* @author
* 2014 Deskull rearranged comment for Doxygen.\n
* @details
- * p_ptr-magic_num1\n
+ * magic_num1\n
* 0: Flag bits of spelling spells\n
* 1: Flag bits of despelled spells\n
* 2: Revange damage\n
- * p_ptr->magic_num2\n
+ * magic_num2\n
* 0: Number of spelling spells\n
* 1: Type of revenge\n
* 2: Turn count for revenge\n
* @brief プレイヤーが詠唱中の全呪術を停止する
* @return なし
*/
-bool stop_hex_spell_all(void)
+bool stop_hex_spell_all(player_type *caster_ptr)
{
SPELL_IDX i;
for (i = 0; i < 32; i++)
{
- if (hex_spelling(i)) exe_spell(p_ptr, REALM_HEX, i, SPELL_STOP);
+ if (hex_spelling(caster_ptr, i)) exe_spell(caster_ptr, REALM_HEX, i, SPELL_STOP);
}
- CASTING_HEX_FLAGS(p_ptr) = 0;
- CASTING_HEX_NUM(p_ptr) = 0;
+ CASTING_HEX_FLAGS(caster_ptr) = 0;
+ CASTING_HEX_NUM(caster_ptr) = 0;
- if (p_ptr->action == ACTION_SPELL) set_action(p_ptr, ACTION_NONE);
+ if (caster_ptr->action == ACTION_SPELL) set_action(caster_ptr, ACTION_NONE);
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);
+ caster_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
+ caster_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);
return TRUE;
}
* @brief プレイヤーが詠唱中の呪術から一つを選んで停止する
* @return なし
*/
-bool stop_hex_spell(void)
+bool stop_hex_spell(player_type *caster_ptr)
{
int spell;
char choice = 0;
TERM_LEN x = 20;
int sp[MAX_KEEP];
- if (!hex_spelling_any(p_ptr))
+ if (!hex_spelling_any(caster_ptr))
{
msg_print(_("呪文を詠唱していません。", "You are casting no spell."));
return FALSE;
}
/* Stop all spells */
- else if ((CASTING_HEX_NUM(p_ptr) == 1) || (p_ptr->lev < 35))
+ else if ((CASTING_HEX_NUM(caster_ptr) == 1) || (caster_ptr->lev < 35))
{
- return stop_hex_spell_all();
+ return stop_hex_spell_all(caster_ptr);
}
else
{
strnfmt(out_val, 78, _("どの呪文の詠唱を中断しますか?(呪文 %c-%c, 'l'全て, ESC)", "Which spell do you stop casting? (Spell %c-%c, 'l' to all, ESC)"),
- I2A(0), I2A(CASTING_HEX_NUM(p_ptr) - 1));
+ I2A(0), I2A(CASTING_HEX_NUM(caster_ptr) - 1));
screen_save();
prt(_(" 名前", " Name"), y, x + 5);
for (spell = 0; spell < 32; spell++)
{
- if (hex_spelling(spell))
+ if (hex_spelling(caster_ptr, spell))
{
Term_erase(x, y + n + 1, 255);
- put_str(format("%c) %s", I2A(n), exe_spell(p_ptr, REALM_HEX, spell, SPELL_NAME)), y + n + 1, x + 2);
+ put_str(format("%c) %s", I2A(n), exe_spell(caster_ptr, REALM_HEX, spell, SPELL_NAME)), y + n + 1, x + 2);
sp[n++] = spell;
}
}
if (choice == 'l') /* All */
{
screen_load();
- return stop_hex_spell_all();
+ return stop_hex_spell_all(caster_ptr);
}
- if ((choice < I2A(0)) || (choice > I2A(CASTING_HEX_NUM(p_ptr) - 1))) continue;
+ if ((choice < I2A(0)) || (choice > I2A(CASTING_HEX_NUM(caster_ptr) - 1))) continue;
flag = TRUE;
}
}
{
int n = sp[A2I(choice)];
- exe_spell(p_ptr, REALM_HEX, n, SPELL_STOP);
- CASTING_HEX_FLAGS(p_ptr) &= ~(1L << n);
- CASTING_HEX_NUM(p_ptr)--;
+ exe_spell(caster_ptr, REALM_HEX, n, SPELL_STOP);
+ CASTING_HEX_FLAGS(caster_ptr) &= ~(1L << n);
+ CASTING_HEX_NUM(caster_ptr)--;
}
- p_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
- p_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);
+ caster_ptr->update |= (PU_BONUS | PU_HP | PU_MANA | PU_SPELLS);
+ caster_ptr->redraw |= (PR_EXTRA | PR_HP | PR_MANA);
return flag;
}
/* Stop all spells when anti-magic ability is given */
if (caster_ptr->anti_magic)
{
- stop_hex_spell_all();
+ stop_hex_spell_all(caster_ptr);
return;
}
need_mana = 0;
for (spell = 0; spell < 32; spell++)
{
- if (hex_spelling(spell))
+ if (hex_spelling(caster_ptr, spell))
{
const magic_type *s_ptr;
s_ptr = &technic_info[REALM_HEX - MIN_TECHNIC][spell];
- need_mana += mod_need_mana(s_ptr->smana, spell, REALM_HEX);
+ need_mana += mod_need_mana(caster_ptr, s_ptr->smana, spell, REALM_HEX);
}
}
/* Not enough mana */
if (s64b_cmp(caster_ptr->csp, caster_ptr->csp_frac, need_mana, need_mana_frac) < 0)
{
- stop_hex_spell_all();
+ stop_hex_spell_all(caster_ptr);
return;
}
caster_ptr->redraw |= PR_MANA;
if (res)
{
- msg_print(_("詠唱を再開した。", "You restart spelling."));
+ msg_print(_("詠唱を再開した。", "You restart casting."));
caster_ptr->action = ACTION_SPELL;
{
const magic_type *s_ptr;
- if (!hex_spelling(spell)) continue;
+ if (!hex_spelling(caster_ptr, spell)) continue;
s_ptr = &technic_info[REALM_HEX - MIN_TECHNIC][spell];
/* Do any effects of continual spells */
for (spell = 0; spell < 32; spell++)
{
- if (hex_spelling(spell))
+ if (hex_spelling(caster_ptr, spell))
{
exe_spell(caster_ptr, REALM_HEX, spell, SPELL_CONT);
}
* @brief プレイヤーの呪術詠唱枠がすでに最大かどうかを返す
* @return すでに全枠を利用しているならTRUEを返す
*/
-bool hex_spell_fully(void)
+bool hex_spell_fully(player_type *caster_ptr)
{
int k_max = 0;
- k_max = (p_ptr->lev / 15) + 1;
+ k_max = (caster_ptr->lev / 15) + 1;
k_max = MIN(k_max, MAX_KEEP);
- if (CASTING_HEX_NUM(p_ptr) < k_max) return FALSE;
+ if (CASTING_HEX_NUM(caster_ptr) < k_max) return FALSE;
return TRUE;
}
* @brief 一定ゲームターン毎に復讐処理の残り期間の判定を行う
* @return なし
*/
-void revenge_spell(void)
+void revenge_spell(player_type *caster_ptr)
{
- if (p_ptr->realm1 != REALM_HEX) return;
- if (HEX_REVENGE_TURN(p_ptr) <= 0) return;
+ if (caster_ptr->realm1 != REALM_HEX) return;
+ if (HEX_REVENGE_TURN(caster_ptr) <= 0) return;
- switch(HEX_REVENGE_TYPE(p_ptr))
+ switch(HEX_REVENGE_TYPE(caster_ptr))
{
- case 1: exe_spell(p_ptr, REALM_HEX, HEX_PATIENCE, SPELL_CONT); break;
- case 2: exe_spell(p_ptr, REALM_HEX, HEX_REVENGE, SPELL_CONT); break;
+ case 1: exe_spell(caster_ptr, REALM_HEX, HEX_PATIENCE, SPELL_CONT); break;
+ case 2: exe_spell(caster_ptr, REALM_HEX, HEX_REVENGE, SPELL_CONT); break;
}
}
* @param dam 蓄積されるダメージ量
* @return なし
*/
-void revenge_store(HIT_POINT dam)
+void revenge_store(player_type *caster_ptr, HIT_POINT dam)
{
- if (p_ptr->realm1 != REALM_HEX) return;
- if (HEX_REVENGE_TURN(p_ptr) <= 0) return;
+ if (caster_ptr->realm1 != REALM_HEX) return;
+ if (HEX_REVENGE_TURN(caster_ptr) <= 0) return;
- HEX_REVENGE_POWER(p_ptr) += dam;
+ HEX_REVENGE_POWER(caster_ptr) += dam;
}
/*!
* @param m_idx 判定の対象となるモンスターID
* @return 反テレポートの効果が適用されるならTRUEを返す
*/
-bool teleport_barrier(MONSTER_IDX m_idx)
+bool teleport_barrier(player_type *caster_ptr, MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!hex_spelling(HEX_ANTI_TELE)) return FALSE;
- if ((p_ptr->lev * 3 / 2) < randint1(r_ptr->level)) return FALSE;
+ if (!hex_spelling(caster_ptr, HEX_ANTI_TELE)) return FALSE;
+ if ((caster_ptr->lev * 3 / 2) < randint1(r_ptr->level)) return FALSE;
return TRUE;
}
* @param m_idx 判定の対象となるモンスターID
* @return 反魔法の効果が適用されるならTRUEを返す
*/
-bool magic_barrier(MONSTER_IDX m_idx)
+bool magic_barrier(player_type *target_ptr, MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!hex_spelling(HEX_ANTI_MAGIC)) return FALSE;
- if ((p_ptr->lev * 3 / 2) < randint1(r_ptr->level)) return FALSE;
+ if (!hex_spelling(target_ptr, HEX_ANTI_MAGIC)) return FALSE;
+ if ((target_ptr->lev * 3 / 2) < randint1(r_ptr->level)) return FALSE;
return TRUE;
}
* @param m_idx 判定の対象となるモンスターID
* @return 反増殖の効果が適用されるならTRUEを返す
*/
-bool multiply_barrier(MONSTER_IDX m_idx)
+bool multiply_barrier(player_type *caster_ptr, MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- if (!hex_spelling(HEX_ANTI_MULTI)) return FALSE;
- if ((p_ptr->lev * 3 / 2) < randint1(r_ptr->level)) return FALSE;
+ if (!hex_spelling(caster_ptr, HEX_ANTI_MULTI)) return FALSE;
+ if ((caster_ptr->lev * 3 / 2) < randint1(r_ptr->level)) return FALSE;
return TRUE;
}
case 1:
if (name) return _("軽傷の治癒", "Cure light wounds");
- if (desc) return _("HPや傷を少し回復させる。", "Heals cut and HP a little.");
+ if (desc) return _("HPや傷を少し回復させる。", "Heals cuts and HP a little.");
if (info) return info_heal(1, 10, 0);
if (cast)
{
- msg_print(_("気分が良くなってくる。", "You feel better and better."));
+ msg_print(_("気分が良くなってくる。", "You feel a little better."));
}
if (cast || cont) (void)cure_light_wounds(caster_ptr, 1, 10);
break;
if (desc) return _("炎のオーラを身にまとい、回復速度が速くなる。", "Gives fire aura and regeneration.");
if (cast)
{
- msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
+ msg_print(_("体が炎のオーラで覆われた。", "You are enveloped by a fiery aura!"));
}
if (stop)
{
- msg_print(_("炎のオーラが消え去った。", "Fiery aura disappeared."));
+ msg_print(_("炎のオーラが消え去った。", "The fiery aura disappeared."));
}
break;
case 3:
if (name) return _("悪臭霧", "Stinking mist");
- if (desc) return _("視界内のモンスターに微弱量の毒のダメージを与える。", "Deals few damages of poison to all monsters in your sight.");
+ if (desc) return _("視界内のモンスターに微弱量の毒のダメージを与える。", "Deals a little poison damage to all monsters in your sight.");
power = plev / 2 + 5;
if (info) return info_damage(1, power, 0);
if (cast || cont)
{
- project_all_los(GF_POIS, randint1(power));
+ project_all_los(caster_ptr, GF_POIS, randint1(power));
}
break;
if (desc) return _("術者の腕力を上昇させる。", "Attempts to increase your strength.");
if (cast)
{
- msg_print(_("何だか力が湧いて来る。", "You feel you get stronger."));
+ msg_print(_("何だか力が湧いて来る。", "You feel stronger."));
}
break;
item_tester_hook = item_tester_hook_weapon_except_bow;
q = _("どれを呪いますか?", "Which weapon do you curse?");
- s = _("武器を装備していない。", "You wield no weapons.");
+ s = _("武器を装備していない。", "You're not wielding a weapon.");
- o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP), 0);
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP), 0);
if (!o_ptr) return FALSE;
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
object_flags(o_ptr, f);
if (!get_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), o_name))) return FALSE;
if (info) return info_range(MAX_SIGHT);
if (cast)
{
- msg_print(_("邪悪な生物の存在を感じ取ろうとした。", "You attend to the presence of evil creatures."));
+ msg_print(_("邪悪な生物の存在を感じ取ろうとした。", "You sense the presence of evil creatures."));
}
break;
case 7:
if (name) return _("我慢", "Patience");
if (desc) return _("数ターン攻撃を耐えた後、受けたダメージを地獄の業火として周囲に放出する。",
- "Bursts hell fire strongly after patients any damage while few turns.");
+ "Bursts hell fire strongly after enduring damage for a few turns.");
power = MIN(200, (HEX_REVENGE_POWER(caster_ptr) * 2));
if (info) return info_damage(0, 0, power);
if (cast)
if (HEX_REVENGE_TURN(caster_ptr) > 0)
{
- msg_print(_("すでに我慢をしている。", "You are already patienting."));
+ msg_print(_("すでに我慢をしている。", "You are already biding your time for vengeance."));
return NULL;
}
HEX_REVENGE_TYPE(caster_ptr) = 1;
HEX_REVENGE_TURN(caster_ptr) = r;
HEX_REVENGE_POWER(caster_ptr) = 0;
- msg_print(_("じっと耐えることにした。", "You decide to patient all damages."));
+ msg_print(_("じっと耐えることにした。", "You decide to endure damage for future retribution."));
add = FALSE;
}
if (cont)
if ((HEX_REVENGE_TURN(caster_ptr) <= 0) || (power >= 200))
{
- msg_print(_("我慢が解かれた!", "Time for end of patioence!"));
+ msg_print(_("我慢が解かれた!", "My patience is at an end!"));
if (power)
{
- project(0, rad, caster_ptr->y, caster_ptr->x, power, GF_HELL_FIRE,
+ project(caster_ptr, 0, rad, caster_ptr->y, caster_ptr->x, power, GF_HELL_FIRE,
(PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
}
if (current_world_ptr->wizard)
{
- msg_format(_("%d点のダメージを返した。", "You return %d damages."), power);
+ msg_format(_("%d点のダメージを返した。", "You return %d damage."), power);
}
/* Reset */
/*** 2nd book (8-15) ***/
case 8:
- if (name) return _("氷の鎧", "Ice armor");
- if (desc) return _("氷のオーラを身にまとい、防御力が上昇する。", "Gives fire aura and bonus to AC.");
+ if (name) return _("氷の鎧", "Armor of ice");
+ if (desc) return _("氷のオーラを身にまとい、防御力が上昇する。", "Surrounds you with an icy aura and gives a bonus to AC.");
if (cast)
{
- msg_print(_("体が氷の鎧で覆われた。", "You have enveloped by ice armor!"));
+ msg_print(_("体が氷の鎧で覆われた。", "You are enveloped by icy armor!"));
}
if (stop)
{
- msg_print(_("氷の鎧が消え去った。", "Ice armor disappeared."));
+ msg_print(_("氷の鎧が消え去った。", "The icy armor disappeared."));
}
break;
case 9:
if (name) return _("重傷の治癒", "Cure serious wounds");
- if (desc) return _("体力や傷を多少回復させる。", "Heals cut and HP more.");
+ if (desc) return _("体力や傷を多少回復させる。", "Heals cuts and HP.");
if (info) return info_heal(2, 10, 0);
if (cast)
{
- msg_print(_("気分が良くなってくる。", "You feel better and better."));
+ msg_print(_("気分が良くなってくる。", "You feel better."));
}
if (cast || cont) (void)cure_serious_wounds(caster_ptr, 2, 10);
break;
case 10:
- if (name) return _("薬品吸入", "Inhail potion");
- if (desc) return _("呪文詠唱を中止することなく、薬の効果を得ることができる。", "Quaffs a potion without canceling of casting a spell.");
+ if (name) return _("薬品吸入", "Inhale potion");
+ if (desc) return _("呪文詠唱を中止することなく、薬の効果を得ることができる。", "Quaffs a potion without canceling spell casting.");
if (cast)
{
CASTING_HEX_FLAGS(caster_ptr) |= (1L << HEX_INHAIL);
- do_cmd_quaff_potion(p_ptr);
+ do_cmd_quaff_potion(caster_ptr);
CASTING_HEX_FLAGS(caster_ptr) &= ~(1L << HEX_INHAIL);
add = FALSE;
}
case 11:
if (name) return _("衰弱の霧", "Hypodynamic mist");
if (desc) return _("視界内のモンスターに微弱量の衰弱属性のダメージを与える。",
- "Deals few damages of hypodynamia to all monsters in your sight.");
+ "Deals a little life-draining damage to all monsters in your sight.");
power = (plev / 2) + 5;
if (info) return info_damage(1, power, 0);
if (cast || cont)
{
- project_all_los(GF_HYPODYNAMIA, randint1(power));
+ project_all_los(caster_ptr, GF_HYPODYNAMIA, randint1(power));
}
break;
case 12:
if (name) return _("魔剣化", "Swords to runeswords");
if (desc) return _("武器の攻撃力を上げる。切れ味を得、呪いに応じて与えるダメージが上昇し、善良なモンスターに対するダメージが2倍になる。",
- "Gives vorpal ability to your weapon. Increases damages by your weapon acccording to curse of your weapon.");
+ "Gives vorpal ability to your weapon. Increases damage from your weapon acccording to curse of your weapon.");
if (cast)
{
#ifdef JP
#ifdef JP
msg_print("武器の輝きが消え去った。");
#else
- msg_format("Brightness of weapon%s disappeared.", (empty_hands(caster_ptr, FALSE)) ? "" : "s");
+ msg_format("Your weapon%s.", (empty_hands(caster_ptr, FALSE)) ? " no longer glows" : "s no longer glow");
#endif
}
break;
}
if (stop)
{
- msg_print(_("手の輝きがなくなった。", "Brightness on your hands disappeard."));
+ msg_print(_("手の輝きがなくなった。", "Your hands no longer glow."));
}
break;
"Attempts to increases your strength, dexterity and constitusion.");
if (cast)
{
- msg_print(_("身体が強くなった気がした。", "You feel your body is developed more now."));
+ msg_print(_("身体が強くなった気がした。", "You feel your body is more developed now."));
}
break;
if (desc) return _("電気のオーラを身にまとい、動きが速くなる。", "Gives lightning aura and a bonus to speed.");
if (cast)
{
- msg_print(_("体が稲妻のオーラで覆われた。", "You have enveloped by electrical aura!"));
+ msg_print(_("体が稲妻のオーラで覆われた。", "You are enveloped by an electrical aura!"));
}
if (stop)
{
- msg_print(_("稲妻のオーラが消え去った。", "Electrical aura disappeared."));
+ msg_print(_("稲妻のオーラが消え去った。", "The electrical aura disappeared."));
}
break;
case 17:
if (name) return _("致命傷の治癒", "Cure critical wounds");
- if (desc) return _("体力や傷を回復させる。", "Heals cut and HP greatry.");
+ if (desc) return _("体力や傷を回復させる。", "Heals cuts and HP greatly.");
if (info) return info_heal(4, 10, 0);
if (cast)
{
- msg_print(_("気分が良くなってくる。", "You feel better and better."));
+ msg_print(_("気分が良くなってくる。", "You feel much better."));
}
if (cast || cont) (void)cure_critical_wounds(caster_ptr, damroll(4, 10));
break;
if (info) return info_power(power);
if (cast)
{
- if (!recharge(power)) return NULL;
+ if (!recharge(caster_ptr, power)) return NULL;
add = FALSE;
}
break;
if (desc) return _("死体を蘇らせてペットにする。", "Raises corpses and skeletons from dead.");
if (cast)
{
- msg_print(_("死者への呼びかけを始めた。", "You start to call deads.!"));
+ msg_print(_("死者への呼びかけを始めた。", "You start to call the dead.!"));
}
if (cast || cont)
{
- animate_dead(0, caster_ptr->y, caster_ptr->x);
+ animate_dead(caster_ptr, 0, caster_ptr->y, caster_ptr->x);
}
break;
item_tester_hook = object_is_armour;
q = _("どれを呪いますか?", "Which piece of armour do you curse?");
- s = _("防具を装備していない。", "You wield no piece of armours.");
+ s = _("防具を装備していない。", "You're not wearing any armor.");
- o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP), 0);
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP), 0);
if (!o_ptr) return FALSE;
o_ptr = &caster_ptr->inventory_list[item];
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ object_desc(caster_ptr, o_name, o_ptr, OD_NAME_ONLY);
object_flags(o_ptr, f);
if (!get_check(format(_("本当に %s を呪いますか?", "Do you curse %s, really?"), o_name))) return FALSE;
if (!o_ptr->k_idx)
{
- msg_print(_("クロークを身につけていない!", "You don't ware any cloak."));
+ msg_print(_("クロークを身につけていない!", "You are not wearing a cloak."));
return NULL;
}
else if (!object_is_cursed(o_ptr))
}
else
{
- msg_print(_("影のオーラを身にまとった。", "You have enveloped by shadow aura!"));
+ msg_print(_("影のオーラを身にまとった。", "You are enveloped by a shadowy aura!"));
}
}
if (cont)
if ((!o_ptr->k_idx) || (!object_is_cursed(o_ptr)))
{
- exe_spell(p_ptr, REALM_HEX, spell, SPELL_STOP);
+ exe_spell(caster_ptr, REALM_HEX, spell, SPELL_STOP);
CASTING_HEX_FLAGS(caster_ptr) &= ~(1L << spell);
CASTING_HEX_NUM(caster_ptr)--;
if (!SINGING_SONG_ID(caster_ptr)) set_action(caster_ptr, ACTION_NONE);
}
if (stop)
{
- msg_print(_("影のオーラが消え去った。", "Shadow aura disappeared."));
+ msg_print(_("影のオーラが消え去った。", "The shadowy aura disappeared."));
}
break;
case 22:
- if (name) return _("苦痛を魔力に", "Pains to mana");
- if (desc) return _("視界内のモンスターに精神ダメージ与え、魔力を吸い取る。", "Deals psychic damages to all monsters in sight, and drains some mana.");
+ if (name) return _("苦痛を魔力に", "Pain to mana");
+ if (desc) return _("視界内のモンスターに精神ダメージ与え、魔力を吸い取る。", "Deals psychic damage to all monsters in sight and drains some mana.");
power = plev * 3 / 2;
if (info) return info_damage(1, power, 0);
if (cast || cont)
{
- project_all_los(GF_PSI_DRAIN, randint1(power));
+ project_all_los(caster_ptr, GF_PSI_DRAIN, randint1(power));
}
break;
if (desc) return _("打撃や魔法で受けたダメージを、攻撃元のモンスターにも与える。", "Returns same damage which you got to the monster which damaged you.");
if (cast)
{
- msg_print(_("復讐したい欲望にかられた。", "You wish strongly you want to revenge anything."));
+ msg_print(_("復讐したい欲望にかられた。", "You feel very vengeful."));
}
break;
if (!flag)
{
- msg_format(_("%sの呪文の詠唱をやめた。", "Finish casting '%^s'."), exe_spell(p_ptr, REALM_HEX, HEX_RESTORE, SPELL_NAME));
+ msg_format(_("%sの呪文の詠唱をやめた。", "Finish casting '%^s'."), exe_spell(caster_ptr, REALM_HEX, HEX_RESTORE, SPELL_NAME));
CASTING_HEX_FLAGS(caster_ptr) &= ~(1L << HEX_RESTORE);
if (cont) CASTING_HEX_NUM(caster_ptr)--;
if (CASTING_HEX_NUM(caster_ptr)) caster_ptr->action = ACTION_NONE;
q = _("どの装備品から吸収しますか?", "Which cursed equipment do you drain mana from?");
s = _("呪われたアイテムを装備していない。", "You have no cursed equipment.");
- o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP), 0);
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP), 0);
if (!o_ptr) return FALSE;
object_flags(o_ptr, f);
{
if (one_in_(7))
{
- msg_print(_("呪いを全て吸い取った。", "Heavy curse vanished away."));
+ msg_print(_("呪いを全て吸い取った。", "A heavy curse vanished."));
o_ptr->curse_flags = 0L;
}
}
else if ((o_ptr->curse_flags & (TRC_CURSED)) && one_in_(3))
{
- msg_print(_("呪いを全て吸い取った。", "Curse vanished away."));
+ msg_print(_("呪いを全て吸い取った。", "A curse vanished."));
o_ptr->curse_flags = 0L;
}
#ifdef JP
msg_print("武器の渇望が消え去った。");
#else
- msg_format("Thirsty of weapon%s disappeared.", (empty_hands(caster_ptr, FALSE)) ? "" : "s");
+ msg_format("Your weapon%s less thirsty now.", (empty_hands(caster_ptr, FALSE)) ? " is" : "s are");
#endif
}
break;
if (info) return info_power(power);
if (cast || cont)
{
- stun_monsters(power);
+ stun_monsters(caster_ptr, power);
}
break;
for (i = 0; i < 3; i++)
{
- if (!tgt_pt(&x, &y)) return FALSE;
+ if (!tgt_pt(caster_ptr, &x, &y)) return FALSE;
flag = FALSE;
int dy = y + ddy_ddd[dir];
int dx = x + ddx_ddd[dir];
if (dir == 5) continue;
- if (p_ptr->current_floor_ptr->grid_array[dy][dx].m_idx) flag = TRUE;
+ if (caster_ptr->current_floor_ptr->grid_array[dy][dx].m_idx) flag = TRUE;
}
- if (!cave_empty_bold(p_ptr->current_floor_ptr, y, x) || (p_ptr->current_floor_ptr->grid_array[y][x].info & CAVE_ICKY) ||
+ if (!is_cave_empty_bold(caster_ptr, y, x) || (caster_ptr->current_floor_ptr->grid_array[y][x].info & CAVE_ICKY) ||
(distance(y, x, caster_ptr->y, caster_ptr->x) > plev + 2))
{
msg_print(_("そこには移動できない。", "Can not teleport to there."));
else
{
msg_print(_("おっと!", "Oops!"));
- teleport_player(30, 0L);
+ teleport_player(caster_ptr, 30, 0L);
}
add = FALSE;
case 30:
if (name) return _("反魔法結界", "Anti magic barrier");
- if (desc) return _("視界内のモンスターの魔法を阻害するバリアを張る。", "Obstructs all magic spell of monsters in your sight.");
+ if (desc) return _("視界内のモンスターの魔法を阻害するバリアを張る。", "Obstructs all magic spells of monsters in your sight.");
power = plev * 3 / 2;
if (info) return info_power(power);
if (cast)
case 31:
if (name) return _("復讐の宣告", "Revenge sentence");
if (desc) return _("数ターン後にそれまで受けたダメージに応じた威力の地獄の劫火の弾を放つ。",
- "Fires a ball of hell fire to try revenging after few turns.");
+ "Fires a ball of hell fire to try avenging damage from a few turns.");
power = HEX_REVENGE_POWER(caster_ptr);
if (info) return info_damage(0, 0, power);
if (cast)
if (HEX_REVENGE_TURN(caster_ptr) > 0)
{
- msg_print(_("すでに復讐は宣告済みだ。", "You already pronounced your revenge."));
+ msg_print(_("すでに復讐は宣告済みだ。", "You've already declared your revenge."));
return NULL;
}
HEX_REVENGE_TYPE(caster_ptr) = 2;
HEX_REVENGE_TURN(caster_ptr) = r;
- msg_format(_("あなたは復讐を宣告した。あと %d ターン。", "You pronounce your revenge. %d turns left."), r);
+ msg_format(_("あなたは復讐を宣告した。あと %d ターン。", "You declare your revenge. %d turns left."), r);
add = FALSE;
}
if (cont)
do
{
- msg_print(_("復讐の時だ!", "Time to revenge!"));
- } while (!get_aim_dir(&dir));
+ msg_print(_("復讐の時だ!", "Time for revenge!"));
+ } while (!get_aim_dir(caster_ptr, &dir));
- fire_ball(GF_HELL_FIRE, dir, power, 1);
+ fire_ball(caster_ptr, GF_HELL_FIRE, dir, power, 1);
if (current_world_ptr->wizard)
{
- msg_format(_("%d点のダメージを返した。", "You return %d damages."), power);
+ msg_format(_("%d点のダメージを返した。", "You return %d damage."), power);
}
}
else
{
- msg_print(_("復讐する気が失せた。", "You are not a mood to revenge."));
+ msg_print(_("復讐する気が失せた。", "You are not in the mood for revenge."));
}
HEX_REVENGE_POWER(caster_ptr) = 0;
}
return "";
}
+
+bool hex_spelling(player_type *caster_ptr, int hex)
+{
+ return (caster_ptr->realm1 == REALM_HEX) && (caster_ptr->magic_num1[0] & (1L << (hex)));
+}