-/* File: effects.c */
-
-/* Purpose: effects of various "objects" */
-
-/*
- * Copyright (c) 1989 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.
+/*!
+ * @file effects.c
+ * @brief プレイヤーのステータス管理 / effects of various "objects"
+ * @date 2014/01/01
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ *\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies. Other copyrights may also apply.\n
+ *\n
+ * 2013 Deskull rearranged comment for Doxygen.\n
*/
+
#include "angband.h"
-void set_action(int typ)
+/*!
+ * @brief プレイヤーの継続行動を設定する。
+ * @param typ 継続行動のID\n
+ * #ACTION_NONE / #ACTION_SEARCH / #ACTION_REST / #ACTION_LEARN / #ACTION_FISH / #ACTION_KAMAE / #ACTION_KATA / #ACTION_SING / #ACTION_HAYAGAKE / #ACTION_SPELL から選択。
+ * @return なし
+ */
+void set_action(ACTION_IDX typ)
{
- if (typ == p_ptr->action)
+ int prev_typ = p_ptr->action;
+
+ if (typ == prev_typ)
{
return;
}
else
{
- switch(p_ptr->action)
+ switch (prev_typ)
{
case ACTION_SEARCH:
{
-#ifdef JP
- msg_print("õº÷¤ò¤ä¤á¤¿¡£");
-#else
- msg_print("You no longer walk carefully.");
-#endif
+ msg_print(_("探索をやめた。", "You no longer walk carefully."));
p_ptr->redraw |= (PR_SPEED);
break;
}
}
case ACTION_LEARN:
{
-#ifdef JP
- msg_print("³Ø½¬¤ò¤ä¤á¤¿¡£");
-#else
- msg_print("You stop Learning");
-#endif
+ msg_print(_("学習をやめた。", "You stop Learning"));
new_mane = FALSE;
break;
}
case ACTION_KAMAE:
{
-#ifdef JP
- msg_print("¹½¤¨¤ò¤È¤¤¤¿¡£");
-#else
- msg_print("You stop assuming the posture.");
-#endif
+ msg_print(_("構えをといた。", "You stop assuming the posture."));
p_ptr->special_defense &= ~(KAMAE_MASK);
break;
}
case ACTION_KATA:
{
-#ifdef JP
- msg_print("·¿¤òÊø¤·¤¿¡£");
-#else
- msg_print("You stop assuming the posture.");
-#endif
+ msg_print(_("型を崩した。", "You stop assuming the posture."));
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_MONSTERS);
p_ptr->redraw |= (PR_STATUS);
}
case ACTION_SING:
{
-#ifdef JP
- msg_print("²Î¤¦¤Î¤ò¤ä¤á¤¿¡£");
-#else
- msg_print("You stop singing.");
-#endif
+ msg_print(_("歌うのをやめた。", "You stop singing."));
break;
}
case ACTION_HAYAGAKE:
{
-#ifdef JP
- msg_print("¤¬½Å¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You are no longer walking extremely fast.");
-#endif
+ msg_print(_("足が重くなった。", "You are no longer walking extremely fast."));
+ p_ptr->energy_use = 100;
+ break;
+ }
+ case ACTION_SPELL:
+ {
+ msg_print(_("呪文の詠唱を中断した。", "You stopped spelling all spells."));
break;
}
}
p_ptr->action = typ;
- switch(p_ptr->action)
+ /* If we are requested other action, stop singing */
+ if (prev_typ == ACTION_SING) stop_singing();
+ if (prev_typ == ACTION_SPELL) stop_hex_spell();
+
+ switch (p_ptr->action)
{
case ACTION_SEARCH:
{
-#ifdef JP
- msg_print("Ãí°Õ¿¼¤¯Ê⤻Ϥ᤿¡£");
-#else
- msg_print("You began to walk carefully.");
-#endif
+ msg_print(_("注意深く歩き始めた。", "You begin to walk carefully."));
p_ptr->redraw |= (PR_SPEED);
break;
}
case ACTION_LEARN:
{
-#ifdef JP
- msg_print("³Ø½¬¤ò»Ï¤á¤¿¡£");
-#else
- msg_print("You began Learning");
-#endif
+ msg_print(_("学習を始めた。", "You begin Learning"));
break;
}
case ACTION_FISH:
{
-#ifdef JP
- msg_print("¿åÌ̤˻å¤ò¿â¤é¤·¤¿¡¥¡¥¡¥");
-#else
- msg_print("You began fishing...");
-#endif
+ msg_print(_("水面に糸を垂らした...", "You begin fishing..."));
break;
}
case ACTION_HAYAGAKE:
{
-#ifdef JP
- msg_print("¤¬±©¤Î¤è¤¦¤Ë·Ú¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You began to walk extremely fast.");
-#endif
+ msg_print(_("足が羽のように軽くなった。", "You begin to walk extremely fast."));
break;
}
default:
p_ptr->redraw |= (PR_STATE);
}
-/* reset timed flags */
+/*!
+ * @brief プレイヤーの全ての時限効果をリセットする。 / reset timed flags
+ * @return なし
+ */
void reset_tim_flags(void)
{
p_ptr->fast = 0; /* Timed -- Fast */
p_ptr->tim_regen = 0; /* Timed -- Regeneration */
p_ptr->tim_stealth = 0; /* Timed -- Stealth */
p_ptr->tim_esp = 0;
- p_ptr->tim_ffall = 0;
+ p_ptr->wraith_form = 0; /* Timed -- Wraith Form */
+ p_ptr->tim_levitation = 0;
p_ptr->tim_sh_touki = 0;
p_ptr->tim_sh_fire = 0;
p_ptr->tim_sh_holy = 0;
p_ptr->tim_eyeeye = 0;
+ p_ptr->magicdef = 0;
p_ptr->resist_magic = 0;
p_ptr->tsuyoshi = 0;
p_ptr->kabenuke = 0;
p_ptr->oppose_cold = 0; /* Timed -- oppose cold */
p_ptr->oppose_pois = 0; /* Timed -- oppose poison */
- p_ptr->word_recall = FALSE;
+ p_ptr->word_recall = 0;
+ p_ptr->alter_reality = 0;
p_ptr->sutemi = FALSE;
p_ptr->counter = FALSE;
p_ptr->ele_attack = 0;
if (p_ptr->riding)
{
- m_list[p_ptr->riding].fast = 0;
- m_list[p_ptr->riding].slow = 0;
- m_list[p_ptr->riding].invulner = 0;
+ (void)set_monster_fast(p_ptr->riding, 0);
+ (void)set_monster_slow(p_ptr->riding, 0);
+ (void)set_monster_invulner(p_ptr->riding, 0, FALSE);
}
if (p_ptr->pclass == CLASS_BARD)
}
}
+/*!
+ * @brief プレイヤーに魔力消去効果を与える。
+ * @return なし
+ */
+void dispel_player(void)
+{
+ (void)set_fast(0, TRUE);
+ (void)set_lightspeed(0, TRUE);
+ (void)set_slow(0, TRUE);
+ (void)set_shield(0, TRUE);
+ (void)set_blessed(0, TRUE);
+ (void)set_tsuyoshi(0, TRUE);
+ (void)set_hero(0, TRUE);
+ (void)set_shero(0, TRUE);
+ (void)set_protevil(0, TRUE);
+ (void)set_invuln(0, TRUE);
+ (void)set_wraith_form(0, TRUE);
+ (void)set_kabenuke(0, TRUE);
+ (void)set_tim_res_nether(0, TRUE);
+ (void)set_tim_res_time(0, TRUE);
+ /* by henkma */
+ (void)set_tim_reflect(0,TRUE);
+ (void)set_multishadow(0,TRUE);
+ (void)set_dustrobe(0,TRUE);
+
+ (void)set_tim_invis(0, TRUE);
+ (void)set_tim_infra(0, TRUE);
+ (void)set_tim_esp(0, TRUE);
+ (void)set_tim_regen(0, TRUE);
+ (void)set_tim_stealth(0, TRUE);
+ (void)set_tim_levitation(0, TRUE);
+ (void)set_tim_sh_touki(0, TRUE);
+ (void)set_tim_sh_fire(0, TRUE);
+ (void)set_tim_sh_holy(0, TRUE);
+ (void)set_tim_eyeeye(0, TRUE);
+ (void)set_magicdef(0, TRUE);
+ (void)set_resist_magic(0, TRUE);
+ (void)set_oppose_acid(0, TRUE);
+ (void)set_oppose_elec(0, TRUE);
+ (void)set_oppose_fire(0, TRUE);
+ (void)set_oppose_cold(0, TRUE);
+ (void)set_oppose_pois(0, TRUE);
+ (void)set_ultimate_res(0, TRUE);
+ (void)set_mimic(0, 0, TRUE);
+ (void)set_ele_attack(0, 0);
+ (void)set_ele_immune(0, 0);
+
+ /* Cancel glowing hands */
+ if (p_ptr->special_attack & ATTACK_CONFUSE)
+ {
+ p_ptr->special_attack &= ~(ATTACK_CONFUSE);
+ msg_print(_("手の輝きがなくなった。", "Your hands stop glowing."));
+ }
+
+ if (music_singing_any() || hex_spelling_any())
+ {
+ cptr str = (music_singing_any()) ? _("歌", "singing") : _("呪文", "spelling");
+ p_ptr->magic_num1[1] = p_ptr->magic_num1[0];
+ p_ptr->magic_num1[0] = 0;
+ msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
+ p_ptr->action = ACTION_NONE;
+
+ /* Recalculate bonuses */
+ p_ptr->update |= (PU_BONUS | PU_HP);
-/*
- * Set "p_ptr->tim_mimic", and "p_ptr->mimic_form",
- * notice observable changes
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP | PR_STATUS | PR_STATE);
+
+ /* Update monsters */
+ p_ptr->update |= (PU_MONSTERS);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+ p_ptr->energy_need += ENERGY_NEED();
+ }
+}
+
+
+/*!
+ * @brief 変身効果の継続時間と変身先をセットする / Set "p_ptr->tim_mimic", and "p_ptr->mimic_form", notice observable changes
+ * @param v 継続時間
+ * @param p 変身内容
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_mimic(int v, int p, bool do_dec)
+bool set_mimic(TIME_EFFECT v, IDX p, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (p_ptr->tim_mimic > v) return FALSE;
}
- else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
+ else if ((!p_ptr->tim_mimic) || (p_ptr->mimic_form != p))
{
-#ifdef JP
- msg_print("¼«Ê¬¤ÎÂΤ¬ÊѤï¤Ã¤Æ¤æ¤¯¤Î¤ò´¶¤¸¤¿¡£");
-#else
- msg_print("You feel that your body change.");
-#endif
- p_ptr->mimic_form=p;
+ msg_print(_("自分の体が変わってゆくのを感じた。", "You feel that your body changes."));
+ p_ptr->mimic_form = p;
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->tim_mimic)
+ if (p_ptr->tim_mimic)
{
-#ifdef JP
- msg_print("ÊѿȤ¬²ò¤±¤¿¡£");
-#else
- msg_print("You are no longer transformed.");
-#endif
+ msg_print(_("変身が解けた。", "You are no longer transformed."));
if (p_ptr->mimic_form == MIMIC_DEMON) set_oppose_fire(0, TRUE);
- p_ptr->mimic_form=0;
+ p_ptr->mimic_form=0;
notice = TRUE;
p = 0;
}
}
/* Use the value */
- p_ptr->tim_mimic = v;
+ p_ptr->tim_mimic = v;
/* Nothing to notice */
if (!notice)
return (FALSE);
/* Disturb */
- if (disturb_state)
- disturb(0, 0);
+ if (disturb_state) disturb(0, 1);
- /* Redraw title */
- p_ptr->redraw |= (PR_BASIC | PR_STATUS);
+ /* Redraw title */
+ p_ptr->redraw |= (PR_BASIC | PR_STATUS);
/* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS | PU_HP);
+ p_ptr->update |= (PU_BONUS | PU_HP);
handle_stuff();
return (TRUE);
}
-/*
- * Set "p_ptr->blind", notice observable changes
- *
- * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to
- * memorize any terrain features which suddenly become "visible".
- * Note that blindness is currently the only thing which can affect
- * "player_can_see_bold()".
+/*!
+ * @brief 盲目の継続時間をセットする / Set "p_ptr->blind", notice observable changes
+ * @param v 継続時間
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
+ * @details
+ * Note the use of "PU_UN_LITE" and "PU_UN_VIEW", which is needed to\n
+ * memorize any terrain features which suddenly become "visible".\n
+ * Note that blindness is currently the only thing which can affect\n
+ * "player_can_see_bold()".\n
*/
-bool set_blind(int v)
+bool set_blind(TIME_EFFECT v)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (p_ptr->prace == RACE_ANDROID)
{
-#ifdef JP
-msg_print("¥»¥ó¥µ¡¼¤ò¤ä¤é¤ì¤¿¡ª");
-#else
- msg_print("You are blind!");
-#endif
+ msg_print(_("センサーをやられた!", "You are blind!"));
}
else
{
-#ifdef JP
-msg_print("Ìܤ¬¸«¤¨¤Ê¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You are blind!");
-#endif
+ msg_print(_("目が見えなくなってしまった!", "You are blind!"));
}
notice = TRUE;
{
if (p_ptr->prace == RACE_ANDROID)
{
-#ifdef JP
-msg_print("¥»¥ó¥µ¡¼¤¬Éüµì¤·¤¿¡£");
-#else
- msg_print("You can see again.");
-#endif
+ msg_print(_("センサーが復旧した。", "You can see again."));
}
else
{
-#ifdef JP
-msg_print("¤ä¤Ã¤ÈÌܤ¬¸«¤¨¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You can see again.");
-#endif
+ msg_print(_("やっと目が見えるようになった。", "You can see again."));
}
notice = TRUE;
if (disturb_state) disturb(0, 0);
/* Fully update the visuals */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS);
+ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
}
-/*
- * Set "p_ptr->confused", notice observable changes
+/*!
+ * @brief 混乱の継続時間をセットする / Set "p_ptr->confused", notice observable changes
+ * @param v 継続時間
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_confused(int v)
+bool set_confused(TIME_EFFECT v)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (!p_ptr->confused)
{
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤¿¡ª");
-#else
- msg_print("You are confused!");
-#endif
+ msg_print(_("あなたは混乱した!", "You are confused!"));
+ if (p_ptr->action == ACTION_LEARN)
+ {
+ msg_print(_("学習が続けられない!", "You cannot continue Learning!"));
+ new_mane = FALSE;
+
+ p_ptr->redraw |= (PR_STATE);
+ p_ptr->action = ACTION_NONE;
+ }
if (p_ptr->action == ACTION_KAMAE)
{
-#ifdef JP
- msg_print("¹½¤¨¤¬¤È¤±¤¿¡£");
-#else
- msg_print("Your posture gets loose.");
-#endif
+ msg_print(_("構えがとけた。", "Your posture gets loose."));
p_ptr->special_defense &= ~(KAMAE_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->redraw |= (PR_STATE);
}
else if (p_ptr->action == ACTION_KATA)
{
-#ifdef JP
- msg_print("·¿¤¬Êø¤ì¤¿¡£");
-#else
- msg_print("Your posture gets loose.");
-#endif
+ msg_print(_("型が崩れた。", "Your posture gets loose."));
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->update |= (PU_MONSTERS);
p_ptr->action = ACTION_NONE;
}
+ /* Sniper */
+ if (p_ptr->concent) reset_concentration(TRUE);
+
+ /* Hex */
+ if (hex_spelling_any()) stop_hex_spell_all();
+
notice = TRUE;
p_ptr->counter = FALSE;
chg_virtue(V_HARMONY, -1);
{
if (p_ptr->confused)
{
-#ifdef JP
-msg_print("¤ä¤Ã¤Èº®Í𤬤ª¤µ¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You feel less confused now.");
-#endif
-
+ msg_print(_("やっと混乱がおさまった。", "You feel less confused now."));
p_ptr->special_attack &= ~(ATTACK_SUIKEN);
notice = TRUE;
}
}
-/*
- * Set "p_ptr->poisoned", notice observable changes
+/*!
+ * @brief 毒の継続時間をセットする / Set "p_ptr->poisoned", notice observable changes
+ * @param v 継続時間
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_poisoned(int v)
+bool set_poisoned(TIME_EFFECT v)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (!p_ptr->poisoned)
{
-#ifdef JP
-msg_print("ÆǤ˿¯¤µ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You are poisoned!");
-#endif
-
+ msg_print(_("毒に侵されてしまった!", "You are poisoned!"));
notice = TRUE;
}
}
{
if (p_ptr->poisoned)
{
-#ifdef JP
-msg_print("¤ä¤Ã¤ÈÆǤÎÄˤߤ¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You are no longer poisoned.");
-#endif
-
+ msg_print(_("やっと毒の痛みがなくなった。", "You are no longer poisoned."));
notice = TRUE;
}
}
}
-/*
- * Set "p_ptr->afraid", notice observable changes
+/*!
+ * @brief 恐怖の継続時間をセットする / Set "p_ptr->afraid", notice observable changes
+ * @param v 継続時間
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_afraid(int v)
+bool set_afraid(TIME_EFFECT v)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (!p_ptr->afraid)
{
-#ifdef JP
-msg_print("²¿¤â¤«¤â¶²¤¯¤Ê¤Ã¤Æ¤¤¿¡ª");
-#else
- msg_print("You are terrified!");
-#endif
+ msg_print(_("何もかも恐くなってきた!", "You are terrified!"));
if (p_ptr->special_defense & KATA_MASK)
{
-#ifdef JP
- msg_print("·¿¤¬Êø¤ì¤¿¡£");
-#else
- msg_print("Your posture gets loose.");
-#endif
+ msg_print(_("型が崩れた。", "Your posture gets loose."));
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->update |= (PU_MONSTERS);
{
if (p_ptr->afraid)
{
-#ifdef JP
-msg_print("¤ä¤Ã¤È¶²Éݤò¿¶¤êʧ¤Ã¤¿¡£");
-#else
- msg_print("You feel bolder now.");
-#endif
-
+ msg_print(_("やっと恐怖を振り払った。", "You feel bolder now."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->paralyzed", notice observable changes
+/*!
+ * @brief 麻痺の継続時間をセットする / Set "p_ptr->paralyzed", notice observable changes
+ * @param v 継続時間
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_paralyzed(int v)
+bool set_paralyzed(TIME_EFFECT v)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (!p_ptr->paralyzed)
{
-#ifdef JP
-msg_print("ÂΤ¬Ëãá㤷¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You are paralyzed!");
-#endif
+ msg_print(_("体が麻痺してしまった!", "You are paralyzed!"));
+ /* Sniper */
+ if (p_ptr->concent) reset_concentration(TRUE);
+
+ /* Hex */
+ if (hex_spelling_any()) stop_hex_spell_all();
p_ptr->counter = FALSE;
notice = TRUE;
{
if (p_ptr->paralyzed)
{
-#ifdef JP
-msg_print("¤ä¤Ã¤ÈÆ°¤±¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You can move again.");
-#endif
-
+ msg_print(_("やっと動けるようになった。", "You can move again."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->image", notice observable changes
- *
- * Note that we must redraw the map when hallucination changes.
+/*!
+ * @brief 幻覚の継続時間をセットする / Set "p_ptr->image", notice observable changes
+ * @param v 継続時間
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
+ * @details Note that we must redraw the map when hallucination changes.
*/
-bool set_image(int v)
+bool set_image(TIME_EFFECT v)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
set_tsuyoshi(0, TRUE);
if (!p_ptr->image)
{
-#ifdef JP
-msg_print("¥ï¡¼¥ª¡ª²¿¤â¤«¤âÆú¿§¤Ë¸«¤¨¤ë¡ª");
-#else
- msg_print("Oh, wow! Everything looks so cosmic now!");
-#endif
+ msg_print(_("ワーオ!何もかも虹色に見える!", "Oh, wow! Everything looks so cosmic now!"));
+
+ /* Sniper */
+ if (p_ptr->concent) reset_concentration(TRUE);
p_ptr->counter = FALSE;
notice = TRUE;
{
if (p_ptr->image)
{
-#ifdef JP
-msg_print("¤ä¤Ã¤È¤Ï¤Ã¤¤ê¤Èʪ¤¬¸«¤¨¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You can see clearly again.");
-#endif
-
+ msg_print(_("やっとはっきりと物が見えるようになった。", "You can see clearly again."));
notice = TRUE;
}
}
if (!notice) return (FALSE);
/* Disturb */
- if (disturb_state) disturb(0, 0);
+ if (disturb_state) disturb(0, 1);
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
+ /* Update the health bar */
+ p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
+
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
return (TRUE);
}
-
-/*
- * Set "p_ptr->fast", notice observable changes
+/*!
+ * @brief 加速の継続時間をセットする / Set "p_ptr->fast", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_fast(int v, bool do_dec)
+bool set_fast(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (p_ptr->fast > v) return FALSE;
}
- else if (!p_ptr->fast && !p_ptr->lightspeed)
+ else if (!IS_FAST() && !p_ptr->lightspeed)
{
-#ifdef JP
-msg_print("ÁÇÁ᤯ư¤±¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("You feel yourself moving much faster!");
-#endif
-
+ msg_print(_("素早く動けるようになった!", "You feel yourself moving much faster!"));
notice = TRUE;
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_DILIGENCE, 1);
/* Shut */
else
{
- if (p_ptr->fast && !p_ptr->lightspeed && ((p_ptr->pclass != CLASS_BARD) || ((p_ptr->magic_num1[0] != MUSIC_SPEED) && (p_ptr->magic_num1[0] != MUSIC_SHERO))))
+ if (p_ptr->fast && !p_ptr->lightspeed && !music_singing(MUSIC_SPEED) && !music_singing(MUSIC_SHERO))
{
-#ifdef JP
-msg_print("Æ°¤¤ÎÁÇÁᤵ¤¬¤Ê¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£");
-#else
- msg_print("You feel yourself slow down.");
-#endif
-
+ msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->lightspeed", notice observable changes
+/*!
+ * @brief 光速移動の継続時間をセットする / Set "p_ptr->lightspeed", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_lightspeed(int v, bool do_dec)
+bool set_lightspeed(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
+
+ if (p_ptr->wild_mode) v = 0;
/* Open */
if (v)
}
else if (!p_ptr->lightspeed)
{
-#ifdef JP
-msg_print("Èó¾ï¤ËÁÇÁ᤯ư¤±¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("You feel yourself moving faster!");
-#endif
-
+ msg_print(_("非常に素早く動けるようになった!", "You feel yourself moving extremely faster!"));
notice = TRUE;
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_DILIGENCE, 1);
{
if (p_ptr->lightspeed)
{
-#ifdef JP
-msg_print("Æ°¤¤ÎÁÇÁᤵ¤¬¤Ê¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£");
-#else
- msg_print("You feel yourself slow down.");
-#endif
-
+ msg_print(_("動きの素早さがなくなったようだ。", "You feel yourself slow down."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->slow", notice observable changes
+/*!
+ * @brief 減速の継続時間をセットする / Set "p_ptr->slow", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_slow(int v, bool do_dec)
+bool set_slow(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->slow)
{
-#ifdef JP
-msg_print("ÂΤÎÆ°¤¤¬ÃÙ¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You feel yourself moving slower!");
-#endif
-
+ msg_print(_("体の動きが遅くなってしまった!", "You feel yourself moving slower!"));
notice = TRUE;
}
}
{
if (p_ptr->slow)
{
-#ifdef JP
-msg_print("Æ°¤¤ÎÃÙ¤µ¤¬¤Ê¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£");
-#else
- msg_print("You feel yourself speed up.");
-#endif
-
+ msg_print(_("動きの遅さがなくなったようだ。", "You feel yourself speed up."));
notice = TRUE;
}
}
}
-/*
- * Set "p_ptr->shield", notice observable changes
+/*!
+ * @brief 肌石化の継続時間をセットする / Set "p_ptr->shield", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_shield(int v, bool do_dec)
+bool set_shield(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->shield)
{
-#ifdef JP
-msg_print("È©¤¬ÀФˤʤä¿¡£");
-#else
- msg_print("Your skin turns to stone.");
-#endif
-
+ msg_print(_("肌が石になった。", "Your skin turns to stone."));
notice = TRUE;
}
}
{
if (p_ptr->shield)
{
-#ifdef JP
-msg_print("È©¤¬¸µ¤ËÌá¤Ã¤¿¡£");
-#else
- msg_print("Your skin returns to normal.");
-#endif
-
+ msg_print(_("肌が元に戻った。", "Your skin returns to normal."));
notice = TRUE;
}
}
}
-
-/*
- * Set "p_ptr->tsubureru", notice observable changes
+/*!
+ * @brief つぶれるの継続時間をセットする / Set "p_ptr->tsubureru", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tsubureru(int v, bool do_dec)
+bool set_tsubureru(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->tsubureru)
{
-#ifdef JP
-msg_print("²£¤Ë¿¤Ó¤¿¡£");
-#else
- msg_print("You have expand horizontally.");
-#endif
-
+ msg_print(_("横に伸びた。", "Your body expands horizontally."));
notice = TRUE;
}
}
{
if (p_ptr->tsubureru)
{
-#ifdef JP
-msg_print("¤â¤¦²£¤Ë¿¤Ó¤Æ¤¤¤Ê¤¤¡£");
-#else
- msg_print("You are no longer expanded.");
-#endif
-
+ msg_print(_("もう横に伸びていない。", "Your body returns to normal."));
notice = TRUE;
}
}
}
-
-/*
- * Set "p_ptr->magicdef", notice observable changes
+/*!
+ * @brief 魔法の鎧の継続時間をセットする / Set "p_ptr->magicdef", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_magicdef(int v, bool do_dec)
+bool set_magicdef(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->magicdef)
{
-#ifdef JP
- msg_print("ËâË¡¤ÎËɸæÎϤ¬Áý¤·¤¿¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel your magical vulnerability diminish.");
-#endif
-
+ msg_print(_("魔法の防御力が増したような気がする。", "You feel more resistant to magic."));
notice = TRUE;
}
}
{
if (p_ptr->magicdef)
{
-#ifdef JP
- msg_print("ËâË¡¤ÎËɸæÎϤ¬¸µ¤ËÌá¤Ã¤¿¡£");
-#else
- msg_print("Your magical defences fall to their normal values.");
-#endif
-
+ msg_print(_("魔法の防御力が元に戻った。", "You feel less resistant to magic."));
notice = TRUE;
}
}
return (TRUE);
}
-
-
-/*
- * Set "p_ptr->blessed", notice observable changes
+/*!
+ * @brief 祝福の継続時間をセットする / Set "p_ptr->blessed", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_blessed(int v, bool do_dec)
+bool set_blessed(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (p_ptr->blessed > v) return FALSE;
}
- else if (!p_ptr->blessed)
+ else if (!IS_BLESSED())
{
-#ifdef JP
-msg_print("¹â·é¤Êµ¤Ê¬¤Ë¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("You feel righteous!");
-#endif
-
+ msg_print(_("高潔な気分になった!", "You feel righteous!"));
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->blessed && ((p_ptr->pclass != CLASS_BARD) || (p_ptr->magic_num1[0] != MUSIC_BLESS)))
+ if (p_ptr->blessed && !music_singing(MUSIC_BLESS))
{
-#ifdef JP
-msg_print("¹â·é¤Êµ¤Ê¬¤¬¾Ã¤¨¼º¤»¤¿¡£");
-#else
- msg_print("The prayer has expired.");
-#endif
-
+ msg_print(_("高潔な気分が消え失せた。", "The prayer has expired."));
notice = TRUE;
}
}
}
-/*
- * Set "p_ptr->hero", notice observable changes
+/*!
+ * @brief 士気高揚の継続時間をセットする / Set "p_ptr->hero", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_hero(int v, bool do_dec)
+bool set_hero(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (p_ptr->hero > v) return FALSE;
}
- else if (!p_ptr->hero)
+ else if (!IS_HERO())
{
-#ifdef JP
-msg_print("¥Ò¡¼¥í¡¼¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel like a hero!");
-#endif
-
+ msg_print(_("ヒーローになった気がする!", "You feel like a hero!"));
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->hero && ((p_ptr->pclass != CLASS_BARD) || ((p_ptr->magic_num1[0] != MUSIC_HERO) && (p_ptr->magic_num1[0] != MUSIC_SHERO))))
+ if (p_ptr->hero && !music_singing(MUSIC_HERO) && !music_singing(MUSIC_SHERO))
{
-#ifdef JP
-msg_print("¥Ò¡¼¥í¡¼¤Îµ¤Ê¬¤¬¾Ã¤¨¼º¤»¤¿¡£");
-#else
- msg_print("The heroism wears off.");
-#endif
-
+ msg_print(_("ヒーローの気分が消え失せた。", "The heroism wears off."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->shero", notice observable changes
+/*!
+ * @brief 狂戦士化の継続時間をセットする / Set "p_ptr->shero", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_shero(int v, bool do_dec)
+bool set_shero(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
if (p_ptr->pclass == CLASS_BERSERKER) v = 1;
/* Open */
}
else if (!p_ptr->shero)
{
-#ifdef JP
-msg_print("»¦Ù¤¥Þ¥·¡¼¥ó¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel like a killing machine!");
-#endif
-
+ msg_print(_("殺戮マシーンになった気がする!", "You feel like a killing machine!"));
notice = TRUE;
}
}
{
if (p_ptr->shero)
{
-#ifdef JP
-msg_print("ÌîÈڤʵ¤»ý¤Á¤¬¾Ã¤¨¼º¤»¤¿¡£");
-#else
- msg_print("You feel less Berserk.");
-#endif
-
+ msg_print(_("野蛮な気持ちが消え失せた。", "You feel less Berserk."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->protevil", notice observable changes
+/*!
+ * @brief 対邪悪結界の継続時間をセットする / Set "p_ptr->protevil", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_protevil(int v, bool do_dec)
+bool set_protevil(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->protevil)
{
-#ifdef JP
-msg_print("¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Ê´¶¤¸¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel safe from evil!");
-#endif
-
+ msg_print(_("邪悪なる存在から守られているような感じがする!", "You feel safe from evil!"));
notice = TRUE;
}
}
{
if (p_ptr->protevil)
{
-#ifdef JP
-msg_print("¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë´¶¤¸¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You no longer feel safe from evil.");
-#endif
-
+ msg_print(_("邪悪なる存在から守られている感じがなくなった。", "You no longer feel safe from evil."));
notice = TRUE;
}
}
return (TRUE);
}
-/*
- * Set "p_ptr->wraith_form", notice observable changes
+/*!
+ * @brief 幽体化の継続時間をセットする / Set "p_ptr->wraith_form", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_wraith_form(int v, bool do_dec)
+bool set_wraith_form(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->wraith_form)
{
-#ifdef JP
-msg_print("ʪ¼Á³¦¤òÎ¥¤ì¤ÆÍ©µ´¤Î¤è¤¦¤Ê¸ºß¤Ë¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("You leave the physical world and turn into a wraith-being!");
-#endif
-
+ msg_print(_("物質界を離れて幽鬼のような存在になった!", "You leave the physical world and turn into a wraith-being!"));
notice = TRUE;
-
chg_virtue(V_UNLIFE, 3);
chg_virtue(V_HONOUR, -2);
chg_virtue(V_SACRIFICE, -2);
{
if (p_ptr->wraith_form)
{
-#ifdef JP
-msg_print("ÉÔÆ©ÌÀ¤Ë¤Ê¤Ã¤¿´¶¤¸¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel opaque.");
-#endif
-
+ msg_print(_("不透明になった感じがする。", "You feel opaque."));
notice = TRUE;
/* Redraw map */
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
-
-
-
/* Handle stuff */
handle_stuff();
}
-
-/*
- * Set "p_ptr->invuln", notice observable changes
+/*!
+ * @brief 無傷球の継続時間をセットする / Set "p_ptr->invuln", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_invuln(int v, bool do_dec)
+bool set_invuln(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (p_ptr->invuln > v) return FALSE;
}
- else if (!p_ptr->invuln)
+ else if (!IS_INVULN())
{
-#ifdef JP
-msg_print("̵Ũ¤À¡ª");
-#else
- msg_print("Invulnerability!");
-#endif
-
+ msg_print(_("無敵だ!", "Invulnerability!"));
notice = TRUE;
chg_virtue(V_UNLIFE, -2);
/* Shut */
else
{
- if (p_ptr->invuln && ((p_ptr->pclass != CLASS_BARD) || (p_ptr->magic_num1[0] != MUSIC_INVULN)))
+ if (p_ptr->invuln && !music_singing(MUSIC_INVULN))
{
-#ifdef JP
-msg_print("̵Ũ¤Ç¤Ï¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("The invulnerability wears off.");
-#endif
-
+ msg_print(_("無敵ではなくなった。", "The invulnerability wears off."));
notice = TRUE;
/* Redraw map */
return (TRUE);
}
-
-/*
- * Set "p_ptr->tim_esp", notice observable changes
+/*!
+ * @brief 時限ESPの継続時間をセットする / Set "p_ptr->tim_esp", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_esp(int v, bool do_dec)
+bool set_tim_esp(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (p_ptr->tim_esp > v) return FALSE;
}
- else if (!p_ptr->tim_esp)
+ else if (!IS_TIM_ESP())
{
-#ifdef JP
-msg_print("°Õ¼±¤¬¹¤¬¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel your consciousness expand!");
-#endif
-
+ msg_print(_("意識が広がった気がする!", "You feel your consciousness expand!"));
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->tim_esp && ((p_ptr->pclass != CLASS_BARD) || (p_ptr->magic_num1[0] != MUSIC_MIND)))
+ if (p_ptr->tim_esp && !music_singing(MUSIC_MIND))
{
-#ifdef JP
-msg_print("°Õ¼±¤Ï¸µ¤ËÌá¤Ã¤¿¡£");
-#else
- msg_print("Your consciousness contracts again.");
-#endif
-
+ msg_print(_("意識は元に戻った。", "Your consciousness contracts again."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->tim_invis", notice observable changes
+/*!
+ * @brief 時限透明視の継続時間をセットする / Set "p_ptr->tim_invis", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_invis(int v, bool do_dec)
+bool set_tim_invis(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->tim_invis)
{
-#ifdef JP
-msg_print("Ìܤ¬Èó¾ï¤ËÉÒ´¶¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("Your eyes feel very sensitive!");
-#endif
-
+ msg_print(_("目が非常に敏感になった気がする!", "Your eyes feel very sensitive!"));
notice = TRUE;
}
}
{
if (p_ptr->tim_invis)
{
-#ifdef JP
-msg_print("ÌܤÎÉÒ´¶¤µ¤¬¤Ê¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£");
-#else
- msg_print("Your eyes feel less sensitive.");
-#endif
-
+ msg_print(_("目の敏感さがなくなったようだ。", "Your eyes feel less sensitive."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->tim_infra", notice observable changes
+/*!
+ * @brief 時限赤外線視力の継続時間をセットする / Set "p_ptr->tim_infra", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_infra(int v, bool do_dec)
+bool set_tim_infra(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->tim_infra)
{
-#ifdef JP
-msg_print("Ìܤ¬¥é¥ó¥é¥ó¤Èµ±¤»Ï¤á¤¿¡ª");
-#else
- msg_print("Your eyes began to tingle!");
-#endif
-
+ msg_print(_("目がランランと輝き始めた!", "Your eyes begin to tingle!"));
notice = TRUE;
}
}
{
if (p_ptr->tim_infra)
{
-#ifdef JP
-msg_print("Ìܤ層¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("Your eyes stop tingling.");
-#endif
-
+ msg_print(_("目の輝きがなくなった。", "Your eyes stop tingling."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->tim_regen", notice observable changes
+/*!
+ * @brief 時限急回復の継続時間をセットする / Set "p_ptr->tim_regen", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_regen(int v, bool do_dec)
+bool set_tim_regen(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->tim_regen)
{
-#ifdef JP
-msg_print("²óÉüÎϤ¬¾å¤¬¤Ã¤¿¡ª");
-#else
- msg_print("You began to regenerate quicker!");
-#endif
-
+ msg_print(_("回復力が上がった!", "You feel yourself regenerating quickly!"));
notice = TRUE;
}
}
{
if (p_ptr->tim_regen)
{
-#ifdef JP
-msg_print("ÁÇÁ᤯²óÉü¤¹¤ë´¶¤¸¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You no longer regenerate quicker.");
-#endif
-
+ msg_print(_("素早く回復する感じがなくなった。", "You feel yourself regenerating slowly."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->tim_stealth", notice observable changes
+/*!
+ * @brief 隠密の歌の継続時間をセットする / Set "p_ptr->tim_stealth", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_stealth(int v, bool do_dec)
+bool set_tim_stealth(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (p_ptr->tim_stealth > v) return FALSE;
}
- else if (!p_ptr->tim_stealth)
+ else if (!IS_TIM_STEALTH())
{
-#ifdef JP
-msg_print("²»¤¬¾®¤µ¤¯¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("You began to walk silently!");
-#endif
-
+ msg_print(_("足音が小さくなった!", "You begin to walk silently!"));
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->tim_stealth && ((p_ptr->pclass != CLASS_BARD) || (p_ptr->magic_num1[0] != MUSIC_STEALTH)))
+ if (p_ptr->tim_stealth && !music_singing(MUSIC_STEALTH))
{
-#ifdef JP
-msg_print("²»¤¬Â礤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You no longer walk silently.");
-#endif
-
+ msg_print(_("足音が大きくなった。", "You no longer walk silently."));
notice = TRUE;
}
}
return (TRUE);
}
-
+/*!
+ * @brief 超隠密状態をセットする
+ * @param set TRUEならば超隠密状態になる。
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
+ */
bool set_superstealth(bool set)
{
bool notice = FALSE;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (set)
{
if (!(p_ptr->special_defense & NINJA_S_STEALTH))
{
- if (cave[py][px].info & CAVE_MNLT)
+ if (cave[p_ptr->y][p_ptr->x].info & CAVE_MNLT)
{
-#ifdef JP
- msg_print("Ũ¤ÎÌܤ«¤éÇö¤¤±Æ¤ÎÃæ¤Ëʤ¤¤±£¤µ¤ì¤¿¡£");
-#else
- msg_print("You are mantled in weak shadow from ordinary eyes.");
-#endif
+ 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
{
-#ifdef JP
- msg_print("Ũ¤ÎÌܤ«¤é±Æ¤ÎÃæ¤Ëʤ¤¤±£¤µ¤ì¤¿¡ª");
-#else
- msg_print("You are mantled in shadow from ordinary eyes!");
-#endif
+ msg_print(_("敵の目から影の中に覆い隠された!", "You are mantled in shadow from ordinary eyes!"));
p_ptr->monlite = p_ptr->old_monlite = FALSE;
}
{
if (p_ptr->special_defense & NINJA_S_STEALTH)
{
-#ifdef JP
- msg_print("ºÆ¤ÓŨ¤ÎÌܤˤµ¤é¤µ¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You are exposed to common sight once more.");
-#endif
-
+ msg_print(_("再び敵の目にさらされるようになった。", "You are exposed to common sight once more."));
notice = TRUE;
/* Use the value */
return (TRUE);
}
-
-/*
- * Set "p_ptr->tim_ffall", notice observable changes
+/*!
+ * @brief 一時的浮遊の継続時間をセットする / Set "p_ptr->tim_levitation", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_ffall(int v, bool do_dec)
+bool set_tim_levitation(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_ffall && !do_dec)
+ if (p_ptr->tim_levitation && !do_dec)
{
- if (p_ptr->tim_ffall > v) return FALSE;
+ if (p_ptr->tim_levitation > v) return FALSE;
}
- else if (!p_ptr->tim_ffall)
+ else if (!p_ptr->tim_levitation)
{
-#ifdef JP
-msg_print("ÂΤ¬Ãè¤ËÉ⤻Ϥ᤿¡£");
-#else
- msg_print("You began to fly!");
-#endif
-
+ msg_print(_("体が宙に浮き始めた。", "You begin to fly!"));
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->tim_ffall)
+ if (p_ptr->tim_levitation)
{
-#ifdef JP
-msg_print("¤â¤¦Ãè¤ËÉ⤫¤Ù¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You no longer flying.");
-#endif
-
+ msg_print(_("もう宙に浮かべなくなった。", "You stop flying."));
notice = TRUE;
}
}
/* Use the value */
- p_ptr->tim_ffall = v;
+ p_ptr->tim_levitation = v;
/* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
return (TRUE);
}
-
-/*
- * Set "p_ptr->tim_sh_touki", notice observable changes
+/*!
+ * @brief 一時的闘気のオーラの継続時間をセットする / Set "p_ptr->tim_sh_touki", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_sh_touki(int v, bool do_dec)
+bool set_tim_sh_touki(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->tim_sh_touki)
{
-#ifdef JP
-msg_print("ÂΤ¬Æ®µ¤¤Î¥ª¡¼¥é¤Çʤ¤ï¤ì¤¿¡£");
-#else
- msg_print("You have enveloped by energy aura!");
-#endif
-
+ msg_print(_("体が闘気のオーラで覆われた。", "You have enveloped by the aura of the Force!"));
notice = TRUE;
}
}
{
if (p_ptr->tim_sh_touki)
{
-#ifdef JP
-msg_print("Æ®µ¤¤¬¾Ã¤¨¤¿¡£");
-#else
- msg_print("Aura of Force disappeared.");
-#endif
-
+ msg_print(_("闘気が消えた。", "Aura of the Force disappeared."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->tim_sh_fire", notice observable changes
+/*!
+ * @brief 一時的火炎のオーラの継続時間をセットする / Set "p_ptr->tim_sh_fire", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_sh_fire(int v, bool do_dec)
+bool set_tim_sh_fire(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->tim_sh_fire)
{
-#ifdef JP
-msg_print("ÂΤ¬±ê¤Î¥ª¡¼¥é¤Çʤ¤ï¤ì¤¿¡£");
-#else
- msg_print("You have enveloped by fiery aura!");
-#endif
-
+ msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
notice = TRUE;
}
}
{
if (p_ptr->tim_sh_fire)
{
-#ifdef JP
-msg_print("±ê¤Î¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£");
-#else
- msg_print("Fiery aura disappeared.");
-#endif
-
+ msg_print(_("炎のオーラが消えた。", "Fiery aura disappeared."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->tim_sh_holy", notice observable changes
+/*!
+ * @brief 一時的聖なるのオーラの継続時間をセットする / Set "p_ptr->tim_sh_holy", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_sh_holy(int v, bool do_dec) /* nanka */
+bool set_tim_sh_holy(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_sh_fire && !do_dec)
+ if (p_ptr->tim_sh_holy && !do_dec)
{
- if (p_ptr->tim_sh_fire > v) return FALSE;
+ if (p_ptr->tim_sh_holy > v) return FALSE;
}
- else if (!p_ptr->tim_sh_fire)
+ else if (!p_ptr->tim_sh_holy)
{
-#ifdef JP
-msg_print("ÂΤ¬±ê¤Î¥ª¡¼¥é¤Çʤ¤ï¤ì¤¿¡£");
-#else
- msg_print("You have enveloped by fiery aura!");
-#endif
-
+ msg_print(_("体が聖なるオーラで覆われた。", "You have enveloped by holy aura!"));
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->tim_sh_fire)
+ if (p_ptr->tim_sh_holy)
{
-#ifdef JP
-msg_print("±ê¤Î¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£");
-#else
- msg_print("Fiery aura disappeared.");
-#endif
-
+ msg_print(_("聖なるオーラが消えた。", "Holy aura disappeared."));
notice = TRUE;
}
}
/* Use the value */
- p_ptr->tim_sh_fire = v;
+ p_ptr->tim_sh_holy = v;
/* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
return (TRUE);
}
-
-
-/*
- * Set "p_ptr->tim_eyeeye", notice observable changes
+/*!
+ * @brief 目には目をの残り時間をセットする / Set "p_ptr->tim_eyeeye", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_eyeeye(int v, bool do_dec) /* nanka */
+bool set_tim_eyeeye(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
- if (p_ptr->tim_sh_fire && !do_dec)
+ if (p_ptr->tim_eyeeye && !do_dec)
{
- if (p_ptr->tim_sh_fire > v) return FALSE;
+ if (p_ptr->tim_eyeeye > v) return FALSE;
}
- else if (!p_ptr->tim_sh_fire)
+ else if (!p_ptr->tim_eyeeye)
{
-#ifdef JP
-msg_print("ÂΤ¬±ê¤Î¥ª¡¼¥é¤Çʤ¤ï¤ì¤¿¡£");
-#else
- msg_print("You have enveloped by fiery aura!");
-#endif
-
+ msg_print(_("法の守り手になった気がした!", "You feel like a keeper of commandments!"));
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->tim_sh_fire)
+ if (p_ptr->tim_eyeeye)
{
-#ifdef JP
-msg_print("±ê¤Î¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£");
-#else
- msg_print("Fiery aura disappeared.");
-#endif
-
+ msg_print(_("懲罰を執行することができなくなった。", "You no longer feel like a keeper."));
notice = TRUE;
}
}
/* Use the value */
- p_ptr->tim_sh_fire = v;
+ p_ptr->tim_eyeeye = v;
/* Redraw status bar */
p_ptr->redraw |= (PR_STATUS);
}
-
-/*
- * Set "p_ptr->resist_magic", notice observable changes
+/*!
+ * @brief 一時的魔法防御の継続時間をセットする / Set "p_ptr->resist_magic", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_resist_magic(int v, bool do_dec)
+bool set_resist_magic(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->resist_magic)
{
-#ifdef JP
-msg_print("ËâË¡¤Ø¤ÎÂÑÀ¤¬¤Ä¤¤¤¿¡£");
-#else
- msg_print("You have been protected from magic!");
-#endif
-
+ msg_print(_("魔法への耐性がついた。", "You have been protected from magic!"));
notice = TRUE;
}
}
{
if (p_ptr->resist_magic)
{
-#ifdef JP
-msg_print("ËâË¡¤Ë¼å¤¯¤Ê¤Ã¤¿¡£");
-#else
-msg_print("You are no longer protected from magic.");
-#endif
-
+ msg_print(_("魔法に弱くなった。", "You are no longer protected from magic."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->tim_reflect", notice observable changes
+/*!
+ * @brief 一時的反射の継続時間をセットする / Set "p_ptr->tim_reflect", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_tim_reflect(int v, bool do_dec)
+bool set_tim_reflect(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->tim_reflect)
{
-#ifdef JP
-msg_print("ÂΤÎɽÌ̤¬³ê¤«¤Ë¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("Your body becames smooth.");
-#endif
-
+ msg_print(_("体の表面が滑かになった気がする。", "Your body becames smooth."));
notice = TRUE;
}
}
{
if (p_ptr->tim_reflect)
{
-#ifdef JP
-msg_print("ÂΤÎɽÌ̤¬³ê¤«¤Ç¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("Your body is no longer smooth.");
-#endif
-
+ msg_print(_("体の表面が滑かでなくなった。", "Your body is no longer smooth."));
notice = TRUE;
}
}
/*
* Set "p_ptr->multishadow", notice observable changes
*/
-bool set_multishadow(int v, bool do_dec)
+bool set_multishadow(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->multishadow)
{
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¸¸±Æ¤¬À¸¤Þ¤ì¤¿¡£");
-#else
- msg_print("Your Shadow enveloped you.");
-#endif
-
+ msg_print(_("あなたの周りに幻影が生まれた。", "Your Shadow enveloped you."));
notice = TRUE;
}
}
{
if (p_ptr->multishadow)
{
-#ifdef JP
-msg_print("¸¸±Æ¤¬¾Ã¤¨¤¿¡£");
-#else
- msg_print("Your Shadow disappears.");
-#endif
-
+ msg_print(_("幻影が消えた。", "Your Shadow disappears."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->dustrobe", notice observable changes
+/*!
+ * @brief 一時的破片のオーラの継続時間をセットする / Set "p_ptr->dustrobe", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_dustrobe(int v, bool do_dec)
+bool set_dustrobe(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->dustrobe)
{
-#ifdef JP
-msg_print("ÂΤ¬¶À¤Î¥ª¡¼¥é¤Çʤ¤ï¤ì¤¿¡£");
-#else
- msg_print("You were enveloped by mirror shards.");
-#endif
-
+ msg_print(_("体が鏡のオーラで覆われた。", "You were enveloped by mirror shards."));
notice = TRUE;
}
}
{
if (p_ptr->dustrobe)
{
-#ifdef JP
-msg_print("¶À¤Î¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£");
-#else
- msg_print("The mirror shards disappear.");
-#endif
-
+ msg_print(_("鏡のオーラが消えた。", "The mirror shards disappear."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->tim_regen", notice observable changes
+/*!
+ * @brief 一時的壁抜けの継続時間をセットする / Set "p_ptr->kabenuke", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_kabenuke(int v, bool do_dec)
+bool set_kabenuke(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->kabenuke)
{
-#ifdef JP
-msg_print("ÂΤ¬È¾Êª¼Á¤Î¾õÂ֤ˤʤä¿¡£");
-#else
- msg_print("You became ethereal form.");
-#endif
-
+ msg_print(_("体が半物質の状態になった。", "You became ethereal form."));
notice = TRUE;
}
}
{
if (p_ptr->kabenuke)
{
-#ifdef JP
-msg_print("ÂΤ¬Êª¼Á²½¤·¤¿¡£");
-#else
- msg_print("You are no longer in an ethereal form.");
-#endif
-
+ msg_print(_("体が物質化した。", "You are no longer in an ethereal form."));
notice = TRUE;
}
}
/* Disturb */
if (disturb_state) disturb(0, 0);
+ /* Recalculate bonuses */
+ p_ptr->update |= (PU_BONUS);
+
/* Handle stuff */
handle_stuff();
return (TRUE);
}
-
-bool set_tsuyoshi(int v, bool do_dec)
+/*!
+ * @brief オクレ兄さんの継続時間をセットする / Set "p_ptr->tsuyoshi", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
+ */
+bool set_tsuyoshi(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->tsuyoshi)
{
-#ifdef JP
-msg_print("¡Ö¥ª¥¯¥ì·»¤µ¤ó¡ª¡×");
-#else
- msg_print("Brother OKURE!");
-#endif
-
+ msg_print(_("「オクレ兄さん!」", "Brother OKURE!"));
notice = TRUE;
chg_virtue(V_VITALITY, 2);
}
{
if (p_ptr->tsuyoshi)
{
-#ifdef JP
-msg_print("ÆùÂΤ¬µÞ®¤Ë¤·¤Ü¤ó¤Ç¤¤¤Ã¤¿¡£");
-#else
- msg_print("Your body had quickly shriveled.");
-#endif
+ msg_print(_("肉体が急速にしぼんでいった。", "Your body had quickly shriveled."));
(void)dec_stat(A_CON, 20, TRUE);
(void)dec_stat(A_STR, 20, TRUE);
return (TRUE);
}
-
-/*
- * Set a temporary elemental brand. Clear all other brands. Print status
- * messages. -LM-
+/*!
+ * @brief 一時的元素スレイの継続時間をセットする / Set a temporary elemental brand. Clear all other brands. Print status messages. -LM-
+ * @param attack_type スレイのタイプID
+ * @param v 継続時間
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_ele_attack(u32b attack_type, int v)
+bool set_ele_attack(u32b attack_type, TIME_EFFECT v)
{
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if ((p_ptr->special_attack & (ATTACK_ACID)) && (attack_type != ATTACK_ACID))
{
p_ptr->special_attack &= ~(ATTACK_ACID);
-#ifdef JP
- msg_print("»À¤Ç¹¶·â¤Ç¤¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("Your temporary acidic brand fades away.");
-#endif
+ msg_print(_("酸で攻撃できなくなった。", "Your temporary acidic brand fades away."));
}
if ((p_ptr->special_attack & (ATTACK_ELEC)) && (attack_type != ATTACK_ELEC))
{
p_ptr->special_attack &= ~(ATTACK_ELEC);
-#ifdef JP
- msg_print("ÅÅ·â¤Ç¹¶·â¤Ç¤¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("Your temporary electrical brand fades away.");
-#endif
+ msg_print(_("電撃で攻撃できなくなった。", "Your temporary electrical brand fades away."));
}
if ((p_ptr->special_attack & (ATTACK_FIRE)) && (attack_type != ATTACK_FIRE))
{
p_ptr->special_attack &= ~(ATTACK_FIRE);
-#ifdef JP
- msg_print("²Ð±ê¤Ç¹¶·â¤Ç¤¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("Your temporary fiery brand fades away.");
-#endif
+ msg_print(_("火炎で攻撃できなくなった。", "Your temporary fiery brand fades away."));
}
if ((p_ptr->special_attack & (ATTACK_COLD)) && (attack_type != ATTACK_COLD))
{
p_ptr->special_attack &= ~(ATTACK_COLD);
-#ifdef JP
- msg_print("Î䵤¤Ç¹¶·â¤Ç¤¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("Your temporary frost brand fades away.");
-#endif
+ msg_print(_("冷気で攻撃できなくなった。", "Your temporary frost brand fades away."));
}
if ((p_ptr->special_attack & (ATTACK_POIS)) && (attack_type != ATTACK_POIS))
{
p_ptr->special_attack &= ~(ATTACK_POIS);
-#ifdef JP
- msg_print("ÆǤǹ¶·â¤Ç¤¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("Your temporary poison brand fades away.");
-#endif
+ msg_print(_("毒で攻撃できなくなった。", "Your temporary poison brand fades away."));
}
if ((v) && (attack_type))
/* Message. */
#ifdef JP
- msg_format("%s¤Ç¹¶·â¤Ç¤¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡ª",
- ((attack_type == ATTACK_ACID) ? "»À" :
- ((attack_type == ATTACK_ELEC) ? "ÅÅ·â" :
- ((attack_type == ATTACK_FIRE) ? "²Ð±ê" :
- ((attack_type == ATTACK_COLD) ? "Î䵤" :
- ((attack_type == ATTACK_POIS) ? "ÆÇ" :
- "(¤Ê¤·)"))))));
+ msg_format("%sで攻撃できるようになった!",
+ ((attack_type == ATTACK_ACID) ? "酸" :
+ ((attack_type == ATTACK_ELEC) ? "電撃" :
+ ((attack_type == ATTACK_FIRE) ? "火炎" :
+ ((attack_type == ATTACK_COLD) ? "冷気" :
+ ((attack_type == ATTACK_POIS) ? "毒" :
+ "(なし)"))))));
#else
msg_format("For a while, the blows you deal will %s",
((attack_type == ATTACK_ACID) ? "melt with acid!" :
((attack_type == ATTACK_ELEC) ? "shock your foes!" :
((attack_type == ATTACK_FIRE) ? "burn with fire!" :
- ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
- ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
+ ((attack_type == ATTACK_COLD) ? "chill to the bone!" :
+ ((attack_type == ATTACK_POIS) ? "poison your enemies!" :
"do nothing special."))))));
#endif
}
return (TRUE);
}
-
-/*
- * Set a temporary elemental brand. Clear all other brands. Print status
- * messages. -LM-
+/*!
+ * @brief 一時的元素免疫の継続時間をセットする / Set a temporary elemental brand. Clear all other brands. Print status messages. -LM-
+ * @param immune_type 免疫のタイプID
+ * @param v 継続時間
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_ele_immune(u32b immune_type, int v)
+bool set_ele_immune(u32b immune_type, TIME_EFFECT v)
{
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if ((p_ptr->special_defense & (DEFENSE_ACID)) && (immune_type != DEFENSE_ACID))
{
p_ptr->special_defense &= ~(DEFENSE_ACID);
-#ifdef JP
- msg_print("»À¤Î¹¶·â¤Ç½ý¤Ä¤±¤é¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£¡£");
-#else
- msg_print("You are no longer immune to acid.");
-#endif
+ msg_print(_("酸の攻撃で傷つけられるようになった。。", "You are no longer immune to acid."));
}
if ((p_ptr->special_defense & (DEFENSE_ELEC)) && (immune_type != DEFENSE_ELEC))
{
p_ptr->special_defense &= ~(DEFENSE_ELEC);
-#ifdef JP
- msg_print("ÅÅ·â¤Î¹¶·â¤Ç½ý¤Ä¤±¤é¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£¡£");
-#else
- msg_print("You are no longer immune to electricity.");
-#endif
+ msg_print(_("電撃の攻撃で傷つけられるようになった。。", "You are no longer immune to electricity."));
}
if ((p_ptr->special_defense & (DEFENSE_FIRE)) && (immune_type != DEFENSE_FIRE))
{
p_ptr->special_defense &= ~(DEFENSE_FIRE);
-#ifdef JP
- msg_print("²Ð±ê¤Î¹¶·â¤Ç½ý¤Ä¤±¤é¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£¡£");
-#else
- msg_print("You are no longer immune to fire.");
-#endif
+ msg_print(_("火炎の攻撃で傷つけられるようになった。。", "You are no longer immune to fire."));
}
if ((p_ptr->special_defense & (DEFENSE_COLD)) && (immune_type != DEFENSE_COLD))
{
p_ptr->special_defense &= ~(DEFENSE_COLD);
-#ifdef JP
- msg_print("Î䵤¤Î¹¶·â¤Ç½ý¤Ä¤±¤é¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£¡£");
-#else
- msg_print("You are no longer immune to cold.");
-#endif
+ msg_print(_("冷気の攻撃で傷つけられるようになった。。", "You are no longer immune to cold."));
}
if ((p_ptr->special_defense & (DEFENSE_POIS)) && (immune_type != DEFENSE_POIS))
{
p_ptr->special_defense &= ~(DEFENSE_POIS);
-#ifdef JP
- msg_print("ÆǤι¶·â¤Ç½ý¤Ä¤±¤é¤ì¤ë¤è¤¦¤Ë¤Ê¤Ã¤¿¡£¡£");
-#else
- msg_print("You are no longer immune to poison.");
-#endif
+ msg_print(_("毒の攻撃で傷つけられるようになった。。", "You are no longer immune to poison."));
}
if ((v) && (immune_type))
/* Message. */
#ifdef JP
- msg_format("%s¤Î¹¶·â¤ò¼õ¤±¤Ä¤±¤Ê¤¯¤Ê¤Ã¤¿¡ª",
- ((immune_type == DEFENSE_ACID) ? "»À" :
- ((immune_type == DEFENSE_ELEC) ? "ÅÅ·â" :
- ((immune_type == DEFENSE_FIRE) ? "²Ð±ê" :
- ((immune_type == DEFENSE_COLD) ? "Î䵤" :
- ((immune_type == DEFENSE_POIS) ? "ÆÇ" :
- "(¤Ê¤·)"))))));
+ msg_format("%sの攻撃を受けつけなくなった!",
+ ((immune_type == DEFENSE_ACID) ? "酸" :
+ ((immune_type == DEFENSE_ELEC) ? "電撃" :
+ ((immune_type == DEFENSE_FIRE) ? "火炎" :
+ ((immune_type == DEFENSE_COLD) ? "冷気" :
+ ((immune_type == DEFENSE_POIS) ? "毒" :
+ "(なし)"))))));
#else
msg_format("For a while, You are immune to %s",
((immune_type == DEFENSE_ACID) ? "acid!" :
((immune_type == DEFENSE_ELEC) ? "electricity!" :
((immune_type == DEFENSE_FIRE) ? "fire!" :
- ((immune_type == DEFENSE_COLD) ? "cold!" :
- ((immune_type == DEFENSE_POIS) ? "poison!" :
+ ((immune_type == DEFENSE_COLD) ? "cold!" :
+ ((immune_type == DEFENSE_POIS) ? "poison!" :
"do nothing special."))))));
#endif
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->oppose_acid", notice observable changes
+/*!
+ * @brief 一時的酸耐性の継続時間をセットする / Set "p_ptr->oppose_acid", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_oppose_acid(int v, bool do_dec)
+bool set_oppose_acid(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (p_ptr->oppose_acid > v) return FALSE;
}
- else if (!p_ptr->oppose_acid)
+ else if (!IS_OPPOSE_ACID())
{
-#ifdef JP
-msg_print("»À¤Ø¤ÎÂÑÀ¤¬¤Ä¤¤¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel resistant to acid!");
-#endif
-
+ msg_print(_("酸への耐性がついた気がする!", "You feel resistant to acid!"));
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->oppose_acid && ((p_ptr->pclass != CLASS_BARD) || (p_ptr->magic_num1[0] != MUSIC_RESIST)) && !(p_ptr->special_defense & KATA_MUSOU))
+ if (p_ptr->oppose_acid && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
{
-#ifdef JP
-msg_print("»À¤Ø¤ÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to acid.");
-#endif
-
+ msg_print(_("酸への耐性が薄れた気がする。", "You feel less resistant to acid."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->oppose_elec", notice observable changes
+/*!
+ * @brief 一時的電撃耐性の継続時間をセットする / Set "p_ptr->oppose_elec", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_oppose_elec(int v, bool do_dec)
+bool set_oppose_elec(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (p_ptr->oppose_elec > v) return FALSE;
}
- else if (!p_ptr->oppose_elec)
+ else if (!IS_OPPOSE_ELEC())
{
-#ifdef JP
-msg_print("ÅÅ·â¤Ø¤ÎÂÑÀ¤¬¤Ä¤¤¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel resistant to electricity!");
-#endif
-
+ msg_print(_("電撃への耐性がついた気がする!", "You feel resistant to electricity!"));
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->oppose_elec && ((p_ptr->pclass != CLASS_BARD) || (p_ptr->magic_num1[0] != MUSIC_RESIST)) && !(p_ptr->special_defense & KATA_MUSOU))
+ if (p_ptr->oppose_elec && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
{
-#ifdef JP
-msg_print("ÅÅ·â¤Ø¤ÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to electricity.");
-#endif
-
+ msg_print(_("電撃への耐性が薄れた気がする。", "You feel less resistant to electricity."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->oppose_fire", notice observable changes
+/*!
+ * @brief 一時的火炎耐性の継続時間をセットする / Set "p_ptr->oppose_fire", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_oppose_fire(int v, bool do_dec)
+bool set_oppose_fire(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
if ((prace_is_(RACE_DEMON) && (p_ptr->lev > 44)) || (p_ptr->mimic_form == MIMIC_DEMON)) v = 1;
/* Open */
{
if (p_ptr->oppose_fire > v) return FALSE;
}
- else if (!p_ptr->oppose_fire)
+ else if (!IS_OPPOSE_FIRE())
{
-#ifdef JP
-msg_print("²Ð¤Ø¤ÎÂÑÀ¤¬¤Ä¤¤¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel resistant to fire!");
-#endif
-
+ msg_print(_("火への耐性がついた気がする!", "You feel resistant to fire!"));
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->oppose_fire && ((p_ptr->pclass != CLASS_BARD) || (p_ptr->magic_num1[0] != MUSIC_RESIST)) && !(p_ptr->special_defense & KATA_MUSOU))
+ if (p_ptr->oppose_fire && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
{
-#ifdef JP
-msg_print("²Ð¤Ø¤ÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to fire.");
-#endif
-
+ msg_print(_("火への耐性が薄れた気がする。", "You feel less resistant to fire."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->oppose_cold", notice observable changes
+/*!
+ * @brief 一時的冷気耐性の継続時間をセットする / Set "p_ptr->oppose_cold", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_oppose_cold(int v, bool do_dec)
+bool set_oppose_cold(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (p_ptr->oppose_cold > v) return FALSE;
}
- else if (!p_ptr->oppose_cold)
+ else if (!IS_OPPOSE_COLD())
{
-#ifdef JP
-msg_print("Î䵤¤Ø¤ÎÂÑÀ¤¬¤Ä¤¤¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel resistant to cold!");
-#endif
-
+ msg_print(_("冷気への耐性がついた気がする!", "You feel resistant to cold!"));
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->oppose_cold && ((p_ptr->pclass != CLASS_BARD) || (p_ptr->magic_num1[0] != MUSIC_RESIST)) && !(p_ptr->special_defense & KATA_MUSOU))
+ if (p_ptr->oppose_cold && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
{
-#ifdef JP
-msg_print("Î䵤¤Ø¤ÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to cold.");
-#endif
-
+ msg_print(_("冷気への耐性が薄れた気がする。", "You feel less resistant to cold."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->oppose_pois", notice observable changes
+/*!
+ * @brief 一時的毒耐性の継続時間をセットする / Set "p_ptr->oppose_pois", notice observable changes
+ * @param v 継続時間
+ * @param do_dec 現在の継続時間より長い値のみ上書きする
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool set_oppose_pois(int v, bool do_dec)
+bool set_oppose_pois(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->lev > 44)) v = 1;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
{
if (p_ptr->oppose_pois > v) return FALSE;
}
- else if (!p_ptr->oppose_pois)
+ else if (!IS_OPPOSE_POIS())
{
-#ifdef JP
-msg_print("ÆǤؤÎÂÑÀ¤¬¤Ä¤¤¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel resistant to poison!");
-#endif
-
+ msg_print(_("毒への耐性がついた気がする!", "You feel resistant to poison!"));
notice = TRUE;
}
}
/* Shut */
else
{
- if (p_ptr->oppose_pois && ((p_ptr->pclass != CLASS_BARD) || (p_ptr->magic_num1[0] != MUSIC_RESIST)) && !(p_ptr->special_defense & KATA_MUSOU))
+ if (p_ptr->oppose_pois && !music_singing(MUSIC_RESIST) && !(p_ptr->special_defense & KATA_MUSOU))
{
-#ifdef JP
-msg_print("ÆǤؤÎÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant to poison.");
-#endif
-
+ msg_print(_("毒への耐性が薄れた気がする。", "You feel less resistant to poison."));
notice = TRUE;
}
}
return (TRUE);
}
-
-/*
- * Set "p_ptr->stun", notice observable changes
- *
+/*!
+ * @brief 朦朧の継続時間をセットする / Set "p_ptr->stun", notice observable changes
+ * @param v 継続時間
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
+ * @details
* Note the special code to only notice "range" changes.
*/
-bool set_stun(int v)
+bool set_stun(TIME_EFFECT v)
{
int old_aux, new_aux;
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
if (prace_is_(RACE_GOLEM) || ((p_ptr->pclass == CLASS_BERSERKER) && (p_ptr->lev > 34))) v = 0;
switch (new_aux)
{
/* Stun */
- case 1:
-#ifdef JP
-msg_print("°Õ¼±¤¬¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¿¡£");
-#else
- msg_print("You have been stunned.");
-#endif
-
- break;
+ case 1: msg_print(_("意識がもうろうとしてきた。", "You have been stunned.")); break;
/* Heavy stun */
- case 2:
-#ifdef JP
-msg_print("°Õ¼±¤¬¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¿¡£");
-#else
- msg_print("You have been heavily stunned.");
-#endif
-
- break;
+ case 2: msg_print(_("意識がひどくもうろうとしてきた。", "You have been heavily stunned.")); break;
/* Knocked out */
- case 3:
-#ifdef JP
-msg_print("Ƭ¤¬¥¯¥é¥¯¥é¤·¤Æ°Õ¼±¤¬±ó¤Î¤¤¤Æ¤¤¿¡£");
-#else
- msg_print("You have been knocked out.");
-#endif
-
- break;
+ case 3: msg_print(_("頭がクラクラして意識が遠のいてきた。", "You have been knocked out.")); break;
}
if (randint1(1000) < v || one_in_(16))
{
-#ifdef JP
-msg_print("³ä¤ì¤ë¤è¤¦¤ÊƬÄˤ¬¤¹¤ë¡£");
-#else
- msg_print("A vicious blow hits your head.");
-#endif
+ msg_print(_("割れるような頭痛がする。", "A vicious blow hits your head."));
if (one_in_(3))
{
}
if (p_ptr->special_defense & KATA_MASK)
{
-#ifdef JP
- msg_print("·¿¤¬Êø¤ì¤¿¡£");
-#else
- msg_print("Your posture gets loose.");
-#endif
+ msg_print(_("型が崩れた。", "Your posture gets loose."));
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->update |= (PU_MONSTERS);
p_ptr->action = ACTION_NONE;
}
+ /* Sniper */
+ if (p_ptr->concent) reset_concentration(TRUE);
+
+ /* Hex */
+ if (hex_spelling_any()) stop_hex_spell_all();
+
/* Notice */
notice = TRUE;
}
switch (new_aux)
{
/* None */
- case 0:
-#ifdef JP
-msg_print("¤ä¤Ã¤ÈÛ¯Û°¾õÂÖ¤«¤é²óÉü¤·¤¿¡£");
-#else
- msg_print("You are no longer stunned.");
-#endif
+ case 0:
+ msg_print(_("やっと朦朧状態から回復した。", "You are no longer stunned."));
if (disturb_state) disturb(0, 0);
break;
}
-/*
- * Set "p_ptr->cut", notice observable changes
- *
+/*!
+ * @brief 出血の継続時間をセットする / Set "p_ptr->cut", notice observable changes
+ * @param v 継続時間
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
+ * @details
* Note the special code to only notice "range" changes.
*/
-bool set_cut(int v)
+bool set_cut(TIME_EFFECT v)
{
int old_aux, new_aux;
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
if ((p_ptr->prace == RACE_GOLEM ||
p_ptr->prace == RACE_SKELETON ||
switch (new_aux)
{
/* Graze */
- case 1:
-#ifdef JP
-msg_print("¤«¤¹¤ê½ý¤òÉé¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You have been given a graze.");
-#endif
-
- break;
+ case 1: msg_print(_("かすり傷を負ってしまった。", "You have been given a graze.")); break;
/* Light cut */
- case 2:
-#ifdef JP
-msg_print("·Ú¤¤½ý¤òÉé¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You have been given a light cut.");
-#endif
-
- break;
+ case 2: msg_print(_("軽い傷を負ってしまった。", "You have been given a light cut.")); break;
/* Bad cut */
- case 3:
-#ifdef JP
-msg_print("¤Ò¤É¤¤½ý¤òÉé¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You have been given a bad cut.");
-#endif
-
- break;
+ case 3: msg_print(_("ひどい傷を負ってしまった。", "You have been given a bad cut.")); break;
/* Nasty cut */
- case 4:
-#ifdef JP
-msg_print("ÂçÊѤʽý¤òÉé¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You have been given a nasty cut.");
-#endif
-
- break;
+ case 4: msg_print(_("大変な傷を負ってしまった。", "You have been given a nasty cut.")); break;
/* Severe cut */
- case 5:
-#ifdef JP
-msg_print("½ÅÂç¤Ê½ý¤òÉé¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You have been given a severe cut.");
-#endif
-
- break;
+ case 5: msg_print(_("重大な傷を負ってしまった。", "You have been given a severe cut.")); break;
/* Deep gash */
- case 6:
-#ifdef JP
-msg_print("¤Ò¤É¤¤¿¼¼ê¤òÉé¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You have been given a deep gash.");
-#endif
-
- break;
+ case 6: msg_print(_("ひどい深手を負ってしまった。", "You have been given a deep gash.")); break;
/* Mortal wound */
- case 7:
-#ifdef JP
-msg_print("Ã×̿Ū¤Ê½ý¤òÉé¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You have been given a mortal wound.");
-#endif
-
- break;
+ case 7: msg_print(_("致命的な傷を負ってしまった。", "You have been given a mortal wound.")); break;
}
/* Notice */
{
if (!p_ptr->sustain_chr)
{
-#ifdef JP
-msg_print("¤Ò¤É¤¤½ýÀפ¬»Ä¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You have been horribly scarred.");
-#endif
-
-
+ msg_print(_("ひどい傷跡が残ってしまった。", "You have been horribly scarred."));
do_dec_stat(A_CHR);
}
}
{
/* None */
case 0:
-#ifdef JP
-msg_format("¤ä¤Ã¤È%s¡£", p_ptr->prace == RACE_ANDROID ? "²ø²æ¤¬Ä¾¤Ã¤¿" : "½Ð·ì¤¬»ß¤Þ¤Ã¤¿");
-#else
- msg_print("You are no longer bleeding.");
-#endif
+ msg_format(_("やっと%s。", "You are no longer bleeding."), p_ptr->prace == RACE_ANDROID ? "怪我が直った" : "出血が止まった");
if (disturb_state) disturb(0, 0);
break;
return (TRUE);
}
-
-/*
- * Set "p_ptr->food", notice observable changes
- *
+/*!
+ * @brief 空腹状態をセットする / Set "p_ptr->food", notice observable changes
+ * @param v 継続時間
+ * @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
+ * @details
+ * Set "", notice observable changes\n
+ *\n
* The "p_ptr->food" variable can get as large as 20000, allowing the
* addition of the most "filling" item, Elvish Waybread, which adds
- * 7500 food units, without overflowing the 32767 maximum limit.
- *
+ * 7500 food units, without overflowing the 32767 maximum limit.\n
+ *\n
* Perhaps we should disturb the player with various messages,
- * especially messages about hunger status changes. XXX XXX XXX
- *
+ * especially messages about hunger status changes. XXX XXX XXX\n
+ *\n
* Digestion of food is handled in "dungeon.c", in which, normally,
* the player digests about 20 food units per 100 game turns, more
* when "fast", more when "regenerating", less with "slow digestion",
* but when the player is "gorged", he digests 100 food units per 10
- * game turns, or a full 1000 food units per 100 game turns.
- *
+ * game turns, or a full 1000 food units per 100 game turns.\n
+ *\n
* Note that the player's speed is reduced by 10 units while gorged,
* so if the player eats a single food ration (5000 food units) when
* full (15000 food units), he will be gorged for (5000/100)*10 = 500
* game turns, or 500/(100/5) = 25 player turns (if nothing else is
- * affecting the player speed).
+ * affecting the player speed).\n
*/
-bool set_food(int v)
+bool set_food(TIME_EFFECT v)
{
int old_aux, new_aux;
switch (new_aux)
{
/* Weak */
- case 1:
-#ifdef JP
-msg_print("¤Þ¤À¶õÊ¢¤ÇÅݤ줽¤¦¤À¡£");
-#else
- msg_print("You are still weak.");
-#endif
-
- break;
+ case 1: msg_print(_("まだ空腹で倒れそうだ。", "You are still weak.")); break;
/* Hungry */
- case 2:
-#ifdef JP
-msg_print("¤Þ¤À¶õÊ¢¤À¡£");
-#else
- msg_print("You are still hungry.");
-#endif
-
- break;
+ case 2: msg_print(_("まだ空腹だ。", "You are still hungry.")); break;
/* Normal */
- case 3:
-#ifdef JP
-msg_print("¶õÊ¢´¶¤¬¤ª¤µ¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You are no longer hungry.");
-#endif
-
- break;
+ case 3: msg_print(_("空腹感がおさまった。", "You are no longer hungry.")); break;
/* Full */
- case 4:
-#ifdef JP
-msg_print("ËþÊ¢¤À¡ª");
-#else
- msg_print("You are full!");
-#endif
-
- break;
+ case 4: msg_print(_("満腹だ!", "You are full!")); break;
/* Bloated */
case 5:
-#ifdef JP
-msg_print("¿©¤Ù²á¤®¤À¡ª");
-#else
- msg_print("You have gorged yourself!");
-#endif
+ msg_print(_("食べ過ぎだ!", "You have gorged yourself!"));
chg_virtue(V_HARMONY, -1);
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_TEMPERANCE, -2);
switch (new_aux)
{
/* Fainting / Starving */
- case 0:
-#ifdef JP
-msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤¤ò¼º¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You are getting faint from hunger!");
-#endif
-
- break;
+ case 0: msg_print(_("あまりにも空腹で気を失ってしまった!", "You are getting faint from hunger!")); break;
/* Weak */
- case 1:
-#ifdef JP
-msg_print("¤ªÊ¢¤¬¶õ¤¤¤ÆÅݤ줽¤¦¤À¡£");
-#else
- msg_print("You are getting weak from hunger!");
-#endif
-
- break;
+ case 1: msg_print(_("お腹が空いて倒れそうだ。", "You are getting weak from hunger!")); break;
/* Hungry */
- case 2:
-#ifdef JP
-msg_print("¤ªÊ¢¤¬¶õ¤¤¤Æ¤¤¿¡£");
-#else
- msg_print("You are getting hungry.");
-#endif
-
- break;
+ case 2: msg_print(_("お腹が空いてきた。", "You are getting hungry.")); break;
/* Normal */
- case 3:
-#ifdef JP
-msg_print("ËþÊ¢´¶¤¬¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You are no longer full.");
-#endif
-
- break;
+ case 3: msg_print(_("満腹感がなくなった。", "You are no longer full.")); break;
/* Full */
- case 4:
-#ifdef JP
-msg_print("¤ä¤Ã¤È¤ªÊ¢¤¬¤¤Ä¤¯¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You are no longer gorged.");
-#endif
-
- break;
+ case 4: msg_print(_("やっとお腹がきつくなくなった。", "You are no longer gorged.")); break;
}
if (p_ptr->wild_mode && (new_aux < 2))
{
- p_ptr->wilderness_x = px;
- p_ptr->wilderness_y = py;
- p_ptr->energy_need = 0;
change_wild_mode();
}
return (TRUE);
}
-/*
- * Increases a stat by one randomized level -RAK-
- *
- * Note that this function (used by stat potions) now restores
- * the stat BEFORE increasing it.
+/*!
+ * @brief プレイヤーの基本能力値を増加させる / Increases a stat by one randomized level -RAK-
+ * @param stat 上昇させるステータスID
+ * @return 実際に上昇した場合TRUEを返す。
+ * @details
+ * Note that this function (used by stat potions) now restores\n
+ * the stat BEFORE increasing it.\n
*/
bool inc_stat(int stat)
{
- int value, gain;
+ BASE_STATUS value, gain;
/* Then augment the current/max stat */
value = p_ptr->stat_cur[stat];
return (FALSE);
}
-
-
-/*
- * Decreases a stat by an amount indended to vary from 0 to 100 percent.
- *
- * Amount could be a little higher in extreme cases to mangle very high
- * stats from massive assaults. -CWS
- *
- * Note that "permanent" means that the *given* amount is permanent,
- * not that the new value becomes permanent. This may not work exactly
- * as expected, due to "weirdness" in the algorithm, but in general,
- * if your stat is already drained, the "max" value will not drop all
- * the way down to the "cur" value.
+/*!
+ * @brief プレイヤーの基本能力値を減少させる / Decreases a stat by an amount indended to vary from 0 to 100 percent.
+ * @param stat 減少させるステータスID
+ * @param amount 減少させる基本量
+ * @param permanent TRUEならば現在の最大値を減少させる
+ * @return 実際に減少した場合TRUEを返す。
+ * @details
+ *\n
+ * Amount could be a little higher in extreme cases to mangle very high\n
+ * stats from massive assaults. -CWS\n
+ *\n
+ * Note that "permanent" means that the *given* amount is permanent,\n
+ * not that the new value becomes permanent. This may not work exactly\n
+ * as expected, due to "weirdness" in the algorithm, but in general,\n
+ * if your stat is already drained, the "max" value will not drop all\n
+ * the way down to the "cur" value.\n
*/
bool dec_stat(int stat, int amount, int permanent)
{
- int cur, max, loss, same, res = FALSE;
+ BASE_STATUS cur, max;
+ int loss, same, res = FALSE;
/* Acquire current value */
p_ptr->stat_cur[stat] = cur;
p_ptr->stat_max[stat] = max;
+ /* Redisplay the stats later */
+ p_ptr->redraw |= (PR_STATS);
+
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
}
}
-/*
- * Restore a stat. Return TRUE only if this actually makes a difference.
+/*!
+ * @brief プレイヤーの基本能力値を回復させる / Restore a stat. Return TRUE only if this actually makes a difference.
+ * @param stat 回復ステータスID
+ * @return 実際に回復した場合TRUEを返す。
*/
bool res_stat(int stat)
{
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
+ /* Redisplay the stats later */
+ p_ptr->redraw |= (PR_STATS);
+
/* Success */
return (TRUE);
}
/* Heal 0-4 */
if (num < 5)
{
-#ifdef JP
-msg_print("¾¯¤·µ¤Ê¬¤¬Îɤ¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You feel a little better.");
-#endif
-
+ msg_print(_("少し気分が良くなった。", "You feel a little better."));
}
/* Heal 5-14 */
else if (num < 15)
{
-#ifdef JP
-msg_print("µ¤Ê¬¤¬Îɤ¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You feel better.");
-#endif
-
+ msg_print(_("気分が良くなった。", "You feel better."));
}
/* Heal 15-34 */
else if (num < 35)
{
-#ifdef JP
-msg_print("¤È¤Æ¤âµ¤Ê¬¤¬Îɤ¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You feel much better.");
-#endif
-
+ msg_print(_("とても気分が良くなった。", "You feel much better."));
}
/* Heal 35+ */
else
{
-#ifdef JP
-msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬Îɤ¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You feel very good.");
-#endif
-
+ msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
}
/* Notice */
*/
static cptr desc_stat_pos[] =
{
-#ifdef JP
-"¶¯¤¯",
-#else
- "strong",
-#endif
-
-#ifdef JP
-"ÃÎŪ¤Ë",
-#else
- "smart",
-#endif
-
-#ifdef JP
-"¸¤¯",
-#else
- "wise",
-#endif
-
-#ifdef JP
-"´ïÍѤË",
-#else
- "dextrous",
-#endif
-
-#ifdef JP
-"·ò¹¯¤Ë",
-#else
- "healthy",
-#endif
-
-#ifdef JP
-"Èþ¤·¤¯"
-#else
- "cute"
-#endif
-
+_("強く", "strong"),
+_("知的に", "smart"),
+_("賢く", "wise"),
+_("器用に", "dextrous"),
+_("健康に", "healthy"),
+_("美しく", "cute")
};
static cptr desc_stat_neg[] =
{
#ifdef JP
-"¼å¤¯",
-"̵ÃΤË",
-"¶ò¤«¤Ë",
-"ÉÔ´ïÍѤË",
-"ÉÔ·ò¹¯¤Ë",
-"½¹¤¯"
+"弱く",
+"無知に",
+"愚かに",
+"不器用に",
+"不健康に",
+"醜く"
#else
"weak",
"stupid",
if (sust && (!ironman_nightmare || randint0(13)))
{
/* Message */
-#ifdef JP
-msg_format("%s¤Ê¤Ã¤¿µ¤¤¬¤·¤¿¤¬¡¢¤¹¤°¤Ë¸µ¤ËÌá¤Ã¤¿¡£",
-#else
- msg_format("You feel %s for a moment, but the feeling passes.",
-#endif
-
- desc_stat_neg[stat]);
+ msg_format(_("%sなった気がしたが、すぐに元に戻った。", "You feel %s for a moment, but the feeling passes."),
+ desc_stat_neg[stat]);
/* Notice effect */
return (TRUE);
if (dec_stat(stat, 10, (ironman_nightmare && !randint0(13))))
{
/* Message */
-#ifdef JP
-msg_format("¤Ò¤É¤¯%s¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£", desc_stat_neg[stat]);
-#else
- msg_format("You feel very %s.", desc_stat_neg[stat]);
-#endif
-
+ msg_format(_("ひどく%sなった気がする。", "You feel very %s."), desc_stat_neg[stat]);
/* Notice effect */
return (TRUE);
if (res_stat(stat))
{
/* Message */
-#ifdef JP
-msg_format("¸µÄ̤ê¤Ë%s¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£", desc_stat_pos[stat]);
-#else
- msg_format("You feel less %s.", desc_stat_neg[stat]);
-#endif
-
+ msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
/* Notice */
return (TRUE);
chg_virtue(V_VITALITY, 1);
/* Message */
-#ifdef JP
-msg_format("¥ï¡¼¥ª¡ª¤È¤Æ¤â%s¤Ê¤Ã¤¿¡ª", desc_stat_pos[stat]);
-#else
- msg_format("Wow! You feel very %s!", desc_stat_pos[stat]);
-#endif
-
+ msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
/* Notice */
return (TRUE);
if (res)
{
/* Message */
-#ifdef JP
-msg_format("¸µÄ̤ê¤Ë%s¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£", desc_stat_pos[stat]);
-#else
- msg_format("You feel less %s.", desc_stat_neg[stat]);
-#endif
-
+ msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
/* Notice */
return (TRUE);
if (p_ptr->exp < p_ptr->max_exp)
{
/* Message */
-#ifdef JP
-msg_print("À¸Ì¿ÎϤ¬Ìá¤Ã¤Æ¤¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel your life energies returning.");
-#endif
-
+ msg_print(_("経験値が戻ってきた気がする。", "You feel your experience returning."));
/* Restore the experience */
p_ptr->exp = p_ptr->max_exp;
if (!(wounds || hit_p || Nasty_effect)) return;
-#ifdef JP
-msg_print("½ý¤¬¤è¤ê·Ú¤¤¤â¤Î¤ËÊѲ½¤·¤¿¡£");
-#else
- msg_print("Your wounds are polymorphed into less serious ones.");
-#endif
-
+ msg_print(_("傷がより軽いものに変化した。", "Your wounds are polymorphed into less serious ones."));
hp_player(change);
if (Nasty_effect)
{
-#ifdef JP
-msg_print("¿·¤¿¤Ê½ý¤¬¤Ç¤¤¿¡ª");
-take_hit(DAMAGE_LOSELIFE, change / 2, "ÊѲ½¤·¤¿½ý", -1);
-#else
- msg_print("A new wound was created!");
- take_hit(DAMAGE_LOSELIFE, change / 2, "a polymorphed wound", -1);
-#endif
-
+ msg_print(_("新たな傷ができた!", "A new wound was created!"));
+ take_hit(DAMAGE_LOSELIFE, change / 2, _("変化した傷", "a polymorphed wound"), -1);
set_cut(change);
}
else
}
-void do_poly_self(void)
+/*
+ * Change player race
+ */
+void change_race(CHARACTER_IDX new_race, cptr effect_msg)
{
- int power = p_ptr->lev;
+ cptr title = race_info[new_race].title;
+ int old_race = p_ptr->prace;
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÊѲ½¤Îˬ¤ì¤ò´¶¤¸¤¿...");
+ msg_format("あなたは%s%sに変化した!", effect_msg, title);
#else
- msg_print("You feel a change coming over you...");
+ msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
#endif
- chg_virtue(V_CHANCE, 1);
+ chg_virtue(V_CHANCE, 2);
- if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
+ if (p_ptr->prace < 32)
{
- char effect_msg[80] = "";
- int new_race, expfact, goalexpfact, h_percent;
+ p_ptr->old_race1 |= 1L << p_ptr->prace;
+ }
+ else
+ {
+ p_ptr->old_race2 |= 1L << (p_ptr->prace-32);
+ }
+ p_ptr->prace = new_race;
+ rp_ptr = &race_info[p_ptr->prace];
- /* Some form of racial polymorph... */
- power -= 10;
+ /* Experience factor */
+ p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
- if ((power > randint0(5)) && one_in_(4))
- {
- /* sex change */
- power -= 2;
+ /*
+ * The speed bonus of Klackons and Sprites are disabled
+ * and the experience penalty is decreased.
+ */
+ if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && ((p_ptr->prace == RACE_KLACKON) || (p_ptr->prace == RACE_SPRITE)))
+ p_ptr->expfact -= 15;
- if (p_ptr->psex == SEX_MALE)
- {
- p_ptr->psex = SEX_FEMALE;
- sp_ptr = &sex_info[p_ptr->psex];
-#ifdef JP
-sprintf(effect_msg, "½÷À¤Î");
-#else
- sprintf(effect_msg, "female ");
-#endif
+ /* Get character's height and weight */
+ get_height_weight();
+ /* Hitdice */
+ if (p_ptr->pclass == CLASS_SORCERER)
+ p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
+ else
+ p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
+
+ do_cmd_rerate(FALSE);
+
+ /* The experience level may be modified */
+ check_experience();
+
+ p_ptr->redraw |= (PR_BASIC);
+
+ p_ptr->update |= (PU_BONUS);
+
+ handle_stuff();
+
+ /* Load an autopick preference file */
+ if (old_race != p_ptr->prace) autopick_load_pref(FALSE);
+
+ /* Player's graphic tile may change */
+ lite_spot(p_ptr->y, p_ptr->x);
+}
+
+
+void do_poly_self(void)
+{
+ int power = p_ptr->lev;
+
+ msg_print(_("あなたは変化の訪れを感じた...", "You feel a change coming over you..."));
+ chg_virtue(V_CHANCE, 1);
+
+ if ((power > randint0(20)) && one_in_(3) && (p_ptr->prace != RACE_ANDROID))
+ {
+ char effect_msg[80] = "";
+ CHARACTER_IDX new_race;
+
+ /* Some form of racial polymorph... */
+ power -= 10;
+
+ if ((power > randint0(5)) && one_in_(4))
+ {
+ /* sex change */
+ power -= 2;
+
+ if (p_ptr->psex == SEX_MALE)
+ {
+ p_ptr->psex = SEX_FEMALE;
+ sp_ptr = &sex_info[p_ptr->psex];
+ sprintf(effect_msg, _("女性の", "female "));
}
else
{
p_ptr->psex = SEX_MALE;
sp_ptr = &sex_info[p_ptr->psex];
-#ifdef JP
-sprintf(effect_msg, "ÃËÀ¤Î");
-#else
- sprintf(effect_msg, "male ");
-#endif
-
+ sprintf(effect_msg, _("男性の", "male "));
}
}
if (effect_msg[0])
{
char tmp_msg[10];
-#ifdef JP
- sprintf(tmp_msg,"%s",effect_msg);
- sprintf(effect_msg,"´ñ·Á¤Î%s",tmp_msg);
-#else
- sprintf(tmp_msg,"%s ",effect_msg);
- sprintf(effect_msg,"deformed %s ",tmp_msg);
-#endif
-
+ sprintf(tmp_msg,_("%s", "%s "),effect_msg);
+ sprintf(effect_msg,_("奇形の%s", "deformed %s "),tmp_msg);
}
else
{
-#ifdef JP
- sprintf(effect_msg,"´ñ·Á¤Î");
-#else
- sprintf(effect_msg,"deformed ");
-#endif
-
+ sprintf(effect_msg,_("奇形の", "deformed "));
}
}
power -= 10;
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."));
}
- /*
- * Restrict the race choices by exp penalty so
- * weak polymorph always means weak race
- */
- if (power < 0)
- goalexpfact = 100;
- else
- goalexpfact = 100 + 3 * randint0(power);
-
do
{
- new_race = randint0(MAX_RACES);
- expfact = race_info[new_race].r_exp;
+ new_race = (CHARACTER_IDX)randint0(MAX_RACES);
}
- while (((new_race == p_ptr->prace) && (expfact > goalexpfact)) || (new_race == RACE_ANDROID));
+ while ((new_race == p_ptr->prace) || (new_race == RACE_ANDROID));
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s%s¤ËÊѲ½¤·¤¿¡ª", effect_msg,
- race_info[new_race].title);
-#else
- if (effect_msg[0])
- {
- msg_format("You turn into a%s %s!",
- ((new_race == RACE_AMBERITE || new_race == RACE_ELF
- || new_race == RACE_IMP) ? "n" : ""),
- race_info[new_race].title);
- }
- else
- {
- msg_format("You turn into a %s%s!", effect_msg,
- race_info[new_race].title);
- }
-#endif
-
- chg_virtue(V_CHANCE, 2);
-
- if (p_ptr->prace < 32)
- {
- p_ptr->old_race1 |= 1L << p_ptr->prace;
- }
- else
- {
- p_ptr->old_race2 = 1L << (p_ptr->prace-32);
- }
- p_ptr->prace = new_race;
- rp_ptr = &race_info[p_ptr->prace];
-
- /* Experience factor */
- p_ptr->expfact = rp_ptr->r_exp + cp_ptr->c_exp;
-
- if (((p_ptr->pclass == CLASS_MONK) || (p_ptr->pclass == CLASS_FORCETRAINER) || (p_ptr->pclass == CLASS_NINJA)) && ((p_ptr->prace == RACE_KLACKON) || (p_ptr->prace == RACE_SPRITE)))
- p_ptr->expfact -= 15;
-
-
- /* Calculate the height/weight for males */
- if (p_ptr->psex == SEX_MALE)
- {
- p_ptr->ht = randnor(rp_ptr->m_b_ht, rp_ptr->m_m_ht);
- h_percent = (int)(p_ptr->ht) * 100 / (int)(rp_ptr->m_b_ht);
- p_ptr->wt = randnor((int)(rp_ptr->m_b_wt) * h_percent /100
- , (int)(rp_ptr->m_m_wt) * h_percent / 300 );
- }
-
- /* Calculate the height/weight for females */
- else if (p_ptr->psex == SEX_FEMALE)
- {
- p_ptr->ht = randnor(rp_ptr->f_b_ht, rp_ptr->f_m_ht);
- h_percent = (int)(p_ptr->ht) * 100 / (int)(rp_ptr->f_b_ht);
- p_ptr->wt = randnor((int)(rp_ptr->f_b_wt) * h_percent /100
- , (int)(rp_ptr->f_m_wt) * h_percent / 300 );
- }
-
- check_experience();
-
- /* Hitdice */
- if (p_ptr->pclass == CLASS_SORCERER)
- p_ptr->hitdie = rp_ptr->r_mhp/2 + cp_ptr->c_mhp + ap_ptr->a_mhp;
- else
- p_ptr->hitdie = rp_ptr->r_mhp + cp_ptr->c_mhp + ap_ptr->a_mhp;
-
- do_cmd_rerate(FALSE);
-
- p_ptr->redraw |= (PR_BASIC);
-
- p_ptr->update |= (PU_BONUS);
-
- handle_stuff();
- lite_spot(py, px);
+ change_race(new_race, effect_msg);
}
if ((power > randint0(30)) && one_in_(6))
/* Abomination! */
power -= 20;
-
-#ifdef JP
-msg_format("%s¤Î¹½À®¤¬ÊѲ½¤·¤¿¡ª", p_ptr->prace == RACE_ANDROID ? "µ¡³£" : "Æâ¡");
-#else
- msg_print("Your internal organs are rearranged!");
-#endif
+ msg_format(_("%sの構成が変化した!", "Your internal organs are rearranged!"), p_ptr->prace == RACE_ANDROID ? "機械" : "内臓");
while (tmp < 6)
{
}
if (one_in_(6))
{
-#ifdef JP
-msg_print("¸½ºß»Ñ¤ÇÀ¸¤¤Æ¤¤¤¯¤Î¤Ïº¤Æñ¤Ê¤è¤¦¤À¡ª");
-take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), "Ã×̿Ū¤ÊÆÍÁ³ÊÑ°Û", -1);
-#else
- msg_print("You find living difficult in your present form!");
- take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), "a lethal mutation", -1);
-#endif
+ msg_print(_("現在の姿で生きていくのは困難なようだ!", "You find living difficult in your present form!"));
+ take_hit(DAMAGE_LOSELIFE, damroll(randint1(10), p_ptr->lev), _("致命的な突然変異", "a lethal mutation"), -1);
power -= 10;
}
* the game when he dies, since the "You die." message is shown before
* setting the player to "dead".
*/
-bool take_hit(int damage_type, int damage, cptr hit_from, int monspell)
+
+int take_hit(int damage_type, HIT_POINT damage, cptr hit_from, int monspell)
{
int old_chp = p_ptr->chp;
int warning = (p_ptr->mhp * hitpoint_warn / 10);
/* Paranoia */
- if (death) return FALSE;
+ if (p_ptr->is_dead) return 0;
if (p_ptr->sutemi) damage *= 2;
if (p_ptr->special_defense & KATA_IAI) damage += (damage + 4) / 5;
if (damage_type != DAMAGE_USELIFE)
{
/* Disturb */
- disturb(1, 0);
+ disturb(1, 1);
if (auto_more)
{
now_damaged = TRUE;
/* Mega-Hack -- Apply "invulnerability" */
if ((damage_type != DAMAGE_USELIFE) && (damage_type != DAMAGE_LOSELIFE))
{
- if ((p_ptr->invuln || ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] == MUSIC_INVULN))) && (damage < 9000))
+ if (IS_INVULN() && (damage < 9000))
{
if (damage_type == DAMAGE_FORCE)
{
-#ifdef JP
- msg_print("¥Ð¥ê¥¢¤¬ÀÚ¤êÎö¤«¤ì¤¿¡ª");
-#else
- msg_print("The attack cuts your shield of invulnerability open!");
-#endif
+ msg_print(_("バリアが切り裂かれた!", "The attack cuts your shield of invulnerability open!"));
}
else if (one_in_(PENETRATE_INVULNERABILITY))
{
-#ifdef JP
- msg_print("̵Ũ¤Î¥Ð¥ê¥¢¤òÇˤäƹ¶·â¤µ¤ì¤¿¡ª");
-#else
- msg_print("The attack penetrates your shield of invulnerability!");
-#endif
+ msg_print(_("無敵のバリアを破って攻撃された!", "The attack penetrates your shield of invulnerability!"));
}
else
{
- return FALSE;
+ return 0;
}
}
-
- /* Multishadow effects is determined by turn */
- if (p_ptr->multishadow && (turn & 1))
+
+ if (CHECK_MULTISHADOW())
{
if (damage_type == DAMAGE_FORCE)
{
-#ifdef JP
- msg_print("¸¸±Æ¤â¤í¤È¤âÂΤ¬ÀÚ¤êÎö¤«¤ì¤¿¡ª");
-#else
- msg_print("The attack hits Shadow together with you!");
-#endif
+ msg_print(_("幻影もろとも体が切り裂かれた!", "The attack hits Shadow together with you!"));
}
else if (damage_type == DAMAGE_ATTACK)
{
-#ifdef JP
- msg_print("¹¶·â¤Ï¸¸±Æ¤ËÌ¿Ã椷¡¢¤¢¤Ê¤¿¤Ë¤ÏÆϤ«¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("The attack hits Shadow, you are unharmed!");
-#endif
- return FALSE;
+ 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!"));
+ return 0;
}
}
-
+
if (p_ptr->wraith_form)
{
if (damage_type == DAMAGE_FORCE)
{
-#ifdef JP
- msg_print("Ⱦʪ¼Á¤ÎÂΤ¬ÀÚ¤êÎö¤«¤ì¤¿¡ª");
-#else
- msg_print("The attack cuts through your ethereal body!");
-#endif
+ msg_print(_("半物質の体が切り裂かれた!", "The attack cuts through your ethereal body!"));
}
else
{
}
}
- if ((p_ptr->special_defense & KATA_MUSOU))
+ if (p_ptr->special_defense & KATA_MUSOU)
{
damage /= 2;
if ((damage == 0) && one_in_(2)) damage = 1;
p_ptr->chp -= damage;
if(damage_type == DAMAGE_GENO && p_ptr->chp < 0)
{
+ damage += p_ptr->chp;
p_ptr->chp = 0;
}
/* Window stuff */
p_ptr->window |= (PW_PLAYER);
- handle_stuff();
-
if (damage_type != DAMAGE_GENO && p_ptr->chp == 0)
{
chg_virtue(V_SACRIFICE, 1);
/* Dead player */
if (p_ptr->chp < 0)
{
- char buf[10];
bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
-#ifdef JP /* »à¤ó¤À»þ¤Ë¶¯À©½ªÎ»¤·¤Æ»à¤ò²óÈò¤Ç¤¤Ê¤¯¤·¤Æ¤ß¤¿ by Habu */
- if (!munchkin_death)
- if(!save_player()) msg_print("¥»¡¼¥Ö¼ºÇÔ¡ª");
+#ifdef JP /* 死んだ時に強制終了して死を回避できなくしてみた by Habu */
+ if (!cheat_save)
+ if(!save_player()) msg_print("セーブ失敗!");
#endif
/* Sound */
chg_virtue(V_SACRIFICE, 10);
+ handle_stuff();
+
/* Leaving */
p_ptr->leaving = TRUE;
/* Note death */
- death = TRUE;
+ p_ptr->is_dead = TRUE;
if (p_ptr->inside_arena)
{
- cptr m_name = r_name+r_info[arena_monsters[p_ptr->arena_number]].name;
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤ÎÁ°¤ËÇÔ¤ìµî¤Ã¤¿¡£", m_name);
-#else
- msg_format("You are beaten by %s.", m_name);
-#endif
+ cptr m_name = r_name+r_info[arena_info[p_ptr->arena_number].r_idx].name;
+ msg_format(_("あなたは%sの前に敗れ去った。", "You are beaten by %s."), m_name);
msg_print(NULL);
- if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, 99, m_name);
+ if (record_arena) do_cmd_write_nikki(NIKKI_ARENA, -1 - p_ptr->arena_number, m_name);
}
else
{
+ int q_idx = quest_number(dun_level);
+ bool seppuku = streq(hit_from, "Seppuku");
+ bool winning_seppuku = p_ptr->total_winner && seppuku;
+
+ play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_GAMEOVER);
+
#ifdef WORLD_SCORE
/* Make screen dump */
screen_dump = make_screen_dump();
#endif
/* Note cause of death */
+ if (seppuku)
+ {
+ strcpy(p_ptr->died_from, hit_from);
#ifdef JP
- sprintf(died_from, "%s%s%s", !p_ptr->paralyzed ? "" : p_ptr->free_act ? "ĦÁü¾õÂÖ¤Ç":"Ëãáã¾õÂÖ¤Ç", p_ptr->image ? "¸¸³Ð¤ËÏĤó¤À" : "", hit_from);
+ if (!winning_seppuku) strcpy(p_ptr->died_from, "切腹");
+#endif
+ }
+ else
+ {
+ char dummy[1024];
+#ifdef JP
+ sprintf(dummy, "%s%s%s", !p_ptr->paralyzed ? "" : p_ptr->free_act ? "彫像状態で" : "麻痺状態で", p_ptr->image ? "幻覚に歪んだ" : "", hit_from);
#else
- sprintf(died_from, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
+ sprintf(dummy, "%s%s", hit_from, !p_ptr->paralyzed ? "" : " while helpless");
#endif
+ my_strcpy(p_ptr->died_from, dummy, sizeof p_ptr->died_from);
+ }
/* No longer a winner */
- total_winner = FALSE;
+ p_ptr->total_winner = FALSE;
- if (p_ptr->inside_arena)
-#ifdef JP
- strcpy(buf,"¥¢¥ê¡¼¥Ê");
-#else
- strcpy(buf,"in the Arena");
-#endif
- else if (!dun_level)
-#ifdef JP
- strcpy(buf,"ÃϾå");
-#else
- strcpy(buf,"on The surface");
-#endif
- else if (quest_number(dun_level) && ((quest_number(dun_level) < MIN_RANDOM_QUEST) && !(quest_number(dun_level) == QUEST_OBERON || quest_number(dun_level) == QUEST_SERPENT)))
-#ifdef JP
- strcpy(buf,"¥¯¥¨¥¹¥È");
-#else
- strcpy(buf,"in a quest");
-#endif
+ if (winning_seppuku)
+ {
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("勝利の後切腹した。", "did Seppuku after the winning."));
+ }
else
-#ifdef JP
- sprintf(buf,"%d³¬", dun_level);
-#else
- sprintf(buf,"level %d", dun_level);
-#endif
-#ifdef JP
- sprintf(tmp,"%s¤Ç%s¤Ë»¦¤µ¤ì¤¿¡£",buf, died_from);
-#else
- sprintf(tmp,"killed by %s %s.", died_from, buf);
-#endif
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
-#ifdef JP
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, "-------- ¥²¡¼¥à¥ª¡¼¥Ð¡¼ --------");
-#else
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, "-------- Game Over --------");
-#endif
+ {
+ char buf[20];
+
+ if (p_ptr->inside_arena)
+ strcpy(buf,_("アリーナ", "in the Arena"));
+ else if (!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(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);
+ }
+
+ do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- ゲームオーバー --------", "-------- Game Over --------"));
do_cmd_write_nikki(NIKKI_BUNSHOU, 1, "\n\n\n\n");
flush();
-#ifdef JP
-if (get_check_strict("²èÌ̤òÊݸ¤·¤Þ¤¹¤«¡©", CHECK_NO_HISTORY))
-#else
- if (get_check_strict("Dump the screen? ", CHECK_NO_HISTORY))
-#endif
-
+ if (get_check_strict(_("画面を保存しますか?", "Dump the screen? "), CHECK_NO_HISTORY))
{
do_cmd_save_screen();
}
flush();
+ /* Initialize "last message" buffer */
+ if (p_ptr->last_message) string_free(p_ptr->last_message);
+ p_ptr->last_message = NULL;
+
/* Hack -- Note death */
if (!last_words)
{
#ifdef JP
-msg_format("¤¢¤Ê¤¿¤Ï%s¤Þ¤·¤¿¡£", android ? "²õ¤ì" : "»à¤Ë");
+ msg_format("あなたは%sました。", android ? "壊れ" : "死に");
#else
msg_print(android ? "You are broken." : "You die.");
#endif
}
else
{
- if (streq(died_from, "Seppuku"))
+ if (winning_seppuku)
{
-#ifdef JP
- get_rnd_line("seppuku_j.txt", 0, death_message);
-#else
- get_rnd_line("seppuku.txt", 0, death_message);
-#endif
+ get_rnd_line(_("seppuku_j.txt", "seppuku.txt"), 0, death_message);
}
else
{
-#ifdef JP
-get_rnd_line("death_j.txt", 0, death_message);
-#else
- get_rnd_line("death.txt", 0, death_message);
-#endif
+ get_rnd_line(_("death_j.txt", "death.txt"), 0, death_message);
}
+
+ do
+ {
#ifdef JP
- while (!get_string(streq(died_from, "Seppuku") ? "¼À¤¤Î¶ç: " : "ÃÇËöËâ¤Î¶«¤Ó: ", death_message, 1024)) ;
+ while (!get_string(winning_seppuku ? "辞世の句: " : "断末魔の叫び: ", death_message, 1024)) ;
#else
- while (!get_string("Last word: ", death_message, 1024)) ;
+ while (!get_string("Last word: ", death_message, 1024)) ;
#endif
+ }
+ while (winning_seppuku && !get_check_strict(_("よろしいですか?", "Are you sure? "), CHECK_NO_HISTORY));
+
if (death_message[0] == '\0')
{
#ifdef JP
- strcpy(death_message, format("¤¢¤Ê¤¿¤Ï%s¤Þ¤·¤¿¡£", android ? "²õ¤ì" : "»à¤Ë"));
+ strcpy(death_message, format("あなたは%sました。", android ? "壊れ" : "死に"));
#else
strcpy(death_message, android ? "You are broken." : "You die.");
#endif
}
- if (streq(died_from, "Seppuku"))
- {
+ else p_ptr->last_message = string_make(death_message);
+
#ifdef JP
- int i, len;
- int w = Term->wid;
- int h = Term->hgt;
- int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
- int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
- cptr str;
- char* str2;
-
- Term_clear();
-
- /* ºù»¶¤ë */
- for (i = 0; i < 40; i++)
- Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "¦Ô");
-
- str = death_message;
- if (strncmp(str, "¡Ö", 2) == 0) str += 2;
-
- str2 = strstr_j(str, "¡×");
- if (str2 != NULL) str2 = '\0';
-
- i = 0;
- while (i < 9)
- {
- str2 = strstr_j(str, " ");
- if (str2 == NULL) len = strlen(str);
- else len = str2 - str;
-
- if (len != 0)
- {
- Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
- TERM_WHITE, str);
- if (str2 == NULL) break;
- i++;
- }
- str = str2 + 1;
- if (*str == 0) break;
- }
- flush();
- (void)inkey();
-#else
- msg_print(death_message);
+ if (winning_seppuku)
+ {
+ int i, len;
+ int w = Term->wid;
+ int h = Term->hgt;
+ int msg_pos_x[9] = { 5, 7, 9, 12, 14, 17, 19, 21, 23};
+ int msg_pos_y[9] = { 3, 4, 5, 4, 5, 4, 5, 6, 4};
+ cptr str;
+ char* str2;
+
+ Term_clear();
+
+ /* 桜散る */
+ for (i = 0; i < 40; i++)
+ Term_putstr(randint0(w / 2) * 2, randint0(h), 2, TERM_VIOLET, "υ");
+
+ str = death_message;
+ if (strncmp(str, "「", 2) == 0) str += 2;
+
+ str2 = my_strstr(str, "」");
+ if (str2 != NULL) *str2 = '\0';
+
+ i = 0;
+ while (i < 9)
+ {
+ str2 = my_strstr(str, " ");
+ if (str2 == NULL) len = strlen(str);
+ else len = str2 - str;
+
+ if (len != 0)
+ {
+ Term_putstr_v(w * 3 / 4 - 2 - msg_pos_x[i] * 2, msg_pos_y[i], len,
+ TERM_WHITE, str);
+ if (str2 == NULL) break;
+ i++;
+ }
+ str = str2 + 1;
+ if (*str == 0) break;
+ }
+
+ /* Hide cursor */
+ Term_putstr(w-1, h-1, 1, TERM_WHITE, " ");
+
+ flush();
+#ifdef WORLD_SCORE
+ /* Make screen dump */
+ screen_dump = make_screen_dump();
#endif
+
+ /* Wait a key press */
+ (void)inkey();
}
else
+#endif
msg_print(death_message);
}
}
/* Dead */
- return TRUE;
+ return damage;
}
+ handle_stuff();
+
/* Hitpoint warning */
if (p_ptr->chp < warning)
{
/* Hack -- bell on first notice */
- if (alert_hitpoint && (old_chp > warning)) bell();
+ if (old_chp > warning) bell();
sound(SOUND_WARN);
if (record_danger && (old_chp > warning))
{
if (p_ptr->image && damage_type == DAMAGE_ATTACK)
-#ifdef JP
- hit_from = "²¿¤«";
-#else
- hit_from = "something";
-#endif
+ hit_from = _("何か", "something");
-#ifdef JP
- sprintf(tmp,"%s¤Ë¤è¤Ã¤Æ¥Ô¥ó¥Á¤Ë´Ù¤¤¤Ã¤¿¡£",hit_from);
-#else
- sprintf(tmp,"A critical situation because of %s.",hit_from);
-#endif
+ sprintf(tmp,_("%sによってピンチに陥った。", "A critical situation because of %s."),hit_from);
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
}
}
/* Message */
-#ifdef JP
-msg_print("*** ·Ù¹ð:Äã¥Ò¥Ã¥È¡¦¥Ý¥¤¥ó¥È¡ª ***");
-#else
- msg_print("*** LOW HITPOINT WARNING! ***");
-#endif
-
+ msg_print(_("*** 警告:低ヒット・ポイント! ***", "*** LOW HITPOINT WARNING! ***"));
msg_print(NULL);
flush();
}
if (p_ptr->wild_mode && !p_ptr->leaving && (p_ptr->chp < MAX(warning, p_ptr->mhp/5)))
{
- p_ptr->wilderness_x = px;
- p_ptr->wilderness_y = py;
- p_ptr->energy_need = 0;
change_wild_mode();
}
- return TRUE;
+ return damage;
}
/*
* Gain experience
*/
-void gain_exp(s32b amount)
+void gain_exp_64(s32b amount, u32b amount_frac)
{
- if (death) return;
+ if (p_ptr->is_dead) return;
if (p_ptr->prace == RACE_ANDROID) return;
/* Gain some experience */
- p_ptr->exp += amount;
+ s64b_add(&(p_ptr->exp), &(p_ptr->exp_frac), amount, amount_frac);
/* Slowly recover from experience drainage */
if (p_ptr->exp < p_ptr->max_exp)
}
+/*
+ * Gain experience
+ */
+void gain_exp(s32b amount)
+{
+ gain_exp_64(amount, 0L);
+}
+
+
void calc_android_exp(void)
{
int i;
u32b total_exp = 0;
- if (death) return;
+ if (p_ptr->is_dead) return;
if (p_ptr->prace != RACE_ANDROID) return;
object_type forge;
object_type *q_ptr = &forge;
u32b value, exp;
- int level = MAX(get_object_level(o_ptr) - 8, 1);
+ int level = MAX(k_info[o_ptr->k_idx].level - 8, 1);
if ((i == INVEN_RIGHT) || (i == INVEN_LEFT) || (i == INVEN_NECK) || (i == INVEN_LITE)) continue;
if (!o_ptr->k_idx) continue;
q_ptr->discount = 0;
q_ptr->curse_flags = 0L;
- if (o_ptr->name1)
+ if (object_is_fixed_artifact(o_ptr))
{
level = (level + MAX(a_info[o_ptr->name1].level - 8, 5)) / 2;
level += MIN(20, a_info[o_ptr->name1].rarity/(a_info[o_ptr->name1].gen_flags & TRG_INSTA_ART ? 10 : 3));
}
- else if (o_ptr->name2) level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
+ else if (object_is_ego(o_ptr))
+ {
+ level += MAX(3, (e_info[o_ptr->name2].rating - 5)/2);
+ }
+ else if (o_ptr->art_name)
+ {
+ s32b total_flags = flag_cost(o_ptr, o_ptr->pval);
+ int fake_level;
+
+ if (!object_is_weapon_ammo(o_ptr))
+ {
+ /* For armors */
+ if (total_flags < 15000) fake_level = 10;
+ else if (total_flags < 35000) fake_level = 25;
+ else fake_level = 40;
+ }
+ else
+ {
+ /* For weapons */
+ if (total_flags < 20000) fake_level = 10;
+ else if (total_flags < 45000) fake_level = 25;
+ else fake_level = 40;
+ }
+
+ level = MAX(level, (level + MAX(fake_level - 8, 5)) / 2 + 3);
+ }
+
value = object_value_real(q_ptr);
if (value <= 0) continue;
if (value > 5000000L) value = 5000000L;
if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
- if (o_ptr->name1 || o_ptr->name2 || o_ptr->art_name ||
+ if (object_is_artifact(o_ptr) || object_is_ego(o_ptr) ||
(o_ptr->tval == TV_DRAG_ARMOR) ||
((o_ptr->tval == TV_HELM) && (o_ptr->sval == SV_DRAGON_HELM)) ||
((o_ptr->tval == TV_SHIELD) && (o_ptr->sval == SV_DRAGON_SHIELD)) ||
if (level > 65) level = 35 + (level - 65) / 5;
else if (level > 35) level = 25 + (level - 35) / 3;
else if (level > 15) level = 15 + (level - 15) / 2;
- exp = MIN(100000L, value) * level * level / 2;
+ exp = MIN(100000L, value) / 2 * level * level;
if (value > 100000L)
- exp += (value - 100000L) * level * level / 8;
+ exp += (value - 100000L) / 8 * level * level;
}
else
{
exp = MIN(100000L, value) * level;
if (value > 100000L)
- exp += (value - 100000L) * level / 4;
+ exp += (value - 100000L) / 4 * level;
}
if ((((i == INVEN_RARM) || (i == INVEN_LARM)) && (buki_motteruka(i))) || (i == INVEN_BOW)) total_exp += exp / 48;
else total_exp += exp / 16;
check_experience();
}
-bool set_ultimate_res(int v, bool do_dec)
+
+/*
+ * Drain experience
+ * If resisted to draining, return FALSE
+ */
+bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
+{
+ /* Androids and their mimics are never drained */
+ if (p_ptr->prace == RACE_ANDROID) return FALSE;
+
+ if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
+ {
+ /* Hold experience */
+ msg_print(_("しかし自己の経験値を守りきった!", "You keep hold of your experience!"));
+ return FALSE;
+ }
+
+ /* Hold experience failed */
+ if (p_ptr->hold_exp)
+ {
+ msg_print(_("経験値を少し吸い取られた気がする!", "You feel your experience slipping away!"));
+ lose_exp(slip);
+ }
+ else
+ {
+ msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away!"));
+ lose_exp(drain);
+ }
+
+ return TRUE;
+}
+
+
+bool set_ultimate_res(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->ult_res)
{
-#ifdef JP
-msg_print("¤¢¤é¤æ¤ë¤³¤È¤ËÂФ·¤ÆÂÑÀ¤¬¤Ä¤¤¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel resistant!");
-#endif
-
+ msg_print(_("あらゆることに対して耐性がついた気がする!", "You feel resistant!"));
notice = TRUE;
}
}
{
if (p_ptr->ult_res)
{
-#ifdef JP
-msg_print("¤¢¤é¤æ¤ë¤³¤È¤ËÂФ¹¤ëÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less resistant");
-#endif
-
+ msg_print(_("あらゆることに対する耐性が薄れた気がする。", "You feel less resistant"));
notice = TRUE;
}
}
return (TRUE);
}
-bool set_tim_res_nether(int v, bool do_dec)
+bool set_tim_res_nether(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->tim_res_nether)
{
-#ifdef JP
-msg_print("ÃϹö¤ÎÎϤËÂФ·¤ÆÂÑÀ¤¬¤Ä¤¤¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel nether resistant!");
-#endif
-
+ msg_print(_("地獄の力に対して耐性がついた気がする!", "You feel nether resistant!"));
notice = TRUE;
}
}
{
if (p_ptr->tim_res_nether)
{
-#ifdef JP
-msg_print("ÃϹö¤ÎÎϤËÂФ¹¤ëÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less nether resistant");
-#endif
-
+ msg_print(_("地獄の力に対する耐性が薄れた気がする。", "You feel less nether resistant"));
notice = TRUE;
}
}
return (TRUE);
}
-bool set_tim_res_time(int v, bool do_dec)
+bool set_tim_res_time(TIME_EFFECT v, bool do_dec)
{
bool notice = FALSE;
/* Hack -- Force good values */
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
- if (death) return FALSE;
+ if (p_ptr->is_dead) return FALSE;
/* Open */
if (v)
}
else if (!p_ptr->tim_res_time)
{
-#ifdef JP
-msg_print("»þ´ÖµÕž¤ÎÎϤËÂФ·¤ÆÂÑÀ¤¬¤Ä¤¤¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel time resistant!");
-#endif
-
+ msg_print(_("時間逆転の力に対して耐性がついた気がする!", "You feel time resistant!"));
notice = TRUE;
}
}
{
if (p_ptr->tim_res_time)
{
-#ifdef JP
-msg_print("»þ´ÖµÕž¤ÎÎϤËÂФ¹¤ëÂÑÀ¤¬Çö¤ì¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel less time resistant");
-#endif
-
+ msg_print(_("時間逆転の力に対する耐性が薄れた気がする。", "You feel less time resistant"));
notice = TRUE;
}
}
char choice;
+ if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
+ {
+ msg_format(_("武器を持たないと魔法剣は使えない。", "You cannot use temporary branding with no weapon."));
+ return FALSE;
+ }
+
/* Save screen */
screen_save();
num = (p_ptr->lev - 20) / 5;
-
-#ifdef JP
- c_prt(TERM_RED, " a) ¾Æ´þ", 2, 14);
-#else
- c_prt(TERM_RED, " a) Fire Brand", 2, 14);
-#endif
-
-#ifdef JP
- if (num >= 2) c_prt(TERM_L_WHITE," b) Åà·ë", 3, 14);
-#else
- if (num >= 2) c_prt(TERM_L_WHITE," b) Cold Brand", 3, 14);
-#endif
- else prt("", 3, 14);
-
-#ifdef JP
- if (num >= 3) c_prt(TERM_GREEN, " c) ÆÇ»¦", 4, 14);
-#else
- if (num >= 3) c_prt(TERM_GREEN, " c) Poison Brand", 4, 14);
-#endif
- else prt("", 4, 14);
-
-#ifdef JP
- if (num >= 4) c_prt(TERM_L_DARK, " d) Íϲò", 5, 14);
-#else
- if (num >= 4) c_prt(TERM_L_DARK, " d) Acid Brand", 5, 14);
-#endif
- else prt("", 5, 14);
-
-#ifdef JP
- if (num >= 5) c_prt(TERM_BLUE, " e) ÅÅ·â", 6, 14);
-#else
- if (num >= 5) c_prt(TERM_BLUE, " e) Elec Brand", 6, 14);
-#endif
- else prt("", 6, 14);
+ c_prt(TERM_RED, _(" a) 焼棄", " a) Fire Brand"), 2, 14);
+
+ if (num >= 2)
+ c_prt(TERM_L_WHITE,_(" b) 凍結", " b) Cold Brand"), 3, 14);
+ else
+ prt("", 3, 14);
+
+ if (num >= 3)
+ c_prt(TERM_GREEN, _(" c) 毒殺", " c) Poison Brand"), 4, 14);
+ else
+ prt("", 4, 14);
+
+ if (num >= 4)
+ c_prt(TERM_L_DARK, _(" d) 溶解", " d) Acid Brand"), 5, 14);
+ else
+ prt("", 5, 14);
+
+ if (num >= 5)
+ c_prt(TERM_BLUE, _(" e) 電撃", " e) Elec Brand"), 6, 14);
+ else
+ prt("", 6, 14);
prt("", 7, 14);
prt("", 8, 14);
prt("", 9, 14);
prt("", 1, 0);
-#ifdef JP
- prt(" ¤É¤Î¸µÁǹ¶·â¤ò¤·¤Þ¤¹¤«¡©", 1, 14);
-#else
- prt(" Choose a temporary elemental brand ", 1, 14);
-#endif
+ prt(_(" どの元素攻撃をしますか?", " Choose a temporary elemental brand "), 1, 14);
choice = inkey();
set_ele_attack(ATTACK_ELEC, p_ptr->lev/2 + randint1(p_ptr->lev/2));
else
{
-#ifdef JP
- msg_print("ËâË¡·õ¤ò»È¤¦¤Î¤ò¤ä¤á¤¿¡£");
-#else
- msg_print("You cancel the temporary branding.");
-#endif
+ msg_print(_("魔法剣を使うのをやめた。", "You cancel the temporary branding."));
screen_load();
return FALSE;
}
/*
* Choose a elemental immune. -LM-
*/
-bool choose_ele_immune(int turn)
+bool choose_ele_immune(TIME_EFFECT immune_turn)
{
char choice;
/* Save screen */
screen_save();
-#ifdef JP
- c_prt(TERM_RED, " a) ²Ð±ê", 2, 14);
-#else
- c_prt(TERM_RED, " a) Immune Fire", 2, 14);
-#endif
-
-#ifdef JP
- c_prt(TERM_L_WHITE," b) Î䵤", 3, 14);
-#else
- c_prt(TERM_L_WHITE," b) Immune Cold", 3, 14);
-#endif
-
-#ifdef JP
- c_prt(TERM_L_DARK, " c) »À", 4, 14);
-#else
- c_prt(TERM_L_DARK, " c) Immune Acid", 4, 14);
-#endif
-
-#ifdef JP
- c_prt(TERM_BLUE, " d) ÅÅ·â", 5, 14);
-#else
- c_prt(TERM_BLUE, " d) Immune Elec", 5, 14);
-#endif
-
+ 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);
prt("", 6, 14);
prt("", 7, 14);
prt("", 9, 14);
prt("", 1, 0);
-#ifdef JP
- prt(" ¤É¤Î¸µÁǤÎÌȱ֤ò¤Ä¤±¤Þ¤¹¤«¡©", 1, 14);
-#else
- prt(" Choose a temporary elemental immune ", 1, 14);
-#endif
+ prt(_(" どの元素の免疫をつけますか?", " Choose a temporary elemental immune "), 1, 14);
choice = inkey();
if ((choice == 'a') || (choice == 'A'))
- set_ele_immune(DEFENSE_FIRE, turn);
+ set_ele_immune(DEFENSE_FIRE, immune_turn);
else if ((choice == 'b') || (choice == 'B'))
- set_ele_immune(DEFENSE_COLD, turn);
+ set_ele_immune(DEFENSE_COLD, immune_turn);
else if ((choice == 'c') || (choice == 'C'))
- set_ele_immune(DEFENSE_ACID, turn);
+ set_ele_immune(DEFENSE_ACID, immune_turn);
else if ((choice == 'd') || (choice == 'D'))
- set_ele_immune(DEFENSE_ELEC, turn);
+ set_ele_immune(DEFENSE_ELEC, immune_turn);
else
{
-#ifdef JP
- msg_print("Ìȱ֤òÉÕ¤±¤ë¤Î¤ò¤ä¤á¤¿¡£");
-#else
- msg_print("You cancel the temporary immune.");
-#endif
+ msg_print(_("免疫を付けるのをやめた。", "You cancel the temporary immune."));
screen_load();
return FALSE;
}