-/* 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;
object_type *o_ptr;
if (music_singing_any()) stop_singing();
+ if (hex_spelling_any()) stop_hex_spell_all();
/* Get the item (in the pack) */
if (item >= 0)
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 */
floor_item_charges(0 - item);
}
+ /* Window stuff */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
+
/* Don't eat a staff/wand itself */
return;
}
{
/* 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)
{
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)
{
int ident, lev;
- object_type *o_ptr;
+ object_type *o_ptr;
object_type forge;
object_type *q_ptr;
/* 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;
}
if (music_singing_any()) stop_singing();
+ if (hex_spelling_any())
+ {
+ if (!hex_spelling(HEX_INHAIL)) stop_hex_spell_all();
+ }
/* Get the item (in the pack) */
if (item >= 0)
{
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¤¿¡£");
- 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(_("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;
-#else
- case SV_POTION_WATER:
- case SV_POTION_APPLE_JUICE:
case SV_POTION_SLIME_MOLD:
- msg_print("You feel less thirsty.");
+ 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;
-#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);
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) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_is_aware(o_ptr)))
+ if (!(object_is_aware(q_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
switch (p_ptr->prace)
{
case RACE_VAMPIRE:
- (void)set_food(p_ptr->food + (o_ptr->pval / 10));
+ (void)set_food(p_ptr->food + (q_ptr->pval / 10));
break;
case RACE_SKELETON:
/* Do nothing */
case RACE_ZOMBIE:
case RACE_DEMON:
case RACE_SPECTRE:
- set_food(p_ptr->food + ((o_ptr->pval) / 20));
+ set_food(p_ptr->food + ((q_ptr->pval) / 20));
break;
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
{
- set_food(p_ptr->food + ((o_ptr->pval) / 20));
+ set_food(p_ptr->food + ((q_ptr->pval) / 20));
}
break;
case RACE_ENT:
-#ifdef JP
- msg_print("¿åʬ¤ò¼è¤ê¹þ¤ó¤À¡£");
-#else
- msg_print("You are moistened.");
-#endif
- set_food(MIN(p_ptr->food + o_ptr->pval + MAX(0, o_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1));
+ 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:
- (void)set_food(p_ptr->food + o_ptr->pval);
+ (void)set_food(p_ptr->food + q_ptr->pval);
break;
}
break;
case MIMIC_DEMON:
case MIMIC_DEMON_LORD:
- set_food(p_ptr->food + ((o_ptr->pval) / 20));
+ set_food(p_ptr->food + ((q_ptr->pval) / 20));
break;
case MIMIC_VAMPIRE:
- (void)set_food(p_ptr->food + (o_ptr->pval / 10));
+ (void)set_food(p_ptr->food + (q_ptr->pval / 10));
break;
default:
- (void)set_food(p_ptr->food + o_ptr->pval);
+ (void)set_food(p_ptr->food + q_ptr->pval);
break;
}
}
-/*
+/*!
+ * @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)
{
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;
}
if (music_singing_any()) stop_singing();
+ /* Hex */
+ if (hex_spelling_any() && ((p_ptr->lev < 35) || hex_spell_fully())) stop_hex_spell_all();
+
/* Not identified yet */
ident = FALSE;
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_SPELL:
{
- if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_IMITATOR) || (p_ptr->pclass == CLASS_MINDCRAFTER) || (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_MAGIC_EATER) || (p_ptr->pclass == CLASS_RED_MAGE) || (p_ptr->pclass == CLASS_SAMURAI) || (p_ptr->pclass == CLASS_BLUE_MAGE) || (p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BERSERKER) || (p_ptr->pclass == CLASS_SMITH) || (p_ptr->pclass == CLASS_MIRROR_MASTER) || (p_ptr->pclass == CLASS_NINJA)) break;
+ if ((p_ptr->pclass == CLASS_WARRIOR) ||
+ (p_ptr->pclass == CLASS_IMITATOR) ||
+ (p_ptr->pclass == CLASS_MINDCRAFTER) ||
+ (p_ptr->pclass == CLASS_SORCERER) ||
+ (p_ptr->pclass == CLASS_ARCHER) ||
+ (p_ptr->pclass == CLASS_MAGIC_EATER) ||
+ (p_ptr->pclass == CLASS_RED_MAGE) ||
+ (p_ptr->pclass == CLASS_SAMURAI) ||
+ (p_ptr->pclass == CLASS_BLUE_MAGE) ||
+ (p_ptr->pclass == CLASS_CAVALRY) ||
+ (p_ptr->pclass == CLASS_BERSERKER) ||
+ (p_ptr->pclass == CLASS_SMITH) ||
+ (p_ptr->pclass == CLASS_MIRROR_MASTER) ||
+ (p_ptr->pclass == CLASS_NINJA) ||
+ (p_ptr->pclass == CLASS_SNIPER)) break;
p_ptr->add_spells++;
p_ptr->update |= (PU_SPELLS);
ident = TRUE;
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:
{
- errr err = 0;
+ 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);
+ msg_print(_("巻物は煙を立てて消え去った!", "The scroll disappears in a puff of smoke!"));
- switch (randint1(20))
- {
- case 1:
-#ifdef JP
-err = get_rnd_line("chainswd_j.txt", 0, Rumor);
-#else
- err = get_rnd_line("chainswd.txt", 0, Rumor);
-#endif
+ ident = TRUE;
+ break;
+ }
- break;
- case 2:
-#ifdef JP
-err = get_rnd_line("error_j.txt", 0, Rumor);
-#else
- err = get_rnd_line("error.txt", 0, Rumor);
-#endif
-
- break;
- case 3:
- case 4:
- case 5:
-#ifdef JP
-err = get_rnd_line("death_j.txt", 0, Rumor);
-#else
- err = get_rnd_line("death.txt", 0, Rumor);
-#endif
-
- break;
- default:
-#ifdef JP
-err = get_rnd_line_jonly("rumors_j.txt", 0, Rumor, 10);
-#else
- err = get_rnd_line("rumors.txt", 0, Rumor);
-#endif
-
- break;
- }
-
- /* An error occured */
-#ifdef JP
-if (err) strcpy(Rumor, "±³¤Î±½¤â¤¢¤ë¡£");
-#else
- if (err) strcpy(Rumor, "Some rumors are wrong.");
-#endif
-
-
-#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(NULL);
- msg_format("%s", Rumor);
- 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
+ case SV_SCROLL_ARTIFACT:
+ {
+ ident = TRUE;
+ if (!artifact_scroll()) used_up = FALSE;
+ break;
+ }
+ case SV_SCROLL_RESET_RECALL:
+ {
ident = TRUE;
+ if (!reset_recall()) used_up = FALSE;
break;
}
- case SV_SCROLL_ARTIFACT:
+ case SV_SCROLL_AMUSEMENT:
{
ident = TRUE;
- if (!artifact_scroll()) used_up = FALSE;
+ amusement(p_ptr->y, p_ptr->x, 1, FALSE);
break;
}
- case SV_SCROLL_RESET_RECALL:
+ case SV_SCROLL_STAR_AMUSEMENT:
{
ident = TRUE;
- if (!reset_recall()) used_up = FALSE;
+ 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(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統べ、", "'One Ring to rule them all, "));
msg_print(NULL);
- msg_print("One Ring to find them, ");
+ 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 bring them all ");
+ 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("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;
/* 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 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(int sval, bool *use_charge, bool powerful, bool magic, bool known)
{
int k;
int ident = FALSE;
+ int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+ int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
/* Analyze the staff */
switch (sval)
{
if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE;
}
- if (unlite_area(10, 3)) ident = TRUE;
+ if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE;
break;
}
case SV_STAFF_SUMMONING:
{
- for (k = 0; k < randint1(4); k++)
+ 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;
}
case SV_STAFF_TELEPORTATION:
{
- teleport_player(100, 0L);
+ teleport_player((powerful ? 150 : 100), 0L);
ident = TRUE;
break;
}
case SV_STAFF_IDENTIFY:
{
- if (!ident_spell(FALSE)) *use_charge = FALSE;
+ if (powerful) {
+ if (!identify_fully(FALSE)) *use_charge = FALSE;
+ } else {
+ if (!ident_spell(FALSE)) *use_charge = FALSE;
+ }
ident = TRUE;
break;
}
case SV_STAFF_REMOVE_CURSE:
{
- if (remove_curse())
+ 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
+ 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;
+ int 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;
if (!player_bold(y, x)) break;
}
- project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK,
+ project(0, 0, y, x, damroll(6 + lev / 8, 10), GF_LITE_WEAK,
(PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1);
}
ident = TRUE;
case SV_STAFF_LITE:
{
- if (lite_area(damroll(2, 8), 2)) ident = TRUE;
+ if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
break;
}
case SV_STAFF_MAPPING:
{
- map_area(DETECT_RAD_MAP);
+ map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
ident = TRUE;
break;
}
case SV_STAFF_DETECT_GOLD:
{
- if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE;
- if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE;
+ if (detect_treasure(detect_rad)) ident = TRUE;
+ if (detect_objects_gold(detect_rad)) ident = TRUE;
break;
}
case SV_STAFF_DETECT_ITEM:
{
- if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE;
+ if (detect_objects_normal(detect_rad)) ident = TRUE;
break;
}
case SV_STAFF_DETECT_TRAP:
{
- if (detect_traps(DETECT_RAD_DEFAULT, known)) ident = TRUE;
+ if (detect_traps(detect_rad, known)) ident = TRUE;
break;
}
case SV_STAFF_DETECT_DOOR:
{
- if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
- if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
+ if (detect_doors(detect_rad)) ident = TRUE;
+ if (detect_stairs(detect_rad)) ident = TRUE;
break;
}
case SV_STAFF_DETECT_INVIS:
{
- if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE;
+ if (detect_monsters_invis(detect_rad)) ident = TRUE;
break;
}
case SV_STAFF_DETECT_EVIL:
{
- if (detect_monsters_evil(DETECT_RAD_DEFAULT)) ident = TRUE;
+ if (detect_monsters_evil(detect_rad)) ident = TRUE;
break;
}
case SV_STAFF_CURE_LIGHT:
{
- if (hp_player(damroll(2, 8))) ident = TRUE;
+ if (hp_player(damroll((powerful ? 4 : 2), 8))) ident = TRUE;
+ if (powerful) {
+ if (set_blind(0)) ident = TRUE;
+ if (set_poisoned(0)) ident = TRUE;
+ if (set_cut(p_ptr->cut - 10)) ident = TRUE;
+ }
if (set_shero(0,TRUE)) ident = TRUE;
break;
}
case SV_STAFF_HEALING:
{
- if (hp_player(300)) ident = TRUE;
+ if (hp_player(powerful ? 500 : 300)) ident = TRUE;
if (set_stun(0)) ident = TRUE;
if (set_cut(0)) ident = TRUE;
if (set_shero(0,TRUE)) ident = TRUE;
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_SLEEP_MONSTERS:
{
- if (sleep_monsters()) ident = TRUE;
+ if (sleep_monsters(lev)) ident = TRUE;
break;
}
case SV_STAFF_SLOW_MONSTERS:
{
- if (slow_monsters()) ident = TRUE;
+ if (slow_monsters(lev)) ident = TRUE;
break;
}
case SV_STAFF_SPEED:
{
- if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
+ if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
break;
}
case SV_STAFF_DISPEL_EVIL:
{
- if (dispel_evil(80)) ident = TRUE;
+ if (dispel_evil(powerful ? 120 : 80)) ident = TRUE;
break;
}
case SV_STAFF_POWER:
{
- if (dispel_monsters(150)) ident = TRUE;
+ if (dispel_monsters(powerful ? 225 : 150)) ident = TRUE;
break;
}
case SV_STAFF_HOLINESS:
{
- if (dispel_evil(150)) ident = TRUE;
- k = 3 * p_ptr->lev;
+ if (dispel_evil(powerful ? 225 : 150)) ident = TRUE;
+ k = 3 * lev;
if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE;
if (set_poisoned(0)) ident = TRUE;
if (set_afraid(0)) ident = TRUE;
case SV_STAFF_GENOCIDE:
{
- (void)symbol_genocide((magic ? p_ptr->lev + 50 : 200), TRUE);
+ (void)symbol_genocide((magic ? lev + 50 : 200), TRUE);
ident = TRUE;
break;
}
case SV_STAFF_EARTHQUAKES:
{
- if (earthquake(py, px, 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, 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, 5, py, px,
- (randint1(200) + 300) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+ 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) */
/* Sound */
sound(SOUND_ZAP);
- ident = staff_effect(o_ptr->sval, &use_charge, FALSE, object_is_aware(o_ptr));
+ ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr));
if (!(object_is_aware(o_ptr)))
{
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;
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 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(int sval, int dir, bool powerful, bool magic)
{
int ident = FALSE;
+ int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+ int rad = powerful ? 3 : 2;
/* XXX Hack -- Wand of wonder can do anything before it */
if (sval == SV_WAND_WONDER)
{
case SV_WAND_HEAL_MONSTER:
{
- if (heal_monster(dir, damroll(10, 10))) ident = TRUE;
+ int dam = damroll((powerful ? 20 : 10), 10);
+ if (heal_monster(dir, dam)) ident = TRUE;
break;
}
case SV_WAND_HASTE_MONSTER:
{
- if (speed_monster(dir)) ident = TRUE;
+ if (speed_monster(dir, lev)) ident = TRUE;
break;
}
case SV_WAND_TELEPORT_AWAY:
{
- if (teleport_monster(dir)) ident = TRUE;
+ int distance = MAX_SIGHT * (powerful ? 8 : 5);
+ if (teleport_monster(dir, distance)) ident = TRUE;
break;
}
case SV_WAND_DISARMING:
{
if (disarm_trap(dir)) ident = TRUE;
+ if (powerful && disarm_traps_touch()) ident = TRUE;
break;
}
case SV_WAND_TRAP_DOOR_DEST:
{
if (destroy_door(dir)) ident = TRUE;
+ if (powerful && destroy_doors_touch()) ident = TRUE;
break;
}
case SV_WAND_STONE_TO_MUD:
{
- if (wall_to_mud(dir)) ident = TRUE;
+ int dam = powerful ? 40 + randint1(60) : 20 + randint1(30);
+ if (wall_to_mud(dir, dam)) ident = TRUE;
break;
}
case SV_WAND_LITE:
{
-#ifdef JP
- msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
-#else
- msg_print("A line of blue shimmering light appears.");
-#endif
-
- (void)lite_line(dir);
+ int 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_SLEEP_MONSTER:
{
- if (sleep_monster(dir)) ident = TRUE;
+ if (sleep_monster(dir, lev)) ident = TRUE;
break;
}
case SV_WAND_SLOW_MONSTER:
{
- if (slow_monster(dir)) ident = TRUE;
+ if (slow_monster(dir, lev)) ident = TRUE;
break;
}
case SV_WAND_CONFUSE_MONSTER:
{
- if (confuse_monster(dir, p_ptr->lev)) ident = TRUE;
+ if (confuse_monster(dir, lev)) ident = TRUE;
break;
}
case SV_WAND_FEAR_MONSTER:
{
- if (fear_monster(dir, p_ptr->lev)) ident = TRUE;
+ if (fear_monster(dir, lev)) ident = TRUE;
break;
}
case SV_WAND_DRAIN_LIFE:
{
- if (drain_life(dir, 80 + p_ptr->lev)) ident = TRUE;
+ if (drain_life(dir, 80 + lev)) ident = TRUE;
break;
}
case SV_WAND_POLYMORPH:
{
- if (poly_monster(dir)) ident = TRUE;
+ if (poly_monster(dir, lev)) ident = TRUE;
break;
}
case SV_WAND_STINKING_CLOUD:
{
- fire_ball(GF_POIS, dir, 12 + p_ptr->lev / 4, 2);
+ fire_ball(GF_POIS, dir, 12 + lev / 4, rad);
ident = TRUE;
break;
}
case SV_WAND_MAGIC_MISSILE:
{
- fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + p_ptr->lev / 10, 6));
+ fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6));
ident = TRUE;
break;
}
case SV_WAND_ACID_BOLT:
{
- fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
+ fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8));
ident = TRUE;
break;
}
case SV_WAND_CHARM_MONSTER:
{
- if (charm_monster(dir, MAX(20, p_ptr->lev)))
+ if (charm_monster(dir, MAX(20, lev)))
ident = TRUE;
break;
}
case SV_WAND_FIRE_BOLT:
{
- fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
+ fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8));
ident = TRUE;
break;
}
case SV_WAND_COLD_BOLT:
{
- fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
+ fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8));
ident = TRUE;
break;
}
case SV_WAND_ACID_BALL:
{
- fire_ball(GF_ACID, dir, 60 + 3 * p_ptr->lev / 4, 2);
+ fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad);
ident = TRUE;
break;
}
case SV_WAND_ELEC_BALL:
{
- fire_ball(GF_ELEC, dir, 40 + 3 * p_ptr->lev / 4, 2);
+ fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad);
ident = TRUE;
break;
}
case SV_WAND_FIRE_BALL:
{
- fire_ball(GF_FIRE, dir, 70 + 3 * p_ptr->lev / 4, 2);
+ fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad);
ident = TRUE;
break;
}
case SV_WAND_COLD_BALL:
{
- fire_ball(GF_COLD, dir, 50 + 3 * p_ptr->lev / 4, 2);
+ fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad);
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_FIRE:
{
- fire_ball(GF_FIRE, dir, 200, -3);
+ fire_ball(GF_FIRE, dir, (powerful ? 300 : 200), -3);
ident = TRUE;
break;
}
case SV_WAND_DRAGON_COLD:
{
- fire_ball(GF_COLD, dir, 180, -3);
+ fire_ball(GF_COLD, dir, (powerful ? 270 : 180), -3);
ident = TRUE;
break;
}
case SV_WAND_DRAGON_BREATH:
{
+ int dam;
+ int typ;
+
switch (randint1(5))
{
case 1:
- {
- fire_ball(GF_ACID, dir, 240, -3);
+ dam = 240;
+ typ = GF_ACID;
break;
- }
-
case 2:
- {
- fire_ball(GF_ELEC, dir, 210, -3);
+ dam = 210;
+ typ = GF_ELEC;
break;
- }
-
case 3:
- {
- fire_ball(GF_FIRE, dir, 240, -3);
+ dam = 240;
+ typ = GF_FIRE;
break;
- }
-
case 4:
- {
- fire_ball(GF_COLD, dir, 210, -3);
+ dam = 210;
+ typ = GF_COLD;
break;
- }
-
default:
- {
- fire_ball(GF_POIS, dir, 180, -3);
+ dam = 180;
+ typ = GF_POIS;
break;
- }
}
+ if (powerful) dam = (dam * 3) / 2;
+
+ fire_ball(typ, dir, dam, -3);
+
ident = TRUE;
break;
}
case SV_WAND_DISINTEGRATE:
{
- fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(p_ptr->lev * 2), 2);
+ fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad);
ident = TRUE;
break;
}
case SV_WAND_ROCKETS:
{
-#ifdef JP
-msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
-#else
- msg_print("You launch a rocket!");
-#endif
-
- fire_rocket(GF_ROCKET, dir, 250 + p_ptr->lev * 3, 2);
+ 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;
}
case SV_WAND_STRIKING:
{
- fire_bolt(GF_METEOR, dir, damroll(15 + p_ptr->lev / 3, 13));
+ fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13));
ident = TRUE;
break;
}
case SV_WAND_GENOCIDE:
{
- fire_ball_hide(GF_GENOCIDE, dir, magic ? p_ptr->lev + 50 : 250, 0);
+ fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0);
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) */
/* Sound */
sound(SOUND_ZAP);
- ident = wand_effect(o_ptr->sval, dir, FALSE);
+ ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE);
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
}
}
-
+/*!
+ * @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;
}
/* 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 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(int sval, int dir, bool *use_charge, bool powerful, bool magic)
{
int ident = FALSE;
+ int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev;
+ int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT;
+ int rad = powerful ? 3 : 2;
/* Unused */
(void)magic;
{
case SV_ROD_DETECT_TRAP:
{
- if (detect_traps(DETECT_RAD_DEFAULT, (bool)(dir ? FALSE : TRUE))) ident = TRUE;
+ if (detect_traps(detect_rad, (bool)(dir ? FALSE : TRUE))) ident = TRUE;
break;
}
case SV_ROD_DETECT_DOOR:
{
- if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE;
- if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE;
+ if (detect_doors(detect_rad)) ident = TRUE;
+ if (detect_stairs(detect_rad)) ident = TRUE;
break;
}
case SV_ROD_IDENTIFY:
{
- if (!ident_spell(FALSE)) *use_charge = FALSE;
+ if (powerful) {
+ if (!identify_fully(FALSE)) *use_charge = FALSE;
+ } else {
+ if (!ident_spell(FALSE)) *use_charge = FALSE;
+ }
ident = TRUE;
break;
}
case SV_ROD_ILLUMINATION:
{
- if (lite_area(damroll(2, 8), 2)) ident = TRUE;
+ if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE;
break;
}
case SV_ROD_MAPPING:
{
- map_area(DETECT_RAD_MAP);
+ map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP);
ident = TRUE;
break;
}
case SV_ROD_DETECTION:
{
- detect_all(DETECT_RAD_DEFAULT);
+ detect_all(detect_rad);
ident = TRUE;
break;
}
case SV_ROD_HEALING:
{
- if (hp_player(500)) ident = TRUE;
+ if (hp_player(powerful ? 750 : 500)) ident = TRUE;
if (set_stun(0)) ident = TRUE;
if (set_cut(0)) ident = TRUE;
if (set_shero(0,TRUE)) ident = TRUE;
case SV_ROD_SPEED:
{
- if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE;
+ if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE;
break;
}
case SV_ROD_PESTICIDE:
{
- if (dispel_monsters(4)) ident = TRUE;
+ if (dispel_monsters(powerful ? 8 : 4)) ident = TRUE;
break;
}
case SV_ROD_TELEPORT_AWAY:
{
- if (teleport_monster(dir)) ident = TRUE;
+ int distance = MAX_SIGHT * (powerful ? 8 : 5);
+ if (teleport_monster(dir, distance)) ident = TRUE;
break;
}
case SV_ROD_DISARMING:
{
if (disarm_trap(dir)) ident = TRUE;
+ if (powerful && disarm_traps_touch()) ident = TRUE;
break;
}
case SV_ROD_LITE:
{
-#ifdef JP
- msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
-#else
- msg_print("A line of blue shimmering light appears.");
-#endif
-
- (void)lite_line(dir);
+ int 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_SLEEP_MONSTER:
{
- if (sleep_monster(dir)) ident = TRUE;
+ if (sleep_monster(dir, lev)) ident = TRUE;
break;
}
case SV_ROD_SLOW_MONSTER:
{
- if (slow_monster(dir)) ident = TRUE;
+ if (slow_monster(dir, lev)) ident = TRUE;
break;
}
case SV_ROD_DRAIN_LIFE:
{
- if (drain_life(dir, 70 + 3 * p_ptr->lev / 2)) ident = TRUE;
+ if (drain_life(dir, 70 + 3 * lev / 2)) ident = TRUE;
break;
}
case SV_ROD_POLYMORPH:
{
- if (poly_monster(dir)) ident = TRUE;
+ if (poly_monster(dir, lev)) ident = TRUE;
break;
}
case SV_ROD_ACID_BOLT:
{
- fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8));
+ fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + lev / 7, 8));
ident = TRUE;
break;
}
case SV_ROD_ELEC_BOLT:
{
- fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + p_ptr->lev / 9, 8));
+ fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + lev / 9, 8));
ident = TRUE;
break;
}
case SV_ROD_FIRE_BOLT:
{
- fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8));
+ fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + lev / 6, 8));
ident = TRUE;
break;
}
case SV_ROD_COLD_BOLT:
{
- fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8));
+ fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + lev / 8, 8));
ident = TRUE;
break;
}
case SV_ROD_ACID_BALL:
{
- fire_ball(GF_ACID, dir, 60 + p_ptr->lev, 2);
+ fire_ball(GF_ACID, dir, 60 + lev, rad);
ident = TRUE;
break;
}
case SV_ROD_ELEC_BALL:
{
- fire_ball(GF_ELEC, dir, 40 + p_ptr->lev, 2);
+ fire_ball(GF_ELEC, dir, 40 + lev, rad);
ident = TRUE;
break;
}
case SV_ROD_FIRE_BALL:
{
- fire_ball(GF_FIRE, dir, 70 + p_ptr->lev, 2);
+ fire_ball(GF_FIRE, dir, 70 + lev, rad);
ident = TRUE;
break;
}
case SV_ROD_COLD_BALL:
{
- fire_ball(GF_COLD, dir, 50 + p_ptr->lev, 2);
+ fire_ball(GF_COLD, dir, 50 + lev, rad);
ident = TRUE;
break;
}
case SV_ROD_STONE_TO_MUD:
{
- if (wall_to_mud(dir)) ident = TRUE;
+ int 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;
}
/* Sound */
sound(SOUND_ZAP);
- ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE);
+ ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE, FALSE);
/* Increase the timeout by the rod kind's pval. -LM- */
if (use_charge) o_ptr->timeout += k_ptr->pval;
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;
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);
return w1 <= w2;
}
-/*
+
+/*!
+ * @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))
{
- switch (o_ptr->xtra2)
- {
- case ACT_SUNLIGHT:
- case ACT_BO_MISS_1:
- case ACT_BA_POIS_1:
- case ACT_CONFUSE:
- case ACT_SLEEP:
- case ACT_CURE_LW:
- case ACT_CURE_POISON:
- case ACT_BERSERK:
- case ACT_LIGHT:
- case ACT_DEST_DOOR:
- case ACT_TELEPORT:
- lev = 10;
- break;
- case ACT_BO_ELEC_1:
- case ACT_BO_ACID_1:
- case ACT_BO_COLD_1:
- case ACT_BO_FIRE_1:
- case ACT_MAP_LIGHT:
- case ACT_STONE_MUD:
- case ACT_CURE_MW:
- case ACT_QUAKE:
- lev = 20;
- break;
- case ACT_DRAIN_1:
- case ACT_TELE_AWAY:
- case ACT_ESP:
- case ACT_RESIST_ALL:
- case ACT_DETECT_ALL:
- case ACT_RECALL:
- case ACT_SATIATE:
- case ACT_RECHARGE:
- lev = 30;
- break;
- case ACT_BA_COLD_1:
- case ACT_BA_FIRE_1:
- case ACT_TERROR:
- case ACT_PROT_EVIL:
- case ACT_ID_PLAIN:
- case ACT_REST_LIFE:
- case ACT_SPEED:
- case ACT_BANISH_EVIL:
- lev = 40;
- break;
- case ACT_DRAIN_2:
- case ACT_VAMPIRE_1:
- case ACT_BO_MISS_2:
- case ACT_BA_FIRE_2:
- case ACT_WHIRLWIND:
- case ACT_CHARM_ANIMAL:
- case ACT_SUMMON_ANIMAL:
- case ACT_DISP_EVIL:
- case ACT_DISP_GOOD:
- case ACT_XTRA_SPEED:
- case ACT_DETECT_XTRA:
- case ACT_ID_FULL:
- lev = 50;
- break;
- case ACT_VAMPIRE_2:
- case ACT_BA_COLD_3:
- case ACT_BA_ELEC_3:
- case ACT_GENOCIDE:
- case ACT_CHARM_UNDEAD:
- case ACT_CHARM_OTHER:
- case ACT_SUMMON_PHANTOM:
- case ACT_SUMMON_ELEMENTAL:
- case ACT_RUNE_EXPLO:
- lev = 60;
- break;
- case ACT_MASS_GENO:
- case ACT_CHARM_ANIMALS:
- case ACT_CHARM_OTHERS:
- case ACT_CURE_700:
- case ACT_RUNE_PROT:
- case ACT_ALCHEMY:
- case ACT_REST_ALL:
- lev = 70;
- break;
- case ACT_CALL_CHAOS:
- case ACT_ROCKET:
- case ACT_BA_MISS_3:
- case ACT_CURE_1000:
- case ACT_DIM_DOOR:
- case ACT_SUMMON_UNDEAD:
- case ACT_SUMMON_DEMON:
- lev = 80;
- break;
- case ACT_WRAITH:
- case ACT_INVULN:
- lev = 100;
- break;
- default:
- lev = 0;
- }
- }
- else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
-
- /* Base chance of success */
- chance = p_ptr->skill_dev;
-
- /* Confusion hurts skill */
- if (p_ptr->confused) chance = chance / 2;
-
- fail = lev+5;
- if (chance > fail) fail -= (chance - fail)*2;
- else chance -= (fail - chance)*2;
- if (fail < USE_DEVICE) fail = USE_DEVICE;
- if (chance < USE_DEVICE) chance = USE_DEVICE;
-
- 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
-
- sound(SOUND_FAIL);
- return;
- }
-
- if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
- else if (chance > fail)
- {
- if (randint0(chance*2) < fail) success = FALSE;
- else success = TRUE;
- }
- else
- {
- if (randint0(fail*2) < chance) success = TRUE;
- else success = FALSE;
- }
-
- /* Roll for usage */
- 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
-
- 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
-
- return;
- }
-
-
- /* Activate the artifact */
-#ifdef JP
- msg_print("»ÏÆ°¤µ¤»¤¿...");
-#else
- msg_print("You activate it...");
-#endif
-
-
- /* Sound */
- sound(SOUND_ZAP);
-
-
- if (o_ptr->art_name && o_ptr->xtra2)
- {
- (void)activate_random_artifact(o_ptr);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Success */
- return;
- }
-
- /* Artifacts */
- else if (object_is_fixed_artifact(o_ptr))
- {
- /* Choose effect */
- switch (o_ptr->name1)
- {
- case ART_GALADRIEL:
- {
-#ifdef JP
- msg_print("ààÎÜÉÓ¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...");
-#else
- msg_print("The phial wells with clear light...");
-#endif
-
- lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(10) + 10;
- break;
- }
-
- case ART_ELENDIL:
- {
-#ifdef JP
- msg_print("À±¤¬âÁ¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("The star shines brightly...");
-#endif
-
- map_area(DETECT_RAD_MAP);
- lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(50) + 50;
- break;
- }
-
- case ART_JUDGE:
- {
-#ifdef JP
-msg_print("¤½¤ÎÊõÀФÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª");
-#else
- msg_print("The Jewel flashes bright red!");
-#endif
-
- chg_virtue(V_KNOWLEDGE, 1);
- chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE);
-#ifdef JP
-msg_print("¤½¤ÎÊõÀФϤ¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...");
-take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
-#else
- msg_print("The Jewel drains your vitality...");
- take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
-#endif
-
- (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
-
-#ifdef JP
-if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Activate recall? "))
-#endif
-
- {
- (void)word_of_recall();
- }
-
- o_ptr->timeout = randint0(20) + 20;
- break;
- }
-
- case ART_CARLAMMAS:
- {
-#ifdef JP
- msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
- msg_print("The amulet lets out a shrill wail...");
-#endif
-
- k = 3 * p_ptr->lev;
- (void)set_protevil(randint1(25) + k, FALSE);
- o_ptr->timeout = randint0(225) + 225;
- break;
- }
-
- case ART_INGWE:
- {
-#ifdef JP
- msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
-#else
- msg_print("The amulet floods the area with goodness...");
-#endif
-
- dispel_evil(p_ptr->lev * 5);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case ART_YATA:
- {
-#ifdef JP
- msg_print("¶À¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
-#else
- msg_print("The mirror floods the area with goodness...");
-#endif
-
- dispel_evil(p_ptr->lev * 5);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case ART_FRAKIR:
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Õ¥é¥¥¢¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£");
-#else
- msg_print("You order Frakir to strangle your opponent.");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- if (drain_life(dir, 100))
- o_ptr->timeout = randint0(100) + 100;
- break;
- }
-
- case ART_TULKAS:
- {
-#ifdef JP
- msg_print("»ØÎؤÏÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("The ring glows brightly...");
-#endif
-
- (void)set_fast(randint1(75) + 75, FALSE);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case ART_NARYA:
- {
-#ifdef JP
- msg_print("»ØÎؤϿ¼¹È¤Ëµ±¤¤¤¿...");
-#else
- msg_print("The ring glows deep red...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 300, 3);
- o_ptr->timeout = randint0(225) + 225;
- break;
- }
-
- case ART_NENYA:
- {
-#ifdef JP
- msg_print("»ØÎؤÏÇò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("The ring glows bright white...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 400, 3);
- o_ptr->timeout = randint0(325) + 325;
- break;
- }
-
- case ART_VILYA:
- case ART_GOURYU:
- {
-#ifdef JP
- msg_format("%s¤Ï¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_VILYA ? "»ØÎØ" : "¥½¡¼¥É");
-#else
- msg_format("The %s glows deep blue...", o_ptr->name1 == ART_VILYA ? "ring" : "sword");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_ELEC, dir, 500, 3);
- o_ptr->timeout = randint0(425) + 425;
- break;
- }
-
- case ART_POWER:
- case ART_AHO:
- {
-#ifdef JP
- msg_print("»ØÎؤϼ¿¹õ¤Ëµ±¤¤¤¿...");
-#else
- msg_print("The ring glows intensely black...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- ring_of_power(dir);
- o_ptr->timeout = randint0(450) + 450;
- break;
- }
-
- case ART_RAZORBACK:
- {
- int num = damroll(5, 3);
- int y, x;
- int attempts;
-
-#ifdef JP
- msg_print("³»¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your armor is surrounded by lightning...");
-#endif
-
-
- for (k = 0; k < num; k++)
- {
- attempts = 1000;
-
- while (attempts--)
- {
- scatter(&y, &x, py, px, 4, 0);
-
- if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
-
- if (!player_bold(y, x)) break;
- }
-
- project(0, 3, y, x, 150, GF_ELEC,
- (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
- }
-
- o_ptr->timeout = 1000;
- break;
- }
-
- case ART_BLADETURNER:
- {
- if (!get_aim_dir(&dir)) return;
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe the elements.");
-#endif
-
- fire_ball(GF_MISSILE, dir, 300, 4);
-#ifdef JP
- msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your armor glows many colours...");
-#endif
-
- (void)set_afraid(0);
- (void)set_hero(randint1(50) + 50, FALSE);
- (void)hp_player(10);
- (void)set_blessed(randint1(50) + 50, FALSE);
- (void)set_oppose_acid(randint1(50) + 50, FALSE);
- (void)set_oppose_elec(randint1(50) + 50, FALSE);
- (void)set_oppose_fire(randint1(50) + 50, FALSE);
- (void)set_oppose_cold(randint1(50) + 50, FALSE);
- (void)set_oppose_pois(randint1(50) + 50, FALSE);
- o_ptr->timeout = 400;
- break;
- }
-
- case ART_SOULKEEPER:
- {
-#ifdef JP
- msg_print("³»¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
- msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
-#else
- msg_print("Your armor glows a bright white...");
- msg_print("You feel much better...");
-#endif
-
- (void)hp_player(1000);
- (void)set_cut(0);
- o_ptr->timeout = 888;
- break;
- }
-
- case ART_LOHENGRIN:
- {
-#ifdef JP
-msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
-#else
- msg_print("A heavenly choir sings...");
-#endif
-
- (void)set_poisoned(0);
- (void)set_cut(0);
- (void)set_stun(0);
- (void)set_confused(0);
- (void)set_blind(0);
- (void)set_afraid(0);
- (void)set_hero(randint1(25) + 25, FALSE);
- (void)hp_player(777);
- o_ptr->timeout = 300;
- break;
- }
-
- case ART_JULIAN:
- {
-#ifdef JP
- msg_print("³»¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your armor glows deep blue...");
-#endif
-
- (void)symbol_genocide(200, TRUE);
- o_ptr->timeout = 500;
- break;
- }
-
- case ART_CASPANION:
- {
-#ifdef JP
- msg_print("³»¤¬ÀÖ¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your armor glows bright red...");
-#endif
-
- destroy_doors_touch();
- o_ptr->timeout = 10;
- break;
- }
-
- case ART_DOR:
- case ART_TERROR:
- case ART_STONEMASK:
- {
- turn_monsters(40 + p_ptr->lev);
- o_ptr->timeout = 3 * (p_ptr->lev + 10);
-
- break;
- }
-
- case ART_HOLHENNETH:
- {
-#ifdef JP
- msg_print("¥Ø¥ë¥á¥Ã¥È¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
- msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
-#else
- msg_print("Your helm glows bright white...");
- msg_print("An image forms in your mind...");
-#endif
-
- detect_all(DETECT_RAD_DEFAULT);
- o_ptr->timeout = randint0(55) + 55;
- break;
- }
-
- case ART_AMBER:
- {
-#ifdef JP
- msg_print("²¦´§¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
- msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
-#else
- msg_print("Your crown glows deep blue...");
- msg_print("You feel a warm tingling inside...");
-#endif
-
- (void)hp_player(700);
- (void)set_cut(0);
- o_ptr->timeout = 250;
- break;
- }
-
- case ART_COLLUIN:
- case ART_SEIRYU:
- {
-#ifdef JP
- msg_format("%s¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_COLLUIN ? "¥¯¥í¡¼¥¯" : "³»");
-#else
- msg_format("Your %s glows many colours...", o_ptr->name1 == ART_COLLUIN ? "cloak" : "armor");
-#endif
-
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- (void)set_oppose_pois(randint1(20) + 20, FALSE);
- o_ptr->timeout = 111;
- break;
- }
-
- case ART_HOLCOLLETH:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your cloak glows deep blue...");
-#endif
-
- sleep_monsters_touch();
- o_ptr->timeout = 55;
- break;
- }
-
- case ART_THINGOL:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬²«¿§¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your cloak glows bright yellow...");
-#endif
-
- recharge(130);
- o_ptr->timeout = 70;
- break;
- }
-
- case ART_COLANNON:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬ÊÕ¤ê¤Î¶õ´Ö¤ò¤æ¤¬¤Þ¤»¤¿...");
-#else
- msg_print("Your cloak twists space around you...");
-#endif
-
- teleport_player(100, 0L);
- o_ptr->timeout = 45;
- break;
- }
-
- case ART_LUTHIEN:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your cloak glows a deep red...");
-#endif
-
- restore_level();
- o_ptr->timeout = 450;
- break;
- }
-
- case ART_CAMMITHRIM:
- {
-#ifdef JP
- msg_print("¥°¥í¡¼¥Ö¤¬âÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your gloves glow extremely brightly...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_MISSILE, dir, damroll(2, 6));
- o_ptr->timeout = 2;
- break;
- }
-
- case ART_PAURHACH:
- {
-#ifdef JP
- msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your gauntlets are covered in fire...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_FIRE, dir, damroll(9, 8));
- o_ptr->timeout = randint0(8) + 8;
- break;
- }
-
- case ART_PAURNIMMEN:
- {
-#ifdef JP
- msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your gauntlets are covered in frost...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_COLD, dir, damroll(6, 8));
- o_ptr->timeout = randint0(7) + 7;
- break;
- }
-
- case ART_PAURAEGEN:
- {
-#ifdef JP
- msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your gauntlets are covered in sparks...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ELEC, dir, damroll(4, 8));
- o_ptr->timeout = randint0(5) + 5;
- break;
- }
-
- case ART_PAURNEN:
- {
-#ifdef JP
- msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬»À¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your gauntlets are covered in acid...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ACID, dir, damroll(5, 8));
- o_ptr->timeout = randint0(6) + 6;
- break;
- }
-
- case ART_FINGOLFIN:
- {
-#ifdef JP
- msg_print("¥»¥¹¥¿¥¹¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
-#else
- msg_print("Your cesti grows magical spikes...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ARROW, dir, 150);
- o_ptr->timeout = randint0(90) + 90;
- break;
- }
-
- case ART_FEANOR:
- {
-#ifdef JP
- msg_print("¥Ö¡¼¥Ä¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your boots glow bright green...");
-#endif
-
- (void)set_fast(randint1(20) + 20, FALSE);
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_FLORA:
- {
-#ifdef JP
- msg_print("¥Ö¡¼¥Ä¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your boots glow deep blue...");
-#endif
-
- (void)set_afraid(0);
- (void)set_poisoned(0);
- o_ptr->timeout = 5;
- break;
- }
-
- case ART_NARTHANC:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your dagger is covered in fire...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_FIRE, dir, damroll(9, 8));
- o_ptr->timeout = randint0(8) + 8;
- break;
- }
-
- case ART_NIMTHANC:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your dagger is covered in frost...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_COLD, dir, damroll(6, 8));
- o_ptr->timeout = randint0(7) + 7;
- break;
- }
-
- case ART_DETHANC:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your dagger is covered in sparks...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ELEC, dir, damroll(4, 8));
- o_ptr->timeout = randint0(5) + 5;
- break;
- }
-
- case ART_RILIA:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬¿¼¤¤Îп§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
-#else
- msg_print("Your dagger throbs deep green...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_POIS, dir, 12, 3);
- o_ptr->timeout = randint0(4) + 4;
- break;
- }
-
- case ART_NUMAHOKO:
- {
-#ifdef JP
- msg_print("Ì·¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
-#else
- msg_print("Your dagger throbs deep blue...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_WATER, dir, 200, 3);
- o_ptr->timeout = 250;
- break;
- }
-
- case ART_FIONA:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your dagger is covered in frost...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 48, 2);
- o_ptr->timeout = randint0(5) + 5;
- break;
- }
-
- case ART_KUSANAGI:
- case ART_WEREWINDLE:
- {
- switch (randint1(13))
- {
- case 1: case 2: case 3: case 4: case 5:
- teleport_player(10, 0L);
- break;
- case 6: case 7: case 8: case 9: case 10:
- teleport_player(222, 0L);
- break;
- case 11: case 12:
- (void)stair_creation();
- break;
- default:
-#ifdef JP
-if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Leave this level? "))
-#endif
-
- {
- if (autosave_l) do_cmd_save_game(TRUE);
-
- /* Leaving */
- p_ptr->leaving = TRUE;
- }
- }
- o_ptr->timeout = 35;
- break;
- }
-
- case ART_KAMUI:
- {
- teleport_player(222, 0L);
- o_ptr->timeout = 25;
- break;
- }
-
- case ART_RINGIL:
- {
-#ifdef JP
- msg_print("¥½¡¼¥É¤¬ÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your sword glows an intense blue...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 100, 2);
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_DAWN:
- {
-#ifdef JP
-msg_print("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon the Legion of the Dawn.");
-#endif
-
- (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
- o_ptr->timeout = 500 + randint1(500);
- break;
- }
-
- case ART_ANDURIL:
- {
-#ifdef JP
- msg_print("¥½¡¼¥É¤¬ÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your sword glows an intense red...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 72, 2);
- o_ptr->timeout = 400;
- break;
- }
-
- case ART_THEODEN:
- {
-#ifdef JP
- msg_print("¥¢¥Ã¥¯¥¹¤Î¿Ï¤¬¹õ¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your axe blade glows black...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- drain_life(dir, 120);
- o_ptr->timeout = 400;
- break;
- }
-
- case ART_RUNESPEAR:
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÎÁä¤ÏÅŵ¤¤Ç¥¹¥Ñ¡¼¥¯¤·¤Æ¤¤¤ë...");
-#else
- msg_print("Your spear crackles with electricity...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_ELEC, dir, 100, 3);
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_AEGLOS:
- {
-#ifdef JP
- msg_print("¥¹¥Ô¥¢¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your spear glows a bright white...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 100, 3);
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_DESTINY:
- {
-#ifdef JP
- msg_print("¥¹¥Ô¥¢¤¬¸ÝÆ°¤·¤¿...");
-#else
- msg_print("Your spear pulsates...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- wall_to_mud(dir);
- o_ptr->timeout = 5;
- break;
- }
-
- case ART_NAIN:
- {
-#ifdef JP
- msg_print("¤Ä¤ë¤Ï¤·¤¬¸ÝÆ°¤·¤¿...");
-#else
- msg_print("Your mattock pulsates...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- wall_to_mud(dir);
- o_ptr->timeout = 2;
- break;
- }
-
- case ART_EONWE:
- {
-#ifdef JP
- msg_print("¥¢¥Ã¥¯¥¹¤«¤é¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
- msg_print("Your axe lets out a long, shrill note...");
-#endif
-
- (void)mass_genocide(200, TRUE);
- o_ptr->timeout = 1000;
- break;
- }
-
- case ART_LOTHARANG:
- {
-#ifdef JP
- msg_print("¥Ð¥È¥ë¡¦¥¢¥Ã¥¯¥¹¤¬¿¼»ç¤Î¸÷¤òÊü¼Í¤·¤¿...");
-#else
- msg_print("Your battle axe radiates deep purple...");
-#endif
-
- hp_player(damroll(4, 8));
- (void)set_cut((p_ptr->cut / 2) - 50);
- o_ptr->timeout = randint0(3) + 3;
- break;
- }
-
- case ART_ULMO:
- {
-#ifdef JP
- msg_print("¥È¥é¥¤¥Ç¥ó¥È¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your trident glows deep red...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- teleport_monster(dir);
- o_ptr->timeout = 150;
- break;
- }
-
- case ART_AVAVIR:
- {
-#ifdef JP
- msg_print("Âç³ù¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your scythe glows soft white...");
-#endif
- if (!word_of_recall()) return;
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_MAGATAMA:
- {
-#ifdef JP
- msg_print("¸û¶Ì¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your scythe glows soft white...");
-#endif
- if (!word_of_recall()) return;
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_TOTILA:
- {
-#ifdef JP
- msg_print("¥Õ¥ì¥¤¥ë¤¬ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤¿...");
-#else
- msg_print("Your flail glows in scintillating colours...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- confuse_monster(dir, 20);
- o_ptr->timeout = 15;
- break;
- }
-
- case ART_FIRESTAR:
- {
-#ifdef JP
- msg_print("¥â¡¼¥Ë¥ó¥°¥¹¥¿¡¼¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...");
-#else
- msg_print("Your morning star rages in fire...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 72, 3);
- o_ptr->timeout = 100;
- break;
- }
-
- case ART_GOTHMOG:
- {
-#ifdef JP
- msg_print("¥à¥Á¤¬¿¼¤¤ÀÖ¿§¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your whip glows deep red...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 120, 3);
- o_ptr->timeout = 15;
- break;
- }
-
- case ART_TARATOL:
- {
-#ifdef JP
- msg_print("¥á¥¤¥¹¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your mace glows bright green...");
-#endif
-
- (void)set_fast(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(100) + 100;
- break;
- }
-
- case ART_ERIRIL:
- {
-#ifdef JP
- msg_print("¥¯¥©¡¼¥¿¡¼¥¹¥¿¥Ã¥Õ¤¬²«¿§¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your quarterstaff glows yellow...");
-#endif
-
- if (!ident_spell(FALSE)) return;
- o_ptr->timeout = 10;
- break;
- }
-
- case ART_GANDALF:
- {
-#ifdef JP
- msg_print("¾ó¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your quarterstaff glows brightly...");
-#endif
-
- detect_all(DETECT_RAD_DEFAULT);
- probing();
- identify_fully(FALSE);
- o_ptr->timeout = 100;
- break;
- }
-
- case ART_TURMIL:
- {
-#ifdef JP
- msg_print("¥Ï¥ó¥Þ¡¼¤¬Çò¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your hammer glows white...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- drain_life(dir, 90);
- o_ptr->timeout = 70;
- break;
- }
-
- case ART_BRAND:
- {
-#ifdef JP
- msg_print("¥¯¥í¥¹¥Ü¥¦¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your crossbow glows deep red...");
-#endif
-
- (void)brand_bolts();
- o_ptr->timeout = 999;
- break;
- }
- case ART_CRIMSON:
- {
- int num = 1;
- int i;
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- int tx, ty;
-#ifdef JP
- msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
-#else
- msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
-#endif
-
- if (!get_aim_dir(&dir)) return;
-
- /* Use the given direction */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
-
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
-
- if (p_ptr->pclass == CLASS_ARCHER)
- {
- /* Extra shot at level 10 */
- if (p_ptr->lev >= 10) num++;
-
- /* Extra shot at level 30 */
- if (p_ptr->lev >= 30) num++;
-
- /* Extra shot at level 45 */
- if (p_ptr->lev >= 45) num++;
- }
-
- for (i = 0; i < num; i++)
- project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
- o_ptr->timeout = 15;
- break;
- }
- case ART_PALANTIR:
- {
- monster_type *m_ptr;
- monster_race *r_ptr;
- int i;
-
-#ifdef JP
- msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
-#else
- msg_print("Some strange places show up in your mind. And you see ...");
-#endif
-
- /* Process the monsters (backwards) */
- for (i = m_max - 1; i >= 1; i--)
- {
- /* Access the monster */
- m_ptr = &m_list[i];
-
- /* Ignore "dead" monsters */
- if (!m_ptr->r_idx) continue;
-
- r_ptr = &r_info[m_ptr->r_idx];
-
- if(r_ptr->flags1 & RF1_UNIQUE)
- {
-#ifdef JP
- msg_format("%s¡¥ ",r_name + r_ptr->name);
-#else
- msg_format("%s. ",r_name + r_ptr->name);
-#endif
- }
- }
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_STONE_LORE:
- {
-#ifdef JP
- msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
-#else
- msg_print("The stone reveals hidden mysteries...");
-#endif
- if (!ident_spell(FALSE)) return;
-
- if (mp_ptr->spell_book)
- {
- /* Sufficient mana */
- if (20 <= p_ptr->csp)
- {
- /* Use some mana */
- p_ptr->csp -= 20;
- }
-
- /* Over-exert the player */
- else
- {
- int oops = 20 - p_ptr->csp;
-
- /* No mana left */
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
-
- /* Message */
-#ifdef JP
- msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("You are too weak to control the stone!");
-#endif
-
- /* Hack -- Bypass free action */
- (void)set_paralyzed(p_ptr->paralyzed +
- randint1(5 * oops + 1));
-
- /* Confusing. */
- (void)set_confused(p_ptr->confused +
- randint1(5 * oops + 1));
- }
-
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
- }
-
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
-#endif
-
- /* Confusing. */
- if (one_in_(5)) (void)set_confused(p_ptr->confused +
- randint1(10));
-
- /* Exercise a little care... */
- if (one_in_(20))
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
-#endif
- o_ptr->timeout = 0;
- break;
- }
-
- case ART_BOROMIR:
- {
- if (music_singing_any()) stop_singing();
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!");
-#else
- msg_print("You wind a mighty blast; your enemies tremble!");
-#endif
- (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
- o_ptr->timeout = randint0(40) + 40;
- break;
- }
- case ART_FARAMIR:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
-#else
- msg_print("You exterminate small life.");
-#endif
- (void)dispel_monsters(4);
- o_ptr->timeout = randint0(55) + 55;
- break;
- }
-
- case ART_HIMRING:
- {
-#ifdef JP
- msg_print("Æߤ¤²»¤¬ÊÕ¤ê¤òÊñ¤ß¤³¤ó¤À¡£");
-#else
- msg_print("A shrill wailing sound surrounds you.");
-#endif
- (void)set_protevil(randint1(25) + p_ptr->lev, FALSE);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case ART_ICANUS:
- {
-
-#ifdef JP
- msg_print("¥í¡¼¥Ö¤¬½ã¿è¤ÊËâÎϤǿ̤¨¤¿¡£");
-#else
- msg_print("The robe pulsates with raw mana...");
-#endif
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_MANA, dir, 120);
- o_ptr->timeout = randint0(120) + 120;
- break;
- }
- case ART_HURIN:
- {
- (void)set_fast(randint1(50) + 50, FALSE);
- hp_player(10);
- set_afraid(0);
- set_hero(randint1(50) + 50, FALSE);
- o_ptr->timeout = randint0(200) + 100;
- break;
- }
- case ART_GIL_GALAD:
- {
-#ifdef JP
- msg_print("¥·¡¼¥ë¥É¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your shield gleams with blinding light...");
-#endif
- fire_ball(GF_LITE, 0, 300, 6);
- confuse_monsters(3 * p_ptr->lev / 2);
- o_ptr->timeout = 250;
- break;
- }
- case ART_YENDOR:
- {
-#ifdef JP
- msg_print("¥«¡¼¥É¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your card gleams with blinding light...");
-#endif
- if (!recharge(1000)) return;
- o_ptr->timeout = 200;
- break;
- }
- case ART_MURAMASA:
- {
-#ifdef JP
- if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Are you sure?!"))
-#endif
- {
-#ifdef JP
- msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
-#else
- msg_print("The Muramasa pulsates...");
-#endif
- do_inc_stat(A_STR);
- if (one_in_(2))
- {
-#ifdef JP
- msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
-#else
- msg_print("The Muramasa is destroyed!");
-#endif
- curse_weapon(TRUE, item);
- }
- }
- break;
- }
- case ART_FLY_STONE:
- {
-#ifdef JP
- msg_print("ÀФ¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your stone glows pale...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_MANA, dir, 400, 4);
- o_ptr->timeout = randint0(250) + 250;
- break;
- }
- case ART_TAIKOBO:
- {
- int x, y;
-
- if (!get_rep_dir2(&dir)) return;
- y = py+ddy[dir];
- x = px+ddx[dir];
- tsuri_dir = dir;
- if (!cave_have_flag_bold(y, x, FF_WATER))
- {
-#ifdef JP
- msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
-#else
- msg_print("There is no fishing place.");
-#endif
- return;
- }
- else if (cave[y][x].m_idx)
- {
- char m_name[80];
- monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
-#ifdef JP
- msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
-#else
- msg_format("%^s is stand in your way.", m_name);
-#endif
- energy_use = 0;
- return;
- }
- set_action(ACTION_FISH);
- p_ptr->redraw |= (PR_STATE);
- break;
- }
- case ART_JONES:
- {
- if (!get_aim_dir(&dir)) return;
-#ifdef JP
- msg_print("¥à¥Á¤ò¿¤Ð¤·¤¿¡£");
-#else
- msg_print("You stretched your whip.");
-#endif
-
- fetch(dir, 500, TRUE);
- o_ptr->timeout = randint0(25) + 25;
- break;
- }
- case ART_ARRYU:
- {
- u32b mode = PM_ALLOW_GROUP;
- bool pet = !one_in_(5);
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
-
- if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
- {
-
- if (pet)
-#ifdef JP
- msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
- msg_print("A group of hounds appear as your servant.");
-#endif
-
- else
-#ifdef JP
- msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
-#else
- msg_print("A group of hounds appear as your enemy!");
-#endif
-
- }
-
- o_ptr->timeout = 300 + randint1(150);
- break;
- }
-
- case ART_GAEBOLG:
- {
-#ifdef JP
- msg_print("¥¹¥Ô¥¢¤ÏâÁ¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your spear grows brightly...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_LITE, dir, 200, 3);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case ART_INROU:
- {
- int count = 0, i;
- monster_type *m_ptr;
-#ifndef JP
- cptr kakusan = "";
-#endif
-
- if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
- {
-#ifdef JP
- msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
-#else
- msg_print("Suke-san apperars.");
- kakusan = "Suke-san";
-#endif
- count++;
- }
- if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
- {
-#ifdef JP
- msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
-#else
- msg_print("Kaku-san appears.");
- kakusan = "Kaku-san";
-#endif
- count++;
- }
- if (!count)
- {
- for (i = m_max - 1; i > 0; i--)
- {
- m_ptr = &m_list[i];
- if (!m_ptr->r_idx) continue;
- if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
- if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
- if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
- count++;
- break;
- }
- }
-
- if (count)
- {
-#ifdef JP
- msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
-#else
- msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
-#endif
-
- sukekaku = TRUE;
- stun_monsters(120);
- confuse_monsters(120);
- turn_monsters(120);
- stasis_monsters(120);
- sukekaku = FALSE;
- }
- else
- {
-#ifdef JP
- msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("Nothing happen.");
-#endif
- }
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case ART_HYOUSIGI:
- {
-#ifdef JP
- msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
-#else
- msg_print("You beat Your wooden clappers.");
-#endif
- aggravate_monsters(0);
- break;
- }
-
- case ART_MATOI:
- case ART_AEGISFANG:
- {
- (void)set_afraid(0);
- set_hero(randint1(25)+25, FALSE);
- hp_player(10);
- o_ptr->timeout = randint0(30) + 30;
- break;
- }
-
- case ART_EARENDIL:
- {
- (void)set_poisoned(0);
- (void)set_confused(0);
- (void)set_blind(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)set_image(0);
-
- o_ptr->timeout = 100;
- break;
- }
-
- case ART_BOLISHOI:
- {
- if (!get_aim_dir(&dir)) return;
- (void)charm_animal(dir, p_ptr->lev);
-
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_ARUNRUTH:
- {
-#ifdef JP
- msg_print("¥½¡¼¥É¤¬Ã¸¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your sword glows a pale blue...");
-#endif
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_COLD, dir, damroll(12, 8));
- o_ptr->timeout = 50;
- break;
- }
- case ART_BLOOD:
- {
-#ifdef JP
- msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your scythe glows brightly!");
-#endif
- get_bloody_moon_flags(o_ptr);
- o_ptr->timeout = 3333;
- if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
- p_ptr->update |= (PU_BONUS | PU_HP);
- break;
- }
- case ART_KESHO:
- {
-#ifdef JP
- msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
-#else
- msg_print("You stamp. (as if you are in a ring.)");
-#endif
- (void)set_afraid(0);
- (void)set_hero(randint1(20) + 20, FALSE);
- dispel_evil(p_ptr->lev * 3);
- o_ptr->timeout = 100 + randint1(100);
- break;
- }
- case ART_MOOK:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬Çò¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your cloak grows white.");
-#endif
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = 40 + randint1(40);
- break;
- }
- case ART_HERMIT:
- {
-#ifdef JP
- msg_print("¥à¥Á¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
- msg_print("The whip lets out a shrill wail...");
-#endif
-
- k = 3 * p_ptr->lev;
- (void)set_protevil(randint1(25) + k, FALSE);
- o_ptr->timeout = randint0(225) + 225;
- break;
- }
- case ART_JIZO:
- {
- u32b mode = PM_ALLOW_GROUP;
- bool pet = !one_in_(5);
- if (pet) mode |= PM_FORCE_PET;
-
- if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
- {
- if (pet)
-#ifdef JP
- msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
- msg_print("A group of octopuses appear as your servant.");
-#endif
-
- else
-#ifdef JP
- msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
-#else
- msg_print("A group of octopuses appear as your enemy!");
-#endif
-
- }
-
- o_ptr->timeout = 300 + randint1(150);
- break;
- }
-
- case ART_FUNDIN:
- {
-#ifdef JP
- msg_print("Å´µå¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
-#else
- msg_print("The iron ball floods the area with goodness...");
-#endif
-
- dispel_evil(p_ptr->lev * 5);
- o_ptr->timeout = randint0(100) + 100;
- break;
- }
-
- case ART_NIGHT:
- {
-#ifdef JP
- msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your amulet is coverd in pitch-darkness...");
-#endif
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_DARK, dir, 250, 4);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
- case ART_HELL:
- {
-#ifdef JP
- msg_print("¼óÎؤ¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your collar harness is coverd in pitch-darkness...");
-#endif
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_DARK, dir, 250, 4);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
- case ART_SACRED_KNIGHTS:
- {
-#ifdef JP
- msg_print("¼ó¾þ¤ê¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...");
-#else
- msg_print("Your amulet exhibits the truth...");
-#endif
- 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
- }
- (void)probing();
- break;
- }
- case ART_CHARMED:
- {
-#ifdef JP
- msg_print("¥Ú¥ó¥À¥ó¥È¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your pendant glows pale...");
-#endif
- if (p_ptr->pclass == CLASS_MAGIC_EATER)
- {
- int i;
- for (i = 0; i < EATER_EXT*2; i++)
- {
- p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
- if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
- }
- for (; i < EATER_EXT*3; i++)
- {
- int 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
- p_ptr->window |= (PW_PLAYER);
- }
- else if (p_ptr->csp < p_ptr->msp)
- {
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
-#ifdef JP
- msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
-#else
- msg_print("You feel your head clear.");
-#endif
-
- p_ptr->redraw |= (PR_MANA);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
- }
- o_ptr->timeout = 777;
- break;
- }
- }
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
- 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;
- }
- }
-
-
- if (o_ptr->name2 == EGO_TRUMP)
- {
- teleport_player(100, 0L);
- o_ptr->timeout = 50 + randint1(50);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
-
- if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
- {
- if (!o_ptr->xtra4 && ((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;
- return;
- }
- lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(10) + 10;
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- return;
- }
-
-
- if (o_ptr->name2 == EGO_EARTHQUAKES)
- {
- earthquake(py, px, 5);
- o_ptr->timeout = 100 + randint1(100);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
-
- if (o_ptr->name2 == EGO_JUMP)
- {
- teleport_player(10, 0L);
- o_ptr->timeout = 10 + randint1(10);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
-
- /* Hack -- Dragon Scale Mail can be activated as well */
- if (o_ptr->tval == TV_DRAG_ARMOR)
- {
- /* Get a direction for breathing (or abort) */
- if (!get_aim_dir(&dir)) return;
-
- if (music_singing_any()) stop_singing();
-
- /* Branch on the sub-type */
- switch (o_ptr->sval)
- {
- case SV_DRAGON_BLUE:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe lightning.");
-#endif
-
- fire_ball(GF_ELEC, dir, 100, -2);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case SV_DRAGON_WHITE:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe frost.");
-#endif
-
- fire_ball(GF_COLD, dir, 110, -2);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case SV_DRAGON_BLACK:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe acid.");
-#endif
-
- fire_ball(GF_ACID, dir, 130, -2);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case SV_DRAGON_GREEN:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÆÇ¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe poison gas.");
-#endif
-
- fire_ball(GF_POIS, dir, 150, -2);
- o_ptr->timeout = randint0(180) + 180;
- break;
- }
-
- case SV_DRAGON_RED:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe fire.");
-#endif
-
- fire_ball(GF_FIRE, dir, 200, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_MULTIHUED:
- {
- chance = randint0(5);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 1) ? "°ðºÊ" :
- ((chance == 2) ? "Î䵤" :
- ((chance == 3) ? "»À" :
- ((chance == 4) ? "ÆÇ¥¬¥¹" : "²Ð±ê")))));
-#else
- msg_format("You breathe %s.",
- ((chance == 1) ? "lightning" :
- ((chance == 2) ? "frost" :
- ((chance == 3) ? "acid" :
- ((chance == 4) ? "poison gas" : "fire")))));
-#endif
-
- fire_ball(((chance == 1) ? GF_ELEC :
- ((chance == 2) ? GF_COLD :
- ((chance == 3) ? GF_ACID :
- ((chance == 4) ? GF_POIS : GF_FIRE)))),
- dir, 250, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_BRONZE:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ïº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe confusion.");
-#endif
-
- fire_ball(GF_CONFUSION, dir, 120, -2);
- o_ptr->timeout = randint0(180) + 180;
- break;
- }
-
- case SV_DRAGON_GOLD:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe sound.");
-#endif
-
- fire_ball(GF_SOUND, dir, 130, -2);
- o_ptr->timeout = randint0(180) + 180;
- break;
- }
-
- case SV_DRAGON_CHAOS:
- {
- chance = randint0(2);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 1 ? "¥«¥ª¥¹" : "Îô²½")));
-#else
- msg_format("You breathe %s.",
- ((chance == 1 ? "chaos" : "disenchantment")));
-#endif
-
- fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
- dir, 220, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_LAW:
- {
- chance = randint0(2);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 1 ? "¹ì²»" : "ÇËÊÒ")));
-#else
- msg_format("You breathe %s.",
- ((chance == 1 ? "sound" : "shards")));
-#endif
-
- fire_ball((chance == 1 ? GF_SOUND : GF_SHARDS),
- dir, 230, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_BALANCE:
- {
- chance = randint0(4);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿",
- ((chance == 1) ? "¥«¥ª¥¹" :
- ((chance == 2) ? "Îô²½" :
- ((chance == 3) ? "¹ì²»" : "ÇËÊÒ"))));
-#else
- msg_format("You breathe %s.",
- ((chance == 1) ? "chaos" :
- ((chance == 2) ? "disenchantment" :
- ((chance == 3) ? "sound" : "shards"))));
-#endif
-
- fire_ball(((chance == 1) ? GF_CHAOS :
- ((chance == 2) ? GF_DISENCHANT :
- ((chance == 3) ? GF_SOUND : GF_SHARDS))),
- dir, 250, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_SHINING:
- {
- chance = randint0(2);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 0 ? "Á®¸÷" : "°Å¹õ")));
-#else
- msg_format("You breathe %s.",
- ((chance == 0 ? "light" : "darkness")));
-#endif
-
- fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, -2);
- o_ptr->timeout = randint0(200) + 200;
- 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;
- case SV_DRAGON_POWER:
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe the elements.");
-#endif
+ /* Base chance of success */
+ chance = p_ptr->skill_dev;
- fire_ball(GF_MISSILE, dir, 300, -3);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
- }
+ /* Confusion hurts skill */
+ if (p_ptr->confused) chance = chance / 2;
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
+ fail = lev+5;
+ if (chance > fail) fail -= (chance - fail)*2;
+ else chance -= (fail - chance)*2;
+ if (fail < USE_DEVICE) fail = USE_DEVICE;
+ if (chance < USE_DEVICE) chance = USE_DEVICE;
- /* Success */
+ if (world_player)
+ {
+ if (flush_failure) flush();
+ 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;
}
- else if (o_ptr->tval == TV_RING)
+ if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
+ else if (chance > fail)
{
- if (object_is_ego(o_ptr))
- {
- bool success = TRUE;
+ if (randint0(chance*2) < fail) success = FALSE;
+ else success = TRUE;
+ }
+ else
+ {
+ if (randint0(fail*2) < chance) success = TRUE;
+ else success = FALSE;
+ }
- switch (o_ptr->name2)
- {
- case EGO_RING_HERO:
- (void)set_afraid(0);
- (void)set_hero(randint1(25) + 25, FALSE);
- (void)hp_player(10);
- o_ptr->timeout = randint1(100)+100;
- break;
- case EGO_RING_MAGIC_MIS:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_MISSILE, dir, damroll(2, 6));
- o_ptr->timeout = 2;
- break;
- case EGO_RING_FIRE_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_FIRE, dir, damroll(9, 8));
- o_ptr->timeout = randint0(8) + 8;
- break;
- case EGO_RING_COLD_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_COLD, dir, damroll(6, 8));
- o_ptr->timeout = randint0(7) + 7;
- break;
- case EGO_RING_ELEC_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ELEC, dir, damroll(4, 8));
- o_ptr->timeout = randint0(5) + 5;
- break;
- case EGO_RING_ACID_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ACID, dir, damroll(5, 8));
- o_ptr->timeout = randint0(6) + 6;
- break;
- case EGO_RING_MANA_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_MANA, dir, 120);
- o_ptr->timeout = randint0(120)+120;
- break;
- case EGO_RING_FIRE_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 100, 2);
- o_ptr->timeout = randint0(80) + 80;
- break;
- case EGO_RING_COLD_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 100, 2);
- o_ptr->timeout = randint0(80) + 80;
- break;
- case EGO_RING_ELEC_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_ELEC, dir, 100, 2);
- o_ptr->timeout = randint0(80) + 80;
- break;
- case EGO_RING_ACID_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_ACID, dir, 100, 2);
- o_ptr->timeout = randint0(80) + 80;
- break;
- case EGO_RING_MANA_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_MANA, dir, 250, 2);
- o_ptr->timeout = 300;
- break;
- case EGO_RING_DRAGON_F:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 200, -2);
- if (o_ptr->sval == SV_RING_FLAMES)
- {
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = 200;
- }
- else o_ptr->timeout = 250;
- break;
- case EGO_RING_DRAGON_C:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 200, -2);
- if (o_ptr->sval == SV_RING_ICE)
- {
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = 200;
- }
- else o_ptr->timeout = 250;
- break;
- case EGO_RING_M_DETECT:
- (void)detect_monsters_invis(255);
- (void)detect_monsters_normal(255);
- o_ptr->timeout = 150;
- break;
- case EGO_RING_D_SPEED:
- (void)set_fast(randint1(30) + 15, FALSE);
- o_ptr->timeout = 100;
- break;
- case EGO_RING_BERSERKER:
- (void)set_afraid(0);
- (void)set_shero(randint1(25) + 25, FALSE);
- o_ptr->timeout = randint0(75)+75;
- break;
- case EGO_RING_TELE_AWAY:
- if (!get_aim_dir(&dir)) return;
- teleport_monster(dir);
- o_ptr->timeout = 150;
- break;
- case EGO_RING_TRUE:
- {
- int v = randint1(25)+25;
- (void)set_afraid(0);
- (void)set_hero(v, FALSE);
- (void)hp_player(10);
- (void)set_blessed(v, FALSE);
- (void)set_oppose_acid(v, FALSE);
- (void)set_oppose_elec(v, FALSE);
- (void)set_oppose_fire(v, FALSE);
- (void)set_oppose_cold(v, FALSE);
- (void)set_oppose_pois(v, FALSE);
- (void)set_ultimate_res(v, FALSE);
- o_ptr->timeout = 777;
- break;
- }
- default:
- success = FALSE;
- break;
- }
- if (success) return;
- }
+ /* Roll for usage */
+ if (!success)
+ {
+ if (flush_failure) flush();
+ 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;
+ }
- /* Get a direction for breathing (or abort) */
- if (!get_aim_dir(&dir)) return;
+ /* Check the recharge */
+ if (o_ptr->timeout)
+ {
+ msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades..."));
+ return;
+ }
- switch (o_ptr->sval)
- {
- case SV_RING_ACID:
- {
- fire_ball(GF_ACID, dir, 100, 2);
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- }
+ /* Some lights need enough fuel for activation */
+ if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) &&
+ ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
+ {
+ msg_print(_("燃料がない。", "It has no fuel."));
+ p_ptr->energy_use = 0;
+ return;
+ }
- case SV_RING_ICE:
- {
- fire_ball(GF_COLD, dir, 100, 2);
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- }
+ /* Activate the artifact */
+ msg_print(_("始動させた...", "You activate it..."));
- case SV_RING_FLAMES:
- {
- fire_ball(GF_FIRE, dir, 100, 2);
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- }
+ /* Sound */
+ sound(SOUND_ZAP);
- case SV_RING_ELEC:
- {
- fire_ball(GF_ELEC, dir, 100, 2);
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- }
- }
+ /* Activate object */
+ if (activation_index(o_ptr))
+ {
+ (void)activate_random_artifact(o_ptr);
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
return;
}
- else if (o_ptr->tval == TV_AMULET)
- {
- if (object_is_ego(o_ptr))
- {
- switch (o_ptr->name2)
- {
- case EGO_AMU_IDENT:
- if (!ident_spell(FALSE)) return;
- o_ptr->timeout = 10;
- break;
- case EGO_AMU_CHARM:
- if (!get_aim_dir(&dir)) return;
- charm_monster(dir, MAX(20, p_ptr->lev));
- o_ptr->timeout = 200;
- break;
- case EGO_AMU_JUMP:
- teleport_player(10, 0L);
- o_ptr->timeout = randint0(10) + 10;
- break;
- case EGO_AMU_TELEPORT:
- teleport_player(100, 0L);
- o_ptr->timeout = randint0(50) + 50;
- break;
- case EGO_AMU_D_DOOR:
- (void)dimension_door();
- o_ptr->timeout = 200;
- break;
- case EGO_AMU_RES_FIRE_:
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- case EGO_AMU_RES_COLD_:
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- case EGO_AMU_RES_ELEC_:
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- case EGO_AMU_RES_ACID_:
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- break;
- case EGO_AMU_DETECTION:
- detect_all(DETECT_RAD_DEFAULT);
- o_ptr->timeout = randint0(55)+55;
- break;
- }
- }
- return;
- }
-
+ /* Special items */
else if (o_ptr->tval == TV_WHISTLE)
{
if (music_singing_any()) stop_singing();
+ if (hex_spelling_any()) stop_hex_spell_all();
#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
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 */
}
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;
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)
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;
}
}
}
+/*!
+ * @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 int select_magic_eater(bool only_browse)
{
int ext=0;
}
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("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", 0, 0);
+ 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);
- prt("Which type of magic do you use?", 0, 0);
#endif
+
+ 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 */
-#ifdef JP
-(void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©");
-#else
- (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Use which power? ");
-#endif
+ 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, _("('*'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 */
screen_save();
/* 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,
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;
prt(&temp[j], line, 10);
line++;
}
-
-#ifdef JP
- prt("²¿¤«¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£",0,0);
-#else
- prt("Hit any key.",0,0);
-#endif
- (void)inkey();
+
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。
*/
-void do_cmd_magic_eater(bool only_browse)
+bool do_cmd_magic_eater(bool only_browse, bool powerful)
{
int item, chance, level, k_idx, tval, 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
-
- return;
+ 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;
- return;
+ 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;}
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;
+ return TRUE;
}
else
{
if (tval == TV_ROD)
{
if ((sval >= SV_ROD_MIN_DIRECTION) && (sval != SV_ROD_HAVOC) && (sval != SV_ROD_AGGRAVATE) && (sval != SV_ROD_PESTICIDE))
- if (!get_aim_dir(&dir)) return;
- rod_effect(sval, dir, &use_charge, TRUE);
- if (!use_charge) return;
+ if (!get_aim_dir(&dir)) return FALSE;
+ rod_effect(sval, dir, &use_charge, powerful, TRUE);
+ if (!use_charge) return FALSE;
}
else if (tval == TV_WAND)
{
- if (!get_aim_dir(&dir)) return;
- wand_effect(sval, dir, TRUE);
+ if (!get_aim_dir(&dir)) return FALSE;
+ wand_effect(sval, dir, powerful, TRUE);
}
else
{
- staff_effect(sval, &use_charge, TRUE, TRUE);
- if (!use_charge) return;
+ staff_effect(sval, &use_charge, powerful, TRUE, TRUE);
+ if (!use_charge) return FALSE;
}
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;
+
+ return TRUE;
}