#include "player-class.h"
#include "player-move.h"
#include "player-effects.h"
-#include "player-race.h"
+#include "player/race-info-table.h"
#include "player-class.h"
#include "player-personality.h"
#include "player-sex.h"
}
case ACTION_KAMAE:
{
- msg_print(_("構えをといた。", "You stop assuming the posture."));
+ msg_print(_("構えをといた。", "You stop assuming the special stance."));
creature_ptr->special_defense &= ~(KAMAE_MASK);
break;
}
case ACTION_KATA:
{
- msg_print(_("型を崩した。", "You stop assuming the posture."));
+ msg_print(_("型を崩した。", "You stop assuming the special stance."));
creature_ptr->special_defense &= ~(KATA_MASK);
creature_ptr->update |= (PU_MONSTERS);
creature_ptr->redraw |= (PR_STATUS);
if (music_singing_any(creature_ptr) || hex_spelling_any(creature_ptr))
{
- concptr str = (music_singing_any(creature_ptr)) ? _("歌", "singing") : _("呪文", "spelling");
+ concptr str = (music_singing_any(creature_ptr)) ? _("歌", "singing") : _("呪文", "casting");
INTERUPTING_SONG_EFFECT(creature_ptr) = SINGING_SONG_EFFECT(creature_ptr);
SINGING_SONG_EFFECT(creature_ptr) = MUSIC_NONE;
msg_format(_("%sが途切れた。", "Your %s is interrupted."), str);
}
else if (!creature_ptr->wraith_form)
{
- msg_print(_("物質界を離れて幽鬼のような存在になった!", "You leave the physical world and current_world_ptr->game_turn into a wraith-being!"));
+ msg_print(_("物質界を離れて幽鬼のような存在になった!", "You leave the physical world and turn into a wraith-being!"));
notice = TRUE;
chg_virtue(creature_ptr, V_UNLIFE, 3);
chg_virtue(creature_ptr, V_HONOUR, -2);
}
else if (!creature_ptr->tim_sh_touki)
{
- msg_print(_("体が闘気のオーラで覆われた。", "You are enveloped by the aura of the Force!"));
+ msg_print(_("体が闘気のオーラで覆われた。", "You are enveloped by an aura of the Force!"));
notice = TRUE;
}
}
{
object_type *o_ptr = &creature_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
- if (o_ptr->ident & (IDENT_MENTAL)) continue;
+ if (OBJECT_IS_FULL_KNOWN(o_ptr)) continue;
o_ptr->feeling = FEEL_NONE;
o_ptr->ident &= ~(IDENT_EMPTY);
#ifdef JP
msg_format("あなたは%s%sに変化した!", effect_msg, title);
#else
- msg_format("You current_world_ptr->game_turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
+ msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title);
#endif
chg_virtue(creature_ptr, V_CHANCE, 2);
screen_load();
return TRUE;
}
+
+bool_hack drop_weapons(player_type *creature_ptr)
+{
+ INVENTORY_IDX slot = 0;
+ object_type *o_ptr = NULL;
+
+ if (creature_ptr->wild_mode) return FALSE;
+
+ msg_print(NULL);
+ if (has_melee_weapon(creature_ptr, INVEN_RARM))
+ {
+ slot = INVEN_RARM;
+ o_ptr = &creature_ptr->inventory_list[INVEN_RARM];
+
+ if (has_melee_weapon(creature_ptr, INVEN_LARM) && one_in_(2))
+ {
+ o_ptr = &creature_ptr->inventory_list[INVEN_LARM];
+ slot = INVEN_LARM;
+ }
+ }
+ else if (has_melee_weapon(creature_ptr, INVEN_LARM))
+ {
+ o_ptr = &creature_ptr->inventory_list[INVEN_LARM];
+ slot = INVEN_LARM;
+ }
+
+ if (slot && !object_is_cursed(o_ptr))
+ {
+ msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
+ drop_from_inventory(creature_ptr, slot, 1);
+ return TRUE;
+ }
+
+ return FALSE;
+}