-/*!
+/*!
* @file mspells3.c
- * @brief ÀÄËâË¡¤Î½èÍý¼ÂÁõ / Blue magic
+ * @brief 青魔法の処理実装 / Blue magic
* @date 2014/01/15
* @author
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
*/
#include "angband.h"
+#include "spells-summon.h"
+#include "projection.h"
+#include "avatar.h"
+#include "spells-status.h"
+#include "cmd-spell.h"
+#include "player-status.h"
+
+#define pseudo_plev() (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 130) /*!< モンスター魔法をプレイヤーが使用する場合の換算レベル */
+
-#define pseudo_plev() (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 130) /*!< ¥â¥ó¥¹¥¿¡¼ËâË¡¤ò¥×¥ì¥¤¥ä¡¼¤¬»ÈÍѤ¹¤ë¾ì¹ç¤Î´¹»»¥ì¥Ù¥ë */
+/*!
+* @brief 文字列に青魔導師の呪文の攻撃力を加える
+* @param SPELL_NUM 呪文番号
+* @param plev プレイヤーレベル
+* @param msg 表示する文字列
+* @param tmp 返すメッセージを格納する配列
+* @return なし
+*/
+void set_bluemage_damage(int SPELL_NUM, PLAYER_LEVEL plev, concptr msg, char* tmp)
+{
+ int base_damage = monspell_bluemage_damage(SPELL_NUM, plev, BASE_DAM);
+ int dice_num = monspell_bluemage_damage(SPELL_NUM, plev, DICE_NUM);
+ int dice_side = monspell_bluemage_damage(SPELL_NUM, plev, DICE_SIDE);
+ int dice_mult = monspell_bluemage_damage(SPELL_NUM, plev, DICE_MULT);
+ int dice_div = monspell_bluemage_damage(SPELL_NUM, plev, DICE_DIV);
+ char dmg_str[80];
+ dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
+ sprintf(tmp, " %s %s", msg, dmg_str);
+}
/*!
- * @brief ¼õ¤±¼è¤Ã¤¿¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID¤Ë±þ¤¸¤ÆÀÄËâË¡¤Î¸ú²Ì¾ðÊó¤ò¤Þ¤È¤á¤¿¥Õ¥©¡¼¥Þ¥Ã¥È¤òÊÖ¤¹
- * @param p ¾ðÊó¤òÊÖ¤¹Ê¸»úÎ󻲾ȥݥ¤¥ó¥¿
- * @param power ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID
- * @return ¤Ê¤·
+ * @brief 受け取ったモンスター魔法のIDに応じて青魔法の効果情報をまとめたフォーマットを返す
+ * @param p æ\83\85å ±ã\82\92è¿\94ã\81\99æ\96\87å\97å\88\97å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @param power モンスター魔法のID
+ * @return なし
*/
static void learned_info(char *p, int power)
{
- int plev = pseudo_plev();
- int hp = p_ptr->chp;
-
-#ifdef JP
- cptr s_dam = "»½ý:";
- cptr s_dur = "´ü´Ö:";
- cptr s_range = "ÈÏ°Ï:";
- cptr s_heal = "²óÉü:";
-#else
- cptr s_dam = "dam ";
- cptr s_dur = "dur ";
- cptr s_range = "range ";
- cptr s_heal = "heal ";
-#endif
+ PLAYER_LEVEL plev = pseudo_plev();
strcpy(p, "");
case MS_S_AMBERITE:
case MS_S_UNIQUE:
break;
- case MS_BALL_MANA:
- case MS_BALL_DARK:
- case MS_STARBURST:
- sprintf(p, " %s%d+10d10", s_dam, plev * 8 + 50);
- break;
+ case MS_BALL_MANA:
+ case MS_BALL_DARK:
+ case MS_STARBURST:
+ set_bluemage_damage((power), plev, KWD_DAM, p); break;
case MS_DISPEL:
break;
- case MS_ROCKET:
- sprintf(p, " %s%d", s_dam, hp/4);
- break;
- case MS_SHOOT:
- {
- object_type *o_ptr = NULL;
- if (buki_motteruka(INVEN_RARM)) o_ptr = &inventory[INVEN_RARM];
- else if (buki_motteruka(INVEN_LARM)) o_ptr = &inventory[INVEN_LARM];
- else
- sprintf(p, " %s1", s_dam);
- if (o_ptr)
- sprintf(p, " %s%dd%d+%d", s_dam, o_ptr->dd, o_ptr->ds, o_ptr->to_d);
- break;
- }
- case MS_BR_ACID:
- case MS_BR_ELEC:
- case MS_BR_FIRE:
- case MS_BR_COLD:
- case MS_BR_POIS:
- case MS_BR_NUKE:
- sprintf(p, " %s%d", s_dam, hp/3);
- break;
- case MS_BR_NEXUS:
- sprintf(p, " %s%d", s_dam, MIN(hp/3, 250));
- break;
- case MS_BR_TIME:
- sprintf(p, " %s%d", s_dam, MIN(hp/3, 150));
- break;
- case MS_BR_GRAVITY:
- sprintf(p, " %s%d", s_dam, MIN(hp/3, 200));
- break;
- case MS_BR_MANA:
- sprintf(p, " %s%d", s_dam, MIN(hp/3, 250));
- break;
- case MS_BR_NETHER:
- case MS_BR_LITE:
- case MS_BR_DARK:
- case MS_BR_CONF:
- case MS_BR_SOUND:
- case MS_BR_CHAOS:
- case MS_BR_DISEN:
- case MS_BR_SHARDS:
- case MS_BR_PLASMA:
- sprintf(p, " %s%d", s_dam, hp/6);
- break;
- case MS_BR_INERTIA:
- case MS_BR_FORCE:
- sprintf(p, " %s%d", s_dam, MIN(hp/6, 200));
- break;
- case MS_BR_DISI:
- sprintf(p, " %s%d", s_dam, MIN(hp/6, 150));
- break;
- case MS_BALL_NUKE:
- sprintf(p, " %s%d+10d6", s_dam, plev * 2);
- break;
- case MS_BALL_CHAOS:
- sprintf(p, " %s%d+10d10", s_dam, plev * 4);
- break;
- case MS_BALL_ACID:
- sprintf(p, " %s15+d%d", s_dam, plev * 6);
- break;
- case MS_BALL_ELEC:
- sprintf(p, " %s8+d%d", s_dam, plev * 3);
- break;
- case MS_BALL_FIRE:
- sprintf(p, " %s10+d%d", s_dam, plev * 7);
- break;
- case MS_BALL_COLD:
- sprintf(p, " %s10+d%d", s_dam, plev * 3);
- break;
- case MS_BALL_POIS:
- sprintf(p, " %s12d2", s_dam);
- break;
- case MS_BALL_NETHER:
- sprintf(p, " %s%d+10d10", s_dam, plev * 2 + 50);
- break;
- case MS_BALL_WATER:
- sprintf(p, " %s50+d%d", s_dam, plev * 4);
- break;
- case MS_DRAIN_MANA:
- sprintf(p, " %sd%d+%d", s_heal, plev, plev);
- break;
- case MS_MIND_BLAST:
- sprintf(p, " %s8d8", s_dam);
- break;
- case MS_BRAIN_SMASH:
- sprintf(p, " %s12d15", s_dam);
- break;
- case MS_CAUSE_1:
- sprintf(p, " %s3d8", s_dam);
- break;
- case MS_CAUSE_2:
- sprintf(p, " %s8d8", s_dam);
- break;
- case MS_CAUSE_3:
- sprintf(p, " %s10d15", s_dam);
- break;
- case MS_CAUSE_4:
- sprintf(p, " %s15d15", s_dam);
- break;
- case MS_BOLT_ACID:
- sprintf(p, " %s%d+7d8", s_dam, plev * 2 / 3);
- break;
- case MS_BOLT_ELEC:
- sprintf(p, " %s%d+4d8", s_dam, plev * 2 / 3);
- break;
- case MS_BOLT_FIRE:
- sprintf(p, " %s%d+9d8", s_dam, plev * 2 / 3);
- break;
- case MS_BOLT_COLD:
- sprintf(p, " %s%d+6d8", s_dam, plev * 2 / 3);
- break;
- case MS_BOLT_NETHER:
- sprintf(p, " %s%d+5d5", s_dam, 30 + plev * 8 / 3);
- break;
- case MS_BOLT_WATER:
- sprintf(p, " %s%d+10d10", s_dam, plev * 2);
- break;
- case MS_BOLT_MANA:
- sprintf(p, " %s50+d%d", s_dam, plev * 7);
- break;
- case MS_BOLT_PLASMA:
- sprintf(p, " %s%d+8d7", s_dam, plev * 2 + 10);
- break;
- case MS_BOLT_ICE:
- sprintf(p, " %s%d+6d6", s_dam, plev * 2);
- break;
- case MS_MAGIC_MISSILE:
- sprintf(p, " %s%d+2d6", s_dam, plev * 2 / 3);
- break;
+ case MS_ROCKET:
+ case MS_SHOOT:
+ case MS_BR_ACID:
+ case MS_BR_ELEC:
+ case MS_BR_FIRE:
+ case MS_BR_COLD:
+ case MS_BR_POIS:
+ case MS_BR_NUKE:
+ case MS_BR_NEXUS:
+ case MS_BR_TIME:
+ case MS_BR_GRAVITY:
+ case MS_BR_MANA:
+ case MS_BR_NETHER:
+ case MS_BR_LITE:
+ case MS_BR_DARK:
+ case MS_BR_CONF:
+ case MS_BR_SOUND:
+ case MS_BR_CHAOS:
+ case MS_BR_DISEN:
+ case MS_BR_SHARDS:
+ case MS_BR_PLASMA:
+ case MS_BR_INERTIA:
+ case MS_BR_FORCE:
+ case MS_BR_DISI:
+ case MS_BALL_NUKE:
+ case MS_BALL_CHAOS:
+ case MS_BALL_ACID:
+ case MS_BALL_ELEC:
+ case MS_BALL_FIRE:
+ case MS_BALL_COLD:
+ case MS_BALL_POIS:
+ case MS_BALL_NETHER:
+ case MS_BALL_WATER:
+ set_bluemage_damage((power), plev, KWD_DAM, p); break;
+ case MS_DRAIN_MANA:
+ set_bluemage_damage((power), plev, KWD_HEAL, p); break;
+ case MS_MIND_BLAST:
+ case MS_BRAIN_SMASH:
+ case MS_CAUSE_1:
+ case MS_CAUSE_2:
+ case MS_CAUSE_3:
+ case MS_CAUSE_4:
+ case MS_BOLT_ACID:
+ case MS_BOLT_ELEC:
+ case MS_BOLT_FIRE:
+ case MS_BOLT_COLD:
+ case MS_BOLT_NETHER:
+ case MS_BOLT_WATER:
+ case MS_BOLT_MANA:
+ case MS_BOLT_PLASMA:
+ case MS_BOLT_ICE:
+ case MS_MAGIC_MISSILE:
+ set_bluemage_damage((power), plev, KWD_DAM, p); break;
case MS_SPEED:
- sprintf(p, " %sd%d+%d", s_dur, 20+plev, plev);
- break;
- case MS_HEAL:
- sprintf(p, " %s%d", s_heal, plev*4);
+ sprintf(p, " %sd%d+%d", KWD_DURATION, 20+plev, plev);
break;
+ case MS_HEAL:
+ set_bluemage_damage((power), plev, KWD_HEAL, p); break;
case MS_INVULNER:
- sprintf(p, " %sd7+7", s_dur);
+ sprintf(p, " %sd7+7", KWD_DURATION);
break;
case MS_BLINK:
- sprintf(p, " %s10", s_range);
+ sprintf(p, " %s10", KWD_SPHERE);
break;
case MS_TELEPORT:
- sprintf(p, " %s%d", s_range, plev * 5);
+ sprintf(p, " %s%d", KWD_SPHERE, plev * 5);
break;
- case MS_PSY_SPEAR:
- sprintf(p, " %s100+d%d", s_dam, plev * 3);
+ case MS_PSY_SPEAR:
+ set_bluemage_damage((power), plev, KWD_DAM, p); break;
break;
case MS_RAISE_DEAD:
- sprintf(p, " %s5", s_range);
+ sprintf(p, " %s5", KWD_SPHERE);
break;
default:
break;
/*!
- * @brief »ÈÍѲÄǽ¤ÊÀÄËâË¡¤òÁªÂò¤¹¤ë /
+ * @brief 使用可能な青魔法を選択する /
* Allow user to choose a imitation.
- * @param sn ÁªÂò¤·¤¿¥â¥ó¥¹¥¿¡¼¹¶·âID¡¢¥¥ã¥ó¥»¥ë¤Î¾ì¹ç-1¡¢ÉÔÀµ¤ÊÁªÂò¤Î¾ì¹ç-2¤òÊÖ¤¹
- * @return ȯư²Äǽ¤ÊËâË¡¤òÁªÂò¤·¤¿¾ì¹çTRUE¡¢¥¥ã¥ó¥»¥ë½èÍý¤«ÉÔÀµ¤ÊÁªÂò¤¬¹Ô¤ï¤ì¤¿¾ì¹çFALSE¤òÊÖ¤¹¡£
+ * @param sn 選択したモンスター攻撃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
* when you run it. It's probably easy to fix but I haven't tried,\n
* sorry.\n
*/
-static int get_learned_power(int *sn)
+static bool get_learned_power(SPELL_IDX *sn)
{
int i = 0;
int num = 0;
- int y = 1;
- int x = 18;
- int minfail = 0;
- int plev = p_ptr->lev;
- int chance = 0;
+ TERM_LEN y = 1;
+ TERM_LEN x = 18;
+ PERCENTAGE minfail = 0;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ PERCENTAGE chance = 0;
int ask = TRUE, mode = 0;
int spellnum[MAX_MONSPELLS];
char ch;
char choice;
char out_val[160];
char comment[80];
- s32b f4 = 0, f5 = 0, f6 = 0;
-#ifdef JP
-cptr p = "ËâË¡";
-#else
- cptr p = "magic";
-#endif
-
+ BIT_FLAGS f4 = 0L, f5 = 0L, f6 = 0L;
+ concptr p = _("魔法", "magic");
+ COMMAND_CODE code;
monster_power spell;
bool flag, redraw;
int menu_line = (use_menu ? 1 : 0);
/* No redraw yet */
redraw = FALSE;
-#ifdef ALLOW_REPEAT /* TNB */
-
/* Get the spell, if available */
- if (repeat_pull(sn))
+
+ if (repeat_pull(&code))
{
- /* Success */
+ *sn = (SPELL_IDX)code;
return (TRUE);
}
-#endif /* ALLOW_REPEAT -- TNB */
-
if (use_menu)
{
screen_save();
while(!mode)
{
-#ifdef JP
- prt(format(" %s ¥Ü¥ë¥È", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
- prt(format(" %s ¥Ü¡¼¥ë", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
- prt(format(" %s ¥Ö¥ì¥¹", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
- prt(format(" %s ¾¤´", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
- prt(format(" %s ¤½¤Î¾", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
- prt("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", 0, 0);
-#else
- prt(format(" %s bolt", (menu_line == 1) ? "> " : " "), 2, 14);
- prt(format(" %s ball", (menu_line == 2) ? "> " : " "), 3, 14);
- prt(format(" %s breath", (menu_line == 3) ? "> " : " "), 4, 14);
- prt(format(" %s sommoning", (menu_line == 4) ? "> " : " "), 5, 14);
- prt(format(" %s others", (menu_line == 5) ? "> " : " "), 6, 14);
- prt("use which type of magic? ", 0, 0);
-#endif
+ prt(format(_(" %s ボルト", " %s bolt"), (menu_line == 1) ? _("》", "> ") : " "), 2, 14);
+ prt(format(_(" %s ボール", " %s ball"), (menu_line == 2) ? _("》", "> ") : " "), 3, 14);
+ prt(format(_(" %s ブレス", " %s breath"), (menu_line == 3) ? _("》", "> ") : " "), 4, 14);
+ prt(format(_(" %s 召喚", " %s sommoning"), (menu_line == 4) ? _("》", "> ") : " "), 5, 14);
+ prt(format(_(" %s その他", " %s others"), (menu_line == 5) ? _("》", "> ") : " "), 6, 14);
+ prt(_("どの種類の魔法を使いますか?", "use which type of magic? "), 0, 0);
+
choice = inkey();
switch(choice)
{
}
else
{
-#ifdef JP
- sprintf(comment, "[A]¥Ü¥ë¥È, [B]¥Ü¡¼¥ë, [C]¥Ö¥ì¥¹, [D]¾¤´, [E]¤½¤Î¾:");
-#else
- sprintf(comment, "[A] bolt, [B] ball, [C] breath, [D] summoning, [E] others:");
-#endif
+ sprintf(comment, _("[A]ボルト, [B]ボール, [C]ブレス, [D]召喚, [E]その他:", "[A] bolt, [B] ball, [C] breath, [D] summoning, [E] others:"));
while (TRUE)
{
if (!get_com(comment, &ch, TRUE))
}
if (i == num)
{
-#ifdef JP
- msg_print("¤½¤Î¼ïÎà¤ÎËâË¡¤Ï³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
-#else
- msg_print("You don't know any spell of this type.");
-#endif
+ msg_print(_("その種類の魔法は覚えていない!", "You don't know any spell of this type."));
return (FALSE);
}
/* Build a prompt (accept all spells) */
- (void)strnfmt(out_val, 78,
-#ifdef JP
- "(%c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò¾§¤¨¤Þ¤¹¤«¡©",
-#else
- "(%c-%c, *=List, ESC=exit) Use which %s? ",
-#endif
- I2A(0), I2A(num - 1), p);
+ (void)strnfmt(out_val, 78, _("(%c-%c, '*'で一覧, ESC) どの%sを唱えますか?", "(%c-%c, *=List, ESC=exit) Use which %s? "),
+ I2A(0), I2A(num - 1), p);
if (use_menu) screen_save();
/* Show list */
redraw = TRUE;
-
- /* Save the screen */
if (!use_menu) screen_save();
/* 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("MP ¼ºÎ¨ ¸ú²Ì", y, x + 33);
-#else
- put_str("SP Fail Info", y, x + 32);
-#endif
+ put_str(_("名前", "Name"), y, x + 5);
+ put_str(_("MP 失率 効果", "SP Fail Info"), y, x + 33);
/* Dump the spells */
if (use_menu)
{
-#ifdef JP
- if (i == (menu_line-1)) strcpy(psi_desc, " ¡Õ");
-#else
- if (i == (menu_line-1)) strcpy(psi_desc, " > ");
-#endif
+ if (i == (menu_line-1)) strcpy(psi_desc, _(" 》", " > "));
else strcpy(psi_desc, " ");
}
else sprintf(psi_desc, " %c)", I2A(i));
{
/* Hide list */
redraw = FALSE;
-
- /* Restore the screen */
screen_load();
}
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¤ÎËâË¡¤ò¾§¤¨¤Þ¤¹¤«¡©", monster_powers[spellnum[i]].name);
-#else
- (void)strnfmt(tmp_val, 78, "Use %s? ", monster_powers[spellnum[i]].name);
-#endif
-
+ (void) strnfmt(tmp_val, 78, _("%sの魔法を唱えますか?", "Use %s? "), monster_powers[spellnum[i]].name);
/* Belay that order */
if (!get_check(tmp_val)) continue;
/* Stop the loop */
flag = TRUE;
}
-
- /* Restore the screen */
if (redraw) screen_load();
- /* Show choices */
p_ptr->window |= (PW_SPELL);
-
- /* Window stuff */
- window_stuff();
+ handle_stuff();
/* Abort if needed */
if (!flag) return (FALSE);
/* Save the choice */
(*sn) = spellnum[i];
-#ifdef ALLOW_REPEAT /* TNB */
-
- repeat_push(*sn);
-
-#endif /* ALLOW_REPEAT -- TNB */
+ repeat_push((COMMAND_CODE)spellnum[i]);
/* Success */
return (TRUE);
/*!
- * @brief ÀÄËâË¡¤Îȯư /
+ * @brief 青魔法の発動 /
* do_cmd_cast calls this function if the player's class is 'blue-mage'.
- * @param spell ȯư¤¹¤ë¥â¥ó¥¹¥¿¡¼¹¶·â¤ÎID
- * @param success TRUE¤ÏÀ®¸ù»þ¡¢FALSE¤Ï¼ºÇÔ»þ¤Î½èÍý¤ò¹Ô¤¦
- * @return ½èÍý¤ò¼Â¹Ô¤·¤¿¤éTRUE¡¢¥¥ã¥ó¥»¥ë¤·¤¿¾ì¹çFALSE¤òÊÖ¤¹¡£
+ * @param spell 発動するモンスター攻撃のID
+ * @param success TRUEは成功時、FALSEは失敗時の処理を行う
+ * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
*/
static bool cast_learned_spell(int spell, bool success)
{
- int dir;
- int plev = pseudo_plev();
- int summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2);
- int hp = p_ptr->chp;
- int damage = 0;
- bool pet = success;
- bool no_trump = FALSE;
- u32b p_mode, u_mode = 0L, g_mode;
+ DIRECTION dir;
+ PLAYER_LEVEL plev = pseudo_plev();
+ PLAYER_LEVEL summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2);
+ HIT_POINT damage = 0;
+ bool pet = success;
+ bool no_trump = FALSE;
+ BIT_FLAGS p_mode, u_mode = 0L, g_mode;
if (pet)
{
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:
{
- int m_idx;
+ MONSTER_IDX m_idx;
if (!target_set(TARGET_KILL)) return FALSE;
- m_idx = cave[target_row][target_col].m_idx;
+ m_idx = current_floor_ptr->grid_array[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;
+ 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;
- else
-#ifdef JP
-msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
-#else
- msg_print("You fire a rocket.");
-#endif
- damage = hp / 4;
- fire_rocket(GF_ROCKET, dir, damage, 2);
+
+ msg_print(_("ロケットを発射した。", "You fire a rocket."));
+ damage = monspell_bluemage_damage((MS_ROCKET), plev, DAM_ROLL);
+ fire_rocket(GF_ROCKET, dir, damage, 2);
break;
case MS_SHOOT:
{
- object_type *o_ptr = NULL;
-
if (!get_aim_dir(&dir)) return FALSE;
- else
- {
-#ifdef JP
-msg_print("Ìð¤òÊü¤Ã¤¿¡£");
-#else
- msg_print("You fire an arrow.");
-#endif
- if (buki_motteruka(INVEN_RARM)) o_ptr = &inventory[INVEN_RARM];
- else if (buki_motteruka(INVEN_LARM)) o_ptr = &inventory[INVEN_LARM];
- else
- damage = 1;
- if (o_ptr)
- {
- damage = damroll(o_ptr->dd, o_ptr->ds)+ o_ptr->to_d;
- if (damage < 1) damage = 1;
- }
- fire_bolt(GF_ARROW, dir, damage);
- }
+
+ msg_print(_("矢を放った。", "You fire an arrow."));
+ damage = monspell_bluemage_damage((MS_SHOOT), plev, DAM_ROLL);
+ fire_bolt(GF_ARROW, dir, damage);
break;
}
case MS_XXX2:
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
- damage = hp / 3;
- fire_ball(GF_ACID, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
+ damage = monspell_bluemage_damage((MS_BR_ACID), plev, DAM_ROLL);
+ fire_breath(GF_ACID, dir, damage, (plev > 40 ? 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
- damage = hp / 3;
- fire_ball(GF_ELEC, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
+ damage = monspell_bluemage_damage((MS_BR_ELEC), plev, DAM_ROLL);
+ fire_breath(GF_ELEC, dir, damage, (plev > 40 ? 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
- damage = hp / 3;
- fire_ball(GF_FIRE, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
+ damage = monspell_bluemage_damage((MS_BR_FIRE), plev, DAM_ROLL);
+ fire_breath(GF_FIRE, dir, damage, (plev > 40 ? 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
- damage = hp / 3;
- fire_ball(GF_COLD, dir, damage, (plev > 40 ? -3 : -2));
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
+ damage = monspell_bluemage_damage((MS_BR_COLD), plev, DAM_ROLL);
+ fire_breath(GF_COLD, dir, damage, (plev > 40 ? 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
- damage = hp / 3;
- fire_ball(GF_POIS, dir, damage, (plev > 40 ? -3 : -2));
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
+ damage = monspell_bluemage_damage((MS_BR_POIS), plev, DAM_ROLL);
+ fire_breath(GF_POIS, dir, damage, (plev > 40 ? 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
- damage = hp / 6;
- fire_ball(GF_NETHER, dir, damage, (plev > 40 ? -3 : -2));
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
+ damage = monspell_bluemage_damage((MS_BR_NETHER), plev, DAM_ROLL);
+ fire_breath(GF_NETHER, dir, damage, (plev > 40 ? 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
- damage = hp / 6;
- fire_ball(GF_LITE, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
+ damage = monspell_bluemage_damage((MS_BR_LITE), plev, DAM_ROLL);
+ fire_breath(GF_LITE, dir, damage, (plev > 40 ? 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
- damage = hp / 6;
- fire_ball(GF_DARK, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
+ damage = monspell_bluemage_damage((MS_BR_DARK), plev, DAM_ROLL);
+ fire_breath(GF_DARK, dir, damage, (plev > 40 ? 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
- damage = hp / 6;
- fire_ball(GF_CONFUSION, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
+ damage = monspell_bluemage_damage((MS_BR_CONF), plev, DAM_ROLL);
+ fire_breath(GF_CONFUSION, dir, damage, (plev > 40 ? 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
- damage = hp / 6;
- fire_ball(GF_SOUND, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
+ damage = monspell_bluemage_damage((MS_BR_SOUND), plev, DAM_ROLL);
+ fire_breath(GF_SOUND, dir, damage, (plev > 40 ? 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
- damage = hp / 6;
- fire_ball(GF_CHAOS, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
+ damage = monspell_bluemage_damage((MS_BR_CHAOS), plev, DAM_ROLL);
+ fire_breath(GF_CHAOS, dir, damage, (plev > 40 ? 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
- damage = hp / 6;
- fire_ball(GF_DISENCHANT, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
+ damage = monspell_bluemage_damage((MS_BR_DISEN), plev, DAM_ROLL);
+ fire_breath(GF_DISENCHANT, dir, damage, (plev > 40 ? 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
- damage = MIN(hp / 3, 250);
- fire_ball(GF_NEXUS, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
+ damage = monspell_bluemage_damage((MS_BR_NEXUS), plev, DAM_ROLL);
+ fire_breath(GF_NEXUS, dir, damage, (plev > 40 ? 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
- damage = MIN(hp / 3, 150);
- fire_ball(GF_TIME, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
+ damage = monspell_bluemage_damage((MS_BR_TIME), plev, DAM_ROLL);
+ fire_breath(GF_TIME, dir, damage, (plev > 40 ? 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
- damage = MIN(hp / 6, 200);
- fire_ball(GF_INERTIA, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
+ damage = monspell_bluemage_damage((MS_BR_INERTIA), plev, DAM_ROLL);
+ fire_breath(GF_INERTIAL, dir, damage, (plev > 40 ? 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
- damage = MIN(hp / 3, 200);
- fire_ball(GF_GRAVITY, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
+ damage = monspell_bluemage_damage((MS_BR_GRAVITY), plev, DAM_ROLL);
+ fire_breath(GF_GRAVITY, dir, damage, (plev > 40 ? 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
- damage = hp / 6;
- fire_ball(GF_SHARDS, dir, damage, (plev > 40 ? -3 : -2));
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
+ damage = monspell_bluemage_damage((MS_BR_SHARDS), plev, DAM_ROLL);
+ fire_breath(GF_SHARDS, dir, damage, (plev > 40 ? 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
- damage = MIN(hp / 6, 150);
- fire_ball(GF_PLASMA, dir, damage, (plev > 40 ? -3 : -2));
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
+ damage = monspell_bluemage_damage((MS_BR_PLASMA), plev, DAM_ROLL);
+ fire_breath(GF_PLASMA, dir, damage, (plev > 40 ? 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
- damage = MIN(hp / 6, 200);
- fire_ball(GF_FORCE, dir, damage, (plev > 40 ? -3 : -2));
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
+ damage = monspell_bluemage_damage((MS_BR_FORCE), plev, DAM_ROLL);
+ fire_breath(GF_FORCE, dir, damage, (plev > 40 ? 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
-
- damage = MIN(hp / 3, 250);
- fire_ball(GF_MANA, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
+ damage = monspell_bluemage_damage((MS_BR_MANA), plev, DAM_ROLL);
+ fire_breath(GF_MANA, dir, damage, (plev > 40 ? 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
- damage = plev * 2 + damroll(10, 6);
+
+ msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
+ damage = monspell_bluemage_damage((MS_BALL_NUKE), plev, DAM_ROLL);
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
- damage = hp / 3;
- fire_ball(GF_NUKE, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
+ damage = monspell_bluemage_damage((MS_BR_NUKE), plev, DAM_ROLL);
+ fire_breath(GF_NUKE, dir, damage, (plev > 40 ? 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
- damage = plev * 4 + damroll(10, 10);
+
+ msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
+ damage = monspell_bluemage_damage((MS_BALL_CHAOS), plev, DAM_ROLL);
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
- damage = MIN(hp / 6, 150);
- fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 40 ? -3 : -2));
+
+ msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
+ damage = monspell_bluemage_damage((MS_BR_DISI), plev, DAM_ROLL);
+ fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 40 ? 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
- damage = randint1(plev * 6) + 15;
+
+ msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball."));
+ damage = monspell_bluemage_damage((MS_BALL_ACID), plev, DAM_ROLL);
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
- damage = randint1(plev * 3) + 8;
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball."));
+ damage = monspell_bluemage_damage((MS_BALL_ELEC), plev, DAM_ROLL);
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
- damage = randint1(plev * 7) + 10;
+
+ msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball."));
+ damage = monspell_bluemage_damage((MS_BALL_FIRE), plev, DAM_ROLL);
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
- damage = randint1(plev * 3) + 10;
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball."));
+ damage = monspell_bluemage_damage((MS_BALL_COLD), plev, DAM_ROLL);
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
- damage = damroll(12,2);
+
+ msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
+ damage = monspell_bluemage_damage((MS_BALL_POIS), plev, DAM_ROLL);
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
- damage = plev * 2 + 50 + damroll(10, 10);
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
+ damage = monspell_bluemage_damage((MS_BALL_NETHER), plev, DAM_ROLL);
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
- damage = randint1(plev * 4) + 50;
+
+ msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
+ damage = monspell_bluemage_damage((MS_BALL_WATER), plev, DAM_ROLL);
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
- damage = plev * 8 + 50 + damroll(10, 10);
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm."));
+ damage = monspell_bluemage_damage((MS_BALL_MANA), plev, DAM_ROLL);
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
- damage = plev * 8 + 50 + damroll(10, 10);
+
+ msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm."));
+ damage = monspell_bluemage_damage((MS_BALL_DARK), plev, DAM_ROLL);
fire_ball(GF_DARK, dir, damage, 4);
break;
case MS_DRAIN_MANA:
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball_hide(GF_DRAIN_MANA, dir, randint1(plev)+plev, 0);
+
+ damage = monspell_bluemage_damage((MS_DRAIN_MANA), plev, DAM_ROLL);
+ fire_ball_hide(GF_DRAIN_MANA, dir, damage, 0);
break;
case MS_MIND_BLAST:
if (!get_aim_dir(&dir)) return FALSE;
- damage = damroll(7, 7);
+
+ damage = monspell_bluemage_damage((MS_MIND_BLAST), plev, DAM_ROLL);
fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
break;
case MS_BRAIN_SMASH:
- if (!get_aim_dir(&dir)) return FALSE;
- damage = damroll(12, 12);
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ damage = monspell_bluemage_damage((MS_BRAIN_SMASH), plev, DAM_ROLL);
fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
break;
case MS_CAUSE_1:
if (!get_aim_dir(&dir)) return FALSE;
- damage = damroll(3, 8);
+
+ damage = monspell_bluemage_damage((MS_CAUSE_1), plev, DAM_ROLL);
fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
break;
case MS_CAUSE_2:
if (!get_aim_dir(&dir)) return FALSE;
- damage = damroll(8, 8);
+
+ damage = monspell_bluemage_damage((MS_CAUSE_2), plev, DAM_ROLL);
fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
break;
case MS_CAUSE_3:
if (!get_aim_dir(&dir)) return FALSE;
- damage = damroll(10, 15);
+
+ damage = monspell_bluemage_damage((MS_CAUSE_3), plev, DAM_ROLL);
fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
break;
case MS_CAUSE_4:
if (!get_aim_dir(&dir)) return FALSE;
- damage = damroll(15, 15);
+
+ damage = monspell_bluemage_damage((MS_CAUSE_4), plev, DAM_ROLL);
fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
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
- damage = damroll(7, 8) + plev * 2 / 3;
- fire_bolt(GF_ACID, dir, damage);
+
+ msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_ACID), plev, DAM_ROLL);
+ 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
- damage = damroll(4, 8) + plev * 2 / 3;
+
+ msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_ELEC), plev, DAM_ROLL);
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
- damage = damroll(9, 8) + plev * 2 / 3;
+
+ msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_FIRE), plev, DAM_ROLL);
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
- damage = damroll(6, 8) + plev * 2 / 3;
+
+ msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_COLD), plev, DAM_ROLL);
fire_bolt(GF_COLD, dir, damage);
break;
case MS_STARBURST:
if (!get_aim_dir(&dir)) return FALSE;
- else
-#ifdef JP
-msg_print("¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£");
-#else
- msg_print("You invoke a starburst.");
-#endif
- damage = plev * 8 + 50 + damroll(10, 10);
+
+ msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst."));
+ damage = monspell_bluemage_damage((MS_STARBURST), plev, DAM_ROLL);
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
- damage = 30 + damroll(5, 5) + plev * 8 / 3;
+
+ msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_NETHER), plev, DAM_ROLL);
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
- damage = damroll(10, 10) + plev * 2;
+
+ msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_WATER), plev, DAM_ROLL);
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
- damage = randint1(plev * 7) + 50;
+
+ msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_MANA), plev, DAM_ROLL);
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
- damage = 10 + damroll(8, 7) + plev * 2;
+
+ msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_PLASMA), plev, DAM_ROLL);
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
- damage = damroll(6, 6) + plev * 2;
+
+ msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_ICE), plev, DAM_ROLL);
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
- damage = damroll(2, 6) + plev * 2 / 3;
+
+ msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile."));
+ damage = monspell_bluemage_damage((MS_MAGIC_MISSILE), plev, DAM_ROLL);
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
+
+ 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;
case MS_BLIND:
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
+
+ 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:
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
+ msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
fire_ball_hide(GF_HAND_DOOM, dir, plev * 3, 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*4);
(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(4) + 4, FALSE);
break;
case MS_BLINK:
teleport_player(plev * 5, 0L);
break;
case MS_WORLD:
- world_player = TRUE;
-#ifdef JP
- msg_print("¡Ö»þ¤è¡ª¡×");
-#else
- msg_print("'Time!'");
-#endif
- msg_print(NULL);
-
- /* Hack */
- p_ptr->energy_need -= 1000 + (100 + randint1(200)+200)*TURNS_PER_TICK/10;
-
- /* Redraw map */
- p_ptr->redraw |= (PR_MAP);
-
- /* Update monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- handle_stuff();
+ (void)time_walk(p_ptr);
break;
case MS_SPECIAL:
break;
{
monster_type *m_ptr;
monster_race *r_ptr;
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
if (!target_set(TARGET_KILL)) return FALSE;
- if (!cave[target_row][target_col].m_idx) break;
+ if (!current_floor_ptr->grid_array[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;
- m_ptr = &m_list[cave[target_row][target_col].m_idx];
+ if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
+ m_ptr = &m_list[current_floor_ptr->grid_array[target_row][target_col].m_idx];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(m_name, m_ptr, 0);
if (r_ptr->flagsr & RFR_RES_TELE)
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
-
- teleport_monster_to(cave[target_row][target_col].m_idx, py, px, 100, TELEPORT_PASSIVE);
+ msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
+ teleport_monster_to(current_floor_ptr->grid_array[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
break;
}
case MS_TELE_AWAY:
(void)fire_beam(GF_AWAY_ALL, dir, 100);
break;
- case MS_TELE_LEVEL:
- {
- int target_m_idx;
- monster_type *m_ptr;
- monster_race *r_ptr;
- char m_name[80];
- if (!target_set(TARGET_KILL)) return FALSE;
- 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;
- 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
-
- 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
- }
- else teleport_level(target_m_idx);
+ case MS_TELE_LEVEL:
+ return teleport_level_other(p_ptr);
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
- damage = randint1(plev * 3) + 100;
+ msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
+ damage = monspell_bluemage_damage((MS_PSY_SPEAR), plev, DAM_ROLL);
(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 cackle evilly.");
-#endif
+
+ msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle 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
- 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(_("しかし何も起きなかった。", "Nothing happen."));
+ break;
+ case MS_RAISE_DEAD:
+ 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;
-#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 < 1; k++)
{
- if (summon_kin_player(summon_lev, py, px, (pet ? PM_FORCE_PET : 0L)))
+ if (summon_kin_player(summon_lev, p_ptr->y, p_ptr->x, (pet ? PM_FORCE_PET : 0L)))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿Ãç´Ö¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned fellows are angry!");
-#endif
+ if (!pet) msg_print(_("召喚された仲間は怒っている!", "Summoned fellows are angry!"));
}
else
{
case MS_S_CYBER:
{
int k;
-#ifdef JP
-msg_print("¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon a Cyberdemon!");
-#endif
+
+ msg_print(_("サイバーデーモンを召喚した!", "You summon a Cyberdemon!"));
for (k = 0 ;k < 1 ; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_CYBER, p_mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_CYBER, p_mode, '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("The summoned Cyberdemon are angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚されたサイバーデーモンは怒っている!", "The summoned Cyberdemon are angry!"));
}
else
{
case MS_S_MONSTER:
{
int k;
-#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++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, p_mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, p_mode, '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("The summoned monster is angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚されたモンスターは怒っている!", "The summoned monster is angry!"));
}
else
{
case MS_S_MONSTERS:
{
int k;
-#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 < plev / 15 + 2; k++)
- if(summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, (p_mode | u_mode)))
+ if(summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, (p_mode | u_mode), '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned monsters are angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚されたモンスターは怒っている!", "The summoned monsters are angry!"));
}
else
{
case MS_S_ANT:
{
int k;
-#ifdef JP
-msg_print("¥¢¥ê¤ò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon ants.");
-#endif
- for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode)))
+ msg_print(_("アリを召喚した。", "You summon ants."));
+ for (k = 0; k < 1; k++)
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode), '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥¢¥ê¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned ants are angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚されたアリは怒っている!", "The summoned ants are angry!"));
}
else
{
case MS_S_SPIDER:
{
int k;
-#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 < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode), '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿ÃØéá¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned spiders are angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚された蜘蛛は怒っている!", "Summoned spiders are angry!"));
}
else
{
case MS_S_HOUND:
{
int k;
-#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 < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode), '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥Ï¥¦¥ó¥É¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned hounds are angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚されたハウンドは怒っている!", "Summoned hounds are angry!"));
}
else
{
case MS_S_HYDRA:
{
int k;
-#ifdef JP
-msg_print("¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon a hydras.");
-#endif
+ msg_print(_("ヒドラを召喚した。", "You summon a hydras."));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HYDRA, (g_mode | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HYDRA, (g_mode | p_mode), '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥Ò¥É¥é¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned hydras are angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚されたヒドラは怒っている!", "Summoned hydras are angry!"));
}
else
{
case MS_S_ANGEL:
{
int k;
-#ifdef JP
-msg_print("Å·»È¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon an angel!");
-#endif
+ msg_print(_("天使を召喚した!", "You summon an angel!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANGEL, (g_mode | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANGEL, (g_mode | p_mode), '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿Å·»È¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned angels are angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚された天使は怒っている!", "Summoned angels are angry!"));
}
else
{
case MS_S_DEMON:
{
int k;
-#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++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DEMON, (g_mode | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DEMON, (g_mode | p_mode), '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned demons are angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚されたデーモンは怒っている!", "Summoned demons are angry!"));
}
else
{
case MS_S_UNDEAD:
{
int k;
-#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++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode), '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned undeads are angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚されたアンデッドは怒っている!", "Summoned undeads are angry!"));
}
else
{
case MS_S_DRAGON:
{
int k;
-#ifdef JP
-msg_print("¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon a dragon!");
-#endif
+ msg_print(_("ドラゴンを召喚した!", "You summon a dragon!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DRAGON, (g_mode | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DRAGON, (g_mode | p_mode), '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned dragons are angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚されたドラゴンは怒っている!", "Summoned dragons are angry!"));
}
else
{
case MS_S_HI_UNDEAD:
{
int k;
-#ifdef JP
-msg_print("¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon a greater undead!");
-#endif
+ msg_print(_("強力なアンデッドを召喚した!", "You summon a greater undead!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode), '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned greater undeads are angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!"));
}
else
{
case MS_S_HI_DRAGON:
{
int k;
-#ifdef JP
-msg_print("¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon an ancient dragon!");
-#endif
+ msg_print(_("古代ドラゴンを召喚した!", "You summon an ancient dragon!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode), '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¸ÅÂå¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned ancient dragons are angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚された古代ドラゴンは怒っている!", "Summoned ancient dragons are angry!"));
}
else
{
case MS_S_AMBERITE:
{
int k;
-#ifdef JP
-msg_print("¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon a Lord of Amber!");
-#endif
+ msg_print(_("アンバーの王族を召喚した!", "You summon a Lord of Amber!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode), '\0'))
{
- if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned Lords of Amber are angry!");
-#endif
+ if (!pet)
+ msg_print(_("召喚されたアンバーの王族は怒っている!", "Summoned Lords of Amber are angry!"));
}
else
{
case MS_S_UNIQUE:
{
int k, count = 0;
-#ifdef JP
-msg_print("ÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª");
-#else
- msg_print("You summon a special opponent!");
-#endif
+ msg_print(_("特別な強敵を召喚した!", "You summon a special opponent!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE), '\0'))
{
count++;
if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned special opponents are angry!");
-#endif
+ msg_print(_("召喚されたユニーク・モンスターは怒っている!", "Summoned special opponents are angry!"));
}
for (k = count;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE), '\0'))
{
count++;
if (!pet)
-#ifdef JP
-msg_print("¾¤´¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
-#else
-msg_print("Summoned greater undeads are angry!");
-#endif
+ msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!"));
}
if (!count)
{
msg_print("hoge?");
}
if (no_trump)
- {
-#ifdef JP
-msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
-msg_print("No one have appeared.");
-#endif
+ {
+ msg_print(_("何も現れなかった。", "No one have appeared."));
}
return TRUE;
}
/*!
- * @brief ÀÄËâË¡¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
+ * @brief 青魔法コマンドのメインルーチン /
* do_cmd_cast calls this function if the player's class is 'Blue-Mage'.
- * @return ½èÍý¤ò¼Â¹Ô¤·¤¿¤éTRUE¡¢¥¥ã¥ó¥»¥ë¤·¤¿¾ì¹çFALSE¤òÊÖ¤¹¡£
+ * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
*/
bool do_cmd_cast_learned(void)
{
- int n = 0;
- int chance;
- int minfail = 0;
- int plev = p_ptr->lev;
- monster_power spell;
- bool cast;
- int need_mana;
-
+ SPELL_IDX n = 0;
+ PERCENTAGE chance;
+ PERCENTAGE minfail = 0;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ monster_power spell;
+ bool cast;
+ MANA_POINT need_mana;
- /* not if confused */
- if (p_ptr->confused)
- {
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤Æ¾§¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("You are too confused!");
-#endif
-
- return TRUE;
- }
+ if (cmd_limit_confused(p_ptr)) return FALSE;
/* get power */
if (!get_learned_power(&n)) return FALSE;
if (need_mana > p_ptr->csp)
{
/* 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."));
if (!over_exert) return FALSE;
/* Verify */
-#ifdef JP
-if (!get_check("¤½¤ì¤Ç¤âÄ©À路¤Þ¤¹¤«? ")) return FALSE;
-#else
- if (!get_check("Attempt it anyway? ")) return FALSE;
-#endif
-
+ if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return FALSE;
}
/* Spell failure chance */
if (randint0(100) < chance)
{
if (flush_failure) flush();
-#ifdef JP
-msg_print("ËâË¡¤ò¤¦¤Þ¤¯¾§¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You failed to concentrate hard enough!");
-#endif
+ msg_print(_("魔法をうまく唱えられなかった。", "You failed to concentrate hard enough!"));
sound(SOUND_FAIL);
p_ptr->csp = 0;
p_ptr->csp_frac = 0;
- /* Message */
-#ifdef JP
-msg_print("Àº¿À¤ò½¸Ã椷¤¹¤®¤Æµ¤¤ò¼º¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You faint from the effort!");
-#endif
-
+ msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!"));
/* Hack -- Bypass free action */
(void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
{
bool perm = (randint0(100) < 25);
- /* Message */
-#ifdef JP
-msg_print("ÂΤò°¤¯¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You have damaged your health!");
-#endif
-
+ msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));
/* Reduce constitution */
(void)dec_stat(A_CON, 15 + randint1(10), perm);
}
}
- /* Take a turn */
- energy_use = 100;
+ take_turn(p_ptr, 100);
- /* Window stuff */
p_ptr->redraw |= (PR_MANA);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
+ p_ptr->window |= (PW_PLAYER | PW_SPELL);
return TRUE;
}
/*!
- * @brief ÀÄËâË¡¤Î¥é¡¼¥Ë¥ó¥°È½Äê¤ÈÀ®¸ù¤·¤¿¾ì¹ç¤Î¥é¡¼¥Ë¥ó¥°½èÍý
- * @param monspell ¥é¡¼¥Ë¥ó¥°¤ò»î¤ß¤ë¥â¥ó¥¹¥¿¡¼¹¶·â¤ÎID
- * @return ¤Ê¤·
+ * @brief 青魔法のラーニング判定と成功した場合のラーニング処理
+ * @param monspell ラーニングを試みるモンスター攻撃のID
+ * @return なし
*/
void learn_spell(int monspell)
{
if (randint1(p_ptr->lev + 70) > monster_powers[monspell].level + 40)
{
p_ptr->magic_num2[monspell] = 1;
-#ifdef JP
- msg_format("%s¤ò³Ø½¬¤·¤¿¡ª", monster_powers[monspell].name);
-#else
- msg_format("You have learned %s!", monster_powers[monspell].name);
-#endif
+ msg_format(_("%sを学習した!", "You have learned %s!"), monster_powers[monspell].name);
gain_exp(monster_powers[monspell].level * monster_powers[monspell].smana);
- /* Sound */
sound(SOUND_STUDY);
new_mane = TRUE;
/*!
- * @brief ¥â¥ó¥¹¥¿¡¼ÆüìǽÎϤΥե饰ÇÛÎ󤫤éÆÃÄê¾ò·ï¤ÎËâË¡¤À¤±¤òÈ´¤½Ð¤¹½èÍý
+ * @brief モンスター特殊能力のフラグ配列から特定条件の魔法だけを抜き出す処理
* Extract monster spells mask for the given mode
- * @param f4 ¥â¥ó¥¹¥¿¡¼ÆüìǽÎϤÎ4ÈÖÌܤΥե饰ÇÛÎó
- * @param f5 ¥â¥ó¥¹¥¿¡¼ÆüìǽÎϤÎ5ÈÖÌܤΥե饰ÇÛÎó
- * @param f6 ¥â¥ó¥¹¥¿¡¼ÆüìǽÎϤÎ6ÈÖÌܤΥե饰ÇÛÎó
- * @param mode È´¤½Ð¤·¤¿¤¤¾ò·ï
- * @return ¤Ê¤·
+ * @param f4 モンスター特殊能力の4番目のフラグ配列
+ * @param f5 モンスター特殊能力の5番目のフラグ配列
+ * @param f6 モンスター特殊能力の6番目のフラグ配列
+ * @param mode 抜き出したい条件
+ * @return なし
*/
/*
*/
-void set_rf_masks(s32b *f4, s32b *f5, s32b *f6, int mode)
+void set_rf_masks(BIT_FLAGS *f4, BIT_FLAGS *f5, BIT_FLAGS *f6, BIT_FLAGS mode)
{
switch (mode)
{