-/* File: mind.c */
-
-/*
- * 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 mane.c
+ * @brief ものまねの処理実装 / Imitation code
+ * @date 2014/01/14
+ * @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
*/
-/* Purpose: Mane code */
-
#include "angband.h"
-
static int damage;
-static void mane_info(char *p, int power, int dam)
+/*!
+ * @brief 受け取ったパラメータに応じてものまねの効果情報をまとめたフォーマットを返す
+ * @param p 情報を返す文字列参照ポインタ
+ * @param power ものまねの効力の種類
+ * @param dam ものまねの威力
+ * @return なし
+ */
+static void mane_info(char *p, int power, HIT_POINT dam)
{
int plev = p_ptr->lev;
#ifdef JP
- cptr s_dam = "»½ý:";
- cptr s_dur = "´ü´Ö:";
- cptr s_range = "ÈÏ°Ï:";
- cptr s_heal = "²óÉü:";
+ cptr s_dam = "損傷:";
+ cptr s_dur = "期間:";
+ cptr s_range = "範囲:";
+ cptr s_heal = "回復:";
#else
cptr s_dam = "dam ";
cptr s_dur = "dur ";
strcpy(p, "");
if ((power > 2 && power < 41) || (power > 41 && power < 59) || (power == 75))
- sprintf(p, " %s%d", s_dam, dam);
+ sprintf(p, " %s%d", s_dam, (int)dam);
else
{
switch (power)
}
-/*
+/*!
+ * @brief どのものまねを発動するか選択する処理 /
* Allow user to choose a imitation.
- *
+ * @param sn 実行したものまねのIDを返す参照ポインタ(キャンセルなどの場合-1を返す)
+ * @param baigaesi TRUEならば倍返し上の処理として行う
+ * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
+ * @details
* 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
char choice;
char out_val[160];
char comment[80];
-#ifdef JP
-cptr p = "ǽÎÏ";
-#else
- cptr p = "power";
-#endif
+ cptr p = _("能力", "power");
monster_power spell;
bool flag, redraw;
/* Build a prompt (accept all spells) */
(void)strnfmt(out_val, 78,
-#ifdef JP
- "(%c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò¤Þ¤Í¤Þ¤¹¤«¡©",
-#else
- "(%c-%c, *=List, ESC=exit) Use which %s? ",
-#endif
+ _("(%c-%c, '*'で一覧, ESC) どの%sをまねますか?", "(%c-%c, *=List, ESC=exit) Use which %s? "),
I2A(0), I2A(num - 1), p);
/* Get a spell from the user */
/* Display a list of spells */
prt("", y, x);
-#ifdef JP
-put_str("̾Á°", y, x + 5);
-#else
- put_str("Name", y, x + 5);
-#endif
-
-#ifdef JP
-put_str("¼ºÎ¨ ¸ú²Ì", y, x + 36);
-#else
- put_str("Fail Info", y, x + 35);
-#endif
+ put_str(_("名前", "Name"), y, x + 5);
+ put_str(_("失率 効果", "Fail Info"), y, x + 36);
/* Dump the spells */
/* Reduce failure rate by INT/WIS adjustment */
chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2;
- if (spell.manedam) chance = chance * p_ptr->mane_dam[i] / spell.manedam;
+ if (spell.manedam) chance = chance * (baigaesi ? p_ptr->mane_dam[i] * 2 : p_ptr->mane_dam[i]) / spell.manedam;
chance += p_ptr->to_m_chance;
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¤Þ¤Í¤Þ¤¹¤«¡©", monster_powers[p_ptr->mane_spell[i]].name);
-#else
- (void)strnfmt(tmp_val, 78, "Use %s? ", monster_powers[p_ptr->mane_spell[i]].name);
-#endif
-
+ (void) strnfmt(tmp_val, 78, _("%sをまねますか?", "Use %s? "), monster_powers[p_ptr->mane_spell[i]].name);
/* Belay that order */
if (!get_check(tmp_val)) continue;
}
-/*
- * do_cmd_cast calls this function if the player's class
- * is 'imitator'.
+/*!
+ * @brief ものまね処理の発動 /
+ * do_cmd_cast calls this function if the player's class is 'imitator'.
+ * @param spell 発動するモンスター攻撃のID
+ * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
*/
static bool use_mane(int spell)
{
- int dir;
- int plev = p_ptr->lev;
- u32b mode = (PM_ALLOW_GROUP | PM_FORCE_PET);
- u32b u_mode = 0L;
+ DIRECTION dir;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ BIT_FLAGS mode = (PM_ALLOW_GROUP | PM_FORCE_PET);
+ BIT_FLAGS u_mode = 0L;
if (randint1(50+plev) < plev/10) u_mode = PM_ALLOW_UNIQUE;
switch (spell)
{
case MS_SHRIEK:
-#ifdef JP
-msg_print("¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£");
-#else
- msg_print("You make a high pitched shriek.");
-#endif
-
+ msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
aggravate_monsters(0);
break;
case MS_XXX1:
break;
case MS_DISPEL:
{
- monster_type *m_ptr;
- int m_idx;
- char m_name[80];
+ MONSTER_IDX m_idx;
if (!target_set(TARGET_KILL)) return FALSE;
m_idx = cave[target_row][target_col].m_idx;
if (!m_idx) break;
if (!player_has_los_bold(target_row, target_col)) break;
- if (!projectable(py, px, target_row, target_col)) break;
- m_ptr = &m_list[m_idx];
- monster_desc(m_name, m_ptr, 0);
- if (m_ptr->invulner)
- {
- m_ptr->invulner = 0;
- mproc_remove(m_idx, m_ptr->mproc_idx[MPROC_INVULNER], MPROC_INVULNER);
- if (m_ptr->ml)
- {
-#ifdef JP
- msg_format("%s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ï¤Ê¤¤¡£", m_name);
-#else
- msg_format("%^s is no longer invulnerable.", m_name);
-#endif
- p_ptr->redraw |= (PR_HEALTH);
- if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
- }
- m_ptr->energy_need += ENERGY_NEED();
- }
- if (m_ptr->fast)
- {
- m_ptr->fast = 0;
- mproc_remove(m_idx, m_ptr->mproc_idx[MPROC_FAST], MPROC_FAST);
-#ifdef JP
- if (m_ptr->ml) msg_format("%s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- if (m_ptr->ml) msg_format("%^s is no longer fast.", m_name);
-#endif
- }
- if (m_ptr->slow)
- {
- m_ptr->slow = 0;
- mproc_remove(m_idx, m_ptr->mproc_idx[MPROC_SLOW], MPROC_SLOW);
-#ifdef JP
- if (m_ptr->ml) msg_format("%s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name);
-#else
- if (m_ptr->ml) msg_format("%^s is no longer slow.", m_name);
-#endif
- }
+ if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
+ dispel_monster_status(m_idx);
break;
}
case MS_ROCKET:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
-#else
- else msg_print("You fire a rocket.");
-#endif
+ else msg_print(_("ロケットを発射した。", "You fire a rocket."));
fire_rocket(GF_ROCKET, dir, damage, 2);
break;
case MS_SHOOT:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("Ìð¤òÊü¤Ã¤¿¡£");
-#else
- else msg_print("You fire an arrow.");
-#endif
+ else msg_print(_("矢を放った。", "You fire an arrow."));
fire_bolt(GF_ARROW, dir, damage);
break;
break;
case MS_BR_ACID:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe acid.");
-#endif
+ else msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
fire_ball(GF_ACID, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_ELEC:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe lightning.");
-#endif
+ else msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
fire_ball(GF_ELEC, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_FIRE:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe fire.");
-#endif
+ else msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
fire_ball(GF_FIRE, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_COLD:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe frost.");
-#endif
+ else msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
fire_ball(GF_COLD, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_POIS:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe gas.");
-#endif
+ else msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
fire_ball(GF_POIS, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_NETHER:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe nether.");
-#endif
+ else msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
fire_ball(GF_NETHER, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_LITE:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe light.");
-#endif
+ else msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
fire_ball(GF_LITE, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_DARK:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe darkness.");
-#endif
+ else msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
fire_ball(GF_DARK, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_CONF:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe confusion.");
-#endif
+ else msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
fire_ball(GF_CONFUSION, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_SOUND:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe sound.");
-#endif
+ else msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
fire_ball(GF_SOUND, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_CHAOS:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe chaos.");
-#endif
+ else msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
fire_ball(GF_CHAOS, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_DISEN:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe disenchantment.");
-#endif
+ else msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
fire_ball(GF_DISENCHANT, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_NEXUS:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe nexus.");
-#endif
+ else msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
fire_ball(GF_NEXUS, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_TIME:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe time.");
-#endif
+ else msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
fire_ball(GF_TIME, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_INERTIA:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe inertia.");
-#endif
+ else msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
- fire_ball(GF_INERTIA, dir, damage, (plev > 35 ? -3 : -2));
+ fire_ball(GF_INERTIAL, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_GRAVITY:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe gravity.");
-#endif
+ else msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
fire_ball(GF_GRAVITY, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_SHARDS:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe shards.");
-#endif
+ else msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
fire_ball(GF_SHARDS, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_PLASMA:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe plasma.");
-#endif
+ else msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
fire_ball(GF_PLASMA, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_FORCE:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe force.");
-#endif
+ else msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
fire_ball(GF_FORCE, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BR_MANA:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe mana.");
-#endif
+ else msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
fire_ball(GF_MANA, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BALL_NUKE:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("Êü¼Íǽµå¤òÊü¤Ã¤¿¡£");
-#else
- else msg_print("You cast a ball of radiation.");
-#endif
+ else msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
fire_ball(GF_NUKE, dir, damage, 2);
break;
case MS_BR_NUKE:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe toxic waste.");
-#endif
+ else msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
fire_ball(GF_NUKE, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BALL_CHAOS:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£");
-#else
- else msg_print("You invoke a raw Logrus.");
-#endif
+ else msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
fire_ball(GF_CHAOS, dir, damage, 4);
break;
case MS_BR_DISI:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("ʬ²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- else msg_print("You breathe disintegration.");
-#endif
+ else msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 35 ? -3 : -2));
break;
case MS_BALL_ACID:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast an acid ball.");
-#endif
+ else msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball."));
fire_ball(GF_ACID, dir, damage, 2);
break;
case MS_BALL_ELEC:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a lightning ball.");
-#endif
+ else msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball."));
fire_ball(GF_ELEC, dir, damage, 2);
break;
case MS_BALL_FIRE:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a fire ball.");
-#endif
+ else msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball."));
fire_ball(GF_FIRE, dir, damage, 2);
break;
case MS_BALL_COLD:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a frost ball.");
-#endif
+ else msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball."));
fire_ball(GF_COLD, dir, damage, 2);
break;
case MS_BALL_POIS:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a stinking cloud.");
-#endif
+ else msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
fire_ball(GF_POIS, dir, damage, 2);
break;
case MS_BALL_NETHER:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a nether ball.");
-#endif
+ else msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
fire_ball(GF_NETHER, dir, damage, 2);
break;
case MS_BALL_WATER:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("ή¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£");
-#else
- else msg_print("You gesture fluidly.");
-#endif
+ else msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
fire_ball(GF_WATER, dir, damage, 4);
break;
case MS_BALL_MANA:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£");
-#else
- else msg_print("You invoke a mana storm.");
-#endif
+ else msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm."));
fire_ball(GF_MANA, dir, damage, 4);
break;
case MS_BALL_DARK:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£");
-#else
- else msg_print("You invoke a darkness storm.");
-#endif
+ else msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm."));
fire_ball(GF_DARK, dir, damage, 4);
break;
break;
case MS_BOLT_ACID:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast an acid bolt.");
-#endif
+ else msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt."));
fire_bolt(GF_ACID, dir, damage);
break;
case MS_BOLT_ELEC:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a lightning bolt.");
-#endif
+ else msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt."));
fire_bolt(GF_ELEC, dir, damage);
break;
case MS_BOLT_FIRE:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a fire bolt.");
-#endif
+ else msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt."));
fire_bolt(GF_FIRE, dir, damage);
break;
case MS_BOLT_COLD:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a frost bolt.");
-#endif
+ else msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt."));
fire_bolt(GF_COLD, dir, damage);
break;
case MS_STARBURST:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£");
-#else
- else msg_print("You invoke a starburst.");
-#endif
+ else msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst."));
fire_ball(GF_LITE, dir, damage, 4);
break;
case MS_BOLT_NETHER:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a nether bolt.");
-#endif
+ else msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
fire_bolt(GF_NETHER, dir, damage);
break;
case MS_BOLT_WATER:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a water bolt.");
-#endif
+ else msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt."));
fire_bolt(GF_WATER, dir, damage);
break;
case MS_BOLT_MANA:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a mana bolt.");
-#endif
+ else msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
fire_bolt(GF_MANA, dir, damage);
break;
case MS_BOLT_PLASMA:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a plasma bolt.");
-#endif
+ else msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
fire_bolt(GF_PLASMA, dir, damage);
break;
case MS_BOLT_ICE:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a ice bolt.");
-#endif
+ else msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
fire_bolt(GF_ICE, dir, damage);
break;
case MS_MAGIC_MISSILE:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- else msg_print("You cast a magic missile.");
-#endif
+ else msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile."));
fire_bolt(GF_MISSILE, dir, damage);
break;
case MS_SCARE:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£");
-#else
- else msg_print("You cast a fearful illusion.");
-#endif
+ else msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion."));
fear_monster(dir, plev+10);
break;
break;
case MS_CONF:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("ͶÏÇŪ¤Ê¸¸³Ð¤ò¤Ä¤¯¤ê½Ð¤·¤¿¡£");
-#else
- else msg_print("You cast a mesmerizing illusion.");
-#endif
+ else msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion."));
confuse_monster(dir, plev * 2);
break;
case MS_SLOW:
if (!get_aim_dir(&dir)) return FALSE;
- slow_monster(dir);
+ slow_monster(dir, plev);
break;
case MS_SLEEP:
if (!get_aim_dir(&dir)) return FALSE;
- sleep_monster(dir);
+ sleep_monster(dir, plev);
break;
case MS_SPEED:
(void)set_fast(randint1(20 + plev) + plev, FALSE);
case MS_HAND_DOOM:
{
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-else msg_print("<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª");
-#else
- else msg_print("You invoke the Hand of Doom!");
-#endif
+ else msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
fire_ball_hide(GF_HAND_DOOM, dir, 200, 0);
break;
}
case MS_HEAL:
-#ifdef JP
-msg_print("¼«Ê¬¤Î½ý¤ËÇ°¤ò½¸Ã椷¤¿¡£");
-#else
- msg_print("You concentrate on your wounds!");
-#endif
+ msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
(void)hp_player(plev*6);
(void)set_stun(0);
(void)set_cut(0);
break;
case MS_INVULNER:
-#ifdef JP
-msg_print("̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- msg_print("You cast a Globe of Invulnerability.");
-#endif
+ msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
(void)set_invuln(randint1(7) + 7, FALSE);
break;
case MS_BLINK:
- teleport_player(10, FALSE);
+ teleport_player(10, 0L);
break;
case MS_TELEPORT:
- teleport_player(plev * 5, FALSE);
+ teleport_player(plev * 5, 0L);
break;
case MS_WORLD:
world_player = TRUE;
if (damage == 1 || damage == 2)
-#ifdef JP
- msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×");
-#else
- msg_print("You yell 'The World! Time has stopped!'");
-#endif
+ msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'"));
else if (damage == 3 || damage == 6)
-#ifdef JP
- msg_print("¡Ö»þ¤è¡ª¡×");
-#else
- msg_print("You yell 'Time!'");
-#endif
+ msg_print(_("「時よ!」", "You yell 'Time!'"));
else
msg_print("hek!");
msg_print(NULL);
if (!target_set(TARGET_KILL)) return FALSE;
if (!cave[target_row][target_col].m_idx) break;
if (!player_has_los_bold(target_row, target_col)) break;
- if (!projectable(py, px, target_row, target_col)) break;
+ if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
m_ptr = &m_list[cave[target_row][target_col].m_idx];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(m_name, m_ptr, 0);
if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#ifdef JP
- msg_format("%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", m_name);
-#else
- msg_format("%s is unaffected!", m_name);
-#endif
+ msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
break;
}
else if (r_ptr->level > randint1(100))
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#ifdef JP
- msg_format("%s¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª", m_name);
-#else
- msg_format("%s resists!", m_name);
-#endif
+ msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
break;
}
}
-#ifdef JP
-msg_format("%s¤ò°ú¤Ìᤷ¤¿¡£", m_name);
-#else
- msg_format("You command %s to return.", m_name);
-#endif
+ msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
- teleport_monster_to(cave[target_row][target_col].m_idx, py, px, 100, TRUE);
+ teleport_monster_to(cave[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
break;
}
case MS_TELE_AWAY:
break;
case MS_TELE_LEVEL:
{
- int target_m_idx;
+ IDX target_m_idx;
monster_type *m_ptr;
monster_race *r_ptr;
char m_name[80];
target_m_idx = cave[target_row][target_col].m_idx;
if (!target_m_idx) break;
if (!player_has_los_bold(target_row, target_col)) break;
- if (!projectable(py, px, target_row, target_col)) break;
+ if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
m_ptr = &m_list[target_m_idx];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(m_name, m_ptr, 0);
-#ifdef JP
- msg_format("%^s¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
-#else
- msg_format("You gesture at %^s's feet.", m_name);
-#endif
+ msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
(r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60)))
{
-#ifdef JP
- msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_format("%^s is unaffected!", m_name);
-#endif
+ msg_print(_("しかし効果がなかった!", "%^s is unaffected!"));
}
else teleport_level(target_m_idx);
break;
}
case MS_PSY_SPEAR:
if (!get_aim_dir(&dir)) return FALSE;
-
-#ifdef JP
-else msg_print("¸÷¤Î·õ¤òÊü¤Ã¤¿¡£");
-#else
- else msg_print("You throw a psycho-spear.");
-#endif
+ else msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
(void)fire_beam(GF_PSY_SPEAR, dir, damage);
break;
case MS_DARKNESS:
-#ifdef JP
-msg_print("°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£");
-#else
- msg_print("You gesture in shadow.");
-#endif
+ msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
(void)unlite_area(10, 3);
break;
case MS_MAKE_TRAP:
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£");
-#else
- msg_print("You cast a spell and cackles evilly.");
-#endif
+ msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackles evilly."));
trap_creation(target_row, target_col);
break;
case MS_FORGET:
-#ifdef JP
-msg_print("¤·¤«¤·²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("Nothing happen.");
-#endif
+ msg_print(_("しかし何も起きなかった。", "Nothing happen."));
break;
case MS_RAISE_DEAD:
-#ifdef JP
-msg_print("»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
-#else
- msg_print("You cast a animate dead.");
-#endif
- (void)animate_dead(0, py, px);
+ msg_print(_("死者復活の呪文を唱えた。", "You cast a animate dead."));
+ (void)animate_dead(0, p_ptr->y, p_ptr->x);
break;
case MS_S_KIN:
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("±ç·³¤ò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon minions.");
-#endif
+ msg_print(_("援軍を召喚した。", "You summon minions."));
for (k = 0;k < 4; k++)
{
(void)summon_kin_player(plev, target_row, target_col, (PM_FORCE_PET | PM_ALLOW_GROUP));
int k;
int max_cyber = (dun_level / 50) + randint1(3);
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon Cyberdemons!");
-#endif
+ msg_print(_("サイバーデーモンを召喚した!", "You summon Cyberdemons!"));
if (max_cyber > 4) max_cyber = 4;
for (k = 0;k < max_cyber; k++)
summon_specific(-1, target_row, target_col, plev, SUMMON_CYBER, mode);
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("Ãç´Ö¤ò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon help.");
-#endif
+ msg_print(_("仲間を召喚した。", "You summon help."));
for (k = 0;k < 1; k++)
summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode));
break;
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon monsters!");
-#endif
+ msg_print(_("モンスターを召喚した!", "You summon monsters!"));
for (k = 0;k < 6; k++)
summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode));
break;
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("¥¢¥ê¤ò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon ants.");
-#endif
+ msg_print(_("アリを召喚した。", "You summon ants."));
for (k = 0;k < 6; k++)
summon_specific(-1, target_row, target_col, plev, SUMMON_ANT, mode);
break;
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("ÃØéá¤ò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon spiders.");
-#endif
+ msg_print(_("蜘蛛を召喚した。", "You summon spiders."));
for (k = 0;k < 6; k++)
summon_specific(-1, target_row, target_col, plev, SUMMON_SPIDER, mode);
break;
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon hounds.");
-#endif
+ msg_print(_("ハウンドを召喚した。", "You summon hounds."));
for (k = 0;k < 4; k++)
summon_specific(-1, target_row, target_col, plev, SUMMON_HOUND, mode);
break;
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon hydras.");
-#endif
+ msg_print(_("ヒドラを召喚した。", "You summon hydras."));
for (k = 0;k < 4; k++)
summon_specific(-1, target_row, target_col, plev, SUMMON_HYDRA, mode);
break;
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("Å·»È¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon angel!");
-#endif
+ msg_print(_("天使を召喚した!", "You summon angel!"));
for (k = 0;k < 1; k++)
summon_specific(-1, target_row, target_col, plev, SUMMON_ANGEL, mode);
break;
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("º®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon a demon from the Courts of Chaos!");
-#endif
+ msg_print(_("混沌の宮廷から悪魔を召喚した!", "You summon a demon from the Courts of Chaos!"));
for (k = 0;k < 1; k++)
summon_specific(-1, target_row, target_col, plev, SUMMON_DEMON, (mode | u_mode));
break;
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon an undead adversary!");
-#endif
+ msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!"));
for (k = 0;k < 1; k++)
summon_specific(-1, target_row, target_col, plev, SUMMON_UNDEAD, (mode | u_mode));
break;
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon dragon!");
-#endif
+ msg_print(_("ドラゴンを召喚した!", "You summon dragon!"));
for (k = 0;k < 1; k++)
summon_specific(-1, target_row, target_col, plev, SUMMON_DRAGON, (mode | u_mode));
break;
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon greater undead!");
-#endif
+ msg_print(_("強力なアンデッドを召喚した!", "You summon greater undead!"));
for (k = 0;k < 6; k++)
summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode));
break;
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon ancient dragons!");
-#endif
+ msg_print(_("古代ドラゴンを召喚した!", "You summon ancient dragons!"));
for (k = 0;k < 4; k++)
summon_specific(-1, target_row, target_col, plev, SUMMON_HI_DRAGON, (mode | u_mode));
break;
{
int k;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon Lords of Amber!");
-#endif
+ msg_print(_("アンバーの王族を召喚した!", "You summon Lords of Amber!"));
for (k = 0;k < 4; k++)
summon_specific(-1, target_row, target_col, plev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE));
break;
{
int k, count = 0;
if (!target_set(TARGET_KILL)) return FALSE;
-#ifdef JP
-msg_print("ÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon special opponents!");
-#endif
+ msg_print(_("特別な強敵を召喚した!", "You summon special opponents!"));
for (k = 0;k < 4; k++)
if (summon_specific(-1, target_row, target_col, plev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE))) count++;
for (k = count;k < 4; k++)
}
-/*
- * do_cmd_cast calls this function if the player's class
- * is 'imitator'.
+/*!
+ * @brief ものまねコマンドのメインルーチン /
+ * do_cmd_cast calls this function if the player's class is 'imitator'.
+ * @param baigaesi TRUEならば倍返し上の処理として行う
+ * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
+ * @details
+ * 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.
*/
bool do_cmd_mane(bool baigaesi)
{
/* 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 TRUE;
}
if (!p_ptr->mane_num)
{
-#ifdef JP
-msg_print("¤Þ¤Í¤é¤ì¤ë¤â¤Î¤¬²¿¤â¤Ê¤¤¡ª");
-#else
- msg_print("You don't remember any action!");
-#endif
-
+ msg_print(_("まねられるものが何もない!", "You don't remember any action!"));
return FALSE;
}
if (randint0(100) < chance)
{
if (flush_failure) flush();
-#ifdef JP
-msg_print("¤â¤Î¤Þ¤Í¤Ë¼ºÇÔ¤·¤¿¡ª");
-#else
- msg_print("You failed to concentrate hard enough!");
-#endif
-
+ msg_print(_("ものまねに失敗した!", "You failed to concentrate hard enough!"));
sound(SOUND_FAIL);
}
else
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Window stuff */
- p_ptr->redraw |= (PR_MANE);
+ p_ptr->redraw |= (PR_IMITATION);
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);