*/
#include "angband.h"
-#include "core.h"
+#include "core/stuff-handler.h"
#include "util.h"
#include "cmd-basic.h"
#include "cmd-pet.h"
#include "melee.h"
#include "object-hook.h"
-#include "realm-song.h"
#include "mutation.h"
#include "player-race.h"
#include "spells-status.h"
#include "spells-object.h"
#include "spells-floor.h"
-#include "spells.h"
#include "cmd-spell.h"
-#include "realm-hex.h"
+#include "realm/realm-hex.h"
#include "targeting.h"
-#include "view-mainwindow.h"
+#include "view/display-main-window.h"
#include "player-class.h"
+#include "effect/spells-effect-util.h"
+#include "spell/spells-type.h"
+#include "spell/spells2.h"
/*!
* @brief 修行僧の構え設定処理
}
prt("", 1, 0);
- prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
+ prt(_(" どの構えをとりますか?", " Choose Stance: "), 1, 14);
while (TRUE)
{
set_action(creature_ptr, ACTION_NONE);
}
else
- msg_print(_("もともと構えていない。", "You are not assuming a posture."));
+ msg_print(_("もともと構えていない。", "You are not in a special stance."));
screen_load();
return TRUE;
}
if (creature_ptr->special_defense & (KAMAE_GENBU << new_kamae))
{
- msg_print(_("構え直した。", "You reassume a posture."));
+ msg_print(_("構え直した。", "You reassume a stance."));
}
else
{
creature_ptr->special_defense &= ~(KAMAE_MASK);
creature_ptr->update |= (PU_BONUS);
creature_ptr->redraw |= (PR_STATE);
- msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
+ msg_format(_("%sの構えをとった。", "You assume the %s stance."), kamae_shurui[new_kamae].desc);
creature_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
}
creature_ptr->redraw |= PR_STATE;
{
if (creature_ptr->lev >= kata_shurui[i].min_level)
{
- sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
+ sprintf(buf,_(" %c) %sの型 %s", " %c) Stance of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
prt(buf, 3+i, 20);
}
}
prt("", 1, 0);
- prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
+ prt(_(" どの型で構えますか?", " Choose Stance: "), 1, 14);
while (TRUE)
{
set_action(creature_ptr, ACTION_NONE);
}
else
- msg_print(_("もともと構えていない。", "You are not assuming posture."));
+ msg_print(_("もともと構えていない。", "You are not in a special stance."));
screen_load();
return TRUE;
}
if (creature_ptr->special_defense & (KATA_IAI << new_kata))
{
- msg_print(_("構え直した。", "You reassume a posture."));
+ msg_print(_("構え直した。", "You reassume a stance."));
}
else
{
creature_ptr->special_defense &= ~(KATA_MASK);
creature_ptr->update |= (PU_BONUS | PU_MONSTERS);
- msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
+ msg_format(_("%sの型で構えた。", "You assume the %s stance."), kata_shurui[new_kata].desc);
creature_ptr->special_defense |= (KATA_IAI << new_kata);
}
creature_ptr->redraw |= (PR_STATE | PR_STATUS);
/*!
- * @brief レイシャル・パワー情報のtypedef
- */
-typedef struct power_desc_type power_desc_type;
-
-/*!
* @brief レイシャル・パワー情報の構造体定義
*/
-struct power_desc_type
+typedef struct power_desc_type
{
GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
PLAYER_LEVEL level; //!<体得レベル
int stat;
PERCENTAGE fail;
int number;
-};
+} power_desc_type;
/*!
if (retval) creature_ptr->energy_use = 10;
return (retval);
}
+ /* Fall through */
case CLASS_MAGE:
/* case CLASS_HIGH_MAGE: */
case CLASS_SORCERER:
{
if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
{
- msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
+ msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
return FALSE;
}
if (creature_ptr->riding)
}
else if (command == -4)
{
- if (!identify_fully(creature_ptr, FALSE)) return FALSE;
+ if (!identify_fully(creature_ptr, FALSE, 0)) return FALSE;
}
break;
}
{
if (creature_ptr->lev > 29)
{
- if (!identify_fully(creature_ptr, TRUE)) return FALSE;
+ if (!identify_fully(creature_ptr, TRUE, 0)) return FALSE;
}
else
{
- if (!ident_spell(creature_ptr, TRUE)) return FALSE;
+ if (!ident_spell(creature_ptr, TRUE, 0)) return FALSE;
}
break;
}
case RACE_GNOME:
msg_print(_("パッ!", "Blink!"));
- teleport_player(creature_ptr, 10, 0L);
+ teleport_player(creature_ptr, 10, TELEPORT_SPONTANEOUS);
break;
case RACE_HALF_ORC:
case RACE_HALF_OGRE:
msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
- explosive_rune(creature_ptr->current_floor_ptr, creature_ptr->y, creature_ptr->x);
+ explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
break;
case RACE_HALF_GIANT:
case CLASS_HIGH_MAGE:
if (creature_ptr->realm1 == REALM_HEX)
{
- strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
+ strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spell casting"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
power_desc[num++].number = -3;
break;
}
+ /* Fall through */
case CLASS_MAGE:
/* case CLASS_HIGH_MAGE: */
case CLASS_SORCERER:
}
case CLASS_MONK:
{
- strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
+ strcpy(power_desc[num].name, _("構える", "Assume a Stance"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
power_desc[num].stat = A_DEX;
power_desc[num].fail = 0;
power_desc[num++].number = -3;
- strcpy(power_desc[num].name, _("型", "Assume a Posture"));
+ strcpy(power_desc[num].name, _("型", "Assume a Stance"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
power_desc[num].stat = A_DEX;