-/* File: cmd6.c */
-
-/*
+/*!
+ * @file cmd6.c
+ * @brief プレイヤーのアイテムに関するコマンドの実装2 / Spell/Prayer commands
+ * @date 2014/01/27
+ * @author
+ * <pre>
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
* This software may be copied and distributed for educational, research,
* and not for profit purposes provided that this copyright and statement
* are included in all such copies. Other copyrights may also apply.
- */
-
-/* Purpose: Object commands */
-
-#include "angband.h"
-
-
-/*
+ * 2014 Deskull rearranged comment for Doxygen.\n
+ * </pre>
+ * @details
+ * <pre>
* This file includes code for eating food, drinking potions,
* reading scrolls, aiming wands, using staffs, zapping rods,
* and activating artifacts.
*
* Note that food/potions/scrolls no longer use bit-flags for effects,
* but instead use the "sval" (which is also used to sort the objects).
+ * </pre>
*/
+#include "angband.h"
+
+/*!
+ * @brief 食料を食べるコマンドのサブルーチン
+ * @param item 食べるオブジェクトの所持品ID
+ * @return なし
+ */
static void do_cmd_eat_food_aux(int item)
{
int ident, lev;
sound(SOUND_EAT);
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Identity not known yet */
ident = FALSE;
case SV_FOOD_WEAKNESS:
{
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
-#endif
-
+ take_hit(DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"), -1);
(void)do_dec_stat(A_STR);
ident = TRUE;
break;
case SV_FOOD_SICKNESS:
{
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1);
-#endif
-
+ take_hit(DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"), -1);
(void)do_dec_stat(A_CON);
ident = TRUE;
break;
case SV_FOOD_STUPIDITY:
{
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
-#endif
-
+ take_hit(DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"), -1);
(void)do_dec_stat(A_INT);
ident = TRUE;
break;
case SV_FOOD_NAIVETY:
{
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1);
-#endif
-
+ take_hit(DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"), -1);
(void)do_dec_stat(A_WIS);
ident = TRUE;
break;
case SV_FOOD_UNHEALTH:
{
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
-#endif
-
+ take_hit(DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"), -1);
(void)do_dec_stat(A_CON);
ident = TRUE;
break;
case SV_FOOD_DISEASE:
{
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1);
-#endif
-
+ take_hit(DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"), -1);
(void)do_dec_stat(A_STR);
ident = TRUE;
break;
#ifdef JP
- /* ¤½¤ì¤¾¤ì¤Î¿©¤Ùʪ¤Î´¶ÁÛ¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
+ /* それぞれの食べ物の感想をオリジナルより細かく表現 */
case SV_FOOD_BISCUIT:
{
- msg_print("´Å¤¯¤Æ¥µ¥¯¥µ¥¯¤·¤Æ¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
+ msg_print("甘くてサクサクしてとてもおいしい。");
ident = TRUE;
break;
}
case SV_FOOD_JERKY:
{
- msg_print("»õ¤´¤¿¤¨¤¬¤¢¤Ã¤Æ¤ª¤¤¤·¤¤¡£");
+ msg_print("歯ごたえがあっておいしい。");
ident = TRUE;
break;
}
case SV_FOOD_SLIME_MOLD:
{
- msg_print("¤³¤ì¤Ï¤Ê¤ó¤È¤â·ÁÍƤ·¤¬¤¿¤¤Ì£¤À¡£");
+ msg_print("これはなんとも形容しがたい味だ。");
ident = TRUE;
break;
}
case SV_FOOD_RATION:
{
- msg_print("¤³¤ì¤Ï¤ª¤¤¤·¤¤¡£");
+ msg_print("これはおいしい。");
ident = TRUE;
break;
}
case SV_FOOD_WAYBREAD:
{
-#ifdef JP
- msg_print("¤³¤ì¤Ï¤Ò¤¸¤ç¤¦¤ËÈþÌ£¤À¡£");
-#else
- msg_print("That tastes good.");
-#endif
-
+ msg_print(_("これはひじょうに美味だ。", "That tastes good."));
(void)set_poisoned(0);
(void)hp_player(damroll(4, 8));
ident = TRUE;
#ifdef JP
case SV_FOOD_PINT_OF_ALE:
{
- msg_print("¤Î¤É¤´¤·Á֤䤫¤À¡£");
+ msg_print("のどごし爽やかだ。");
ident = TRUE;
break;
}
{
/* Reduced nutritional benefit */
(void)set_food(p_ptr->food + (o_ptr->pval / 10));
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Î¤è¤¦¤Ê¼Ô¤Ë¤È¤Ã¤Æ¿©ÎȤʤɶϤ«¤Ê±ÉÍܤˤ·¤«¤Ê¤é¤Ê¤¤¡£");
-#else
- msg_print("Mere victuals hold scant sustenance for a being such as yourself.");
-#endif
+ msg_print(_("あなたのような者にとって食糧など僅かな栄養にしかならない。",
+ "Mere victuals hold scant sustenance for a being such as yourself."));
if (p_ptr->food < PY_FOOD_ALERT) /* Hungry */
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Îµ²¤¨¤Ï¿·Á¯¤Ê·ì¤Ë¤è¤Ã¤Æ¤Î¤ßËþ¤¿¤µ¤ì¤ë¡ª");
-#else
- msg_print("Your hunger can only be satisfied with fresh blood!");
-#endif
-
+ msg_print(_("あなたの飢えは新鮮な血によってのみ満たされる!",
+ "Your hunger can only be satisfied with fresh blood!"));
}
else if ((prace_is_(RACE_SKELETON) ||
prace_is_(RACE_GOLEM) ||
if (o_ptr->tval == TV_STAFF &&
(item < 0) && (o_ptr->number > 1))
{
-#ifdef JP
- msg_print("¤Þ¤º¤Ï¾ó¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
-#else
- msg_print("You must first pick up the staffs.");
-#endif
+ msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
return;
}
-
-#ifdef JP
- staff = (o_ptr->tval == TV_STAFF) ? "¾ó" : "ËâË¡ËÀ";
-#else
- staff = (o_ptr->tval == TV_STAFF) ? "staff" : "wand";
-#endif
+ staff = (o_ptr->tval == TV_STAFF) ? _("杖", "staff") : _("魔法棒", "wand");
/* "Eat" charges */
if (o_ptr->pval == 0)
{
-#ifdef JP
- msg_format("¤³¤Î%s¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£", staff);
-#else
- msg_format("The %s has no charges left.", staff);
-#endif
-
+ msg_format(_("この%sにはもう魔力が残っていない。", "The %s has no charges left."), staff);
o_ptr->ident |= (IDENT_EMPTY);
/* Combine / Reorder the pack (later) */
return;
}
-
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤ÎËâÎϤò¥¨¥Í¥ë¥®¡¼¸»¤È¤·¤ÆµÛ¼ý¤·¤¿¡£", staff);
-#else
- msg_format("You absorb mana of the %s as your energy.", staff);
-#endif
+ msg_format(_("あなたは%sの魔力をエネルギー源として吸収した。", "You absorb mana of the %s as your energy."), staff);
/* Use a single charge */
o_ptr->pval--;
item = inven_carry(q_ptr);
/* Message */
-#ifdef JP
- msg_format("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
-#else
- msg_print("You unstack your staff.");
-#endif
+ msg_format(_("杖をまとめなおした。", "You unstack your staff."));
}
/* Describe charges in the pack */
{
/* Drain vitality of humanoids */
char o_name[MAX_NLEN];
-
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-#ifdef JP
- msg_format("%s¤Ïdz¤¨¾å¤ê³¥¤Ë¤Ê¤Ã¤¿¡£ÀºÎϤòµÛ¼ý¤·¤¿µ¤¤¬¤¹¤ë¡£", o_name);
-#else
- msg_format("%^s is burnt to ashes. You absorb its vitality!", o_name);
-#endif
+ msg_format(_("%sは燃え上り灰になった。精力を吸収した気がする。", "%^s is burnt to ashes. You absorb its vitality!"), o_name);
(void)set_food(PY_FOOD_MAX - 1);
}
else if (prace_is_(RACE_SKELETON))
if (o_ptr->tval == TV_SKELETON ||
(o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_SKELETON))
{
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¹ü¤Ç¼«Ê¬¤ÎÂΤòÊä¤Ã¤¿¡£");
-#else
- msg_print("Your body absorbs the bone.");
-#endif
+ msg_print(_("あなたは骨で自分の体を補った。", "Your body absorbs the bone."));
set_food(p_ptr->food + 5000);
}
else
{
object_type forge;
object_type *q_ptr = &forge;
-
-#ifdef JP
-msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
-#else
- msg_print("The food falls through your jaws!");
-#endif
-
+
+ msg_print(_("食べ物がアゴを素通りして落ちた!", "The food falls through your jaws!"));
/* Create the item */
object_prep(q_ptr, lookup_kind(o_ptr->tval, o_ptr->sval));
/* Drop the object from heaven */
- (void)drop_near(q_ptr, -1, py, px);
+ (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
}
else
{
-#ifdef JP
-msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¡¢¾Ã¤¨¤¿¡ª");
-#else
- msg_print("The food falls through your jaws and vanishes!");
-#endif
-
+ msg_print(_("食べ物がアゴを素通りして落ち、消えた!", "The food falls through your jaws and vanishes!"));
}
}
else if (prace_is_(RACE_GOLEM) ||
prace_is_(RACE_SPECTRE) ||
(mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING))
{
-#ifdef JP
-msg_print("À¸¼Ô¤Î¿©Êª¤Ï¤¢¤Ê¤¿¤Ë¤È¤Ã¤Æ¤Û¤È¤ó¤É±ÉÍܤˤʤé¤Ê¤¤¡£");
-#else
- msg_print("The food of mortals is poor sustenance for you.");
-#endif
-
+ msg_print(_("生者の食物はあなたにとってほとんど栄養にならない。", "The food of mortals is poor sustenance for you."));
set_food(p_ptr->food + ((o_ptr->pval) / 20));
}
else if (o_ptr->tval == TV_FOOD && o_ptr->sval == SV_FOOD_WAYBREAD)
}
-/*
+/*!
+ * @brief オブジェクトをプレイヤーが食べることができるかを判定する /
* Hook to determine if an object is eatable
+ * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
+ * @return 食べることが可能ならばTRUEを返す
*/
static bool item_tester_hook_eatable(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief 食料を食べるコマンドのメインルーチン /
* Eat some food (from the pack or floor)
+ * @return なし
*/
void do_cmd_eat_food(void)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
item_tester_hook = item_tester_hook_eatable;
/* Get an item */
-#ifdef JP
- q = "¤É¤ì¤ò¿©¤Ù¤Þ¤¹¤«? ";
- s = "¿©¤Ùʪ¤¬¤Ê¤¤¡£";
-#else
- q = "Eat which item? ";
- s = "You have nothing to eat.";
-#endif
+ q = _("どれを食べますか? ", "Eat which item? ");
+ s = _("食べ物がない。", "You have nothing to eat.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
}
-/*
+/*!
+ * @brief 薬を飲むコマンドのサブルーチン /
* Quaff a potion (from the pack or the floor)
+ * @param item 飲む薬オブジェクトの所持品ID
+ * @return なし
*/
static void do_cmd_quaff_potion_aux(int item)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (world_player)
{
if (flush_failure) flush();
-#ifdef JP
- msg_print("ÉÓ¤«¤é¿å¤¬Î®¤ì½Ð¤Æ¤³¤Ê¤¤¡ª");
-#else
- msg_print("The potion doesn't flow out from a bottle.");
-#endif
+ msg_print(_("瓶から水が流れ出てこない!", "The potion doesn't flow out from a bottle."));
sound(SOUND_FAIL);
return;
{
switch (q_ptr->sval)
{
-#ifdef JP
- /* °û¤ß¤´¤¿¤¨¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */
+ /* 飲みごたえをオリジナルより細かく表現 */
case SV_POTION_WATER:
- msg_print("¸ý¤ÎÃ椬¤µ¤Ã¤Ñ¤ê¤·¤¿¡£");
- msg_print("¤Î¤É¤Î³é¤¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
+ msg_print(_("口の中がさっぱりした。", ""));
+ msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
ident = TRUE;
break;
case SV_POTION_APPLE_JUICE:
- msg_print("´Å¤¯¤Æ¥µ¥Ã¥Ñ¥ê¤È¤·¤Æ¤¤¤Æ¡¢¤È¤Æ¤â¤ª¤¤¤·¤¤¡£");
- msg_print("¤Î¤É¤Î³é¤¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
+ msg_print(_("甘くてサッパリとしていて、とてもおいしい。", ""));
+ msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
ident = TRUE;
break;
case SV_POTION_SLIME_MOLD:
- msg_print("¤Ê¤ó¤È¤âÉÔµ¤Ì£¤ÊÌ£¤À¡£");
- msg_print("¤Î¤É¤Î³é¤¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£");
+ msg_print(_("なんとも不気味な味だ。", ""));
+ msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty."));
ident = TRUE;
break;
-#else
- case SV_POTION_WATER:
- case SV_POTION_APPLE_JUICE:
- case SV_POTION_SLIME_MOLD:
- msg_print("You feel less thirsty.");
- ident = TRUE;
- break;
-#endif
-
case SV_POTION_SLOWNESS:
if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE;
break;
case SV_POTION_SALT_WATER:
-#ifdef JP
- msg_print("¤¦¤§¡ª»×¤ï¤ºÅǤ¤¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("The potion makes you vomit!");
-#endif
+ msg_print(_("うぇ!思わず吐いてしまった。", "The potion makes you vomit!"));
if (!(prace_is_(RACE_GOLEM) ||
prace_is_(RACE_ZOMBIE) ||
else wiz_dark();
(void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
wiz_dark();
-#ifdef JP
- msg_print("ÃΤé¤Ê¤¤¾ì½ê¤ÇÌܤ¬Àä᤿¡£Æ¬Äˤ¬¤¹¤ë¡£");
- msg_print("²¿¤â»×¤¤½Ð¤»¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ØÍ褿¤Î¤«¤âʬ¤«¤é¤Ê¤¤¡ª");
-#else
- msg_print("You wake up somewhere with a sore head...");
- msg_print("You can't remember a thing, or how you got here!");
-#endif
-
+ msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
+ msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing, or how you got here!"));
}
}
break;
case SV_POTION_SLEEP:
if (!p_ptr->free_act)
{
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï̲¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You fall asleep.");
-#endif
-
+ msg_print(_("あなたは眠ってしまった。", "You fall asleep."));
if (ironman_nightmare)
{
-#ifdef JP
-msg_print("¶²¤í¤·¤¤¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤Ç¤¤¿¡£");
-#else
- msg_print("A horrible vision enters your mind.");
-#endif
-
-
- /* Pick a nightmare */
- get_mon_num_prep(get_nightmare, NULL);
+ msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
/* Have some nightmares */
- have_nightmare(get_mon_num(MAX_DEPTH));
-
- /* Remove the monster restriction */
- get_mon_num_prep(NULL, NULL);
+ sanity_blast(NULL, FALSE);
}
if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4))
{
break;
case SV_POTION_LOSE_MEMORIES:
- if (!p_ptr->hold_life && (p_ptr->exp > 0))
+ if (!p_ptr->hold_exp && (p_ptr->exp > 0))
{
-#ifdef JP
- msg_print("²áµî¤Îµ²±¤¬Çö¤ì¤Æ¤¤¤¯µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel your memories fade.");
-#endif
+ msg_print(_("過去の記憶が薄れていく気がする。", "You feel your memories fade."));
chg_virtue(V_KNOWLEDGE, -5);
lose_exp(p_ptr->exp / 4);
break;
case SV_POTION_RUINATION:
-#ifdef JP
- msg_print("¿È¤â¿´¤â¼å¤Ã¤Æ¤¤Æ¡¢Àºµ¤¤¬È´¤±¤Æ¤¤¤¯¤è¤¦¤À¡£");
- take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "ÇËÌǤÎÌô", -1);
-#else
- msg_print("Your nerves and muscles feel weak and lifeless!");
- take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "a potion of Ruination", -1);
-#endif
+ msg_print(_("身も心も弱ってきて、精気が抜けていくようだ。", "Your nerves and muscles feel weak and lifeless!"));
+ take_hit(DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"), -1);
(void)dec_stat(A_DEX, 25, TRUE);
(void)dec_stat(A_WIS, 25, TRUE);
break;
case SV_POTION_DETONATIONS:
-#ifdef JP
- msg_print("ÂΤÎÃæ¤Ç·ã¤·¤¤Çúȯ¤¬µ¯¤¤¿¡ª");
- take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "Çúȯ¤ÎÌô", -1);
-#else
- msg_print("Massive explosions rupture your body!");
- take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "a potion of Detonation", -1);
-#endif
+ msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
+ take_hit(DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
(void)set_stun(p_ptr->stun + 75);
(void)set_cut(p_ptr->cut + 5000);
case SV_POTION_DEATH:
chg_virtue(V_VITALITY, -1);
chg_virtue(V_UNLIFE, 5);
-#ifdef JP
- msg_print("»à¤Îͽ´¶¤¬ÂÎÃæ¤ò¶î¤±¤á¤°¤Ã¤¿¡£");
- take_hit(DAMAGE_LOSELIFE, 5000, "»à¤ÎÌô", -1);
-#else
- msg_print("A feeling of Death flows through your body.");
- take_hit(DAMAGE_LOSELIFE, 5000, "a potion of Death", -1);
-#endif
-
+ msg_print(_("死の予感が体中を駆けめぐった。", "A feeling of Death flows through your body."));
+ take_hit(DAMAGE_LOSELIFE, 5000, _("死の薬", "a potion of Death"), -1);
ident = TRUE;
break;
case SV_POTION_LIFE:
chg_virtue(V_VITALITY, 1);
chg_virtue(V_UNLIFE, -5);
-#ifdef JP
- msg_print("ÂÎÃæ¤ËÀ¸Ì¿ÎϤ¬Ëþ¤Á¤¢¤Õ¤ì¤Æ¤¤¿¡ª");
-#else
- msg_print("You feel life flow through your body!");
-#endif
-
+ msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!"));
restore_level();
(void)set_poisoned(0);
(void)set_blind(0);
}
for (; i < EATER_EXT*3; i++)
{
- int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
+ KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
}
-#ifdef JP
- msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
-#else
- msg_print("You feel your head clear.");
-#endif
+ msg_print(_("頭がハッキリとした。", "You feel your head clear."));
p_ptr->window |= (PW_PLAYER);
ident = TRUE;
}
{
p_ptr->csp = p_ptr->msp;
p_ptr->csp_frac = 0;
-#ifdef JP
- msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
-#else
- msg_print("You feel your head clear.");
-#endif
+ msg_print(_("頭がハッキリとした。", "You feel your head clear."));
p_ptr->redraw |= (PR_MANA);
p_ptr->window |= (PW_PLAYER);
break;
case SV_POTION_ENLIGHTENMENT:
-#ifdef JP
- msg_print("¼«Ê¬¤ÎÃÖ¤«¤ì¤Æ¤¤¤ë¾õ¶·¤¬Ç¾Î¢¤ËÉ⤫¤ó¤Ç¤¤¿...");
-#else
- msg_print("An image of your surroundings forms in your mind...");
-#endif
-
+ msg_print(_("自分の置かれている状況が脳裏に浮かんできた...", "An image of your surroundings forms in your mind..."));
chg_virtue(V_KNOWLEDGE, 1);
chg_virtue(V_ENLIGHTEN, 1);
wiz_lite(FALSE);
break;
case SV_POTION_STAR_ENLIGHTENMENT:
-#ifdef JP
- msg_print("¹¹¤Ê¤ë·¼Ìؤò´¶¤¸¤¿...");
-#else
- msg_print("You begin to feel more enlightened...");
-#endif
-
+ msg_print(_("更なる啓蒙を感じた...", "You begin to feel more enlightened..."));
chg_virtue(V_KNOWLEDGE, 1);
chg_virtue(V_ENLIGHTEN, 2);
msg_print(NULL);
break;
case SV_POTION_SELF_KNOWLEDGE:
-#ifdef JP
- msg_print("¼«Ê¬¼«¿È¤Î¤³¤È¤¬¾¯¤·¤Ïʬ¤«¤Ã¤¿µ¤¤¬¤¹¤ë...");
-#else
- msg_print("You begin to know yourself a little better...");
-#endif
-
+ msg_print(_("自分自身のことが少しは分かった気がする...", "You begin to know yourself a little better..."));
msg_print(NULL);
self_knowledge();
ident = TRUE;
{
s32b ee = (p_ptr->exp / 2) + 10;
if (ee > 100000L) ee = 100000L;
-#ifdef JP
- msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel more experienced.");
-#endif
-
+ msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
gain_exp(ee);
ident = TRUE;
}
if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
{
chg_virtue(V_CHANCE, -5);
-#ifdef JP
-msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
-#else
- msg_print("You are cured of all mutations.");
-#endif
-
+ msg_print(_("全ての突然変異が治った。", "You are cured of all mutations."));
p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
p_ptr->update |= PU_BONUS;
handle_stuff();
break;
case SV_POTION_TSUYOSHI:
-#ifdef JP
-msg_print("¡Ö¥ª¥¯¥ì·»¤µ¤ó¡ª¡×");
-#else
- msg_print("Brother OKURE!");
-#endif
+ msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
msg_print(NULL);
p_ptr->tsuyoshi = 1;
(void)set_tsuyoshi(0, TRUE);
if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23))
{
chg_virtue(V_CHANCE, -5);
-#ifdef JP
-msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£");
-#else
- msg_print("You are cured of all mutations.");
-#endif
-
+ msg_print(_("全ての突然変異が治った。", "You are cured of all mutations."));
p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
p_ptr->update |= PU_BONUS;
handle_stuff();
if (prace_is_(RACE_SKELETON))
{
-#ifdef JP
-msg_print("±ÕÂΤΰìÉô¤Ï¤¢¤Ê¤¿¤Î¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª");
-#else
- msg_print("Some of the fluid falls through your jaws!");
-#endif
-
- (void)potion_smash_effect(0, py, px, q_ptr->k_idx);
+ msg_print(_("液体の一部はあなたのアゴを素通りして落ちた!", "Some of the fluid falls through your jaws!"));
+ (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, q_ptr->k_idx);
}
/* Combine / Reorder the pack (later) */
case RACE_ANDROID:
if (q_ptr->tval == TV_FLASK)
{
-#ifdef JP
- msg_print("¥ª¥¤¥ë¤òÊäµë¤·¤¿¡£");
-#else
- msg_print("You replenish yourself with the oil.");
-#endif
+ msg_print(_("オイルを補給した。", "You replenish yourself with the oil."));
set_food(p_ptr->food + 5000);
}
else
}
break;
case RACE_ENT:
-#ifdef JP
- msg_print("¿åʬ¤ò¼è¤ê¹þ¤ó¤À¡£");
-#else
- msg_print("You are moistened.");
-#endif
+ msg_print(_("水分を取り込んだ。", "You are moistened."));
set_food(MIN(p_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));
break;
default:
}
-/*
+/*!
+ * @brief オブジェクトをプレイヤーが飲むことができるかを判定する /
* Hook to determine if an object can be quaffed
+ * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
+ * @return 飲むことが可能ならばTRUEを返す
*/
static bool item_tester_hook_quaff(object_type *o_ptr)
{
if (o_ptr->tval == TV_FLASK && o_ptr->sval == SV_FLASK_OIL)
return TRUE;
}
-
return FALSE;
}
-/*
+/*!
+ * @brief 薬を飲むコマンドのメインルーチン /
* Quaff some potion (from the pack or floor)
+ * @return なし
*/
void do_cmd_quaff_potion(void)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
item_tester_hook = item_tester_hook_quaff;
/* Get an item */
-#ifdef JP
- q = "¤É¤ÎÌô¤ò°û¤ß¤Þ¤¹¤«? ";
- s = "°û¤á¤ëÌô¤¬¤Ê¤¤¡£";
-#else
- q = "Quaff which potion? ";
- s = "You have no potions to quaff.";
-#endif
+ q = _("どの薬を飲みますか? ", "Quaff which potion? ");
+ s = _("飲める薬がない。", "You have no potions to quaff.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
}
-/*
+/*!
+ * @brief 巻物を読むコマンドのサブルーチン
* Read a scroll (from the pack or floor).
- *
+ * @param item 読むオブジェクトの所持品ID
+ * @param known 判明済ならばTRUE
+ * @return なし
+ * @details
+ * <pre>
* Certain scrolls can be "aborted" without losing the scroll. These
* include scrolls with no effects but recharge or identify, which are
* cancelled before use. XXX Reading them still takes a turn, though.
+ * </pre>
*/
static void do_cmd_read_scroll_aux(int item, bool known)
{
int k, used_up, ident, lev;
object_type *o_ptr;
- char Rumor[1024];
/* Get the item (in the pack) */
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (world_player)
{
if (flush_failure) flush();
-#ifdef JP
- msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
-#else
- msg_print("Nothing happen.");
-#endif
-
+ msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen."));
sound(SOUND_FAIL);
return;
}
if (p_ptr->pclass == CLASS_BERSERKER)
{
-#ifdef JP
- msg_print("´¬Êª¤Ê¤ó¤ÆÆɤá¤Ê¤¤¡£");
-#else
- msg_print("You cannot read.");
-#endif
+ msg_print(_("巻物なんて読めない。", "You cannot read."));
return;
}
case SV_SCROLL_AGGRAVATE_MONSTER:
{
-#ifdef JP
- msg_print("¥«¥ó¹â¤¯¤¦¤Ê¤ëÍͤʲ»¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
-#else
- msg_print("There is a high pitched humming noise.");
-#endif
-
+ msg_print(_("カン高くうなる様な音が辺りを覆った。", "There is a high pitched humming noise."));
aggravate_monsters(0);
ident = TRUE;
break;
{
for (k = 0; k < randint1(3); k++)
{
- if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
ident = TRUE;
}
{
for (k = 0; k < randint1(3); k++)
{
- if (summon_specific(0, py, px, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
ident = TRUE;
}
case SV_SCROLL_SUMMON_PET:
{
- if (summon_specific(-1, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET)))
+ if (summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET)))
{
ident = TRUE;
}
case SV_SCROLL_SUMMON_KIN:
{
- if (summon_kin_player(p_ptr->lev, py, px, (PM_FORCE_PET | PM_ALLOW_GROUP)))
+ if (summon_kin_player(p_ptr->lev, p_ptr->y, p_ptr->x, (PM_FORCE_PET | PM_ALLOW_GROUP)))
{
ident = TRUE;
}
case SV_SCROLL_TRAP_CREATION:
{
- if (trap_creation(py, px)) ident = TRUE;
+ if (trap_creation(p_ptr->y, p_ptr->x)) ident = TRUE;
break;
}
{
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
-
+ msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
ident = TRUE;
}
break;
{
if (remove_all_curse())
{
-#ifdef JP
- msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel as if someone is watching over you.");
-#endif
+ msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
}
ident = TRUE;
break;
{
if (!(p_ptr->special_attack & ATTACK_CONFUSE))
{
-#ifdef JP
- msg_print("¼ê¤¬µ±¤»Ï¤á¤¿¡£");
-#else
- msg_print("Your hands begin to glow.");
-#endif
-
+ msg_print(_("手が輝き始めた。", "Your hands begin to glow."));
p_ptr->special_attack |= ATTACK_CONFUSE;
p_ptr->redraw |= (PR_STATUS);
ident = TRUE;
case SV_SCROLL_STAR_DESTRUCTION:
{
- if (destroy_area(py, px, 13 + randint0(5), FALSE))
+ if (destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE))
ident = TRUE;
else
-#ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿...");
-#else
- msg_print("The dungeon trembles...");
-#endif
-
+ msg_print(_("ダンジョンが揺れた...", "The dungeon trembles..."));
break;
}
case SV_SCROLL_ACQUIREMENT:
{
- acquirement(py, px, 1, TRUE, FALSE);
+ acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
ident = TRUE;
break;
}
case SV_SCROLL_STAR_ACQUIREMENT:
{
- acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
+ acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
ident = TRUE;
break;
}
fire_ball(GF_FIRE, 0, 666, 4);
/* Note: "Double" damage since it is centered on the player ... */
if (!(IS_OPPOSE_FIRE() || p_ptr->resist_fire || p_ptr->immune_fire))
-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, 50+randint1(50), "±ê¤Î´¬Êª", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 50 + randint1(50), "a Scroll of Fire", -1);
-#endif
+ take_hit(DAMAGE_NOESCAPE, 50+randint1(50), _("炎の巻物", "a Scroll of Fire"), -1);
ident = TRUE;
break;
{
fire_ball(GF_ICE, 0, 777, 4);
if (!(IS_OPPOSE_COLD() || p_ptr->resist_cold || p_ptr->immune_cold))
-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, 100+randint1(100), "ɹ¤Î´¬Êª", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), "a Scroll of Ice", -1);
-#endif
+ take_hit(DAMAGE_NOESCAPE, 100+randint1(100), _("氷の巻物", "a Scroll of Ice"), -1);
ident = TRUE;
break;
{
fire_ball(GF_CHAOS, 0, 1000, 4);
if (!p_ptr->resist_chaos)
-#ifdef JP
-take_hit(DAMAGE_NOESCAPE, 111+randint1(111), "¥í¥°¥ë¥¹¤Î´¬Êª", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 111 + randint1(111), "a Scroll of Logrus", -1);
-#endif
+ take_hit(DAMAGE_NOESCAPE, 111+randint1(111), _("ログルスの巻物", "a Scroll of Logrus"), -1);
ident = TRUE;
break;
case SV_SCROLL_RUMOR:
{
-#ifdef JP
- msg_print("´¬Êª¤Ë¤Ï¥á¥Ã¥»¡¼¥¸¤¬½ñ¤«¤ì¤Æ¤¤¤ë:");
-#else
- msg_print("There is message on the scroll. It says:");
-#endif
-
+ msg_print(_("巻物にはメッセージが書かれている:", "There is message on the scroll. It says:"));
msg_print(NULL);
display_rumor(TRUE);
msg_print(NULL);
-#ifdef JP
- msg_print("´¬Êª¤Ï±ì¤òΩ¤Æ¤Æ¾Ã¤¨µî¤Ã¤¿¡ª");
-#else
- msg_print("The scroll disappears in a puff of smoke!");
-#endif
+ msg_print(_("巻物は煙を立てて消え去った!", "The scroll disappears in a puff of smoke!"));
ident = TRUE;
break;
if (!reset_recall()) used_up = FALSE;
break;
}
+
+ case SV_SCROLL_AMUSEMENT:
+ {
+ ident = TRUE;
+ amusement(p_ptr->y, p_ptr->x, 1, FALSE);
+ break;
+ }
+
+ case SV_SCROLL_STAR_AMUSEMENT:
+ {
+ ident = TRUE;
+ amusement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE);
+ break;
+ }
}
}
else if (o_ptr->name1 == ART_GHB)
{
-#ifdef JP
- msg_print("»ä¤Ï¶ìÏ«¤·¤Æ¡Ø¥°¥ì¡¼¥¿¡¼¡¦¥Ø¥ë=¥Ó¡¼¥¹¥È¡Ù¤òÅݤ·¤¿¡£");
- msg_print("¤·¤«¤·¼ê¤ËÆþ¤Ã¤¿¤Î¤Ï¤³¤Î¤¤¿¤Ê¤¤£Ô¥·¥ã¥Ä¤À¤±¤À¤Ã¤¿¡£");
-#else
- msg_print("I had a very hard time to kill the Greater hell-beast, ");
- msg_print("but all I got was this lousy t-shirt!");
-#endif
+ msg_print(_("私は苦労して『グレーター・ヘル=ビースト』を倒した。", "I had a very hard time to kill the Greater hell-beast, "));
+ msg_print(_("しかし手に入ったのはこのきたないTシャツだけだった。", "but all I got was this lousy t-shirt!"));
used_up = FALSE;
}
else if (o_ptr->name1 == ART_POWER)
{
-#ifdef JP
- msg_print("¡Ö°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÅý¤Ù¡¢");
- msg_print(NULL);
- msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤ò¸«¤Ä¤±¡¢");
+ msg_print(_("「一つの指輪は全てを統べ、", "'One Ring to rule them all, "));
msg_print(NULL);
- msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÊá¤é¤¨¤Æ");
- msg_print(NULL);
- msg_print("°Å°Ç¤ÎÃæ¤Ë·Ò¤®¤È¤á¤ë¡£¡×");
-#else
- msg_print("'One Ring to rule them all, ");
+ msg_print(_("一つの指輪は全てを見つけ、", "One Ring to find them, "));
msg_print(NULL);
- msg_print("One Ring to find them, ");
+ msg_print(_("一つの指輪は全てを捕らえて", "One Ring to bring them all "));
msg_print(NULL);
- msg_print("One Ring to bring them all ");
- msg_print(NULL);
- msg_print("and in the darkness bind them.'");
-#endif
+ msg_print(_("暗闇の中に繋ぎとめる。」", "and in the darkness bind them.'"));
used_up = FALSE;
}
else if (o_ptr->tval==TV_PARCHMENT)
}
}
-
-/*
+/*!
+ * @brief オブジェクトをプレイヤーが読むことができるかを判定する /
* Hook to determine if an object is readable
+ * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
+ * @return 読むことが可能ならばTRUEを返す
*/
static bool item_tester_hook_readable(object_type *o_ptr)
{
return (FALSE);
}
-
+/*!
+ * @brief 読むコマンドのメインルーチン /
+ * Eat some food (from the pack or floor)
+ * @return なし
+ */
void do_cmd_read_scroll(void)
{
object_type *o_ptr;
- int item;
+ OBJECT_IDX item;
cptr q, s;
if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
/* Check some conditions */
if (p_ptr->blind)
{
-#ifdef JP
- msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
-#else
- msg_print("You can't see anything.");
-#endif
-
+ msg_print(_("目が見えない。", "You can't see anything."));
return;
}
if (no_lite())
{
-#ifdef JP
- msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
-#else
- msg_print("You have no light to read by.");
-#endif
-
+ msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by."));
return;
}
if (p_ptr->confused)
{
-#ifdef JP
- msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡£");
-#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;
}
item_tester_hook = item_tester_hook_readable;
/* Get an item */
-#ifdef JP
- q = "¤É¤Î´¬Êª¤òÆɤߤޤ¹¤«? ";
- s = "Æɤá¤ë´¬Êª¤¬¤Ê¤¤¡£";
-#else
- q = "Read which scroll? ";
- s = "You have no scrolls to read.";
-#endif
+ q = _("どの巻物を読みますか? ", "Read which scroll? ");
+ s = _("読める巻物がない。", "You have no scrolls to read.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
do_cmd_read_scroll_aux(item, object_is_aware(o_ptr));
}
-
-static int staff_effect(int sval, bool *use_charge, bool powerful, bool magic, bool known)
+/*!
+ * @brief 杖の効果を発動する
+ * @param sval オブジェクトのsval
+ * @param use_charge 使用回数を消費したかどうかを返す参照ポインタ
+ * @param powerful 強力発動上の処理ならばTRUE
+ * @param magic 魔道具術上の処理ならばTRUE
+ * @param known 判明済ならばTRUE
+ * @return 発動により効果内容が確定したならばTRUEを返す
+ */
+static int staff_effect(OBJECT_SUBTYPE_VALUE sval, bool *use_charge, bool powerful, bool magic, bool known)
{
int k;
int ident = FALSE;
const int times = randint1(powerful ? 8 : 4);
for (k = 0; k < times; k++)
{
- if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
ident = TRUE;
}
bool result = powerful ? remove_all_curse() : remove_curse();
if (result)
{
- if (magic)
- {
-#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
+ if (magic)
+ {
+ msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
}
else if (!p_ptr->blind)
{
-#ifdef JP
- msg_print("¾ó¤Ï°ì½Ö¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
- msg_print("The staff glows blue for a moment...");
-#endif
+ msg_print(_("杖は一瞬ブルーに輝いた...", "The staff glows blue for a moment..."));
}
ident = TRUE;
case SV_STAFF_STARLITE:
{
- int num = damroll(5, 3);
- int y, x;
+ HIT_POINT num = damroll(5, 3);
+ POSITION y = 0, x = 0;
int attempts;
if (!p_ptr->blind && !magic)
{
-#ifdef JP
- msg_print("¾ó¤ÎÀ褬ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("The end of the staff glows brightly...");
-#endif
-
+ msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly..."));
}
for (k = 0; k < num; k++)
{
while (attempts--)
{
- scatter(&y, &x, py, px, 4, 0);
+ scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
p_ptr->csp = p_ptr->msp;
p_ptr->csp_frac = 0;
ident = TRUE;
-#ifdef JP
- msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
-#else
- msg_print("You feel your head clear.");
-#endif
+ msg_print(_("頭がハッキリとした。", "You feel your head clear."));
p_ptr->redraw |= (PR_MANA);
p_ptr->window |= (PW_PLAYER);
case SV_STAFF_EARTHQUAKES:
{
- if (earthquake(py, px, (powerful ? 15 : 10)))
+ if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10)))
ident = TRUE;
else
-#ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡£");
-#else
- msg_print("The dungeon trembles.");
-#endif
-
+ msg_print(_("ダンジョンが揺れた。", "The dungeon trembles."));
break;
}
case SV_STAFF_DESTRUCTION:
{
- if (destroy_area(py, px, (powerful ? 18 : 13) + randint0(5), FALSE))
+ if (destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE))
ident = TRUE;
break;
case SV_STAFF_ANIMATE_DEAD:
{
- if (animate_dead(0, py, px))
+ if (animate_dead(0, p_ptr->y, p_ptr->x))
ident = TRUE;
break;
case SV_STAFF_MSTORM:
{
-#ifdef JP
- msg_print("¶¯ÎϤÊËâÎϤ¬Å¨¤ò°ú¤Îö¤¤¤¿¡ª");
-#else
- msg_print("Mighty magics rend your enemies!");
-#endif
- project(0, (powerful ? 7 : 5), py, px,
+ msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!"));
+ project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x,
(randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE))
{
-#ifdef JP
- (void)take_hit(DAMAGE_NOESCAPE, 50, "¥³¥ó¥È¥í¡¼¥ë¤·Æñ¤¤¶¯ÎϤÊËâÎϤβòÊü", -1);
-#else
- (void)take_hit(DAMAGE_NOESCAPE, 50, "unleashing magics too mighty to control", -1);
-#endif
+ (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1);
}
ident = TRUE;
case SV_STAFF_NOTHING:
{
-#ifdef JP
- msg_print("²¿¤âµ¯¤é¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("Nothing happen.");
-#endif
+ msg_print(_("何も起らなかった。", "Nothing happen."));
if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) ||
prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE))
-#ifdef JP
- msg_print("¤â¤Ã¤¿¤¤¤Ê¤¤»ö¤ò¤·¤¿¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£¿©¤Ùʪ¤ÏÂçÀڤˤ·¤Ê¤¯¤Æ¤Ï¡£");
-#else
- msg_print("What a waste. It's your food!");
-#endif
+ msg_print(_("もったいない事をしたような気がする。食べ物は大切にしなくては。", "What a waste. It's your food!"));
break;
}
}
return ident;
}
-/*
+/*!
+ * @brief 杖を使うコマンドのサブルーチン /
* Use a staff. -RAK-
- *
+ * @param item 使うオブジェクトの所持品ID
+ * @return なし
+ * @details
* One charge of one staff disappears.
- *
* Hack -- staffs of identify can be "cancelled".
*/
static void do_cmd_use_staff_aux(int item)
/* Mega-Hack -- refuse to use a pile from the ground */
if ((item < 0) && (o_ptr->number > 1))
{
-#ifdef JP
- msg_print("¤Þ¤º¤Ï¾ó¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
-#else
- msg_print("You must first pick up the staffs.");
-#endif
-
+ msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs."));
return;
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Extract the item level */
lev = k_info[o_ptr->k_idx].level;
if (world_player)
{
if (flush_failure) flush();
-#ifdef JP
- msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
-#else
- msg_print("Nothing happen. Maybe this staff is freezing too.");
-#endif
-
+ msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen. Maybe this staff is freezing too."));
sound(SOUND_FAIL);
return;
}
if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
{
if (flush_failure) flush();
-#ifdef JP
- msg_print("¾ó¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You failed to use the staff properly.");
-#endif
-
+ msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly."));
sound(SOUND_FAIL);
return;
}
if (o_ptr->pval <= 0)
{
if (flush_failure) flush();
-#ifdef JP
- msg_print("¤³¤Î¾ó¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
-#else
- msg_print("The staff has no charges left.");
-#endif
-
+ msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left."));
o_ptr->ident |= (IDENT_EMPTY);
/* Combine / Reorder the pack (later) */
item = inven_carry(q_ptr);
/* Message */
-#ifdef JP
- msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
-#else
- msg_print("You unstack your staff.");
-#endif
-
+ msg_print(_("杖をまとめなおした。", "You unstack your staff."));
}
/* Describe charges in the pack */
}
}
-
+/*!
+ * @brief 杖を使うコマンドのメインルーチン /
+ * @return なし
+ */
void do_cmd_use_staff(void)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
item_tester_tval = TV_STAFF;
/* Get an item */
-#ifdef JP
- q = "¤É¤Î¾ó¤ò»È¤¤¤Þ¤¹¤«? ";
- s = "»È¤¨¤ë¾ó¤¬¤Ê¤¤¡£";
-#else
- q = "Use which staff? ";
- s = "You have no staff to use.";
-#endif
+ q = _("どの杖を使いますか? ", "Use which staff? ");
+ s = _("使える杖がない。", "You have no staff to use.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
do_cmd_use_staff_aux(item);
}
-
-static int wand_effect(int sval, int dir, bool powerful, bool magic)
+/*!
+ * @brief 魔法棒の効果を発動する
+ * @param sval オブジェクトのsval
+ * @param dir 発動の方向ID
+ * @param powerful 強力発動上の処理ならばTRUE
+ * @param magic 魔道具術上の処理ならばTRUE
+ * @return 発動により効果内容が確定したならばTRUEを返す
+ */
+static int wand_effect(OBJECT_SUBTYPE_VALUE sval, int dir, bool powerful, bool magic)
{
int ident = FALSE;
int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
if (sval == SV_WAND_WONDER)
{
int vir = virtue_number(V_CHANCE);
- sval = randint0(SV_WAND_WONDER);
+ sval = (OBJECT_SUBTYPE_VALUE)randint0(SV_WAND_WONDER);
if (vir)
{
{
case SV_WAND_HEAL_MONSTER:
{
- int dam = damroll((powerful ? 20 : 10), 10);
+ HIT_POINT dam = damroll((powerful ? 20 : 10), 10);
if (heal_monster(dir, dam)) ident = TRUE;
break;
}
case SV_WAND_STONE_TO_MUD:
{
- int dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
+ HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
if (wall_to_mud(dir, dam)) ident = TRUE;
break;
}
case SV_WAND_LITE:
{
- int dam = damroll((powerful ? 12 : 6), 8);
-#ifdef JP
- msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
-#else
- msg_print("A line of blue shimmering light appears.");
-#endif
-
+ HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
+ msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
(void)lite_line(dir, dam);
ident = TRUE;
break;
case SV_WAND_WONDER:
{
-#ifdef JP
- msg_print("¤ª¤Ã¤È¡¢Ææ¤ÎËâË¡ËÀ¤ò»ÏÆ°¤µ¤»¤¿¡£");
-#else
- msg_print("Oops. Wand of wonder activated.");
-#endif
-
+ msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated."));
break;
}
case SV_WAND_DRAGON_BREATH:
{
- int dam;
+ HIT_POINT dam;
int typ;
switch (randint1(5))
case SV_WAND_ROCKETS:
{
-#ifdef JP
-msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
-#else
- msg_print("You launch a rocket!");
-#endif
-
+ msg_print(_("ロケットを発射した!", "You launch a rocket!"));
fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad);
ident = TRUE;
break;
return ident;
}
-
-/*
+/*!
+ * @brief 魔法棒を使うコマンドのサブルーチン /
* Aim a wand (from the pack or floor).
- *
+ * @param item 使うオブジェクトの所持品ID
+ * @return なし
+ * @details
+ * <pre>
* Use a single charge from a single item.
* Handle "unstacking" in a logical manner.
- *
* For simplicity, you cannot use a stack of items from the
* ground. This would require too much nasty code.
- *
* There are no wands which can "destroy" themselves, in the inventory
* or on the ground, so we can ignore this possibility. Note that this
* required giving "wand of wonder" the ability to ignore destruction
* by electric balls.
- *
* All wands can be "cancelled" at the "Direction?" prompt for free.
- *
* Note that the basic "bolt" wands do slightly less damage than the
* basic "bolt" rods, but the basic "ball" wands do the same damage
* as the basic "ball" rods.
+ * </pre>
*/
static void do_cmd_aim_wand_aux(int item)
{
/* Mega-Hack -- refuse to aim a pile from the ground */
if ((item < 0) && (o_ptr->number > 1))
{
-#ifdef JP
- msg_print("¤Þ¤º¤ÏËâË¡ËÀ¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
-#else
- msg_print("You must first pick up the wands.");
-#endif
-
+ msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands."));
return;
}
target_pet = old_target_pet;
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Get the level */
lev = k_info[o_ptr->k_idx].level;
if (world_player)
{
if (flush_failure) flush();
-#ifdef JP
- msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
-#else
- msg_print("Nothing happen. Maybe this wand is freezing too.");
-#endif
-
+ msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen. Maybe this wand is freezing too."));
sound(SOUND_FAIL);
return;
}
if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER))
{
if (flush_failure) flush();
-#ifdef JP
- msg_print("ËâË¡ËÀ¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You failed to use the wand properly.");
-#endif
-
+ msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly."));
sound(SOUND_FAIL);
return;
}
if (o_ptr->pval <= 0)
{
if (flush_failure) flush();
-#ifdef JP
- msg_print("¤³¤ÎËâË¡ËÀ¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£");
-#else
- msg_print("The wand has no charges left.");
-#endif
-
+ msg_print(_("この魔法棒にはもう魔力が残っていない。", "The wand has no charges left."));
o_ptr->ident |= (IDENT_EMPTY);
/* Combine / Reorder the pack (later) */
}
}
-
+/*!
+ * @brief 魔法棒を使うコマンドのメインルーチン /
+ * @return なし
+ */
void do_cmd_aim_wand(void)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
/* Restrict choices to wands */
}
/* Get an item */
-#ifdef JP
- q = "¤É¤ÎËâË¡ËÀ¤ÇÁÀ¤¤¤Þ¤¹¤«? ";
- s = "»È¤¨¤ëËâË¡ËÀ¤¬¤Ê¤¤¡£";
-#else
- q = "Aim which wand? ";
- s = "You have no wand to aim.";
-#endif
-
+ q = _("どの魔法棒で狙いますか? ", "Aim which wand? ");
+ s = _("使える魔法棒がない。", "You have no wand to aim.");
+
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
/* Aim the wand */
do_cmd_aim_wand_aux(item);
}
-
-static int rod_effect(int sval, int dir, bool *use_charge, bool powerful, bool magic)
+/*!
+ * @brief ロッドの効果を発動する
+ * @param sval オブジェクトのsval
+ * @param dir 発動目標の方向ID
+ * @param use_charge チャージを消費したかどうかを返す参照ポインタ
+ * @param powerful 強力発動上の処理ならばTRUE
+ * @param magic 魔道具術上の処理ならばTRUE
+ * @return 発動により効果内容が確定したならばTRUEを返す
+ */
+static int rod_effect(OBJECT_SUBTYPE_VALUE sval, int dir, bool *use_charge, bool powerful, bool magic)
{
int ident = FALSE;
int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
case SV_ROD_LITE:
{
- int dam = damroll((powerful ? 12 : 6), 8);
-#ifdef JP
- msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
-#else
- msg_print("A line of blue shimmering light appears.");
-#endif
-
+ HIT_POINT dam = damroll((powerful ? 12 : 6), 8);
+ msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears."));
(void)lite_line(dir, dam);
ident = TRUE;
break;
case SV_ROD_STONE_TO_MUD:
{
- int dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
+ HIT_POINT dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
if (wall_to_mud(dir, dam)) ident = TRUE;
break;
}
return ident;
}
-/*
+/*!
+ * @brief 魔法棒を使うコマンドのサブルーチン /
* Activate (zap) a Rod
- *
+ * @param item 使うオブジェクトの所持品ID
+ * @return なし
+ * @details
+ * <pre>
* Unstack fully charged rods as needed.
- *
* Hack -- rods of perception/genocide can be "cancelled"
* All rods can be cancelled at the "Direction?" prompt
- *
* pvals are defined for each rod in k_info. -LM-
+ * </pre>
*/
static void do_cmd_zap_rod_aux(int item)
{
/* Mega-Hack -- refuse to zap a pile from the ground */
if ((item < 0) && (o_ptr->number > 1))
{
-#ifdef JP
- msg_print("¤Þ¤º¤Ï¥í¥Ã¥É¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£");
-#else
- msg_print("You must first pick up the rods.");
-#endif
-
+ msg_print(_("まずはロッドを拾わなければ。", "You must first pick up the rods."));
return;
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Extract the item level */
lev = k_info[o_ptr->k_idx].level;
if (world_player)
{
if (flush_failure) flush();
-#ifdef JP
- msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
-#else
- msg_print("Nothing happen. Maybe this rod is freezing too.");
-#endif
-
+ msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen. Maybe this rod is freezing too."));
sound(SOUND_FAIL);
return;
}
if (!success)
{
if (flush_failure) flush();
-#ifdef JP
- msg_print("¤¦¤Þ¤¯¥í¥Ã¥É¤ò»È¤¨¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You failed to use the rod properly.");
-#endif
-
+ msg_print(_("うまくロッドを使えなかった。", "You failed to use the rod properly."));
sound(SOUND_FAIL);
return;
}
if ((o_ptr->number == 1) && (o_ptr->timeout))
{
if (flush_failure) flush();
-#ifdef JP
- msg_print("¤³¤Î¥í¥Ã¥É¤Ï¤Þ¤ÀËâÎϤò½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
-#else
- msg_print("The rod is still charging.");
-#endif
-
+ msg_print(_("このロッドはまだ魔力を充填している最中だ。", "The rod is still charging."));
return;
}
/* A stack of rods lacks enough energy. */
else if ((o_ptr->number > 1) && (o_ptr->timeout > k_ptr->pval * (o_ptr->number - 1)))
{
if (flush_failure) flush();
-#ifdef JP
-msg_print("¤½¤Î¥í¥Ã¥É¤Ï¤Þ¤À½¼Å¶Ãæ¤Ç¤¹¡£");
-#else
- msg_print("The rods are all still charging.");
-#endif
-
+ msg_print(_("そのロッドはまだ充填中です。", "The rods are all still charging."));
return;
}
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
}
-
+/*!
+ * @brief ロッドを使うコマンドのメインルーチン /
+ * @return なし
+ */
void do_cmd_zap_rod(void)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
item_tester_tval = TV_ROD;
/* Get an item */
-#ifdef JP
- q = "¤É¤Î¥í¥Ã¥É¤ò¿¶¤ê¤Þ¤¹¤«? ";
- s = "»È¤¨¤ë¥í¥Ã¥É¤¬¤Ê¤¤¡£";
-#else
- q = "Zap which rod? ";
- s = "You have no rod to zap.";
-#endif
+ q = _("どのロッドを振りますか? ", "Zap which rod? ");
+ s = _("使えるロッドがない。", "You have no rod to zap.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
do_cmd_zap_rod_aux(item);
}
-
-/*
+/*!
+ * @brief オブジェクトをプレイヤーが魔道具として発動できるかを判定する /
* Hook to determine if an object is activatable
+ * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
+ * @return 魔道具として発動可能ならばTRUEを返す
*/
static bool item_tester_hook_activate(object_type *o_ptr)
{
return (FALSE);
}
-
-/*
+/*!
+ * @brief 『一つの指輪』の効果処理 /
* Hack -- activate the ring of power
+ * @param dir 発動の方向ID
+ * @return なし
*/
void ring_of_power(int dir)
{
case 2:
{
/* Message */
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï°À¤Î¥ª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
-#else
- msg_print("You are surrounded by a malignant aura.");
-#endif
-
+ msg_print(_("あなたは悪性のオーラに包み込まれた。", "You are surrounded by a malignant aura."));
sound(SOUND_EVIL);
/* Decrease all stats (permanently) */
case 3:
{
/* Message */
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¶¯ÎϤʥª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£");
-#else
- msg_print("You are surrounded by a powerful aura.");
-#endif
-
+ msg_print(_("あなたは強力なオーラに包み込まれた。", "You are surrounded by a powerful aura."));
/* Dispel monsters */
dispel_monsters(1000);
}
}
-
+/*!
+ * @brief ペット入りモンスターボールをソートするための比較関数
+ * @param u 所持品配列の参照ポインタ
+ * @param v 未使用
+ * @param a 所持品ID1
+ * @param b 所持品ID2
+ * @return 1の方が大であればTRUE
+ */
static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b)
{
u16b *who = (u16b*)(u);
}
-/*
+/*!
+ * @brief 装備を発動するコマンドのサブルーチン /
* Activate a wielded object. Wielded objects never stack.
* And even if they did, activatable objects never stack.
- *
+ * @param item 発動するオブジェクトの所持品ID
+ * @return なし
+ * @details
+ * <pre>
* Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
* But one could, for example, easily make an activatable "Ring of Plasma".
- *
* Note that it always takes a turn to activate an artifact, even if
* the user hits "escape" at the "direction" prompt.
+ * </pre>
*/
static void do_cmd_activate_aux(int item)
{
- int k, dir, lev, chance, fail;
+ int dir, lev, chance, fail;
object_type *o_ptr;
bool success;
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Extract the item level */
lev = k_info[o_ptr->k_idx].level;
/* Hack -- use artifact level instead */
if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
- else if (o_ptr->art_name)
+ else if (object_is_random_artifact(o_ptr))
{
- int i;
- for (i = 0; activation_info[i].flag != NULL; i++)
- {
- if (activation_info[i].index == o_ptr->xtra2)
- {
- lev = activation_info[i].level;
- break;
- }
+ const activation_type* const act_ptr = find_activation_info(o_ptr);
+ if (act_ptr) {
+ lev = act_ptr->level;
}
}
else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
if (world_player)
{
if (flush_failure) flush();
-#ifdef JP
- msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
-#else
- msg_print("It shows no reaction.");
-#endif
+ msg_print(_("止まった時の中ではうまく働かないようだ。", "It shows no reaction."));
sound(SOUND_FAIL);
return;
}
if (!success)
{
if (flush_failure) flush();
-#ifdef JP
- msg_print("¤¦¤Þ¤¯»ÏÆ°¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You failed to activate it properly.");
-#endif
+ msg_print(_("うまく始動させることができなかった。", "You failed to activate it properly."));
sound(SOUND_FAIL);
return;
}
/* Check the recharge */
if (o_ptr->timeout)
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÈù¤«¤Ë²»¤òΩ¤Æ¡¢µ±¤¡¢¾Ã¤¨¤¿...");
-#else
- msg_print("It whines, glows and fades...");
-#endif
+ msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
return;
}
if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
{
-#ifdef JP
- msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
-#else
- msg_print("It has no fuel.");
-#endif
- energy_use = 0;
+ msg_print(_("燃料がない。", "It has no fuel."));
+ p_ptr->energy_use = 0;
return;
}
/* Activate the artifact */
-#ifdef JP
- msg_print("»ÏÆ°¤µ¤»¤¿...");
-#else
- msg_print("You activate it...");
-#endif
-
+ msg_print(_("始動させた...", "You activate it..."));
/* Sound */
sound(SOUND_ZAP);
- /* Give priority to weaponsmith's essential activations */
- if (object_is_smith(o_ptr))
- {
- switch (o_ptr->xtra3-1)
- {
- case ESSENCE_TMP_RES_ACID:
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case ESSENCE_TMP_RES_ELEC:
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case ESSENCE_TMP_RES_FIRE:
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case ESSENCE_TMP_RES_COLD:
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case TR_IMPACT:
- earthquake(py, px, 5);
- o_ptr->timeout = 100 + randint1(100);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
- }
-
- /* Paranoia - Set activation index for older save data */
- if (object_is_fixed_artifact(o_ptr))
- {
- if (!o_ptr->xtra2) o_ptr->xtra2 = a_info[o_ptr->name1].act_idx;
- }
- else if (object_is_ego(o_ptr))
- {
- if (!o_ptr->xtra2) o_ptr->xtra2 = e_info[o_ptr->name2].act_idx;
- }
- else
- {
- if (!o_ptr->xtra2) o_ptr->xtra2 = k_info[o_ptr->k_idx].act_idx;
- }
-
/* Activate object */
- /* if (o_ptr->xtra2 && (object_is_artifact(o_ptr) || object_is_ego(o_ptr))) */
- if (o_ptr->xtra2)
+ if (activation_index(o_ptr))
{
(void)activate_random_artifact(o_ptr);
#if 0
if (object_is_cursed(o_ptr))
{
-#ifdef JP
- msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤ÅϤä¿¡£");
-#else
- msg_print("You produce a shrill whistling sound.");
-#endif
+ msg_print(_("カン高い音が響き渡った。", "You produce a shrill whistling sound."));
aggravate_monsters(0);
}
else
#endif
{
- int pet_ctr, i;
- u16b *who;
+ IDX pet_ctr, i;
+ IDX *who;
int max_pet = 0;
u16b dummy_why;
/* Allocate the "who" array */
- C_MAKE(who, max_m_idx, u16b);
+ C_MAKE(who, max_m_idx, IDX);
/* Process the monsters (backwards) */
for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
for (i = 0; i < max_pet; i++)
{
pet_ctr = who[i];
- teleport_monster_to(pet_ctr, py, px, 100, TELEPORT_PASSIVE);
+ teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
}
/* Free the "who" array */
- C_KILL(who, max_m_idx, u16b);
+ C_KILL(who, max_m_idx, IDX);
}
o_ptr->timeout = 100+randint1(100);
return;
if(fire_ball(GF_CAPTURE, dir, 0, 0))
{
- o_ptr->pval = cap_mon;
- o_ptr->xtra3 = cap_mspeed;
- o_ptr->xtra4 = cap_hp;
- o_ptr->xtra5 = cap_maxhp;
+ o_ptr->pval = (PARAMETER_VALUE)cap_mon;
+ o_ptr->xtra3 = (XTRA8)cap_mspeed;
+ o_ptr->xtra4 = (XTRA16)cap_hp;
+ o_ptr->xtra5 = (XTRA16)cap_maxhp;
if (cap_nickname)
{
cptr t;
}
else
{
- bool success = FALSE;
+ success = FALSE;
if (!get_rep_dir2(&dir)) return;
- if (monster_can_enter(py + ddy[dir], px + ddx[dir], &r_info[o_ptr->pval], 0))
+ if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0))
{
- if (place_monster_aux(0, py + ddy[dir], px + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
+ if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE)))
{
if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3;
if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
}
}
if (!success)
-#ifdef JP
- msg_print("¤ª¤Ã¤È¡¢²òÊü¤Ë¼ºÇÔ¤·¤¿¡£");
-#else
- msg_print("Oops. You failed to release your pet.");
-#endif
+ msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet."));
}
+ calc_android_exp();
return;
}
/* Mistake */
-#ifdef JP
- msg_print("¤ª¤Ã¤È¡¢¤³¤Î¥¢¥¤¥Æ¥à¤Ï»ÏÆ°¤Ç¤¤Ê¤¤¡£");
-#else
- msg_print("Oops. That object cannot be activated.");
-#endif
-
+ msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated."));
}
-
+/*!
+ * @brief 装備を発動するコマンドのメインルーチン /
+ * @return なし
+ */
void do_cmd_activate(void)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
item_tester_hook = item_tester_hook_activate;
/* Get an item */
-#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò»ÏÆ°¤µ¤»¤Þ¤¹¤«? ";
- s = "»ÏÆ°¤Ç¤¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Ê¤¤¡£";
-#else
- q = "Activate which item? ";
- s = "You have nothing to activate.";
-#endif
+ q = _("どのアイテムを始動させますか? ", "Activate which item? ");
+ s = _("始動できるアイテムを装備していない。", "You have nothing to activate.");
if (!get_item(&item, q, s, (USE_EQUIP))) return;
}
-/*
+/*!
+ * @brief オブジェクトをプレイヤーが簡易使用コマンドで利用できるかを判定する /
* Hook to determine if an object is useable
+ * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
+ * @return 利用可能ならばTRUEを返す
*/
static bool item_tester_hook_use(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief アイテムを汎用的に「使う」コマンドのメインルーチン /
* Use an item
+ * @return なし
+ * @details
* XXX - Add actions for other item types
*/
void do_cmd_use(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
cptr q, s;
item_tester_hook = item_tester_hook_use;
/* Get an item */
-#ifdef JP
-q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
-s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
- q = "Use which item? ";
- s = "You have nothing to use.";
-#endif
+ q = _("どれを使いますか?", "Use which item? ");
+ s = _("使えるものがありません。", "You have nothing to use.");
if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR))) return;
/* Check some conditions */
if (p_ptr->blind)
{
-#ifdef JP
-msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£");
-#else
- msg_print("You can't see anything.");
-#endif
-
+ msg_print(_("目が見えない。", "You can't see anything."));
return;
}
if (no_lite())
{
-#ifdef JP
-msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£");
-#else
- msg_print("You have no light to read by.");
-#endif
-
+ msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by."));
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;
}
}
}
-static int select_magic_eater(bool only_browse)
+/*!
+ * @brief 魔道具術師の取り込んだ魔力一覧から選択/閲覧する /
+ * @param only_browse 閲覧するだけならばTRUE
+ * @return 選択した魔力のID、キャンセルならば-1を返す
+ */
+static OBJECT_SUBTYPE_VALUE select_magic_eater(bool only_browse)
{
- int ext=0;
+ OBJECT_SUBTYPE_VALUE ext = 0;
char choice;
bool flag, request_list;
- int tval = 0;
- int ask = TRUE, i = 0;
+ OBJECT_TYPE_VALUE tval = 0;
+ int ask = TRUE;
+ OBJECT_SUBTYPE_VALUE i = 0;
char out_val[160];
int menu_line = (use_menu ? 1 : 0);
#ifdef ALLOW_REPEAT
- int sn;
+ COMMAND_CODE sn;
if (repeat_pull(&sn))
{
/* Verify the spell */
}
if (i == 108)
{
-#ifdef JP
- msg_print("ËâË¡¤ò³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
-#else
- msg_print("You don't have any magic!");
-#endif
+ msg_print(_("魔法を覚えていない!", "You don't have any magic!"));
return -1;
}
while(!tval)
{
#ifdef JP
- prt(format(" %s ¾ó", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
- prt(format(" %s ËâË¡ËÀ", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
- prt(format(" %s ¥í¥Ã¥É", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
+ prt(format(" %s 杖", (menu_line == 1) ? "》" : " "), 2, 14);
+ prt(format(" %s 魔法棒", (menu_line == 2) ? "》" : " "), 3, 14);
+ prt(format(" %s ロッド", (menu_line == 3) ? "》" : " "), 4, 14);
#else
prt(format(" %s staff", (menu_line == 1) ? "> " : " "), 2, 14);
prt(format(" %s wand", (menu_line == 2) ? "> " : " "), 3, 14);
prt(format(" %s rod", (menu_line == 3) ? "> " : " "), 4, 14);
#endif
- if (only_browse) prt(_("¤É¤Î¼ïÎà¤ÎËâË¡¤ò¸«¤Þ¤¹¤«¡©", "Which type of magic do you browse?"), 0, 0);
- else prt(_("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", "Which type of magic do you use?"), 0, 0);
+ if (only_browse) prt(_("どの種類の魔法を見ますか?", "Which type of magic do you browse?"), 0, 0);
+ else prt(_("どの種類の魔法を使いますか?", "Which type of magic do you use?"), 0, 0);
choice = inkey();
switch(choice)
{
while (TRUE)
{
-#ifdef JP
- if (!get_com("[A] ¾ó, [B] ËâË¡ËÀ, [C] ¥í¥Ã¥É:", &choice, TRUE))
-#else
- if (!get_com("[A] staff, [B] wand, [C] rod:", &choice, TRUE))
-#endif
+ if (!get_com(_("[A] 杖, [B] 魔法棒, [C] ロッド:", "[A] staff, [B] wand, [C] rod:"), &choice, TRUE))
{
return -1;
}
}
if (i == ext+EATER_EXT)
{
-#ifdef JP
- msg_print("¤½¤Î¼ïÎà¤ÎËâË¡¤Ï³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
-#else
- msg_print("You don't have that type of magic!");
-#endif
+ msg_print(_("その種類の魔法は覚えていない!", "You don't have that type of magic!"));
return -1;
}
flag = FALSE;
/* Build a prompt */
- if (only_browse) strnfmt(out_val, 78, _("('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò¸«¤Þ¤¹¤«¡©",
+ if (only_browse) strnfmt(out_val, 78, _("('*'で一覧, ESCで中断) どの魔力を見ますか?",
"(*=List, ESC=exit) Browse which power? "));
- else strnfmt(out_val, 78, _("('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©",
+ else strnfmt(out_val, 78, _("('*'で一覧, ESCで中断) どの魔力を使いますか?",
"(*=List, ESC=exit) Use which power? "));
/* Save the screen */
if (request_list || use_menu)
{
byte y, x = 0;
- int ctr, chance;
- int k_idx;
+ OBJECT_SUBTYPE_VALUE ctr;
+ int chance;
+ IDX k_idx;
char dummy[80];
- int x1, y1, level;
+ POSITION x1, y1;
+ int level;
byte col;
strcpy(dummy, "");
/* Print header(s) */
#ifdef JP
- prt(format(" %s ¼ºÎ¨ %s ¼ºÎ¨", (tval == TV_ROD ? " ¾õÂÖ " : "»ÈÍѲó¿ô"), (tval == TV_ROD ? " ¾õÂÖ " : "»ÈÍѲó¿ô")), y++, x);
+ prt(format(" %s 失率 %s 失率", (tval == TV_ROD ? " 状態 " : "使用回数"), (tval == TV_ROD ? " 状態 " : "使用回数")), y++, x);
#else
prt(format(" %s Fail %s Fail", (tval == TV_ROD ? " Stat " : " Charges"), (tval == TV_ROD ? " Stat " : " Charges")), y++, x);
#endif
if (use_menu)
{
if (ctr == (menu_line-1))
-#ifdef JP
- strcpy(dummy, "¡Õ");
-#else
- strcpy(dummy, "> ");
-#endif
- else strcpy(dummy, " ");
-
+ strcpy(dummy, _("》", "> "));
+ else
+ strcpy(dummy, " ");
}
/* letter/number for power selection */
else
if (tval == TV_ROD)
{
strcat(dummy, format(
-#ifdef JP
- " %-22.22s ½¼Å¶:%2d/%2d%3d%%",
-#else
- " %-22.22s (%2d/%2d) %3d%%",
-#endif
+ _(" %-22.22s 充填:%2d/%2d%3d%%", " %-22.22s (%2d/%2d) %3d%%"),
k_name + k_info[k_idx].name,
p_ptr->magic_num1[ctr+ext] ?
(p_ptr->magic_num1[ctr+ext] - 1) / (EATER_ROD_CHARGE * k_info[k_idx].pval) +1 : 0,
ask = (isupper(choice));
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
char tmp_val[160];
/* Prompt */
-#ifdef JP
- (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", k_name + k_info[lookup_kind(tval ,i)].name);
-#else
- (void) strnfmt(tmp_val, 78, "Use %s?", k_name + k_info[lookup_kind(tval ,i)].name);
-#endif
+ (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s?"), k_name + k_info[lookup_kind(tval ,i)].name);
/* Belay that order */
if (!get_check(tmp_val)) continue;
{
if (p_ptr->magic_num1[ext+i] > k_info[lookup_kind(tval, i)].pval * (p_ptr->magic_num2[ext+i] - 1) * EATER_ROD_CHARGE)
{
-#ifdef JP
- msg_print("¤½¤ÎËâË¡¤Ï¤Þ¤À½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£");
-#else
- msg_print("The magic are still charging.");
-#endif
+ msg_print(_("その魔法はまだ充填している最中だ。", "The magic are still charging."));
msg_print(NULL);
if (use_menu) ask = TRUE;
continue;
{
if (p_ptr->magic_num1[ext+i] < EATER_CHARGE)
{
-#ifdef JP
- msg_print("¤½¤ÎËâË¡¤Ï»ÈÍѲó¿ô¤¬ÀÚ¤ì¤Æ¤¤¤ë¡£");
-#else
- msg_print("The magic has no charges left.");
-#endif
+ msg_print(_("その魔法は使用回数が切れている。", "The magic has no charges left."));
msg_print(NULL);
if (use_menu) ask = TRUE;
continue;
}
-/*
- * Use eaten rod, wand or staff
+/*!
+ * @brief 取り込んだ魔力を利用するコマンドのメインルーチン /
+ * Use eaten rod, wand or staff
+ * @param only_browse 閲覧するだけならばTRUE
+ * @param powerful 強力発動中の処理ならばTRUE
+ * @return 実際にコマンドを実行したならばTRUEを返す。
*/
bool do_cmd_magic_eater(bool only_browse, bool powerful)
{
- int item, chance, level, k_idx, tval, sval;
+ OBJECT_SUBTYPE_VALUE item;
+ int chance, level;
+ IDX k_idx;
+ OBJECT_TYPE_VALUE tval;
+ OBJECT_SUBTYPE_VALUE sval;
bool use_charge = TRUE;
/* Not when confused */
if (!only_browse && p_ptr->confused)
{
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤Æ¾§¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("You are too confused!");
-#endif
-
+ msg_print(_("混乱していて唱えられない!", "You are too confused!"));
return FALSE;
}
item = select_magic_eater(only_browse);
if (item == -1)
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return FALSE;
}
if (item >= EATER_EXT*2) {tval = TV_ROD;sval = item - EATER_EXT*2;}
else if (item >= EATER_EXT) {tval = TV_WAND;sval = item - EATER_EXT;}
- else {tval = TV_STAFF;sval = item;}
+ else {tval = TV_STAFF; sval = item;}
k_idx = lookup_kind(tval, sval);
level = (tval == TV_ROD ? k_info[k_idx].level * 5 / 6 - 5 : k_info[k_idx].level);
if (randint0(100) < chance)
{
if (flush_failure) flush();
-
-#ifdef JP
-msg_print("¼öʸ¤ò¤¦¤Þ¤¯¾§¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_format("You failed to get the magic off!");
-#endif
-
+
+ msg_print(_("呪文をうまく唱えられなかった!", "You failed to get the magic off!"));
sound(SOUND_FAIL);
if (randint1(100) >= chance)
chg_virtue(V_CHANCE,-1);
- energy_use = 100;
+ p_ptr->energy_use = 100;
return TRUE;
}
if (randint1(100) < chance)
chg_virtue(V_CHANCE,1);
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (tval == TV_ROD) p_ptr->magic_num1[item] += k_info[k_idx].pval * EATER_ROD_CHARGE;
else p_ptr->magic_num1[item] -= EATER_CHARGE;