* and which also do at least 20 damage, or, sometimes, N damage.
* This is used only to determine "cuts" and "stuns".
*/
-static int monster_critical(int dice, int sides, int dam)
+static int monster_critical(int dice, int sides, HIT_POINT dam)
{
int max = 0;
int total = dice * sides;
* @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("相手が襲いかかる前に素早く武器を振るった。");
-#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;
{
case RBM_HIT:
{
-#ifdef JP
- act = "殴られた。";
-#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 = "触られた。";
-#else
- act = "touches you.";
-#endif
-
+ act = _("触られた。", "touches you.");
touched = TRUE;
sound(SOUND_TOUCH);
break;
case RBM_PUNCH:
{
-#ifdef JP
- act = "パンチされた。";
-#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 = "蹴られた。";
-#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 = "ひっかかれた。";
-#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 = "噛まれた。";
-#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 = "刺された。";
-#else
- act = "stings you.";
-#endif
-
+ act = _("刺された。", "stings you.");
touched = TRUE;
sound(SOUND_STING);
break;
case RBM_SLASH:
{
-#ifdef JP
- act = "斬られた。";
-#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 = "角で突かれた。";
-#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 = "体当たりされた。";
-#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 = "飲み込まれた。";
-#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 = "は請求書をよこした。";
-#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 = "が体の上を這い回った。";
-#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 = "よだれをたらされた。";
-#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 = "唾を吐かれた。";
-#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 = "は爆発した。";
-#else
- act = "explodes.";
-#endif
-
+ act = _("は爆発した。", "explodes.");
explode = TRUE;
break;
}
case RBM_GAZE:
{
-#ifdef JP
- act = "にらまれた。";
-#else
- act = "gazes at you.";
-#endif
-
+ act = _("にらまれた。", "gazes at you.");
break;
}
case RBM_WAIL:
{
-#ifdef JP
- act = "泣き叫ばれた。";
-#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 = "胞子を飛ばされた。";
-#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 = "が XXX4 を発射した。";
-#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 = "金をせがまれた。";
-#else
- act = "begs you for money.";
-#endif
-
+ act = _("金をせがまれた。", "begs you for money.");
sound(SOUND_MOAN);
break;
}
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("痛恨の一撃!");
-#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("ザックからエネルギーが吸い取られた!");
-#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("しかし素早く財布を守った!");
-#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("しかし何も盗まれなかった。");
-#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("財布が軽くなった気がする。");
- msg_format("$%ld のお金が盗まれた!", (long)gold);
-#else
- msg_print("Your purse feels lighter.");
- msg_format("%ld coins were stolen!", (long)gold);
-#endif
+ msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
+ msg_format(_("$%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("財布が軽くなった気がする。");
- msg_print("お金が全部盗まれた!");
-#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("しかしあわててザックを取り返した!");
-#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;
/* Notice */
if (!p_ptr->blind)
{
-#ifdef JP
- msg_print("明かりが暗くなってしまった。");
-#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("酸を浴びせられた!");
-#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("電撃を浴びせられた!");
-#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("全身が炎に包まれた!");
-#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("全身が冷気で覆われた!");
-#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);
}
else if (p_ptr->resist_fear)
{
-#ifdef JP
- msg_print("しかし恐怖に侵されなかった!");
-#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("しかし恐怖に侵されなかった!");
-#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("しかし効果がなかった!");
-#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("しかし効力を跳ね返した!");
-#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("病があなたを蝕んでいる気がする。");
-#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("人生が逆戻りした気がする。");
-#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;
}
}
-#ifdef JP
- msg_format("あなたは以前ほど%sなくなってしまった...。", 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("あなたは以前ほど力強くなくなってしまった...。");
-#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++)
{
/* Special message */
if (m_ptr->ml && did_heal)
{
-#ifdef JP
-msg_format("%sは体力を回復したようだ。", 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("攻撃は幻影に命中し、あなたには届かなかった。");
-#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);
{
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);
{
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);
{
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);
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);
{
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);
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);
/* 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);
}
}
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から落ちてしまった!", 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);
}
}
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に反撃した!", 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("泥棒は笑って逃げ...ようとしたがバリアに防がれた。");
-#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("泥棒は笑って逃げた!");
-#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は恐怖で逃げ出した!", 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)