-/* File: racial.c */
-
-/*
- * 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 racial.c
+ * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
+ * @date 2014/01/08
+ * @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
*/
-/* Purpose: Racial powers (and mutations) */
-
#include "angband.h"
-
-/*
+#include "cmd-magiceat.h"
+#include "cmd-zapwand.h"
+#include "cmd-pet.h"
+#include "melee.h"
+#include "object-hook.h"
+
+#include "mutation.h"
+#include "player-status.h"
+#include "spells-status.h"
+
+/*!
+ * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
* Hook to determine if an object is contertible in an arrow/bolt
- */
-static bool item_tester_hook_convertible(object_type *o_ptr)
-{
- if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
-
- if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
- /* Assume not */
- return (FALSE);
-}
-
-
-/*
- * do_cmd_cast calls this function if the player's class
- * is 'archer'.
+ * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
*/
static bool do_cmd_archer(void)
{
object_type *q_ptr;
char com[80];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
q_ptr = &forge;
if(p_ptr->lev >= 20)
-#ifdef JP
- sprintf(com, "[S]ÃÆ, [A]Ìð, [B]¥¯¥í¥¹¥Ü¥¦¤ÎÌð :");
-#else
- sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
-#endif
+ sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
else if(p_ptr->lev >= 10)
-#ifdef JP
- sprintf(com, "[S]ÃÆ, [A]Ìð:");
-#else
- sprintf(com, "Create [S]hots or Create [A]rrow ?");
-#endif
+ sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
else
-#ifdef JP
- sprintf(com, "[S]ÃÆ:");
-#else
- sprintf(com, "Create [S]hots ?");
-#endif
+ sprintf(com, _("[S]弾:", "Create [S]hots ?"));
if (p_ptr->confused)
{
-#ifdef JP
- msg_print("º®Í𤷤Ƥ롪");
-#else
- msg_print("You are too confused!");
-#endif
+ msg_print(_("混乱してる!", "You are too confused!"));
return FALSE;
}
if (p_ptr->blind)
{
-#ifdef JP
- msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
-#else
- msg_print("You are blind!");
-#endif
+ msg_print(_("目が見えない!", "You are blind!"));
return FALSE;
}
/**********Create shots*********/
if (ext == 1)
{
- int x,y, dir;
+ POSITION x, y;
+ DIRECTION dir;
cave_type *c_ptr;
if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
c_ptr = &cave[y][x];
if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
{
-#ifdef JP
- msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£");
-#else
- msg_print("You need pile of rubble.");
-#endif
+ msg_print(_("そこには岩石がない。", "You need pile of rubble."));
return FALSE;
}
else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
{
-#ifdef JP
- msg_print("¹Å¤¹¤®¤ÆÊø¤»¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You failed to make ammo.");
-#endif
+ msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
}
else
{
s16b slot;
-
- /* Get local object */
q_ptr = &forge;
/* Hack -- Give the player some small firestones */
- object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
+ object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
q_ptr->number = (byte)rand_range(15,30);
object_aware(q_ptr);
object_known(q_ptr);
slot = inven_carry(q_ptr);
object_desc(o_name, q_ptr, 0);
-#ifdef JP
- msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
-#else
- msg_print("You make some ammo.");
-#endif
+ msg_format(_("%sを作った。", "You make some ammo."), o_name);
/* Auto-inscription */
- if (slot > 0) autopick_alter_item(slot, FALSE);
+ if (slot >= 0) autopick_alter_item(slot, FALSE);
/* Destroy the wall */
cave_alter_feat(y, x, FF_HURT_ROCK);
/**********Create arrows*********/
else if (ext == 2)
{
- int item;
- cptr q, s;
+ OBJECT_IDX item;
+ concptr q, s;
s16b slot;
item_tester_hook = item_tester_hook_convertible;
- /* Get an item */
-#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
- s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
-#else
- q = "Convert which item? ";
- s = "You have no item to convert.";
-#endif
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- q_ptr = &inventory[item];
- }
+ q = _("どのアイテムから作りますか? ", "Convert which item? ");
+ s = _("材料を持っていない。", "You have no item to convert.");
+ q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!q_ptr) return FALSE;
- /* Get the item (on the floor) */
- else
- {
- q_ptr = &o_list[0 - item];
- }
-
- /* Get local object */
q_ptr = &forge;
/* Hack -- Give the player some small firestones */
- object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
+ object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
q_ptr->number = (byte)rand_range(5, 10);
object_aware(q_ptr);
object_known(q_ptr);
q_ptr->discount = 99;
object_desc(o_name, q_ptr, 0);
-#ifdef JP
- msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
-#else
- msg_print("You make some ammo.");
-#endif
+ msg_format(_("%sを作った。", "You make some ammo."), o_name);
if (item >= 0)
{
slot = inven_carry(q_ptr);
/* Auto-inscription */
- if (slot > 0) autopick_alter_item(slot, FALSE);
+ if (slot >= 0) autopick_alter_item(slot, FALSE);
}
/**********Create bolts*********/
else if (ext == 3)
{
- int item;
- cptr q, s;
+ OBJECT_IDX item;
+ concptr q, s;
s16b slot;
item_tester_hook = item_tester_hook_convertible;
- /* Get an item */
-#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
- s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
-#else
- q = "Convert which item? ";
- s = "You have no item to convert.";
-#endif
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- q_ptr = &inventory[item];
- }
+ q = _("どのアイテムから作りますか? ", "Convert which item? ");
+ s = _("材料を持っていない。", "You have no item to convert.");
- /* Get the item (on the floor) */
- else
- {
- q_ptr = &o_list[0 - item];
- }
+ q_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!q_ptr) return FALSE;
- /* Get local object */
q_ptr = &forge;
/* Hack -- Give the player some small firestones */
- object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
+ object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
q_ptr->number = (byte)rand_range(4, 8);
object_aware(q_ptr);
object_known(q_ptr);
q_ptr->discount = 99;
object_desc(o_name, q_ptr, 0);
-#ifdef JP
- msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
-#else
- msg_print("You make some ammo.");
-#endif
+ msg_format(_("%sを作った。", "You make some ammo."), o_name);
if (item >= 0)
{
slot = inven_carry(q_ptr);
/* Auto-inscription */
- if (slot > 0) autopick_alter_item(slot, FALSE);
+ if (slot >= 0) autopick_alter_item(slot, FALSE);
}
return TRUE;
}
+/*!
+ * @brief 魔道具術師の魔力取り込み処理
+ * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
+ */
bool gain_magic(void)
{
- int item;
- int pval;
+ OBJECT_IDX item;
+ PARAMETER_VALUE pval;
int ext = 0;
- cptr q, s;
+ concptr q, s;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Only accept legal items */
item_tester_hook = item_tester_hook_recharge;
- /* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
-s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
-#else
- q = "Gain power of which item? ";
- s = "You have nothing to gain power.";
-#endif
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
+ q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
+ s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return (FALSE);
if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
{
-#ifdef JP
- msg_print("¤³¤Î¾ó¤Ë¤Ïȯư¤Î°Ù¤ÎǽÎϤϲ¿¤âÈ÷¤ï¤Ã¤Æ¤¤¤Ê¤¤¤è¤¦¤À¡£");
-#else
- msg_print("This staff doesn't have any magical ability.");
-#endif
+ msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
return FALSE;
}
-
if (!object_is_known(o_ptr))
{
-#ifdef JP
- msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
-#else
- msg_print("You need to identify before absorbing.");
-#endif
+ msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
return FALSE;
}
if (o_ptr->timeout)
{
-#ifdef JP
- msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
-#else
- msg_print("This item is still charging.");
-#endif
+ msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
return FALSE;
}
if (o_ptr->tval == TV_ROD)
{
- p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
+ p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
}
else
gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
if (gain_num < 1) gain_num = 1;
}
- p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
+ p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
}
object_desc(o_name, o_ptr, 0);
- /* Message */
-#ifdef JP
- msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
-#else
- msg_format("You absorb magic of %s.", o_name);
-#endif
+ msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
/* Eliminate the item (from the pack) */
if (item >= 0)
floor_item_describe(0 - item);
floor_item_optimize(0 - item);
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
return TRUE;
}
+/*!
+ * @brief 魔法系コマンドを実行できるかの判定を返す
+ * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
+ */
+static bool can_do_cmd_cast(void)
+{
+ if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
+ {
+ msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
+ msg_print(NULL);
+ return FALSE;
+ }
+ else if (p_ptr->anti_magic)
+ {
+ msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
+ return FALSE;
+ }
+ else if (p_ptr->shero)
+ {
+ msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
+ return FALSE;
+ }
+ else
+ return TRUE;
+}
+/*!
+ * @brief 修行僧の構え設定処理
+ * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
+ */
static bool choose_kamae(void)
{
char choice;
if (p_ptr->confused)
{
-#ifdef JP
- msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("Too confused.");
-#endif
+ msg_print(_("混乱していて構えられない!", "Too confused."));
return FALSE;
}
-
- /* Save screen */
screen_save();
-
-#ifdef JP
- prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
-#else
- prt(" a) No form", 2, 20);
-#endif
+ prt(_(" a) 構えをとく", " a) No form"), 2, 20);
for (i = 0; i < MAX_KAMAE; i++)
{
}
prt("", 1, 0);
-#ifdef JP
- prt(" ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
-#else
- prt(" Choose Form: ", 1, 14);
-#endif
+ prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
while(1)
{
set_action(ACTION_NONE);
}
else
-#ifdef JP
- msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
-#else
- msg_print("You are not assuming a posture.");
-#endif
+ msg_print(_("もともと構えていない。", "You are not assuming a posture."));
screen_load();
return TRUE;
}
if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
{
-#ifdef JP
- msg_print("¹½¤¨Ä¾¤·¤¿¡£");
-#else
- msg_print("You reassume a posture.");
-#endif
+ msg_print(_("構え直した。", "You reassume a posture."));
}
else
{
p_ptr->special_defense &= ~(KAMAE_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->redraw |= (PR_STATE);
-#ifdef JP
- msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
-#else
- msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
-#endif
+ msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
}
p_ptr->redraw |= PR_STATE;
return TRUE;
}
+/*!
+ * @brief 剣術家の型設定処理
+ * @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。
+ */
static bool choose_kata(void)
{
char choice;
if (p_ptr->confused)
{
-#ifdef JP
- msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("Too confused.");
-#endif
+ msg_print(_("混乱していて構えられない!", "Too confused."));
return FALSE;
}
if (p_ptr->stun)
{
-#ifdef JP
- msg_print("°Õ¼±¤¬¤Ï¤Ã¤¤ê¤È¤·¤Ê¤¤¡£");
-#else
- msg_print("You are not clear headed");
-#endif
+ msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
return FALSE;
}
if (p_ptr->afraid)
{
-#ifdef JP
- msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("You are trembling with fear!");
-#endif
+ msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
return FALSE;
}
-
- /* Save screen */
screen_save();
-
-#ifdef JP
- prt(" a) ·¿¤òÊø¤¹", 2, 20);
-#else
- prt(" a) No Form", 2, 20);
-#endif
+ prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
for (i = 0; i < MAX_KATA; i++)
{
if (p_ptr->lev >= kata_shurui[i].min_level)
{
-#ifdef JP
- sprintf(buf," %c) %s¤Î·¿ %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
-#else
- sprintf(buf," %c) Form of %-12s %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
-#endif
+ sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
prt(buf, 3+i, 20);
}
}
prt("", 1, 0);
-#ifdef JP
- prt(" ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
-#else
- prt(" Choose Form: ", 1, 14);
-#endif
+ prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
while(1)
{
set_action(ACTION_NONE);
}
else
-#ifdef JP
- msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
-#else
- msg_print("You are not assuming posture.");
-#endif
+ msg_print(_("もともと構えていない。", "You are not assuming posture."));
screen_load();
return TRUE;
}
if (p_ptr->special_defense & (KATA_IAI << new_kata))
{
-#ifdef JP
- msg_print("¹½¤¨Ä¾¤·¤¿¡£");
-#else
- msg_print("You reassume a posture.");
-#endif
+ msg_print(_("構え直した。", "You reassume a posture."));
}
else
{
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->update |= (PU_MONSTERS);
-#ifdef JP
- msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
-#else
- msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
-#endif
+ msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
p_ptr->special_defense |= (KATA_IAI << new_kata);
}
p_ptr->redraw |= (PR_STATE);
}
+/*!
+ * @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
{
- char name[40];
- int level;
- int cost;
- int stat;
- int fail;
- int number;
+ GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
+ PLAYER_LEVEL level; //!<体得レベル
+ int cost;
+ int stat;
+ int fail;
+ int number;
};
-/*
- * Returns the chance to activate a racial power/mutation
+/*!
+ * @brief レイシャル・パワーの発動成功率を計算する / Returns the chance to activate a racial power/mutation
+ * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
+ * @return 成功率(%)を返す
*/
-static int racial_chance(power_desc_type *pd_ptr)
+static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
{
- s16b min_level = pd_ptr->level;
- int difficulty = pd_ptr->fail;
+ PLAYER_LEVEL min_level = pd_ptr->level;
+ int difficulty = pd_ptr->fail;
int i;
int val;
static int racial_cost;
-/*
- * Note: return value indicates that we have succesfully used the power
- * 1: Succeeded, 0: Cancelled, -1: Failed
+/*!
+ * @brief レイシャル・パワーの発動の判定処理
+ * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
+ * @return
+ * 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。
+ * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
*/
static int racial_aux(power_desc_type *pd_ptr)
{
- s16b min_level = pd_ptr->level;
+ PLAYER_LEVEL min_level = pd_ptr->level;
int use_stat = pd_ptr->stat;
int difficulty = pd_ptr->fail;
int use_hp = 0;
/* Power is not available yet */
if (p_ptr->lev < min_level)
{
-#ifdef JP
- msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
-#else
- msg_format("You need to attain level %d to use this power.", min_level);
-#endif
+ msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。",
+ "You need to attain level %d to use this power."), min_level);
- energy_use = 0;
+ p_ptr->energy_use = 0;
return 0;
}
/* Too confused */
else if (p_ptr->confused)
{
-#ifdef JP
- msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
-#else
- msg_print("You are too confused to use this power.");
-#endif
-
- energy_use = 0;
+ msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
+ p_ptr->energy_use = 0;
return 0;
}
/* Risk death? */
else if (p_ptr->chp < use_hp)
{
-#ifdef JP
- if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
-#else
- if (!get_check("Really use the power in your weakened state? "))
-#endif
+ if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return 0;
}
}
}
/* take time and pay the price */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Success? */
- if (randint1(p_ptr->stat_cur[use_stat]) >=
- ((difficulty / 2) + randint1(difficulty / 2)))
+ if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
{
return 1;
}
if (flush_failure) flush();
-#ifdef JP
- msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You've failed to concentrate hard enough.");
-#endif
+ msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
return -1;
}
+/*!
+ * @brief レイシャル・パワー発動処理
+ * @param command 発動するレイシャルのID
+ * @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。
+ */
static bool cmd_racial_power_aux(s32b command)
{
- s16b plev = p_ptr->lev;
- int dir = 0;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ DIRECTION dir = 0;
if (command <= -3)
{
{
case CLASS_WARRIOR:
{
- int y = 0, x = 0, i;
- cave_type *c_ptr;
+ POSITION y = 0, x = 0;
+ int i;
+ cave_type *c_ptr;
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
dir = randint0(8);
- y = py + ddy_ddd[dir];
- x = px + ddx_ddd[dir];
+ y = p_ptr->y + ddy_ddd[dir];
+ x = p_ptr->x + ddx_ddd[dir];
c_ptr = &cave[y][x];
/* Hack -- attack monsters */
py_attack(y, x, 0);
else
{
-#ifdef JP
- msg_print("¹¶·â¤¬¶õ¤ò¤¤Ã¤¿¡£");
-#else
- msg_print("You attack the empty air.");
-#endif
+ msg_print(_("攻撃が空をきった。", "You attack the empty air."));
}
}
break;
}
- case CLASS_MAGE:
case CLASS_HIGH_MAGE:
+ if (p_ptr->realm1 == REALM_HEX)
+ {
+ bool retval = stop_hex_spell();
+ if (retval) p_ptr->energy_use = 10;
+ return (retval);
+ }
+ case CLASS_MAGE:
+ /* case CLASS_HIGH_MAGE: */
case CLASS_SORCERER:
{
if (!eat_magic(p_ptr->lev * 2)) return FALSE;
}
case CLASS_ROGUE:
{
- int x, y;
-
- if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- {
- py_attack(y, x, 0);
- if (randint0(p_ptr->skill_dis) < 7)
-#ifdef JP
- msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You are failed to run away.");
-#endif
- else teleport_player(30, 0L);
- }
- else
- {
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("You don't see any monster in this direction");
-#endif
-
- msg_print(NULL);
- }
+ if(!panic_hit()) return FALSE;
break;
}
case CLASS_RANGER:
+ case CLASS_SNIPER:
{
-#ifdef JP
- msg_print("Ũ¤òÄ´ºº¤·¤¿...");
-#else
- msg_print("You examine your foes...");
-#endif
-
+ msg_print(_("敵を調査した...", "You examine your foes..."));
probing();
break;
}
{
if (command == -3)
{
-#ifdef JP
- int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1) / 5;
-#else
- int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "thoughtless convertion from HP to SP", -1) / 5;
-#endif
+ int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
if (gain_sp)
{
p_ptr->csp += gain_sp;
}
}
else
-#ifdef JP
- msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
-#else
- msg_print("You failed to convert.");
-#endif
+ {
+ msg_print(_("変換に失敗した。", "You failed to convert."));
+ }
}
else if (command == -4)
{
hp_player(p_ptr->lev);
}
else
-#ifdef JP
- msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
-#else
- msg_print("You failed to convert.");
-#endif
+ {
+ msg_print(_("変換に失敗した。", "You failed to convert."));
+ }
}
/* Redraw mana and hp */
}
case CLASS_CHAOS_WARRIOR:
{
-#ifdef JP
- msg_print("ÊÕ¤ê¤òâˤó¤À...");
-#else
- msg_print("You glare nearby monsters...");
-#endif
- slow_monsters();
+ msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
+ slow_monsters(p_ptr->lev);
stun_monsters(p_ptr->lev * 4);
confuse_monsters(p_ptr->lev * 4);
turn_monsters(p_ptr->lev * 4);
{
if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
{
-#ifdef JP
- msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤¤Þ¤»¤ó¡£");
-#else
- msg_print("You need to be bare hand.");
-#endif
+ msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
return FALSE;
}
if (p_ptr->riding)
{
-#ifdef JP
- msg_print("¾èÇÏÃæ¤Ï¤Ç¤¤Þ¤»¤ó¡£");
-#else
- msg_print("You need to get off a pet.");
-#endif
+ msg_print(_("乗馬中はできません。", "You need to get off a pet."));
return FALSE;
}
}
else if (command == -4)
{
- int x, y;
+ POSITION x, y;
if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
if (cave[y][x].m_idx)
{
-#ifdef JP
- if (one_in_(2)) msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
- else msg_print("¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¡ª¡ª¡ª");
-#else
- if (one_in_(2)) msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
- else msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
-#endif
+ if (one_in_(2))
+ msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
+ "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
+ else
+ msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
+ "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
py_attack(y, x, 0);
if (cave[y][x].m_idx)
}
else
{
-#ifdef JP
- msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("You don't see any monster in this direction");
-#endif
-
+ msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
msg_print(NULL);
}
}
{
if (total_friends)
{
-#ifdef JP
- msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
-#else
- msg_print("You need concentration on the pets now.");
-#endif
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
return FALSE;
}
-#ifdef JP
- msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥¥ê¤·¤¿¡£");
-#else
- msg_print("You feel your head clear a little.");
-#endif
+ msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
p_ptr->csp += (3 + p_ptr->lev/20);
if (p_ptr->csp >= p_ptr->msp)
p_ptr->csp = p_ptr->msp;
p_ptr->csp_frac = 0;
}
-
- /* Redraw mana */
p_ptr->redraw |= (PR_MANA);
break;
}
if (command == -3)
{
if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
+ (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
}
else if (command == -4)
{
- project_hack(GF_CONTROL_LIVING, p_ptr->lev);
+ project_all_los(GF_CHARM_LIVING, p_ptr->lev);
}
break;
}
}
case CLASS_MAGIC_EATER:
{
- if (!gain_magic()) return FALSE;
+ if (command == -3) {
+ if (!gain_magic()) return FALSE;
+ } else if (command == -4) {
+ if (!can_do_cmd_cast()) return FALSE;
+ if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
+ }
break;
}
case CLASS_BARD:
{
/* Singing is already stopped */
- if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
+ if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
stop_singing();
- energy_use = 10;
+ p_ptr->energy_use = 10;
break;
}
case CLASS_RED_MAGE:
{
+ if (!can_do_cmd_cast()) return FALSE;
handle_stuff();
do_cmd_cast();
handle_stuff();
- if (!p_ptr->paralyzed)
+ if (!p_ptr->paralyzed && can_do_cmd_cast())
do_cmd_cast();
break;
}
if (total_friends)
{
-#ifdef JP
- msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
-#else
- msg_print("You need concentration on the pets now.");
-#endif
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
return FALSE;
}
if (p_ptr->special_defense & KATA_MASK)
{
-#ifdef JP
- msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
-#else
- msg_print("You need concentration on your form.");
-#endif
+ msg_print(_("今は構えに集中している。", "You need concentration on your form."));
return FALSE;
}
-#ifdef JP
- msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
-#else
- msg_print("You concentrate to charge your power.");
-#endif
+ msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
p_ptr->csp += p_ptr->msp / 2;
if (p_ptr->csp >= max_csp)
p_ptr->csp = max_csp;
p_ptr->csp_frac = 0;
}
-
- /* Redraw mana */
p_ptr->redraw |= (PR_MANA);
}
else if (command == -4)
{
- if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
+ if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
{
-#ifdef JP
- msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
-#else
- msg_print("You need to wield a weapon.");
-#endif
+ msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
return FALSE;
}
if (!choose_kata()) return FALSE;
{
set_action(ACTION_LEARN);
}
- energy_use = 0;
+ p_ptr->energy_use = 0;
break;
}
case CLASS_CAVALRY:
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr;
monster_race *r_ptr;
int rlev;
if (p_ptr->riding)
{
-#ifdef JP
- msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
-#else
- msg_print("You ARE riding.");
-#endif
+ msg_print(_("今は乗馬中だ。", "You ARE riding."));
return FALSE;
}
if (!do_riding(TRUE)) return TRUE;
m_ptr = &m_list[p_ptr->riding];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(m_name, m_ptr, 0);
-#ifdef JP
- msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
-#else
- msg_format("You ride on %s.",m_name);
-#endif
+ msg_format(_("%sに乗った。", "You ride on %s."),m_name);
if (is_pet(m_ptr)) break;
rlev = r_ptr->level;
if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
&& !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
&& (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
{
-#ifdef JP
- msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
-#else
- msg_format("You tame %s.",m_name);
-#endif
+ msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
set_pet(m_ptr);
}
else
{
-#ifdef JP
- msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
-#else
- msg_format("You have thrown off by %s.",m_name);
-#endif
+ msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
rakuba(1,TRUE);
/* Paranoia */
- /* ÍîÇϽèÍý¤Ë¼ºÇÔ¤·¤Æ¤â¤È¤Ë¤«¤¯¾èÇϲò½ü */
+ /* 落馬処理に失敗してもとにかく乗馬解除 */
p_ptr->riding = 0;
}
break;
}
case CLASS_BERSERKER:
{
- if (!word_of_recall()) return FALSE;
+ if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
break;
}
case CLASS_SMITH:
{
if (total_friends)
{
-#ifdef JP
- msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
-#else
- msg_print("You need concentration on the pets now.");
-#endif
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
return FALSE;
}
- if (is_mirror_grid(&cave[py][px]))
+ if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
{
-#ifdef JP
- msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥¥ê¤·¤¿¡£");
-#else
- msg_print("You feel your head clear a little.");
-#endif
+ msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
if (p_ptr->csp >= p_ptr->msp)
p_ptr->csp = p_ptr->msp;
p_ptr->csp_frac = 0;
}
-
- /* Redraw mana */
p_ptr->redraw |= (PR_MANA);
}
else
{
-#ifdef JP
- msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("Here are not any mirrors!");
-#endif
+ msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
}
}
break;
}
case CLASS_NINJA:
{
- if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
- else set_action(ACTION_HAYAGAKE);
- energy_use = 0;
+ if (p_ptr->action == ACTION_HAYAGAKE)
+ {
+ set_action(ACTION_NONE);
+ }
+ else
+ {
+ cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
+ if (!have_flag(f_ptr->flags, FF_PROJECT) ||
+ (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
+ {
+ msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
+ }
+ else
+ {
+ set_action(ACTION_HAYAGAKE);
+ }
+ }
+
+
+ p_ptr->energy_use = 0;
break;
}
+
}
}
else if (p_ptr->mimic_form)
{
int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
if (!get_aim_dir(&dir)) return FALSE;
- if (music_singing_any()) stop_singing();
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
-#else
- msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
-#endif
-
- fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
+ stop_mouth();
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
+ fire_breath(type, dir, plev * 3, (plev / 15) + 1);
break;
}
case MIMIC_VAMPIRE:
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
- {
-#ifdef JP
- msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
-#else
- msg_print("Something prevent you from attacking.");
-#endif
- return FALSE;
- }
- else
- {
- int y, x, dummy = 0;
- cave_type *c_ptr;
-
- /* Only works on adjacent monsters */
- if (!get_rep_dir(&dir, FALSE)) return FALSE; /* was get_aim_dir */
- y = py + ddy[dir];
- x = px + ddx[dir];
- c_ptr = &cave[y][x];
-
- if (music_singing_any()) stop_singing();
-
- if (!c_ptr->m_idx)
- {
-#ifdef JP
- msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
-#else
- msg_print("You bite into thin air!");
-#endif
-
- break;
- }
-
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
-#else
- msg_print("You grin and bare your fangs...");
-#endif
-
- dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
- if (drain_life(dir, dummy))
- {
- if (p_ptr->food < PY_FOOD_FULL)
- /* No heal if we are "full" */
- (void)hp_player(dummy);
- else
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You were not hungry.");
-#endif
-
- /* Gain nutritional sustenance: 150/hp drained */
- /* A Food ration gives 5000 food points (by contrast) */
- /* Don't ever get more than "Full" this way */
- /* But if we ARE Gorged, it won't cure us */
- dummy = p_ptr->food + MIN(5000, 100 * dummy);
- if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
- (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
- }
- else
-#ifdef JP
- msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
-#else
- msg_print("Yechh. That tastes foul.");
-#endif
-
- }
+ vampirism();
break;
}
}
switch (p_ptr->prace)
{
case RACE_DWARF:
-#ifdef JP
- msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
-#else
- msg_print("You examine your surroundings.");
-#endif
-
+ msg_print(_("周囲を調べた。", "You examine your surroundings."));
(void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
{
object_type *q_ptr;
object_type forge;
-
- /* Get local object */
q_ptr = &forge;
/* Create the food ration */
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
/* Drop the object from heaven */
- (void)drop_near(q_ptr, -1, py, px);
-#ifdef JP
- msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
-#else
- msg_print("You cook some food.");
-#endif
-
+ (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
+ msg_print(_("食事を料理して作った。", "You cook some food."));
}
break;
case RACE_GNOME:
-#ifdef JP
- msg_print("¥Ñ¥Ã¡ª");
-#else
- msg_print("Blink!");
-#endif
-
+ msg_print(_("パッ!", "Blink!"));
teleport_player(10, 0L);
break;
case RACE_HALF_ORC:
-#ifdef JP
- msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
-#else
- msg_print("You play tough.");
-#endif
-
+ msg_print(_("勇気を出した。", "You play tough."));
(void)set_afraid(0);
break;
case RACE_HALF_TROLL:
-#ifdef JP
- msg_print("¤¦¤¬¤¡¤¡¡ª");
-#else
- msg_print("RAAAGH!");
-#endif
-
- (void)set_afraid(0);
- (void)set_shero(10 + randint1(plev), FALSE);
- (void)hp_player(30);
+ msg_print(_("うがぁぁ!", "RAAAGH!"));
+ (void)berserk(10 + randint1(plev));
break;
case RACE_AMBERITE:
if (command == -1)
{
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÊ⤼þ¤ê»Ï¤á¤¿¡£");
-#else
- msg_print("You start walking around. ");
-#endif
+ msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
alter_reality();
}
else if (command == -2)
{
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
-#else
- msg_print("You picture the Pattern in your mind and walk it...");
-#endif
-
- (void)set_poisoned(0);
- (void)set_image(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)set_blind(0);
- (void)set_afraid(0);
- (void)do_res_stat(A_STR);
- (void)do_res_stat(A_INT);
- (void)do_res_stat(A_WIS);
- (void)do_res_stat(A_DEX);
- (void)do_res_stat(A_CON);
- (void)do_res_stat(A_CHR);
+ msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
+
+ (void)true_healing(0);
+ (void)restore_all_status();
(void)restore_level();
}
break;
case RACE_BARBARIAN:
-#ifdef JP
- msg_print("¤¦¤©¤©¤ª¤ª¡ª");
-#else
- msg_print("Raaagh!");
-#endif
-
- (void)set_afraid(0);
- (void)set_shero(10 + randint1(plev), FALSE);
- (void)hp_player(30);
+ msg_print(_("うぉぉおお!", "Raaagh!"));
+ (void)berserk(10 + randint1(plev));
break;
case RACE_HALF_OGRE:
-#ifdef JP
- msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
-#else
- msg_print("You carefully set an explosive rune...");
-#endif
-
+ msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
explosive_rune();
break;
case RACE_HALF_GIANT:
if (!get_aim_dir(&dir)) return FALSE;
- (void)wall_to_mud(dir);
+ (void)wall_to_mud(dir, 20 + randint1(30));
break;
case RACE_HALF_TITAN:
-#ifdef JP
- msg_print("Ũ¤òÄ´ºº¤·¤¿...");
-#else
- msg_print("You examine your foes...");
-#endif
-
+ msg_print(_("敵を調査した...", "You examine your foes..."));
probing();
break;
case RACE_CYCLOPS:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
-#else
- msg_print("You throw a huge boulder.");
-#endif
-
+ msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
break;
case RACE_YEEK:
if (!get_aim_dir(&dir)) return FALSE;
- if (music_singing_any()) stop_singing();
-#ifdef JP
- msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
-#else
- msg_print("You make a horrible scream!");
-#endif
-
+ stop_mouth();
+ msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
(void)fear_monster(dir, plev);
break;
case RACE_KLACKON:
if (!get_aim_dir(&dir)) return FALSE;
- if (music_singing_any()) stop_singing();
-#ifdef JP
- msg_print("»À¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You spit acid.");
-#endif
-
+ stop_mouth();
+ msg_print(_("酸を吐いた。", "You spit acid."));
if (plev < 25) fire_bolt(GF_ACID, dir, plev);
else fire_ball(GF_ACID, dir, plev, 2);
break;
case RACE_KOBOLD:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
-#else
- msg_print("You throw a dart of poison.");
-#endif
-
+ msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
fire_bolt(GF_POIS, dir, plev);
break;
case RACE_NIBELUNG:
-#ifdef JP
- msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
-#else
- msg_print("You examine your surroundings.");
-#endif
-
+ msg_print(_("周囲を調査した。", "You examine your surroundings."));
(void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
case RACE_DARK_ELF:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
-#else
- msg_print("You cast a magic missile.");
-#endif
-
+ msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
fire_bolt_or_beam(10, GF_MISSILE, dir,
damroll(3 + ((plev - 1) / 5), 4));
break;
case RACE_DRACONIAN:
{
- int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
-#ifdef JP
- cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
-#else
- cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
-#endif
+ int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
+ concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
if (!get_aim_dir(&dir)) return FALSE;
if (one_in_(3))
{
Type = GF_MISSILE;
-#ifdef JP
- Type_desc = "¥¨¥ì¥á¥ó¥È";
-#else
- Type_desc = "the elements";
-#endif
+ Type_desc = _("エレメント", "the elements");
}
else
{
Type = GF_SHARDS;
-#ifdef JP
- Type_desc = "ÇËÊÒ";
-#else
- Type_desc = "shards";
-#endif
+ Type_desc = _("破片", "shards");
}
break;
case CLASS_MAGE:
if (one_in_(3))
{
Type = GF_MANA;
-#ifdef JP
- Type_desc = "ËâÎÏ";
-#else
- Type_desc = "mana";
-#endif
+ Type_desc = _("魔力", "mana");
}
else
{
Type = GF_DISENCHANT;
-#ifdef JP
- Type_desc = "Îô²½";
-#else
- Type_desc = "disenchantment";
-#endif
+ Type_desc = _("劣化", "disenchantment");
}
break;
case CLASS_CHAOS_WARRIOR:
if (!one_in_(3))
{
Type = GF_CONFUSION;
-#ifdef JP
- Type_desc = "º®Íð";
-#else
- Type_desc = "confusion";
-#endif
+ Type_desc = _("混乱", "confusion");
}
else
{
Type = GF_CHAOS;
-#ifdef JP
- Type_desc = "¥«¥ª¥¹";
-#else
- Type_desc = "chaos";
-#endif
+ Type_desc = _("カオス", "chaos");
}
break;
case CLASS_MONK:
if (!one_in_(3))
{
Type = GF_CONFUSION;
-#ifdef JP
- Type_desc = "º®Íð";
-#else
- Type_desc = "confusion";
-#endif
+ Type_desc = _("混乱", "confusion");
}
else
{
Type = GF_SOUND;
-#ifdef JP
- Type_desc = "¹ì²»";
-#else
- Type_desc = "sound";
-#endif
+ Type_desc = _("轟音", "sound");
}
break;
case CLASS_MINDCRAFTER:
if (!one_in_(3))
{
Type = GF_CONFUSION;
-#ifdef JP
- Type_desc = "º®Íð";
-#else
- Type_desc = "confusion";
-#endif
+ Type_desc = _("混乱", "confusion");
}
else
{
Type = GF_PSI;
-#ifdef JP
- Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
-#else
- Type_desc = "mental energy";
-#endif
+ Type_desc = _("精神エネルギー", "mental energy");
}
break;
case CLASS_PRIEST:
if (one_in_(3))
{
Type = GF_HELL_FIRE;
-#ifdef JP
- Type_desc = "ÃϹö¤Î¹å²Ð";
-#else
- Type_desc = "hellfire";
-#endif
+ Type_desc = _("地獄の劫火", "hellfire");
}
else
{
Type = GF_HOLY_FIRE;
-#ifdef JP
- Type_desc = "À»¤Ê¤ë±ê";
-#else
- Type_desc = "holy fire";
-#endif
+ Type_desc = _("聖なる炎", "holy fire");
}
break;
case CLASS_ROGUE:
if (one_in_(3))
{
Type = GF_DARK;
-#ifdef JP
- Type_desc = "°Å¹õ";
-#else
- Type_desc = "darkness";
-#endif
+ Type_desc = _("暗黒", "darkness");
}
else
{
Type = GF_POIS;
-#ifdef JP
- Type_desc = "ÆÇ";
-#else
- Type_desc = "poison";
-#endif
+ Type_desc = _("毒", "poison");
}
break;
case CLASS_BARD:
if (!one_in_(3))
{
Type = GF_SOUND;
-#ifdef JP
- Type_desc = "¹ì²»";
-#else
- Type_desc = "sound";
-#endif
+ Type_desc = _("轟音", "sound");
}
else
{
Type = GF_CONFUSION;
-#ifdef JP
- Type_desc = "º®Íð";
-#else
- Type_desc = "confusion";
-#endif
+ Type_desc = _("混乱", "confusion");
}
break;
}
}
- if (music_singing_any()) stop_singing();
-
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
-#else
- msg_format("You breathe %s.", Type_desc);
-#endif
+ stop_mouth();
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
- fire_ball(Type, dir, plev * 2,
- -(plev / 15) - 1);
+ fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
}
break;
case RACE_MIND_FLAYER:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
-#else
- msg_print("You concentrate and your eyes glow red...");
-#endif
-
+ msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
fire_bolt(GF_PSI, dir, plev);
break;
if (!get_aim_dir(&dir)) return FALSE;
if (plev >= 30)
{
-#ifdef JP
- msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
-#else
- msg_print("You cast a ball of fire.");
-#endif
-
+ msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
fire_ball(GF_FIRE, dir, plev, 2);
}
else
{
-#ifdef JP
- msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
-#else
- msg_print("You cast a bolt of fire.");
-#endif
-
+ msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
fire_bolt(GF_FIRE, dir, plev);
}
break;
case RACE_SKELETON:
case RACE_ZOMBIE:
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
-#else
- msg_print("You attempt to restore your lost energies.");
-#endif
-
+ msg_print(_("あなたは失ったエネルギーを取り戻そうと試みた。", "You attempt to restore your lost energies."));
(void)restore_level();
break;
case RACE_VAMPIRE:
- if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
- {
-#ifdef JP
- msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
-#else
- msg_print("Something prevent you from attacking.");
-#endif
- return FALSE;
- }
- else
- {
- int y, x, dummy = 0;
- cave_type *c_ptr;
-
- /* Only works on adjacent monsters */
- if (!get_rep_dir(&dir,FALSE)) return FALSE; /* was get_aim_dir */
- y = py + ddy[dir];
- x = px + ddx[dir];
- c_ptr = &cave[y][x];
-
- if (music_singing_any()) stop_singing();
-
- if (!c_ptr->m_idx)
- {
-#ifdef JP
- msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
-#else
- msg_print("You bite into thin air!");
-#endif
-
- break;
- }
-
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
-#else
- msg_print("You grin and bare your fangs...");
-#endif
-
- dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
- if (drain_life(dir, dummy))
- {
- if (p_ptr->food < PY_FOOD_FULL)
- /* No heal if we are "full" */
- (void)hp_player(dummy);
- else
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You were not hungry.");
-#endif
-
- /* Gain nutritional sustenance: 150/hp drained */
- /* A Food ration gives 5000 food points (by contrast) */
- /* Don't ever get more than "Full" this way */
- /* But if we ARE Gorged, it won't cure us */
- dummy = p_ptr->food + MIN(5000, 100 * dummy);
- if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
- (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
- }
- else
-#ifdef JP
- msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
-#else
- msg_print("Yechh. That tastes foul.");
-#endif
-
- }
+ vampirism();
break;
case RACE_SPECTRE:
if (!get_aim_dir(&dir)) return FALSE;
- if (music_singing_any()) stop_singing();
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
-#else
- msg_print("You emit an eldritch howl!");
-#endif
-
+ stop_mouth();
+ msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!"));
(void)fear_monster(dir, plev);
break;
case RACE_SPRITE:
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
-#else
- msg_print("You throw some magic dust...");
-#endif
-
+ msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
if (plev < 25) sleep_monsters_touch();
- else (void)sleep_monsters();
+ else (void)sleep_monsters(plev);
break;
case RACE_DEMON:
{
int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
if (!get_aim_dir(&dir)) return FALSE;
- if (music_singing_any()) stop_singing();
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
-#else
- msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
-#endif
-
- fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
+ stop_mouth();
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
+ fire_breath(type, dir, plev * 3, (plev / 15) + 1);
}
break;
- case RACE_KUTA:
+ case RACE_KUTAR:
(void)set_tsubureru(randint1(20) + 30, FALSE);
break;
if (!get_aim_dir(&dir)) return FALSE;
if (plev < 10)
{
-#ifdef JP
- msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
-#else
- msg_print("You fire your ray gun.");
-#endif
+ msg_print(_("レイガンを発射した。", "You fire your ray gun."));
fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
}
else if (plev < 25)
{
-#ifdef JP
- msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
-#else
- msg_print("You fire your blaster.");
-#endif
+ msg_print(_("ブラスターを発射した。", "You fire your blaster."));
fire_bolt(GF_MISSILE, dir, plev);
}
else if (plev < 35)
{
-#ifdef JP
- msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
-#else
- msg_print("You fire your bazooka.");
-#endif
+ msg_print(_("バズーカを発射した。", "You fire your bazooka."));
fire_ball(GF_MISSILE, dir, plev * 2, 2);
}
else if (plev < 45)
{
-#ifdef JP
- msg_print("¥Ó¡¼¥à¥¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
-#else
- msg_print("You fire a beam cannon.");
-#endif
+ msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
fire_beam(GF_MISSILE, dir, plev * 2);
}
else
{
-#ifdef JP
- msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
-#else
- msg_print("You fire a rocket.");
-#endif
+ msg_print(_("ロケットを発射した。", "You fire a rocket."));
fire_rocket(GF_ROCKET, dir, plev * 5, 2);
}
break;
default:
-#ifdef JP
- msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("This race has no bonus power.");
-#endif
-
- energy_use = 0;
+ msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power."));
+ p_ptr->energy_use = 0;
}
}
return TRUE;
}
-
-/*
- * Allow user to choose a power (racial / mutation) to activate
+/*!
+ * @brief レイシャル・パワーコマンドのメインルーチン / Allow user to choose a power (racial / mutation) to activate
+ * @return なし
*/
void do_cmd_racial_power(void)
{
power_desc_type power_desc[36];
- int num, i = 0;
- int ask = TRUE;
- int lvl = p_ptr->lev;
+ int num;
+ COMMAND_CODE i = 0;
+ int ask = TRUE;
+ PLAYER_LEVEL lvl = p_ptr->lev;
bool flag, redraw, cast = FALSE;
bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
char choice;
char out_val[160];
int menu_line = (use_menu ? 1 : 0);
+ if (p_ptr->wild_mode) return;
for (num = 0; num < 36; num++)
{
if (p_ptr->confused)
{
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
-#else
- msg_print("You are too confused to use any powers!");
-#endif
-
- energy_use = 0;
+ msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
+ p_ptr->energy_use = 0;
return;
}
{
case CLASS_WARRIOR:
{
-#ifdef JP
-strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
-#else
- strcpy(power_desc[num].name, "Sword Dancing");
-#endif
-
+ strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
power_desc[num].level = 40;
power_desc[num].cost = 75;
power_desc[num].stat = A_DEX;
power_desc[num++].number = -3;
break;
}
- case CLASS_MAGE:
case CLASS_HIGH_MAGE:
+ if (p_ptr->realm1 == REALM_HEX)
+ {
+ strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
+ power_desc[num].level = 1;
+ power_desc[num].cost = 0;
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 0;
+ power_desc[num++].number = -3;
+ break;
+ }
+ case CLASS_MAGE:
+ /* case CLASS_HIGH_MAGE: */
case CLASS_SORCERER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
-#else
- strcpy(power_desc[num].name, "Eat Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
power_desc[num].level = 25;
power_desc[num].cost = 1;
power_desc[num].stat = A_INT;
{
if (is_good_realm(p_ptr->realm1))
{
-#ifdef JP
-strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
-#else
- strcpy(power_desc[num].name, "Bless Weapon");
-#endif
-
+ strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
power_desc[num].level = 35;
power_desc[num].cost = 70;
power_desc[num].stat = A_WIS;
}
else
{
-#ifdef JP
-strcpy(power_desc[num].name, "¾¤º²");
-#else
- strcpy(power_desc[num].name, "Evocation");
-#endif
-
+ strcpy(power_desc[num].name, _("召魂", "Evocation"));
power_desc[num].level = 42;
power_desc[num].cost = 40;
power_desc[num].stat = A_WIS;
}
case CLASS_ROGUE:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
-#else
- strcpy(power_desc[num].name, "Hit and Away");
-#endif
-
+ strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
power_desc[num].level = 8;
power_desc[num].cost = 12;
power_desc[num].stat = A_DEX;
break;
}
case CLASS_RANGER:
+ case CLASS_SNIPER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
-#else
- strcpy(power_desc[num].name, "Probe Monster");
-#endif
-
+ strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
power_desc[num].level = 15;
power_desc[num].cost = 20;
power_desc[num].stat = A_INT;
{
if (is_good_realm(p_ptr->realm1))
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
-#else
- strcpy(power_desc[num].name, "Holy Lance");
-#endif
-
+ strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
power_desc[num].level = 30;
power_desc[num].cost = 30;
power_desc[num].stat = A_WIS;
}
else
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
-#else
- strcpy(power_desc[num].name, "Hell Lance");
-#endif
-
+ strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
power_desc[num].level = 30;
power_desc[num].cost = 30;
power_desc[num].stat = A_WIS;
}
case CLASS_WARRIOR_MAGE:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
-#else
- strcpy(power_desc[num].name, "Convert HP to SP");
-#endif
-
+ strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
power_desc[num].fail = 10;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
-#else
- strcpy(power_desc[num].name, "Convert SP to HP");
-#endif
-
+
+ strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
}
case CLASS_CHAOS_WARRIOR:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
-#else
- strcpy(power_desc[num].name, "Confusing Light");
-#endif
-
+ strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
power_desc[num].level = 40;
power_desc[num].cost = 50;
power_desc[num].stat = A_INT;
}
case CLASS_MONK:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¹½¤¨¤ë");
-#else
- strcpy(power_desc[num].name, "Assume a Posture");
-#endif
-
+ strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
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;
-#ifdef JP
-strcpy(power_desc[num].name, "É´Îö·ý");
-#else
- strcpy(power_desc[num].name, "Double Attack");
-#endif
-
+
+ strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
power_desc[num].level = 30;
power_desc[num].cost = 30;
power_desc[num].stat = A_STR;
case CLASS_MINDCRAFTER:
case CLASS_FORCETRAINER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
-#else
- strcpy(power_desc[num].name, "Clear Mind");
-#endif
-
+ strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
power_desc[num].level = 15;
power_desc[num].cost = 0;
power_desc[num].stat = A_WIS;
}
case CLASS_TOURIST:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
-#else
- strcpy(power_desc[num].name, "Take a Photograph");
-#endif
-
+ strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_DEX;
power_desc[num].fail = 0;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
-#else
- strcpy(power_desc[num].name, "Identify True");
-#endif
-
+
+ strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
power_desc[num].level = 25;
power_desc[num].cost = 20;
power_desc[num].stat = A_INT;
}
case CLASS_IMITATOR:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
-#else
- strcpy(power_desc[num].name, "Double Revenge");
-#endif
-
+ strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
power_desc[num].level = 30;
power_desc[num].cost = 100;
power_desc[num].stat = A_DEX;
}
case CLASS_BEASTMASTER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
-#else
- strcpy(power_desc[num].name, "Dominate a Living Thing");
-#endif
-
+ strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
power_desc[num].level = 1;
power_desc[num].cost = (p_ptr->lev+3)/4;
power_desc[num].stat = A_CHR;
power_desc[num].fail = 10;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
-#else
- strcpy(power_desc[num].name, "Dominate Living Things");
-#endif
-
+
+ strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
power_desc[num].level = 30;
power_desc[num].cost = (p_ptr->lev+20)/2;
power_desc[num].stat = A_CHR;
}
case CLASS_ARCHER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
-#else
- strcpy(power_desc[num].name, "Create Ammo");
-#endif
-
+ strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_DEX;
}
case CLASS_MAGIC_EATER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
-#else
- strcpy(power_desc[num].name, "Absorb Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
power_desc[num].fail = 0;
power_desc[num++].number = -3;
+
+ strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
+ power_desc[num].level = 10;
+ power_desc[num].cost = 10 + (lvl - 10) / 2;
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 0;
+ power_desc[num++].number = -4;
break;
}
case CLASS_BARD:
{
-#ifdef JP
-strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
-#else
- strcpy(power_desc[num].name, "Stop Singing");
-#endif
-
+ strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_CHR;
}
case CLASS_RED_MAGE:
{
-#ifdef JP
-strcpy(power_desc[num].name, "Ϣ³Ëâ");
-#else
- strcpy(power_desc[num].name, "Double Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
power_desc[num].level = 48;
power_desc[num].cost = 20;
power_desc[num].stat = A_INT;
}
case CLASS_SAMURAI:
{
-#ifdef JP
-strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
-#else
- strcpy(power_desc[num].name, "Concentration");
-#endif
-
+ strcpy(power_desc[num].name, _("気合いため", "Concentration"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_WIS;
power_desc[num].fail = 0;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "·¿");
-#else
- strcpy(power_desc[num].name, "Assume a Posture");
-#endif
-
+
+ strcpy(power_desc[num].name, _("型", "Assume a Posture"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
power_desc[num].stat = A_DEX;
}
case CLASS_BLUE_MAGE:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
-#else
- strcpy(power_desc[num].name, "Learning");
-#endif
-
+ strcpy(power_desc[num].name, _("ラーニング", "Learning"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
}
case CLASS_CAVALRY:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
-#else
- strcpy(power_desc[num].name, "Rodeo");
-#endif
-
+ strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
power_desc[num].level = 10;
power_desc[num].cost = 0;
power_desc[num].stat = A_STR;
}
case CLASS_BERSERKER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "µ¢´Ô");
-#else
- strcpy(power_desc[num].name, "Recall");
-#endif
-
+ strcpy(power_desc[num].name, _("帰還", "Recall"));
power_desc[num].level = 10;
power_desc[num].cost = 10;
power_desc[num].stat = A_DEX;
}
case CLASS_MIRROR_MASTER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¶À³ä¤ê");
-#else
- strcpy(power_desc[num].name, "Break Mirrors");
-#endif
-
+ strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
power_desc[num].fail = 0;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "ÀÅ¿å");
-#else
- strcpy(power_desc[num].name, "Mirror Concentration");
-#endif
-
+
+ strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
power_desc[num].level = 30;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
}
case CLASS_SMITH:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÌÜÍø¤");
-#else
- strcpy(power_desc[num].name, "Judgment");
-#endif
-
+ strcpy(power_desc[num].name, _("目利き", "Judgment"));
power_desc[num].level = 5;
power_desc[num].cost = 15;
power_desc[num].stat = A_INT;
}
case CLASS_NINJA:
{
-#ifdef JP
-strcpy(power_desc[num].name, "®¶î¤±");
-#else
- strcpy(power_desc[num].name, "Quick Walk");
-#endif
-
+ strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
power_desc[num].level = 20;
power_desc[num].cost = 0;
power_desc[num].stat = A_DEX;
break;
}
default:
-#ifdef JP
-strcpy(power_desc[0].name, "(¤Ê¤·)");
-#else
- strcpy(power_desc[0].name, "(none)");
-#endif
-
+ strcpy(power_desc[0].name, _("(なし)", "(none)"));
}
if (p_ptr->mimic_form)
{
case MIMIC_DEMON:
case MIMIC_DEMON_LORD:
-#ifdef JP
-sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
-#else
- sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
-#endif
-
+ sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
power_desc[num].level = 15;
power_desc[num].cost = 10+lvl/3;
power_desc[num].stat = A_CON;
power_desc[num++].number = -1;
break;
case MIMIC_VAMPIRE:
-#ifdef JP
-strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
-#else
- strcpy(power_desc[num].name, "Drain Life");
-#endif
-
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = 1 + (lvl / 3);
power_desc[num].stat = A_CON;
switch (p_ptr->prace)
{
case RACE_DWARF:
-#ifdef JP
-strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
-#else
- strcpy(power_desc[num].name, "Detect Doors+Traps");
-#endif
-
+ strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
power_desc[num].level = 5;
power_desc[num].cost = 5;
power_desc[num].stat = A_WIS;
power_desc[num++].number = -1;
break;
case RACE_NIBELUNG:
-#ifdef JP
-strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
-#else
- strcpy(power_desc[num].name, "Detect Doors+Traps");
-#endif
-
+ strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
power_desc[num].level = 10;
power_desc[num].cost = 5;
power_desc[num].stat = A_WIS;
power_desc[num++].number = -1;
break;
case RACE_HOBBIT:
-#ifdef JP
-strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
-#else
- strcpy(power_desc[num].name, "Create Food");
-#endif
-
+ strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
power_desc[num].level = 15;
power_desc[num].cost = 10;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_GNOME:
-#ifdef JP
-sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
-#else
- sprintf(power_desc[num].name, "Blink");
-#endif
-
+ sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
power_desc[num].level = 5;
power_desc[num].cost = 5;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_HALF_ORC:
-#ifdef JP
-strcpy(power_desc[num].name, "¶²Éݽüµî");
-#else
- strcpy(power_desc[num].name, "Remove Fear");
-#endif
-
+ strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
power_desc[num].level = 3;
power_desc[num].cost = 5;
power_desc[num].stat = A_WIS;
power_desc[num++].number = -1;
break;
case RACE_HALF_TROLL:
-#ifdef JP
-strcpy(power_desc[num].name, "¶¸Àï»Î²½");
-#else
- strcpy(power_desc[num].name, "Berserk");
-#endif
-
+ strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
power_desc[num].level = 10;
power_desc[num].cost = 12;
power_desc[num].stat = A_STR;
power_desc[num++].number = -1;
break;
case RACE_BARBARIAN:
-#ifdef JP
-strcpy(power_desc[num].name, "¶¸Àï»Î²½");
-#else
- strcpy(power_desc[num].name, "Berserk");
-#endif
-
+ strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
power_desc[num].level = 8;
power_desc[num].cost = 10;
power_desc[num].stat = A_STR;
power_desc[num++].number = -1;
break;
case RACE_AMBERITE:
-#ifdef JP
-strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
-#else
- strcpy(power_desc[num].name, "Shadow Shifting");
-#endif
-
+ strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
power_desc[num].level = 30;
power_desc[num].cost = 50;
power_desc[num].stat = A_INT;
power_desc[num].fail = 50;
power_desc[num++].number = -1;
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
-#else
- strcpy(power_desc[num].name, "Pattern Mindwalking");
-#endif
-
+
+ strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
power_desc[num].level = 40;
power_desc[num].cost = 75;
power_desc[num].stat = A_WIS;
power_desc[num++].number = -2;
break;
case RACE_HALF_OGRE:
-#ifdef JP
-strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
-#else
- strcpy(power_desc[num].name, "Explosive Rune");
-#endif
-
+ strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
power_desc[num].level = 25;
power_desc[num].cost = 35;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_HALF_GIANT:
-#ifdef JP
-strcpy(power_desc[num].name, "´äÀÐÍϲò");
-#else
- strcpy(power_desc[num].name, "Stone to Mud");
-#endif
-
+ strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
power_desc[num].level = 20;
power_desc[num].cost = 10;
power_desc[num].stat = A_STR;
power_desc[num++].number = -1;
break;
case RACE_HALF_TITAN:
-#ifdef JP
-strcpy(power_desc[num].name, "¥¹¥¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
-#else
- strcpy(power_desc[num].name, "Probing");
-#endif
-
+ strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
power_desc[num].level = 15;
power_desc[num].cost = 10;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_CYCLOPS:
-#ifdef JP
-sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
-#else
- sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
-#endif
-
+ sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
power_desc[num].level = 20;
power_desc[num].cost = 15;
power_desc[num].stat = A_STR;
power_desc[num++].number = -1;
break;
case RACE_YEEK:
-#ifdef JP
-strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
-#else
- strcpy(power_desc[num].name, "Scare Monster");
-#endif
-
+ strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
power_desc[num].level = 15;
power_desc[num].cost = 15;
power_desc[num].stat = A_WIS;
power_desc[num++].number = -1;
break;
case RACE_SPECTRE:
-#ifdef JP
-strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
-#else
- strcpy(power_desc[num].name, "Scare Monster");
-#endif
-
+ strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
power_desc[num].level = 4;
power_desc[num].cost = 6;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_KLACKON:
-#ifdef JP
-sprintf(power_desc[num].name, "»À¤ÎÂà (¥À¥á¡¼¥¸ %d)", lvl);
-#else
- sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
-#endif
-
+ sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
power_desc[num].level = 9;
power_desc[num].cost = 9;
power_desc[num].stat = A_DEX;
power_desc[num++].number = -1;
break;
case RACE_KOBOLD:
-#ifdef JP
-sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
-#else
- sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
-#endif
-
+ sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
power_desc[num].level = 12;
power_desc[num].cost = 8;
power_desc[num].stat = A_DEX;
power_desc[num++].number = -1;
break;
case RACE_DARK_ELF:
-#ifdef JP
-sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
-#else
- sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
-#endif
-
+ sprintf(power_desc[num].name, _("マジック・ミサイル (ダメージ %dd%d)", "Magic Missile (dm %dd%d)"), 3 + ((lvl - 1) / 5), 4);
power_desc[num].level = 2;
power_desc[num].cost = 2;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_DRACONIAN:
-#ifdef JP
-sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
-#else
- sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
-#endif
-
+ sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
power_desc[num].level = 1;
power_desc[num].cost = lvl;
power_desc[num].stat = A_CON;
power_desc[num++].number = -1;
break;
case RACE_MIND_FLAYER:
-#ifdef JP
-sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
-#else
- sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
-#endif
-
+ sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
power_desc[num].level = 15;
power_desc[num].cost = 12;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_IMP:
-#ifdef JP
-sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
-#else
- sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
-#endif
-
+ sprintf(power_desc[num].name, _("ファイア・ボルト/ボール (ダメージ %d)", "Fire Bolt/Ball (dam %d)"), lvl);
power_desc[num].level = 9;
power_desc[num].cost = 15;
power_desc[num].stat = A_WIS;
power_desc[num++].number = -1;
break;
case RACE_GOLEM:
-#ifdef JP
-strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
-#else
- strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
-#endif
-
+ strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
power_desc[num].level = 20;
power_desc[num].cost = 15;
power_desc[num].stat = A_CON;
break;
case RACE_SKELETON:
case RACE_ZOMBIE:
-#ifdef JP
-strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
-#else
- strcpy(power_desc[num].name, "Restore Life");
-#endif
-
+ strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
power_desc[num].level = 30;
power_desc[num].cost = 30;
power_desc[num].stat = A_WIS;
power_desc[num++].number = -1;
break;
case RACE_VAMPIRE:
-#ifdef JP
-strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
-#else
- strcpy(power_desc[num].name, "Drain Life");
-#endif
-
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = 1 + (lvl / 3);
power_desc[num].stat = A_CON;
power_desc[num++].number = -1;
break;
case RACE_SPRITE:
-#ifdef JP
-strcpy(power_desc[num].name, "̲¤êÊ´");
-#else
- strcpy(power_desc[num].name, "Sleeping Dust");
-#endif
-
+ strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
power_desc[num].level = 12;
power_desc[num].cost = 12;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_DEMON:
-#ifdef JP
-sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
-#else
- sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
-#endif
-
+ sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
power_desc[num].level = 15;
power_desc[num].cost = 10+lvl/3;
power_desc[num].stat = A_CON;
power_desc[num].fail = 20;
power_desc[num++].number = -1;
break;
- case RACE_KUTA:
-#ifdef JP
-strcpy(power_desc[num].name, "²£¤Ë¿¤Ó¤ë");
-#else
- strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
-#endif
-
+ case RACE_KUTAR:
+ strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
power_desc[num].level = 20;
power_desc[num].cost = 15;
power_desc[num].stat = A_CHR;
case RACE_ANDROID:
if (p_ptr->lev < 10)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
-#else
- strcpy(power_desc[num].name, "Ray Gun");
-#endif
-
+ strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
power_desc[num].level = 1;
power_desc[num].cost = 7;
power_desc[num].fail = 8;
}
else if (p_ptr->lev < 25)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
-#else
- strcpy(power_desc[num].name, "Blaster");
-#endif
-
+ strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
power_desc[num].level = 10;
power_desc[num].cost = 13;
power_desc[num].fail = 10;
}
else if (p_ptr->lev < 35)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
-#else
- strcpy(power_desc[num].name, "Bazooka");
-#endif
-
+ strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
power_desc[num].level = 25;
power_desc[num].cost = 26;
power_desc[num].fail = 12;
}
else if (p_ptr->lev < 45)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ó¡¼¥à¥¥ã¥Î¥ó");
-#else
- strcpy(power_desc[num].name, "Beam Cannon");
-#endif
-
+ strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
power_desc[num].level = 35;
power_desc[num].cost = 40;
power_desc[num].fail = 15;
}
else
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
-#else
- strcpy(power_desc[num].name, "Rocket");
-#endif
-
+ strcpy(power_desc[num].name, _("ロケット", "Rocket"));
power_desc[num].level = 45;
power_desc[num].cost = 60;
power_desc[num].fail = 18;
{
if (p_ptr->muta1 & MUT1_SPIT_ACID)
{
-#ifdef JP
-strcpy(power_desc[num].name, "»À¤ÎÂÃ");
-#else
- strcpy(power_desc[num].name, "Spit Acid");
-#endif
-
+ strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
power_desc[num].level = 9;
power_desc[num].cost = 9;
power_desc[num].stat = A_DEX;
if (p_ptr->muta1 & MUT1_BR_FIRE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
-#else
- strcpy(power_desc[num].name, "Fire Breath");
-#endif
-
+ strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
power_desc[num].level = 20;
power_desc[num].cost = lvl;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_HYPN_GAZE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ºÅ̲âˤß");
-#else
- strcpy(power_desc[num].name, "Hypnotic Gaze");
-#endif
-
+ strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
power_desc[num].level = 12;
power_desc[num].cost = 12;
power_desc[num].stat = A_CHR;
if (p_ptr->muta1 & MUT1_TELEKINES)
{
-#ifdef JP
-strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
-#else
- strcpy(power_desc[num].name, "Telekinesis");
-#endif
-
+ strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
power_desc[num].level = 9;
power_desc[num].cost = 9;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_VTELEPORT)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
-#else
- strcpy(power_desc[num].name, "Teleport");
-#endif
-
+ strcpy(power_desc[num].name, _("テレポート", "Teleport"));
power_desc[num].level = 7;
power_desc[num].cost = 7;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_MIND_BLST)
{
-#ifdef JP
-strcpy(power_desc[num].name, "Àº¿À¹¶·â");
-#else
- strcpy(power_desc[num].name, "Mind Blast");
-#endif
-
+ strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
power_desc[num].level = 5;
power_desc[num].cost = 3;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_RADIATION)
{
-#ifdef JP
-strcpy(power_desc[num].name, "Êü¼Íǽ");
-#else
- strcpy(power_desc[num].name, "Emit Radiation");
-#endif
-
+ strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
power_desc[num].level = 15;
power_desc[num].cost = 15;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_VAMPIRISM)
{
-#ifdef JP
-strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
-#else
- strcpy(power_desc[num].name, "Vampiric Drain");
-#endif
-
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = (1 + (lvl / 3));
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_SMELL_MET)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¶â°Ó̳Ð");
-#else
- strcpy(power_desc[num].name, "Smell Metal");
-#endif
-
+ strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
power_desc[num].level = 3;
power_desc[num].cost = 2;
power_desc[num].stat = A_INT;
if (p_ptr->muta1 & MUT1_SMELL_MON)
{
-#ifdef JP
-strcpy(power_desc[num].name, "Ũ½Ó̳Ð");
-#else
- strcpy(power_desc[num].name, "Smell Monsters");
-#endif
-
+ strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
power_desc[num].level = 5;
power_desc[num].cost = 4;
power_desc[num].stat = A_INT;
if (p_ptr->muta1 & MUT1_BLINK)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
-#else
- strcpy(power_desc[num].name, "Blink");
-#endif
-
+ strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
power_desc[num].level = 3;
power_desc[num].cost = 3;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_EAT_ROCK)
{
-#ifdef JP
-strcpy(power_desc[num].name, "´ä¿©¤¤");
-#else
- strcpy(power_desc[num].name, "Eat Rock");
-#endif
-
+ strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
power_desc[num].level = 8;
power_desc[num].cost = 12;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_SWAP_POS)
{
-#ifdef JP
-strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
-#else
- strcpy(power_desc[num].name, "Swap Position");
-#endif
-
+ strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
power_desc[num].level = 15;
power_desc[num].cost = 12;
power_desc[num].stat = A_DEX;
if (p_ptr->muta1 & MUT1_SHRIEK)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¶«¤Ó");
-#else
- strcpy(power_desc[num].name, "Shriek");
-#endif
-
+ strcpy(power_desc[num].name, _("叫び", "Shriek"));
power_desc[num].level = 20;
power_desc[num].cost = 14;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_ILLUMINE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¾ÈÌÀ");
-#else
- strcpy(power_desc[num].name, "Illuminate");
-#endif
-
+ strcpy(power_desc[num].name, _("照明", "Illuminate"));
power_desc[num].level = 3;
power_desc[num].cost = 2;
power_desc[num].stat = A_INT;
if (p_ptr->muta1 & MUT1_DET_CURSE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
-#else
- strcpy(power_desc[num].name, "Detect Curses");
-#endif
-
+ strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
power_desc[num].level = 7;
power_desc[num].cost = 14;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_BERSERK)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¶¸Àï»Î²½");
-#else
- strcpy(power_desc[num].name, "Berserk");
-#endif
-
+ strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
power_desc[num].level = 8;
power_desc[num].cost = 8;
power_desc[num].stat = A_STR;
if (p_ptr->muta1 & MUT1_POLYMORPH)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÊÑ¿È");
-#else
- strcpy(power_desc[num].name, "Polymorph");
-#endif
-
+ strcpy(power_desc[num].name, _("変身", "Polymorph"));
power_desc[num].level = 18;
power_desc[num].cost = 20;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_MIDAS_TCH)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
-#else
- strcpy(power_desc[num].name, "Midas Touch");
-#endif
-
+ strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
power_desc[num].level = 10;
power_desc[num].cost = 5;
power_desc[num].stat = A_INT;
if (p_ptr->muta1 & MUT1_GROW_MOLD)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
-#else
- strcpy(power_desc[num].name, "Grow Mold");
-#endif
-
+ strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
power_desc[num].level = 1;
power_desc[num].cost = 6;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_RESIST)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ");
-#else
- strcpy(power_desc[num].name, "Resist Elements");
-#endif
-
+ strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
power_desc[num].level = 10;
power_desc[num].cost = 12;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_EARTHQUAKE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÃÏ¿Ì");
-#else
- strcpy(power_desc[num].name, "Earthquake");
-#endif
-
+ strcpy(power_desc[num].name, _("地震", "Earthquake"));
power_desc[num].level = 12;
power_desc[num].cost = 12;
power_desc[num].stat = A_STR;
if (p_ptr->muta1 & MUT1_EAT_MAGIC)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
-#else
- strcpy(power_desc[num].name, "Eat Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
power_desc[num].level = 17;
power_desc[num].cost = 1;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_WEIGH_MAG)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
-#else
- strcpy(power_desc[num].name, "Weigh Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
power_desc[num].level = 6;
power_desc[num].cost = 6;
power_desc[num].stat = A_INT;
if (p_ptr->muta1 & MUT1_STERILITY)
{
-#ifdef JP
-strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
-#else
- strcpy(power_desc[num].name, "Sterilize");
-#endif
-
+ strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
power_desc[num].level = 12;
power_desc[num].cost = 23;
power_desc[num].stat = A_CHR;
if (p_ptr->muta1 & MUT1_PANIC_HIT)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
-#else
- strcpy(power_desc[num].name, "Panic Hit");
-#endif
-
+ strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
power_desc[num].level = 10;
power_desc[num].cost = 12;
power_desc[num].stat = A_DEX;
if (p_ptr->muta1 & MUT1_DAZZLE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "âÁÏÇ");
-#else
- strcpy(power_desc[num].name, "Dazzle");
-#endif
-
+ strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
power_desc[num].level = 7;
power_desc[num].cost = 15;
power_desc[num].stat = A_CHR;
if (p_ptr->muta1 & MUT1_LASER_EYE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
-#else
- strcpy(power_desc[num].name, "Laser Eye");
-#endif
-
+ strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
power_desc[num].level = 7;
power_desc[num].cost = 10;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_RECALL)
{
-#ifdef JP
-strcpy(power_desc[num].name, "µ¢´Ô");
-#else
- strcpy(power_desc[num].name, "Recall");
-#endif
-
+ strcpy(power_desc[num].name, _("帰還", "Recall"));
power_desc[num].level = 17;
power_desc[num].cost = 50;
power_desc[num].stat = A_INT;
if (p_ptr->muta1 & MUT1_BANISH)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¼Ù°¾ÃÌÇ");
-#else
- strcpy(power_desc[num].name, "Banish Evil");
-#endif
-
+ strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
power_desc[num].level = 25;
power_desc[num].cost = 25;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_COLD_TOUCH)
{
-#ifdef JP
-strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
-#else
- strcpy(power_desc[num].name, "Cold Touch");
-#endif
-
+ strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
power_desc[num].level = 2;
power_desc[num].cost = 2;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_LAUNCHER)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
-#else
- strcpy(power_desc[num].name, "Throw Object");
-#endif
-
+ strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
power_desc[num].level = 1;
power_desc[num].cost = lvl;
power_desc[num].stat = A_STR;
redraw = FALSE;
/* Build a prompt */
-#ifdef JP
-(void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
-#else
- (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
-#endif
+ (void) strnfmt(out_val, 78,
+ _("(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?", "(Powers %c-%c, *=List, ESC=exit) Use which power? "),
+ I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
- I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
-
-#ifdef ALLOW_REPEAT
if (!repeat_pull(&i) || i<0 || i>=num) {
-#endif /* ALLOW_REPEAT */
if (use_menu) screen_save();
/* Get a spell from the user */
case '0':
{
screen_load();
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
int ctr = 0;
char dummy[80];
char letter;
- int x1, y1;
+ TERM_LEN x1, y1;
strcpy(dummy, "");
/* Show list */
redraw = TRUE;
-
- /* Save the screen */
if (!use_menu) screen_save();
/* Print header(s) */
if (num < 18)
-#ifdef JP
-prt(" Lv MP ¼ºÎ¨", y++, x);
-#else
- prt(" Lv Cost Fail", y++, x);
-#endif
-
+ prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
else
-#ifdef JP
-prt(" Lv MP ¼ºÎ¨ Lv MP ¼ºÎ¨", y++, x);
-#else
- prt(" Lv Cost Fail Lv Cost Fail", y++, x);
-#endif
+ prt(_(" Lv MP 失率 Lv MP 失率",
+ " Lv Cost Fail Lv Cost Fail"), y++, x);
/* Print list */
if (use_menu)
{
-#ifdef JP
- if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
-#else
- if (ctr == (menu_line-1)) strcpy(dummy, " > ");
-#endif
+ if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
else strcpy(dummy, " ");
}
else
{
/* 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¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
-#else
- (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
-#endif
-
+ (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
/* Belay that order */
if (!get_check(tmp_val)) continue;
/* Stop the loop */
flag = TRUE;
}
-
- /* Restore the screen */
if (redraw) screen_load();
/* Abort if needed */
if (!flag)
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
-#ifdef ALLOW_REPEAT
repeat_push(i);
} /*if (!repeat_pull(&i) || ...)*/
-#endif /* ALLOW_REPEAT */
switch (racial_aux(&power_desc[i]))
{
case 1:
{
actual_racial_cost -= p_ptr->csp;
p_ptr->csp = 0;
-#ifdef JP
- take_hit(DAMAGE_USELIFE, actual_racial_cost, "²áÅ٤ν¸Ãæ", -1);
-#else
- take_hit(DAMAGE_USELIFE, actual_racial_cost, "concentrating too hard", -1);
-#endif
+ take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
}
else p_ptr->csp -= actual_racial_cost;
/* Redraw mana and hp */
p_ptr->redraw |= (PR_HP | PR_MANA);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER | PW_SPELL);
}
}
- else energy_use = 0;
+ else p_ptr->energy_use = 0;
/* Success */
return;