#include "player-status.h"
#include "spells-status.h"
#include "realm-hex.h"
+#include "object-hook.h"
+#include "wild.h"
+#include "spells-floor.h"
+#include "player-move.h"
/*!
* @brief プレイヤーの継続行動を設定する。
}
case ACTION_REST:
{
- resting = 0;
+ p_ptr->resting = 0;
break;
}
case ACTION_LEARN:
{
- msg_print(_("学習をやめた。", "You stop Learning"));
+ msg_print(_("学習をやめた。", "You stop learning."));
new_mane = FALSE;
break;
}
case ACTION_KAMAE:
{
- msg_print(_("構えをといた。", "You stop assuming the posture."));
+ msg_print(_("構えをといた。", "You stop assuming the special stance."));
p_ptr->special_defense &= ~(KAMAE_MASK);
break;
}
case ACTION_KATA:
{
- msg_print(_("型を崩した。", "You stop assuming the posture."));
+ msg_print(_("型を崩した。", "You stop assuming the special stance."));
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_MONSTERS);
p_ptr->redraw |= (PR_STATUS);
case ACTION_HAYAGAKE:
{
msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
- take_turn(p_ptr, 100);;
+ take_turn(p_ptr, 100);
break;
}
case ACTION_SPELL:
{
- msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
+ msg_print(_("呪文の詠唱を中断した。", "You stopped casting."));
break;
}
}
p_ptr->action = typ;
/* If we are requested other action, stop singing */
- if (prev_typ == ACTION_SING) stop_singing();
+ if (prev_typ == ACTION_SING) stop_singing(p_ptr);
if (prev_typ == ACTION_SPELL) stop_hex_spell();
switch (p_ptr->action)
}
case ACTION_LEARN:
{
- msg_print(_("学習を始めた。", "You begin Learning"));
+ msg_print(_("学習を始めた。", "You begin learning"));
break;
}
case ACTION_FISH:
p_ptr->special_defense = 0L;
while(p_ptr->energy_need < 0) p_ptr->energy_need += ENERGY_NEED();
- world_player = FALSE;
+ p_ptr->timewalk = FALSE;
if (prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) p_ptr->oppose_fire = 1;
if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) p_ptr->oppose_pois = 1;
if (music_singing_any() || hex_spelling_any())
{
- concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
+ concptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "casting");
INTERUPTING_SONG_EFFECT(p_ptr) = SINGING_SONG_EFFECT(p_ptr);
SINGING_SONG_EFFECT(p_ptr) = MUSIC_NONE;
msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
if (p_ptr->action == ACTION_LEARN)
{
- msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
+ msg_print(_("学習が続けられない!", "You cannot continue learning!"));
new_mane = FALSE;
p_ptr->redraw |= (PR_STATE);
}
if (p_ptr->action == ACTION_KAMAE)
{
- msg_print(_("構えがとけた。", "Your posture gets loose."));
+ msg_print(_("構えがとけた。", "You lose your stance."));
p_ptr->special_defense &= ~(KAMAE_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->redraw |= (PR_STATE);
}
else if (p_ptr->action == ACTION_KATA)
{
- msg_print(_("型が崩れた。", "Your posture gets loose."));
+ msg_print(_("型が崩れた。", "You lose your stance."));
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->update |= (PU_MONSTERS);
if (p_ptr->special_defense & KATA_MASK)
{
- msg_print(_("型が崩れた。", "Your posture gets loose."));
+ msg_print(_("型が崩れた。", "You lose your stance."));
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->update |= (PU_MONSTERS);
}
else if (!p_ptr->lightspeed)
{
- msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
+ msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely fast!"));
notice = TRUE;
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_DILIGENCE, 1);
{
if (p_ptr->shero)
{
- msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
+ msg_print(_("野蛮な気持ちが消え失せた。", "You feel less berserk."));
notice = TRUE;
}
}
{
if (!(p_ptr->special_defense & NINJA_S_STEALTH))
{
- if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
+ if (current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
{
msg_print(_("敵の目から薄い影の中に覆い隠された。", "You are mantled in weak shadow from ordinary eyes."));
p_ptr->monlite = p_ptr->old_monlite = TRUE;
}
else if (!p_ptr->tim_sh_touki)
{
- msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
+ msg_print(_("体が闘気のオーラで覆われた。", "You are enveloped by an aura of the Force!"));
notice = TRUE;
}
}
{
if (p_ptr->tim_sh_touki)
{
- msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
+ msg_print(_("闘気が消えた。", "The aura of the Force disappeared."));
notice = TRUE;
}
}
}
else if (!p_ptr->tim_sh_fire)
{
- msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
+ msg_print(_("体が炎のオーラで覆われた。", "You are enveloped by a fiery aura!"));
notice = TRUE;
}
}
{
if (p_ptr->tim_sh_fire)
{
- msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
+ msg_print(_("炎のオーラが消えた。", "The fiery aura disappeared."));
notice = TRUE;
}
}
}
else if (!p_ptr->tim_sh_holy)
{
- msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
+ msg_print(_("体が聖なるオーラで覆われた。", "You are enveloped by a holy aura!"));
notice = TRUE;
}
}
{
if (p_ptr->tim_sh_holy)
{
- msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
+ msg_print(_("聖なるオーラが消えた。", "The holy aura disappeared."));
notice = TRUE;
}
}
}
else if (!p_ptr->kabenuke)
{
- msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
+ msg_print(_("体が半物質の状態になった。", "You became ethereal."));
notice = TRUE;
}
}
{
if (p_ptr->kabenuke)
{
- msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
+ msg_print(_("体が物質化した。", "You are no longer ethereal."));
notice = TRUE;
}
}
{
if (p_ptr->tsuyoshi)
{
- msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
+ msg_print(_("肉体が急速にしぼんでいった。", "Your body has quickly shriveled."));
(void)dec_stat(A_CON, 20, TRUE);
(void)dec_stat(A_STR, 20, TRUE);
}
if (p_ptr->special_defense & KATA_MASK)
{
- msg_print(_("型が崩れた。", "Your posture gets loose."));
+ msg_print(_("型が崩れた。", "You lose your stance."));
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->update |= (PU_MONSTERS);
{
/* Approximate gain value */
gain = (((p_ptr->stat_max_max[stat]) - value) / 2 + 3) / 2;
-
- /* Paranoia */
if (gain < 1) gain = 1;
/* Apply the bonus */
/* and one-half of the stat bonus times the percentage, with a */
/* minimum damage of half the percentage. -CWS */
loss = (((cur-18) / 2 + 1) / 2 + 1);
-
- /* Paranoia */
if (loss < 1) loss = 1;
/* Randomize the loss */
*/
static concptr desc_stat_pos[] =
{
- _("強く", "strong"),
- _("知的に", "smart"),
- _("賢く", "wise"),
- _("器用に", "dextrous"),
- _("健康に", "healthy"),
- _("美しく", "cute")
+ _("強く", "stronger"),
+ _("知的に", "smarter"),
+ _("賢く", "wiser"),
+ _("器用に", "more dextrous"),
+ _("健康に", "healthier"),
+ _("美しく", "cuter")
};
*/
static concptr desc_stat_neg[] =
{
- _("弱く", "weak"),
- _("無知に", "stupid"),
- _("愚かに", "naive"),
- _("不器用に", "clumsy"),
- _("不健康に", "sickly"),
- _("醜く", "ugly")
+ _("弱く", "weaker"),
+ _("無知に", "stupider"),
+ _("愚かに", "more naive"),
+ _("不器用に", "clumsier"),
+ _("不健康に", "more sickly"),
+ _("醜く", "uglier")
};
/* Attempt to reduce the stat */
if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
{
- msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
+ msg_format(_("ひどく%sなった気がする。", "You feel %s."), desc_stat_neg[stat]);
/* Notice effect */
return (TRUE);
/* Attempt to increase */
if (res_stat(stat))
{
- msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
+ msg_format(_("元通りに%sなった気がする。", "You feel %s."), desc_stat_pos[stat]);
return (TRUE);
}
else if (stat == A_CON)
chg_virtue(V_VITALITY, 1);
- msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
+ msg_format(_("ワーオ!とても%sなった!", "Wow! You feel %s!"), desc_stat_pos[stat]);
return (TRUE);
}
/* Restoration worked */
if (res)
{
- msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
+ msg_format(_("元通りに%sなった気がする。", "You feel %s."), desc_stat_pos[stat]);
return (TRUE);
}
else
p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
- do_cmd_rerate(0L);
+ roll_hitdice(p_ptr, 0L);
/* The experience level may be modified */
check_experience();
power -= 10;
get_max_stats();
- do_cmd_rerate(0L);
+ roll_hitdice(p_ptr, 0L);
}
while ((power > randint0(15)) && one_in_(3))
{
power -= 7;
- (void)gain_random_mutation(0);
+ (void)gain_mutation(p_ptr, 0);
}
if (power > randint0(5))
/* Note: earlier deductions may have left power < 0 already. */
while (power > 0)
{
- mutate_player();
+ status_shuffle();
power--;
}
}
char tmp[1024];
int warning = (p_ptr->mhp * hitpoint_warn / 10);
-
- /* Paranoia */
if (p_ptr->is_dead) return 0;
if (p_ptr->sutemi) damage *= 2;
disturb(TRUE, TRUE);
if (auto_more)
{
- now_damaged = TRUE;
+ p_ptr->now_damaged = TRUE;
}
}
}
else if (damage_type == DAMAGE_ATTACK)
{
- msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
+ msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, but you are unharmed!"));
return 0;
}
}
chg_virtue(V_SACRIFICE, 10);
handle_stuff();
-
- /* Leaving */
p_ptr->leaving = TRUE;
/* Note death */
}
else
{
- QUEST_IDX q_idx = quest_number(dun_level);
+ QUEST_IDX q_idx = quest_number(current_floor_ptr->dun_level);
bool seppuku = streq(hit_from, "Seppuku");
bool winning_seppuku = p_ptr->total_winner && seppuku;
if (p_ptr->inside_arena)
strcpy(buf,_("アリーナ", "in the Arena"));
- else if (!dun_level)
+ else if (!current_floor_ptr->dun_level)
strcpy(buf,_("地上", "on the surface"));
else if (q_idx && (is_fixed_quest_idx(q_idx) &&
!((q_idx == QUEST_OBERON) || (q_idx == QUEST_SERPENT))))
strcpy(buf,_("クエスト", "in a quest"));
else
- sprintf(buf,_("%d階", "level %d"), (int)dun_level);
+ sprintf(buf,_("%d階", "level %d"), (int)current_floor_ptr->dun_level);
sprintf(tmp, _("%sで%sに殺された。", "killed by %s %s."), buf, p_ptr->died_from);
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
if (auto_more)
{
/* stop auto_more even if DAMAGE_USELIFE */
- now_damaged = TRUE;
+ p_ptr->now_damaged = TRUE;
}
msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
char choice;
screen_save();
- c_prt(TERM_RED, _(" a) 火炎", " a) Immune Fire"), 2, 14);
- c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immune Cold"), 3, 14);
- c_prt(TERM_L_DARK, _(" c) 酸", " c) Immune Acid"), 4, 14);
- c_prt(TERM_BLUE, _(" d) 電撃", " d) Immune Elec"), 5, 14);
+ c_prt(TERM_RED, _(" a) 火炎", " a) Immunity to fire"), 2, 14);
+ c_prt(TERM_L_WHITE,_(" b) 冷気", " b) Immunity to cold"), 3, 14);
+ c_prt(TERM_L_DARK, _(" c) 酸", " c) Immunity to acid"), 4, 14);
+ c_prt(TERM_BLUE, _(" d) 電撃", " d) Immunity to elec"), 5, 14);
prt("", 6, 14);
prt("", 7, 14);
prt("", 9, 14);
prt("", 1, 0);
- prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
+ prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immunity "), 1, 14);
choice = inkey();
set_ele_immune(DEFENSE_ELEC, immune_turn);
else
{
- msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));
+ msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immunity."));
screen_load();
return FALSE;
}