-/* File: melee1.c */
-
-/* Purpose: Monster attacks */
-
-/*
- * 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 melee1.c
+ * @brief モンスターの打撃処理 / Monster attacks
+ * @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
+ * @details
*/
#include "angband.h"
-/*
- * Critical blow. All hits that do 95% of total possible damage,
+/*!
+ * @brief モンスター打撃のクリティカルランクを返す /
+ * Critical blow. All hits that do 95% of total possible damage,
+ * @param dice モンスター打撃のダイス数
+ * @param sides モンスター打撃の最大ダイス目
+ * @param dam プレイヤーに与えたダメージ
+ * @details
* and which also do at least 20 damage, or, sometimes, N damage.
* This is used only to determine "cuts" and "stuns".
*/
return (1 + max);
}
-
-
-
-
-/*
+/*!
+ * @brief モンスター打撃の命中を判定する /
* Determine if a monster attack against the player succeeds.
+ * @param power 打撃属性毎の基本命中値
+ * @param level モンスターのレベル
+ * @param stun モンスターの朦朧値
+ * @return TRUEならば命中判定
+ * @details
* Always miss 5% of the time, Always hit 5% of the time.
* Otherwise, match monster power against player armor.
*/
-/*
- * Hack -- possible "insult" messages
- */
+/*! モンスターの侮辱行為メッセージテーブル / Hack -- possible "insult" messages */
static cptr desc_insult[] =
{
#ifdef JP
- "¤¬¤¢¤Ê¤¿¤òÉî¿«¤·¤¿¡ª",
- "¤¬¤¢¤Ê¤¿¤ÎÊì¤òÉî¿«¤·¤¿¡ª",
- "¤¬¤¢¤Ê¤¿¤ò·ÚÊΤ·¤¿¡ª",
- "¤¬¤¢¤Ê¤¿¤ò¿«¤á¤¿¡ª",
- "¤¬¤¢¤Ê¤¿¤ò±ø¤·¤¿¡ª",
- "¤¬¤¢¤Ê¤¿¤Î²ó¤ê¤ÇÍ٤ä¿¡ª",
- "¤¬àÐêø¤Ê¿È¤Ö¤ê¤ò¤·¤¿¡ª",
- "¤¬¤¢¤Ê¤¿¤ò¤Ü¤ó¤ä¤ê¤È¸«¤¿¡ª¡ª¡ª",
- "¤¬¤¢¤Ê¤¿¤ò¥Ñ¥é¥µ¥¤¥È¸Æ¤Ð¤ï¤ê¤·¤¿¡ª",
- "¤¬¤¢¤Ê¤¿¤ò¥µ¥¤¥Ü¡¼¥°°·¤¤¤·¤¿¡ª"
+ "があなたを侮辱した!",
+ "があなたの母を侮辱した!",
+ "があなたを軽蔑した!",
+ "があなたを辱めた!",
+ "があなたを汚した!",
+ "があなたの回りで踊った!",
+ "が猥褻な身ぶりをした!",
+ "があなたをぼんやりと見た!!!",
+ "があなたをパラサイト呼ばわりした!",
+ "があなたをサイボーグ扱いした!"
#else
"insults you!",
"insults your mother!",
};
-
-/*
- * Hack -- possible "insult" messages
- */
+/*! マゴットのぼやきメッセージテーブル / Hack -- possible "insult" messages */
static cptr desc_moan[] =
{
#ifdef JP
- "¤Ï²¿¤«¤òÈᤷ¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£",
- "¤¬Èà¤Î»ô¤¤¸¤¤ò¸«¤Ê¤«¤Ã¤¿¤«¤È¿Ò¤Í¤Æ¤¤¤ë¡£",
- "¤¬ÆìÄ¥¤ê¤«¤é½Ð¤Æ¹Ô¤±¤È¸À¤Ã¤Æ¤¤¤ë¡£",
- "¤Ï¥¥Î¥³¤¬¤É¤¦¤È¤«Ò줤¤Æ¤¤¤ë¡£"
+ "は何かを悲しんでいるようだ。",
+ "が彼の飼い犬を見なかったかと尋ねている。",
+ "が縄張りから出て行けと言っている。",
+ "はキノコがどうとか呟いている。"
#else
"seems sad about something.",
"asks if you have seen his dogs.",
};
-/*
- * Attack the player via physical attacks.
+/*!
+ * @brief モンスターからプレイヤーへの打撃処理 / Attack the player via physical attacks.
+ * @param m_idx 打撃を行うモンスターのID
+ * @return 実際に攻撃処理を行った場合TRUEを返す
*/
-bool make_attack_normal(int m_idx)
+bool make_attack_normal(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
-
monster_race *r_ptr = &r_info[m_ptr->r_idx];
int ap_cnt;
bool touched = FALSE, fear = FALSE, alive = TRUE;
bool explode = FALSE;
bool do_silly_attack = (one_in_(2) && p_ptr->image);
- int get_damage = 0;
-#ifdef JP
+ HIT_POINT get_damage = 0;
int abbreviate = 0;
-#endif
/* Not allowed to attack */
if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
if (p_ptr->special_defense & KATA_IAI)
{
-#ifdef JP
- msg_print("Áê¼ê¤¬½±¤¤¤«¤«¤ëÁ°¤ËÁÇÁ᤯Éð´ï¤ò¿¶¤ë¤Ã¤¿¡£");
-#else
- msg_format("You took sen, draw and cut in one motion before %s move.", m_name);
-#endif
+ msg_format(_("相手が襲いかかる前に素早く武器を振るった。", "You took sen, draw and cut in one motion before %s move."), m_name);
if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
}
{
bool obvious = FALSE;
- int power = 0;
- int damage = 0;
+ HIT_POINT power = 0;
+ HIT_POINT damage = 0;
cptr act = NULL;
/* Stop if player is dead or gone */
if (!p_ptr->playing || p_ptr->is_dead) break;
- if (distance(py, px, m_ptr->fy, m_ptr->fx) > 1) break;
+ if (distance(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx) > 1) break;
/* Handle "leaving" */
if (p_ptr->leaving) break;
/* Message */
#ifdef JP
if (abbreviate)
- msg_format("·âÂष¤¿¡£");
+ msg_format("撃退した。");
else
- msg_format("%^s¤Ï·âÂव¤ì¤¿¡£", m_name);
- abbreviate = 1;/*£²²óÌܰʹߤϾÊά */
+ msg_format("%^sは撃退された。", m_name);
+ abbreviate = 1;/*2回目以降は省略 */
#else
msg_format("%^s is repelled.", m_name);
#endif
{
case RBM_HIT:
{
-#ifdef JP
- act = "²¥¤é¤ì¤¿¡£";
-#else
- act = "hits you.";
-#endif
-
+ act = _("殴られた。", "hits you.");
do_cut = do_stun = 1;
touched = TRUE;
sound(SOUND_HIT);
case RBM_TOUCH:
{
-#ifdef JP
- act = "¿¨¤é¤ì¤¿¡£";
-#else
- act = "touches you.";
-#endif
-
+ act = _("触られた。", "touches you.");
touched = TRUE;
sound(SOUND_TOUCH);
break;
case RBM_PUNCH:
{
-#ifdef JP
- act = "¥Ñ¥ó¥Á¤µ¤ì¤¿¡£";
-#else
- act = "punches you.";
-#endif
-
+ act = _("パンチされた。", "punches you.");
touched = TRUE;
do_stun = 1;
sound(SOUND_HIT);
case RBM_KICK:
{
-#ifdef JP
- act = "½³¤é¤ì¤¿¡£";
-#else
- act = "kicks you.";
-#endif
-
+ act = _("蹴られた。", "kicks you.");
touched = TRUE;
do_stun = 1;
sound(SOUND_HIT);
case RBM_CLAW:
{
-#ifdef JP
- act = "¤Ò¤Ã¤«¤«¤ì¤¿¡£";
-#else
- act = "claws you.";
-#endif
-
+ act = _("ひっかかれた。", "claws you.");
touched = TRUE;
do_cut = 1;
sound(SOUND_CLAW);
case RBM_BITE:
{
-#ifdef JP
- act = "³ú¤Þ¤ì¤¿¡£";
-#else
- act = "bites you.";
-#endif
-
+ act = _("噛まれた。", "bites you.");
do_cut = 1;
touched = TRUE;
sound(SOUND_BITE);
case RBM_STING:
{
-#ifdef JP
- act = "»É¤µ¤ì¤¿¡£";
-#else
- act = "stings you.";
-#endif
-
+ act = _("刺された。", "stings you.");
touched = TRUE;
sound(SOUND_STING);
break;
case RBM_SLASH:
{
-#ifdef JP
- act = "»Â¤é¤ì¤¿¡£";
-#else
- act = "slashes you.";
-#endif
-
+ act = _("斬られた。", "slashes you.");
touched = TRUE;
do_cut = 1;
sound(SOUND_CLAW);
case RBM_BUTT:
{
-#ifdef JP
- act = "³Ñ¤ÇÆͤ«¤ì¤¿¡£";
-#else
- act = "butts you.";
-#endif
-
+ act = _("角で突かれた。", "butts you.");
do_stun = 1;
touched = TRUE;
sound(SOUND_HIT);
case RBM_CRUSH:
{
-#ifdef JP
- act = "ÂÎÅö¤¿¤ê¤µ¤ì¤¿¡£";
-#else
- act = "crushes you.";
-#endif
-
+ act = _("体当たりされた。", "crushes you.");
do_stun = 1;
touched = TRUE;
sound(SOUND_CRUSH);
case RBM_ENGULF:
{
-#ifdef JP
- act = "°û¤ß¹þ¤Þ¤ì¤¿¡£";
-#else
- act = "engulfs you.";
-#endif
-
+ act = _("飲み込まれた。", "engulfs you.");
touched = TRUE;
sound(SOUND_CRUSH);
break;
case RBM_CHARGE:
{
-#ifdef JP
abbreviate = -1;
- act = "¤ÏÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
-#else
- act = "charges you.";
-#endif
-
+ act = _("は請求書をよこした。", "charges you.");
touched = TRUE;
sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
break;
case RBM_CRAWL:
{
-#ifdef JP
abbreviate = -1;
- act = "¤¬ÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
-#else
- act = "crawls on you.";
-#endif
-
+ act = _("が体の上を這い回った。", "crawls on you.");
touched = TRUE;
sound(SOUND_SLIME);
break;
case RBM_DROOL:
{
-#ifdef JP
- act = "¤è¤À¤ì¤ò¤¿¤é¤µ¤ì¤¿¡£";
-#else
- act = "drools on you.";
-#endif
-
+ act = _("よだれをたらされた。", "drools on you.");
sound(SOUND_SLIME);
break;
}
case RBM_SPIT:
{
-#ifdef JP
- act = "ÂäòÅǤ«¤ì¤¿¡£";
-#else
- act = "spits on you.";
-#endif
-
+ act = _("唾を吐かれた。", "spits on you.");
sound(SOUND_SLIME);
break;
}
case RBM_EXPLODE:
{
-#ifdef JP
abbreviate = -1;
- act = "¤ÏÇúȯ¤·¤¿¡£";
-#else
- act = "explodes.";
-#endif
-
+ act = _("は爆発した。", "explodes.");
explode = TRUE;
break;
}
case RBM_GAZE:
{
-#ifdef JP
- act = "¤Ë¤é¤Þ¤ì¤¿¡£";
-#else
- act = "gazes at you.";
-#endif
-
+ act = _("にらまれた。", "gazes at you.");
break;
}
case RBM_WAIL:
{
-#ifdef JP
- act = "µã¤¶«¤Ð¤ì¤¿¡£";
-#else
- act = "wails at you.";
-#endif
-
+ act = _("泣き叫ばれた。", "wails at you.");
sound(SOUND_WAIL);
break;
}
case RBM_SPORE:
{
-#ifdef JP
- act = "˦»Ò¤òÈô¤Ð¤µ¤ì¤¿¡£";
-#else
- act = "releases spores at you.";
-#endif
-
+ act = _("胞子を飛ばされた。", "releases spores at you.");
sound(SOUND_SLIME);
break;
}
case RBM_XXX4:
{
-#ifdef JP
abbreviate = -1;
- act = "¤¬ XXX4 ¤òȯ¼Í¤·¤¿¡£";
-#else
- act = "projects XXX4's at you.";
-#endif
-
+ act = _("が XXX4 を発射した。", "projects XXX4's at you.");
break;
}
case RBM_BEG:
{
-#ifdef JP
- act = "¶â¤ò¤»¤¬¤Þ¤ì¤¿¡£";
-#else
- act = "begs you for money.";
-#endif
-
+ act = _("金をせがまれた。", "begs you for money.");
sound(SOUND_MOAN);
break;
}
case 1:
case 6:
case 11:
- act = "¡Ö¢ö¤ª¡Á¤ì¤Ï¥¸¥ã¥¤¥¢¥ó¡Á¡Á¥¬¡Á¥¤À¤¤¤·¤ç¤¦¡Á¡×";
+ act = "「♪お~れはジャイアン~~ガ~キだいしょう~」";
break;
case 2:
- act = "¡Ö¢ö¤Æ¡Á¤ó¤«¤à¡Á¤Æ¤¤Î¤ª¡Á¤È¤³¤À¤¼¡Á¡Á¡×";
+ act = "「♪て~んかむ~てきのお~とこだぜ~~」";
break;
case 3:
- act = "¡Ö¢ö¤Î¡Á¤ÓÂÀ¥¹¥ÍÉפϥᤸ¤ã¤Ê¤¤¤è¡Á¡Á¡×";
+ act = "「♪の~び太スネ夫はメじゃないよ~~」";
break;
case 4:
- act = "¡Ö¢ö¤±¡Á¤ó¤«¥¹¥Ý¡Á¥Ä¡Á¤É¤ó¤È¤³¤¤¡Á¡×";
+ act = "「♪け~んかスポ~ツ~どんとこい~」";
break;
case 5:
- act = "¡Ö¢ö¤¦¤¿¡Á¤â¡Á¡Á¤¦¡Á¤Þ¤¤¤¼¡Á¤Þ¤«¤·¤È¤±¡Á¡×";
+ act = "「♪うた~も~~う~まいぜ~まかしとけ~」";
break;
case 7:
- act = "¡Ö¢ö¤Þ¡Á¤Á¤¤¤Á¤Ð¡Á¤ó¤Î¤Ë¡Á¤ó¤¤â¤Î¡Á¡Á¡×";
+ act = "「♪ま~ちいちば~んのに~んきもの~~」";
break;
case 8:
- act = "¡Ö¢ö¤Ù¤ó¤¤ç¤¦¤·¤å¤¯¤À¤¤¥á¤¸¤ã¤Ê¤¤¤è¡Á¡Á¡×";
+ act = "「♪べんきょうしゅくだいメじゃないよ~~」";
break;
case 9:
- act = "¡Ö¢ö¤¤Ï¤ä¤µ¤·¡Á¤¯¤Æ¡Á¤Á¡Á¤«¤é¤â¤Á¡Á¡×";
+ act = "「♪きはやさし~くて~ち~からもち~」";
break;
case 10:
- act = "¡Ö¢ö¤«¤ª¡Á¤â¡Á¡Á¥¹¥¿¥¤¥ë¤â¡Á¥Ð¥Ä¥°¥ó¤µ¡Á¡×";
+ act = "「♪かお~も~~スタイルも~バツグンさ~」";
break;
case 12:
- act = "¡Ö¢ö¤¬¤Ã¤³¤¦¤¤¡Á¤Á¤Î¡Á¤¢¡Á¤Ð¤ì¤ó¤Ü¤¦¡Á¡Á¡×";
+ act = "「♪がっこうい~ちの~あ~ばれんぼう~~」";
break;
case 13:
- act = "¡Ö¢ö¥É¡Á¥é¤â¥É¥é¥ß¤â¥á¤¸¤ã¤Ê¤¤¤è¡Á¡Á¡×";
+ act = "「♪ド~ラもドラミもメじゃないよ~~」";
break;
case 14:
- act = "¡Ö¢ö¤è¤¸¤²¤ó¤Ý¤±¤Ã¤È¡Á¤Ê¡Á¤¯¤¿¤Ã¤Æ¡Á¡×";
+ act = "「♪よじげんぽけっと~な~くたって~」";
break;
case 15:
- act = "¡Ö¢ö¤¢¤·¡Á¤Î¡Á¡Á¤Ê¤¬¤µ¡Á¤Ï¡Á¤Þ¤±¤Ê¤¤¤¼¡Á¡×";
+ act = "「♪あし~の~~ながさ~は~まけないぜ~」";
break;
}
#else
{
if (one_in_(3))
#ifdef JP
- act = "¤Ï¢öËͤé¤Ï³Ú¤·¤¤²È²¢ö¤È²Î¤Ã¤Æ¤¤¤ë¡£";
+ act = "は♪僕らは楽しい家族♪と歌っている。";
else
- act = "¤Ï¢ö¥¢¥¤ ¥é¥Ö ¥æ¡¼¡¢¥æ¡¼ ¥é¥Ö ¥ß¡¼¢ö¤È²Î¤Ã¤Æ¤¤¤ë¡£";
+ act = "は♪アイ ラブ ユー、ユー ラブ ミー♪と歌っている。";
#else
act = "sings 'We are a happy family.'";
else
}
#ifdef JP
if (abbreviate == 0)
- msg_format("%^s¤Ë%s", m_name, act);
+ msg_format("%^sに%s", m_name, act);
else if (abbreviate == 1)
msg_format("%s", act);
else /* if (abbreviate == -1) */
msg_format("%^s%s", m_name, act);
- abbreviate = 1;/*£²²óÌܰʹߤϾÊά */
+ abbreviate = 1;/*2回目以降は省略 */
#else
msg_format("%^s %s%s", m_name, act, do_silly_attack ? " you." : "");
#endif
if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
{
int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
-#ifdef JP
- msg_print("Ä˺¨¤Î°ì·â¡ª");
-#else
- msg_print("It was a critical hit!");
-#endif
-
+ msg_print(_("痛恨の一撃!", "It was a critical hit!"));
tmp_damage = MAX(damage, tmp_damage*2);
/* Take damage */
heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
/* Message */
-#ifdef JP
- msg_print("¥¶¥Ã¥¯¤«¤é¥¨¥Í¥ë¥®¡¼¤¬µÛ¤¤¼è¤é¤ì¤¿¡ª");
-#else
- msg_print("Energy drains from your pack!");
-#endif
-
+ msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
/* Obvious */
obvious = TRUE;
/* Heal the monster */
- m_ptr->hp += heal;
+ m_ptr->hp += (HIT_POINT)heal;
/* Redraw (later) if needed */
if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
p_ptr->lev)))
{
/* Saving throw message */
-#ifdef JP
- msg_print("¤·¤«¤·ÁÇÁ᤯ºâÉÛ¤ò¼é¤Ã¤¿¡ª");
-#else
- msg_print("You quickly protect your money pouch!");
-#endif
-
+ msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
/* Occasional blink anyway */
if (randint0(3)) blinked = TRUE;
p_ptr->au -= gold;
if (gold <= 0)
{
-#ifdef JP
- msg_print("¤·¤«¤·²¿¤âÅð¤Þ¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("Nothing was stolen.");
-#endif
-
+ msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
}
else if (p_ptr->au)
{
-#ifdef JP
- msg_print("ºâÉÛ¤¬·Ú¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
- msg_format("$%ld ¤Î¤ª¶â¤¬Åð¤Þ¤ì¤¿¡ª", (long)gold);
-#else
- msg_print("Your purse feels lighter.");
- msg_format("%ld coins were stolen!", (long)gold);
-#endif
+ msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
+ msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
chg_virtue(V_SACRIFICE, 1);
}
else
{
-#ifdef JP
- msg_print("ºâÉÛ¤¬·Ú¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
- msg_print("¤ª¶â¤¬Á´ÉôÅð¤Þ¤ì¤¿¡ª");
-#else
- msg_print("Your purse feels lighter.");
- msg_print("All of your coins were stolen!");
-#endif
-
+ msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
+ msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
chg_virtue(V_SACRIFICE, 2);
}
p_ptr->lev)))
{
/* Saving throw message */
-#ifdef JP
- msg_print("¤·¤«¤·¤¢¤ï¤Æ¤Æ¥¶¥Ã¥¯¤ò¼è¤êÊÖ¤·¤¿¡ª");
-#else
- msg_print("You grab hold of your backpack!");
-#endif
-
+ msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
/* Occasional "blink" anyway */
blinked = TRUE;
/* Message */
#ifdef JP
- msg_format("%s(%c)¤ò%sÅð¤Þ¤ì¤¿¡ª",
+ msg_format("%s(%c)を%s盗まれた!",
o_name, index_to_label(i),
- ((o_ptr->number > 1) ? "°ì¤Ä" : ""));
+ ((o_ptr->number > 1) ? "一つ" : ""));
#else
msg_format("%sour %s (%c) was stolen!",
((o_ptr->number > 1) ? "One of y" : "Y"),
/* Message */
#ifdef JP
- msg_format("%s(%c)¤ò%s¿©¤Ù¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
+ msg_format("%s(%c)を%s食べられてしまった!",
o_name, index_to_label(i),
- ((o_ptr->number > 1) ? "°ì¤Ä" : ""));
+ ((o_ptr->number > 1) ? "一つ" : ""));
#else
msg_format("%sour %s (%c) was eaten!",
((o_ptr->number > 1) ? "One of y" : "Y"),
/* Notice */
if (!p_ptr->blind)
{
-#ifdef JP
- msg_print("ÌÀ¤«¤ê¤¬°Å¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("Your light dims.");
-#endif
-
+ msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
obvious = TRUE;
}
obvious = TRUE;
/* Message */
-#ifdef JP
- msg_print("»À¤òÍá¤Ó¤»¤é¤ì¤¿¡ª");
-#else
- msg_print("You are covered in acid!");
-#endif
-
+ msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
/* Special damage */
get_damage += acid_dam(damage, ddesc, -1, FALSE);
obvious = TRUE;
/* Message */
-#ifdef JP
- msg_print("ÅÅ·â¤òÍá¤Ó¤»¤é¤ì¤¿¡ª");
-#else
- msg_print("You are struck by electricity!");
-#endif
-
+ msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
/* Special damage */
get_damage += elec_dam(damage, ddesc, -1, FALSE);
obvious = TRUE;
/* Message */
-#ifdef JP
- msg_print("Á´¿È¤¬±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("You are enveloped in flames!");
-#endif
-
+ msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
/* Special damage */
get_damage += fire_dam(damage, ddesc, -1, FALSE);
obvious = TRUE;
/* Message */
-#ifdef JP
- msg_print("Á´¿È¤¬Î䵤¤Çʤ¤ï¤ì¤¿¡ª");
-#else
- msg_print("You are covered with frost!");
-#endif
-
+ msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
/* Special damage */
get_damage += cold_dam(damage, ddesc, -1, FALSE);
if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
{
#ifdef JP
- if (m_ptr->r_idx == MON_DIO) msg_print("¤É¤¦¤À¥Ã¡ª¤³¤Î·ì¤ÎÌÜÄÙ¤·¤Ï¥Ã¡ª");
+ if (m_ptr->r_idx == MON_DIO) msg_print("どうだッ!この血の目潰しはッ!");
#else
/* nanka */
#endif
}
else if (p_ptr->resist_fear)
{
-#ifdef JP
- msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("You stand your ground!");
-#endif
-
+ msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
obvious = TRUE;
}
else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
{
-#ifdef JP
- msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("You stand your ground!");
-#endif
-
+ msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
obvious = TRUE;
}
else
}
else if (p_ptr->free_act)
{
-#ifdef JP
- msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("You are unaffected!");
-#endif
-
+ msg_print(_("しかし効果がなかった!", "You are unaffected!"));
obvious = TRUE;
}
else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
{
-#ifdef JP
- msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
-
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
obvious = TRUE;
}
else
bool perm = one_in_(10);
if (dec_stat(A_CON, randint1(10), perm))
{
-#ifdef JP
- msg_print("ɤ¬¤¢¤Ê¤¿¤ò¿ª¤ó¤Ç¤¤¤ëµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel strange sickness.");
-#endif
-
+ msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
obvious = TRUE;
}
}
case 1: case 2: case 3: case 4: case 5:
{
if (p_ptr->prace == RACE_ANDROID) break;
-#ifdef JP
- msg_print("¿ÍÀ¸¤¬µÕÌá¤ê¤·¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel life has clocked back.");
-#endif
-
+ msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
break;
}
switch (stat)
{
#ifdef JP
- case A_STR: act = "¶¯¤¯"; break;
- case A_INT: act = "ÁïÌÀ¤Ç"; break;
- case A_WIS: act = "¸ÌÀ¤Ç"; break;
- case A_DEX: act = "´ïÍѤÇ"; break;
- case A_CON: act = "·ò¹¯¤Ç"; break;
- case A_CHR: act = "Èþ¤·¤¯"; break;
+ case A_STR: act = "強く"; break;
+ case A_INT: act = "聡明で"; break;
+ case A_WIS: act = "賢明で"; break;
+ case A_DEX: act = "器用で"; break;
+ case A_CON: act = "健康で"; break;
+ case A_CHR: act = "美しく"; break;
#else
case A_STR: act = "strong"; break;
case A_INT: act = "bright"; break;
}
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï°ÊÁ°¤Û¤É%s¤Ê¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿...¡£", act);
-#else
- msg_format("You're not as %s as you used to be...", act);
-#endif
-
-
+ msg_format(_("あなたは以前ほど%sなくなってしまった...。", "You're not as %s as you used to be..."), act);
p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
p_ptr->update |= (PU_BONUS);
case 10:
{
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤Û¤ÉÎ϶¯¤¯¤Ê¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿...¡£");
-#else
- msg_print("You're not as powerful as you used to be...");
-#endif
-
+ msg_print(_("あなたは以前ほど力強くなくなってしまった...。", "You're not as powerful as you used to be..."));
for (k = 0; k < 6; k++)
{
break;
}
- case RBE_EXP_VAMP:
+ case RBE_DR_LIFE:
{
s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
bool resist_drain;
/* Special message */
if (m_ptr->ml && did_heal)
{
-#ifdef JP
-msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
-#else
- msg_format("%^s appears healthier.", m_name);
-#endif
-
+ msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
}
}
if (CHECK_MULTISHADOW())
{
-#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
+ 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!"));
}
else
{
/* Handle cut */
if (do_cut)
{
- int k = 0;
+ int cut_plus = 0;
/* Critical hit (zero if non-critical) */
tmp = monster_critical(d_dice, d_side, damage);
/* Roll for damage */
switch (tmp)
{
- case 0: k = 0; break;
- case 1: k = randint1(5); break;
- case 2: k = randint1(5) + 5; break;
- case 3: k = randint1(20) + 20; break;
- case 4: k = randint1(50) + 50; break;
- case 5: k = randint1(100) + 100; break;
- case 6: k = 300; break;
- default: k = 500; break;
+ case 0: cut_plus = 0; break;
+ case 1: cut_plus = randint1(5); break;
+ case 2: cut_plus = randint1(5) + 5; break;
+ case 3: cut_plus = randint1(20) + 20; break;
+ case 4: cut_plus = randint1(50) + 50; break;
+ case 5: cut_plus = randint1(100) + 100; break;
+ case 6: cut_plus = 300; break;
+ default: cut_plus = 500; break;
}
/* Apply the cut */
- if (k) (void)set_cut(p_ptr->cut + k);
+ if (cut_plus) (void)set_cut(p_ptr->cut + cut_plus);
}
/* Handle stun */
if (do_stun)
{
- int k = 0;
+ int stun_plus = 0;
/* Critical hit (zero if non-critical) */
tmp = monster_critical(d_dice, d_side, damage);
/* Roll for damage */
switch (tmp)
{
- case 0: k = 0; break;
- case 1: k = randint1(5); break;
- case 2: k = randint1(5) + 10; break;
- case 3: k = randint1(10) + 20; break;
- case 4: k = randint1(15) + 30; break;
- case 5: k = randint1(20) + 40; break;
- case 6: k = 80; break;
- default: k = 150; break;
+ case 0: stun_plus = 0; break;
+ case 1: stun_plus = randint1(5); break;
+ case 2: stun_plus = randint1(5) + 10; break;
+ case 3: stun_plus = randint1(10) + 20; break;
+ case 4: stun_plus = randint1(15) + 30; break;
+ case 5: stun_plus = randint1(20) + 40; break;
+ case 6: stun_plus = 80; break;
+ default: stun_plus = 150; break;
}
/* Apply the stun */
- if (k) (void)set_stun(p_ptr->stun + k);
+ if (stun_plus) (void)set_stun(p_ptr->stun + stun_plus);
}
if (explode)
{
if (!(r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK))
{
- int dam = damroll(2, 6);
+ HIT_POINT dam = damroll(2, 6);
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
#ifdef JP
- msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
+ msg_format("%^sは突然熱くなった!", m_name);
if (mon_take_hit(m_idx, dam, &fear,
- "¤Ï³¥¤Î»³¤Ë¤Ê¤Ã¤¿¡£"))
+ "は灰の山になった。"))
#else
msg_format("%^s is suddenly very hot!", m_name);
{
if (!(r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK))
{
- int dam = damroll(2, 6);
+ HIT_POINT dam = damroll(2, 6);
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
#ifdef JP
- msg_format("%^s¤ÏÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
+ msg_format("%^sは電撃をくらった!", m_name);
if (mon_take_hit(m_idx, dam, &fear,
- "¤Ïdz¤¨³Ì¤Î»³¤Ë¤Ê¤Ã¤¿¡£"))
+ "は燃え殻の山になった。"))
#else
msg_format("%^s gets zapped!", m_name);
{
if (!(r_ptr->flagsr & RFR_EFF_IM_COLD_MASK))
{
- int dam = damroll(2, 6);
+ HIT_POINT dam = damroll(2, 6);
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
#ifdef JP
- msg_format("%^s¤ÏÎ䵤¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
+ msg_format("%^sは冷気をくらった!", m_name);
if (mon_take_hit(m_idx, dam, &fear,
- "¤ÏÅà¤ê¤Ä¤¤¤¿¡£"))
+ "は凍りついた。"))
#else
msg_format("%^s is very cold!", m_name);
{
if (!(r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK))
{
- int dam = damroll(2, 6);
+ HIT_POINT dam = damroll(2, 6);
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
#ifdef JP
- msg_format("%^s¤Ï¶À¤ÎÇËÊÒ¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
+ msg_format("%^sは鏡の破片をくらった!", m_name);
if (mon_take_hit(m_idx, dam, &fear,
- "¤Ï¥º¥¿¥º¥¿¤Ë¤Ê¤Ã¤¿¡£"))
+ "はズタズタになった。"))
#else
msg_format("%^s gets zapped!", m_name);
r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_RES_SHAR_MASK);
}
- if (is_mirror_grid(&cave[py][px]))
+ if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
{
teleport_player(10, 0L);
}
{
if (!(r_ptr->flagsr & RFR_RES_ALL))
{
- int dam = damroll(2, 6);
+ HIT_POINT dam = damroll(2, 6);
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
#ifdef JP
- msg_format("%^s¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤Ç½ý¤Ä¤¤¤¿¡ª", m_name);
+ msg_format("%^sは聖なるオーラで傷ついた!", m_name);
if (mon_take_hit(m_idx, dam, &fear,
- "¤ÏÅݤ줿¡£"))
+ "は倒れた。"))
#else
msg_format("%^s is injured by holy power!", m_name);
{
if (!(r_ptr->flagsr & RFR_RES_ALL))
{
- int dam = damroll(2, 6);
+ HIT_POINT dam = damroll(2, 6);
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
#ifdef JP
- msg_format("%^s¤¬±Ô¤¤Æ®µ¤¤Î¥ª¡¼¥é¤Ç½ý¤Ä¤¤¤¿¡ª", m_name);
+ msg_format("%^sが鋭い闘気のオーラで傷ついた!", m_name);
if (mon_take_hit(m_idx, dam, &fear,
- "¤ÏÅݤ줿¡£"))
+ "は倒れた。"))
#else
msg_format("%^s is injured by the Force", m_name);
if (hex_spelling(HEX_SHADOW_CLOAK) && alive && !p_ptr->is_dead)
{
- int dam = 1;
- object_type *o_ptr = &inventory[INVEN_RARM];
+ HIT_POINT dam = 1;
+ object_type *o_armed_ptr = &inventory[INVEN_RARM];
if (!(r_ptr->flagsr & RFR_RES_ALL || r_ptr->flagsr & RFR_RES_DARK))
{
- if (o_ptr->k_idx)
+ if (o_armed_ptr->k_idx)
{
- int basedam = ((o_ptr->dd + p_ptr->to_dd[0]) * (o_ptr->ds + p_ptr->to_ds[0] + 1));
- dam = basedam / 2 + o_ptr->to_d + p_ptr->to_d[0];
+ int basedam = ((o_armed_ptr->dd + p_ptr->to_dd[0]) * (o_armed_ptr->ds + p_ptr->to_ds[0] + 1));
+ dam = basedam / 2 + o_armed_ptr->to_d + p_ptr->to_d[0];
}
/* Cursed armor makes damages doubled */
- o_ptr = &inventory[INVEN_BODY];
- if ((o_ptr->k_idx) && object_is_cursed(o_ptr)) dam *= 2;
+ o_armed_ptr = &inventory[INVEN_BODY];
+ if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr)) dam *= 2;
/* Modify the damage */
dam = mon_damage_mod(m_ptr, dam, FALSE);
#ifdef JP
- msg_format("±Æ¤Î¥ª¡¼¥é¤¬%^s¤ËÈ¿·â¤·¤¿¡ª", m_name);
- if (mon_take_hit(m_idx, dam, &fear, "¤ÏÅݤ줿¡£"))
+ msg_format("影のオーラが%^sに反撃した!", m_name);
+ if (mon_take_hit(m_idx, dam, &fear, "は倒れた。"))
#else
msg_format("Enveloped shadows attack %^s.", m_name);
/* Some cursed armours gives an extra effect */
for (j = 0; j < 4; j++)
{
- o_ptr = &inventory[typ[j][0]];
- if ((o_ptr->k_idx) && object_is_cursed(o_ptr) && object_is_armour(o_ptr))
+ o_armed_ptr = &inventory[typ[j][0]];
+ if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
project(0, 0, m_ptr->fy, m_ptr->fx, (p_ptr->lev * 2), typ[j][1], flg, -1);
}
}
/* Message */
#ifdef JP
if (abbreviate)
- msg_format("%s¤«¤ï¤·¤¿¡£", (p_ptr->special_attack & ATTACK_SUIKEN) ? "´ñ̯¤ÊÆ°¤¤Ç" : "");
+ msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");
else
- msg_format("%s%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", (p_ptr->special_attack & ATTACK_SUIKEN) ? "´ñ̯¤ÊÆ°¤¤Ç" : "", m_name);
- abbreviate = 1;/*£²²óÌܰʹߤϾÊά */
+ msg_format("%s%^sの攻撃をかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "", m_name);
+ abbreviate = 1;/*2回目以降は省略 */
#else
msg_format("%^s misses you.", m_name);
#endif
if (p_ptr->riding && damage)
{
- char m_name[80];
- monster_desc(m_name, &m_list[p_ptr->riding], 0);
+ char m_steed_name[80];
+ monster_desc(m_steed_name, &m_list[p_ptr->riding], 0);
if (rakuba((damage > 200) ? 200 : damage, FALSE))
{
-#ifdef JP
-msg_format("%^s¤«¤éÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
-#else
- msg_format("You have fallen from %s.", m_name);
-#endif
+ msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_steed_name);
}
}
&& get_damage > 0 && !p_ptr->is_dead)
{
#ifdef JP
- msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
+ msg_format("攻撃が%s自身を傷つけた!", m_name);
#else
char m_name_self[80];
if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !p_ptr->is_dead && m_ptr->ml && (p_ptr->csp > 7))
{
- char m_name[80];
+ char m_target_name[80];
monster_desc(m_name, m_ptr, 0);
p_ptr->csp -= 7;
-#ifdef JP
- msg_format("%^s¤ËÈ¿·â¤·¤¿¡ª", m_name);
-#else
- msg_format("Your counterattack to %s!", m_name);
-#endif
+ msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_target_name);
py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
fear = FALSE;
{
if (teleport_barrier(m_idx))
{
-#ifdef JP
- msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²...¤è¤¦¤È¤·¤¿¤¬¥Ð¥ê¥¢¤ËËɤ¬¤ì¤¿¡£");
-#else
- msg_print("The thief flees laughing...? But magic barrier obstructs it.");
-#endif
+ msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But magic barrier obstructs it."));
}
else
{
-#ifdef JP
- msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
-#else
- msg_print("The thief flees laughing!");
-#endif
+ msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
}
}
if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
{
sound(SOUND_FLEE);
-#ifdef JP
- msg_format("%^s¤Ï¶²ÉݤÇƨ¤²½Ð¤·¤¿¡ª", m_name);
-#else
- msg_format("%^s flees in terror!", m_name);
-#endif
-
+ msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
}
if (p_ptr->special_defense & KATA_IAI)