (randint(100) >= chance)
+ if (randint1(100) >= chance)
chg_virtue(V_CHANCE,-1);
}
/* Process spell */
else
{
- /* Spells. */
- switch (realm)
- {
- case REALM_LIFE: /* * LIFE * */
- cast = cast_life_spell(spell);
- break;
- case REALM_SORCERY: /* * SORCERY * */
- cast = cast_sorcery_spell(spell);
- break;
- case REALM_NATURE: /* * NATURE * */
- cast = cast_nature_spell(spell);
- break;
- case REALM_CHAOS: /* * CHAOS * */
- cast = cast_chaos_spell(spell);
- break;
- case REALM_DEATH: /* * DEATH * */
- cast = cast_death_spell(spell);
- break;
- case REALM_TRUMP: /* TRUMP */
- cast = cast_trump_spell(spell, TRUE);
- break;
- case REALM_ARCANE: /* ARCANE */
- cast = cast_arcane_spell(spell);
- break;
- case REALM_ENCHANT: /* ENCHANT */
- cast = cast_enchant_spell(spell);
- break;
- case REALM_DAEMON: /* DAEMON */
- cast = cast_daemon_spell(spell);
- break;
- case REALM_MUSIC: /* MUSIC */
- cast = cast_music_spell(spell);
- break;
- default:
- cast = FALSE;
- msg_format("You cast a spell from an unknown realm: realm %d, spell %d.", realm, spell);
- msg_print(NULL);
- }
-
/* Canceled spells cost neither a turn nor mana */
- if (!cast) return;
+ if (!do_spell(realm, spell, SPELL_CAST)) return;
- if (randint(100) < chance)
+ if (randint1(100) < chance)
chg_virtue(V_CHANCE,1);
/* A spell was cast */
if (!(increment ?
- (spell_worked2 & (1L << spell)) :
- (spell_worked1 & (1L << spell)))
+ (p_ptr->spell_worked2 & (1L << spell)) :
+ (p_ptr->spell_worked1 & (1L << spell)))
&& (p_ptr->pclass != CLASS_SORCERER)
&& (p_ptr->pclass != CLASS_RED_MAGE))
{
/* The spell worked */
if (realm == p_ptr->realm1)
{
- spell_worked1 |= (1L << spell);
+ p_ptr->spell_worked1 |= (1L << spell);
}
else
{
- spell_worked2 |= (1L << spell);
+ p_ptr->spell_worked2 |= (1L << spell);
}
/* Gain experience */
gain_exp(e * s_ptr->slevel);
- if (realm == REALM_LIFE)
+ /* Redraw object recall */
+ p_ptr->window |= (PW_OBJECT);
+
+ switch (realm)
{
- chg_virtue(V_FAITH, 1);
+ case REALM_LIFE:
+ chg_virtue(V_TEMPERANCE, 1);
chg_virtue(V_COMPASSION, 1);
chg_virtue(V_VITALITY, 1);
- chg_virtue(V_HONOUR, 1);
- }
- else if (realm == REALM_DEATH)
- {
+ chg_virtue(V_DILIGENCE, 1);
+ break;
+ case REALM_DEATH:
chg_virtue(V_UNLIFE, 1);
chg_virtue(V_JUSTICE, -1);
chg_virtue(V_FAITH, -1);
chg_virtue(V_VITALITY, -1);
- }
- else if (realm == REALM_DAEMON)
- {
+ break;
+ case REALM_DAEMON:
chg_virtue(V_JUSTICE, -1);
chg_virtue(V_FAITH, -1);
chg_virtue(V_HONOUR, -1);
chg_virtue(V_TEMPERANCE, -1);
- }
- else if (realm == REALM_NATURE)
- {
+ break;
+ case REALM_CRUSADE:
+ chg_virtue(V_FAITH, 1);
+ chg_virtue(V_JUSTICE, 1);
+ chg_virtue(V_SACRIFICE, 1);
+ chg_virtue(V_HONOUR, 1);
+ break;
+ case REALM_NATURE:
chg_virtue(V_NATURE, 1);
chg_virtue(V_HARMONY, 1);
- }
- else
+ break;
+ case REALM_HEX:
+ chg_virtue(V_JUSTICE, -1);
+ chg_virtue(V_FAITH, -1);
+ chg_virtue(V_HONOUR, -1);
+ chg_virtue(V_COMPASSION, -1);
+ break;
+ default:
chg_virtue(V_KNOWLEDGE, 1);
+ break;
+ }
}
- if (realm == REALM_LIFE)
- {
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_FAITH, 1);
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_COMPASSION, 1);
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_VITALITY, 1);
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_HONOUR, 1);
- }
- else if (realm == REALM_DEATH)
- {
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_UNLIFE, 1);
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_JUSTICE, -1);
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_FAITH, -1);
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_VITALITY, -1);
- }
- else if (realm == REALM_DAEMON)
- {
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_JUSTICE, -1);
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_FAITH, -1);
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_HONOUR, -1);
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_TEMPERANCE, -1);
- }
- else if (realm == REALM_NATURE)
+ switch (realm)
{
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_NATURE, 1);
- if (randint(100 + p_ptr->lev) < shouhimana) chg_virtue(V_HARMONY, 1);
+ case REALM_LIFE:
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_TEMPERANCE, 1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_COMPASSION, 1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_VITALITY, 1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_DILIGENCE, 1);
+ break;
+ case REALM_DEATH:
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_UNLIFE, 1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_JUSTICE, -1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_FAITH, -1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_VITALITY, -1);
+ break;
+ case REALM_DAEMON:
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_JUSTICE, -1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_FAITH, -1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_HONOUR, -1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_TEMPERANCE, -1);
+ break;
+ case REALM_CRUSADE:
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_FAITH, 1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_JUSTICE, 1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_SACRIFICE, 1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_HONOUR, 1);
+ break;
+ case REALM_NATURE:
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_NATURE, 1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_HARMONY, 1);
+ break;
+ case REALM_HEX:
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_JUSTICE, -1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_FAITH, -1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_HONOUR, -1);
+ if (randint1(100 + p_ptr->lev) < need_mana) chg_virtue(V_COMPASSION, -1);
+ break;
}
if (mp_ptr->spell_xtra & MAGIC_GAIN_EXP)
{
- if (spell_exp[(increment ? 32 : 0)+spell] < 900)
- spell_exp[(increment ? 32 : 0)+spell]+=60;
- else if(spell_exp[(increment ? 32 : 0)+spell] < 1200)
- {if ((dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) spell_exp[(increment ? 32 : 0)+spell]+=8;}
- else if(spell_exp[(increment ? 32 : 0)+spell] < 1400)
- {if (((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) spell_exp[(increment ? 32 : 0)+spell]+=2;}
- else if((spell_exp[(increment ? 32 : 0)+spell] < 1600) && !increment)
- {if (((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) spell_exp[(increment ? 32 : 0)+spell]+=1;}
+ s16b cur_exp = p_ptr->spell_exp[(increment ? 32 : 0)+spell];
+ s16b exp_gain = 0;
+
+ if (cur_exp < SPELL_EXP_BEGINNER)
+ exp_gain += 60;
+ else if (cur_exp < SPELL_EXP_SKILLED)
+ {
+ if ((dun_level > 4) && ((dun_level + 10) > p_ptr->lev))
+ exp_gain = 8;
+ }
+ else if (cur_exp < SPELL_EXP_EXPERT)
+ {
+ if (((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel))
+ exp_gain = 2;
+ }
+ else if ((cur_exp < SPELL_EXP_MASTER) && !increment)
+ {
+ if (((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel))
+ exp_gain = 1;
+ }
+ p_ptr->spell_exp[(increment ? 32 : 0) + spell] += exp_gain;
}
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
- /* Sufficient mana */
- if (shouhimana <= p_ptr->csp)
- {
- /* Use some mana */
- p_ptr->csp -= shouhimana;
- }
/* Over-exert the player */
- else
+ if(over_exerted)
{
- int oops = shouhimana;
+ int oops = need_mana;
/* No mana left */
p_ptr->csp = 0;
p_ptr->csp_frac = 0;
/* Message */
-#ifdef JP
-msg_print("Àº¿À¤ò½¸Ã椷¤¹¤®¤Æµ¤¤ò¼º¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You faint from the effort!");
-#endif
-
+ msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!"));
/* Hack -- Bypass free action */
- (void)set_paralyzed(p_ptr->paralyzed + randint(5 * oops + 1));
+ (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
- if (realm == REALM_LIFE)
- chg_virtue(V_FAITH, -10);
- else if (realm == REALM_DEATH)
+ switch (realm)
+ {
+ case REALM_LIFE:
+ chg_virtue(V_VITALITY, -10);
+ break;
+ case REALM_DEATH:
chg_virtue(V_UNLIFE, -10);
- else if (realm == REALM_DAEMON)
+ break;
+ case REALM_DAEMON:
chg_virtue(V_JUSTICE, 10);
- else if (realm == REALM_NATURE)
+ break;
+ case REALM_NATURE:
chg_virtue(V_NATURE, -10);
- else
+ break;
+ case REALM_CRUSADE:
+ chg_virtue(V_JUSTICE, -10);
+ break;
+ case REALM_HEX:
+ chg_virtue(V_COMPASSION, 10);
+ break;
+ default:
chg_virtue(V_KNOWLEDGE, -10);
+ break;
+ }
/* Damage CON (possibly permanently) */
- if (rand_int(100) < 50)
+ if (randint0(100) < 50)
{
- bool perm = (rand_int(100) < 25);
+ bool perm = (randint0(100) < 25);
/* Message */
-#ifdef JP
-msg_print("ÂΤò°¤¯¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You have damaged your health!");
-#endif
-
+ msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));
/* Reduce constitution */
- (void)dec_stat(A_CON, 15 + randint(10), perm);
+ (void)dec_stat(A_CON, 15 + randint1(10), perm);
}
}
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
-
/* Window stuff */
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
-#endif /* USE_SCRIPT */
}
-
-/*
- * Pray a prayer -- Unused in Hengband
+/*!
+ * @brief ペットになっているモンスターをソートするための比較処理
+ * @param u モンスターの構造体配列
+ * @param v 未使用
+ * @param a 比較対象のモンスターID1
+ * @param b 比較対象のモンスターID2
+ * @return 2番目が大ならばTRUEを返す
*/
-void do_cmd_pray(void)
-{
- msg_print("Praying is not used in Hengband. Use magic spell casting instead.");
-}
-
static bool ang_sort_comp_pet_dismiss(vptr u, vptr v, int a, int b)
{
u16b *who = (u16b*)(u);
monster_race *r_ptr1 = &r_info[m_ptr1->r_idx];
monster_race *r_ptr2 = &r_info[m_ptr2->r_idx];
+ /* Unused */
+ (void)v;
+
if (w1 == p_ptr->riding) return TRUE;
if (w2 == p_ptr->riding) return FALSE;
if (m_ptr1->nickname && !m_ptr2->nickname) return TRUE;
if (m_ptr2->nickname && !m_ptr1->nickname) return FALSE;
+ if (!m_ptr1->parent_m_idx && m_ptr2->parent_m_idx) return TRUE;
+ if (!m_ptr2->parent_m_idx && m_ptr1->parent_m_idx) return FALSE;
+
if ((r_ptr1->flags1 & RF1_UNIQUE) && !(r_ptr2->flags1 & RF1_UNIQUE)) return TRUE;
if ((r_ptr2->flags1 & RF1_UNIQUE) && !(r_ptr1->flags1 & RF1_UNIQUE)) return FALSE;
return w1 <= w2;
}
+/*!
+ * @brief ペットの善悪属性に応じた維持コストの途中計算処理
+ * @param m_ptr 計算基準となるモンスターの構造体参照ポインタ
+ * @param inc m_ptrで指定したモンスターを維持コスト計算に加えるならTRUE、外すならFALSEを指定
+ * @return なし
+ */
+void check_pets_num_and_align(monster_type *m_ptr, bool inc)
+{
+ s32b old_friend_align = friend_align;
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ if (inc)
+ {
+ total_friends++;
+ if (r_ptr->flags3 & RF3_GOOD) friend_align += r_ptr->level;
+ if (r_ptr->flags3 & RF3_EVIL) friend_align -= r_ptr->level;
+ }
+ else
+ {
+ total_friends--;
+ if (r_ptr->flags3 & RF3_GOOD) friend_align -= r_ptr->level;
+ if (r_ptr->flags3 & RF3_EVIL) friend_align += r_ptr->level;
+ }
+
+ if (old_friend_align != friend_align) p_ptr->update |= (PU_BONUS);
+}
+
+/*!
+ * @brief ペットの維持コスト計算
+ * @return 維持コスト(%)
+ */
int calculate_upkeep(void)
{
s32b old_friend_align = friend_align;
- int m_idx;
+ MONSTER_IDX m_idx;
bool have_a_unique = FALSE;
+ s32b total_friend_levels = 0;
total_friends = 0;
- total_friend_levels = 0;
friend_align = 0;
for (m_idx = m_max - 1; m_idx >=1; m_idx--)
}
else
total_friend_levels += r_ptr->level;
-
+
/* Determine pet alignment */
- if (r_ptr->flags3 & RF3_GOOD)
- {
- friend_align += r_ptr->level;
- }
- else if (r_ptr->flags3 & RF3_EVIL)
- {
- friend_align -= r_ptr->level;
- }
+ if (r_ptr->flags3 & RF3_GOOD) friend_align += r_ptr->level;
+ if (r_ptr->flags3 & RF3_EVIL) friend_align -= r_ptr->level;
}
}
if (old_friend_align != friend_align) p_ptr->update |= (PU_BONUS);
return 0;
}
+/*!
+ * @brief ペットを開放するコマンドのメインルーチン
+ * @return なし
+ */
void do_cmd_pet_dismiss(void)
{
monster_type *m_ptr;
bool all_pets = FALSE;
- int pet_ctr, i;
+ MONSTER_IDX pet_ctr;
+ int i;
int Dismissed = 0;
- u16b *who;
+ MONSTER_IDX *who;
u16b dummy_why;
int max_pet = 0;
- int cu, cv;
+ bool_hack cu, cv;
cu = Term->scr->cu;
cv = Term->scr->cv;
Term->scr->cv = 1;
/* Allocate the "who" array */
- C_MAKE(who, max_m_idx, u16b);
+ C_MAKE(who, max_m_idx, MONSTER_IDX);
/* Process the monsters (backwards) */
for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
/* Process the monsters (backwards) */
for (i = 0; i < max_pet; i++)
{
+ bool delete_this;
+ char friend_name[80];
+ bool kakunin;
+
/* Access the monster */
pet_ctr = who[i];
m_ptr = &m_list[pet_ctr];
- {
- bool delete_this = FALSE;
- char friend_name[80];
- bool kakunin = ((pet_ctr == p_ptr->riding) || (m_ptr->nickname));
- monster_desc(friend_name, m_ptr, 0x80);
+ delete_this = FALSE;
+ kakunin = ((pet_ctr == p_ptr->riding) || (m_ptr->nickname));
+ monster_desc(friend_name, m_ptr, MD_ASSUME_VISIBLE);
- if (all_pets && !kakunin)
- delete_this = TRUE;
- else
- {
- char ch;
- char check_friend[80];
- if (all_pets)
- {
-#ifdef JP
-sprintf(check_friend, "%s¤òÊü¤·¤Þ¤¹¤«¡© [Yes/No]", friend_name);
-#else
- sprintf(check_friend, "Dismiss %s? [Yes/No]", friend_name);
-#endif
- }
- else
- {
-#ifdef JP
-sprintf(check_friend, "%s¤òÊü¤·¤Þ¤¹¤«¡© [Yes/No/All(%dɤ)]", friend_name, max_pet-i);
-#else
- sprintf(check_friend, "Dismiss %s? [Yes/No/All(%d remain)]", friend_name, max_pet-i);
-#endif
- }
- /* Hack -- health bar for this monster */
- health_track(pet_ctr);
+ if (!all_pets)
+ {
+ /* Hack -- health bar for this monster */
+ health_track(pet_ctr);
- /* Hack -- handle stuff */
- handle_stuff();
+ /* Hack -- handle stuff */
+ handle_stuff();
+
+ msg_format(_("%sを放しますか? [Yes/No/Unnamed (%d体)]","Dismiss %s? [Yes/No/Unnamed (%d remain)]"), friend_name, max_pet - i);
+
+ if (m_ptr->ml)
+ move_cursor_relative(m_ptr->fy, m_ptr->fx);
- prt(check_friend, 0, 0);
+ while (TRUE)
+ {
+ char ch = inkey();
- if (m_ptr->ml)
- move_cursor_relative(m_ptr->fy, m_ptr->fx);
- while (TRUE)
+ if (ch == 'Y' || ch == 'y')
{
- ch = inkey();
- if (ch == ESCAPE) break;
- if (strchr("YyNnAa", ch)) break;
- bell();
- }
-
- if (ch == 'A' || ch == 'a') all_pets = TRUE;
+ delete_this = TRUE;
- if (ch == 'Y' || ch == 'y' || ch == 'A' || ch == 'a')
- {
if (kakunin)
{
-#ifdef JP
- sprintf(check_friend, "ËÜÅö¤Ë¤è¤í¤·¤¤¤Ç¤¹¤«¡© (%s) ", friend_name);
-#else
- sprintf(check_friend, "Really? (%s) ", friend_name);
-#endif
- if (!get_check(check_friend)) continue;
+ msg_format(_("本当によろしいですか? (%s) ","Are you sure? (%s) "), friend_name);
+ ch = inkey();
+ if (ch != 'Y' && ch != 'y')
+ delete_this = FALSE;
}
- if (record_named_pet && m_ptr->nickname)
- {
- char m_name[80];
+ break;
+ }
- monster_desc(m_name, m_ptr, 0x08);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 2, m_name);
- }
- delete_this = TRUE;
+ if (ch == 'U' || ch == 'u')
+ {
+ all_pets = TRUE;
+ break;
}
+
+ if (ch == ESCAPE || ch == 'N' || ch == 'n')
+ break;
+
+ bell();
}
+ }
- if (delete_this)
+ if ((all_pets && !kakunin) || (!all_pets && delete_this))
+ {
+ if (record_named_pet && m_ptr->nickname)
{
- if (pet_ctr == p_ptr->riding)
- {
-#ifdef JP
-msg_format("%s¤«¤é¹ß¤ê¤¿¡£", friend_name);
-#else
- msg_format("You have got off %s. ", friend_name);
-#endif
+ char m_name[80];
- p_ptr->riding = 0;
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DISMISS, m_name);
+ }
- /* Update the monsters */
- p_ptr->update |= (PU_BONUS | PU_MONSTERS);
- p_ptr->redraw |= (PR_EXTRA);
- }
- delete_monster_idx(pet_ctr);
- Dismissed++;
+ if (pet_ctr == p_ptr->riding)
+ {
+ msg_format(_("%sから降りた。","You have got off %s. "), friend_name);
+
+ p_ptr->riding = 0;
+
+ /* Update the monsters */
+ p_ptr->update |= (PU_BONUS | PU_MONSTERS);
+ p_ptr->redraw |= (PR_EXTRA | PR_UHEALTH);
}
+
+ /* HACK : Add the line to message buffer */
+ msg_format(_("%s を放した。","Dismissed %s."), friend_name);
+ p_ptr->window |= (PW_MESSAGE);
+ window_stuff();
+
+ delete_monster_idx(pet_ctr);
+ Dismissed++;
}
}
Term->scr->cv = cv;
Term_fresh();
- C_KILL(who, max_m_idx, u16b);
+ C_KILL(who, max_m_idx, MONSTER_IDX);
#ifdef JP
-msg_format("%d ɤ¤Î¥Ú¥Ã¥È¤òÊü¤·¤Þ¤·¤¿¡£", Dismissed);
+ msg_format("%d 体のペットを放しました。", Dismissed);
#else
msg_format("You have dismissed %d pet%s.", Dismissed,
- (Dismissed == 1 ? "" : "s"));
+ (Dismissed == 1 ? "" : "s"));
#endif
+ if (Dismissed == 0 && all_pets)
+ msg_print(_("'U'nnamed は、乗馬以外の名前のないペットだけを全て解放します。", "'U'nnamed means all your pets except named pets and your mount."));
+}
+
+/*!
+ * @brief プレイヤーの騎乗/下馬処理判定
+ * @param c_ptr プレイヤーの移動先マスの構造体参照ポインタ
+ * @param now_riding TRUEなら下馬処理、FALSEならば騎乗処理
+ * @return 可能ならばTRUEを返す
+ */
+static bool player_can_ride_aux(cave_type *c_ptr, bool now_riding)
+{
+ bool p_can_enter;
+ bool old_character_xtra = character_xtra;
+ MONSTER_IDX old_riding = p_ptr->riding;
+ bool old_riding_ryoute = p_ptr->riding_ryoute;
+ bool old_old_riding_ryoute = p_ptr->old_riding_ryoute;
+ bool old_pf_ryoute = (p_ptr->pet_extra_flags & PF_RYOUTE) ? TRUE : FALSE;
+
+ /* Hack -- prevent "icky" message */
+ character_xtra = TRUE;
+
+ if (now_riding) p_ptr->riding = c_ptr->m_idx;
+ else
+ {
+ p_ptr->riding = 0;
+ p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
+ p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
+ }
+
+ calc_bonuses();
- p_ptr->update |= (PU_MON_LITE);
+ p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
+
+ p_ptr->riding = old_riding;
+ if (old_pf_ryoute) p_ptr->pet_extra_flags |= (PF_RYOUTE);
+ else p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
+ p_ptr->riding_ryoute = old_riding_ryoute;
+ p_ptr->old_riding_ryoute = old_old_riding_ryoute;
+
+ calc_bonuses();
+
+ character_xtra = old_character_xtra;
+
+ return p_can_enter;
}
-bool rakuba(int dam, bool force)
+/*!
+ * @brief プレイヤーの落馬判定処理
+ * @param dam 落馬判定を発した際に受けたダメージ量
+ * @param force TRUEならば強制的に落馬する
+ * @return 実際に落馬したらTRUEを返す
+ */
+bool rakuba(HIT_POINT dam, bool force)
{
int i, y, x, oy, ox;
int sn = 0, sy = 0, sx = 0;
char m_name[80];
monster_type *m_ptr = &m_list[p_ptr->riding];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ bool fall_dam = FALSE;
if (!p_ptr->riding) return FALSE;
if (p_ptr->wild_mode) return FALSE;
{
if (!force)
{
- int level = r_ptr->level;
- if (p_ptr->riding_ryoute) level += 20;
- if ((dam/2 + r_ptr->level) > (skill_exp[GINOU_RIDING]/30+10))
+ int cur = p_ptr->skill_exp[GINOU_RIDING];
+ int max = s_info[p_ptr->pclass].s_max[GINOU_RIDING];
+ int ridinglevel = r_ptr->level;
+
+ /* 落馬のしやすさ */
+ int rakubalevel = r_ptr->level;
+ if (p_ptr->riding_ryoute) rakubalevel += 20;
+
+ if ((cur < max) && (max > 1000) &&
+ (dam / 2 + ridinglevel) > (cur / 30 + 10))
{
- if((skill_exp[GINOU_RIDING] < se_info[p_ptr->pclass].max[GINOU_RIDING]) && se_info[p_ptr->pclass].max[GINOU_RIDING] > 1000)
- {
- if (r_ptr->level*100 > (skill_exp[GINOU_RIDING] + 1500))
- skill_exp[GINOU_RIDING] += (1+(r_ptr->level - skill_exp[GINOU_RIDING]/100 - 15));
- else skill_exp[GINOU_RIDING]++;
- }
+ int inc = 0;
+
+ if (ridinglevel > (cur / 100 + 15))
+ inc += 1 + (ridinglevel - cur / 100 - 15);
+ else
+ inc += 1;
+
+ p_ptr->skill_exp[GINOU_RIDING] = MIN(max, cur + inc);
}
- if (rand_int(dam/2 + level*2) < (skill_exp[GINOU_RIDING]/30+10))
+
+ /* レベルの低い乗馬からは落馬しにくい */
+ if (randint0(dam / 2 + rakubalevel * 2) < cur / 30 + 10)
{
- if ((((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY)) && !p_ptr->riding_ryoute) || !one_in_(p_ptr->lev*(p_ptr->riding_ryoute ? 2 : 3)+30))
+ if ((((p_ptr->pclass == CLASS_BEASTMASTER) || (p_ptr->pclass == CLASS_CAVALRY)) && !p_ptr->riding_ryoute) || !one_in_(p_ptr->lev*(p_ptr->riding_ryoute ? 2 : 3) + 30))
{
return FALSE;
}
}
}
+
/* Check around the player */
for (i = 0; i < 8; i++)
{
cave_type *c_ptr;
/* Access the location */
- y = py + ddy_ddd[i];
- x = px + ddx_ddd[i];
+ y = p_ptr->y + ddy_ddd[i];
+ x = p_ptr->x + ddx_ddd[i];
c_ptr = &cave[y][x];
+ if (c_ptr->m_idx) continue;
+
/* Skip non-empty grids */
- if (cave_perma_grid(c_ptr)) continue;
- if (!cave_empty_grid2(c_ptr)) continue;
+ if (!cave_have_flag_grid(c_ptr, FF_MOVE) && !cave_have_flag_grid(c_ptr, FF_CAN_FLY))
+ {
+ if (!player_can_ride_aux(c_ptr, FALSE)) continue;
+ }
- if (c_ptr->m_idx) continue;
+ if (cave_have_flag_grid(c_ptr, FF_PATTERN)) continue;
/* Count "safe" grids */
sn++;
/* Randomize choice */
- if (rand_int(sn) > 0) continue;
+ if (randint0(sn) > 0) continue;
/* Save the safe location */
sy = y; sx = x;
{
monster_desc(m_name, m_ptr, 0);
#ifdef JP
-msg_format("%s¤«¤é¿¶¤êÍî¤È¤µ¤ì¤½¤¦¤Ë¤Ê¤Ã¤Æ¡¢Êɤˤ֤Ĥ«¤Ã¤¿¡£",m_name);
- take_hit(DAMAGE_NOESCAPE, r_ptr->level+3, "Êɤؤξ×ÆÍ", -1);
+msg_format("%sから振り落とされそうになって、壁にぶつかった。",m_name);
+ take_hit(DAMAGE_NOESCAPE, r_ptr->level+3, "壁への衝突", -1);
#else
msg_format("You have nearly fallen from %s, but bumped into wall.",m_name);
take_hit(DAMAGE_NOESCAPE, r_ptr->level+3, "bumping into wall", -1);
return FALSE;
}
- oy = py;
- ox = px;
+ oy = p_ptr->y;
+ ox = p_ptr->x;
- py = sy;
- px = sx;
+ p_ptr->y = sy;
+ p_ptr->x = sx;
/* Redraw the old spot */
lite_spot(oy, ox);
/* Redraw the new spot */
- lite_spot(py, px);
+ lite_spot(p_ptr->y, p_ptr->x);
/* Check for new panel */
verify_panel();
p_ptr->update |= (PU_BONUS);
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
p_ptr->redraw |= (PR_EXTRA);
- if (p_ptr->ffall && !force)
+ /* Update health track of mount */
+ p_ptr->redraw |= (PR_UHEALTH);
+
+ if (p_ptr->levitation && !force)
{
monster_desc(m_name, m_ptr, 0);
-#ifdef JP
-msg_format("%s¤«¤éÍî¤Á¤¿¤¬¡¢¶õÃæ¤Ç¤¦¤Þ¤¯ÂÎÀª¤òΩ¤Æľ¤·¤ÆÃåÃϤ·¤¿¡£",m_name);
-#else
- msg_format("You are thrown from %s, but make a good landing.",m_name);
-#endif
- return FALSE;
+ msg_format(_("%sから落ちたが、空中でうまく体勢を立て直して着地した。", "You are thrown from %s, but make a good landing."),m_name);
+ }
+ else
+ {
+ take_hit(DAMAGE_NOESCAPE, r_ptr->level+3, _("落馬", "Falling from riding"), -1);
+ fall_dam = TRUE;
}
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, r_ptr->level+3, "ÍîÇÏ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, r_ptr->level+3, "Falling from riding", -1);
-#endif
- p_ptr->redraw |= (PR_UHEALTH);
- return TRUE;
+ /* Move the player */
+ if (sy && !p_ptr->is_dead)
+ (void)move_player_effect(p_ptr->y, p_ptr->x, MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);
+
+ return fall_dam;
}
+/*!
+ * @brief ペットから騎乗/下馬するコマンドのメインルーチン /
+ * @param force 強制的に騎乗/下馬するならばTRUE
+ * @return 騎乗/下馬できたらTRUE
+ */
bool do_riding(bool force)
{
- int oy, ox, x, y, dir = 0;
+ int x, y, dir = 0;
cave_type *c_ptr;
monster_type *m_ptr;
if (!get_rep_dir2(&dir)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
c_ptr = &cave[y][x];
+ if (p_ptr->special_defense & KATA_MUSOU) set_action(ACTION_NONE);
+
if (p_ptr->riding)
{
/* Skip non-empty grids */
- if (!cave_empty_bold2(y, x) || c_ptr->m_idx)
+ if (!player_can_ride_aux(c_ptr, FALSE))
{
-#ifdef JP
-msg_print("¤½¤Á¤é¤Ë¤Ï¹ß¤ê¤é¤ì¤Þ¤»¤ó¡£");
-#else
- msg_print("You cannot go to that direction.");
-#endif
+ msg_print(_("そちらには降りられません。", "You cannot go to that direction."));
+ return FALSE;
+ }
+
+ if (!pattern_seq(p_ptr->y, p_ptr->x, y, x)) return FALSE;
+
+ if (c_ptr->m_idx)
+ {
+ /* Take a turn */
+ p_ptr->energy_use = 100;
+
+ /* Message */
+ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
+
+ py_attack(y, x, 0);
return FALSE;
}
+
p_ptr->riding = 0;
p_ptr->pet_extra_flags &= ~(PF_RYOUTE);
p_ptr->riding_ryoute = p_ptr->old_riding_ryoute = FALSE;
else
{
if (p_ptr->confused)
- {
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤Æ¾è¤ì¤Ê¤¤¡ª");
-#else
- msg_print("You are too confused!");
-#endif
- return FALSE;
- }
- if (!(c_ptr->m_idx))
- {
-#ifdef JP
-msg_print("¤½¤Î¾ì½ê¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("Here is no pet.");
-#endif
-
- return FALSE;
- }
-
- m_ptr = &m_list[c_ptr->m_idx];
-
- if (!is_pet(m_ptr) && !force)
- {
-#ifdef JP
-msg_print("¤½¤Î¥â¥ó¥¹¥¿¡¼¤Ï¥Ú¥Ã¥È¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("That monster is no a pet.");
-#endif
-
+ {
+ msg_print(_("混乱していて乗れない!", "You are too confused!"));
return FALSE;
}
- if (!(r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
- {
-#ifdef JP
-msg_print("¤½¤Î¥â¥ó¥¹¥¿¡¼¤Ë¤Ï¾è¤ì¤Ê¤µ¤½¤¦¤À¡£");
-#else
- msg_print("This monster doesn't seem suitable for riding.");
-#endif
+ m_ptr = &m_list[c_ptr->m_idx];
+
+ if (!c_ptr->m_idx || !m_ptr->ml)
+ {
+ msg_print(_("その場所にはモンスターはいません。", "Here is no monster."));
return FALSE;
}
- if (!(p_ptr->pass_wall) && (c_ptr->feat >= FEAT_RUBBLE) && (c_ptr->feat <= FEAT_PERM_SOLID))
+ if (!is_pet(m_ptr) && !force)
{
-#ifdef JP
-msg_print("¤½¤Î¥â¥ó¥¹¥¿¡¼¤ÏÊɤÎÃæ¤Ë¤¤¤ë¡£");
-#else
- msg_print("This monster is in the wall.");
-#endif
-
+ msg_print(_("そのモンスターはペットではありません。", "That monster is not a pet."));
return FALSE;
}
- if ((cave[py][px].feat >= FEAT_PATTERN_START) && (cave[py][px].feat <= FEAT_PATTERN_XTRA2) && ((cave[y][x].feat < FEAT_PATTERN_START) || (cave[y][x].feat > FEAT_PATTERN_XTRA2)))
+ if (!(r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
{
-#ifdef JP
-msg_print("¥Ñ¥¿¡¼¥ó¤Î¾å¤«¤é¤Ï¾è¤ì¤Þ¤»¤ó¡£");
-#else
- msg_print("You cannot ride from on Pattern.");
-#endif
-
+ msg_print(_("そのモンスターには乗れなさそうだ。", "This monster doesn't seem suitable for riding."));
return FALSE;
}
- if (!m_ptr->ml)
+
+ if (!pattern_seq(p_ptr->y, p_ptr->x, y, x)) return FALSE;
+
+ if (!player_can_ride_aux(c_ptr, TRUE))
{
+ /* Feature code (applying "mimic" field) */
+ feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
#ifdef JP
-msg_print("¤½¤Î¾ì½ê¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
+ msg_format("そのモンスターは%sの%sにいる。", f_name + f_ptr->name,
+ ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
+ (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE))) ?
+ "中" : "上");
#else
- msg_print("Here is no monster.");
+ msg_format("This monster is %s the %s.",
+ ((!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY)) ||
+ (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE))) ?
+ "in" : "on", f_name + f_ptr->name);
#endif
return FALSE;
}
- if (r_info[m_ptr->r_idx].level > randint((skill_exp[GINOU_RIDING]/50 + p_ptr->lev/2 +20)))
+ if (r_info[m_ptr->r_idx].level > randint1((p_ptr->skill_exp[GINOU_RIDING] / 50 + p_ptr->lev / 2 + 20)))
{
-#ifdef JP
-msg_print("¤¦¤Þ¤¯¾è¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You failed to ride.");
-#endif
-
- energy_use = 100;
-
+ msg_print(_("うまく乗れなかった。", "You failed to ride."));
+ p_ptr->energy_use = 100;
return FALSE;
}
- if (m_ptr->csleep)
+
+ if (MON_CSLEEP(m_ptr))
{
char m_name[80];
monster_desc(m_name, m_ptr, 0);
- m_ptr->csleep = 0;
-#ifdef JP
-msg_format("%s¤òµ¯¤³¤·¤¿¡£", m_name);
-#else
- msg_format("You have waked %s up.", m_name);
-#endif
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
+ msg_format(_("%sを起こした。", "You have waked %s up."), m_name);
}
- p_ptr->riding = c_ptr->m_idx;
- }
-
- /* Save the old location */
- oy = py;
- ox = px;
-
- /* Move the player to the safe location */
- py = y;
- px = x;
+ if (p_ptr->action == ACTION_KAMAE) set_action(ACTION_NONE);
- /* Redraw the old spot */
- lite_spot(oy, ox);
-
- /* Redraw the new spot */
- lite_spot(py, px);
+ p_ptr->riding = c_ptr->m_idx;
- /* Check for new panel */
- verify_panel();
+ /* Hack -- remove tracked monster */
+ if (p_ptr->riding == p_ptr->health_who) health_track(0);
+ }
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Mega-Hack -- Forget the view and lite */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
-
/* Update the monsters */
p_ptr->update |= (PU_BONUS);
/* Redraw map */
p_ptr->redraw |= (PR_MAP | PR_EXTRA);
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
p_ptr->redraw |= (PR_UHEALTH);
- handle_stuff();
+ /* Move the player */
+ (void)move_player_effect(y, x, MPE_HANDLE_STUFF | MPE_ENERGY_USE | MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);
+
return TRUE;
}
-void do_name_pet(void)
+/*!
+ * @brief ペットに名前をつけるコマンドのメインルーチン
+ * @return なし
+ */
+static void do_name_pet(void)
{
monster_type *m_ptr;
char out_val[20];
if (!is_pet(m_ptr))
{
/* Message */
-#ifdef JP
- msg_print("¤½¤Î¥â¥ó¥¹¥¿¡¼¤Ï¥Ú¥Ã¥È¤Ç¤Ï¤Ê¤¤¡£");
-#else
- msg_format("This monster is not a pet.");
-#endif
+ msg_print(_("そのモンスターはペットではない。", "This monster is not a pet."));
return;
}
if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
{
-#ifdef JP
- msg_print("¤½¤Î¥â¥ó¥¹¥¿¡¼¤Î̾Á°¤ÏÊѤ¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_format("You cannot change name of this monster!");
-#endif
+ msg_print(_("そのモンスターの名前は変えられない!", "You cannot change name of this monster!"));
return;
}
monster_desc(m_name, m_ptr, 0);
/* Message */
-#ifdef JP
- msg_format("%s¤Ë̾Á°¤ò¤Ä¤±¤ë¡£", m_name);
-#else
- msg_format("Name %s.", m_name);
-#endif
-
+ msg_format(_("%sに名前をつける。", "Name %s."), m_name);
msg_print(NULL);
/* Start with nothing */
}
/* Get a new inscription (possibly empty) */
-#ifdef JP
- if (get_string("̾Á°: ", out_val, 15))
-#else
- if (get_string("Name: ", out_val, 15))
-#endif
-
+ if (get_string(_("名前: ", "Name: "), out_val, 15))
{
if (out_val[0])
{
m_ptr->nickname = quark_add(out_val);
if (record_named_pet)
{
- char m_name[80];
-
- monster_desc(m_name, m_ptr, 0x08);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 0, m_name);
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_NAME, m_name);
}
}
else
{
if (record_named_pet && old_name)
{
- char m_name[80];
-
- monster_desc(m_name, m_ptr, 0x08);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 1, m_name);
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_UNNAME, m_name);
}
m_ptr->nickname = 0;
}
}
}
-/*
+
+/*!
+ * @brief ペットに関するコマンドリストのメインルーチン /
* Issue a pet command
+ * @return なし
*/
void do_cmd_pet(void)
{
- int i = 0;
+ COMMAND_CODE i = 0;
int num;
int powers[36];
cptr power_desc[36];
bool flag, redraw;
- int ask;
char choice;
char out_val[160];
- int pets = 0, pet_ctr;
+ int pet_ctr;
monster_type *m_ptr;
- int mode = 0;
+ PET_COMMAND_IDX mode = 0;
- byte y = 1, x = 0;
- int ctr = 0;
char buf[160];
+ char target_buf[160];
- num = 0;
-
- /* Calculate pets */
- /* Process the monsters (backwards) */
- for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
- {
- /* Access the monster */
- m_ptr = &m_list[pet_ctr];
-
- if (is_pet(m_ptr)) pets++;
- }
+ int menu_line = use_menu ? 1 : 0;
-#ifdef JP
- power_desc[num] = "¥Ú¥Ã¥È¤òÊü¤¹";
-#else
- power_desc[num] = "dismiss pets";
-#endif
+ num = 0;
+ power_desc[num] = _("ペットを放す", "dismiss pets");
powers[num++] = PET_DISMISS;
#ifdef JP
- sprintf(buf,"¥Ú¥Ã¥È¤Î¥¿¡¼¥²¥Ã¥È¤ò»ØÄê (¸½ºß¡§%s)",
- (pet_t_m_idx ? r_name + r_info[m_list[pet_t_m_idx].r_idx].name : "»ØÄê¤Ê¤·"));
+ sprintf(target_buf, "ペットのターゲットを指定 (現在:%s)",
+ (pet_t_m_idx ? (p_ptr->image ? "何か奇妙な物" : (r_name + r_info[m_list[pet_t_m_idx].ap_r_idx].name)) : "指定なし"));
#else
- sprintf(buf,"specify a targert of pet (now:%s)",
- (pet_t_m_idx ? r_name + r_info[m_list[pet_t_m_idx].r_idx].name : "nothing"));
+ sprintf(target_buf, "specify a target of pet (now:%s)",
+ (pet_t_m_idx ? (p_ptr->image ? "something strange" : (r_name + r_info[m_list[pet_t_m_idx].ap_r_idx].name)) : "nothing"));
#endif
- power_desc[num] = buf;
-
+ power_desc[num] = target_buf;
powers[num++] = PET_TARGET;
-
-#ifdef JP
-power_desc[num] = "¶á¤¯¤Ë¤¤¤í";
-#else
- power_desc[num] = "stay close";
-#endif
+ power_desc[num] = _("近くにいろ", "stay close");
if (p_ptr->pet_follow_distance == PET_CLOSE_DIST) mode = num;
powers[num++] = PET_STAY_CLOSE;
-
-#ifdef JP
- power_desc[num] = "¤Ä¤¤¤ÆÍ褤";
-#else
- power_desc[num] = "follow me";
-#endif
+ power_desc[num] = _("ついて来い", "follow me");
if (p_ptr->pet_follow_distance == PET_FOLLOW_DIST) mode = num;
powers[num++] = PET_FOLLOW_ME;
-
-#ifdef JP
-power_desc[num] = "Ũ¤ò¸«¤Ä¤±¤ÆÅݤ»";
-#else
- power_desc[num] = "seek and destroy";
-#endif
+ power_desc[num] = _("敵を見つけて倒せ", "seek and destroy");
if (p_ptr->pet_follow_distance == PET_DESTROY_DIST) mode = num;
powers[num++] = PET_SEEK_AND_DESTROY;
-
-#ifdef JP
-power_desc[num] = "¾¯¤·Î¥¤ì¤Æ¤¤¤í";
-#else
- power_desc[num] = "give me space";
-#endif
+ power_desc[num] = _("少し離れていろ", "give me space");
if (p_ptr->pet_follow_distance == PET_SPACE_DIST) mode = num;
powers[num++] = PET_ALLOW_SPACE;
-
-#ifdef JP
-power_desc[num] = "Î¥¤ì¤Æ¤¤¤í";
-#else
- power_desc[num] = "stay away";
-#endif
+ power_desc[num] = _("離れていろ", "stay away");
if (p_ptr->pet_follow_distance == PET_AWAY_DIST) mode = num;
powers[num++] = PET_STAY_AWAY;
if (p_ptr->pet_extra_flags & PF_OPEN_DOORS)
{
-#ifdef JP
- power_desc[num] = "¥É¥¢¤ò³«¤±¤ë (¸½ºß:ON)";
-#else
- power_desc[num] = "pets open doors (now On)";
-#endif
-
+ power_desc[num] = _("ドアを開ける (現在:ON)", "pets open doors (now On)");
}
else
{
-#ifdef JP
- power_desc[num] = "¥É¥¢¤ò³«¤±¤ë (¸½ºß:OFF)";
-#else
- power_desc[num] = "pets open doors (now Off)";
-#endif
-
+ power_desc[num] = _("ドアを開ける (現在:OFF)", "pets open doors (now Off)");
}
powers[num++] = PET_OPEN_DOORS;
if (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)
{
-#ifdef JP
- power_desc[num] = "¥¢¥¤¥Æ¥à¤ò½¦¤¦ (¸½ºß:ON)";
-#else
- power_desc[num] = "pets pick up items (now On)";
-#endif
-
+ power_desc[num] = _("アイテムを拾う (現在:ON)", "pets pick up items (now On)");
}
else
{
-#ifdef JP
- power_desc[num] = "¥¢¥¤¥Æ¥à¤ò½¦¤¦ (¸½ºß:OFF)";
-#else
- power_desc[num] = "pets pick up items (now Off)";
-#endif
-
+ power_desc[num] = _("アイテムを拾う (現在:OFF)", "pets pick up items (now Off)");
}
powers[num++] = PET_TAKE_ITEMS;
if (p_ptr->pet_extra_flags & PF_TELEPORT)
{
-#ifdef JP
- power_desc[num] = "¥Æ¥ì¥Ý¡¼¥È·ÏËâË¡¤ò»È¤¦ (¸½ºß:ON)";
-#else
- power_desc[num] = "allow teleport (now On)";
-#endif
-
+ power_desc[num] = _("テレポート系魔法を使う (現在:ON)", "allow teleport (now On)");
}
else
{
-#ifdef JP
- power_desc[num] = "¥Æ¥ì¥Ý¡¼¥È·ÏËâË¡¤ò»È¤¦ (¸½ºß:OFF)";
-#else
- power_desc[num] = "allow teleport (now Off)";
-#endif
-
+ power_desc[num] = _("テレポート系魔法を使う (現在:OFF)", "allow teleport (now Off)");
}
powers[num++] = PET_TELEPORT;
if (p_ptr->pet_extra_flags & PF_ATTACK_SPELL)
{
-#ifdef JP
- power_desc[num] = "¹¶·âËâË¡¤ò»È¤¦ (¸½ºß:ON)";
-#else
- power_desc[num] = "allow cast attack spell (now On)";
-#endif
-
+ power_desc[num] = _("攻撃魔法を使う (現在:ON)", "allow cast attack spell (now On)");
}
else
{
-#ifdef JP
- power_desc[num] = "¹¶·âËâË¡¤ò»È¤¦ (¸½ºß:OFF)";
-#else
- power_desc[num] = "allow cast attack spell (now Off)";
-#endif
-
+ power_desc[num] = _("攻撃魔法を使う (現在:OFF)", "allow cast attack spell (now Off)");
}
powers[num++] = PET_ATTACK_SPELL;
if (p_ptr->pet_extra_flags & PF_SUMMON_SPELL)
{
-#ifdef JP
- power_desc[num] = "¾¤´ËâË¡¤ò»È¤¦ (¸½ºß:ON)";
-#else
- power_desc[num] = "allow cast summon spell (now On)";
-#endif
-
+ power_desc[num] = _("召喚魔法を使う (現在:ON)", "allow cast summon spell (now On)");
}
else
{
-#ifdef JP
- power_desc[num] = "¾¤´ËâË¡¤ò»È¤¦ (¸½ºß:OFF)";
-#else
- power_desc[num] = "allow cast summon spell (now Off)";
-#endif
-
+ power_desc[num] = _("召喚魔法を使う (現在:OFF)", "allow cast summon spell (now Off)");
}
powers[num++] = PET_SUMMON_SPELL;
if (p_ptr->pet_extra_flags & PF_BALL_SPELL)
{
-#ifdef JP
- power_desc[num] = "¥×¥ì¥¤¥ä¡¼¤ò´¬¤¹þ¤àÈÏ°ÏËâË¡¤ò»È¤¦ (¸½ºß:ON)";
-#else
- power_desc[num] = "allow involve player in area spell (now On)";
-#endif
-
+ power_desc[num] = _("プレイヤーを巻き込む範囲魔法を使う (現在:ON)", "allow involve player in area spell (now On)");
}
else
{
-#ifdef JP
- power_desc[num] = "¥×¥ì¥¤¥ä¡¼¤ò´¬¤¹þ¤àÈÏ°ÏËâË¡¤ò»È¤¦ (¸½ºß:OFF)";
-#else
- power_desc[num] = "allow involve player in area spell (now Off)";
-#endif
-
+ power_desc[num] = _("プレイヤーを巻き込む範囲魔法を使う (現在:OFF)", "allow involve player in area spell (now Off)");
}
powers[num++] = PET_BALL_SPELL;
if (p_ptr->riding)
{
-#ifdef JP
- power_desc[num] = "¥Ú¥Ã¥È¤«¤é¹ß¤ê¤ë";
-#else
- power_desc[num] = "get off a pet";
-#endif
-
+ power_desc[num] = _("ペットから降りる", "get off a pet");
}
else
{
-#ifdef JP
- power_desc[num] = "¥Ú¥Ã¥È¤Ë¾è¤ë";
-#else
- power_desc[num] = "ride a pet";
-#endif
-
+ power_desc[num] = _("ペットに乗る", "ride a pet");
}
powers[num++] = PET_RIDING;
-
-#ifdef JP
- power_desc[num] = "¥Ú¥Ã¥È¤Ë̾Á°¤ò¤Ä¤±¤ë¡£";
-#else
- power_desc[num] = "name pets";
-#endif
-
+ power_desc[num] = _("ペットに名前をつける", "name pets");
powers[num++] = PET_NAME;
- if (p_ptr->riding && buki_motteruka(INVEN_RARM) && (empty_hands(FALSE) & 0x00000001) && ((inventory[INVEN_RARM].weight > 99) || (inventory[INVEN_RARM].tval == TV_POLEARM)))
+ if (p_ptr->riding)
{
- if (p_ptr->pet_extra_flags & PF_RYOUTE)
+ if ((p_ptr->migite && (empty_hands(FALSE) == EMPTY_HAND_LARM) &&
+ object_allow_two_hands_wielding(&inventory[INVEN_RARM])) ||
+ (p_ptr->hidarite && (empty_hands(FALSE) == EMPTY_HAND_RARM) &&
+ object_allow_two_hands_wielding(&inventory[INVEN_LARM])))
{
-#ifdef JP
- power_desc[num] = "Éð´ï¤òÊÒ¼ê¤Ç»ý¤Ä";
-#else
- power_desc[num] = "use one hand to control a riding pet";
-#endif
+ if (p_ptr->pet_extra_flags & PF_RYOUTE)
+ {
+ power_desc[num] = _("武器を片手で持つ", "use one hand to control a riding pet");
+ }
+ else
+ {
+ power_desc[num] = _("武器を両手で持つ", "use both hands for a weapon");
+ }
+ powers[num++] = PET_RYOUTE;
}
else
{
-#ifdef JP
- power_desc[num] = "Éð´ï¤òξ¼ê¤Ç»ý¤Ä";
-#else
- power_desc[num] = "use both hands for a weapon.";
-#endif
+ switch (p_ptr->pclass)
+ {
+ case CLASS_MONK:
+ case CLASS_FORCETRAINER:
+ case CLASS_BERSERKER:
+ if (empty_hands(FALSE) == (EMPTY_HAND_RARM | EMPTY_HAND_LARM))
+ {
+ if (p_ptr->pet_extra_flags & PF_RYOUTE)
+ {
+ power_desc[num] = _("片手で格闘する", "use one hand to control a riding pet");
+ }
+ else
+ {
+ power_desc[num] = _("両手で格闘する", "use both hands for melee");
+ }
- }
+ powers[num++] = PET_RYOUTE;
+ }
+ else if ((empty_hands(FALSE) != EMPTY_HAND_NONE) && !buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
+ {
+ if (p_ptr->pet_extra_flags & PF_RYOUTE)
+ {
+ power_desc[num] = _("格闘を行わない", "use one hand to control a riding pet");
+ }
+ else
+ {
+ power_desc[num] = _("格闘を行う", "use one hand for melee");
+ }
- powers[num++] = PET_RYOUTE;
+ powers[num++] = PET_RYOUTE;
+ }
+ break;
+ }
+ }
}
+#ifdef ALLOW_REPEAT
+ if (!(repeat_pull(&i) && (i >= 0) && (i < num)))
+ {
+#endif /* ALLOW_REPEAT */
+
/* Nothing chosen yet */
flag = FALSE;
- /* Build a prompt (accept all spells) */
- if (num <= 26)
+ /* No redraw yet */
+ redraw = FALSE;
+
+ if (use_menu)
{
- /* Build a prompt (accept all spells) */
-#ifdef JP
-strnfmt(out_val, 78, "(¥³¥Þ¥ó¥É %c-%c¡¢'*'=°ìÍ÷¡¢ESC=½ªÎ») ¥³¥Þ¥ó¥É¤òÁª¤ó¤Ç¤¯¤À¤µ¤¤:",
-#else
- strnfmt(out_val, 78, "(Command %c-%c, *=List, ESC=exit) Select a command: ",
-#endif
+ /* Save the screen */
+ screen_save();
- I2A(0), I2A(num - 1));
+ /* Build a prompt */
+ strnfmt(out_val, 78, _("(コマンド、ESC=終了) コマンドを選んでください:", "(Command, ESC=exit) Choose command from menu."));
}
else
{
-#ifdef JP
-strnfmt(out_val, 78, "(¥³¥Þ¥ó¥É %c-%c¡¢'*'=°ìÍ÷¡¢ESC=½ªÎ») ¥³¥Þ¥ó¥É¤òÁª¤ó¤Ç¤¯¤À¤µ¤¤:",
-#else
- strnfmt(out_val, 78, "(Command %c-%c, *=List, ESC=exit) Select a command: ",
-#endif
-
- I2A(0), '0' + num - 27);
+ /* Build a prompt */
+ strnfmt(out_val, 78,
+ _("(コマンド %c-%c、'*'=一覧、ESC=終了) コマンドを選んでください:", "(Command %c-%c, *=List, ESC=exit) Select a command: "),
+ I2A(0), I2A(num - 1));
}
- /* Show list */
- redraw = TRUE;
+ choice = (always_show_list || use_menu) ? ESCAPE : 1;
- /* Save the screen */
- Term_save();
+ /* Get a command from the user */
+ while (!flag)
+ {
+ int ask = TRUE;
- prt("", y++, x);
+ if (choice == ESCAPE) choice = ' ';
+ else if (!get_com(out_val, &choice, TRUE)) break;
- while (ctr < num)
- {
- prt(format("%s%c) %s", (ctr == mode) ? "*" : " ", I2A(ctr), power_desc[ctr]), y + ctr, x);
- ctr++;
- }
+ if (use_menu && (choice != ' '))
+ {
+ switch (choice)
+ {
+ case '0':
+ screen_load();
+ return;
- if (ctr < 17)
- {
- prt("", y + ctr, x);
- }
- else
- {
- prt("", y + 17, x);
- }
+ case '8':
+ case 'k':
+ case 'K':
+ menu_line += (num - 1);
+ break;
+
+ case '2':
+ case 'j':
+ case 'J':
+ menu_line++;
+ break;
+
+ case '4':
+ case 'h':
+ case 'H':
+ menu_line = 1;
+ break;
+
+ case '6':
+ case 'l':
+ case 'L':
+ menu_line = num;
+ break;
+
+ case 'x':
+ case 'X':
+ case '\r':
+ case '\n':
+ i = menu_line - 1;
+ ask = FALSE;
+ break;
+ }
+ if (menu_line > num) menu_line -= num;
+ }
- /* Get a command from the user */
- while (!flag && get_com(out_val, &choice, TRUE))
- {
/* Request redraw */
- if ((choice == ' ') || (choice == '*') || (choice == '?'))
+ if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
{
/* Show the list */
- if (!redraw)
+ if (!redraw || use_menu)
{
- y = 1;
- x = 0;
- ctr = 0;
+ byte y = 1, x = 0;
+ PET_COMMAND_IDX ctr = 0;
/* Show list */
redraw = TRUE;
/* Save the screen */
- Term_save();
+ if (!use_menu) screen_save();
prt("", y++, x);
- while (ctr < num)
+ /* Print list */
+ for (ctr = 0; ctr < num; ctr++)
{
- sprintf(buf, "%s%c) %s", (ctr == mode) ? "*" : " ", I2A(ctr), power_desc[ctr]);
+ /* Letter/number for power selection */
+ if (use_menu)
+ sprintf(buf, "%c%s ", (ctr == mode) ? '*' : ' ', (ctr == (menu_line - 1)) ? _("》", "> ") : " ");
+ else
+ sprintf(buf, "%c%c) ", (ctr == mode) ? '*' : ' ', I2A(ctr));
+
+ strcat(buf, power_desc[ctr]);
+
prt(buf, y + ctr, x);
- ctr++;
}
- if (ctr < 17)
- {
- prt("", y + ctr, x);
- }
- else
- {
- prt("", y + 17, x);
- }
+ prt("", y + MIN(ctr, 17), x);
}
/* Hide the list */
redraw = FALSE;
/* Restore the screen */
- Term_load();
+ screen_load();
}
/* Redo asking */
continue;
}
- if (choice == '\r' && num == 1)
- {
- choice = 'a';
- }
-
- if (isalpha(choice))
+ if (!use_menu)
{
/* Note verify */
ask = (isupper(choice));
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
}
- else
- {
- ask = FALSE; /* Can't uppercase digits */
-
- i = choice - '0' + 26;
- }
/* Totally Illegal */
if ((i < 0) || (i >= num))
if (ask)
{
/* Prompt */
-#ifdef JP
- strnfmt(buf, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i]);
-#else
- strnfmt(buf, 78, "Use %s? ", power_desc[i]);
-#endif
-
+ strnfmt(buf, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i]);
/* Belay that order */
if (!get_check(buf)) continue;
}
/* Restore the screen */
- if (redraw) Term_load();
+ if (redraw) screen_load();
/* Abort if needed */
if (!flag)
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
+#ifdef ALLOW_REPEAT
+ repeat_push(i);
+ }
+#endif /* ALLOW_REPEAT */
+
switch (powers[i])
{
case PET_DISMISS: /* Dismiss pets */
{
- if (!pets)
+ /* Check pets (backwards) */
+ for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
{
-#ifdef JP
- msg_print("¥Ú¥Ã¥È¤¬¤¤¤Ê¤¤¡ª");
-#else
- msg_print("You have no pets!");
-#endif
+ /* Player has pet */
+ if (is_pet(&m_list[pet_ctr])) break;
+ }
+
+ if (!pet_ctr)
+ {
+ msg_print(_("ペットがいない!", "You have no pets!"));
break;
}
do_cmd_pet_dismiss();
case PET_RIDING:
{
- do_riding(FALSE);
+ (void)do_riding(FALSE);
break;
}