-/* File: dungeonc */
-
-/*
- * 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.
+/*!
+ @file dungeon.c
+ @brief Angbandゲームエンジン / Angband game engine
+ @date 2013/12/31
+ @author
+ Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
+ This software may be copied and distributed for educational, research, and\n
+ not for profit purposes provided that this copyright and statement are\n
+ included in all such copies.\n
+ 2013 Deskull rearranged comment for Doxygen.
*/
-/* Purpose: Angband game engine */
-
#include "angband.h"
-
-#define TY_CURSE_CHANCE 200
-#define CHAINSWORD_NOISE 100
-
-static bool load = TRUE;
-static int wild_regen = 20;
-
-/*
- * Return a "feeling" (or NULL) about an item. Method 1 (Heavy).
- */
-static byte value_check_aux1(object_type *o_ptr)
-{
- /* Artifacts */
- if (object_is_artifact(o_ptr))
- {
- /* Cursed/Broken */
- if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_TERRIBLE;
-
- /* Normal */
- return FEEL_SPECIAL;
- }
-
- /* Ego-Items */
- if (object_is_ego(o_ptr))
- {
- /* Cursed/Broken */
- if (object_is_cursed(o_ptr) || object_is_broken(o_ptr)) return FEEL_WORTHLESS;
-
- /* Normal */
- return FEEL_EXCELLENT;
- }
-
- /* Cursed items */
- if (object_is_cursed(o_ptr)) return FEEL_CURSED;
-
- /* Broken items */
- if (object_is_broken(o_ptr)) return FEEL_BROKEN;
-
- if ((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) return FEEL_AVERAGE;
-
- /* Good "armor" bonus */
- if (o_ptr->to_a > 0) return FEEL_GOOD;
-
- /* Good "weapon" bonus */
- if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_GOOD;
-
- /* Default to "average" */
- return FEEL_AVERAGE;
-}
-
-
-/*
- * Return a "feeling" (or NULL) about an item. Method 2 (Light).
+#include "cmd-activate.h"
+#include "cmd-eat.h"
+#include "cmd-item.h"
+#include "cmd-magiceat.h"
+#include "cmd-quaff.h"
+#include "cmd-read.h"
+#include "cmd-usestaff.h"
+#include "cmd-zaprod.h"
+#include "cmd-zapwand.h"
+#include "cmd-pet.h"
+#include "floor-events.h"
+#include "object-curse.h"
+
+static bool load = TRUE; /*!<ロード処理中の分岐フラグ*/
+static int wild_regen = 20; /*!<広域マップ移動時の自然回復処理カウンタ(広域マップ1マス毎に20回処理を基本とする)*/
+
+/*!
+ * @brief 擬似鑑定を実際に行い判定を反映する
+ * @param slot 擬似鑑定を行うプレイヤーの所持リストID
+ * @param heavy 重度の擬似鑑定を行うならばTRUE
+ * @return なし
*/
-static byte value_check_aux2(object_type *o_ptr)
-{
- /* Cursed items (all of them) */
- if (object_is_cursed(o_ptr)) return FEEL_CURSED;
-
- /* Broken items (all of them) */
- if (object_is_broken(o_ptr)) return FEEL_BROKEN;
-
- /* Artifacts -- except cursed/broken ones */
- if (object_is_artifact(o_ptr)) return FEEL_UNCURSED;
-
- /* Ego-Items -- except cursed/broken ones */
- if (object_is_ego(o_ptr)) return FEEL_UNCURSED;
-
- /* Good armor bonus */
- if (o_ptr->to_a > 0) return FEEL_UNCURSED;
-
- /* Good weapon bonuses */
- if (o_ptr->to_h + o_ptr->to_d > 0) return FEEL_UNCURSED;
-
- /* No feeling */
- return FEEL_NONE;
-}
-
-
-
-static void sense_inventory_aux(int slot, bool heavy)
+static void sense_inventory_aux(INVENTORY_IDX slot, bool heavy)
{
byte feel;
object_type *o_ptr = &inventory[slot];
}
/* Stop everything */
- if (disturb_minor) disturb(0, 0);
+ if (disturb_minor) disturb(FALSE, FALSE);
/* Get an object description */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if (slot >= INVEN_RARM)
{
#ifdef JP
-msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
-describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
+ msg_format("%s%s(%c)は%sという感じがする...",
+ describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
#else
msg_format("You feel the %s (%c) you are %s %s %s...",
o_name, index_to_label(slot), describe_use(slot),
else
{
#ifdef JP
-msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
-o_name, index_to_label(slot),game_inscriptions[feel]);
+ msg_format("ザックの中の%s(%c)は%sという感じがする...",
+ o_name, index_to_label(slot),game_inscriptions[feel]);
#else
msg_format("You feel the %s (%c) in your pack %s %s...",
o_name, index_to_label(slot),
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
}
-/*
- * Sense the inventory
- *
- * Class 0 = Warrior --> fast and heavy
- * Class 1 = Mage --> slow and light
- * Class 2 = Priest --> fast but light
- * Class 3 = Rogue --> okay and heavy
- * Class 4 = Ranger --> slow but heavy (changed!)
- * Class 5 = Paladin --> slow but heavy
+/*!
+ * @brief 1プレイヤーターン毎に武器、防具の擬似鑑定が行われるかを判定する。
+ * @return なし
+ * @details
+ * Sense the inventory\n
+ *\n
+ * Class 0 = Warrior --> fast and heavy\n
+ * Class 1 = Mage --> slow and light\n
+ * Class 2 = Priest --> fast but light\n
+ * Class 3 = Rogue --> okay and heavy\n
+ * Class 4 = Ranger --> slow but heavy (changed!)\n
+ * Class 5 = Paladin --> slow but heavy\n
*/
static void sense_inventory1(void)
{
- int i;
- int plev = p_ptr->lev;
- bool heavy = FALSE;
+ INVENTORY_IDX i;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ bool heavy = FALSE;
object_type *o_ptr;
/* Heavy sensing */
heavy = TRUE;
- /* Done */
break;
}
/* Heavy sensing */
heavy = TRUE;
- /* Done */
break;
}
/* Very bad (light) sensing */
if (0 != randint0(240000L / (plev + 5))) return;
- /* Done */
break;
}
/* Good (light) sensing */
if (0 != randint0(10000L / (plev * plev + 40))) return;
- /* Done */
break;
}
/* Heavy sensing */
heavy = TRUE;
- /* Done */
break;
}
/* Changed! */
heavy = TRUE;
- /* Done */
break;
}
/* Heavy sensing */
heavy = TRUE;
- /* Done */
break;
}
/* Bad sensing */
if (0 != randint0(75000L / (plev * plev + 40))) return;
- /* Done */
break;
}
/* Bad sensing */
if (0 != randint0(55000L / (plev * plev + 40))) return;
- /* Done */
break;
}
/* Changed! */
heavy = TRUE;
- /* Done */
break;
}
/* Okay sensing */
if (0 != randint0(20000L / (plev * plev + 40))) return;
- /* Done */
break;
}
/* Heavy sensing */
heavy = TRUE;
- /* Done */
break;
}
/* Bad sensing */
if (0 != randint0(65000L / (plev * plev + 40))) return;
- /* Done */
break;
}
case CLASS_BERSERKER:
/* Heavy sensing */
heavy = TRUE;
- /* Done */
break;
}
}
}
}
-
+/*!
+ * @brief 1プレイヤーターン毎に武器、防具以外の擬似鑑定が行われるかを判定する。
+ * @return なし
+ */
static void sense_inventory2(void)
{
- int i;
- int plev = p_ptr->lev;
+ INVENTORY_IDX i;
+ PLAYER_LEVEL plev = p_ptr->lev;
object_type *o_ptr;
/* Very bad (light) sensing */
if (0 != randint0(240000L / (plev + 5))) return;
- /* Done */
break;
}
/* Bad sensing */
if (0 != randint0(95000L / (plev * plev + 40))) return;
- /* Done */
break;
}
/* Good sensing */
if (0 != randint0(20000L / (plev * plev + 40))) return;
- /* Done */
break;
}
/* Good sensing */
if (0 != randint0(9000L / (plev * plev + 40))) return;
- /* Done */
break;
}
/* Good sensing */
if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
- /* Done */
break;
}
}
}
}
-
-
-/*
- * Go to any level (ripped off from wiz_jump)
+/*!
+ * @brief パターン終点到達時のテレポート処理を行う
+ * @return なし
*/
static void pattern_teleport(void)
{
- int min_level = 0;
- int max_level = 99;
+ DEPTH min_level = 0;
+ DEPTH max_level = 99;
/* Ask for level */
-#ifdef JP
- if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Teleport level? "))
-#endif
-
+ if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
{
char ppp[80];
char tmp_val[160];
}
/* Prompt */
-#ifdef JP
- sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
-#else
- sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
-#endif
-
+ sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
/* Default */
- sprintf(tmp_val, "%d", dun_level);
+ sprintf(tmp_val, "%d", (int)dun_level);
/* Ask for a level */
if (!get_string(ppp, tmp_val, 10)) return;
/* Extract request */
- command_arg = atoi(tmp_val);
+ command_arg = (COMMAND_ARG)atoi(tmp_val);
}
-#ifdef JP
- else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
-#else
- else if (get_check("Normal teleport? "))
-#endif
+ else if (get_check(_("通常テレポート?", "Normal teleport? ")))
{
teleport_player(200, 0L);
return;
}
/* Paranoia */
- if (command_arg < min_level) command_arg = min_level;
+ if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
/* Paranoia */
- if (command_arg > max_level) command_arg = max_level;
+ if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
/* Accept request */
-#ifdef JP
- msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
-#else
- msg_format("You teleport to dungeon level %d.", command_arg);
-#endif
-
+ msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
if (autosave_l) do_cmd_save_game(TRUE);
if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
p_ptr->inside_quest = 0;
- energy_use = 0;
+ p_ptr->energy_use = 0;
/*
* Clear all saved floors
p_ptr->leaving = TRUE;
}
-
+/*!
+ * @brief 種族アンバライトが出血時パターンの上に乗った際のペナルティ処理
+ * @return なし
+ */
static void wreck_the_pattern(void)
{
- int to_ruin = 0, r_y, r_x;
- int pattern_type = f_info[cave[py][px].feat].subtype;
+ int to_ruin = 0;
+ POSITION r_y, r_x;
+ int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
if (pattern_type == PATTERN_TILE_WRECKED)
{
return;
}
-#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
- msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
-#else
- msg_print("You bleed on the Pattern!");
- msg_print("Something terrible happens!");
-#endif
+ msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
+ msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
if (!IS_INVULN())
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
-#endif
+ take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
to_ruin = randint1(45) + 35;
while (to_ruin--)
{
- scatter(&r_y, &r_x, py, px, 4, 0);
+ scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
if (pattern_tile(r_y, r_x) &&
(f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
}
}
- cave_set_feat(py, px, feat_pattern_corrupted);
+ cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
}
-
-/* Returns TRUE if we are on the Pattern... */
+/*!
+ * @brief 各種パターン地形上の特別な処理 / Returns TRUE if we are on the Pattern...
+ * @return 実際にパターン地形上にプレイヤーが居た場合はTRUEを返す。
+ */
static bool pattern_effect(void)
{
int pattern_type;
- if (!pattern_tile(py, px)) return FALSE;
+ if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
if ((prace_is_(RACE_AMBERITE)) &&
(p_ptr->cut > 0) && one_in_(10))
wreck_the_pattern();
}
- pattern_type = f_info[cave[py][px].feat].subtype;
+ pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
switch (pattern_type)
{
case PATTERN_TILE_END:
- (void)set_poisoned(0);
(void)set_image(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)set_blind(0);
- (void)set_afraid(0);
- (void)do_res_stat(A_STR);
- (void)do_res_stat(A_INT);
- (void)do_res_stat(A_WIS);
- (void)do_res_stat(A_DEX);
- (void)do_res_stat(A_CON);
- (void)do_res_stat(A_CHR);
+ (void)restore_all_status();
(void)restore_level();
- (void)hp_player(1000);
-
- cave_set_feat(py, px, feat_pattern_old);
+ (void)cure_critical_wounds(1000);
-#ifdef JP
- msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
-#else
- msg_print("This section of the Pattern looks less powerful.");
-#endif
+ cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
+ msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
/*
* We could make the healing effect of the
case PATTERN_TILE_WRECKED:
if (!IS_INVULN())
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
-#endif
+ take_hit(DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
break;
default:
if (prace_is_(RACE_AMBERITE) && !one_in_(2))
return TRUE;
else if (!IS_INVULN())
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
-#endif
+ take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
break;
}
}
-
-
-
-/*
- * Regenerate hit points -RAK-
+/*!
+ * @brief プレイヤーのHP自然回復処理 / Regenerate hit points -RAK-
+ * @param percent 回復比率
+ * @return なし
*/
static void regenhp(int percent)
{
/* Redraw */
p_ptr->redraw |= (PR_HP);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
wild_regen = 20;
}
-/*
- * Regenerate mana points
+/*!
+ * @brief プレイヤーのMP自然回復処理(regen_magic()のサブセット) / Regenerate mana points
+ * @param upkeep_factor ペット維持によるMPコスト量
+ * @param regen_amount 回復量
+ * @return なし
*/
static void regenmana(int upkeep_factor, int regen_amount)
{
/* Redraw */
p_ptr->redraw |= (PR_MANA);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
}
}
-
-
-/*
- * Regenerate magic
- * regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
+/*!
+ * @brief プレイヤーのMP自然回復処理 / Regenerate magic regen_amount: PY_REGEN_NORMAL * 2 (if resting) * 2 (if having regenarate)
+ * @param regen_amount 回復量
+ * @return なし
*/
static void regenmagic(int regen_amount)
{
}
-
-
-
-
-/*
- * Regenerate the monsters (once per 100 game turns)
- *
- * XXX XXX XXX Should probably be done during monster turns.
+/*!
+ * @brief 100ゲームターン毎のモンスターのHP自然回復処理 / Regenerate the monsters (once per 100 game turns)
+ * @return なし
+ * @note Should probably be done during monster turns.
*/
static void regen_monsters(void)
{
}
-/*
- * Regenerate the captured monsters (once per 30 game turns)
- *
- * XXX XXX XXX Should probably be done during monster turns.
+/*!
+ * @brief 30ゲームターン毎のボール中モンスターのHP自然回復処理 / Regenerate the captured monsters (once per 30 game turns)
+ * @return なし
+ * @note Should probably be done during monster turns.
*/
static void regen_captured_monsters(void)
{
if (r_ptr->flags2 & RF2_REGENERATE) frac *= 2;
/* Hack -- Regenerate */
- o_ptr->xtra4 += frac;
+ o_ptr->xtra4 += (XTRA16)frac;
/* Do not over-regenerate */
if (o_ptr->xtra4 > o_ptr->xtra5) o_ptr->xtra4 = o_ptr->xtra5;
/* Combine pack */
p_ptr->notice |= (PN_COMBINE);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
p_ptr->window |= (PW_EQUIP);
wild_regen = 20;
}
}
-
+/*!
+ * @brief 寿命つき光源の警告メッセージ処理
+ * @param o_ptr 現在光源として使っているオブジェクトの構造体参照ポインタ
+ * @return なし
+ */
static void notice_lite_change(object_type *o_ptr)
{
/* Hack -- notice interesting fuel steps */
if ((o_ptr->xtra4 < 100) || (!(o_ptr->xtra4 % 100)))
{
- /* Window stuff */
p_ptr->window |= (PW_EQUIP);
}
/* The light is now out */
else if (o_ptr->xtra4 == 0)
{
- disturb(0, 1);
-#ifdef JP
-msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("Your light has gone out!");
-#endif
+ disturb(FALSE, TRUE);
+ msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
/* Recalculate torch radius */
p_ptr->update |= (PU_TORCH);
if ((o_ptr->xtra4 < 50) && (!(o_ptr->xtra4 % 5))
&& (turn % (TURNS_PER_TICK*2)))
{
- if (disturb_minor) disturb(0, 1);
-#ifdef JP
-msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
-#else
- msg_print("Your light is growing faint.");
-#endif
-
+ if (disturb_minor) disturb(FALSE, TRUE);
+ msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
}
}
/* The light is getting dim */
else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
{
- if (disturb_minor) disturb(0, 1);
-#ifdef JP
-msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
-#else
- msg_print("Your light is growing faint.");
-#endif
-
+ if (disturb_minor) disturb(FALSE, TRUE);
+ msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
}
}
-
+/*!
+ * @brief クエスト階層から離脱する際の処理
+ * @return なし
+ */
void leave_quest_check(void)
{
/* Save quest number for dungeon pref file ($LEAVING_QUEST) */
}
}
+/*!
+ * @brief 「塔」クエストの各階層から離脱する際の処理
+ * @return なし
+ */
void leave_tower_check(void)
{
leaving_quest = p_ptr->inside_quest;
}
-/*
- * Forcibly pseudo-identify an object in the inventory
- * (or on the floor)
- *
- * note: currently this function allows pseudo-id of any object,
- * including silly ones like potions & scrolls, which always
- * get '{average}'. This should be changed, either to stop such
- * items from being pseudo-id'd, or to allow psychometry to
- * detect whether the unidentified potion/scroll/etc is
- * good (Cure Light Wounds, Restore Strength, etc) or
- * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
- */
-bool psychometry(void)
-{
- int item;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
- byte feel;
- cptr q, s;
- bool okay = FALSE;
-
- item_tester_no_ryoute = TRUE;
- /* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
-s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
- q = "Meditate on which item? ";
- s = "You have nothing appropriate.";
-#endif
-
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
- /* It is fully known, no information needed */
- if (object_is_known(o_ptr))
- {
-#ifdef JP
-msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You cannot find out anything more about that.");
-#endif
-
- return TRUE;
- }
-
- /* Check for a feeling */
- feel = value_check_aux1(o_ptr);
-
- /* Get an object description */
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Skip non-feelings */
- if (!feel)
- {
-#ifdef JP
-msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
-#else
- msg_format("You do not perceive anything unusual about the %s.", o_name);
-#endif
-
- return TRUE;
- }
-
-#ifdef JP
-msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
- o_name, game_inscriptions[feel]);
-#else
- msg_format("You feel that the %s %s %s...",
- o_name, ((o_ptr->number == 1) ? "is" : "are"),
- game_inscriptions[feel]);
-#endif
-
-
- /* We have "felt" it */
- o_ptr->ident |= (IDENT_SENSE);
-
- /* "Inscribe" it */
- o_ptr->feeling = feel;
-
- /* Player touches it */
- o_ptr->marked |= OM_TOUCHED;
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- /* Valid "tval" codes */
- switch (o_ptr->tval)
- {
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- case TV_BOW:
- case TV_DIGGING:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_SWORD:
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_HELM:
- case TV_CROWN:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_SOFT_ARMOR:
- case TV_HARD_ARMOR:
- case TV_DRAG_ARMOR:
- case TV_CARD:
- case TV_RING:
- case TV_AMULET:
- case TV_LITE:
- case TV_FIGURINE:
- okay = TRUE;
- break;
- }
-
- /* Auto-inscription/destroy */
- autopick_alter_item(item, (bool)(okay && destroy_feeling));
-
- /* Something happened */
- return (TRUE);
-}
-
-
-/*
- * If player has inscribed the object with "!!", let him know when it's
- * recharged. -LM-
+/*!
+ * @brief !!を刻んだ魔道具の時間経過による再充填を知らせる処理 / If player has inscribed the object with "!!", let him know when it's recharged. -LM-
+ * @param o_ptr 対象オブジェクトの構造体参照ポインタ
+ * @return なし
*/
static void recharged_notice(object_type *o_ptr)
{
/* Notify the player */
#ifdef JP
- msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
+ msg_format("%sは再充填された。", o_name);
#else
if (o_ptr->number > 1)
msg_format("Your %s are recharged.", o_name);
msg_format("Your %s is recharged.", o_name);
#endif
- disturb(0, 0);
+ disturb(FALSE, FALSE);
/* Done. */
return;
}
}
-
+/*!
+ * @brief プレイヤーの歌に関する継続処理
+ * @return なし
+ */
static void check_music(void)
{
const magic_type *s_ptr;
/* Music singed by player */
if (p_ptr->pclass != CLASS_BARD) return;
- if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return;
+ if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return;
if (p_ptr->anti_magic)
{
return;
}
- spell = p_ptr->magic_num2[0];
+ spell = SINGING_SONG_ID(p_ptr);
s_ptr = &technic_info[REALM_MUSIC - MIN_TECHNIC][spell];
need_mana = mod_need_mana(s_ptr->smana, spell, REALM_MUSIC);
s64b_sub(&(p_ptr->csp), &(p_ptr->csp_frac), need_mana, need_mana_frac);
p_ptr->redraw |= PR_MANA;
- if (p_ptr->magic_num1[1])
+ if (INTERUPTING_SONG_EFFECT(p_ptr))
{
- p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
- p_ptr->magic_num1[1] = 0;
-#ifdef JP
- msg_print("²Î¤òºÆ³«¤·¤¿¡£");
-#else
- msg_print("You restart singing.");
-#endif
+ SINGING_SONG_EFFECT(p_ptr) = INTERUPTING_SONG_EFFECT(p_ptr);
+ INTERUPTING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
+ msg_print(_("歌を再開した。", "You restart singing."));
p_ptr->action = ACTION_SING;
/* Recalculate bonuses */
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
}
do_spell(REALM_MUSIC, spell, SPELL_CONT);
}
-
-/* Choose one of items that have cursed flag */
-static object_type *choose_cursed_obj_name(u32b flag)
+/*!
+ * @brief 現在呪いを保持している装備品を一つランダムに探し出す / Choose one of items that have cursed flag
+ * @param flag 探し出したい呪いフラグ配列
+ * @return 該当の呪いが一つでもあった場合にランダムに選ばれた装備品のオブジェクト構造体参照ポインタを返す。\n
+ * 呪いがない場合NULLを返す。
+ */
+static object_type *choose_cursed_obj_name(BIT_FLAGS flag)
{
int i;
int choices[INVEN_TOTAL-INVEN_RARM];
(flag == TRC_SLOW_REGEN) )
{
u32b cf;
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(o_ptr, flgs);
switch (flag)
{
return (&inventory[choices[randint0(number)]]);
}
+static void process_world_aux_digestion(void)
+{
+ if (!p_ptr->inside_battle)
+ {
+ /* Digest quickly when gorged */
+ if (p_ptr->food >= PY_FOOD_MAX)
+ {
+ /* Digest a lot of food */
+ (void)set_food(p_ptr->food - 100);
+ }
-/*
- * Handle timed damage and regeneration every 10 game turns
+ /* Digest normally -- Every 50 game turns */
+ else if (!(turn % (TURNS_PER_TICK * 5)))
+ {
+ /* Basic digestion rate based on speed */
+ int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
+
+ /* Regeneration takes more food */
+ if (p_ptr->regenerate)
+ digestion += 20;
+ if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
+ digestion += 20;
+ if (p_ptr->cursed & TRC_FAST_DIGEST)
+ digestion += 30;
+
+ /* Slow digestion takes less food */
+ if (p_ptr->slow_digest)
+ digestion -= 5;
+
+ /* Minimal digestion */
+ if (digestion < 1) digestion = 1;
+ /* Maximal digestion */
+ if (digestion > 100) digestion = 100;
+
+ /* Digest some food */
+ (void)set_food(p_ptr->food - digestion);
+ }
+
+
+ /* Getting Faint */
+ if ((p_ptr->food < PY_FOOD_FAINT))
+ {
+ /* Faint occasionally */
+ if (!p_ptr->paralyzed && (randint0(100) < 10))
+ {
+ msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
+ disturb(TRUE, TRUE);
+
+ /* Hack -- faint (bypass free action) */
+ (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
+ }
+
+ /* Starve to death (slowly) */
+ if (p_ptr->food < PY_FOOD_STARVE)
+ {
+ /* Calculate damage */
+ HIT_POINT dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
+
+ if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
+ }
+ }
+ }
+}
+
+/*!
+ * @brief 10ゲームターンが進行するごとにプレイヤーのHPとMPの増減処理を行う。
+ * / Handle timed damage and regeneration every 10 game turns
+ * @return なし
*/
static void process_world_aux_hp_and_sp(void)
{
- feature_type *f_ptr = &f_info[cave[py][px].feat];
+ feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
bool cave_no_regen = FALSE;
int upkeep_factor = 0;
/* Take damage from poison */
if (p_ptr->poisoned && !IS_INVULN())
{
- /* Take damage */
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
-#endif
-
+ take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
}
/* Take damage from cuts */
if (p_ptr->cut && !IS_INVULN())
{
- int dam;
+ HIT_POINT dam;
/* Mortal wound or Deep Gash */
if (p_ptr->cut > 1000)
dam = 1;
}
- /* Take damage */
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, dam, "Ã×Ì¿½ý", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
-#endif
-
+ take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
}
-
/* (Vampires) Take damage from sunlight */
if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
{
if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
{
- if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
- /* Take damage */
-#ifdef JP
-msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
-take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
-#else
- msg_print("The sun's rays scorch your undead flesh!");
- take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
-#endif
-
+ msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
+ take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
cave_no_regen = TRUE;
}
}
/* Get an object description */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-#ifdef JP
-msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
-#else
- msg_format("The %s scorches your undead flesh!", o_name);
-#endif
-
+ msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
cave_no_regen = TRUE;
/* Get an object description */
object_desc(o_name, o_ptr, OD_NAME_ONLY);
-
-#ifdef JP
-sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
-#else
- sprintf(ouch, "wielding %s", o_name);
-#endif
+ sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
}
if (damage)
{
- if (prace_is_(RACE_ENT)) damage += damage / 3;
- if (p_ptr->resist_fire) damage = damage / 3;
- if (IS_OPPOSE_FIRE()) damage = damage / 3;
-
- if (p_ptr->levitation) damage = damage / 5;
+ if(prace_is_(RACE_ENT)) damage += damage / 3;
+ if(p_ptr->resist_fire) damage = damage / 3;
+ if(IS_OPPOSE_FIRE()) damage = damage / 3;
+ if(p_ptr->levitation) damage = damage / 5;
damage = damage / 100 + (randint0(100) < (damage % 100));
if (p_ptr->levitation)
{
-#ifdef JP
- msg_print("Ç®¤Ç²Ð½ý¤·¤¿¡ª");
- take_hit(DAMAGE_NOESCAPE, damage, format("%s¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
-#else
- msg_print("The heat burns you!");
- take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
-#endif
+ msg_print(_("熱で火傷した!", "The heat burns you!"));
+ take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
+ f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
}
else
{
- cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
-#ifdef JP
- msg_format("%s¤Ç²Ð½ý¤·¤¿¡ª", name);
-#else
- msg_format("The %s burns you!", name);
-#endif
+ cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
+ msg_format(_("%sで火傷した!", "The %s burns you!"), name);
take_hit(DAMAGE_NOESCAPE, damage, name, -1);
}
{
if (p_ptr->total_weight > weight_limit())
{
- /* Take damage */
-#ifdef JP
- msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
-#else
- msg_print("You are drowning!");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
-#endif
-
+ msg_print(_("溺れている!", "You are drowning!"));
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
cave_no_regen = TRUE;
}
}
if (prace_is_(RACE_ENT)) damage += damage / 3;
if (p_ptr->resist_fire) damage = damage / 3;
if (IS_OPPOSE_FIRE()) damage = damage / 3;
-#ifdef JP
-msg_print("Ç®¤¤¡ª");
-take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
-#else
- msg_print("It's hot!");
- take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
-#endif
+ msg_print(_("熱い!", "It's hot!"));
+ take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
}
if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
{
if (prace_is_(RACE_ANDROID)) damage += damage / 3;
if (p_ptr->resist_elec) damage = damage / 3;
if (IS_OPPOSE_ELEC()) damage = damage / 3;
-#ifdef JP
-msg_print("Äˤ¤¡ª");
-take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
-#else
- msg_print("It hurts!");
- take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
-#endif
+ msg_print(_("痛い!", "It hurts!"));
+ take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
}
if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
{
damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
if (p_ptr->resist_cold) damage = damage / 3;
if (IS_OPPOSE_COLD()) damage = damage / 3;
-#ifdef JP
-msg_print("Î䤿¤¤¡ª");
-take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
-#else
- msg_print("It's cold!");
- take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
-#endif
+ msg_print(_("冷たい!", "It's cold!"));
+ take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
}
}
*/
if (!have_flag(f_ptr->flags, FF_MOVE) && !have_flag(f_ptr->flags, FF_CAN_FLY))
{
- if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke &&
- ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
+ if (!IS_INVULN() && !p_ptr->wraith_form && !p_ptr->kabenuke && ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
{
cptr dam_desc;
-
cave_no_regen = TRUE;
if (p_ptr->pass_wall)
{
-#ifdef JP
- msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
- dam_desc = "Ì©ÅÙ";
-#else
- msg_print("Your molecules feel disrupted!");
- dam_desc = "density";
-#endif
+ msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
+ dam_desc = _("密度", "density");
}
else
{
-#ifdef JP
- msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
- dam_desc = "¹Å¤¤´ä";
-#else
- msg_print("You are being crushed!");
- dam_desc = "solid rock";
-#endif
+ msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
+ dam_desc = _("硬い岩", "solid rock");
}
take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
{
while (upkeep_factor > 100)
{
-#ifdef JP
- msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("Too many pets to control at once!");
-#endif
+ msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
msg_print(NULL);
do_cmd_pet_dismiss();
upkeep_factor = calculate_upkeep();
-#ifdef JP
- msg_format("°Ý»ý£Í£Ð¤Ï %d%%", upkeep_factor);
-#else
- msg_format("Upkeep: %d%% mana.", upkeep_factor);
-#endif
+ msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
msg_print(NULL);
}
}
}
}
-
-/*
- * Handle timeout every 10 game turns
+/*!
+ * @brief 10ゲームターンが進行するごとに魔法効果の残りターンを減らしていく処理
+ * / Handle timeout every 10 game turns
+ * @return なし
*/
static void process_world_aux_timeout(void)
{
}
-/*
- * Handle burning fuel every 10 game turns
+/*!
+ * @brief 10ゲームターンが進行する毎に光源の寿命を減らす処理
+ * / Handle burning fuel every 10 game turns
+ * @return なし
*/
static void process_world_aux_light(void)
{
}
-/*
- * Handle mutation effects once every 10 game turns
+/*!
+ * @brief 10ゲームターンが進行するごとに突然変異の発動判定を行う処理
+ * / Handle mutation effects once every 10 game turns
+ * @return なし
*/
static void process_world_aux_mutation(void)
{
/* No effect on the global map */
if (p_ptr->wild_mode) return;
-
if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
{
- disturb(0, 1);
-#ifdef JP
- msg_print("¥¦¥¬¥¡¥¡¥¢¡ª");
- msg_print("·ãÅܤÎȯºî¤Ë½±¤ï¤ì¤¿¡ª");
-#else
- msg_print("RAAAAGHH!");
- msg_print("You feel a fit of rage coming over you!");
-#endif
-
+ disturb(FALSE, TRUE);
+ msg_print(_("ウガァァア!", "RAAAAGHH!"));
+ msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
(void)set_shero(10 + randint1(p_ptr->lev), FALSE);
(void)set_afraid(0);
}
{
if (!p_ptr->resist_fear)
{
- disturb(0, 1);
-#ifdef JP
- msg_print("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª");
-#else
- msg_print("It's so dark... so scary!");
-#endif
-
+ disturb(FALSE, TRUE);
+ msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
set_afraid(p_ptr->afraid + 13 + randint1(26));
}
}
if ((p_ptr->muta2 & MUT2_RTELEPORT) && (randint1(5000) == 88))
{
- if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) &&
- !p_ptr->anti_tele)
+ if (!p_ptr->resist_nexus && !(p_ptr->muta1 & MUT1_VTELEPORT) && !p_ptr->anti_tele)
{
- disturb(0, 1);
-
- /* Teleport player */
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Î°ÌÃÖ¤ÏÆÍÁ³¤Ò¤¸¤ç¤¦¤ËÉÔ³ÎÄê¤Ë¤Ê¤Ã¤¿...");
-#else
- msg_print("Your position suddenly seems very uncertain...");
-#endif
-
+ disturb(FALSE, TRUE);
+ msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
msg_print(NULL);
teleport_player(40, TELEPORT_PASSIVE);
}
{
if (!p_ptr->resist_conf && !p_ptr->resist_chaos)
{
- disturb(0, 1);
+ disturb(FALSE, TRUE);
p_ptr->redraw |= PR_EXTRA;
-#ifdef JP
- msg_print("¤¤¤Ò¤¤¬¤â¡¼¤í¡¼¤È¤Ò¤Æ¤¤¿¤¤¬¤Õ¤ë...¥Ò¥Ã¥¯¡ª");
-#else
- msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
-#endif
-
+ msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
}
if (!p_ptr->resist_conf)
else wiz_dark();
(void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
wiz_dark();
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¸«ÃΤé¤Ì¾ì½ê¤ÇÌܤ¬Àä᤿...Ƭ¤¬Äˤ¤¡£");
- msg_print("²¿¤â³Ð¤¨¤Æ¤¤¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ËÍ褿¤«¤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(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
+ msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
}
else
{
if (one_in_(3))
{
-#ifdef JP
- msg_print("¤¡Á¤ì¤¤¤Ê¤Á¤ç¤ª¤Á¤ç¤é¤È¤ó¤ì¤¤¤ë¡Á");
-#else
- msg_print("Thishcischs GooDSChtuff!");
-#endif
-
+ msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
(void)set_image(p_ptr->image + randint0(150) + 150);
}
}
{
if (!p_ptr->resist_chaos)
{
- disturb(0, 1);
+ disturb(FALSE, TRUE);
p_ptr->redraw |= PR_EXTRA;
(void)set_image(p_ptr->image + randint0(50) + 20);
}
if ((p_ptr->muta2 & MUT2_FLATULENT) && (randint1(3000) == 13))
{
- disturb(0, 1);
-
-#ifdef JP
- msg_print("¥Ö¥¥¡¼¡¼¥Ã¡ª¤ª¤Ã¤È¡£");
-#else
- msg_print("BRRAAAP! Oops.");
-#endif
-
+ disturb(FALSE, TRUE);
+ msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
msg_print(NULL);
fire_ball(GF_POIS, 0, p_ptr->lev, 3);
}
!p_ptr->anti_magic && one_in_(9000))
{
int dire = 0;
- disturb(0, 1);
-#ifdef JP
- msg_print("ËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤¬ÆÍÁ³¤¢¤Ê¤¿¤ÎÃæ¤Ëή¤ì¹þ¤ó¤Ç¤¤¿¡ª¥¨¥Í¥ë¥®¡¼¤ò²òÊü¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡ª");
-#else
- msg_print("Magical energy flows through you! You must release it!");
-#endif
+ disturb(FALSE, TRUE);
+ msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!",
+ "Magical energy flows through you! You must release it!"));
flush();
msg_print(NULL);
fire_ball(GF_MANA, dire, p_ptr->lev * 2, 3);
}
- if ((p_ptr->muta2 & MUT2_ATT_DEMON) &&
- !p_ptr->anti_magic && (randint1(6666) == 666))
+ if ((p_ptr->muta2 & MUT2_ATT_DEMON) && !p_ptr->anti_magic && (randint1(6666) == 666))
{
bool pet = one_in_(6);
- u32b mode = PM_ALLOW_GROUP;
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px,
- dun_level, SUMMON_DEMON, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, mode))
{
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤´ó¤»¤¿¡ª");
-#else
- msg_print("You have attracted a demon!");
-#endif
-
- disturb(0, 1);
+ msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
+ disturb(FALSE, TRUE);
}
}
if ((p_ptr->muta2 & MUT2_SPEED_FLUX) && one_in_(6000))
{
- disturb(0, 1);
+ disturb(FALSE, TRUE);
if (one_in_(2))
{
-#ifdef JP
- msg_print("ÀºÎÏŪ¤Ç¤Ê¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less energetic.");
-#endif
+ msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
if (p_ptr->fast > 0)
{
}
else
{
-#ifdef JP
- msg_print("ÀºÎÏŪ¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel more energetic.");
-#endif
+ msg_print(_("精力的になった気がする。", "You feel more energetic."));
if (p_ptr->slow > 0)
{
}
if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
{
- disturb(0, 1);
-#ifdef JP
- msg_print("ÆÍÁ³¤Û¤È¤ó¤É¸ÉÆȤˤʤ俵¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You suddenly feel almost lonely.");
-#endif
+ disturb(FALSE, TRUE);
+ msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
banish_monsters(100);
if (!dun_level && p_ptr->town_num)
}
while ((n == STORE_HOME) || (n == STORE_MUSEUM));
-#ifdef JP
- msg_print("Ź¤Î¼ç¿Í¤¬µÖ¤Ë¸þ¤«¤Ã¤ÆÁö¤Ã¤Æ¤¤¤ë¡ª");
-#else
- msg_print("You see one of the shopkeepers running for the hills!");
-#endif
-
+ msg_print(_("店の主人が丘に向かって走っている!", "You see one of the shopkeepers running for the hills!"));
store_shuffle(n);
}
msg_print(NULL);
{
object_type *o_ptr;
-#ifdef JP
- msg_print("±Æ¤Ë¤Ä¤Ä¤Þ¤ì¤¿¡£");
-#else
- msg_print("A shadow passes over you.");
-#endif
-
+ msg_print(_("影につつまれた。", "A shadow passes over you."));
msg_print(NULL);
/* Absorb light from the current possition */
- if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
hp_player(10);
}
/* Decrease life-span of lite */
o_ptr->xtra4 /= 2;
-
-#ifdef JP
- msg_print("¸÷¸»¤«¤é¥¨¥Í¥ë¥®¡¼¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("You absorb energy from your light!");
-#endif
-
+ msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
/* Notice interesting fuel steps */
notice_lite_change(o_ptr);
unlite_area(50, 10);
}
- if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) &&
- !p_ptr->anti_magic && one_in_(7000))
+ if ((p_ptr->muta2 & MUT2_ATT_ANIMAL) && !p_ptr->anti_magic && one_in_(7000))
{
bool pet = one_in_(3);
- u32b mode = PM_ALLOW_GROUP;
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode))
{
-#ifdef JP
- msg_print("ưʪ¤ò°ú¤´ó¤»¤¿¡ª");
-#else
- msg_print("You have attracted an animal!");
-#endif
-
- disturb(0, 1);
+ msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
+ disturb(FALSE, TRUE);
}
}
- if ((p_ptr->muta2 & MUT2_RAW_CHAOS) &&
- !p_ptr->anti_magic && one_in_(8000))
+ if ((p_ptr->muta2 & MUT2_RAW_CHAOS) && !p_ptr->anti_magic && one_in_(8000))
{
- disturb(0, 1);
-#ifdef JP
- msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel the world warping around you!");
-#endif
+ disturb(FALSE, TRUE);
+ msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
msg_print(NULL);
fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
{
if (!lose_mutation(0))
-#ifdef JP
- msg_print("´ñ̯¤Ê¤¯¤é¤¤ÉáÄ̤ˤʤ俵¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel oddly normal.");
-#endif
-
+ msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
}
if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
{
- disturb(0, 1);
-#ifdef JP
- msg_print("Èóʪ¼Á²½¤·¤¿¡ª");
-#else
- msg_print("You feel insubstantial!");
-#endif
+ disturb(FALSE, TRUE);
+ msg_print(_("非物質化した!", "You feel insubstantial!"));
msg_print(NULL);
set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
}
if ((p_ptr->muta2 & MUT2_WASTING) && one_in_(3000))
{
- int which_stat = randint0(6);
+ int which_stat = randint0(A_MAX);
int sustained = FALSE;
switch (which_stat)
if (p_ptr->sustain_chr) sustained = TRUE;
break;
default:
-#ifdef JP
- msg_print("ÉÔÀµ¤Ê¾õÂÖ¡ª");
-#else
- msg_print("Invalid stat chosen!");
-#endif
-
+ msg_print(_("不正な状態!", "Invalid stat chosen!"));
sustained = TRUE;
}
if (!sustained)
{
- disturb(0, 1);
-#ifdef JP
- msg_print("¼«Ê¬¤¬¿ê¼å¤·¤Æ¤¤¤¯¤Î¤¬Ê¬¤«¤ë¡ª");
-#else
- msg_print("You can feel yourself wasting away!");
-#endif
-
+ disturb(FALSE, TRUE);
+ msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
msg_print(NULL);
(void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
}
}
- if ((p_ptr->muta2 & MUT2_ATT_DRAGON) &&
- !p_ptr->anti_magic && one_in_(3000))
+ if ((p_ptr->muta2 & MUT2_ATT_DRAGON) && !p_ptr->anti_magic && one_in_(3000))
{
bool pet = one_in_(5);
- u32b mode = PM_ALLOW_GROUP;
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode))
{
-#ifdef JP
- msg_print("¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª");
-#else
- msg_print("You have attracted a dragon!");
-#endif
-
- disturb(0, 1);
+ msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
+ disturb(FALSE, TRUE);
}
}
- if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic &&
- one_in_(3000))
+ if ((p_ptr->muta2 & MUT2_WEIRD_MIND) && !p_ptr->anti_magic && one_in_(3000))
{
if (p_ptr->tim_esp > 0)
{
-#ifdef JP
- msg_print("Àº¿À¤Ë¤â¤ä¤¬¤«¤«¤Ã¤¿¡ª");
-#else
- msg_print("Your mind feels cloudy!");
-#endif
-
+ msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
set_tim_esp(0, TRUE);
}
else
{
-#ifdef JP
- msg_print("Àº¿À¤¬¹¤¬¤Ã¤¿¡ª");
-#else
- msg_print("Your mind expands!");
-#endif
-
+ msg_print(_("精神が広がった!", "Your mind expands!"));
set_tim_esp(p_ptr->lev, FALSE);
}
}
- if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest &&
- one_in_(9000))
+ if ((p_ptr->muta2 & MUT2_NAUSEA) && !p_ptr->slow_digest && one_in_(9000))
{
- disturb(0, 1);
-#ifdef JP
- msg_print("°ß¤¬áÛÚ»¤·¡¢¿©»ö¤ò¼º¤Ã¤¿¡ª");
-#else
- msg_print("Your stomach roils, and you lose your lunch!");
-#endif
-
+ disturb(FALSE, TRUE);
+ msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
msg_print(NULL);
set_food(PY_FOOD_WEAK);
if (music_singing_any()) stop_singing();
if (hex_spelling_any()) stop_hex_spell_all();
}
- if ((p_ptr->muta2 & MUT2_WALK_SHAD) &&
- !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
+ if ((p_ptr->muta2 & MUT2_WALK_SHAD) && !p_ptr->anti_magic && one_in_(12000) && !p_ptr->inside_arena)
{
alter_reality();
}
if ((p_ptr->muta2 & MUT2_WARNING) && one_in_(1000))
{
int danger_amount = 0;
- int monster;
+ MONSTER_IDX monster;
for (monster = 0; monster < m_max; monster++)
{
- monster_type *m_ptr = &m_list[monster];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ monster_type *m_ptr = &m_list[monster];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Paranoia -- Skip dead monsters */
if (!m_ptr->r_idx) continue;
}
if (danger_amount > 100)
-#ifdef JP
- msg_print("Èó¾ï¤Ë¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel utterly terrified!");
-#endif
-
+ msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
else if (danger_amount > 50)
-#ifdef JP
- msg_print("¶²¤í¤·¤¤µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel terrified!");
-#endif
-
+ msg_print(_("恐ろしい気がする!", "You feel terrified!"));
else if (danger_amount > 20)
-#ifdef JP
- msg_print("Èó¾ï¤Ë¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel very worried!");
-#endif
-
+ msg_print(_("非常に心配な気がする!", "You feel very worried!"));
else if (danger_amount > 10)
-#ifdef JP
- msg_print("¿´Çۤʵ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel paranoid!");
-#endif
-
+ msg_print(_("心配な気がする!", "You feel paranoid!"));
else if (danger_amount > 5)
-#ifdef JP
- msg_print("¤Û¤È¤ó¤É°ÂÁ´¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel almost safe.");
-#endif
-
+ msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
else
-#ifdef JP
- msg_print("¼ä¤·¤¤µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel lonely.");
-#endif
-
+ msg_print(_("寂しい気がする。", "You feel lonely."));
}
- if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
- one_in_(5000))
- {
- disturb(0, 1);
-#ifdef JP
- msg_print("̵Ũ¤Êµ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel invincible!");
-#endif
+ if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic && one_in_(5000))
+ {
+ disturb(FALSE, TRUE);
+ msg_print(_("無敵な気がする!", "You feel invincible!"));
msg_print(NULL);
(void)set_invuln(randint1(8) + 8, FALSE);
}
+
if ((p_ptr->muta2 & MUT2_SP_TO_HP) && one_in_(2000))
{
- int wounds = p_ptr->mhp - p_ptr->chp;
+ MANA_POINT wounds = (MANA_POINT)(p_ptr->mhp - p_ptr->chp);
if (wounds > 0)
{
- int healing = p_ptr->csp;
-
- if (healing > wounds)
- {
- healing = wounds;
- }
+ HIT_POINT healing = p_ptr->csp;
+ if (healing > wounds) healing = wounds;
hp_player(healing);
p_ptr->csp -= healing;
-
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
+ p_ptr->redraw |= (PR_HP | PR_MANA);
}
}
- if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic &&
- one_in_(4000))
+
+ if ((p_ptr->muta2 & MUT2_HP_TO_SP) && !p_ptr->anti_magic && one_in_(4000))
{
- int wounds = p_ptr->msp - p_ptr->csp;
+ HIT_POINT wounds = (HIT_POINT)(p_ptr->msp - p_ptr->csp);
if (wounds > 0)
{
- int healing = p_ptr->chp;
-
- if (healing > wounds)
- {
- healing = wounds;
- }
+ HIT_POINT healing = p_ptr->chp;
+ if (healing > wounds) healing = wounds;
p_ptr->csp += healing;
-
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, healing, "Ƭ¤Ë¾º¤Ã¤¿·ì", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
-#endif
-
+ p_ptr->redraw |= (PR_HP | PR_MANA);
+ take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
}
}
+
if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
{
- int slot = 0;
+ INVENTORY_IDX slot = 0;
object_type *o_ptr = NULL;
- disturb(0, 1);
-#ifdef JP
- msg_print("¤¬¤â¤Ä¤ì¤Æž¤ó¤À¡ª");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "žÅÝ", -1);
-#else
- msg_print("You trip over your own feet!");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
-#endif
+ disturb(FALSE, TRUE);
+ msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
msg_print(NULL);
if (buki_motteruka(INVEN_RARM))
o_ptr = &inventory[INVEN_LARM];
slot = INVEN_LARM;
}
-
if (slot && !object_is_cursed(o_ptr))
{
-#ifdef JP
- msg_print("Éð´ï¤òÍî¤È¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You drop your weapon!");
-#endif
+ msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
inven_drop(slot, 1);
}
}
+
}
-/*
- * Handle curse effects once every 10 game turns
+/*!
+ * @brief 10ゲームターンが進行するごとに装備効果の発動判定を行う処理
+ * / Handle curse effects once every 10 game turns
+ * @return なし
*/
static void process_world_aux_curse(void)
{
/* Scan the equipment with random teleport ability */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
o_ptr = &inventory[i];
/* Skip non-objects */
o_ptr = &inventory[i_keep];
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-#ifdef JP
- msg_format("%s¤¬¥Æ¥ì¥Ý¡¼¥È¤ÎǽÎϤòȯư¤µ¤»¤è¤¦¤È¤·¤Æ¤¤¤ë¡£", o_name);
-#else
- msg_format("Your %s is activating teleportation.", o_name);
-#endif
-
-#ifdef JP
- if (get_check_strict("¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
-#else
- if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
-#endif
+ msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
+ if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
{
- disturb(0, 1);
+ disturb(FALSE, TRUE);
teleport_player(50, 0L);
}
else
{
-#ifdef JP
- msg_format("%s¤Ë{.}(¥Ô¥ê¥ª¥É)¤ÈÌäò¹ï¤à¤Èȯư¤òÍÞÀ©¤Ç¤¤Þ¤¹¡£", o_name);
-#else
- msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
-#endif
- disturb(1, 1);
+ msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。",
+ "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
+ disturb(TRUE, TRUE);
}
}
/* Make a chainsword noise */
(void)activate_ty_curse(FALSE, &count);
}
/* Handle experience draining */
- if (p_ptr->prace != RACE_ANDROID &&
- ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
+ if (p_ptr->prace != RACE_ANDROID && ((p_ptr->cursed & TRC_DRAIN_EXP) && one_in_(4)))
{
- p_ptr->exp -= (p_ptr->lev+1)/2;
+ p_ptr->exp -= (p_ptr->lev + 1) / 2;
if (p_ptr->exp < 0) p_ptr->exp = 0;
- p_ptr->max_exp -= (p_ptr->lev+1)/2;
+ p_ptr->max_exp -= (p_ptr->lev + 1) / 2;
if (p_ptr->max_exp < 0) p_ptr->max_exp = 0;
check_experience();
}
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
o_ptr->curse_flags |= new_curse;
- msg_format(_("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", "There is a malignant black aura surrounding your %s..."), o_name);
+ msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
o_ptr->feeling = FEEL_NONE;
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
o_ptr->curse_flags |= new_curse;
- msg_format(_("°°Õ¤ËËþ¤Á¤¿¹õ¤¤¥ª¡¼¥é¤¬%s¤ò¤È¤ê¤Þ¤¤¤¿...", "There is a malignant black aura surrounding your %s..."), o_name);
+ msg_format(_("悪意に満ちた黒いオーラが%sをとりまいた...", "There is a malignant black aura surrounding your %s..."), o_name);
o_ptr->feeling = FEEL_NONE;
p_ptr->update |= (PU_BONUS);
/* Call animal */
if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
{
- if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
char o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
- msg_format(_("%s¤¬Æ°Êª¤ò°ú¤´ó¤»¤¿¡ª", "Your %s have attracted an animal!"), o_name);
- disturb(0, 1);
+ msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
+ disturb(FALSE, TRUE);
}
}
/* Call demon */
if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
{
- if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
char o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
- msg_format(_("%s¤¬°Ëâ¤ò°ú¤´ó¤»¤¿¡ª", "Your %s have attracted a demon!"), o_name);
- disturb(0, 1);
+ msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
+ disturb(FALSE, TRUE);
}
}
/* Call dragon */
if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
{
- if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
char o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
- msg_format(_("%s¤¬¥É¥é¥´¥ó¤ò°ú¤´ó¤»¤¿¡ª", "Your %s have attracted an dragon!"), o_name);
- disturb(0, 1);
+ msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
+ disturb(FALSE, TRUE);
}
}
/* Call undead */
if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
{
- if (summon_specific(0, py, px, dun_level, SUMMON_UNDEAD,
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
char o_name[MAX_NLEN];
- object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
- msg_format(_("%s¤¬»àÎî¤ò°ú¤´ó¤»¤¿¡ª", "Your %s have attracted an undead!"), o_name);
- disturb(0, 1);
+ object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
+ disturb(FALSE, TRUE);
}
}
if ((p_ptr->cursed & TRC_COWARDICE) && one_in_(1500))
{
if (!p_ptr->resist_fear)
{
- disturb(0, 1);
- msg_print(_("¤È¤Æ¤â°Å¤¤... ¤È¤Æ¤â¶²¤¤¡ª", "It's so dark... so scary!"));
+ disturb(FALSE, TRUE);
+ msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
set_afraid(p_ptr->afraid + 13 + randint1(26));
}
}
/* Teleport player */
if ((p_ptr->cursed & TRC_TELEPORT) && one_in_(200) && !p_ptr->anti_tele)
{
- disturb(0, 1);
+ disturb(FALSE, TRUE);
/* Teleport player */
teleport_player(40, TELEPORT_PASSIVE);
char o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
- msg_format(_("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª", "Your %s drains HP from you!"), o_name);
+ msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev*2, 100), o_name, -1);
}
/* Handle mana draining */
char o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
- msg_format(_("%s¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¼ý¤·¤¿¡ª", "Your %s drains mana from you!"), o_name);
+ msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
p_ptr->csp -= MIN(p_ptr->lev, 50);
if (p_ptr->csp < 0)
{
{
#ifdef JP
if (object_is_known(o_ptr))
- msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
+ msg_print("『審判の宝石』はあなたの体力を吸収した!");
else
- msg_print("¤Ê¤Ë¤«¤¬¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
- take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "¿³È½¤ÎÊõÀÐ", -1);
+ msg_print("なにかがあなたの体力を吸収した!");
+ take_hit(DAMAGE_LOSELIFE, MIN(p_ptr->lev, 50), "審判の宝石", -1);
#else
if (object_is_known(o_ptr))
msg_print("The Jewel of Judgement drains life from you!");
}
-/*
- * Handle recharging objects once every 10 game turns
+/*!
+ * @brief 10ゲームターンが進行するごとに魔道具の自然充填を行う処理
+ * / Handle recharging objects once every 10 game turns
+ * @return なし
*/
static void process_world_aux_recharge(void)
{
/* Notice changes */
if (changed)
{
- /* Window stuff */
p_ptr->window |= (PW_EQUIP);
wild_regen = 20;
}
if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
{
/* Determine how many rods are charging. */
- int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
- if (temp > o_ptr->number) temp = o_ptr->number;
+ TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
+ if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
/* Decrease timeout by that number. */
o_ptr->timeout -= temp;
/* Notice changes */
if (changed)
{
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
wild_regen = 20;
}
if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
{
/* Charge it */
- o_ptr->timeout -= o_ptr->number;
+ o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
/* Boundary control. */
if (o_ptr->timeout < 0) o_ptr->timeout = 0;
}
-/*
- * Handle involuntary movement once every 10 game turns
+/*!
+ * @brief 10ゲームターンが進行するごとに帰還や現実変容などの残り時間カウントダウンと発動を処理する。
+ * / Handle involuntary movement once every 10 game turns
+ * @return なし
*/
static void process_world_aux_movement(void)
{
if (!p_ptr->word_recall)
{
/* Disturbing! */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
/* Determine the level */
if (dun_level || p_ptr->inside_quest || p_ptr->enter_dungeon)
{
- msg_print(_("¾å¤Ë°ú¤ÃÄ¥¤ê¤¢¤²¤é¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
+ msg_print(_("上に引っ張りあげられる感じがする!",
"You feel yourself yanked upwards!"));
if (dungeon_type) p_ptr->recall_dungeon = dungeon_type;
}
else
{
- msg_print(_("²¼¤Ë°ú¤¤º¤ê¹ß¤í¤µ¤ì¤ë´¶¤¸¤¬¤¹¤ë¡ª",
+ msg_print(_("下に引きずり降ろされる感じがする!",
"You feel yourself yanked downwards!"));
dungeon_type = p_ptr->recall_dungeon;
if (p_ptr->wild_mode)
{
- p_ptr->wilderness_y = py;
- p_ptr->wilderness_x = px;
+ p_ptr->wilderness_y = p_ptr->y;
+ p_ptr->wilderness_x = p_ptr->x;
}
else
{
/* Save player position */
- p_ptr->oldpx = px;
- p_ptr->oldpy = py;
+ p_ptr->oldpx = p_ptr->x;
+ p_ptr->oldpy = p_ptr->y;
}
p_ptr->wild_mode = FALSE;
}
}
- /* Sound */
sound(SOUND_TPLEVEL);
}
}
if (!p_ptr->alter_reality)
{
/* Disturbing! */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
/* Determine the level */
if (!quest_number(dun_level) && dun_level)
{
-#ifdef JP
- msg_print("À¤³¦¤¬ÊѤï¤Ã¤¿¡ª");
-#else
- msg_print("The world changes!");
-#endif
+ msg_print(_("世界が変わった!", "The world changes!"));
/*
* Clear all saved floors
}
else
{
-#ifdef JP
- msg_print("À¤³¦¤¬¾¯¤·¤Î´ÖÊѲ½¤·¤¿¤è¤¦¤À¡£");
-#else
- msg_print("The world seems to change for a moment!");
-#endif
+ msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
}
- /* Sound */
sound(SOUND_TPLEVEL);
}
}
}
-/*
- * Count number of adjacent monsters
+/*!
+ * @brief 指定したモンスターに隣接しているモンスターの数を返す。
+ * / Count number of adjacent monsters
+ * @param m_idx 隣接数を調べたいモンスターのID
+ * @return 隣接しているモンスターの数
*/
-static int get_monster_crowd_number(int m_idx)
+static int get_monster_crowd_number(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
int my = m_ptr->fy;
-/*
- * Dungeon rating is no longer linear
+/*!
+ * ダンジョンの雰囲気を計算するための非線形基準値 / Dungeon rating is no longer linear
*/
#define RATING_BOOST(delta) (delta * delta + 50 * delta)
-/*
- * Examine all monsters and unidentified objects,
- * and get the feeling of current dungeon floor
+/*!
+ * @brief ダンジョンの雰囲気を算出する。
+ * / Examine all monsters and unidentified objects, and get the feeling of current dungeon floor
+ * @return 算出されたダンジョンの雰囲気ランク
*/
static byte get_dungeon_feeling(void)
{
const int base = 10;
int rating = 0;
- int i;
+ IDX i;
/* Hack -- no feeling in the town */
if (!dun_level) return 0;
return 10;
}
-
-/*
- * Update dungeon feeling, and announce it if changed
+/*!
+ * @brief ダンジョンの雰囲気を更新し、変化があった場合メッセージを表示する
+ * / Update dungeon feeling, and announce it if changed
+ * @return なし
*/
static void update_dungeon_feeling(void)
{
/* Announce feeling */
do_cmd_feeling();
+ select_floor_music();
+
/* Update the level indicator */
p_ptr->redraw |= (PR_DEPTH);
- /* Disturb */
- if (disturb_minor) disturb(0, 0);
+ if (disturb_minor) disturb(FALSE, FALSE);
}
-
-/*
- * Handle certain things once every 10 game turns
+/*!
+ * @brief 10ゲームターンが進行する毎にゲーム世界全体の処理を行う。
+ * / Handle certain things once every 10 game turns
+ * @return なし
*/
static void process_world(void)
{
/* Update dungeon feeling, and announce it if changed */
update_dungeon_feeling();
+ /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
+ if (ironman_downward && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
+ {
+ dun_level = 0;
+ dungeon_type = 0;
+ prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
+ p_ptr->inside_arena = FALSE;
+ p_ptr->wild_mode = FALSE;
+ p_ptr->leaving = TRUE;
+ }
+
/*** Check monster arena ***/
if (p_ptr->inside_battle && !p_ptr->leaving)
{
if (number_mon == 0)
{
-#ifdef JP
- msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
-#else
- msg_print("They have kill each other at the same time.");
-#endif
+ msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
msg_print(NULL);
p_ptr->energy_need = 0;
battle_monsters();
wm_ptr = &m_list[win_m_idx];
monster_desc(m_name, wm_ptr, 0);
-#ifdef JP
- msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
-#else
- msg_format("%s is winner!", m_name);
-#endif
+ msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
msg_print(NULL);
if (win_m_idx == (sel_monster+1))
{
-#ifdef JP
- msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
-#else
- msg_print("Congratulations.");
-#endif
-#ifdef JP
- msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
-#else
- msg_format("You received %d gold.", battle_odds);
-#endif
+ msg_print(_("おめでとうございます。", "Congratulations."));
+ msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
p_ptr->au += battle_odds;
}
else
{
-#ifdef JP
- msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
-#else
- msg_print("You lost gold.");
-#endif
+ msg_print(_("残念でした。", "You lost gold."));
}
msg_print(NULL);
p_ptr->energy_need = 0;
battle_monsters();
}
- else if (turn - old_turn == 150*TURNS_PER_TICK)
+ else if (turn - old_turn == 150 * TURNS_PER_TICK)
{
-#ifdef JP
- msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
-#else
- msg_format("This battle have ended in a draw.");
-#endif
+ msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
p_ptr->au += kakekin;
msg_print(NULL);
p_ptr->energy_need = 0;
/* Warning */
if (closing_flag <= 2)
{
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
/* Count warnings */
closing_flag++;
- /* Message */
-#ifdef JP
-msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
-msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
-#else
- msg_print("The gates to ANGBAND are closing...");
- msg_print("Please finish up and/or save your game.");
-#endif
+ msg_print(_("アングバンドへの門が閉じかかっています...", "The gates to ANGBAND are closing..."));
+ msg_print(_("ゲームを終了するかセーブするかして下さい。", "Please finish up and/or save your game."));
}
/* Slam the gate */
else
{
- /* Message */
-#ifdef JP
-msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
-#else
- msg_print("The gates to ANGBAND are now closed.");
-#endif
-
+ msg_print(_("今、アングバンドへの門が閉ざされました。", "The gates to ANGBAND are now closed."));
/* Stop playing */
p_ptr->playing = FALSE;
if (mon_fight && !ignore_unview)
{
-#ifdef JP
- msg_print("²¿¤«¤¬Ê¹¤³¤¨¤¿¡£");
-#else
- msg_print("You hear noise.");
-#endif
+ msg_print(_("何かが聞こえた。", "You hear noise."));
}
/*** Handle the wilderness/town (sunshine) ***/
/* Check for dawn */
dawn = (!(turn % (TURNS_PER_TICK * TOWN_DAWN)));
- /* Day breaks */
- if (dawn)
- {
- int y, x;
-
- /* Message */
-#ifdef JP
- msg_print("Ì뤬ÌÀ¤±¤¿¡£");
-#else
- msg_print("The sun has risen.");
-#endif
-
- if (!p_ptr->wild_mode)
- {
- /* Hack -- Scan the town */
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- /* Get the cave grid */
- cave_type *c_ptr = &cave[y][x];
-
- /* Assume lit */
- c_ptr->info |= (CAVE_GLOW);
-
- /* Hack -- Memorize lit grids if allowed */
- if (view_perma_grids) c_ptr->info |= (CAVE_MARK);
-
- /* Hack -- Notice spot */
- note_spot(y, x);
- }
- }
- }
- }
-
- /* Night falls */
- else
- {
- int y, x;
+ if (dawn) day_break();
+ else night_falls();
- /* Message */
-#ifdef JP
- msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
-#else
- msg_print("The sun has fallen.");
-#endif
-
- if (!p_ptr->wild_mode)
- {
- /* Hack -- Scan the town */
- for (y = 0; y < cur_hgt; y++)
- {
- for (x = 0; x < cur_wid; x++)
- {
- /* Get the cave grid */
- cave_type *c_ptr = &cave[y][x];
-
- /* Feature code (applying "mimic" field) */
- feature_type *f_ptr = &f_info[get_feat_mimic(c_ptr)];
-
- if (!is_mirror_grid(c_ptr) && !have_flag(f_ptr->flags, FF_QUEST_ENTER) &&
- !have_flag(f_ptr->flags, FF_ENTRANCE))
- {
- /* Assume dark */
- c_ptr->info &= ~(CAVE_GLOW);
-
- if (!have_flag(f_ptr->flags, FF_REMEMBER))
- {
- /* Forget the normal floor grid */
- c_ptr->info &= ~(CAVE_MARK);
-
- /* Hack -- Notice spot */
- note_spot(y, x);
- }
- }
- }
-
- /* Glow deep lava and building entrances */
- glow_deep_lava_and_bldg();
- }
- }
- }
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS | PU_MON_LITE);
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- if (p_ptr->special_defense & NINJA_S_STEALTH)
- {
- if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
- }
}
}
/* Sometimes, shuffle the shop-keepers */
if (one_in_(STORE_SHUFFLE))
{
- int n, i;
+ int n;
+ FEAT_IDX i;
/* Pick a random shop (except home and museum) */
do
/* Verify store type */
if (f_ptr->subtype == n)
{
- /* Message */
-#ifdef JP
- if (cheat_xtra) msg_format("%s¤ÎŹ¼ç¤ò¥·¥ã¥Ã¥Õ¥ë¤·¤Þ¤¹¡£", f_name + f_ptr->name);
-#else
- if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
-#endif
+ if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
/* Shuffle it */
store_shuffle(n);
}
/* Hack -- Check for creature regeneration */
- if (!(turn % (TURNS_PER_TICK*10)) && !p_ptr->inside_battle) regen_monsters();
- if (!(turn % (TURNS_PER_TICK*3))) regen_captured_monsters();
+ if (!(turn % (TURNS_PER_TICK * 10)) && !p_ptr->inside_battle) regen_monsters();
+ if (!(turn % (TURNS_PER_TICK * 3))) regen_captured_monsters();
if (!p_ptr->leaving)
{
/*
* Nightmare mode activates the TY_CURSE at midnight
- *
* Require exact minute -- Don't activate multiple times in a minute
*/
+
if (ironman_nightmare && (min != prev_min))
{
+
/* Every 15 minutes after 11:00 pm */
if ((hour == 23) && !(min % 15))
{
/* Disturbing */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
switch (min / 15)
{
case 0:
-#ifdef JP
- msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
-#else
- msg_print("You hear a distant bell toll ominously.");
-#endif
+ msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
break;
case 1:
-#ifdef JP
- msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
-#else
- msg_print("A distant bell sounds twice.");
-#endif
+ msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
break;
case 2:
-#ifdef JP
- msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
-#else
- msg_print("A distant bell sounds three times.");
-#endif
+ msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
break;
case 3:
-#ifdef JP
- msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
-#else
- msg_print("A distant bell tolls four times.");
-#endif
+ msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
break;
}
}
/* TY_CURSE activates at midnight! */
if (!hour && !min)
{
- int count = 0;
-
- disturb(1, 1);
-#ifdef JP
- msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
-#else
- msg_print("A distant bell tolls many times, fading into an deathly silence.");
-#endif
-
- activate_ty_curse(FALSE, &count);
- }
- }
-
-
- /*** Check the Food, and Regenerate ***/
-
- if (!p_ptr->inside_battle)
- {
- /* Digest quickly when gorged */
- if (p_ptr->food >= PY_FOOD_MAX)
- {
- /* Digest a lot of food */
- (void)set_food(p_ptr->food - 100);
- }
- /* Digest normally -- Every 50 game turns */
- else if (!(turn % (TURNS_PER_TICK*5)))
- {
- /* Basic digestion rate based on speed */
- int digestion = SPEED_TO_ENERGY(p_ptr->pspeed);
+ disturb(TRUE, TRUE);
+ msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
- /* Regeneration takes more food */
- if (p_ptr->regenerate)
- digestion += 20;
- if (p_ptr->special_defense & (KAMAE_MASK | KATA_MASK))
- digestion += 20;
- if (p_ptr->cursed & TRC_FAST_DIGEST)
- digestion += 30;
-
- /* Slow digestion takes less food */
- if (p_ptr->slow_digest)
- digestion -= 5;
-
- /* Minimal digestion */
- if (digestion < 1) digestion = 1;
- /* Maximal digestion */
- if (digestion > 100) digestion = 100;
-
- /* Digest some food */
- (void)set_food(p_ptr->food - digestion);
- }
-
-
- /* Getting Faint */
- if ((p_ptr->food < PY_FOOD_FAINT))
- {
- /* Faint occasionally */
- if (!p_ptr->paralyzed && (randint0(100) < 10))
+ if (p_ptr->wild_mode)
{
- /* Message */
-#ifdef JP
- msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You faint from the lack of food.");
-#endif
+ /* Go into large wilderness view */
+ p_ptr->oldpy = randint1(MAX_HGT - 2);
+ p_ptr->oldpx = randint1(MAX_WID - 2);
+ change_wild_mode();
- disturb(1, 1);
+ /* Give first move to monsters */
+ p_ptr->energy_use = 100;
- /* Hack -- faint (bypass free action) */
- (void)set_paralyzed(p_ptr->paralyzed + 1 + randint0(5));
+ /* HACk -- set the encouter flag for the wilderness generation */
+ generate_encounter = TRUE;
}
- /* Starve to death (slowly) */
- if (p_ptr->food < PY_FOOD_STARVE)
- {
- /* Calculate damage */
- int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
-
- /* Take damage */
-#ifdef JP
- if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "¶õÊ¢", -1);
-#else
- if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
-#endif
- }
+ invoking_midnight_curse = TRUE;
}
}
+ /* Check the Food */
+ process_world_aux_digestion();
+
/* Process timed damage and regeneration */
process_world_aux_hp_and_sp();
process_world_aux_movement();
}
-
-
-/*
- * Verify use of "wizard" mode
+/*!
+ * @brief ウィザードモードへの導入処理
+ * / Verify use of "wizard" mode
+ * @return 実際にウィザードモードへ移行したらTRUEを返す。
*/
static bool enter_wizard_mode(void)
{
/* Wizard mode is not permitted */
if (!allow_debug_opts || arg_wizard)
{
-#ifdef JP
- msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
-#else
- msg_print("Wizard mode is not permitted.");
-#endif
+ msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
return FALSE;
}
/* Mention effects */
-#ifdef JP
- msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥â¡¼¥É¤Ç¤¹¡£ ");
- msg_print("°ìÅÙ¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ë¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
-#else
- msg_print("Wizard mode is for debugging and experimenting.");
- msg_print("The game will not be scored if you enter wizard mode.");
-#endif
-
+ msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
+ msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
msg_print(NULL);
/* Verify request */
-#ifdef JP
- if (!get_check("ËÜÅö¤Ë¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆþ¤ê¤¿¤¤¤Î¤Ç¤¹¤«? "))
-#else
- if (!get_check("Are you sure you want to enter wizard mode? "))
-#endif
+ if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
{
return (FALSE);
- }
-
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
-#endif
+ }
+
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
/* Mark savefile */
p_ptr->noscore |= 0x0002;
}
#ifdef ALLOW_WIZARD
-/*
- * Verify use of "debug" commands
+/*!
+ * @brief デバッグコマンドへの導入処理
+ * / Verify use of "debug" commands
+ * @return 実際にデバッグコマンドへ移行したらTRUEを返す。
*/
static bool enter_debug_mode(void)
{
/* Debug mode is not permitted */
if (!allow_debug_opts)
{
-#ifdef JP
- msg_print("¥Ç¥Ð¥Ã¥°¥³¥Þ¥ó¥É¤Ïµö²Ä¤µ¤ì¤Æ¤¤¤Þ¤»¤ó¡£ ");
-#else
- msg_print("Use of debug command is not permitted.");
-#endif
+ msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
return FALSE;
}
/* Mention effects */
-#ifdef JP
- msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
- msg_print("¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
-#else
- msg_print("The debug commands are for debugging and experimenting.");
- msg_print("The game will not be scored if you use debug commands.");
-#endif
+ msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
+ msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
msg_print(NULL);
/* Verify request */
-#ifdef JP
- if (!get_check("ËÜÅö¤Ë¥Ç¥Ð¥Ã¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
-#else
- if (!get_check("Are you sure you want to use debug commands? "))
-#endif
+ if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
{
return (FALSE);
}
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ç¥Ð¥Ã¥°¥â¡¼¥É¤ËÆÍÆþ¤·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
-#endif
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
/* Mark savefile */
p_ptr->noscore |= 0x0008;
}
#ifdef ALLOW_BORG
-/*
- * Verify use of "borg" commands
+/*!
+ * @brief ボーグコマンドへの導入処理
+ * / Verify use of "borg" commands
+ * @return 実際にボーグコマンドへ移行したらTRUEを返す。
*/
static bool enter_borg_mode(void)
{
if (!(p_ptr->noscore & 0x0010))
{
/* Mention effects */
-#ifdef JP
- msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤Ï¥Ç¥Ð¥Ã¥°¤È¼Â¸³¤Î¤¿¤á¤Î¥³¥Þ¥ó¥É¤Ç¤¹¡£ ");
- msg_print("¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¦¤È¥¹¥³¥¢¤ÏµÏ¿¤µ¤ì¤Þ¤»¤ó¡£");
-#else
- msg_print("The borg commands are for debugging and experimenting.");
- msg_print("The game will not be scored if you use borg commands.");
-#endif
+ msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
+ msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
msg_print(NULL);
/* Verify request */
-#ifdef JP
- if (!get_check("ËÜÅö¤Ë¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»È¤¤¤Þ¤¹¤«? "))
-#else
- if (!get_check("Are you sure you want to use borg commands? "))
-#endif
+ if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
{
return (FALSE);
}
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¥Ü¡¼¥°¡¦¥³¥Þ¥ó¥É¤ò»ÈÍѤ·¤Æ¥¹¥³¥¢¤ò»Ä¤»¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
-#endif
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
/* Mark savefile */
p_ptr->noscore |= 0x0010;
}
#endif /* ALLOW_BORG */
-
-/*
- * Parse and execute the current command
- * Give "Warning" on illegal commands.
- *
- * XXX XXX XXX Make some "blocks"
+/*!
+ * @brief プレイヤーから受けた入力コマンドの分岐処理。
+ * / Parse and execute the current command Give "Warning" on illegal commands.
+ * @todo Make some "blocks"
+ * @return なし
*/
static void process_command(void)
{
- int old_now_message = now_message;
-
-#ifdef ALLOW_REPEAT /* TNB */
+ COMMAND_CODE old_now_message = now_message;
/* Handle repeating the last command */
repeat_check();
-#endif /* ALLOW_REPEAT -- TNB */
-
now_message = 0;
/* Sniper */
if (p_ptr->wizard)
{
p_ptr->wizard = FALSE;
-#ifdef JP
-msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É²ò½ü¡£");
-#else
- msg_print("Wizard mode off.");
-#endif
-
+ msg_print(_("ウィザードモード解除。", "Wizard mode off."));
}
else if (enter_wizard_mode())
{
p_ptr->wizard = TRUE;
-#ifdef JP
-msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥ÉÆÍÆþ¡£");
-#else
- msg_print("Wizard mode on.");
-#endif
-
+ msg_print(_("ウィザードモード突入。", "Wizard mode on."));
}
/* Update monsters */
/* Move (usually pick up things) */
case ';':
{
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
do_cmd_walk(FALSE);
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- do_cmd_walk(always_pickup);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
break;
}
/* Move (usually do not pick up) */
case '-':
{
-#ifdef ALLOW_EASY_DISARM /* TNB */
-
do_cmd_walk(TRUE);
-
-#else /* ALLOW_EASY_DISARM -- TNB */
-
- do_cmd_walk(!always_pickup);
-
-#endif /* ALLOW_EASY_DISARM -- TNB */
-
break;
}
if (ambush_flag)
{
-#ifdef JP
- msg_print("½±·â¤«¤éƨ¤²¤ë¤Ë¤Ï¥Þ¥Ã¥×¤Îü¤Þ¤Ç°ÜÆ°¤·¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£");
-#else
- msg_print("To flee the ambush you have to reach the edge of the map.");
-#endif
+ msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
break;
}
if (p_ptr->food < PY_FOOD_WEAK)
{
-#ifdef JP
- msg_print("¤½¤ÎÁ°¤Ë¿©»ö¤ò¤È¤é¤Ê¤¤¤È¡£");
-#else
- msg_print("You must eat something here.");
-#endif
+ msg_print(_("その前に食事をとらないと。", "You must eat something here."));
break;
}
case 'G':
{
if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
-#ifdef JP
- msg_print("¼öʸ¤ò³Ø½¬¤¹¤ëɬÍפϤʤ¤¡ª");
-#else
- msg_print("You don't have to learn spells!");
-#endif
+ msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
else if (p_ptr->pclass == CLASS_SAMURAI)
do_cmd_gain_hissatsu();
else if (p_ptr->pclass == CLASS_MAGIC_EATER)
{
if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
{
-#ifdef JP
- msg_print("¼öʸ¤ò¾§¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("You cannot cast spells!");
-#endif
+ msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
}
else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
{
-#ifdef JP
- msg_print("¥À¥ó¥¸¥ç¥ó¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The dungeon absorbs all attempted magic!");
-#endif
+ msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
msg_print(NULL);
}
else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
{
-#ifdef JP
-
- cptr which_power = "ËâË¡";
-#else
- cptr which_power = "magic";
-#endif
+ cptr which_power = _("魔法", "magic");
if (p_ptr->pclass == CLASS_MINDCRAFTER)
-#ifdef JP
- which_power = "ĶǽÎÏ";
-#else
- which_power = "psionic powers";
-#endif
+ which_power = _("超能力", "psionic powers");
else if (p_ptr->pclass == CLASS_IMITATOR)
-#ifdef JP
- which_power = "¤â¤Î¤Þ¤Í";
-#else
- which_power = "imitation";
-#endif
+ which_power = _("ものまね", "imitation");
else if (p_ptr->pclass == CLASS_SAMURAI)
-#ifdef JP
- which_power = "ɬ»¦·õ";
-#else
- which_power = "hissatsu";
-#endif
+ which_power = _("必殺剣", "hissatsu");
else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
-#ifdef JP
- which_power = "¶ÀËâË¡";
-#else
- which_power = "mirror magic";
-#endif
+ which_power = _("鏡魔法", "mirror magic");
else if (p_ptr->pclass == CLASS_NINJA)
-#ifdef JP
- which_power = "Ǧ½Ñ";
-#else
- which_power = "ninjutsu";
-#endif
+ which_power = _("忍術", "ninjutsu");
else if (mp_ptr->spell_book == TV_LIFE_BOOK)
-#ifdef JP
- which_power = "µ§¤ê";
-#else
- which_power = "prayer";
-#endif
+ which_power = _("祈り", "prayer");
-#ifdef JP
- msg_format("È¿ËâË¡¥Ð¥ê¥¢¤¬%s¤ò¼ÙË⤷¤¿¡ª", which_power);
-#else
- msg_format("An anti-magic shell disrupts your %s!", which_power);
-#endif
- energy_use = 0;
+ msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
+ p_ptr->energy_use = 0;
}
else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
{
-#ifdef JP
- msg_format("¶¸Àï»Î²½¤·¤Æ¤¤¤ÆƬ¤¬²ó¤é¤Ê¤¤¡ª");
-#else
- msg_format("You cannot think directly!");
-#endif
- energy_use = 0;
+ msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
+ p_ptr->energy_use = 0;
}
else
{
do_cmd_activate();
else
{
-#ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
}
/* Throw an item */
case 'v':
{
- if (!p_ptr->wild_mode)
- {
- do_cmd_throw();
- }
+ if (!p_ptr->wild_mode) do_cmd_throw(1, FALSE, -1);
break;
}
do_cmd_aim_wand();
else
{
-#ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
}
{
if (p_ptr->inside_arena)
{
-#ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
else if (use_command && rogue_like_commands)
do_cmd_quaff_potion();
else
{
-#ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
}
do_cmd_read_scroll();
else
{
-#ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
}
{
if (p_ptr->inside_arena)
{
-#ifdef JP
-msg_print("¥¢¥ê¡¼¥Ê¤¬ËâË¡¤òµÛ¼ý¤·¤¿¡ª");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
else if (use_command && !rogue_like_commands)
{
char error_m[1024];
sound(SOUND_ILLEGAL);
-#ifdef JP
- if (!get_rnd_line("error_j.txt", 0, error_m))
-#else
- if (!get_rnd_line("error.txt", 0, error_m))
-#endif
-
+ if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
msg_print(error_m);
}
else
-#ifdef JP
-prt(" '?' ¤Ç¥Ø¥ë¥×¤¬É½¼¨¤µ¤ì¤Þ¤¹¡£", 0, 0);
-#else
- prt("Type '?' for help.", 0, 0);
-#endif
+ {
+ prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
+ }
break;
}
}
- if (!energy_use && !now_message)
+ if (!p_ptr->energy_use && !now_message)
now_message = old_now_message;
}
-
-
-
-static bool monster_tsuri(int r_idx)
+/*!
+ * @brief モンスター種族が釣れる種族かどうかを判定する。
+ * @param r_idx 判定したいモンスター種族のID
+ * @return 釣れる対象ならばTRUEを返す
+ */
+static bool monster_tsuri(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
-/* Hack -- Pack Overflow */
+/*!
+ * @brief アイテムの所持種類数が超えた場合にアイテムを床に落とす処理 / Hack -- Pack Overflow
+ * @return なし
+ */
static void pack_overflow(void)
{
if (inventory[INVEN_PACK].k_idx)
o_ptr = &inventory[INVEN_PACK];
/* Disturbing */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
/* Warning */
-#ifdef JP
- msg_print("¥¶¥Ã¥¯¤«¤é¥¢¥¤¥Æ¥à¤¬¤¢¤Õ¤ì¤¿¡ª");
-#else
- msg_print("Your pack overflows!");
-#endif
+ msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
/* Describe */
object_desc(o_name, o_ptr, 0);
- /* Message */
-#ifdef JP
- msg_format("%s(%c)¤òÍî¤È¤·¤¿¡£", o_name, index_to_label(INVEN_PACK));
-#else
- msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
-#endif
+ msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
/* Drop it (carefully) near the player */
- (void)drop_near(o_ptr, 0, py, px);
+ (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
/* Modify, Describe, Optimize */
inven_item_increase(INVEN_PACK, -255);
}
}
-/*
- * process the effects per 100 energy at player speed.
+/*!
+ * @brief プレイヤーの行動エネルギーが充填される(=プレイヤーのターンが回る)毎に行われる処理 / process the effects per 100 energy at player speed.
+ * @return なし
*/
static void process_upkeep_with_speed(void)
{
}
}
-
-/*
- * Process the player
- *
- * Notice the annoying code to handle "pack overflow", which
- * must come first just in case somebody manages to corrupt
- * the savefiles by clever use of menu commands or something.
+/*!
+ * @brief プレイヤーの行動処理 / Process the player
+ * @return なし
+ * @note
+ * Notice the annoying code to handle "pack overflow", which\n
+ * must come first just in case somebody manages to corrupt\n
+ * the savefiles by clever use of menu commands or something.\n
*/
static void process_player(void)
{
- int i;
+ IDX i;
/*** Apply energy ***/
if (hack_mutation)
{
-#ifdef JP
-msg_print("²¿¤«ÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel different!");
-#endif
+ msg_print(_("何か変わった気がする!", "You feel different!"));
(void)gain_random_mutation(0);
hack_mutation = FALSE;
}
+ if (invoking_midnight_curse)
+ {
+ int count = 0;
+ activate_ty_curse(FALSE, &count);
+ invoking_midnight_curse = FALSE;
+ }
+
if (p_ptr->inside_battle)
{
for(i = 1; i < m_max; i++)
if (resting < 0)
{
/* Basic resting */
- if (resting == -1)
+ if (resting == COMMAND_ARG_REST_FULL_HEALING)
{
/* Stop resting */
if ((p_ptr->chp == p_ptr->mhp) &&
}
/* Complete resting */
- else if (resting == -2)
+ else if (resting == COMMAND_ARG_REST_UNTIL_DONE)
{
/* Stop resting */
if ((p_ptr->chp == p_ptr->mhp) &&
if (p_ptr->action == ACTION_FISH)
{
- /* Delay */
Term_xtra(TERM_XTRA_DELAY, 10);
if (one_in_(1000))
{
- int r_idx;
+ MONRACE_IDX r_idx;
bool success = FALSE;
get_mon_num_prep(monster_tsuri,NULL);
r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
msg_print(NULL);
if (r_idx && one_in_(2))
{
- int y, x;
- y = py+ddy[tsuri_dir];
- x = px+ddx[tsuri_dir];
+ POSITION y, x;
+ y = p_ptr->y + ddy[p_ptr->fishing_dir];
+ x = p_ptr->x + ddx[p_ptr->fishing_dir];
if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
{
char m_name[80];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
-#ifdef JP
- msg_format("%s¤¬Äà¤ì¤¿¡ª", m_name);
-#else
- msg_format("You have a good catch!", m_name);
-#endif
+ msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
success = TRUE;
}
}
if (!success)
{
-#ifdef JP
- msg_print("±Â¤À¤±¿©¤ï¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª¤¯¤Ã¤½¡Á¡ª");
-#else
- msg_print("Damn! The fish stole your bait!");
-#endif
+ msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
}
- disturb(0, 1);
+ disturb(FALSE, TRUE);
}
}
/* Check for a key */
if (inkey())
{
- /* Flush input */
- flush();
+ flush(); /* Flush input */
- /* Disturb */
- disturb(0, 1);
+ disturb(FALSE, TRUE);
/* Hack -- Show a Message */
-#ifdef JP
-msg_print("ÃæÃǤ·¤Þ¤·¤¿¡£");
-#else
- msg_print("Canceled.");
-#endif
-
+ msg_print(_("中断しました。", "Canceled."));
}
}
}
/* Acquire the monster name */
monster_desc(m_name, m_ptr, 0);
-#ifdef JP
- msg_format("%^s¤òµ¯¤³¤·¤¿¡£", m_name);
-#else
- msg_format("You have waked %s up.", m_name);
-#endif
+ msg_format(_("%^sを起こした。", "You have waked %s up."), m_name);
}
if (MON_STUNNED(m_ptr))
monster_desc(m_name, m_ptr, 0);
/* Dump a message */
-#ifdef JP
- msg_format("%^s¤òÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
-#else
- msg_format("%^s is no longer stunned.", m_name);
-#endif
+ msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
}
}
monster_desc(m_name, m_ptr, 0);
/* Dump a message */
-#ifdef JP
- msg_format("%^s¤òº®Íð¾õÂÖ¤«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
-#else
- msg_format("%^s is no longer confused.", m_name);
-#endif
+ msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
}
}
if (MON_MONFEAR(m_ptr))
{
/* Hack -- Recover from fear */
- if (set_monster_monfear(p_ptr->riding,
+ if(set_monster_monfear(p_ptr->riding,
(randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
{
char m_name[80];
monster_desc(m_name, m_ptr, 0);
/* Dump a message */
-#ifdef JP
- msg_format("%^s¤ò¶²Éݤ«¤éΩ¤Áľ¤é¤»¤¿¡£", m_name);
-#else
- msg_format("%^s is no longer fear.", m_name);
-#endif
+ msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
}
}
{
(void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
}
- if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
+ if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
{
- if (p_ptr->magic_num1[0] < 40)
- {
- p_ptr->magic_num1[0] = 0;
- }
- else p_ptr->magic_num1[0] -= 40;
+ if(P_PTR_KI < 40) P_PTR_KI = 0;
+ else P_PTR_KI -= 40;
p_ptr->update |= (PU_BONUS);
}
if (p_ptr->action == ACTION_LEARN)
/* Convert the unit (1/2^16) to (1/2^32) */
s64b_LSHIFT(cost, cost_frac, 16);
-
if (s64b_cmp(p_ptr->csp, p_ptr->csp_frac, cost, cost_frac) < 0)
{
handle_stuff();
/* Place the cursor on the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
/* Refresh (optional) */
if (fresh_before) Term_fresh();
-
/* Hack -- Pack Overflow */
pack_overflow();
-
/* Hack -- cancel "lurking browse mode" */
if (!command_new) command_see = FALSE;
-
/* Assume free turn */
- energy_use = 0;
-
+ p_ptr->energy_use = 0;
if (p_ptr->inside_battle)
{
/* Place the cursor on the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
command_cmd = SPECIAL_KEY_BUILDING;
/* Paralyzed or Knocked Out */
else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
{
- /* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
/* Resting */
p_ptr->redraw |= (PR_STATE);
}
- /* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
/* Fishing */
else if (p_ptr->action == ACTION_FISH)
{
- /* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
/* Running */
else
{
/* Place the cursor on the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
can_save = TRUE;
/* Get a command (normal) */
/*** Clean up ***/
/* Significant */
- if (energy_use)
+ if (p_ptr->energy_use)
{
/* Use some energy */
- if (world_player || energy_use > 400)
+ if (world_player || p_ptr->energy_use > 400)
{
/* The Randomness is irrelevant */
- p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
+ p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
}
else
{
/* There is some randomness of needed energy */
- p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
+ p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
}
/* Hack -- constant hallucination */
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-#ifdef JP
- msg_print("¡Ö»þ¤ÏÆ°¤¤À¤¹¡Ä¡×");
-#else
- msg_print("You feel time flowing around you once more.");
-#endif
+ msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
msg_print(NULL);
world_player = FALSE;
p_ptr->energy_need = ENERGY_NEED();
}
/* Sniper */
- if (energy_use && reset_concent) reset_concentration(TRUE);
+ if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
/* Handle "leaving" */
if (p_ptr->leaving) break;
update_smell();
}
-
-/*
- * Interact with the current dungeon level.
- *
- * This function will not exit until the level is completed,
- * the user dies, or the game is terminated.
+/*!
+ * @brief 現在プレイヤーがいるダンジョンの全体処理 / Interact with the current dungeon level.
+ * @return なし
+ * @details
+ * <p>
+ * この関数から現在の階層を出る、プレイヤーがキャラが死ぬ、
+ * ゲームを終了するかのいずれかまでループする。
+ * </p>
+ * <p>
+ * This function will not exit until the level is completed,\n
+ * the user dies, or the game is terminated.\n
+ * </p>
*/
static void dungeon(bool load_game)
{
base_level = dun_level;
/* Reset various flags */
- hack_mind = FALSE;
+ is_loading_now = FALSE;
/* Not leaving */
p_ptr->leaving = FALSE;
repair_objects = TRUE;
- /* Disturb */
- disturb(1, 1);
+ disturb(TRUE, TRUE);
/* Get index of current quest (if any) */
quest_num = quest_number(dun_level);
/* Enter "xtra" mode */
character_xtra = TRUE;
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER | PW_MONSTER | PW_OVERHEAD | PW_DUNGEON);
/* Redraw dungeon */
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Update stuff */
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
/* Update lite/view */
/* Leave "xtra" mode */
character_xtra = FALSE;
- /* Update stuff */
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
/* Combine / Reorder the pack */
}
else
{
-#ifdef JP
-msg_print("»î¹ç³«»Ï¡ª");
-#else
- msg_format("Ready..Fight!");
-#endif
+ msg_print(_("試合開始!", "Ready..Fight!"));
msg_print(NULL);
}
}
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT))
- p_ptr->magic_num1[0] = MUSIC_DETECT;
+ if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) > MUSIC_DETECT))
+ SINGING_SONG_EFFECT(p_ptr) = MUSIC_DETECT;
/* Hack -- notice death or departure */
if (!p_ptr->playing || p_ptr->is_dead) return;
{
if (r_info[d_info[dungeon_type].final_guardian].max_num)
#ifdef JP
- msg_format("¤³¤Î³¬¤Ë¤Ï%s¤Î¼ç¤Ç¤¢¤ë%s¤¬À³¤ó¤Ç¤¤¤ë¡£",
+ msg_format("この階には%sの主である%sが棲んでいる。",
d_name+d_info[dungeon_type].name,
r_name+r_info[d_info[dungeon_type].final_guardian].name);
#else
/* Reset the object generation level */
object_level = base_level;
- hack_mind = TRUE;
+ is_loading_now = TRUE;
if (p_ptr->energy_need > 0 && !p_ptr->inside_battle &&
(dun_level || p_ptr->leaving_dungeon || p_ptr->inside_arena))
handle_stuff();
/* Hack -- Hilite the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
/* Optional fresh */
if (fresh_after) Term_fresh();
handle_stuff();
/* Hack -- Hilite the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
/* Optional fresh */
if (fresh_after) Term_fresh();
handle_stuff();
/* Hack -- Hilite the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
/* Optional fresh */
if (fresh_after) Term_fresh();
/* Hack -- Notice death or departure */
if (!p_ptr->playing || p_ptr->is_dead) break;
- /* Handle "leaving" */
- if (p_ptr->leaving) break;
-
/* Count game turns */
turn++;
prevent_turn_overflow();
+ /* Handle "leaving" */
+ if (p_ptr->leaving) break;
+
if (wild_regen) wild_regen--;
}
}
-/*
- * Load some "user pref files"
- *
+/*!
+ * @brief 全ユーザプロファイルをロードする / Load some "user pref files"
+ * @return なし
+ * @note
* Modified by Arcum Dagsson to support
* separate macro files for different realms.
*/
}
-/*
- * Extract option variables from bit sets
+/*!
+ * @brief ビットセットからゲームオプションを展開する / Extract option variables from bit sets
+ * @return なし
*/
void extract_option_vars(void)
{
}
-/*
- * Determine bounty uniques
+/*!
+ * @brief 賞金首となるユニークを確定する / Determine bounty uniques
+ * @return なし
*/
void determine_bounty_uniques(void)
{
- int i, j, tmp;
+ int i, j;
+ MONRACE_IDX tmp;
monster_race *r_ptr;
get_mon_num_prep(NULL, NULL);
}
-/*
- * Determine today's bounty monster
- * Note: conv_old is used if loaded 0.0.3 or older save file
+/*!
+ * @brief 今日の賞金首を確定する / Determine today's bounty monster
+ * @return なし
+ * @note conv_old is used if loaded 0.0.3 or older save file
*/
void determine_today_mon(bool conv_old)
{
p_ptr->inside_battle = old_inside_battle;
}
-
-/*
- * Actually play a game
- *
+/*!
+ * @brief 1ゲームプレイの主要ルーチン / Actually play a game
+ * @return なし
+ * @note
* If the "new_game" parameter is true, then, after loading the
* savefile, we will commit suicide, if necessary, to allow the
* player to start a new game.
*/
void play_game(bool new_game)
{
- int i;
+ MONSTER_IDX i;
bool load_game = TRUE;
bool init_random_seed = FALSE;
/* Attempt to load */
if (!load_player())
{
- /* Oops */
-#ifdef JP
-quit("¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤¬²õ¤ì¤Æ¤¤¤Þ¤¹");
-#else
- quit("broken savefile");
-#endif
-
+ quit(_("セーブファイルが壊れています", "broken savefile"));
}
/* Extract the options */
char buf[1024];
bool success;
-#ifdef JP
- if (!get_check_strict("ÂÔµ¡¤·¤Æ¤¤¤¿¥¹¥³¥¢ÅÐÏ¿¤òº£¹Ô¤Ê¤¤¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
-#else
- if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
-#endif
+ if (!get_check_strict(_("待機していたスコア登録を今行ないますか?", "Do you register score now? "), CHECK_NO_HISTORY))
quit(0);
- /* Update stuff */
p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- /* Update stuff */
update_stuff();
p_ptr->is_dead = TRUE;
- start_time = time(NULL);
+ start_time = (u32b)time(NULL);
/* No suspending now */
signals_ignore_tstp();
/* Open the high score file, for reading/writing */
highscore_fd = fd_open(buf, O_RDWR);
+ /* 町名消失バグ対策(#38205) Init the wilderness */
+ process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
+
/* Handle score, show Top scores */
success = send_world_score(TRUE);
-#ifdef JP
- if (!success && !get_check_strict("¥¹¥³¥¢ÅÐÏ¿¤òÄü¤á¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
-#else
- if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
-#endif
+ if (!success && !get_check_strict(_("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY))
{
-#ifdef JP
- prt("°ú¤Â³¤ÂÔµ¡¤·¤Þ¤¹¡£", 0, 0);
-#else
- prt("standing by for future registration...", 0, 0);
-#endif
+ prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
(void)inkey();
}
else
{
p_ptr->wait_report_score = FALSE;
top_twenty();
-#ifdef JP
- if (!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
-#else
- if (!save_player()) msg_print("death save failed!");
-#endif
+ if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
}
/* Shut the high score file */
(void)fd_close(highscore_fd);
/* Init the RNG */
if (init_random_seed)
{
- u32b seed;
-
- /* Basic seed */
- seed = (time(NULL));
-
-#ifdef SET_UID
-
- /* Mutate the seed on Unix machines */
- seed = ((seed >> 3) * (getpid() << 1));
-
-#endif
-
- /* Seed the RNG */
- Rand_state_init(seed);
+ Rand_state_init();
}
/* Roll new character */
{
write_level = FALSE;
-#ifdef JP
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----¥²¡¼¥àºÆ³«----");
-#else
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
-#endif
+ do_cmd_write_nikki(NIKKI_GAMESTART, 1,
+ _(" ----ゲーム再開----",
+ " ---- Restart Game ----"));
/*
- * 1.0.9 °ÊÁ°¤Ï¥»¡¼¥ÖÁ°¤Ë p_ptr->riding = -1 ¤È¤·¤Æ¤¤¤¿¤Î¤Ç¡¢ºÆÀßÄ꤬ɬÍפÀ¤Ã¤¿¡£
- * ¤â¤¦ÉÔÍפÀ¤¬¡¢°ÊÁ°¤Î¥»¡¼¥Ö¥Õ¥¡¥¤¥ë¤È¤Î¸ß´¹¤Î¤¿¤á¤Ë»Ä¤·¤Æ¤ª¤¯¡£
+ * 1.0.9 以前はセーブ前に p_ptr->riding = -1 としていたので、再設定が必要だった。
+ * もう不要だが、以前のセーブファイルとの互換のために残しておく。
*/
if (p_ptr->riding == -1)
{
flavor_init();
/* Flash a message */
-#ifdef JP
-prt("¤ªÂÔ¤Á²¼¤µ¤¤...", 0, 0);
-#else
- prt("Please wait...", 0, 0);
-#endif
-
+ prt(_("お待ち下さい...", "Please wait..."), 0, 0);
/* Flush the message */
Term_fresh();
{
p_ptr->wizard = TRUE;
- if (p_ptr->is_dead || !py || !px)
+ if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
{
/* Initialize the saved floors data */
init_saved_floors(TRUE);
p_ptr->inside_quest = 0;
/* Avoid crash in update_view() */
- py = px = 10;
+ p_ptr->y = p_ptr->x = 10;
}
}
else if (p_ptr->is_dead)
process_dungeon_file("t_info.txt", 0, 0, MAX_HGT, MAX_WID);
+ select_floor_music();
}
if (p_ptr->panic_save)
{
/* No player? -- Try to regenerate floor */
- if (!py || !px)
+ if (!p_ptr->y || !p_ptr->x)
{
-#ifdef JP
- msg_print("¥×¥ì¥¤¥ä¡¼¤Î°ÌÃÖ¤¬¤ª¤«¤·¤¤¡£¥Õ¥í¥¢¤òºÆÀ¸À®¤·¤Þ¤¹¡£");
-#else
- msg_print("What a strange player location. Regenerate the dungeon floor.");
-#endif
+ msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location. Regenerate the dungeon floor."));
change_floor();
}
/* Still no player? -- Try to locate random place */
- if (!py || !px) py = px = 10;
+ if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
/* No longer in panic */
p_ptr->panic_save = 0;
if (new_game)
{
char buf[80];
-
-#ifdef JP
- sprintf(buf, "%s¤Ë¹ß¤êΩ¤Ã¤¿¡£", map_name());
-#else
- sprintf(buf, "You are standing in the %s.", map_name());
-#endif
+ sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
}
/* React to changes */
Term_xtra(TERM_XTRA_REACT, 0);
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER);
- /* Window stuff */
p_ptr->window |= (PW_MESSAGE | PW_OVERHEAD | PW_DUNGEON | PW_MONSTER | PW_OBJECT);
- /* Window stuff */
window_stuff();
if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
{
monster_type *m_ptr;
- int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
+ IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
monster_race *r_ptr = &r_info[pet_r_idx];
- place_monster_aux(0, py, px - 1, pet_r_idx,
+ place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
(PM_FORCE_PET | PM_NO_KAGE));
m_ptr = &m_list[hack_m_idx_ii];
m_ptr->mspeed = r_ptr->speed;
(void)combine_and_reorder_home(STORE_HOME);
(void)combine_and_reorder_home(STORE_MUSEUM);
+ select_floor_music();
+
/* Process */
while (TRUE)
{
if (!p_ptr->is_dead) wipe_m_list();
- /* XXX XXX XXX */
msg_print(NULL);
load_game = FALSE;
else
{
/* Mega-Hack -- Allow player to cheat death */
-#ifdef JP
- if ((p_ptr->wizard || cheat_live) && !get_check("»à¤Ë¤Þ¤¹¤«? "))
-#else
- if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
-#endif
+ if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
{
/* Mark social class, reset age, if needed */
if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
/* Mark savefile */
p_ptr->noscore |= 0x0001;
- /* Message */
-#ifdef JP
- msg_print("¥¦¥£¥¶¡¼¥É¥â¡¼¥É¤ËÇ°¤òÁ÷¤ê¡¢»à¤òµ½¤¤¤¿¡£");
-#else
- msg_print("You invoke wizard mode and cheat death.");
-#endif
+ msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
msg_print(NULL);
- /* Restore hit points */
- p_ptr->chp = p_ptr->mhp;
- p_ptr->chp_frac = 0;
+ (void)life_stream(FALSE, FALSE);
if (p_ptr->pclass == CLASS_MAGIC_EATER)
{
- for (i = 0; i < EATER_EXT*2; i++)
+ int magic_idx;
+ for (magic_idx = 0; magic_idx < EATER_EXT*2; magic_idx++)
{
- p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
+ p_ptr->magic_num1[magic_idx] = p_ptr->magic_num2[magic_idx]*EATER_CHARGE;
}
- for (; i < EATER_EXT*3; i++)
+ for (; magic_idx < EATER_EXT*3; magic_idx++)
{
- p_ptr->magic_num1[i] = 0;
+ p_ptr->magic_num1[magic_idx] = 0;
}
}
+
/* Restore spell points */
p_ptr->csp = p_ptr->msp;
p_ptr->csp_frac = 0;
/* Hack -- cancel recall */
if (p_ptr->word_recall)
{
- /* Message */
-#ifdef JP
- msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
-#else
- msg_print("A tension leaves the air around you...");
-#endif
-
+ msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
msg_print(NULL);
/* Hack -- Prevent recall */
p_ptr->redraw |= (PR_STATUS);
}
- /* Note cause of death XXX XXX XXX */
-#ifdef JP
- (void)strcpy(p_ptr->died_from, "»à¤Îµ½¤");
-#else
- (void)strcpy(p_ptr->died_from, "Cheating death");
-#endif
+ /* Note cause of death */
+ (void)strcpy(p_ptr->died_from, _("死の欺き", "Cheating death"));
/* Do not die */
p_ptr->is_dead = FALSE;
- /* Hack -- Healing */
- (void)set_blind(0);
- (void)set_confused(0);
- (void)set_poisoned(0);
- (void)set_afraid(0);
- (void)set_paralyzed(0);
- (void)set_image(0);
- (void)set_stun(0);
- (void)set_cut(0);
-
/* Hack -- Prevent starvation */
(void)set_food(PY_FOOD_MAX - 1);
p_ptr->wild_mode = FALSE;
p_ptr->leaving = TRUE;
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " ¤·¤«¤·¡¢À¸¤Ê֤ä¿¡£");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
-#endif
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
+ _(" しかし、生き返った。",
+ " but revived."));
/* Prepare next floor */
leave_floor();
quit(NULL);
}
+/*!
+ * @brief ゲームターンからの実時間換算を行うための補正をかける
+ * @param hoge ゲームターン
+ * @details アンデッド種族は18:00からゲームを開始するので、この修正を予め行う。
+ * @return 修正をかけた後のゲームターン
+ */
s32b turn_real(s32b hoge)
{
switch (p_ptr->start_race)
}
}
-/*
- * ¥¿¡¼¥ó¤Î¥ª¡¼¥Ð¡¼¥Õ¥í¡¼¤ËÂФ¹¤ëÂнè
- * ¥¿¡¼¥óµÚ¤Ó¥¿¡¼¥ó¤òµÏ¿¤¹¤ëÊÑ¿ô¤ò¥¿¡¼¥ó¤Î¸Â³¦¤Î1ÆüÁ°¤Þ¤Ç´¬¤Ì᤹.
+/*!
+ * @brief ターンのオーバーフローに対する対処
+ * @details ターン及びターンを記録する変数をターンの限界の1日前まで巻き戻す.
+ * @return 修正をかけた後のゲームターン
*/
void prevent_turn_overflow(void)
{