* Rings (adjectives and colors)
*/
-static cptr ring_adj[MAX_ROCKS] =
-{
+static cptr ring_adj[MAX_ROCKS]
+#ifndef JP
+= {
"Alexandrite", "Amethyst", "Aquamarine", "Azurite", "Beryl",
"Bloodstone", "Calcite", "Carnelian", "Corundum", "Diamond",
"Emerald", "Fluorite", "Garnet", "Granite", "Jade",
"Rusty","Transparent", "Steel", "Tanzanite",
"Nephrite",
};
-
-#ifdef JP
-static cptr J_ring_adj[MAX_ROCKS] =
-{
+#else
+= {
"¶âÎÐÀФÎ","¥¢¥á¥¸¥¹¥È¤Î","¥¢¥¯¥¢¥Þ¥ê¥ó¤Î","¤á¤Î¤¦¤Î","ÎÐÃìÀФÎ",
"·ì¶Ì¿ï¤Î","Êý²òÀФÎ","ÀÖ¤á¤Î¤¦¤Î","¹Ë¶Ì¤Î","¥À¥¤¥¢¥â¥ó¥É¤Î",
"¥¨¥á¥é¥ë¥É¤Î","¥Û¥¿¥ëÀФÎ","¥¬¡¼¥Í¥Ã¥È¤Î","¸æ±ÆÀФÎ","¤Ò¤¹¤¤¤Î",
"Æð¶Ì¤Î",
};
#endif
+
static byte ring_col[MAX_ROCKS] =
{
TERM_GREEN, TERM_VIOLET, TERM_L_BLUE, TERM_L_BLUE, TERM_L_GREEN,
/*
* Amulets (adjectives and colors)
*/
-static cptr amulet_adj[MAX_AMULETS] =
-{
+static cptr amulet_adj[MAX_AMULETS]
+#ifndef JP
+= {
"Amber", "Driftwood", "Coral", "Agate", "Ivory",
"Obsidian", "Bone", "Brass", "Bronze", "Pewter",
"Tortoise Shell", "Golden", "Azure", "Crystal", "Silver",
"Curved", "Dragon's claw", "Rosary", "Jade", "Mithril",
"Ruby"
};
-
-#ifdef JP
-static cptr J_amulet_adj[MAX_AMULETS] =
-{
+#else
+= {
"àèàá¤Î","ήÌÚ¤Î","¥µ¥ó¥´¤Î","¤á¤Î¤¦¤Î","¾Ý²ç¤Î",
"¹õÍËÀФÎ","¹ü¤Î","¿¿ï«¤Î","ÀÄƼ¤Î","¤·¤í¤á¤Î",
"¤Ù¤Ã¹Ã¤Î","¶â¤Î","ÎÜÍþ¤Î","¿å¾½¤Î","¶ä¤Î",
"¥ë¥Ó¡¼¤Î"
};
#endif
+
static byte amulet_col[MAX_AMULETS] =
{
TERM_YELLOW, TERM_L_UMBER, TERM_WHITE, TERM_L_WHITE, TERM_WHITE,
/*
* Staffs (adjectives and colors)
*/
-static cptr staff_adj[MAX_WOODS] =
-{
+static cptr staff_adj[MAX_WOODS]
+#ifndef JP
+= {
"Aspen", "Balsa", "Banyan", "Birch", "Cedar",
"Cottonwood", "Cypress", "Dogwood", "Elm", "Eucalyptus",
"Hemlock", "Hickory", "Ironwood", "Locust", "Mahogany",
"Mistletoe", "Hawthorn", "Bamboo", "Silver", "Runed",
"Golden", "Ashen", "Ivory","Gnarled"/*,"Willow"*/
};
-
-#ifdef JP
-static cptr J_staff_adj[MAX_WOODS] =
-{
+#else
+= {
"¥Ý¥×¥é¤Î","¥Ð¥ë¥µ¤Î","¥Ð¥ó¥ä¥ó¤Î","¥«¥Ð¤Î","À¾ÍÎ¥¹¥®¤Î",
"ÛؤÎ","¥¤¥È¥¹¥®¤Î","¥ß¥º¥¤Î","¥Ë¥ì¤Î","¥æ¡¼¥«¥ê¤Î",
"¥Ä¥¬¤Î","¥Ö¥Ê¤Î","¹õÃɤÎ","¥¢¥«¥·¥¢¤Î","¥Þ¥Û¥¬¥Ë¡¼¤Î",
"¶â¤Î","¥È¥Í¥ê¥³¤Î", "¾Ý²ç¤Î", "·î·Ë¼ù¤Î"
};
#endif
+
static byte staff_col[MAX_WOODS] =
{
TERM_L_UMBER, TERM_L_UMBER, TERM_L_UMBER, TERM_L_UMBER, TERM_L_UMBER,
/*
* Wands (adjectives and colors)
*/
-static cptr wand_adj[MAX_METALS] =
-{
+static cptr wand_adj[MAX_METALS]
+#ifndef JP
+= {
"Aluminum", "Cast Iron", "Chromium", "Copper", "Gold",
"Iron", "Magnesium", "Molybdenum", "Nickel", "Rusty",
"Silver", "Steel", "Tin", "Titanium", "Tungsten",
"Platinum", "Lead","Lead-Plated", "Ivory" , "Adamantite",
"Uridium", "Long", "Short", "Hexagonal", "Carbonized"
};
-
-#ifdef JP
-static cptr J_wand_adj[MAX_METALS] =
-{
+#else
+= {
"¥¢¥ë¥ß¤Î","ÃòÅ´¤Î","¥¯¥í¥à¤Î","Ƽ¤Î","¶â¤Î",
"Å´¤Î","¥Þ¥°¥Í¥·¥¦¥à¤Î","¥â¥ê¥Ö¥Ç¥ó¤Î","¥Ë¥Ã¥±¥ë¤Î","»¬¤Ó¤¿",
"¶ä¤Î","¹ÝÅ´¤Î","¥Ö¥ê¥¤Î","¥Á¥¿¥ó¤Î","¥¿¥ó¥°¥¹¥Æ¥ó¤Î",
"¥¤¥ê¥Â¥¦¥à¤Î","Ť¤","û¤¤","Ï»³Ñ·Á¤Î", "úÁǤÎ"
};
#endif
+
static byte wand_col[MAX_METALS] =
{
TERM_L_BLUE, TERM_L_DARK, TERM_WHITE, TERM_L_UMBER, TERM_YELLOW,
static cptr rod_adj[MAX_METALS];
-#ifdef JP
-static cptr J_rod_adj[MAX_METALS];
-#endif
static byte rod_col[MAX_METALS];
* Mushrooms (adjectives and colors)
*/
-static cptr food_adj[MAX_SHROOM] =
-{
+static cptr food_adj[MAX_SHROOM]
+#ifndef JP
+= {
"Blue", "Black", "Black Spotted", "Brown", "Dark Blue",
"Dark Green", "Dark Red", "Yellow", "Furry", "Green",
"Grey", "Light Blue", "Light Green", "Violet", "Red",
"Slimy", "Tan", "White", "White Spotted", "Wrinkled",
};
-
-#ifdef JP
-static cptr J_food_adj[MAX_SHROOM] =
-{
+#else
+= {
"ÀĤ¤","¹õ¤¤","¹õÈäÎ","Ã㿧¤Î","·²ÀĤÎ",
"¿¼ÎФÎ","¹È¿§¤Î","²«¿§¤¤","Âݤष¤¿","ÎФÎ",
"¥°¥ì¡¼¤Î","¶õ¿§¤Î","²«ÎФÎ","¥¹¥ß¥ì¿§¤Î","ÀÖ¤¤",
"¤Í¤Ð¤Í¤Ð¤·¤¿","²«³ì¿§¤Î","Çò¤¤","ÇòÈäÎ","¤·¤ï¤·¤ï¤Î",
};
#endif
+
static byte food_col[MAX_SHROOM] =
{
TERM_BLUE, TERM_L_DARK, TERM_L_DARK, TERM_UMBER, TERM_BLUE,
* (water, apple juice, slime mold juice, something)
*/
-static cptr potion_adj[MAX_COLORS] =
-{
+static cptr potion_adj[MAX_COLORS]
+#ifndef JP
+= {
"Clear", "Light Brown", "Icky Green", "xxx",
"Azure", "Blue", "Blue Speckled", "Black", "Brown", "Brown Speckled",
"Bubbling", "Chartreuse", "Cloudy", "Copper Speckled", "Crimson", "Cyan",
"Manly", "Stinking", "Oily Black", "Ichor", "Ivory White", "Sky Blue",
"Gray", "Silver", "Bronze", "Flashing",
};
-
-#ifdef JP
-static cptr J_potion_adj[MAX_COLORS] =
-{
+#else
+= {
"Æ©ÌÀ¤Ê","ÇöÃ㿧¤Î","¤è¤É¤ó¤ÀÎФÎ","¼¿¹õ¤Î",
"º°ÊˤÎ","ÀĤ¤","ÀÄÈäÎ","¹õ¤¤","Ã㿧¤Î","ÃãÈäÎ",
"Ë¢¤À¤Ã¤¿","Çö²«Î理Î","Âù¤Ã¤¿","ƼÈäÎ","¹È¿§¤Î","¥·¥¢¥ó¿§¤Î",
"¥¥é¥¥é¸÷¤ë"
};
#endif
+
static byte potion_col[MAX_COLORS] =
{
TERM_WHITE, TERM_L_UMBER, TERM_GREEN, 0,
* Syllables for scrolls (must be 1-4 letters each)
*/
+static cptr syllables[MAX_SYLLABLES]
#ifdef JP
-static cptr J_syllables[MAX_SYLLABLES] =
-{
+= {
"Å·", "ÃÏ", "̵", "ÍÑ", "°ì", "Åá", "ξ", "ÃÇ",
"°á", "Ë¥", "Æü", "Àé", "½©", "Ëþ", "¿È", "ÁÏ",
"áØ", "¼·", "ž", "Ȭ", "ÅÝ", "²é", "¿Å",
"Íî", "±¢", "ÍÛ"
};
#else
-static cptr syllables[MAX_SYLLABLES] =
-{
+= {
"a", "ab", "ag", "aks", "ala", "an", "ankh", "app",
"arg", "arze", "ash", "aus", "ban", "bar", "bat", "bek",
"bie", "bin", "bit", "bjor", "blu", "bot", "bu",
case TV_RING:
{
- if ((k_ptr->sval == SV_RING_POWER) || (k_ptr->sval == SV_RING_AHO)) return (0x90 + TERM_YELLOW);
- else return (0x90 + ring_col[k_ptr->sval]);
+ return (0x90 + ring_col[k_ptr->sval]);
}
case TV_STAFF:
strcat(out_string, Syllable);
strcat(out_string, "¡Ù");
#else
- int testcounter = randint(3) + 1;
+ int testcounter = randint1(3) + 1;
strcpy(out_string, "'");
- if (randint(3) == 2)
+ if (randint1(3) == 2)
{
while (testcounter--)
- strcat(out_string, syllables[rand_int(MAX_SYLLABLES)]);
+ strcat(out_string, syllables[randint0(MAX_SYLLABLES)]);
}
else
{
char Syllable[80];
- testcounter = randint(2) + 1;
+ testcounter = randint1(2) + 1;
while (testcounter--)
{
(void)get_rnd_line("elvish.txt", 0, Syllable);
for (i = 0; i < MAX_METALS; i++)
{
rod_adj[i] = wand_adj[i];
-#ifdef JP
- J_rod_adj[i] = J_wand_adj[i];
-#endif
rod_col[i] = wand_col[i];
}
/* Rings have "ring colors" */
for (i = 0; i < MAX_ROCKS; i++)
{
- j = rand_int(MAX_ROCKS);
+ j = randint0(MAX_ROCKS);
temp_adj = ring_adj[i];
ring_adj[i] = ring_adj[j];
ring_adj[j] = temp_adj;
-#ifdef JP
- temp_adj = J_ring_adj[i];
- J_ring_adj[i] = J_ring_adj[j];
- J_ring_adj[j] = temp_adj;
-#endif
+
temp_col = ring_col[i];
ring_col[i] = ring_col[j];
ring_col[j] = temp_col;
}
+ /* Hack -- The One Ring */
+#ifdef JP
+ ring_adj[SV_RING_POWER] = "¶â̵¹¤¤Î";
+ ring_adj[SV_RING_AHO] = "¶â͹¤¤Î";
+#else
+ ring_adj[SV_RING_POWER] = "Plain Gold";
+ ring_adj[SV_RING_AHO] = "Plain Goldarn";
+#endif
+
+ if (!use_graphics)
+ {
+ ring_col[SV_RING_POWER] = TERM_YELLOW;
+ ring_col[SV_RING_AHO] = TERM_YELLOW;
+ }
+
/* Amulets have "amulet colors" */
for (i = 0; i < MAX_AMULETS; i++)
{
- j = rand_int(MAX_AMULETS);
+ j = randint0(MAX_AMULETS);
temp_adj = amulet_adj[i];
amulet_adj[i] = amulet_adj[j];
amulet_adj[j] = temp_adj;
-#ifdef JP
- temp_adj = J_amulet_adj[i];
- J_amulet_adj[i] = J_amulet_adj[j];
- J_amulet_adj[j] = temp_adj;
-#endif
+
temp_col = amulet_col[i];
amulet_col[i] = amulet_col[j];
amulet_col[j] = temp_col;
/* Staffs */
for (i = 0; i < MAX_WOODS; i++)
{
- j = rand_int(MAX_WOODS);
+ j = randint0(MAX_WOODS);
temp_adj = staff_adj[i];
staff_adj[i] = staff_adj[j];
staff_adj[j] = temp_adj;
-#ifdef JP
- temp_adj = J_staff_adj[i];
- J_staff_adj[i] = J_staff_adj[j];
- J_staff_adj[j] = temp_adj;
-#endif
+
temp_col = staff_col[i];
staff_col[i] = staff_col[j];
staff_col[j] = temp_col;
/* Wands */
for (i = 0; i < MAX_METALS; i++)
{
- j = rand_int(MAX_METALS);
+ j = randint0(MAX_METALS);
temp_adj = wand_adj[i];
wand_adj[i] = wand_adj[j];
wand_adj[j] = temp_adj;
-#ifdef JP
- temp_adj = J_wand_adj[i];
- J_wand_adj[i] = J_wand_adj[j];
- J_wand_adj[j] = temp_adj;
-#endif
+
temp_col = wand_col[i];
wand_col[i] = wand_col[j];
wand_col[j] = temp_col;
/* Rods */
for (i = 0; i < MAX_METALS; i++)
{
- j = rand_int(MAX_METALS);
+ j = randint0(MAX_METALS);
temp_adj = rod_adj[i];
rod_adj[i] = rod_adj[j];
rod_adj[j] = temp_adj;
-#ifdef JP
- temp_adj = J_rod_adj[i];
- J_rod_adj[i] = J_rod_adj[j];
- J_rod_adj[j] = temp_adj;
-#endif
+
temp_col = rod_col[i];
rod_col[i] = rod_col[j];
rod_col[j] = temp_col;
/* Foods (Mushrooms) */
for (i = 0; i < MAX_SHROOM; i++)
{
- j = rand_int(MAX_SHROOM);
+ j = randint0(MAX_SHROOM);
temp_adj = food_adj[i];
food_adj[i] = food_adj[j];
food_adj[j] = temp_adj;
-#ifdef JP
- temp_adj = J_food_adj[i];
- J_food_adj[i] = J_food_adj[j];
- J_food_adj[j] = temp_adj;
-#endif
+
temp_col = food_col[i];
food_col[i] = food_col[j];
food_col[j] = temp_col;
/* Potions */
for (i = 4; i < MAX_COLORS; i++)
{
- j = rand_int(MAX_COLORS - 4) + 4;
+ j = randint0(MAX_COLORS - 4) + 4;
temp_adj = potion_adj[i];
potion_adj[i] = potion_adj[j];
potion_adj[j] = temp_adj;
-#ifdef JP
- temp_adj = J_potion_adj[i];
- J_potion_adj[i] = J_potion_adj[j];
- J_potion_adj[j] = temp_adj;
-#endif
+
temp_col = potion_col[i];
potion_col[i] = potion_col[j];
potion_col[j] = temp_col;
tmp[0] = '\0';
/* Choose one or two syllables */
- s = ((rand_int(100) < 30) ? 1 : 2);
+ s = ((randint0(100) < 30) ? 1 : 2);
/* Add a one or two syllable word */
for (q = 0; q < s; q++)
{
/* Add the syllable */
-#ifdef JP
- strcat(tmp, J_syllables[rand_int(MAX_SYLLABLES)]);
-#else
- strcat(tmp, syllables[rand_int(MAX_SYLLABLES)]);
-#endif
+ strcat(tmp, syllables[randint0(MAX_SYLLABLES)]);
}
/* Stop before getting too long */
/* Known artifacts */
if (artifact_p(o_ptr) && aware) break;
- if ((k_ptr->flags3 & TR3_INSTA_ART) && aware) break;
+ if ((k_ptr->gen_flags & TRG_INSTA_ART) && aware) break;
/* Color the object */
-#ifdef JP
- modstr = J_amulet_adj[indexx];
-#else
modstr = amulet_adj[indexx];
-#endif
if (aware) append_name = TRUE;
/* Known artifacts */
if (artifact_p(o_ptr) && aware) break;
- if ((k_ptr->flags3 & TR3_INSTA_ART) && aware) break;
+ if ((k_ptr->gen_flags & TRG_INSTA_ART) && aware) break;
/* Color the object */
-#ifdef JP
- modstr = J_ring_adj[indexx];
-#else
modstr = ring_adj[indexx];
-#endif
if (aware) append_name = TRUE;
basenm = aware ? "& # Ring~" : "& # Ring~";
#endif
-
- /* Hack -- The One Ring */
-#ifdef JP
- if (!aware && (o_ptr->sval == SV_RING_POWER)) modstr = "¶â̵¹¤¤Î";
- if (!aware && (o_ptr->sval == SV_RING_AHO)) modstr = "¶â͹¤¤Î";
-#else
- if (!aware && (o_ptr->sval == SV_RING_POWER)) modstr = "Plain Gold";
- if (!aware && (o_ptr->sval == SV_RING_AHO)) modstr = "Plain Goldarn";
-#endif
if (!k_ptr->to_h && !k_ptr->to_d && (o_ptr->to_h || o_ptr->to_d)) show_weapon = TRUE;
break;
case TV_STAFF:
{
/* Color the object */
-#ifdef JP
- modstr = J_staff_adj[indexx];
-#else
modstr = staff_adj[indexx];
-#endif
if (aware) append_name = TRUE;
if (((plain_descriptions) && (aware)) || o_ptr->ident & IDENT_STOREB)
case TV_WAND:
{
/* Color the object */
-#ifdef JP
- modstr = J_wand_adj[indexx];
-#else
modstr = wand_adj[indexx];
-#endif
if (aware) append_name = TRUE;
if (((plain_descriptions) && (aware)) || o_ptr->ident & IDENT_STOREB)
case TV_ROD:
{
/* Color the object */
-#ifdef JP
- modstr = J_rod_adj[indexx];
-#else
modstr = rod_adj[indexx];
-#endif
if (aware) append_name = TRUE;
if (((plain_descriptions) && (aware)) || o_ptr->ident & IDENT_STOREB)
case TV_POTION:
{
/* Color the object */
-#ifdef JP
- modstr = J_potion_adj[indexx];
-#else
modstr = potion_adj[indexx];
-#endif
if (aware) append_name = TRUE;
if (((plain_descriptions) && (aware)) || o_ptr->ident & IDENT_STOREB)
if (o_ptr->sval >= SV_FOOD_MIN_FOOD) break;
/* Color the object */
-#ifdef JP
- modstr = J_food_adj[indexx];
-#else
modstr = food_adj[indexx];
-#endif
if (aware) append_name = TRUE;
if (((plain_descriptions) && (aware)) || o_ptr->ident & IDENT_STOREB)
}
else if (o_ptr->number > 1)
{
- if ( old_way_of_kaz == FALSE ){
+ if ( change_numeral == FALSE ){
t = object_desc_num(t, o_ptr->number);
if (o_ptr->number > 9)
t = object_desc_str(t, "¸Ä¤Î ");
break;
}
+ case CHEST_ALARM:
+ {
+#ifdef JP
+t = object_desc_str(t, "(·ÙÊóÁõÃÖ)");
+#else
+ t = object_desc_str(t, " (Alarm)");
+#endif
+
+ break;
+ }
default:
{
#ifdef JP
t = object_desc_chr(t, p2);
}
+ else if ((p_ptr->pclass == CLASS_NINJA) && (o_ptr->tval == TV_SPIKE))
+ {
+ int avgdam;
+ s16b energy_fire;
+
+ if (p_ptr->mighty_throw)
+ avgdam = 1 + 3;
+ else
+ avgdam = 1;
+ avgdam += ((p_ptr->lev+30)*(p_ptr->lev+30)-900)/55;
+
+ energy_fire = 100 - p_ptr->lev;
+ /* display (shot damage/ avg damage) */
+ t = object_desc_chr(t, ' ');
+ t = object_desc_chr(t, p1);
+ t = object_desc_num(t, avgdam);
+ t = object_desc_chr(t, '/');
+
+ /* calc effects of energy */
+ avgdam = 100 * avgdam / energy_fire;
+
+ t = object_desc_num(t, avgdam);
+
+ t = object_desc_chr(t, p2);
+ }
+
/* Add the armor bonuses */
if (known)