-/* File: mind.c */
-
-/* Purpose: Mindcrafter code */
-
-/*
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research,
- * and not for profit purposes provided that this copyright and statement
- * are included in all such copies. Other copyrights may also apply.
+/*!
+ * @file hissatsu.c
+ * @brief 剣術の実装 / Blade arts
+ * @date 2014/01/17
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\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
+ * 2014 Deskull rearranged comment for Doxygen.\n
*/
#include "angband.h"
#define TECHNIC_HISSATSU (REALM_HISSATSU - MIN_TECHNIC)
-/*
- * Allow user to choose a mindcrafter power.
- *
- * If a valid spell is chosen, saves it in '*sn' and returns TRUE
- * If the user hits escape, returns FALSE, and set '*sn' to -1
- * If there are no legal choices, returns FALSE, and sets '*sn' to -2
- *
- * The "prompt" should be "cast", "recite", or "study"
- * The "known" should be TRUE for cast/pray, FALSE for study
- *
- * nb: This function has a (trivial) display bug which will be obvious
- * when you run it. It's probably easy to fix but I haven't tried,
- * sorry.
+
+/*!
+ * @brief 使用可能な剣術を選択する /
+ * Allow user to choose a blade arts.
+ * @param sn 選択した特殊技能ID、キャンセルの場合-1、不正な選択の場合-2を返す
+ * @return 発動可能な魔法を選択した場合TRUE、キャンセル処理か不正な選択が行われた場合FALSEを返す。
+ * @details
+ * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
+ * If the user hits escape, returns FALSE, and set '*sn' to -1\n
+ * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n
+ *\n
+ * The "prompt" should be "cast", "recite", or "study"\n
+ * The "known" should be TRUE for cast/pray, FALSE for study\n
+ *\n
+ * nb: This function has a (trivial) display bug which will be obvious\n
+ * when you run it. It's probably easy to fix but I haven't tried,\n
+ * sorry.\n
*/
-static int get_hissatsu_power(int *sn)
+static int get_hissatsu_power(SPELL_IDX *sn)
{
- int i, j = 0;
+ SPELL_IDX i;
+ int j = 0;
int num = 0;
int y = 1;
int x = 15;
int ask = TRUE;
char choice;
char out_val[160];
- char sentaku[32];
-#ifdef JP
-cptr p = "ɬ»¦·õ";
-#else
- cptr p = "special attack";
-#endif
-
+ SPELL_IDX sentaku[32];
+ cptr p = _("必殺剣", "special attack");
+ COMMAND_CODE code;
magic_type spell;
bool flag, redraw;
int menu_line = (use_menu ? 1 : 0);
#ifdef ALLOW_REPEAT /* TNB */
/* Get the spell, if available */
- if (repeat_pull(sn))
+ if (repeat_pull(&code))
{
+ *sn = (SPELL_IDX)code;
/* Verify the spell */
if (technic_info[TECHNIC_HISSATSU][*sn].slevel <= plev)
{
/* Build a prompt (accept all spells) */
(void) strnfmt(out_val, 78,
-#ifdef JP
- "(%^s %c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò»È¤¤¤Þ¤¹¤«¡©",
-#else
- "(%^ss %c-%c, *=List, ESC=exit) Use which %s? ",
-#endif
+ _("(%^s %c-%c, '*'で一覧, ESC) どの%sを使いますか?", "(%^ss %c-%c, *=List, ESC=exit) Use which %s? "),
p, I2A(0), "abcdefghijklmnopqrstuvwxyz012345"[num-1], p);
if (use_menu) screen_save();
/* Display a list of spells */
prt("", y, x);
-#ifdef JP
-put_str("̾Á° Lv MP ̾Á° Lv MP ", y, x + 5);
-#else
-put_str("name Lv SP name Lv SP ", y, x + 5);
-#endif
+ put_str(_("名前 Lv MP 名前 Lv MP ",
+ "name Lv SP name Lv SP "), y, x + 5);
prt("", y+1, x);
/* Dump the spells */
for (i = 0, line = 0; i < 32; i++)
if (use_menu)
{
if (i == (menu_line-1))
-#ifdef JP
- strcpy(psi_desc, " ¡Õ");
-#else
- strcpy(psi_desc, " > ");
-#endif
+ strcpy(psi_desc, _(" 》", " > "));
else strcpy(psi_desc, " ");
}
ask = (isupper(choice));
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
char tmp_val[160];
/* Prompt */
-#ifdef JP
- (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡©", do_spell(REALM_HISSATSU, j, SPELL_NAME));
-#else
- (void)strnfmt(tmp_val, 78, "Use %s? ", do_spell(REALM_HISSATSU, j, SPELL_NAME));
-#endif
-
+ (void) strnfmt(tmp_val, 78, _("%sを使いますか?", "Use %s? "), do_spell(REALM_HISSATSU, j, SPELL_NAME));
/* Belay that order */
if (!get_check(tmp_val)) continue;
#ifdef ALLOW_REPEAT /* TNB */
- repeat_push(*sn);
+ repeat_push((COMMAND_CODE)j);
#endif /* ALLOW_REPEAT -- TNB */
}
-/*
- * do_cmd_cast calls this function if the player's class
- * is 'mindcrafter'.
+/*!
+ * @brief 剣術コマンドのメインルーチン
+ * @return なし
*/
void do_cmd_hissatsu(void)
{
- int n = 0;
+ SPELL_IDX n = 0;
magic_type spell;
/* not if confused */
if (p_ptr->confused)
{
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤Æ½¸Ãæ¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("You are too confused!");
-#endif
-
+ msg_print(_("混乱していて集中できない!", "You are too confused!"));
return;
}
if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
{
if (flush_failure) flush();
-#ifdef JP
-msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤Èɬ»¦µ»¤Ï»È¤¨¤Ê¤¤¡ª");
-#else
- msg_print("You need to wield a weapon!");
-#endif
-
+ msg_print(_("武器を持たないと必殺技は使えない!", "You need to wield a weapon!"));
return;
}
if (!p_ptr->spell_learned1)
{
-#ifdef JP
-msg_print("²¿¤âµ»¤òÃΤé¤Ê¤¤¡£");
-#else
- msg_print("You don't know any special attacks.");
-#endif
-
+ msg_print(_("何も技を知らない。", "You don't know any special attacks."));
return;
}
{
if (flush_failure) flush();
/* Warning */
-#ifdef JP
-msg_print("£Í£Ð¤¬Â¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You do not have enough mana to use this power.");
-#endif
+ msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
msg_print(NULL);
return;
}
if (!do_spell(REALM_HISSATSU, n, SPELL_CAST)) return;
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Use some mana */
p_ptr->csp -= spell.smana;
}
+/*!
+ * @brief 剣術コマンドの学習
+ * @return なし
+ */
void do_cmd_gain_hissatsu(void)
{
- int item, i, j;
+ OBJECT_IDX item;
+ int i, j;
object_type *o_ptr;
cptr q, s;
if (p_ptr->blind || no_lite())
{
-#ifdef JP
-msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
-#else
- msg_print("You cannot see!");
-#endif
-
+ msg_print(_("目が見えない!", "You cannot see!"));
return;
}
if (p_ptr->confused)
{
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡ª");
-#else
- msg_print("You are too confused!");
-#endif
-
+ msg_print(_("混乱していて読めない!", "You are too confused!"));
return;
}
if (!(p_ptr->new_spells))
{
-#ifdef JP
-msg_print("¿·¤·¤¤É¬»¦µ»¤ò³Ð¤¨¤ë¤³¤È¤Ï¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("You cannot learn any new special attacks!");
-#endif
-
+ msg_print(_("新しい必殺技を覚えることはできない!", "You cannot learn any new special attacks!"));
return;
}
#ifdef JP
if( p_ptr->new_spells < 10 ){
- msg_format("¤¢¤È %d ¤Ä¤Îɬ»¦µ»¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells);
+ msg_format("あと %d つの必殺技を学べる。", p_ptr->new_spells);
}else{
- msg_format("¤¢¤È %d ¸Ä¤Îɬ»¦µ»¤ò³Ø¤Ù¤ë¡£", p_ptr->new_spells);
+ msg_format("あと %d 個の必殺技を学べる。", p_ptr->new_spells);
}
#else
msg_format("You can learn %d new special attack%s.", p_ptr->new_spells,
item_tester_tval = TV_HISSATSU_BOOK;
/* Get an item */
-#ifdef JP
-q = "¤É¤Î½ñ¤«¤é³Ø¤Ó¤Þ¤¹¤«? ";
-#else
- q = "Study which book? ";
-#endif
-
-#ifdef JP
-s = "Æɤá¤ë½ñ¤¬¤Ê¤¤¡£";
-#else
- s = "You have no books that you can read.";
-#endif
+ q = _("どの書から学びますか? ", "Study which book? ");
+ s = _("読める書がない。", "You have no books that you can read.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
p_ptr->spell_learned1 |= (1L << i);
p_ptr->spell_worked1 |= (1L << i);
-#ifdef JP
- msg_format("%s¤Îµ»¤ò³Ð¤¨¤¿¡£", do_spell(REALM_HISSATSU, i, SPELL_NAME));
-#else
- msg_format("You have learned the special attack of %s.", do_spell(REALM_HISSATSU, i, SPELL_NAME));
-#endif
+ msg_format(_("%sの技を覚えた。", "You have learned the special attack of %s."), do_spell(REALM_HISSATSU, i, SPELL_NAME));
for (j = 0; j < 64; j++)
{
/* Stop at the first empty space */
/* No gain ... */
if (!gain)
-#ifdef JP
- msg_print("²¿¤â³Ð¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You were not able to learn any special attacks.");
-#endif
+ msg_print(_("何も覚えられなかった。", "You were not able to learn any special attacks."));
/* Take a turn */
else
- energy_use = 100;
+ p_ptr->energy_use = 100;
p_ptr->update |= (PU_SPELLS);
}
-/*
+/*!
+ * @brief 剣術のスレイ倍率計算を行う /
* Calcurate magnification of hissatsu technics
+ * @param mult 剣術のスレイ効果以前に算出している多要素の倍率(/10倍)
+ * @param flgs 剣術に使用する武器のスレイフラグ配列
+ * @param m_ptr 目標となるモンスターの構造体参照ポインタ
+ * @param mode 剣術のスレイ型ID
+ * @return スレイの倍率(/10倍)
*/
-s16b mult_hissatsu(int mult, u32b *flgs, monster_type *m_ptr, int mode)
+MULTIPLY mult_hissatsu(MULTIPLY mult, BIT_FLAGS *flgs, monster_type *m_ptr, BIT_FLAGS mode)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Bloody Maelstrom */
if ((mode == HISSATSU_SEKIRYUKA) && p_ptr->cut && monster_living(r_ptr))
{
- int tmp = MIN(100, MAX(10, p_ptr->cut / 10));
+ MULTIPLY tmp = MIN(100, MAX(10, p_ptr->cut / 10));
if (mult < tmp) mult = tmp;
}