-/* File: spells1.c */
-
-/*
+/*!
+ * @file spells1.c
+ * @brief 魔法による遠隔処理の実装 / Spell projection
+ * @date 2014/07/10
+ * @author
+ * <pre>
* 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.
+ * </pre>
*/
-/* Purpose: Spell projection */
-
#include "angband.h"
/* ToDo: Make this global */
-/* 1/x chance of reducing stats (for elemental attacks) */
-#define HURT_CHANCE 16
+#define HURT_CHANCE 16 /*!< 属性攻撃を受けた際に能力値低下を起こす確率(1/X) / 1/x chance of reducing stats (for elemental attacks) */
+static int rakubadam_m; /*!< 振り落とされた際のダメージ量 */
+static int rakubadam_p; /*!< 落馬した際のダメージ量 */
-/*
- * Does the grid stop disintegration?
- */
-#define cave_stop_disintegration(Y,X) \
- (((cave[Y][X].feat >= FEAT_PERM_EXTRA) && \
- (cave[Y][X].feat <= FEAT_PERM_SOLID)) || \
- (cave[Y][X].feat == FEAT_MOUNTAIN) || \
- ((cave[Y][X].feat >= FEAT_SHOP_HEAD) && \
- (cave[Y][X].feat <= FEAT_SHOP_TAIL)) || \
- ((cave[Y][X].feat >= FEAT_BLDG_HEAD) && \
- (cave[Y][X].feat <= FEAT_BLDG_TAIL)) || \
- (cave[Y][X].feat == FEAT_MUSEUM))
+int project_length = 0; /*!< 投射の射程距離 */
-static int rakubadam_m;
-static int rakubadam_p;
-int project_length = 0;
-
-/*
+/*!
+ * @brief 配置した鏡リストの次を取得する /
* Get another mirror. for SEEKER
+ * @param next_y 次の鏡のy座標を返す参照ポインタ
+ * @param next_x 次の鏡のx座標を返す参照ポインタ
+ * @param cury 現在の鏡のy座標
+ * @param curx 現在の鏡のx座標
*/
static void next_mirror( int* next_y , int* next_x , int cury, int curx)
{
- int mirror_x[10],mirror_y[10]; /* ¶À¤Ï¤â¤Ã¤È¾¯¤Ê¤¤ */
- int mirror_num=0; /* ¶À¤Î¿ô */
+ int mirror_x[10],mirror_y[10]; /* 鏡はもっと少ない */
+ int mirror_num=0; /* 鏡の数 */
int x,y;
int num;
return;
}
-/*
+/*!
+ * @brief 万色表現用にランダムな色を選択する関数 /
* Get a legal "multi-hued" color for drawing "spells"
+ * @param max 色IDの最大値
+ * @return 選択した色ID
*/
static byte mh_attr(int max)
{
}
-/*
+/*!
+ * @brief 魔法属性に応じたエフェクトの色を返す /
* Return a color to use for the bolt/ball spells
+ * @param type 魔法属性
+ * @return 対応する色ID
*/
static byte spell_color(int type)
{
/* Check if A.B.'s new graphics should be used (rr9) */
- if (streq(ANGBAND_GRAF, "new"))
+ if (streq(ANGBAND_GRAF, "new") || streq(ANGBAND_GRAF, "ne2"))
{
/* Analyze */
switch (type)
case GF_SOUND: return (0x09);
case GF_SHARDS: return (0x08);
case GF_FORCE: return (0x09);
- case GF_INERTIA: return (0x09);
+ case GF_INERTIAL: return (0x09);
case GF_GRAVITY: return (0x09);
case GF_TIME: return (0x09);
case GF_LITE_WEAK: return (0x06);
c = s[randint0(strlen(s))];
/* Lookup this color */
- a = strchr(color_char, c) - color_char;
+ a = my_strchr(color_char, c) - color_char;
/* Invalid color (note check for < 0 removed, gave a silly
* warning because bytes are always >= 0 -- RG) */
}
-/*
+/*!
+ * @brief 始点から終点にかけた方向毎にボルトのキャラクタを返す /
* Find the attr/char pair to use for a spell effect
- *
+ * @param y 始点Y座標
+ * @param x 始点X座標
+ * @param ny 終点Y座標
+ * @param nx 終点X座標
+ * @param typ 魔法の効果属性
+ * @return 方向キャラID
+ * @details
+ * <pre>
* It is moving (or has moved) from (x,y) to (nx,ny).
- *
* If the distance is not "one", we (may) return "*".
+ * </pre>
*/
u16b bolt_pict(int y, int x, int ny, int nx, int typ)
{
}
-/*
+/*!
+ * @brief 始点から終点への経路を返す /
* Determine the path taken by a projection.
- *
+ * @param gp 経路座標リストを返す参照ポインタ
+ * @param range 距離
+ * @param y1 始点Y座標
+ * @param x1 始点X座標
+ * @param y2 終点Y座標
+ * @param x2 終点X座標
+ * @param flg フラグID
+ * @return リストの長さ
+ * @details
+ * <pre>
* The projection will always start from the grid (y1,x1), and will travel
* towards the grid (y2,x2), touching one grid per unit of distance along
* the major axis, and stopping when it enters the destination grid or a
*
* This algorithm is similar to, but slightly different from, the one used
* by "update_view_los()", and very different from the one used by "los()".
+ * </pre>
*/
sint project_path(u16b *gp, int range, int y1, int x1, int y2, int x2, int flg)
{
{
if ((n > 0) && cave_stop_disintegration(y, x)) break;
}
+ else if (flg & (PROJECT_LOS))
+ {
+ if ((n > 0) && !cave_los_bold(y, x)) break;
+ }
else if (!(flg & (PROJECT_PATH)))
{
/* Always stop at non-initial wall grids */
- if ((n > 0) && !cave_floor_bold(y, x)) break;
+ if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
}
/* Sometimes stop at non-initial monsters/players */
if (flg & (PROJECT_STOP))
{
if ((n > 0) &&
- ((y == py && x == px) || cave[y][x].m_idx != 0))
+ (player_bold(y, x) || cave[y][x].m_idx != 0))
break;
}
{
if ((n > 0) && cave_stop_disintegration(y, x)) break;
}
+ else if (flg & (PROJECT_LOS))
+ {
+ if ((n > 0) && !cave_los_bold(y, x)) break;
+ }
else if (!(flg & (PROJECT_PATH)))
{
/* Always stop at non-initial wall grids */
- if ((n > 0) && !cave_floor_bold(y, x)) break;
+ if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
}
/* Sometimes stop at non-initial monsters/players */
if (flg & (PROJECT_STOP))
{
if ((n > 0) &&
- ((y == py && x == px) || cave[y][x].m_idx != 0))
+ (player_bold(y, x) || cave[y][x].m_idx != 0))
break;
}
{
if ((n > 0) && cave_stop_disintegration(y, x)) break;
}
+ else if (flg & (PROJECT_LOS))
+ {
+ if ((n > 0) && !cave_los_bold(y, x)) break;
+ }
else if (!(flg & (PROJECT_PATH)))
{
/* Always stop at non-initial wall grids */
- if ((n > 0) && !cave_floor_bold(y, x)) break;
+ if ((n > 0) && !cave_have_flag_bold(y, x, FF_PROJECT)) break;
}
/* Sometimes stop at non-initial monsters/players */
if (flg & (PROJECT_STOP))
{
if ((n > 0) &&
- ((y == py && x == px) || cave[y][x].m_idx != 0))
+ (player_bold(y, x) || cave[y][x].m_idx != 0))
break;
}
/*
* Mega-Hack -- track "affected" monsters (see "project()" comments)
*/
-static int project_m_n;
-static int project_m_x;
-static int project_m_y;
+static int project_m_n; /*!< 魔法効果範囲内にいるモンスターの数 */
+static int project_m_x; /*!< 処理中のモンスターX座標 */
+static int project_m_y; /*!< 処理中のモンスターY座標 */
/* Mega-Hack -- monsters target */
-static s16b monster_target_x;
-static s16b monster_target_y;
-
-
-/*
- * We are called from "project()" to "damage" terrain features
- *
+static s16b monster_target_x; /*!< モンスターの攻撃目標X座標 */
+static s16b monster_target_y; /*!< モンスターの攻撃目標Y座標 */
+
+
+/*!
+ * @brief 汎用的なビーム/ボルト/ボール系による地形効果処理 / We are called from "project()" to "damage" terrain features
+ * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
+ * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
+ * @param y 目標Y座標 / Target y location (or location to travel "towards")
+ * @param x 目標X座標 / Target x location (or location to travel "towards")
+ * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
+ * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
+ * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
+ * @details
+ * <pre>
* We are called both for "beam" effects and "ball" effects.
*
* The "r" parameter is the "distance from ground zero".
* XXX XXX XXX We also "see" grids which are "memorized", probably a hack
*
* XXX XXX XXX Perhaps we should affect doors?
+ * </pre>
*/
static bool project_f(int who, int r, int y, int x, int dam, int typ)
{
cave_type *c_ptr = &cave[y][x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
bool obvious = FALSE;
bool known = player_has_los_bold(y, x);
dam = (dam + r) / (r + 1);
- if (c_ptr->feat == FEAT_TREES)
+ if (have_flag(f_ptr->flags, FF_TREE))
{
cptr message;
switch (typ)
case GF_POIS:
case GF_NUKE:
case GF_DEATH_RAY:
-#ifdef JP
- message = "¸Ï¤ì¤¿";break;
-#else
- message = "was blasted.";break;
-#endif
+ message = _("枯れた", "was blasted."); break;
case GF_TIME:
-#ifdef JP
- message = "½Ì¤ó¤À";break;
-#else
- message = "shrank.";break;
-#endif
+ message = _("縮んだ", "shrank."); break;
case GF_ACID:
-#ifdef JP
- message = "ÍϤ±¤¿";break;
-#else
- message = "melted.";break;
-#endif
+ message = _("溶けた", "melted."); break;
case GF_COLD:
case GF_ICE:
-#ifdef JP
- message = "Åà¤ê¡¢ºÕ¤±»¶¤Ã¤¿";break;
-#else
- message = "was frozen and smashed.";break;
-#endif
+ message = _("凍り、砕け散った", "was frozen and smashed."); break;
case GF_FIRE:
case GF_ELEC:
case GF_PLASMA:
-#ifdef JP
- message = "dz¤¨¤¿";break;
-#else
- message = "burns up!";break;
-#endif
+ message = _("燃えた", "burns up!"); break;
case GF_METEOR:
case GF_CHAOS:
case GF_MANA:
case GF_DISENCHANT:
case GF_FORCE:
case GF_GRAVITY:
-#ifdef JP
- message = "Ê´ºÕ¤µ¤ì¤¿";break;
-#else
- message = "was crushed.";break;
-#endif
+ message = _("粉砕された", "was crushed."); break;
default:
message = NULL;break;
}
if (message)
{
-#ifdef JP
- msg_format("ÌÚ¤Ï%s¡£", message);
-#else
- msg_format("A tree %s", message);
-#endif
- cave_set_feat(y, x, (one_in_(3) ? FEAT_DEEP_GRASS : FEAT_GRASS));
+ msg_format(_("木は%s。", "A tree %s"), message);
+ cave_set_feat(y, x, one_in_(3) ? feat_brake : feat_grass);
/* Observe */
if (c_ptr->info & (CAVE_MARK)) obvious = TRUE;
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
}
}
case GF_FORCE:
case GF_HOLY_FIRE:
case GF_HELL_FIRE:
- case GF_DISINTEGRATE:
case GF_PSI:
case GF_PSI_DRAIN:
case GF_TELEKINESIS:
/* Check line of sight */
if (known)
{
-#ifdef JP
-msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
-#else
- msg_print("There is a bright flash of light!");
-#endif
-
+ msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
obvious = TRUE;
}
- /* Forget the trap */
- c_ptr->info &= ~(CAVE_MARK);
-
/* Destroy the trap */
- cave_set_feat(y, x, floor_type[randint0(100)]);
+ cave_alter_feat(y, x, FF_DISARM);
}
/* Locked doors are unlocked */
- else if ((c_ptr->feat >= FEAT_DOOR_HEAD + 0x01) &&
- (c_ptr->feat <= FEAT_DOOR_HEAD + 0x07))
+ if (is_closed_door(c_ptr->feat) && f_ptr->power && have_flag(f_ptr->flags, FF_OPEN))
{
+ s16b old_feat = c_ptr->feat;
+
/* Unlock the door */
- cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
+ cave_alter_feat(y, x, FF_DISARM);
/* Check line of sound */
- if (known)
+ if (known && (old_feat != c_ptr->feat))
{
-#ifdef JP
-msg_print("¥«¥Á¥Ã¤È²»¤¬¤·¤¿¡ª");
-#else
- msg_print("Click!");
-#endif
-
+ msg_print(_("カチッと音がした!", "Click!"));
obvious = TRUE;
}
}
+ /* Remove "unsafe" flag if player is not blind */
+ if (!p_ptr->blind && player_has_los_bold(y, x))
+ {
+ c_ptr->info &= ~(CAVE_UNSAFE);
+
+ /* Redraw */
+ lite_spot(y, x);
+
+ obvious = TRUE;
+ }
+
break;
}
case GF_KILL_DOOR:
{
/* Destroy all doors and traps */
- if ((c_ptr->feat == FEAT_OPEN) ||
- (c_ptr->feat == FEAT_BROKEN) ||
- is_trap(c_ptr->feat) ||
- ((c_ptr->feat >= FEAT_DOOR_HEAD) &&
- (c_ptr->feat <= FEAT_DOOR_TAIL)))
+ if (is_trap(c_ptr->feat) || have_flag(f_ptr->flags, FF_DOOR))
{
/* Check line of sight */
if (known)
{
/* Message */
-#ifdef JP
-msg_print("¤Þ¤Ð¤æ¤¤Á®¸÷¤¬Áö¤Ã¤¿¡ª");
-#else
- msg_print("There is a bright flash of light!");
-#endif
-
+ msg_print(_("まばゆい閃光が走った!", "There is a bright flash of light!"));
obvious = TRUE;
-
- /* Visibility change */
- if ((c_ptr->feat >= FEAT_DOOR_HEAD) &&
- (c_ptr->feat <= FEAT_DOOR_TAIL))
- {
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
- }
}
- /* Forget the door */
- c_ptr->info &= ~(CAVE_MARK);
-
/* Destroy the feature */
- cave_set_feat(y, x, floor_type[randint0(100)]);
+ cave_alter_feat(y, x, FF_TUNNEL);
}
- /* Notice */
- note_spot(y, x);
+ /* Remove "unsafe" flag if player is not blind */
+ if (!p_ptr->blind && player_has_los_bold(y, x))
+ {
+ c_ptr->info &= ~(CAVE_UNSAFE);
+
+ /* Redraw */
+ lite_spot(y, x);
+
+ obvious = TRUE;
+ }
break;
}
case GF_JAM_DOOR: /* Jams a door (as if with a spike) */
{
- if ((c_ptr->feat >= FEAT_DOOR_HEAD) &&
- (c_ptr->feat <= FEAT_DOOR_TAIL))
+ if (have_flag(f_ptr->flags, FF_SPIKE))
{
- /* Convert "locked" to "stuck" XXX XXX XXX */
- if (c_ptr->feat < FEAT_DOOR_HEAD + 0x08) c_ptr->feat += 0x08;
+ s16b old_mimic = c_ptr->mimic;
+ feature_type *mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
- /* Add one spike to the door */
- if (c_ptr->feat < FEAT_DOOR_TAIL) c_ptr->feat++;
+ cave_alter_feat(y, x, FF_SPIKE);
+
+ c_ptr->mimic = old_mimic;
+
+ /* Notice */
+ note_spot(y, x);
+
+ /* Redraw */
+ lite_spot(y, x);
/* Check line of sight */
- if (known)
+ if (known && have_flag(mimic_f_ptr->flags, FF_OPEN))
{
/* Message */
-#ifdef JP
-msg_print("²¿¤«¤¬¤Ä¤Ã¤«¤¨¤Æ¥É¥¢¤¬³«¤«¤Ê¤¤¡£");
-#else
- msg_print("The door seems stuck.");
-#endif
-
+ msg_format(_("%sに何かがつっかえて開かなくなった。", "The %s seems stuck."), f_name + mimic_f_ptr->name);
obvious = TRUE;
}
}
/* Destroy walls (and doors) */
case GF_KILL_WALL:
{
- /* Non-walls (etc) */
- if (cave_floor_bold(y, x)) break;
-
- /* Permanent walls */
- if (c_ptr->feat >= FEAT_PERM_EXTRA) break;
-
- /* Granite */
- if (c_ptr->feat >= FEAT_WALL_EXTRA)
- {
- /* Message */
- if (known && (c_ptr->info & (CAVE_MARK)))
- {
-#ifdef JP
-msg_print("Êɤ¬ÍϤ±¤ÆÅ¥¤Ë¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("The wall turns into mud!");
-#endif
-
- obvious = TRUE;
- }
-
- /* Forget the wall */
- c_ptr->info &= ~(CAVE_MARK);
-
- /* Destroy the wall */
- cave_set_feat(y, x, floor_type[randint0(100)]);
- }
-
- /* Quartz / Magma with treasure */
- else if (c_ptr->feat >= FEAT_MAGMA_H)
- {
- /* Message */
- if (known && (c_ptr->info & (CAVE_MARK)))
- {
-#ifdef JP
-msg_print("¹ÛÌ®¤¬ÍϤ±¤ÆÅ¥¤Ë¤Ê¤Ã¤¿¡ª");
-msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
-#else
- msg_print("The vein turns into mud!");
- msg_print("You have found something!");
-#endif
-
- obvious = TRUE;
- }
-
- /* Forget the wall */
- c_ptr->info &= ~(CAVE_MARK);
-
- /* Destroy the wall */
- cave_set_feat(y, x, floor_type[randint0(100)]);
-
- /* Place some gold */
- place_gold(y, x);
- }
-
- /* Quartz / Magma */
- else if (c_ptr->feat >= FEAT_MAGMA)
+ if (have_flag(f_ptr->flags, FF_HURT_ROCK))
{
/* Message */
if (known && (c_ptr->info & (CAVE_MARK)))
{
-#ifdef JP
-msg_print("¹ÛÌ®¤¬ÍϤ±¤ÆÅ¥¤Ë¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("The vein turns into mud!");
-#endif
-
+ msg_format(_("%sが溶けて泥になった!", "The %s turns into mud!"), f_name + f_info[get_feat_mimic(c_ptr)].name);
obvious = TRUE;
}
- /* Forget the wall */
- c_ptr->info &= ~(CAVE_MARK);
-
/* Destroy the wall */
- cave_set_feat(y, x, floor_type[randint0(100)]);
- }
-
- /* Rubble */
- else if (c_ptr->feat == FEAT_RUBBLE)
- {
- /* Message */
- if (known && (c_ptr->info & (CAVE_MARK)))
- {
-#ifdef JP
-msg_print("´äÀФ¬ÍϤ±¤ÆÅ¥¤Ë¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("The rubble turns into mud!");
-#endif
-
- obvious = TRUE;
- }
-
- /* Forget the wall */
- c_ptr->info &= ~(CAVE_MARK);
-
- /* Destroy the rubble */
- cave_set_feat(y, x, floor_type[randint0(100)]);
-
- /* Hack -- place an object */
- if (randint0(100) < 10)
- {
- /* Found something */
- if (player_can_see_bold(y, x))
- {
-#ifdef JP
-msg_print("´äÀФβ¼¤Ë²¿¤«±£¤µ¤ì¤Æ¤¤¤¿¡ª");
-#else
- msg_print("There was something buried in the rubble!");
-#endif
-
- obvious = TRUE;
- }
-
- /* Place gold */
- place_object(y, x, FALSE, FALSE);
- }
- }
-
- /* Destroy doors (and secret doors) */
- else /* if (c_ptr->feat >= FEAT_DOOR_HEAD) */
- {
- /* Hack -- special message */
- if (known && (c_ptr->info & (CAVE_MARK)))
- {
-#ifdef JP
-msg_print("¥É¥¢¤¬ÍϤ±¤ÆÅ¥¤Ë¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("The door turns into mud!");
-#endif
-
- obvious = TRUE;
- }
+ cave_alter_feat(y, x, FF_HURT_ROCK);
- /* Forget the wall */
- c_ptr->info &= ~(CAVE_MARK);
-
- /* Destroy the feature */
- cave_set_feat(y, x, floor_type[randint0(100)]);
+ /* Update some things */
+ p_ptr->update |= (PU_FLOW);
}
- /* Notice */
- note_spot(y, x);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
-
break;
}
if (!cave_naked_bold(y, x)) break;
/* Not on the player */
- if ((y == py) && (x == px)) break;
+ if (player_bold(y, x)) break;
/* Create a closed door */
- cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
+ cave_set_feat(y, x, feat_door[DOOR_DOOR].closed);
/* Observe */
if (c_ptr->info & (CAVE_MARK)) obvious = TRUE;
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
-
break;
}
/* Make traps */
case GF_MAKE_TRAP:
{
- /* Require a "naked" floor grid */
- if (((cave[y][x].feat != FEAT_FLOOR) &&
- (cave[y][x].feat != FEAT_GRASS) &&
- (cave[y][x].feat != FEAT_DIRT) &&
- (cave[y][x].o_idx == 0) &&
- (cave[y][x].m_idx == 0))
- || is_mirror_grid(&cave[y][x]) )
- break;
/* Place a trap */
place_trap(y, x);
if (!cave_naked_bold(y, x)) break;
/* Not on the player */
- if ((y == py) && (x == px)) break;
+ if (player_bold(y, x)) break;
/* Create a closed door */
- cave_set_feat(y, x, FEAT_TREES);
+ cave_set_feat(y, x, feat_tree);
/* Observe */
if (c_ptr->info & (CAVE_MARK)) obvious = TRUE;
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
break;
}
if (!cave_naked_bold(y, x)) break;
/* Create a glyph */
- cave[y][x].info |= CAVE_OBJECT;
- cave[y][x].mimic = FEAT_GLYPH;
+ c_ptr->info |= CAVE_OBJECT;
+ c_ptr->mimic = feat_glyph;
/* Notice */
note_spot(y, x);
-
+
/* Redraw */
lite_spot(y, x);
if (!cave_naked_bold(y, x)) break;
/* Not on the player */
- if ((y == py) && (x == px)) break;
-
- /* Place a trap */
- cave_set_feat(y, x, FEAT_WALL_EXTRA);
+ if (player_bold(y, x)) break;
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+ /* Place a wall */
+ cave_set_feat(y, x, feat_granite);
break;
}
case GF_LAVA_FLOW:
{
+ /* Ignore permanent grid */
+ if (have_flag(f_ptr->flags, FF_PERMANENT)) break;
+
/* Shallow Lava */
- if(dam == 1)
+ if (dam == 1)
{
- /* Require a "naked" floor grid */
- if (!cave_naked_bold(y, x)) break;
+ /* Ignore grid without enough space */
+ if (!have_flag(f_ptr->flags, FF_FLOOR)) break;
/* Place a shallow lava */
- cave_set_feat(y, x, FEAT_SHAL_LAVA);
+ cave_set_feat(y, x, feat_shallow_lava);
}
/* Deep Lava */
- else
+ else if (dam)
{
- /* Require a "naked" floor grid */
- if (cave_perma_bold(y, x) || !dam) break;
-
/* Place a deep lava */
- cave_set_feat(y, x, FEAT_DEEP_LAVA);
-
- /* Dam is used as a counter for the number of grid to convert */
- dam--;
+ cave_set_feat(y, x, feat_deep_lava);
}
break;
}
case GF_WATER_FLOW:
{
+ /* Ignore permanent grid */
+ if (have_flag(f_ptr->flags, FF_PERMANENT)) break;
+
/* Shallow Water */
- if(dam == 1)
+ if (dam == 1)
{
- /* Require a "naked" floor grid */
- if (!cave_naked_bold(y, x)) break;
+ /* Ignore grid without enough space */
+ if (!have_flag(f_ptr->flags, FF_FLOOR)) break;
- /* Place a shallow lava */
- cave_set_feat(y, x, FEAT_SHAL_WATER);
+ /* Place a shallow water */
+ cave_set_feat(y, x, feat_shallow_water);
}
/* Deep Water */
- else
+ else if (dam)
{
- /* Require a "naked" floor grid */
- if (cave_perma_bold(y, x) || !dam) break;
-
- /* Place a deep lava */
- cave_set_feat(y, x, FEAT_DEEP_WATER);
-
- /* Dam is used as a counter for the number of grid to convert */
- dam--;
+ /* Place a deep water */
+ cave_set_feat(y, x, feat_deep_water);
}
break;
}
case GF_LITE:
{
/* Turn on the light */
- if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS)) c_ptr->info |= (CAVE_GLOW);
+ if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+ {
+ c_ptr->info |= (CAVE_GLOW);
- /* Notice */
- note_spot(y, x);
+ /* Notice */
+ note_spot(y, x);
- /* Redraw */
- lite_spot(y, x);
+ /* Redraw */
+ lite_spot(y, x);
- /* Observe */
- if (player_can_see_bold(y, x)) obvious = TRUE;
+ update_local_illumination(y, x);
+
+ /* Observe */
+ if (player_can_see_bold(y, x)) obvious = TRUE;
+
+ /* Mega-Hack -- Update the monster in the affected grid */
+ /* This allows "spear of light" (etc) to work "correctly" */
+ if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
- /* Mega-Hack -- Update the monster in the affected grid */
- /* This allows "spear of light" (etc) to work "correctly" */
- if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
+ if (p_ptr->special_defense & NINJA_S_STEALTH)
+ {
+ if (player_bold(y, x)) set_superstealth(FALSE);
+ }
+ }
break;
}
case GF_DARK_WEAK:
case GF_DARK:
{
- if (!p_ptr->inside_battle)
+ bool do_dark = !p_ptr->inside_battle && !is_mirror_grid(c_ptr);
+ int j;
+
+ /* Turn off the light. */
+ if (do_dark)
{
- /* Notice */
- if (player_can_see_bold(y, x)) obvious = TRUE;
+ if (dun_level || !is_daytime())
+ {
+ for (j = 0; j < 9; j++)
+ {
+ int by = y + ddy_ddd[j];
+ int bx = x + ddx_ddd[j];
+
+ if (in_bounds2(by, bx))
+ {
+ cave_type *cc_ptr = &cave[by][bx];
+
+ if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
+ {
+ do_dark = FALSE;
+ break;
+ }
+ }
+ }
+
+ if (!do_dark) break;
+ }
- /* Turn off the light. */
- if (!is_mirror_grid(c_ptr)) c_ptr->info &= ~(CAVE_GLOW);
+ c_ptr->info &= ~(CAVE_GLOW);
/* Hack -- Forget "boring" grids */
- if ((c_ptr->feat <= FEAT_INVIS) || (c_ptr->feat == FEAT_DIRT) || (c_ptr->feat == FEAT_GRASS))
+ if (!have_flag(f_ptr->flags, FF_REMEMBER))
{
/* Forget */
c_ptr->info &= ~(CAVE_MARK);
/* Redraw */
lite_spot(y, x);
+ update_local_illumination(y, x);
+
+ /* Notice */
+ if (player_can_see_bold(y, x)) obvious = TRUE;
+
/* Mega-Hack -- Update the monster in the affected grid */
/* This allows "spear of light" (etc) to work "correctly" */
if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
/* All done */
break;
}
+
case GF_SHARDS:
case GF_ROCKET:
{
- if (is_mirror_grid(&cave[y][x]))
+ if (is_mirror_grid(c_ptr))
{
-#ifdef JP
- msg_print("¶À¤¬³ä¤ì¤¿¡ª");
-#else
- msg_print("The mirror was chashed!");
-#endif
- remove_mirror(y,x);
- project(0,2,y,x, p_ptr->lev /2 +5 ,GF_SHARDS,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_HANGEKI),-1);
+ msg_print(_("鏡が割れた!", "The mirror was crashed!"));
+ sound(SOUND_GLASS);
+ remove_mirror(y, x);
+ project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+ }
+
+ if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 50))
+ {
+ /* Message */
+ if (known && (c_ptr->info & CAVE_MARK))
+ {
+ msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(c_ptr)].name);
+ sound(SOUND_GLASS);
+ }
+
+ /* Destroy the wall */
+ cave_alter_feat(y, x, FF_HURT_ROCK);
+
+ /* Update some things */
+ p_ptr->update |= (PU_FLOW);
}
break;
}
+
case GF_SOUND:
{
- if (is_mirror_grid(&cave[y][x]) && p_ptr->lev < 40 )
+ if (is_mirror_grid(c_ptr) && p_ptr->lev < 40)
+ {
+ msg_print(_("鏡が割れた!", "The mirror was crashed!"));
+ sound(SOUND_GLASS);
+ remove_mirror(y, x);
+ project(0, 2, y, x, p_ptr->lev / 2 + 5, GF_SHARDS, (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI), -1);
+ }
+
+ if (have_flag(f_ptr->flags, FF_GLASS) && !have_flag(f_ptr->flags, FF_PERMANENT) && (dam >= 200))
+ {
+ /* Message */
+ if (known && (c_ptr->info & CAVE_MARK))
+ {
+ msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(c_ptr)].name);
+ sound(SOUND_GLASS);
+ }
+
+ /* Destroy the wall */
+ cave_alter_feat(y, x, FF_HURT_ROCK);
+
+ /* Update some things */
+ p_ptr->update |= (PU_FLOW);
+ }
+ break;
+ }
+
+ case GF_DISINTEGRATE:
+ {
+ /* Destroy mirror/glyph */
+ if (is_mirror_grid(c_ptr) || is_glyph_grid(c_ptr) || is_explosive_rune_grid(c_ptr))
+ remove_mirror(y, x);
+
+ /* Permanent features don't get effect */
+ /* But not protect monsters and other objects */
+ if (have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT))
{
-#ifdef JP
- msg_print("¶À¤¬³ä¤ì¤¿¡ª");
-#else
- msg_print("The mirror was chashed!");
-#endif
- cave_set_feat(y,x, FEAT_FLOOR);
+ cave_alter_feat(y, x, FF_HURT_DISI);
+
+ /* Update some things -- similar to GF_KILL_WALL */
+ p_ptr->update |= (PU_FLOW);
}
break;
}
-/*
+/*!
+ * @brief 汎用的なビーム/ボルト/ボール系によるアイテムオブジェクトへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
+ * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
+ * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
+ * @param y 目標Y座標 / Target y location (or location to travel "towards")
+ * @param x 目標X座標 / Target x location (or location to travel "towards")
+ * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
+ * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
+ * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
+ * @details
+ * <pre>
* We are called from "project()" to "damage" objects
*
* We are called both for "beam" effects and "ball" effects.
* XXX XXX XXX We also "see" grids which are "memorized", probably a hack
*
* We return "TRUE" if the effect of the projection is "obvious".
+ * </pre>
*/
static bool project_o(int who, int r, int y, int x, int dam, int typ)
{
/* Scan all objects in the grid */
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- object_type *o_ptr;
+ /* Acquire object */
+ object_type *o_ptr = &o_list[this_o_idx];
bool is_art = FALSE;
bool ignore = FALSE;
- bool plural = FALSE;
bool do_kill = FALSE;
cptr note_kill = NULL;
- /* Acquire object */
- o_ptr = &o_list[this_o_idx];
+#ifndef JP
+ /* Get the "plural"-ness */
+ bool plural = (o_ptr->number > 1);
+#endif
/* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Extract the flags */
object_flags(o_ptr, flgs);
- /* Get the "plural"-ness */
- if (o_ptr->number > 1) plural = TRUE;
-
/* Check for artifact */
- if ((artifact_p(o_ptr) || o_ptr->art_name)) is_art = TRUE;
+ if (object_is_artifact(o_ptr)) is_art = TRUE;
/* Analyze the type */
switch (typ)
if (hates_acid(o_ptr))
{
do_kill = TRUE;
-#ifdef JP
-note_kill = "Í»¤±¤Æ¤·¤Þ¤Ã¤¿¡ª";
-#else
- note_kill = (plural ? " melt!" : " melts!");
-#endif
-
+ note_kill = _("融けてしまった!", (plural ? " melt!" : " melts!"));
if (have_flag(flgs, TR_IGNORE_ACID)) ignore = TRUE;
}
break;
if (hates_elec(o_ptr))
{
do_kill = TRUE;
-#ifdef JP
-note_kill = "²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª";
-#else
- note_kill = (plural ? " are destroyed!" : " is destroyed!");
-#endif
-
+ note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
if (have_flag(flgs, TR_IGNORE_ELEC)) ignore = TRUE;
}
break;
{
if (hates_fire(o_ptr))
{
- do_kill = TRUE;
-#ifdef JP
-note_kill = "dz¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª";
-#else
- note_kill = (plural ? " burn up!" : " burns up!");
-#endif
-
+ do_kill = TRUE;
+ note_kill = _("燃えてしまった!", (plural ? " burn up!" : " burns up!"));
if (have_flag(flgs, TR_IGNORE_FIRE)) ignore = TRUE;
}
break;
{
if (hates_cold(o_ptr))
{
-#ifdef JP
-note_kill = "ºÕ¤±»¶¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª";
-#else
- note_kill = (plural ? " shatter!" : " shatters!");
-#endif
-
+ note_kill = _("砕け散ってしまった!", (plural ? " shatter!" : " shatters!"));
do_kill = TRUE;
if (have_flag(flgs, TR_IGNORE_COLD)) ignore = TRUE;
}
if (hates_fire(o_ptr))
{
do_kill = TRUE;
-#ifdef JP
-note_kill = "dz¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª";
-#else
- note_kill = (plural ? " burn up!" : " burns up!");
-#endif
-
+ note_kill = _("燃えてしまった!", (plural ? " burn up!" : " burns up!"));
if (have_flag(flgs, TR_IGNORE_FIRE)) ignore = TRUE;
}
if (hates_elec(o_ptr))
{
ignore = FALSE;
do_kill = TRUE;
-#ifdef JP
-note_kill = "²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª";
-#else
- note_kill = (plural ? " are destroyed!" : " is destroyed!");
-#endif
-
+ note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
if (have_flag(flgs, TR_IGNORE_ELEC)) ignore = TRUE;
}
break;
{
if (hates_fire(o_ptr))
{
- do_kill = TRUE;
-#ifdef JP
-note_kill = "dz¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª";
-#else
- note_kill = (plural ? " burn up!" : " burns up!");
-#endif
-
+ do_kill = TRUE;
+ note_kill = _("燃えてしまった!", (plural ? " burn up!" : " burns up!"));
if (have_flag(flgs, TR_IGNORE_FIRE)) ignore = TRUE;
}
if (hates_cold(o_ptr))
{
ignore = FALSE;
do_kill = TRUE;
-#ifdef JP
-note_kill = "ºÕ¤±»¶¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª";
-#else
- note_kill = (plural ? " shatter!" : " shatters!");
-#endif
-
+ note_kill = _("砕け散ってしまった!", (plural ? " shatter!" : " shatters!"));
if (have_flag(flgs, TR_IGNORE_COLD)) ignore = TRUE;
}
break;
case GF_SOUND:
{
if (hates_cold(o_ptr))
- {
-#ifdef JP
-note_kill = "ºÕ¤±»¶¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª";
-#else
- note_kill = (plural ? " shatter!" : " shatters!");
-#endif
-
+ {
+ note_kill = _("砕け散ってしまった!", (plural ? " shatter!" : " shatters!"));
do_kill = TRUE;
}
break;
case GF_SUPER_RAY:
{
do_kill = TRUE;
-#ifdef JP
-note_kill = "²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª";
-#else
- note_kill = (plural ? " are destroyed!" : " is destroyed!");
-#endif
-
+ note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
break;
}
case GF_DISINTEGRATE:
{
do_kill = TRUE;
-#ifdef JP
-note_kill = "¾øȯ¤·¤Æ¤·¤Þ¤Ã¤¿¡ª";
-#else
- note_kill = (plural ? " evaporate!" : " evaporates!");
-#endif
-
+ note_kill = _("蒸発してしまった!", (plural ? " evaporate!" : " evaporates!"));
break;
}
case GF_CHAOS:
{
do_kill = TRUE;
-#ifdef JP
-note_kill = "²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª";
-#else
- note_kill = (plural ? " are destroyed!" : " is destroyed!");
-#endif
-
+ note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
if (have_flag(flgs, TR_RES_CHAOS)) ignore = TRUE;
else if ((o_ptr->tval == TV_SCROLL) && (o_ptr->sval == SV_SCROLL_CHAOS)) ignore = TRUE;
break;
case GF_HOLY_FIRE:
case GF_HELL_FIRE:
{
- if (cursed_p(o_ptr))
+ if (object_is_cursed(o_ptr))
{
- do_kill = TRUE;
-#ifdef JP
-note_kill = "²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª";
-#else
- note_kill = (plural ? " are destroyed!" : " is destroyed!");
-#endif
-
+ do_kill = TRUE;
+ note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
}
break;
}
case GF_IDENTIFY:
{
identify_item(o_ptr);
+
+ /* Auto-inscription */
+ autopick_alter_item((-this_o_idx), FALSE);
break;
}
object_known(o_ptr);
/* Notice */
- if (known && o_ptr->marked)
+ if (known && (o_ptr->marked & OM_FOUND))
{
-#ifdef JP
-msg_print("¥«¥Á¥Ã¤È²»¤¬¤·¤¿¡ª");
-#else
- msg_print("Click!");
-#endif
-
+ msg_print(_("カチッと音がした!", "Click!"));
obvious = TRUE;
}
}
{
if (!note_kill)
{
-#ifdef JP
-note_kill = "³¥¤Ë¤Ê¤Ã¤¿¡£";
-#else
- note_kill = (plural ? " become dust." : " becomes dust.");
-#endif
+ note_kill = _("灰になった。", (plural ? " become dust." : " becomes dust."));
}
continue;
}
else if (summon_named_creature(who, y, x, o_ptr->pval, mode))
{
-#ifdef JP
-note_kill = "À¸¤Ê֤ä¿¡£";
-#else
- note_kill = "rivived.";
-#endif
+ note_kill = _("生き返った。", " revived.");
}
else if (!note_kill)
{
-#ifdef JP
-note_kill = "³¥¤Ë¤Ê¤Ã¤¿¡£";
-#else
- note_kill = (plural ? " become dust." : " becomes dust.");
-#endif
+ note_kill = _("灰になった。", (plural ? " become dust." : " becomes dust."));
}
}
do_kill = TRUE;
if (do_kill)
{
/* Effect "observed" */
- if (known && o_ptr->marked)
+ if (known && (o_ptr->marked & OM_FOUND))
{
obvious = TRUE;
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
}
/* Artifacts, and other objects, get to resist */
if (is_art || ignore)
{
/* Observe the resist */
- if (known && o_ptr->marked)
- {
-#ifdef JP
-msg_format("%s¤Ï±Æ¶Á¤ò¼õ¤±¤Ê¤¤¡ª",
- o_name);
-#else
- msg_format("The %s %s unaffected!",
- o_name, (plural ? "are" : "is"));
-#endif
-
+ if (known && (o_ptr->marked & OM_FOUND))
+ {
+ msg_format(_("%sは影響を受けない!",
+ (plural ? "The %s are unaffected!" : "The %s is unaffected!")), o_name);
}
}
else
{
/* Describe if needed */
- if (known && o_ptr->marked && note_kill)
+ if (known && (o_ptr->marked & OM_FOUND) && note_kill)
{
-#ifdef JP
-msg_format("%s¤Ï%s", o_name, note_kill);
-#else
- msg_format("The %s%s", o_name, note_kill);
-#endif
-
+ msg_format(_("%sは%s", "The %s%s"), o_name, note_kill);
}
k_idx = o_ptr->k_idx;
}
-/*
- * Helper function for "project()" below.
- *
- * Handle a beam/bolt/ball causing damage to a monster.
- *
+/*!
+ * @brief 汎用的なビーム/ボルト/ボール系によるモンスターへの効果処理 / Handle a beam/bolt/ball causing damage to a monster.
+ * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
+ * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
+ * @param y 目標Y座標 / Target y location (or location to travel "towards")
+ * @param x 目標X座標 / Target x location (or location to travel "towards")
+ * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
+ * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
+ * @param flg 効果フラグ
+ * @param see_s_msg TRUEならばメッセージを表示する
+ * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
+ * @details
+ * <pre>
* This routine takes a "source monster" (by index) which is mostly used to
* determine if the player is causing the damage, and a "radius" (see below),
* which is used to decrease the power of explosions with distance, and a
* (polymorph and teleport being the obvious ones), a default damage, which
* is modified as needed based on various properties, and finally a "damage
* type" (see below).
- *
+ * </pre>
+ * <pre>
* Note that this routine can handle "no damage" attacks (like teleport) by
* taking a "zero" damage, and can even take "parameters" to attacks (like
* confuse) by accepting a "damage", using it to calculate the effect, and
* then setting the damage to zero. Note that the "damage" parameter is
* divided by the radius, so monsters not at the "epicenter" will not take
* as much damage (or whatever)...
- *
+ * </pre>
+ * <pre>
* Note that "polymorph" is dangerous, since a failure in "place_monster()"'
* may result in a dereference of an invalid pointer. XXX XXX XXX
- *
+ * </pre>
+ * <pre>
* Various messages are produced, and damage is applied.
- *
+ * </pre>
+ * <pre>
* Just "casting" a substance (i.e. plasma) does not make you immune, you must
* actually be "made" of that substance, or "breathe" big balls of it.
- *
* We assume that "Plasma" monsters, and "Plasma" breathers, are immune
* to plasma.
- *
* We assume "Nether" is an evil, necromantic force, so it doesn't hurt undead,
* and hurts evil less. If can breath nether, then it resists it as well.
- *
+ * </pre>
+ * <pre>
* Damage reductions use the following formulas:
* Note that "dam = dam * 6 / (randint1(6) + 6);"
* gives avg damage of .655, ranging from .858 to .500
* gives avg damage of .327, ranging from .427 to .250
* Note that "dam = dam * 2 / (randint1(6) + 6);"
* gives something simple.
- *
+ * </pre>
+ * <pre>
* In this function, "result" messages are postponed until the end, where
* the "note" string is appended to the monster name, if not NULL. So,
* to make a spell have "no effect" just set "note" to NULL. You should
* also set "notice" to FALSE, or the player will learn what the spell does.
- *
+ * </pre>
+ * <pre>
* We attempt to return "TRUE" if the player saw anything "useful" happen.
+ * "flg" was added.
+ * </pre>
*/
-/* "flg" was added. */
-static bool project_m(int who, int r, int y, int x, int dam, int typ , int flg)
+static bool project_m(int who, int r, int y, int x, int dam, int typ, int flg, bool see_s_msg)
{
int tmp;
cave_type *c_ptr = &cave[y][x];
monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *caster_ptr = (who > 0) ? &m_list[who] : NULL;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char killer [80];
+ char killer[80];
/* Is the monster "seen"? */
bool seen = m_ptr->ml;
+ bool seen_msg = is_seen(m_ptr);
- bool slept = (bool)(m_ptr->csleep > 0);
+ bool slept = (bool)MON_CSLEEP(m_ptr);
/* Were the effects "obvious" (if seen)? */
bool obvious = FALSE;
/* Can the player know about this effect? */
bool known = ((m_ptr->cdis <= MAX_SIGHT) || p_ptr->inside_battle);
- /* Can the player see the source of this effect? */
- bool see_s = ((who <= 0) || m_list[who].ml);
-
/* Were the effects "irrelevant"? */
bool skipped = FALSE;
bool get_angry = FALSE;
/* Polymorph setting (true or false) */
- int do_poly = 0;
+ bool do_poly = FALSE;
/* Teleport setting (max distance) */
int do_dist = 0;
/* Hold the monster name */
char m_name[80];
-
char m_poss[10];
int photo = 0;
cptr note = NULL;
/* Assume a default death */
-#ifdef JP
-cptr note_dies = "¤Ï»à¤ó¤À¡£";
-#else
- cptr note_dies = " dies.";
-#endif
+ cptr note_dies = extract_note_dies(real_r_ptr(m_ptr));
int ty = m_ptr->fy;
int tx = m_ptr->fx;
+ int caster_lev = (who > 0) ? r_info[caster_ptr->r_idx].level : (p_ptr->lev * 2);
/* Nobody here */
if (!c_ptr->m_idx) return (FALSE);
monster_desc(m_name, m_ptr, 0);
/* Get the monster possessive ("his"/"her"/"its") */
- monster_desc(m_poss, m_ptr, 0x22);
-
-
- /* Some monsters get "destroyed" */
- if (!monster_living(r_ptr))
- {
- int i;
- bool explode = FALSE;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
- }
-
- /* Special note at death */
- if (explode)
-#ifdef JP
-note_dies = "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
-#else
- note_dies = " explodes into tiny shreds.";
-#endif
- else
-#ifdef JP
-note_dies = "¤òÅݤ·¤¿¡£";
-#else
- note_dies = " is destroyed.";
-#endif
- }
+ monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
- if (p_ptr->riding && (c_ptr->m_idx == p_ptr->riding)) disturb(1, 0);
+ if (p_ptr->riding && (c_ptr->m_idx == p_ptr->riding)) disturb(1, 1);
/* Analyze the damage type */
switch (typ)
case GF_MISSILE:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
break;
case GF_ACID:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags3 & (RF3_IM_ACID))
+ if (r_ptr->flagsr & RFR_IM_ACID)
{
-#ifdef JP
-note = "¤Ë¤Ï¤«¤Ê¤êÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists a lot.";
-#endif
-
+ note = _("にはかなり耐性がある!", " resists a lot.");
dam /= 9;
- if (seen) r_ptr->r_flags3 |= (RF3_IM_ACID);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_ACID);
}
break;
}
case GF_ELEC:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags3 & (RF3_IM_ELEC))
+ if (r_ptr->flagsr & RFR_IM_ELEC)
{
-#ifdef JP
-note = "¤Ë¤Ï¤«¤Ê¤êÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists a lot.";
-#endif
-
- dam /= 9;
- if (seen) r_ptr->r_flags3 |= (RF3_IM_ELEC);
+ note = _("にはかなり耐性がある!", " resists a lot.");
+ dam /= 9;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_ELEC);
}
break;
}
case GF_FIRE:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags3 & (RF3_IM_FIRE))
+ if (r_ptr->flagsr & RFR_IM_FIRE)
{
-#ifdef JP
-note = "¤Ë¤Ï¤«¤Ê¤êÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists a lot.";
-#endif
-
+ note = _("にはかなり耐性がある!", " resists a lot.");
dam /= 9;
- if (seen) r_ptr->r_flags3 |= (RF3_IM_FIRE);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_FIRE);
}
else if (r_ptr->flags3 & (RF3_HURT_FIRE))
{
-#ifdef JP
-note = "¤Ï¤Ò¤É¤¤Ä˼ê¤ò¤¦¤±¤¿¡£";
-#else
- note = " is hit hard.";
-#endif
-
+ note = _("はひどい痛手をうけた。", " is hit hard.");
dam *= 2;
- if (seen) r_ptr->r_flags3 |= (RF3_HURT_FIRE);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_FIRE);
}
break;
}
case GF_COLD:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags3 & (RF3_IM_COLD))
+ if (r_ptr->flagsr & RFR_IM_COLD)
{
-#ifdef JP
-note = "¤Ë¤Ï¤«¤Ê¤êÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists a lot.";
-#endif
-
+ note = _("にはかなり耐性がある!", " resists a lot.");
dam /= 9;
- if (seen) r_ptr->r_flags3 |= (RF3_IM_COLD);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_COLD);
}
else if (r_ptr->flags3 & (RF3_HURT_COLD))
- {
-#ifdef JP
-note = "¤Ï¤Ò¤É¤¤Ä˼ê¤ò¤¦¤±¤¿¡£";
-#else
- note = " is hit hard.";
-#endif
-
+ {
+ note = _("はひどい痛手をうけた。", " is hit hard.");
dam *= 2;
- if (seen) r_ptr->r_flags3 |= (RF3_HURT_COLD);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_COLD);
}
break;
}
case GF_POIS:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags3 & RF3_IM_POIS)
+ if (r_ptr->flagsr & RFR_IM_POIS)
{
-#ifdef JP
-note = "¤Ë¤Ï¤«¤Ê¤êÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists a lot.";
-#endif
-
+ note = _("にはかなり耐性がある!", " resists a lot.");
dam /= 9;
- if (seen) r_ptr->r_flags3 |= (RF3_IM_POIS);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_POIS);
}
break;
}
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags3 & RF3_IM_POIS)
+ if (r_ptr->flagsr & RFR_IM_POIS)
{
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
+ note = _("には耐性がある。", " resists.");
dam *= 3; dam /= randint1(6) + 6;
- if (seen) r_ptr->r_flags3 |= (RF3_IM_POIS);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_POIS);
}
else if (one_in_(3)) do_poly = TRUE;
break;
case GF_HELL_FIRE:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flags3 & RF3_GOOD)
- {
+ {
+ note = _("はひどい痛手をうけた。", " is hit hard.");
dam *= 2;
-#ifdef JP
-note = "¤Ï¤Ò¤É¤¤Ä˼ê¤ò¼õ¤±¤¿¡£";
-#else
- note = " is hit hard.";
-#endif
-
- if (seen) r_ptr->r_flags3 |= (RF3_GOOD);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
}
break;
}
case GF_HOLY_FIRE:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flags3 & RF3_GOOD)
- {
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
-#ifdef JP
-note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " is immune.";
-#endif
-
- if (seen) r_ptr->r_flags3 |= RF3_GOOD;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_GOOD;
}
else if (r_ptr->flags3 & RF3_EVIL)
{
- dam *= 2;
-#ifdef JP
-note = "¤Ï¤Ò¤É¤¤Ä˼ê¤ò¼õ¤±¤¿¡£";
-#else
- note = " is hit hard.";
-#endif
-
- if (seen) r_ptr->r_flags3 |= RF3_EVIL;
+ dam *= 2;
+ note = _("はひどい痛手をうけた。", " is hit hard.");
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
}
else
- {
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
+ {
+ note = _("には耐性がある。", " resists.");
dam *= 3; dam /= randint1(6) + 6;
}
break;
case GF_ARROW:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
break;
case GF_PLASMA:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags3 & RF3_RES_PLAS)
- {
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
+ if (r_ptr->flagsr & RFR_RES_PLAS)
+ {
+ note = _("には耐性がある。", " resists.");
dam *= 3; dam /= randint1(6) + 6;
- if (seen)
- r_ptr->r_flags3 |= (RF3_RES_PLAS);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_PLAS);
}
break;
}
case GF_NETHER:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags3 & RF3_UNDEAD)
- {
-#ifdef JP
-note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " is immune.";
-#endif
-
- dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_UNDEAD);
- }
- else if (r_ptr->flags3 & RF3_RES_NETH)
+ if (r_ptr->flagsr & RFR_RES_NETH)
{
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
- dam *= 3; dam /= randint1(6) + 6;
-
- if (seen) r_ptr->r_flags3 |= (RF3_RES_NETH);
+ if (r_ptr->flags3 & RF3_UNDEAD)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
+ dam = 0;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
+ }
+ else
+ {
+ note = _("には耐性がある。", " resists.");
+ dam *= 3; dam /= randint1(6) + 6;
+ }
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_NETH);
}
else if (r_ptr->flags3 & RF3_EVIL)
- {
+ {
+ note = _("はいくらか耐性を示した。", " resists somewhat.");
dam /= 2;
-#ifdef JP
-note = "¤Ï¤¤¤¯¤é¤«ÂÑÀ¤ò¼¨¤·¤¿¡£";
-#else
- note = " resists somewhat.";
-#endif
-
- if (seen) r_ptr->r_flags3 |= (RF3_EVIL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
}
break;
}
case GF_WATER:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (m_ptr->r_idx == MON_WATER_ELEM || m_ptr->r_idx == MON_UNMAKER)
+ if (r_ptr->flagsr & RFR_RES_WATE)
{
-#ifdef JP
-note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " is immune.";
-#endif
-
- dam = 0;
- }
- else if (r_ptr->flags3 & RF3_RES_WATE)
- {
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
- dam *= 3; dam /= randint1(6) + 6;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_WATE);
+ if ((m_ptr->r_idx == MON_WATER_ELEM) || (m_ptr->r_idx == MON_UNMAKER))
+ {
+ note = _("には完全な耐性がある!", " is immune.");
+ dam = 0;
+ }
+ else
+ {
+ note = _("には耐性がある。", " resists.");
+ dam *= 3; dam /= randint1(6) + 6;
+ }
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_WATE);
}
break;
}
case GF_CHAOS:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- do_poly = TRUE;
- do_conf = (5 + randint1(11) + r) / (r + 1);
- if ((r_ptr->flags4 & RF4_BR_CHAO) ||
- (m_ptr->r_idx == MON_STORMBRINGER) ||
- ((r_ptr->flags3 & RF3_DEMON) && one_in_(3)))
- {
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
+ if (r_ptr->flagsr & RFR_RES_CHAO)
+ {
+ note = _("には耐性がある。", " resists.");
dam *= 3; dam /= randint1(6) + 6;
- do_poly = FALSE;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_CHAO);
+ }
+ else if ((r_ptr->flags3 & RF3_DEMON) && one_in_(3))
+ {
+ note = _("はいくらか耐性を示した。", " resists somewhat.");
+ dam *= 3; dam /= randint1(6) + 6;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
+ }
+ else
+ {
+ do_poly = TRUE;
+ do_conf = (5 + randint1(11) + r) / (r + 1);
}
break;
}
case GF_SHARDS:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags4 & RF4_BR_SHAR)
+ if (r_ptr->flagsr & RFR_RES_SHAR)
{
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
- dam *= 3; dam /= randint1(6) + 6;
+ note = _("には耐性がある。", " resists.");
+ dam *= 3; dam /= randint1(6) + 6;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SHAR);
}
break;
}
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags4 & RF4_BR_SHAR)
- {
-#ifdef JP
-note = "¤Ï¤¤¤¯¤é¤«ÂÑÀ¤ò¼¨¤·¤¿¡£";
-#else
- note = " resists somewhat.";
-#endif
-
+ if (r_ptr->flagsr & RFR_RES_SHAR)
+ {
+ note = _("はいくらか耐性を示した。", " resists somewhat.");
dam /= 2;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SHAR);
}
break;
}
case GF_SOUND:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- do_stun = (10 + randint1(15) + r) / (r + 1);
- if (r_ptr->flags4 & RF4_BR_SOUN)
+ if (r_ptr->flagsr & RFR_RES_SOUN)
{
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
- dam *= 2; dam /= randint1(6) + 6;
+ note = _("には耐性がある。", " resists.");
+ dam *= 2; dam /= randint1(6) + 6;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_SOUN);
}
+ else do_stun = (10 + randint1(15) + r) / (r + 1);
break;
}
case GF_CONFUSION:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- do_conf = (10 + randint1(15) + r) / (r + 1);
- if (r_ptr->flags4 & RF4_BR_CONF)
+ if (r_ptr->flags3 & RF3_NO_CONF)
{
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
- dam *= 2; dam /= randint1(6) + 6;
- }
- else if (r_ptr->flags3 & RF3_NO_CONF)
- {
-#ifdef JP
-note = "¤Ï¤¤¤¯¤é¤«ÂÑÀ¤ò¼¨¤·¤¿¡£";
-#else
- note = " resists somewhat.";
-#endif
-
- dam /= 2;
+ note = _("には耐性がある。", " resists.");
+ dam *= 3; dam /= randint1(6) + 6;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
}
+ else do_conf = (10 + randint1(15) + r) / (r + 1);
break;
}
case GF_DISENCHANT:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags3 & RF3_RES_DISE)
+ if (r_ptr->flagsr & RFR_RES_DISE)
{
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
- dam *= 3; dam /= randint1(6) + 6;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_DISE);
+ note = _("には耐性がある。", " resists.");
+ dam *= 3; dam /= randint1(6) + 6;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_DISE);
}
break;
}
case GF_NEXUS:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags3 & RF3_RES_NEXU)
- {
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
+ if (r_ptr->flagsr & RFR_RES_NEXU)
+ {
+ note = _("には耐性がある。", " resists.");
dam *= 3; dam /= randint1(6) + 6;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_NEXU);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_NEXU);
}
break;
}
case GF_FORCE:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- do_stun = (randint1(15) + r) / (r + 1);
- if (r_ptr->flags4 & RF4_BR_WALL)
- {
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
+ if (r_ptr->flagsr & RFR_RES_WALL)
+ {
+ note = _("には耐性がある。", " resists.");
dam *= 3; dam /= randint1(6) + 6;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_WALL);
}
+ else do_stun = (randint1(15) + r) / (r + 1);
break;
}
/* Inertia -- breathers resist */
- case GF_INERTIA:
+ case GF_INERTIAL:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags4 & (RF4_BR_INER))
- {
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
+ if (r_ptr->flagsr & RFR_RES_INER)
+ {
+ note = _("には耐性がある。", " resists.");
dam *= 3; dam /= randint1(6) + 6;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_INER);
}
else
{
/* Normal monsters slow down */
else
{
- if (!m_ptr->slow)
+ if (set_monster_slow(c_ptr->m_idx, MON_SLOW(m_ptr) + 50))
{
-#ifdef JP
-note = "¤ÎÆ°¤¤¬ÃÙ¤¯¤Ê¤Ã¤¿¡£";
-#else
- note = " starts moving slower.";
-#endif
+ note = _("の動きが遅くなった。", " starts moving slower.");
}
- m_ptr->slow = MIN(200, m_ptr->slow + 50);
- if (c_ptr->m_idx == p_ptr->riding)
- p_ptr->update |= (PU_BONUS);
}
}
break;
case GF_TIME:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags4 & (RF4_BR_TIME))
+ if (r_ptr->flagsr & RFR_RES_TIME)
{
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
+ note = _("には耐性がある。", " resists.");
dam *= 3; dam /= randint1(6) + 6;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_TIME);
}
- else do_time = (dam+1)/2;
+ else do_time = (dam + 1) / 2;
break;
}
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags3 & (RF3_RES_TELE))
+ if (r_ptr->flagsr & RFR_RES_TELE)
{
if (r_ptr->flags1 & (RF1_UNIQUE))
{
- if (seen) r_ptr->r_flags3 |= RF3_RES_TELE;
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£";
-#else
- note = " is unaffected!";
-#endif
-
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+ note = _("には効果がなかった。", " is unaffected!");
resist_tele = TRUE;
}
else if (r_ptr->level > randint1(100))
{
- if (seen) r_ptr->r_flags3 |= RF3_RES_TELE;
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists!";
-#endif
-
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+ note = _("には耐性がある!", " resists!");
resist_tele = TRUE;
}
}
else do_dist = 0;
if (p_ptr->riding && (c_ptr->m_idx == p_ptr->riding)) do_dist = 0;
- if (r_ptr->flags4 & (RF4_BR_GRAV))
- {
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
+ if (r_ptr->flagsr & RFR_RES_GRAV)
+ {
+ note = _("には耐性がある!", " resists!");
dam *= 3; dam /= randint1(6) + 6;
do_dist = 0;
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_GRAV);
}
else
{
/* Normal monsters slow down */
else
{
- if (!m_ptr->slow)
+ if (set_monster_slow(c_ptr->m_idx, MON_SLOW(m_ptr) + 50))
{
-#ifdef JP
-note = "¤ÎÆ°¤¤¬ÃÙ¤¯¤Ê¤Ã¤¿¡£";
-#else
- note = " starts moving slower.";
-#endif
+ note = _("の動きが遅くなった。", " starts moving slower.");
}
- m_ptr->slow = MIN(200, m_ptr->slow + 50);
- if (c_ptr->m_idx == p_ptr->riding)
- p_ptr->update |= (PU_BONUS);
}
/* 2. stun */
- do_stun = damroll((p_ptr->lev / 10) + 3 , (dam)) + 1;
+ do_stun = damroll((caster_lev / 20) + 3 , (dam)) + 1;
/* Attempt a saving throw */
if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
/* Resist */
do_stun = 0;
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£";
-#else
- note = " is unaffected!";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected!");
obvious = FALSE;
}
}
case GF_SUPER_RAY:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
break;
case GF_DISINTEGRATE:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flags3 & RF3_HURT_ROCK)
{
- if (seen) r_ptr->r_flags3 |= (RF3_HURT_ROCK);
-#ifdef JP
-note = "¤ÎÈéÉ椬¤¿¤À¤ì¤¿¡ª";
-note_dies = "¤Ï¾øȯ¤·¤¿¡ª";
-#else
- note = " loses some skin!";
- note_dies = " evaporates!";
-#endif
-
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_ROCK);
+ note = _("の皮膚がただれた!", " loses some skin!");
+ note_dies = _("は蒸発した!", " evaporates!");
dam *= 2;
}
break;
if (seen) obvious = TRUE;
/* PSI only works if the monster can see you! -- RG */
- if (!(los(m_ptr->fy, m_ptr->fx, py, px)))
+ if (!(los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)))
{
- dam = 0;
-#ifdef JP
-note = "¤Ï¤¢¤Ê¤¿¤¬¸«¤¨¤Ê¤¤¤Î¤Ç±Æ¶Á¤µ¤ì¤Ê¤¤¡ª";
-#else
- note = " can't see you, and isn't affected!";
-#endif
-
+ if (seen_msg)
+ msg_format(_("%sはあなたが見えないので影響されない!", "%^s can't see you, and isn't affected!"), m_name);
+ skipped = TRUE;
+ break;
}
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flags2 & RF2_EMPTY_MIND)
{
dam = 0;
-#ifdef JP
-note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune!";
-#endif
- if (seen) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
+ note = _("には完全な耐性がある!", " is immune.");
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
}
- else if ((r_ptr->flags2 & RF2_STUPID) ||
- (r_ptr->flags2 & RF2_WEIRD_MIND) ||
- (r_ptr->flags3 & RF3_ANIMAL) ||
- (r_ptr->level > randint1(3 * dam)))
- {
+ else if ((r_ptr->flags2 & (RF2_STUPID | RF2_WEIRD_MIND)) ||
+ (r_ptr->flags3 & RF3_ANIMAL) ||
+ (r_ptr->level > randint1(3 * dam)))
+ {
+ note = _("には耐性がある!", " resists!");
dam /= 3;
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
/*
* Powerful demons & undead can turn a mindcrafter's
* attacks back on them
*/
- if (((r_ptr->flags3 & RF3_UNDEAD) ||
- (r_ptr->flags3 & RF3_DEMON)) &&
- (r_ptr->level > p_ptr->lev / 2) &&
- one_in_(2))
+ if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
+ (r_ptr->level > p_ptr->lev / 2) &&
+ one_in_(2))
{
note = NULL;
-#ifdef JP
-msg_format("%^s¤ÎÂÄÍ¤¿Àº¿À¤Ï¹¶·â¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
- m_name);
-#else
- msg_format("%^s%s corrupted mind backlashes your attack!",
- m_name, (seen ? "'s" : "s"));
-#endif
+ msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
+ (seen ? "%^s's corrupted mind backlashes your attack!" :
+ "%^ss corrupted mind backlashes your attack!")), m_name);
/* Saving throw */
- if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
+ if ((randint0(100 + r_ptr->level / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
{
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
-
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
}
else
{
/* Injure +/- confusion */
- monster_desc(killer, m_ptr, 0x288);
+ monster_desc(killer, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
take_hit(DAMAGE_ATTACK, dam, killer, -1); /* has already been /3 */
- if (one_in_(4))
+ if (one_in_(4) && !CHECK_MULTISHADOW())
{
switch (randint1(4))
{
case 3:
{
if (r_ptr->flags3 & RF3_NO_FEAR)
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£";
-#else
- note = " is unaffected.";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
else
set_afraid(p_ptr->afraid + 3 + randint1(dam));
break;
do_fear = 3 + randint1(dam);
break;
default:
-#ifdef JP
-note = "¤Ï̲¤ê¹þ¤ó¤Ç¤·¤Þ¤Ã¤¿¡ª";
-#else
- note = " falls asleep!";
-#endif
-
+ note = _("は眠り込んでしまった!", " falls asleep!");
do_sleep = 3 + randint1(dam);
break;
}
}
-#ifdef JP
-note_dies = "¤ÎÀº¿À¤ÏÊø²õ¤·¡¢ÆùÂΤÏÈ´¤±³Ì¤È¤Ê¤Ã¤¿¡£";
-#else
- note_dies = " collapses, a mindless husk.";
-#endif
-
+ note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
break;
}
case GF_PSI_DRAIN:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flags2 & RF2_EMPTY_MIND)
{
- dam = 0;
-#ifdef JP
-note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune!";
-#endif
-
+ dam = 0;
+ note = _("には完全な耐性がある!", " is immune.");
}
- else if ((r_ptr->flags2 & RF2_STUPID) ||
- (r_ptr->flags2 & RF2_WEIRD_MIND) ||
- (r_ptr->flags3 & RF3_ANIMAL) ||
- (r_ptr->level > randint1(3 * dam)))
- {
+ else if ((r_ptr->flags2 & (RF2_STUPID | RF2_WEIRD_MIND)) ||
+ (r_ptr->flags3 & RF3_ANIMAL) ||
+ (r_ptr->level > randint1(3 * dam)))
+ {
+ note = _("には耐性がある!", " resists!");
dam /= 3;
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
/*
* Powerful demons & undead can turn a mindcrafter's
* attacks back on them
*/
- if (((r_ptr->flags3 & RF3_UNDEAD) ||
- (r_ptr->flags3 & RF3_DEMON)) &&
+ if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
(r_ptr->level > p_ptr->lev / 2) &&
(one_in_(2)))
{
note = NULL;
-#ifdef JP
-msg_format("%^s¤ÎÂÄÍ¤¿Àº¿À¤Ï¹¶·â¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
- m_name);
-#else
- msg_format("%^s%s corrupted mind backlashes your attack!",
- m_name, (seen ? "'s" : "s"));
-#endif
-
+ msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
+ (seen ? "%^s's corrupted mind backlashes your attack!" :
+ "%^ss corrupted mind backlashes your attack!")), m_name);
/* Saving throw */
- if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
+ if ((randint0(100 + r_ptr->level / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
{
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
-
+ msg_print(_("あなたは効力を跳ね返した!", "You resist the effects!"));
}
else
{
/* Injure + mana drain */
- monster_desc(killer, m_ptr, 0x288);
-#ifdef JP
-msg_print("ĶǽÎϥѥ¤òµÛ¤¤¤È¤é¤ì¤¿¡ª");
-#else
- msg_print("Your psychic energy is drained!");
-#endif
-
- p_ptr->csp -= damroll(5, dam) / 2;
- if (p_ptr->csp < 0) p_ptr->csp = 0;
- p_ptr->redraw |= PR_MANA;
- p_ptr->window |= (PW_SPELL);
+ monster_desc(killer, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
+ if (!CHECK_MULTISHADOW())
+ {
+ msg_print(_("超能力パワーを吸いとられた!", "Your psychic energy is drained!"));
+ p_ptr->csp -= damroll(5, dam) / 2;
+ if (p_ptr->csp < 0) p_ptr->csp = 0;
+ p_ptr->redraw |= PR_MANA;
+ p_ptr->window |= (PW_SPELL);
+ }
take_hit(DAMAGE_ATTACK, dam, killer, -1); /* has already been /3 */
}
dam = 0;
else if (dam > 0)
{
int b = damroll(5, dam) / 4;
-#ifdef JP
-msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¶ìÄˤòĶǽÎϥѥ¤ËÊÑ´¹¤·¤¿¡ª",
- m_name);
-#else
- msg_format("You convert %s%s pain into psychic energy!",
- m_name, (seen ? "'s" : "s"));
-#endif
+ cptr str = (p_ptr->pclass == CLASS_MINDCRAFTER) ? _("超能力パワー", "psychic energy") : _("魔力", "mana");
+ cptr msg = _("あなたは%sの苦痛を%sに変換した!",
+ (seen ? "You convert %s's pain into %s!" :
+ "You convert %ss pain into %s!"));
+ msg_format(msg, m_name, str);
b = MIN(p_ptr->msp, p_ptr->csp + b);
p_ptr->csp = b;
p_ptr->redraw |= PR_MANA;
p_ptr->window |= (PW_SPELL);
}
-
-#ifdef JP
-note_dies = "¤ÎÀº¿À¤ÏÊø²õ¤·¡¢ÆùÂΤÏÈ´¤±³Ì¤È¤Ê¤Ã¤¿¡£";
-#else
- note_dies = " collapses, a mindless husk.";
-#endif
-
+ note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
break;
}
case GF_TELEKINESIS:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (one_in_(4))
}
/* 1. stun */
- do_stun = damroll((p_ptr->lev / 10) + 3 , dam) + 1;
+ do_stun = damroll((caster_lev / 20) + 3 , dam) + 1;
/* Attempt a saving throw */
if ((r_ptr->flags1 & RF1_UNIQUE) ||
case GF_PSY_SPEAR:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
break;
case GF_METEOR:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
break;
case GF_DOMINATION:
{
if (!is_hostile(m_ptr)) break;
+
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には効果がなかった!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Attempt a saving throw */
- if ((r_ptr->flags1 & RF1_UNIQUE) ||
- (r_ptr->flags1 & RF1_QUESTOR) ||
+ if ((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
(r_ptr->flags3 & RF3_NO_CONF) ||
(r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
{
/* Memorize a flag */
if (r_ptr->flags3 & RF3_NO_CONF)
{
- if (seen) r_ptr->r_flags3 |= (RF3_NO_CONF);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
}
/* Resist */
* Powerful demons & undead can turn a mindcrafter's
* attacks back on them
*/
- if (((r_ptr->flags3 & RF3_UNDEAD) ||
- (r_ptr->flags3 & RF3_DEMON)) &&
- (r_ptr->level > p_ptr->lev / 2) &&
- (one_in_(2)))
+ if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
+ (r_ptr->level > p_ptr->lev / 2) &&
+ (one_in_(2)))
{
- note = NULL;
-#ifdef JP
-msg_format("%^s¤ÎÂÄÍ¤¿Àº¿À¤Ï¹¶·â¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
- m_name);
-#else
- msg_format("%^s%s corrupted mind backlashes your attack!",
- m_name, (seen ? "'s" : "s"));
-#endif
+ note = NULL;
+ msg_format(_("%^sの堕落した精神は攻撃を跳ね返した!",
+ (seen ? "%^s's corrupted mind backlashes your attack!" :
+ "%^ss corrupted mind backlashes your attack!")), m_name);
/* Saving throw */
if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
{
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
-
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
}
else
{
default:
{
if (r_ptr->flags3 & RF3_NO_FEAR)
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£";
-#else
- note = " is unaffected.";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
else
set_afraid(p_ptr->afraid + dam);
}
else
{
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
}
}
{
if ((dam > 29) && (randint1(100) < dam))
{
-#ifdef JP
-note = "¤¬¤¢¤Ê¤¿¤ËÎì°¤·¤¿¡£";
-#else
- note = " is in your thrall!";
-#endif
-
+ note = _("があなたに隷属した。", " is in your thrall!");
set_pet(m_ptr);
}
else
case GF_ICE:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
do_stun = (randint1(15) + 1) / (r + 1);
- if (r_ptr->flags3 & RF3_IM_COLD)
- {
-#ifdef JP
-note = "¤Ë¤Ï¤«¤Ê¤êÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists a lot.";
-#endif
-
+ if (r_ptr->flagsr & RFR_IM_COLD)
+ {
+ note = _("にはかなり耐性がある!", " resists a lot.");
dam /= 9;
- if (seen) r_ptr->r_flags3 |= (RF3_IM_COLD);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_COLD);
}
else if (r_ptr->flags3 & (RF3_HURT_COLD))
{
-#ifdef JP
-note = "¤Ï¤Ò¤É¤¤Ä˼ê¤ò¤¦¤±¤¿¡£";
-#else
- note = " is hit hard.";
-#endif
-
+ note = _("はひどい痛手をうけた。", " is hit hard.");
dam *= 2;
- if (seen) r_ptr->r_flags3 |= (RF3_HURT_COLD);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_COLD);
}
break;
}
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (!monster_living(r_ptr))
{
- if (r_ptr->flags3 & RF3_UNDEAD)
+ if (is_original_ap_and_seen(m_ptr))
{
- if (seen) r_ptr->r_flags3 |= (RF3_UNDEAD);
+ if (r_ptr->flags3 & RF3_DEMON) r_ptr->r_flags3 |= (RF3_DEMON);
+ if (r_ptr->flags3 & RF3_UNDEAD) r_ptr->r_flags3 |= (RF3_UNDEAD);
+ if (r_ptr->flags3 & RF3_NONLIVING) r_ptr->r_flags3 |= (RF3_NONLIVING);
}
-
- if (r_ptr->flags3 & (RF3_DEMON))
- {
- if (seen) r_ptr->r_flags3 |= (RF3_DEMON);
- }
-
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
dam = 0;
}
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if ((r_ptr->flags3 & RF3_UNDEAD) ||
- (r_ptr->flags3 & RF3_NONLIVING))
+ if (!monster_living(r_ptr))
{
- if (r_ptr->flags3 & RF3_UNDEAD)
+ if (is_original_ap_and_seen(m_ptr))
{
- if (seen) r_ptr->r_flags3 |= (RF3_UNDEAD);
+ if (r_ptr->flags3 & RF3_DEMON) r_ptr->r_flags3 |= (RF3_DEMON);
+ if (r_ptr->flags3 & RF3_UNDEAD) r_ptr->r_flags3 |= (RF3_UNDEAD);
+ if (r_ptr->flags3 & RF3_NONLIVING) r_ptr->r_flags3 |= (RF3_NONLIVING);
}
-
-#ifdef JP
-note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " is immune.";
-#endif
-
+ note = _("には完全な耐性がある!", " is immune.");
obvious = FALSE;
dam = 0;
}
else if (((r_ptr->flags1 & RF1_UNIQUE) &&
(randint1(888) != 666)) ||
- (((r_ptr->level + randint1(20)) > randint1(p_ptr->lev + randint1(10))) &&
+ (((r_ptr->level + randint1(20)) > randint1((caster_lev / 2) + randint1(10))) &&
randint1(100) != 66))
- {
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists!";
-#endif
-
+ {
+ note = _("には耐性がある!", " resists!");
obvious = FALSE;
dam = 0;
}
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Attempt to polymorph (see below) */
if ((r_ptr->flags1 & RF1_UNIQUE) ||
(r_ptr->flags1 & RF1_QUESTOR) ||
(r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
- {
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£";
-#else
- note = " is unaffected!";
-#endif
-
+ {
+ note = _("には効果がなかった。", " is unaffected.");
do_poly = FALSE;
obvious = FALSE;
}
{
if (seen) obvious = TRUE;
- if (is_pet(m_ptr) || (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & (RF7_UNIQUE_7 | RF7_UNIQUE2)))
- {
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£";
-#else
- note = " is unaffected!";
-#endif
+ if ((p_ptr->inside_arena) || is_pet(m_ptr) || (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)))
+ {
+ note = _("には効果がなかった。", " is unaffected.");
}
else
{
/* Attempt to clone. */
if (multiply_monster(c_ptr->m_idx, TRUE, 0L))
{
-#ifdef JP
-note = "¤¬Ê¬Îö¤·¤¿¡ª";
-#else
- note = " spawns!";
-#endif
-
+ note = _("が分裂した!", " spawns!");
}
}
if (seen) obvious = TRUE;
/* Wake up */
- m_ptr->csleep = 0;
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
if (m_ptr->maxhp < m_ptr->max_maxhp)
{
-#ifdef JP
-msg_format("%^s¤Î¶¯¤µ¤¬Ìá¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s recovers %s vitality.", m_name, m_poss);
-#endif
+ if (seen_msg) msg_format(_("%^sの強さが戻った。", "%^s recovers %s vitality."), m_name, m_poss);
m_ptr->maxhp = m_ptr->max_maxhp;
}
- if (!dam) break;
+
+ if (!dam)
+ {
+ /* Redraw (later) if needed */
+ if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == c_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
+ break;
+ }
+
+ /* Fall through */
}
case GF_OLD_HEAL:
{
if (seen) obvious = TRUE;
/* Wake up */
- m_ptr->csleep = 0;
-
- if (m_ptr->stunned)
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
+ if (MON_STUNNED(m_ptr))
{
-#ifdef JP
-msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is no longer stunned.", m_name);
-#endif
- m_ptr->stunned = 0;
+ if (seen_msg) msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
+ (void)set_monster_stunned(c_ptr->m_idx, 0);
}
- if (m_ptr->confused)
+ if (MON_CONFUSED(m_ptr))
{
-#ifdef JP
-msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is no longer confused.", m_name);
-#endif
- m_ptr->confused = 0;
+ if (seen_msg) msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
+ (void)set_monster_confused(c_ptr->m_idx, 0);
}
- if (m_ptr->monfear)
+ if (MON_MONFEAR(m_ptr))
{
-#ifdef JP
-msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
-#else
- msg_format("%^s recovers %s courage.", m_name, m_poss);
-#endif
- m_ptr->monfear = 0;
+ if (seen_msg) msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), m_name);
+ (void)set_monster_monfear(c_ptr->m_idx, 0);
}
/* Heal */
/* No overflow */
if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
- chg_virtue(V_VITALITY, 1);
-
- if (r_ptr->flags1 & RF1_UNIQUE)
- chg_virtue(V_INDIVIDUALISM, 1);
-
- if (is_friendly(m_ptr))
- chg_virtue(V_HONOUR, 1);
- else if (!(r_ptr->flags3 & RF3_EVIL))
- {
- if (r_ptr->flags3 & RF3_GOOD)
- chg_virtue(V_COMPASSION, 2);
- else
- chg_virtue(V_COMPASSION, 1);
+ if (!who)
+ {
+ chg_virtue(V_VITALITY, 1);
+
+ if (r_ptr->flags1 & RF1_UNIQUE)
+ chg_virtue(V_INDIVIDUALISM, 1);
+
+ if (is_friendly(m_ptr))
+ chg_virtue(V_HONOUR, 1);
+ else if (!(r_ptr->flags3 & RF3_EVIL))
+ {
+ if (r_ptr->flags3 & RF3_GOOD)
+ chg_virtue(V_COMPASSION, 2);
+ else
+ chg_virtue(V_COMPASSION, 1);
+ }
+
+ if (r_ptr->flags3 & RF3_ANIMAL)
+ chg_virtue(V_NATURE, 1);
}
if (m_ptr->r_idx == MON_LEPER)
{
heal_leper = TRUE;
- chg_virtue(V_COMPASSION, 5);
+ if (!who) chg_virtue(V_COMPASSION, 5);
}
-
- if (r_ptr->flags3 & RF3_ANIMAL)
- chg_virtue(V_NATURE, 1);
/* Redraw (later) if needed */
if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
if (p_ptr->riding == c_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
/* Message */
-#ifdef JP
-note = "¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£";
-#else
- note = " looks healthier.";
-#endif
-
+ note = _("は体力を回復したようだ。", " looks healthier.");
/* No "real" damage */
dam = 0;
if (seen) obvious = TRUE;
/* Speed up */
- if (!m_ptr->fast)
+ if (set_monster_fast(c_ptr->m_idx, MON_FAST(m_ptr) + 100))
{
-#ifdef JP
-note = "¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£";
-#else
- note = " starts moving faster.";
-#endif
+ note = _("の動きが速くなった。", " starts moving faster.");
}
- m_ptr->fast = MIN(200, m_ptr->fast + 100);
-
- if (c_ptr->m_idx == p_ptr->riding)
- p_ptr->update |= (PU_BONUS);
- if (r_ptr->flags1 & RF1_UNIQUE)
- chg_virtue(V_INDIVIDUALISM, 1);
- if (is_friendly(m_ptr))
- chg_virtue(V_HONOUR, 1);
+ if (!who)
+ {
+ if (r_ptr->flags1 & RF1_UNIQUE)
+ chg_virtue(V_INDIVIDUALISM, 1);
+ if (is_friendly(m_ptr))
+ chg_virtue(V_HONOUR, 1);
+ }
/* No "real" damage */
dam = 0;
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Powerful monsters can resist */
if ((r_ptr->flags1 & RF1_UNIQUE) ||
(r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
- {
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ {
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
}
/* Normal monsters slow down */
else
{
- if (!m_ptr->slow)
+ if (set_monster_slow(c_ptr->m_idx, MON_SLOW(m_ptr) + 50))
{
-#ifdef JP
-note = "¤ÎÆ°¤¤¬ÃÙ¤¯¤Ê¤Ã¤¿¡£";
-#else
- note = " starts moving slower.";
-#endif
+ note = _("の動きが遅くなった。", " starts moving slower.");
}
- m_ptr->slow = MIN(200, m_ptr->slow + 50);
-
- if (c_ptr->m_idx == p_ptr->riding)
- p_ptr->update |= (PU_BONUS);
}
/* No "real" damage */
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Attempt a saving throw */
/* Memorize a flag */
if (r_ptr->flags3 & RF3_NO_SLEEP)
{
- if (seen) r_ptr->r_flags3 |= (RF3_NO_SLEEP);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_SLEEP);
}
-
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
}
else
{
/* Go to sleep (much) later */
-#ifdef JP
-note = "¤Ï̲¤ê¹þ¤ó¤Ç¤·¤Þ¤Ã¤¿¡ª";
-#else
- note = " falls asleep!";
-#endif
-
+ note = _("は眠り込んでしまった!", " falls asleep!");
do_sleep = 500;
}
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ note = _("には効果がなかった!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Attempt a saving throw */
if ((r_ptr->flags1 & RF1_UNIQUE) ||
!(r_ptr->flags3 & RF3_EVIL) ||
(r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
- {
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ {
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
}
else
{
/* Go to sleep (much) later */
-#ifdef JP
-note = "¤ÏÆ°¤±¤Ê¤¯¤Ê¤Ã¤¿¡ª";
-#else
- note = " is suspended!";
-#endif
-
+ note = _("は動けなくなった!", " is suspended!");
do_sleep = 500;
}
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Attempt a saving throw */
if ((r_ptr->flags1 & RF1_UNIQUE) ||
(r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
- {
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ {
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
}
else
{
/* Go to sleep (much) later */
-#ifdef JP
-note = "¤ÏÆ°¤±¤Ê¤¯¤Ê¤Ã¤¿¡ª";
-#else
- note = " is suspended!";
-#endif
-
+ note = _("は動けなくなった!", " is suspended!");
do_sleep = 500;
}
if (seen) obvious = TRUE;
- if ((r_ptr->flags3 & (RF3_RES_ALL)) || p_ptr->inside_arena)
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ if ((r_ptr->flagsr & RFR_RES_ALL) || p_ptr->inside_arena)
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7))
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))
dam = dam * 2 / 3;
/* Attempt a saving throw */
if ((r_ptr->flags1 & RF1_QUESTOR) ||
(r_ptr->flags3 & RF3_NO_CONF) ||
- (m_ptr->mflag2 & MFLAG_NOPET) ||
+ (m_ptr->mflag2 & MFLAG2_NOPET) ||
(r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 5))
{
/* Memorize a flag */
if (r_ptr->flags3 & RF3_NO_CONF)
{
- if (seen) r_ptr->r_flags3 |= (RF3_NO_CONF);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
}
/* Resist */
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
- if (one_in_(4)) m_ptr->mflag2 |= MFLAG_NOPET;
+ if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
}
else if (p_ptr->cursed & TRC_AGGRAVATE)
{
-#ifdef JP
-note = "¤Ï¤¢¤Ê¤¿¤ËŨ°Õ¤òÊú¤¤¤Æ¤¤¤ë¡ª";
-#else
- note = " hates you too much!";
-#endif
-
- if (one_in_(4)) m_ptr->mflag2 |= MFLAG_NOPET;
+ note = _("はあなたに敵意を抱いている!", " hates you too much!");
+ if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
}
else
{
-#ifdef JP
-note = "¤ÏÆÍÁ³Í§¹¥Åª¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡ª";
-#else
- note = " suddenly seems friendly!";
-#endif
-
+ note = _("は突然友好的になったようだ!", " suddenly seems friendly!");
set_pet(m_ptr);
chg_virtue(V_INDIVIDUALISM, -1);
dam -= p_ptr->virtues[vir-1]/20;
}
- if ((r_ptr->flags3 & (RF3_RES_ALL)) || p_ptr->inside_arena)
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ if ((r_ptr->flagsr & RFR_RES_ALL) || p_ptr->inside_arena)
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7))
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))
dam = dam * 2 / 3;
/* Attempt a saving throw */
if ((r_ptr->flags1 & RF1_QUESTOR) ||
(!(r_ptr->flags3 & RF3_UNDEAD)) ||
- (m_ptr->mflag2 & MFLAG_NOPET) ||
+ (m_ptr->mflag2 & MFLAG2_NOPET) ||
(r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
{
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
- if (one_in_(4)) m_ptr->mflag2 |= MFLAG_NOPET;
+ if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
}
else if (p_ptr->cursed & TRC_AGGRAVATE)
{
-#ifdef JP
-note = "¤Ï¤¢¤Ê¤¿¤ËŨ°Õ¤òÊú¤¤¤Æ¤¤¤ë¡ª";
-#else
- note = " hates you too much!";
-#endif
-
- if (one_in_(4)) m_ptr->mflag2 |= MFLAG_NOPET;
+ note = _("はあなたに敵意を抱いている!", " hates you too much!");
+ if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
}
else
{
-#ifdef JP
-note = "¤Ï´û¤Ë¤¢¤Ê¤¿¤ÎÅÛÎì¤À¡ª";
-#else
- note = " is in your thrall!";
-#endif
-
+ note = _("は既にあなたの奴隷だ!", " is in your thrall!");
set_pet(m_ptr);
}
dam -= p_ptr->virtues[vir-1]/20;
}
- if ((r_ptr->flags3 & (RF3_RES_ALL)) || p_ptr->inside_arena)
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ if ((r_ptr->flagsr & RFR_RES_ALL) || p_ptr->inside_arena)
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7))
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))
dam = dam * 2 / 3;
/* Attempt a saving throw */
if ((r_ptr->flags1 & RF1_QUESTOR) ||
(!(r_ptr->flags3 & RF3_DEMON)) ||
- (m_ptr->mflag2 & MFLAG_NOPET) ||
+ (m_ptr->mflag2 & MFLAG2_NOPET) ||
(r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
{
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
- if (one_in_(4)) m_ptr->mflag2 |= MFLAG_NOPET;
+ if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
}
else if (p_ptr->cursed & TRC_AGGRAVATE)
{
-#ifdef JP
-note = "¤Ï¤¢¤Ê¤¿¤ËŨ°Õ¤òÊú¤¤¤Æ¤¤¤ë¡ª";
-#else
- note = " hates you too much!";
-#endif
-
- if (one_in_(4)) m_ptr->mflag2 |= MFLAG_NOPET;
+ note = _("はあなたに敵意を抱いている!", " hates you too much!");
+ if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
}
else
{
-#ifdef JP
-note = "¤Ï´û¤Ë¤¢¤Ê¤¿¤ÎÅÛÎì¤À¡ª";
-#else
- note = " is in your thrall!";
-#endif
-
+ note = _("は既にあなたの奴隷だ!", " is in your thrall!");
set_pet(m_ptr);
}
dam -= p_ptr->virtues[vir-1]/20;
}
- if ((r_ptr->flags3 & (RF3_RES_ALL)) || p_ptr->inside_arena)
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ if ((r_ptr->flagsr & RFR_RES_ALL) || p_ptr->inside_arena)
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7))
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))
dam = dam * 2 / 3;
/* Attempt a saving throw */
if ((r_ptr->flags1 & (RF1_QUESTOR)) ||
(!(r_ptr->flags3 & (RF3_ANIMAL))) ||
- (m_ptr->mflag2 & MFLAG_NOPET) ||
+ (m_ptr->mflag2 & MFLAG2_NOPET) ||
(r_ptr->flags3 & (RF3_NO_CONF)) ||
(r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
{
/* Memorize a flag */
if (r_ptr->flags3 & (RF3_NO_CONF))
{
- if (seen) r_ptr->r_flags3 |= (RF3_NO_CONF);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
}
/* Resist */
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
- if (one_in_(4)) m_ptr->mflag2 |= MFLAG_NOPET;
+ if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
}
else if (p_ptr->cursed & TRC_AGGRAVATE)
{
-#ifdef JP
-note = "¤Ï¤¢¤Ê¤¿¤ËŨ°Õ¤òÊú¤¤¤Æ¤¤¤ë¡ª";
-#else
- note = " hates you too much!";
-#endif
-
- if (one_in_(4)) m_ptr->mflag2 |= MFLAG_NOPET;
+ note = _("はあなたに敵意を抱いている!", " hates you too much!");
+ if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
}
else
{
-#ifdef JP
-note = "¤Ï¤Ê¤Ä¤¤¤¿¡£";
-#else
- note = " is tamed!";
-#endif
-
+ note = _("はなついた。", " is tamed!");
set_pet(m_ptr);
if (r_ptr->flags3 & RF3_ANIMAL)
if (r_ptr->flags3 & (RF3_NO_CONF)) dam -= 30;
if (dam < 1) dam = 1;
-#ifdef JP
-msg_format("%s¤ò¸«¤Ä¤á¤¿¡£",m_name);
-#else
- msg_format("You stare into %s.", m_name);
-#endif
- if ((r_ptr->flags3 & (RF3_RES_ALL)) || p_ptr->inside_arena)
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ msg_format(_("%sを見つめた。", "You stare into %s."), m_name);
+ if ((r_ptr->flagsr & RFR_RES_ALL) || p_ptr->inside_arena)
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7))
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL))
dam = dam * 2 / 3;
/* Attempt a saving throw */
if ((r_ptr->flags1 & (RF1_QUESTOR)) ||
- (m_ptr->mflag2 & MFLAG_NOPET) ||
- (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)) ||
+ (m_ptr->mflag2 & MFLAG2_NOPET) ||
+ !monster_living(r_ptr) ||
((r_ptr->level+10) > randint1(dam)))
{
/* Resist */
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
- if (one_in_(4)) m_ptr->mflag2 |= MFLAG_NOPET;
+ if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
}
else if (p_ptr->cursed & TRC_AGGRAVATE)
{
-#ifdef JP
-note = "¤Ï¤¢¤Ê¤¿¤ËŨ°Õ¤òÊú¤¤¤Æ¤¤¤ë¡ª";
-#else
- note = " hates you too much!";
-#endif
-
- if (one_in_(4)) m_ptr->mflag2 |= MFLAG_NOPET;
+ note = _("はあなたに敵意を抱いている!", " hates you too much!");
+ if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
}
else
{
-#ifdef JP
-note = "¤ò»ÙÇÛ¤·¤¿¡£";
-#else
- note = " is tamed!";
-#endif
-
+ note = _("を支配した。", " is tamed!");
set_pet(m_ptr);
if (r_ptr->flags3 & RF3_ANIMAL)
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Get confused later */
/* Memorize a flag */
if (r_ptr->flags3 & (RF3_NO_CONF))
{
- if (seen) r_ptr->r_flags3 |= (RF3_NO_CONF);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
}
/* Resist */
do_conf = 0;
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
}
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- do_stun = damroll((p_ptr->lev / 10) + 3 , (dam)) + 1;
+ do_stun = damroll((caster_lev / 20) + 3 , (dam)) + 1;
/* Attempt a saving throw */
if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
do_stun = 0;
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
}
skipped = TRUE;
break;
}
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
dam = 0;
break;
if (seen) obvious = TRUE;
/* Memorize the effects */
- if (seen) r_ptr->r_flags3 |= (RF3_HURT_LITE);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
/* Special effect */
-#ifdef JP
-note = "¤Ï¸÷¤Ë¿È¤ò¤¹¤¯¤á¤¿¡ª";
-note_dies = "¤Ï¸÷¤ò¼õ¤±¤Æ¤·¤Ü¤ó¤Ç¤·¤Þ¤Ã¤¿¡ª";
-#else
- note = " cringes from the light!";
- note_dies = " shrivels away in the light!";
-#endif
-
+ note = _("は光に身をすくめた!", " cringes from the light!");
+ note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
}
/* Normally no damage */
case GF_LITE:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (r_ptr->flags4 & (RF4_BR_LITE))
- {
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists.";
-#endif
-
+ if (r_ptr->flagsr & RFR_RES_LITE)
+ {
+ note = _("には耐性がある!", " resists!");
dam *= 2; dam /= (randint1(6)+6);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_LITE);
}
else if (r_ptr->flags3 & (RF3_HURT_LITE))
{
- if (seen) r_ptr->r_flags3 |= (RF3_HURT_LITE);
-#ifdef JP
-note = "¤Ï¸÷¤Ë¿È¤ò¤¹¤¯¤á¤¿¡ª";
-note_dies = "¤Ï¸÷¤ò¼õ¤±¤Æ¤·¤Ü¤ó¤Ç¤·¤Þ¤Ã¤¿¡ª";
-#else
- note = " cringes from the light!";
- note_dies = " shrivels away in the light!";
-#endif
-
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
+ note = _("は光に身をすくめた!", " cringes from the light!");
+ note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
dam *= 2;
}
break;
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- /* Likes darkness... */
- if ((r_ptr->flags4 & (RF4_BR_DARK)) ||
- (r_ptr->flags3 & RF3_ORC) ||
- (r_ptr->flags3 & RF3_HURT_LITE))
- {
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists.";
-#endif
-
+ if (r_ptr->flagsr & RFR_RES_DARK)
+ {
+ note = _("には耐性がある!", " resists!");
dam *= 2; dam /= (randint1(6)+6);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_DARK);
}
break;
}
/* Stone to Mud */
case GF_KILL_WALL:
{
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
dam = 0;
break;
if (seen) obvious = TRUE;
/* Memorize the effects */
- if (seen) r_ptr->r_flags3 |= (RF3_HURT_ROCK);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_ROCK);
/* Cute little message */
-#ifdef JP
-note = "¤ÎÈéÉ椬¤¿¤À¤ì¤¿¡ª";
-note_dies = "¤Ï¥É¥í¥É¥í¤ËÍϤ±¤¿¡ª";
-#else
- note = " loses some skin!";
- note_dies = " dissolves!";
-#endif
-
+ note = _("の皮膚がただれた!", " loses some skin!");
+ note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Usually, ignore the effects */
{
bool resists_tele = FALSE;
- if (r_ptr->flags3 & (RF3_RES_TELE))
+ if (r_ptr->flagsr & RFR_RES_TELE)
{
- if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags3 & (RF3_RES_ALL)))
+ if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
{
- if (seen) r_ptr->r_flags3 |= RF3_RES_TELE;
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+ note = _("には効果がなかった。", " is unaffected.");
resists_tele = TRUE;
}
else if (r_ptr->level > randint1(100))
{
- if (seen) r_ptr->r_flags3 |= RF3_RES_TELE;
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists!";
-#endif
-
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+ note = _("には耐性がある!", " resists!");
resists_tele = TRUE;
}
}
if (!resists_tele)
{
if (seen) obvious = TRUE;
- if (seen) r_ptr->r_flags3 |= (RF3_UNDEAD);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
do_dist = dam;
}
}
{
bool resists_tele = FALSE;
- if (r_ptr->flags3 & (RF3_RES_TELE))
+ if (r_ptr->flagsr & RFR_RES_TELE)
{
- if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags3 & (RF3_RES_ALL)))
+ if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
{
- if (seen) r_ptr->r_flags3 |= RF3_RES_TELE;
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+ note = _("には効果がなかった。", " is unaffected.");
resists_tele = TRUE;
}
else if (r_ptr->level > randint1(100))
{
- if (seen) r_ptr->r_flags3 |= RF3_RES_TELE;
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists!";
-#endif
-
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+ note = _("には耐性がある!", " resists!");
resists_tele = TRUE;
}
}
if (!resists_tele)
{
if (seen) obvious = TRUE;
- if (seen) r_ptr->r_flags3 |= (RF3_EVIL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
do_dist = dam;
}
}
case GF_AWAY_ALL:
{
bool resists_tele = FALSE;
- if (r_ptr->flags3 & (RF3_RES_TELE))
+ if (r_ptr->flagsr & RFR_RES_TELE)
{
- if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags3 & (RF3_RES_ALL)))
+ if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
{
- if (seen) r_ptr->r_flags3 |= RF3_RES_TELE;
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+ note = _("には効果がなかった。", " is unaffected.");
resists_tele = TRUE;
}
else if (r_ptr->level > randint1(100))
{
- if (seen) r_ptr->r_flags3 |= RF3_RES_TELE;
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists!";
-#endif
-
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
+ note = _("には耐性がある!", " resists!");
resists_tele = TRUE;
}
}
/* Turn undead (Use "dam" as "power") */
case GF_TURN_UNDEAD:
{
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
skipped = TRUE;
break;
/* Only affect undead */
if (r_ptr->flags3 & (RF3_UNDEAD))
{
- /* Learn about type */
- if (seen) r_ptr->r_flags3 |= (RF3_UNDEAD);
-
/* Obvious */
if (seen) obvious = TRUE;
+ /* Learn about type */
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
+
/* Apply some fear */
do_fear = damroll(3, (dam / 2)) + 1;
if (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10)
{
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
do_fear = 0;
}
/* Turn evil (Use "dam" as "power") */
case GF_TURN_EVIL:
{
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
skipped = TRUE;
break;
/* Only affect evil */
if (r_ptr->flags3 & (RF3_EVIL))
{
- /* Learn about type */
- if (seen) r_ptr->r_flags3 |= (RF3_EVIL);
-
/* Obvious */
if (seen) obvious = TRUE;
+ /* Learn about type */
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
+
/* Apply some fear */
do_fear = damroll(3, (dam / 2)) + 1;
if (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10)
{
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
do_fear = 0;
}
/* Turn monster (Use "dam" as "power") */
case GF_TURN_ALL:
{
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
skipped = TRUE;
break;
(r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
{
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
do_fear = 0;
}
/* Dispel undead */
case GF_DISP_UNDEAD:
{
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
skipped = TRUE;
dam = 0;
/* Only affect undead */
if (r_ptr->flags3 & (RF3_UNDEAD))
{
- /* Learn about type */
- if (seen) r_ptr->r_flags3 |= (RF3_UNDEAD);
-
/* Obvious */
if (seen) obvious = TRUE;
- /* Message */
-#ifdef JP
-note = "¤Ï¿È¿Ì¤¤¤·¤¿¡£";
-note_dies = "¤Ï¥É¥í¥É¥í¤ËÍϤ±¤¿¡ª";
-#else
- note = " shudders.";
- note_dies = " dissolves!";
-#endif
+ /* Learn about type */
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
+ /* Message */
+ note = _("は身震いした。", " shudders.");
+ note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Others ignore */
/* Dispel evil */
case GF_DISP_EVIL:
{
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
skipped = TRUE;
dam = 0;
/* Only affect evil */
if (r_ptr->flags3 & (RF3_EVIL))
{
- /* Learn about type */
- if (seen) r_ptr->r_flags3 |= (RF3_EVIL);
-
/* Obvious */
if (seen) obvious = TRUE;
- /* Message */
-#ifdef JP
-note = "¤Ï¿È¿Ì¤¤¤·¤¿¡£";
-note_dies = "¤Ï¥É¥í¥É¥í¤ËÍϤ±¤¿¡ª";
-#else
- note = " shudders.";
- note_dies = " dissolves!";
-#endif
+ /* Learn about type */
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
+ /* Message */
+ note = _("は身震いした。", " shudders.");
+ note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Others ignore */
/* Dispel good */
case GF_DISP_GOOD:
{
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
skipped = TRUE;
dam = 0;
/* Only affect good */
if (r_ptr->flags3 & (RF3_GOOD))
{
- /* Learn about type */
- if (seen) r_ptr->r_flags3 |= (RF3_GOOD);
-
/* Obvious */
if (seen) obvious = TRUE;
- /* Message */
-#ifdef JP
-note = "¤Ï¿È¿Ì¤¤¤·¤¿¡£";
-note_dies = "¤Ï¥É¥í¥É¥í¤ËÍϤ±¤¿¡ª";
-#else
- note = " shudders.";
- note_dies = " dissolves!";
-#endif
+ /* Learn about type */
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
+ /* Message */
+ note = _("は身震いした。", " shudders.");
+ note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Others ignore */
/* Dispel living */
case GF_DISP_LIVING:
{
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
skipped = TRUE;
dam = 0;
if (seen) obvious = TRUE;
/* Message */
-#ifdef JP
-note = "¤Ï¿È¿Ì¤¤¤·¤¿¡£";
-note_dies = "¤Ï¥É¥í¥É¥í¤ËÍϤ±¤¿¡ª";
-#else
- note = " shudders.";
- note_dies = " dissolves!";
-#endif
-
+ note = _("は身震いした。", " shudders.");
+ note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Others ignore */
/* Dispel demons */
case GF_DISP_DEMON:
{
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
skipped = TRUE;
dam = 0;
/* Only affect demons */
if (r_ptr->flags3 & (RF3_DEMON))
{
- /* Learn about type */
- if (seen) r_ptr->r_flags3 |= (RF3_DEMON);
-
/* Obvious */
if (seen) obvious = TRUE;
- /* Message */
-#ifdef JP
-note = "¤Ï¿È¿Ì¤¤¤·¤¿¡£";
-note_dies = "¤Ï¥É¥í¥É¥í¤ËÍϤ±¤¿¡ª";
-#else
- note = " shudders.";
- note_dies = " dissolves!";
-#endif
+ /* Learn about type */
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
+ /* Message */
+ note = _("は身震いした。", " shudders.");
+ note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Others ignore */
/* Dispel monster */
case GF_DISP_ALL:
{
- if (r_ptr->flags3 & (RF3_RES_ALL))
+ if (r_ptr->flagsr & RFR_RES_ALL)
{
skipped = TRUE;
dam = 0;
if (seen) obvious = TRUE;
/* Message */
-#ifdef JP
-note = "¤Ï¿È¿Ì¤¤¤·¤¿¡£";
-note_dies = "¤Ï¥É¥í¥É¥í¤ËÍϤ±¤¿¡ª";
-#else
- note = " shudders.";
- note_dies = " dissolves!";
-#endif
-
-
+ note = _("は身震いした。", " shudders.");
+ note_dies = _("はドロドロに溶けた!", " dissolves!");
break;
}
case GF_DRAIN_MANA:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
skipped = TRUE;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if ((r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) || (r_ptr->flags5 & ~(RF5_NOMAGIC_MASK)) || (r_ptr->flags6 & ~(RF6_NOMAGIC_MASK)))
+ if ((r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) || (r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) || (r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
{
- /* Message */
-#ifdef JP
-msg_format("%s¤«¤éÀº¿À¥¨¥Í¥ë¥®¡¼¤òµÛ¤¤¤È¤Ã¤¿¡£",m_name);
-#else
- msg_format("You draw psychic energy from %s.", m_name);
-#endif
+ if (who > 0)
+ {
+ /* Heal the monster */
+ if (caster_ptr->hp < caster_ptr->maxhp)
+ {
+ /* Heal */
+ caster_ptr->hp += dam;
+ if (caster_ptr->hp > caster_ptr->maxhp) caster_ptr->hp = caster_ptr->maxhp;
+
+ /* Redraw (later) if needed */
+ if (p_ptr->health_who == who) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == who) p_ptr->redraw |= (PR_UHEALTH);
- (void)hp_player(dam);
+ /* Special message */
+ if (see_s_msg)
+ {
+ /* Get the monster name */
+ monster_desc(killer, caster_ptr, 0);
+ msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), killer);
+ }
+ }
+ }
+ else
+ {
+ /* Message */
+ msg_format(_("%sから精神エネルギーを吸いとった。", "You draw psychic energy from %s."), m_name);
+ (void)hp_player(dam);
+ }
}
else
{
-#ifdef JP
-msg_format("%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£",m_name);
-#else
- msg_format("%s is unaffected.", m_name);
-#endif
+ if (see_s_msg) msg_format(_("%sには効果がなかった。", "%s is unaffected."), m_name);
}
dam = 0;
break;
{
if (seen) obvious = TRUE;
/* Message */
-#ifdef JP
-msg_format("%s¤ò¤¸¤Ã¤Èâˤó¤À¡£",m_name);
-#else
- msg_format("You gaze intently at %s.", m_name);
-#endif
+ if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
skipped = TRUE;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Attempt a saving throw */
if ((r_ptr->flags1 & RF1_UNIQUE) ||
(r_ptr->flags3 & RF3_NO_CONF) ||
- (r_ptr->level > randint1((p_ptr->lev*2 - 10) < 1 ? 1 : (p_ptr->lev*2 - 10)) + 10))
+ (r_ptr->level > randint1((caster_lev - 10) < 1 ? 1 : (caster_lev - 10)) + 10))
{
/* Memorize a flag */
if (r_ptr->flags3 & (RF3_NO_CONF))
{
- r_ptr->r_flags3 |= (RF3_NO_CONF);
- }
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£";
-#else
- note = "is unaffected!";
-#endif
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
+ }
+ note = _("には効果がなかった。", " is unaffected.");
+ dam = 0;
+ }
+ else if (r_ptr->flags2 & RF2_EMPTY_MIND)
+ {
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
}
+ else if (r_ptr->flags2 & RF2_WEIRD_MIND)
+ {
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
+ note = _("には耐性がある。", " resists.");
+ dam /= 3;
+ }
else
{
-#ifdef JP
-msg_format("%s¤ÏÀº¿À¹¶·â¤ò¿©¤é¤Ã¤¿¡£",m_name);
-note_dies = "¤ÎÀº¿À¤ÏÊø²õ¤·¡¢ÆùÂΤÏÈ´¤±¶õ¤È¤Ê¤Ã¤¿¡£";
-#else
- msg_format("%^s is blasted by psionic energy.", m_name);
- note_dies = " collapses, a mindless husk.";
-#endif
+ note = _("は精神攻撃を食らった。", " is blasted by psionic energy.");
+ note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
- do_conf = randint0(8) + 8;
+ if (who > 0) do_conf = randint0(4) + 4;
+ else do_conf = randint0(8) + 8;
}
break;
}
{
if (seen) obvious = TRUE;
/* Message */
-#ifdef JP
-msg_format("%s¤ò¤¸¤Ã¤Èâˤó¤À¡£",m_name);
-#else
- msg_format("You gaze intently at %s.", m_name);
-#endif
+ if (!who) msg_format(_("%sをじっと睨んだ。", "You gaze intently at %s."), m_name);
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
skipped = TRUE;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Attempt a saving throw */
if ((r_ptr->flags1 & RF1_UNIQUE) ||
(r_ptr->flags3 & RF3_NO_CONF) ||
- (r_ptr->level > randint1((p_ptr->lev*2 - 10) < 1 ? 1 : (p_ptr->lev*2 - 10)) + 10))
+ (r_ptr->level > randint1((caster_lev - 10) < 1 ? 1 : (caster_lev - 10)) + 10))
{
/* Memorize a flag */
if (r_ptr->flags3 & (RF3_NO_CONF))
{
- r_ptr->r_flags3 |= (RF3_NO_CONF);
- }
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£";
-#else
- note = "is unaffected!";
-#endif
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
+ }
+ note = _("には効果がなかった。", " is unaffected.");
+ dam = 0;
+ }
+ else if (r_ptr->flags2 & RF2_EMPTY_MIND)
+ {
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
}
+ else if (r_ptr->flags2 & RF2_WEIRD_MIND)
+ {
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
+ note = _("には耐性がある!", " resists!");
+ dam /= 3;
+ }
else
{
-#ifdef JP
-msg_format("%s¤ÏÀº¿À¹¶·â¤ò¿©¤é¤Ã¤¿¡£",m_name);
-note_dies = "¤ÎÀº¿À¤ÏÊø²õ¤·¡¢ÆùÂΤÏÈ´¤±¶õ¤È¤Ê¤Ã¤¿¡£";
-#else
- msg_format("%^s is blasted by psionic energy.", m_name);
- note_dies = " collapses, a mindless husk.";
-#endif
+ note = _("は精神攻撃を食らった。", " is blasted by psionic energy.");
+ note_dies = _("の精神は崩壊し、肉体は抜け殻となった。", " collapses, a mindless husk.");
- do_conf = randint0(8) + 8;
- do_stun = randint0(8) + 8;
- m_ptr->slow = MIN(200, m_ptr->slow + 10);
- if (c_ptr->m_idx == p_ptr->riding)
- p_ptr->update |= (PU_BONUS);
+ if (who > 0)
+ {
+ do_conf = randint0(4) + 4;
+ do_stun = randint0(4) + 4;
+ }
+ else
+ {
+ do_conf = randint0(8) + 8;
+ do_stun = randint0(8) + 8;
+ }
+ (void)set_monster_slow(c_ptr->m_idx, MON_SLOW(m_ptr) + 10);
}
break;
}
{
if (seen) obvious = TRUE;
/* Message */
-#ifdef JP
-msg_format("%s¤ò»Øº¹¤·¤Æ¼ö¤¤¤ò¤«¤±¤¿¡£",m_name);
-#else
- msg_format("You point at %s and curses.", m_name);
-#endif
+ if (!who) msg_format(_("%sを指差して呪いをかけた。", "You point at %s and curse."), m_name);
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
skipped = TRUE;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Attempt a saving throw */
- if (randint0(100 + p_ptr->lev) < (r_ptr->level + 35))
- {
-
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£";
-#else
- note = "is unaffected!";
-#endif
+ if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
}
break;
{
if (seen) obvious = TRUE;
/* Message */
-#ifdef JP
-msg_format("%s¤ò»Øº¹¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤¤¤ò¤«¤±¤¿¡£",m_name);
-#else
- msg_format("You point at %s and curses horribly.", m_name);
-#endif
+ if (!who) msg_format(_("%sを指差して恐ろしげに呪いをかけた。", "You point at %s and curse horribly."), m_name);
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
skipped = TRUE;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Attempt a saving throw */
- if (randint0(100 + p_ptr->lev) < (r_ptr->level + 35))
- {
-
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£";
-#else
- note = "is unaffected!";
-#endif
+ if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
}
break;
{
if (seen) obvious = TRUE;
/* Message */
-#ifdef JP
-msg_format("%s¤ò»Øº¹¤·¡¢¶²¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª",m_name);
-#else
- msg_format("You point at %s, incanting terribly!", m_name);
-#endif
+ if (!who) msg_format(_("%sを指差し、恐ろしげに呪文を唱えた!", "You point at %s, incanting terribly!"), m_name);
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
skipped = TRUE;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Attempt a saving throw */
- if (randint0(100 + p_ptr->lev) < (r_ptr->level + 35))
- {
-
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£";
-#else
- note = "is unaffected!";
-#endif
+ if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
}
break;
{
if (seen) obvious = TRUE;
/* Message */
-#ifdef JP
-msg_format("%s¤ÎÈ빦¤òÆͤ¤¤Æ¡¢¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£",m_name);
-#else
- msg_format("You point at %s, screaming th word, 'DIE!'.", m_name);
-#endif
+ if (!who)
+ msg_format(_("%sの秘孔を突いて、「お前は既に死んでいる」と叫んだ。",
+ "You point at %s, screaming the word, 'DIE!'."), m_name);
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
skipped = TRUE;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Attempt a saving throw */
- if (randint0(100 + p_ptr->lev) < (r_ptr->level + 35))
- {
-
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£";
-#else
- note = "is unaffected!";
-#endif
+ if ((randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35)) && ((who <= 0) || (caster_ptr->r_idx != MON_KENSHIROU)))
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
}
break;
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
skipped = TRUE;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flags1 & RF1_UNIQUE)
- {
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = "is unaffected!";
-#endif
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
}
else
{
- if ((p_ptr->lev + randint1(dam)) >
- (r_ptr->level + randint1(200)))
- {
- dam = ((40 + randint1(20)) * m_ptr->hp) / 100;
+ if ((who > 0) ? ((caster_lev + randint1(dam)) > (r_ptr->level + 10 + randint1(20))) :
+ (((caster_lev / 2) + randint1(dam)) > (r_ptr->level + randint1(200))))
+ {
+ dam = ((40 + randint1(20)) * m_ptr->hp) / 100;
- if (m_ptr->hp < dam) dam = m_ptr->hp - 1;
- }
- else
- {
-#ifdef JP
-note = "¤ÏÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡ª";
-#else
- note = "resists!";
-#endif
- dam = 0;
- }
+ if (m_ptr->hp < dam) dam = m_ptr->hp - 1;
+ }
+ else
+ {
+ note = _("は耐性を持っている!", "resists!");
+ dam = 0;
}
+ }
break;
}
{
int nokori_hp;
if ((p_ptr->inside_quest && (quest[p_ptr->inside_quest].type == QUEST_TYPE_KILL_ALL) && !is_pet(m_ptr)) ||
- (r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags7 & (RF7_UNIQUE_7)) || (r_ptr->flags7 & (RF7_UNIQUE2)) || (r_ptr->flags1 & RF1_QUESTOR))
- {
-#ifdef JP
-msg_format("%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£",m_name);
-#else
- msg_format("%^s is unaffected.", m_name);
-#endif
+ (r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flags7 & (RF7_NAZGUL)) || (r_ptr->flags7 & (RF7_UNIQUE2)) || (r_ptr->flags1 & RF1_QUESTOR) || m_ptr->parent_m_idx)
+ {
+ msg_format(_("%sには効果がなかった。", "%s is unaffected."), m_name);
skipped = TRUE;
break;
}
- if (is_pet(m_ptr)) nokori_hp = m_ptr->maxhp*4L;
- else if ((p_ptr->pclass == CLASS_BEASTMASTER) && (r_ptr->flags3 & (RF3_DEMON | RF3_UNDEAD | RF3_NONLIVING)))
+ if (is_pet(m_ptr)) nokori_hp = m_ptr->maxhp * 4L;
+ else if ((p_ptr->pclass == CLASS_BEASTMASTER) && monster_living(r_ptr))
nokori_hp = m_ptr->maxhp * 3 / 10;
else
nokori_hp = m_ptr->maxhp * 3 / 20;
-
+
if (m_ptr->hp >= nokori_hp)
{
-#ifdef JP
-msg_format("¤â¤Ã¤È¼å¤é¤»¤Ê¤¤¤È¡£");
-#else
- msg_format("You need to weaken %s more.", m_name);
-#endif
+ msg_format(_("もっと弱らせないと。", "You need to weaken %s more."), m_name);
skipped = TRUE;
}
else if (m_ptr->hp < randint0(nokori_hp))
{
- if (m_ptr->mflag2 & MFLAG_CHAMELEON) choose_new_monster(c_ptr->m_idx, FALSE, MON_CHAMELEON);
-#ifdef JP
-msg_format("%s¤òÊᤨ¤¿¡ª",m_name);
-#else
- msg_format("You capture %^s!", m_name);
-#endif
- cap_mon = m_list[c_ptr->m_idx].r_idx;
- cap_mspeed = m_list[c_ptr->m_idx].mspeed;
- cap_hp = m_list[c_ptr->m_idx].hp;
- cap_maxhp = m_list[c_ptr->m_idx].max_maxhp;
- if (m_list[c_ptr->m_idx].nickname)
- cap_nickname = quark_add(quark_str(m_list[c_ptr->m_idx].nickname));
- else
- cap_nickname = 0;
+ if (m_ptr->mflag2 & MFLAG2_CHAMELEON) choose_new_monster(c_ptr->m_idx, FALSE, MON_CHAMELEON);
+ msg_format(_("%sを捕えた!", "You capture %^s!"), m_name);
+ cap_mon = m_ptr->r_idx;
+ cap_mspeed = m_ptr->mspeed;
+ cap_hp = m_ptr->hp;
+ cap_maxhp = m_ptr->max_maxhp;
+ cap_nickname = m_ptr->nickname; /* Quark transfer */
if (c_ptr->m_idx == p_ptr->riding)
{
if (rakuba(-1, FALSE))
{
-#ifdef JP
-msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
-#else
- msg_format("You have fallen from %s.", m_name);
-#endif
+ msg_format(_("地面に落とされた。", "You have fallen from %s."), m_name);
}
}
}
else
{
-#ifdef JP
-msg_format("¤¦¤Þ¤¯Êá¤Þ¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_format("You failed to capture %s.", m_name);
-#endif
+ msg_format(_("うまく捕まえられなかった。", "You failed to capture %s."), m_name);
skipped = TRUE;
}
break;
}
+ /* Attack (Use "dam" as attack type) */
case GF_ATTACK:
{
- if (seen) obvious = TRUE;
- skipped = TRUE;
- if (dam == HISSATSU_NYUSIN)
- {
- int i;
- int ny = y, nx = x;
- bool success = FALSE;
- for (i = 0; i < 8; i++)
- {
- if (cave_empty_bold(y+ddy[i], x+ddx[i]) || ((y+ddy[i] == py) && (x+ddx[i] == px)))
- {
- success = TRUE;
- if (distance(py, px, ny, nx) > distance(py, px, y+ddy[i], x+ddx[i]))
- {
- ny = y+ddy[i];
- nx = x+ddx[i];
- }
- }
- }
- if (success)
- {
- if ((ny != py) || (nx != px))
- {
- teleport_player_to(ny, nx, FALSE);
-#ifdef JP
- msg_print("ÁÇÁ᤯Áê¼ê¤Î²û¤ËÆþ¤ê¹þ¤ó¤À¡ª");
-#else
- msg_format("You quickly jump in and attack %s!", m_name);
-#endif
- }
- }
- else
- {
-#ifdef JP
- msg_print("¼ºÇÔ¡ª");
-#else
- msg_print("Failed!");
-#endif
- dam = 0;
- break;
- }
- }
- if (c_ptr->m_idx)
- return (py_attack(y, x, dam));
- else
-#ifdef JP
- msg_print("¹¶·â¤Ï¶õ¤òÀڤä¿¡£");
-#else
- msg_print("You attack the empty air.");
-#endif
- dam = 0;
- break;
+ /* Return this monster's death */
+ return py_attack(y, x, dam);
}
/* Sleep (Use "dam" as "power") */
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flags2 & RF2_EMPTY_MIND)
- {
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune!";
-#endif
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
skipped = TRUE;
- if (seen) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
break;
}
- if (m_ptr->csleep)
- {
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune!";
-#endif
+ if (MON_CSLEEP(m_ptr))
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
skipped = TRUE;
break;
/* Powerful monsters can resist */
if ((r_ptr->flags1 & RF1_UNIQUE) ||
(r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
- {
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ {
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
}
/* Normal monsters slow down */
else
{
- if (!m_ptr->slow)
+ if (set_monster_slow(c_ptr->m_idx, MON_SLOW(m_ptr) + 50))
{
-#ifdef JP
-note = "¤ÎÆ°¤¤¬ÃÙ¤¯¤Ê¤Ã¤¿¡£";
-#else
- note = " starts moving slower.";
-#endif
+ note = _("の動きが遅くなった。", " starts moving slower.");
}
- m_ptr->slow = MIN(200, m_ptr->slow + 50);
-
- if (c_ptr->m_idx == p_ptr->riding)
- p_ptr->update |= (PU_BONUS);
}
}
do_stun = 0;
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
}
}
/* Memorize a flag */
if (r_ptr->flags3 & RF3_NO_SLEEP)
{
- if (seen) r_ptr->r_flags3 |= (RF3_NO_SLEEP);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_SLEEP);
}
/* No obvious effect */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
-
+ note = _("には効果がなかった。", " is unaffected.");
obvious = FALSE;
}
else
{
/* Go to sleep (much) later */
-#ifdef JP
-note = "¤Ï̲¤ê¹þ¤ó¤Ç¤·¤Þ¤Ã¤¿¡ª";
-#else
- note = " falls asleep!";
-#endif
-
+ note = _("は眠り込んでしまった!", " falls asleep!");
do_sleep = 500;
}
}
if (!done)
- {
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune!";
-#endif
+ {
+ note = _("には効果がなかった。", " is unaffected.");
}
/* No "real" damage */
/* GENOCIDE */
case GF_GENOCIDE:
{
- bool angry = FALSE;
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には効果がなかった。", " is unaffected.");
skipped = TRUE;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
- if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & (RF7_UNIQUE2)) || (c_ptr->m_idx == p_ptr->riding)) || p_ptr->inside_arena || p_ptr->inside_quest)
+ if (genocide_aux(c_ptr->m_idx, dam, !who, (r_ptr->level + 1) / 2, _("モンスター消滅", "Genocide One")))
{
- dam = 0;
- angry = TRUE;
+ if (seen_msg) msg_format(_("%sは消滅した!", "%^s disappered!"), m_name);
+ chg_virtue(V_VITALITY, -1);
+ return TRUE;
}
- else
- {
- if ((r_ptr->level > randint0(dam)) || (m_ptr->mflag2 & MFLAG_NOGENO))
- {
- dam = 0;
- angry = TRUE;
- }
- else
- {
- delete_monster_idx(c_ptr->m_idx);
-#ifdef JP
- msg_format("%s¤Ï¾ÃÌǤ·¤¿¡ª",m_name);
-#else
- msg_format("%^s disappered!",m_name);
-#endif
-
-#ifdef JP
- take_hit(DAMAGE_GENO, randint1((r_ptr->level+1)/2), "¥â¥ó¥¹¥¿¡¼¾ÃÌǤμöʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
-#else
- take_hit(DAMAGE_GENO, randint1((r_ptr->level+1)/2), "the strain of casting Genocide One", -1);
-#endif
- dam = 0;
-
- chg_virtue(V_VITALITY, -1);
-
- skipped = TRUE;
- /* Redraw */
- p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
- return TRUE;
- }
- }
- if (angry)
- {
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = "is unaffected!";
-#endif
- get_angry = TRUE;
- if (one_in_(13)) m_ptr->mflag2 |= MFLAG_NOGENO;
- }
+ skipped = TRUE;
break;
}
case GF_PHOTO:
{
-#ifdef JP
- msg_format("%s¤ò¼Ì¿¿¤Ë»£¤Ã¤¿¡£",m_name);
-#else
- msg_format("You take a photograph of %s.",m_name);
-#endif
+ if (!who) msg_format(_("%sを写真に撮った。", "You take a photograph of %s."), m_name);
/* Hurt by light */
if (r_ptr->flags3 & (RF3_HURT_LITE))
{
if (seen) obvious = TRUE;
/* Memorize the effects */
- if (seen) r_ptr->r_flags3 |= (RF3_HURT_LITE);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_LITE);
/* Special effect */
-#ifdef JP
-note = "¤Ï¸÷¤Ë¿È¤ò¤¹¤¯¤á¤¿¡ª";
-note_dies = "¤Ï¸÷¤ò¼õ¤±¤Æ¤·¤Ü¤ó¤Ç¤·¤Þ¤Ã¤¿¡ª";
-#else
- note = " cringes from the light!";
- note_dies = " shrivels away in the light!";
-#endif
-
+ note = _("は光に身をすくめた!", " cringes from the light!");
+ note_dies = _("は光を受けてしぼんでしまった!", " shrivels away in the light!");
}
/* Normally no damage */
case GF_BLOOD_CURSE:
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
dam = 0;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
break;
/* No need to tame your pet */
if (is_pet(m_ptr))
{
-#ifdef JP
- note = "¤ÎÆ°¤¤¬Â®¤¯¤Ê¤Ã¤¿¡£";
-#else
- note = " starts moving faster.";
-#endif
-
- m_ptr->fast = MIN(200, m_ptr->fast + 100);
+ note = _("の動きが速くなった。", " starts moving faster.");
+ (void)set_monster_fast(c_ptr->m_idx, MON_FAST(m_ptr) + 100);
success = TRUE;
}
/* Attempt a saving throw */
else if ((r_ptr->flags1 & (RF1_QUESTOR)) ||
(r_ptr->flags1 & (RF1_UNIQUE)) ||
- (m_ptr->mflag2 & MFLAG_NOPET) ||
+ (m_ptr->mflag2 & MFLAG2_NOPET) ||
(p_ptr->cursed & TRC_AGGRAVATE) ||
((r_ptr->level+10) > randint1(dam)))
{
/* Resist */
- if (one_in_(4)) m_ptr->mflag2 |= MFLAG_NOPET;
+ if (one_in_(4)) m_ptr->mflag2 |= MFLAG2_NOPET;
}
else
{
-#ifdef JP
-note = "¤ò»ÙÇÛ¤·¤¿¡£";
-#else
- note = " is tamed!";
-#endif
-
+ note = _("を支配した。", " is tamed!");
set_pet(m_ptr);
- m_ptr->fast = MIN(200, m_ptr->fast + 100);
+ (void)set_monster_fast(c_ptr->m_idx, MON_FAST(m_ptr) + 100);
/* Learn about type */
- if (seen) r_ptr->r_flags3 |= (RF3_GOOD);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
success = TRUE;
}
}
{
do_fear = randint1(90)+10;
}
- else if (seen)
- {
- r_ptr->r_flags3 |= (RF3_NO_FEAR);
- }
+ else if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_FEAR);
}
/* No "real" damage */
{
if (seen) obvious = TRUE;
- if (r_ptr->flags3 & (RF3_RES_ALL))
- {
-#ifdef JP
- note = "¤Ë¤Ï´°Á´¤ÊÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " is immune.";
-#endif
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ note = _("には完全な耐性がある!", " is immune.");
skipped = TRUE;
- if (seen) r_ptr->r_flags3 |= (RF3_RES_ALL);
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
/* Attempt a saving throw */
if (randint0(100 + dam) < (r_ptr->level + 50))
- {
-
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£";
-#else
- note = "is unaffected!";
-#endif
+ {
+ note = _("には効果がなかった。", " is unaffected.");
dam = 0;
}
break;
if (p_ptr->riding && (c_ptr->m_idx == p_ptr->riding)) do_poly = FALSE;
/* "Unique" and "quest" monsters can only be "killed" by the player. */
- if (((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_UNIQUE_7) || (r_ptr->flags1 & RF1_QUESTOR)) && !p_ptr->inside_battle)
+ if (((r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & RF7_NAZGUL)) && !p_ptr->inside_battle)
{
if (who && (dam > m_ptr->hp)) dam = m_ptr->hp;
}
/* Modify the damage */
tmp = dam;
dam = mon_damage_mod(m_ptr, dam, (bool)(typ == GF_PSY_SPEAR));
-#ifdef JP
- if ((tmp > 0) && (dam == 0)) note = "¤Ï¥À¥á¡¼¥¸¤ò¼õ¤±¤Æ¤¤¤Ê¤¤";
-#else
- if ((tmp > 0) && (dam == 0)) note = " is unharmed.";
-#endif
+ if ((tmp > 0) && (dam == 0)) note = _("はダメージを受けていない。", " is unharmed.");
/* Check for death */
if (dam > m_ptr->hp)
/* Extract method of death */
note = note_dies;
}
-
- /* Mega-Hack -- Handle "polymorph" -- monsters get a saving throw */
- else if (do_poly && (randint1(90) > r_ptr->level))
+ else
{
- if (polymorph_monster(y, x))
+ /* Sound and Impact resisters never stun */
+ if (do_stun &&
+ !(r_ptr->flagsr & (RFR_RES_SOUN | RFR_RES_WALL)) &&
+ !(r_ptr->flags3 & RF3_NO_STUN))
{
/* Obvious */
if (seen) obvious = TRUE;
- /* Monster polymorphs */
-#ifdef JP
-note = "¤¬ÊѿȤ·¤¿¡ª";
-#else
- note = " changes!";
-#endif
-
-
- /* Turn off the damage */
- dam = 0;
-
- /* Hack -- Get new monster */
- m_ptr = &m_list[c_ptr->m_idx];
+ /* Get stunned */
+ if (MON_STUNNED(m_ptr))
+ {
+ note = _("はひどくもうろうとした。", " is more dazed.");
+ tmp = MON_STUNNED(m_ptr) + (do_stun / 2);
+ }
+ else
+ {
+ note = _("はもうろうとした。", " is dazed.");
+ tmp = do_stun;
+ }
- /* Hack -- Get new race */
- r_ptr = &r_info[m_ptr->r_idx];
- }
- else
- {
- /* No polymorph */
-#ifdef JP
-note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is unaffected!";
-#endif
+ /* Apply stun */
+ (void)set_monster_stunned(c_ptr->m_idx, tmp);
+ /* Get angry */
+ get_angry = TRUE;
}
- }
-
- /* Handle "teleport" */
- else if (do_dist)
- {
- /* Obvious */
- if (seen) obvious = TRUE;
-
- /* Message */
-#ifdef JP
-note = "¤¬¾Ã¤¨µî¤Ã¤¿¡ª";
-#else
- note = " disappears!";
-#endif
- chg_virtue(V_VALOUR, -1);
+ /* Confusion and Chaos resisters (and sleepers) never confuse */
+ if (do_conf &&
+ !(r_ptr->flags3 & RF3_NO_CONF) &&
+ !(r_ptr->flagsr & RFR_EFF_RES_CHAO_MASK))
+ {
+ /* Obvious */
+ if (seen) obvious = TRUE;
- /* Teleport */
- teleport_away(c_ptr->m_idx, do_dist, (bool)(!who));
+ /* Already partially confused */
+ if (MON_CONFUSED(m_ptr))
+ {
+ note = _("はさらに混乱したようだ。", " looks more confused.");
+ tmp = MON_CONFUSED(m_ptr) + (do_conf / 2);
+ }
- /* Hack -- get new location */
- y = m_ptr->fy;
- x = m_ptr->fx;
+ /* Was not confused */
+ else
+ {
+ note = _("は混乱したようだ。", " looks confused.");
+ tmp = do_conf;
+ }
- /* Hack -- get new grid */
- c_ptr = &cave[y][x];
- }
+ /* Apply confusion */
+ (void)set_monster_confused(c_ptr->m_idx, tmp);
- /* Sound and Impact breathers never stun */
- else if (do_stun &&
- !(r_ptr->flags4 & (RF4_BR_SOUN)) &&
- !(r_ptr->flags4 & (RF4_BR_WALL)) &&
- !(r_ptr->flags3 & (RF3_NO_STUN)))
- {
- /* Obvious */
- if (seen) obvious = TRUE;
+ /* Get angry */
+ get_angry = TRUE;
+ }
- /* Get confused */
- if (m_ptr->stunned)
+ if (do_time)
{
-#ifdef JP
-note = "¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£";
-#else
- note = " is more dazed.";
-#endif
+ /* Obvious */
+ if (seen) obvious = TRUE;
- tmp = m_ptr->stunned + (do_stun / 2);
- }
- else
- {
-#ifdef JP
-note = "¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£";
-#else
- note = " is dazed.";
-#endif
+ if (do_time >= m_ptr->maxhp) do_time = m_ptr->maxhp - 1;
- tmp = do_stun;
+ if (do_time)
+ {
+ note = _("は弱くなったようだ。", " seems weakened.");
+ m_ptr->maxhp -= do_time;
+ if ((m_ptr->hp - dam) > m_ptr->maxhp) dam = m_ptr->hp - m_ptr->maxhp;
+ }
+ get_angry = TRUE;
}
- /* Apply stun */
- m_ptr->stunned = (tmp < 200) ? tmp : 200;
+ /* Mega-Hack -- Handle "polymorph" -- monsters get a saving throw */
+ if (do_poly && (randint1(90) > r_ptr->level))
+ {
+ if (polymorph_monster(y, x))
+ {
+ /* Obvious */
+ if (seen) obvious = TRUE;
- /* Get angry */
- get_angry = TRUE;
- }
+ /* Monster polymorphs */
+ note = _("が変身した!", " changes!");
- /* Confusion and Chaos breathers (and sleepers) never confuse */
- else if (do_conf &&
- !(r_ptr->flags3 & (RF3_NO_CONF)) &&
- !(r_ptr->flags4 & (RF4_BR_CONF)) &&
- !(r_ptr->flags4 & (RF4_BR_CHAO)))
- {
- /* Obvious */
- if (seen) obvious = TRUE;
+ /* Turn off the damage */
+ dam = 0;
+ }
+ else
+ {
+ /* No polymorph */
+ note = _("には効果がなかった。", " is unaffected.");
+ }
- /* Already partially confused */
- if (m_ptr->confused)
- {
-#ifdef JP
-note = "¤Ï¤µ¤é¤Ëº®Í𤷤¿¤è¤¦¤À¡£";
-#else
- note = " looks more confused.";
-#endif
+ /* Hack -- Get new monster */
+ m_ptr = &m_list[c_ptr->m_idx];
- tmp = m_ptr->confused + (do_conf / 2);
+ /* Hack -- Get new race */
+ r_ptr = &r_info[m_ptr->r_idx];
}
- /* Was not confused */
- else
+ /* Handle "teleport" */
+ if (do_dist)
{
-#ifdef JP
-note = "¤Ïº®Í𤷤¿¤è¤¦¤À¡£";
-#else
- note = " looks confused.";
-#endif
+ /* Obvious */
+ if (seen) obvious = TRUE;
- tmp = do_conf;
- }
+ /* Message */
+ note = _("が消え去った!", " disappears!");
- /* Apply confusion */
- m_ptr->confused = (tmp < 200) ? tmp : 200;
+ if (!who) chg_virtue(V_VALOUR, -1);
- /* Get angry */
- get_angry = TRUE;
- }
- else if (do_time)
- {
- /* Obvious */
- if (seen) obvious = TRUE;
+ /* Teleport */
+ teleport_away(c_ptr->m_idx, do_dist,
+ (!who ? TELEPORT_DEC_VALOUR : 0L) | TELEPORT_PASSIVE);
- if (do_time >= m_ptr->maxhp) do_time = m_ptr->maxhp-1;
+ /* Hack -- get new location */
+ y = m_ptr->fy;
+ x = m_ptr->fx;
- if (do_time)
+ /* Hack -- get new grid */
+ c_ptr = &cave[y][x];
+ }
+
+ /* Fear */
+ if (do_fear)
{
-#ifdef JP
-note = "¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£";
-#else
- note = " seems weakened.";
-#endif
- m_ptr->maxhp -= do_time;
- if ((m_ptr->hp - dam) > m_ptr->maxhp) dam = m_ptr->hp-m_ptr->maxhp;
+ /* Set fear */
+ (void)set_monster_monfear(c_ptr->m_idx, MON_MONFEAR(m_ptr) + do_fear);
+
+ /* Get angry */
+ get_angry = TRUE;
}
- get_angry = TRUE;
}
-
- /* Fear */
- if (do_fear)
+ if (typ == GF_DRAIN_MANA)
{
- /* Increase fear */
- tmp = m_ptr->monfear + do_fear;
-
- /* Set fear */
- m_ptr->monfear = (tmp < 200) ? tmp : 200;
-
- /* Get angry */
- get_angry = TRUE;
+ /* Drain mana does nothing */
}
-
/* If another monster did the damage, hurt the monster by hand */
- if (who)
+ else if (who)
{
/* Redraw (later) if needed */
if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
if (p_ptr->riding == c_ptr->m_idx) p_ptr->redraw |= (PR_UHEALTH);
/* Wake the monster up */
- m_ptr->csleep = 0;
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
/* Hurt the monster */
m_ptr->hp -= dam;
/* Give detailed messages if destroyed */
if (known && note)
{
- monster_desc(m_name, m_ptr, 0x100);
- if (see_s)
+ monster_desc(m_name, m_ptr, MD_TRUE_NAME);
+ if (see_s_msg)
{
msg_format("%^s%s", m_name, note);
}
}
}
- monster_gain_exp(who, m_ptr->r_idx);
+ if (who > 0) monster_gain_exp(who, m_ptr->r_idx);
/* Generate treasure, etc */
monster_death(c_ptr->m_idx, FALSE);
if (sad)
{
-#ifdef JP
-msg_print("¾¯¤·Èᤷ¤¤µ¤Ê¬¤¬¤·¤¿¡£");
-#else
- msg_print("You feel sad for a moment.");
-#endif
-
+ msg_print(_("少し悲しい気分がした。", "You feel sad for a moment."));
}
}
else
{
/* Give detailed messages if visible or destroyed */
- if (note && seen) msg_format("%^s%s", m_name, note);
+ if (note && seen_msg) msg_format("%^s%s", m_name, note);
/* Hack -- Pain message */
- else if (see_s)
+ else if (see_s_msg)
{
message_pain(c_ptr->m_idx, dam);
}
}
/* Hack -- handle sleep */
- if (do_sleep) m_ptr->csleep = do_sleep;
+ if (do_sleep) (void)set_monster_csleep(c_ptr->m_idx, do_sleep);
}
}
else if (heal_leper)
{
-#ifdef JP
-msg_print("ÉÔ·é¤ÊÉ¿ͤÏɵ¤¤¬¼£¤Ã¤¿¡ª");
-#else
- msg_print("The Mangy looking leper is healed!");
-#endif
+ if (seen_msg) msg_print(_("不潔な病人は病気が治った!", "The Mangy looking leper is healed!"));
+
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+ {
+ char m2_name[80];
+
+ monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_HEAL_LEPER, m2_name);
+ }
delete_monster_idx(c_ptr->m_idx);
}
+
/* If the player did it, give him experience, check fear */
- else if (typ != GF_DRAIN_MANA)
+ else
{
bool fear = FALSE;
if (do_sleep) anger_monster(m_ptr);
/* Give detailed messages if visible or destroyed */
- if (note && seen)
-#ifdef JP
-msg_format("%s%s", m_name, note);
-#else
- msg_format("%^s%s", m_name, note);
-#endif
-
+ if (note && seen_msg)
+ msg_format(_("%s%s", "%^s%s"), m_name, note);
/* Hack -- Pain message */
else if (known && (dam || !do_fear))
anger_monster(m_ptr);
/* Take note */
- if ((fear || do_fear) && (m_ptr->ml))
+ if ((fear || do_fear) && seen)
{
/* Sound */
sound(SOUND_FLEE);
/* Message */
-#ifdef JP
-msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
-#else
- msg_format("%^s flees in terror!", m_name);
-#endif
-
+ msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
/* Hack -- handle sleep */
- if (do_sleep) m_ptr->csleep = do_sleep;
+ if (do_sleep) (void)set_monster_csleep(c_ptr->m_idx, do_sleep);
}
}
case 1: case 2:
if (!count)
{
-#ifdef JP
-msg_print("ÃÏÌ̤¬Íɤ줿...");
-#else
- msg_print("The ground trembles...");
-#endif
-
+ msg_print(_("地面が揺れた...", "The ground trembles..."));
earthquake(ty, tx, 4 + randint0(4));
if (!one_in_(6)) break;
}
case 3: case 4: case 5: case 6:
if (!count)
{
- int dam = damroll(10, 10);
-#ifdef JP
-msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
-#else
- msg_print("A portal opens to a plane of raw mana!");
-#endif
+ int extra_dam = damroll(10, 10);
+ msg_print(_("純粋な魔力の次元への扉が開いた!", "A portal opens to a plane of raw mana!"));
- project(0, 8, ty,tx, dam, GF_MANA, curse_flg, -1);
+ project(0, 8, ty, tx, extra_dam, GF_MANA, curse_flg, -1);
if (!one_in_(6)) break;
}
case 7: case 8:
if (!count)
{
-#ifdef JP
-msg_print("¶õ´Ö¤¬ÏĤó¤À¡ª");
-#else
- msg_print("Space warps about you!");
-#endif
+ msg_print(_("空間が歪んだ!", "Space warps about you!"));
- if (m_ptr->r_idx) teleport_away(c_ptr->m_idx, damroll(10, 10), FALSE);
+ if (m_ptr->r_idx) teleport_away(c_ptr->m_idx, damroll(10, 10), TELEPORT_PASSIVE);
if (one_in_(13)) count += activate_hi_summon(ty, tx, TRUE);
if (!one_in_(6)) break;
}
case 9: case 10: case 11:
-#ifdef JP
-msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
-#else
- msg_print("You feel a surge of energy!");
-#endif
-
+ msg_print(_("エネルギーのうねりを感じた!", "You feel a surge of energy!"));
project(0, 7, ty, tx, 50, GF_DISINTEGRATE, curse_flg, -1);
if (!one_in_(6)) break;
case 12: case 13: case 14: case 15: case 16:
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_NO_PET | PM_FORCE_FRIENDLY);
- count += summon_specific((pet ? -1 : 0), py, px, (pet ? p_ptr->lev*2/3+randint1(p_ptr->lev/2) : dun_level), 0, mode);
+ count += summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, (pet ? p_ptr->lev*2/3+randint1(p_ptr->lev/2) : dun_level), 0, mode);
if (!one_in_(6)) break;
}
case 23: case 24: case 25:
- if (p_ptr->hold_life && (randint0(100) < 75)) break;
-#ifdef JP
-msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
-#else
- msg_print("You feel your life draining away...");
-#endif
+ if (p_ptr->hold_exp && (randint0(100) < 75)) break;
+ msg_print(_("経験値が体から吸い取られた気がする!", "You feel your experience draining away..."));
- if (p_ptr->hold_life) lose_exp(p_ptr->exp / 160);
+ if (p_ptr->hold_exp) lose_exp(p_ptr->exp / 160);
else lose_exp(p_ptr->exp / 16);
if (!one_in_(6)) break;
case 26: case 27: case 28:
/* XXX XXX XXX Verify this code */
/* Update the monster */
- update_mon(c_ptr->m_idx, FALSE);
+ if (m_ptr->r_idx) update_mon(c_ptr->m_idx, FALSE);
/* Redraw the monster grid */
lite_spot(y, x);
/* Update monster recall window */
- if (p_ptr->monster_race_idx == m_ptr->r_idx)
+ if ((p_ptr->monster_race_idx == m_ptr->r_idx) && (seen || !m_ptr->r_idx))
{
/* Window stuff */
p_ptr->window |= (PW_MONSTER);
{
if (!who)
{
- if (!projectable(m_ptr->fy, m_ptr->fx, py, px) && !(flg & PROJECT_NO_HANGEKI))
+ if (!(flg & PROJECT_NO_HANGEKI))
{
set_target(m_ptr, monster_target_y, monster_target_x);
}
}
- else if (is_pet(&m_list[who]) && (m_ptr->target_y != py) && (m_ptr->target_x != px))
+ else if ((who > 0) && is_pet(caster_ptr) && !player_bold(m_ptr->target_y, m_ptr->target_x))
{
- set_target(m_ptr, m_list[who].fy, m_list[who].fx);
+ set_target(m_ptr, caster_ptr->fy, caster_ptr->fx);
}
}
q_ptr->ident |= (IDENT_MENTAL);
/* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, py, px);
+ (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
}
/* Track it */
return (obvious);
}
-
-/*
- * Helper function for "project()" below.
- *
+/*!
+ * @brief 汎用的なビーム/ボルト/ボール系によるプレイヤーへの効果処理 / Helper function for "project()" below.
+ * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
+ * @param who_name 効果を起こしたモンスターの名前
+ * @param r 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
+ * @param y 目標Y座標 / Target y location (or location to travel "towards")
+ * @param x 目標X座標 / Target x location (or location to travel "towards")
+ * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
+ * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
+ * @param flg 効果フラグ
+ * @param monspell 効果元のモンスター魔法ID
+ * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
+ * @details
* Handle a beam/bolt/ball causing damage to the player.
- *
* This routine takes a "source monster" (by index), a "distance", a default
* "damage", and a "damage type". See "project_m()" above.
- *
* If "rad" is non-zero, then the blast was centered elsewhere, and the damage
* is reduced (see "project_m()" above). This can happen if a monster breathes
* at the player and hits a wall instead.
- *
* NOTE (Zangband): 'Bolt' attacks can be reflected back, so we need
* to know if this is actually a ball or a bolt spell
- *
- *
* We return "TRUE" if any "obvious" effects were observed. XXX XXX Actually,
* we just assume that the effects were obvious, for historical reasons.
*/
/* Player is not here */
- if ((x != px) || (y != py)) return (FALSE);
+ if (!player_bold(y, x)) return (FALSE);
if ((p_ptr->special_defense & NINJA_KAWARIMI) && dam && (randint0(55) < (p_ptr->lev*3/5+20)) && who && (who != p_ptr->riding))
{
- kawarimi(TRUE);
- return FALSE;
+ if (kawarimi(TRUE)) return FALSE;
}
/* Player cannot hurt himself */
if (!who) return (FALSE);
if (who == p_ptr->riding) return (FALSE);
- if ((p_ptr->reflect || p_ptr->tim_reflect || ((p_ptr->special_defense & KATA_FUUJIN) && !p_ptr->blind)) && (flg & PROJECT_REFLECTABLE) && !one_in_(10))
+ if ((p_ptr->reflect || ((p_ptr->special_defense & KATA_FUUJIN) && !p_ptr->blind)) && (flg & PROJECT_REFLECTABLE) && !one_in_(10))
{
byte t_y, t_x;
int max_attempts = 10;
-#ifdef JP
-if (blind) msg_print("²¿¤«¤¬Ä·¤ÍÊ֤ä¿¡ª");
-else if (p_ptr->special_defense & KATA_FUUJIN) msg_print("É÷¤ÎÇ¡¤¯Éð´ï¤ò¿¶¤ë¤Ã¤ÆÃƤÊÖ¤·¤¿¡ª");
-else msg_print("¹¶·â¤¬Ä·¤ÍÊ֤ä¿¡ª");
-#else
- if (blind) msg_print("Something bounces!");
- else msg_print("The attack bounces!");
-#endif
+ if (blind)
+ msg_print(_("何かが跳ね返った!", "Something bounces!"));
+ else if (p_ptr->special_defense & KATA_FUUJIN)
+ msg_print(_("風の如く武器を振るって弾き返した!", "The attack bounces!"));
+ else
+ msg_print(_("攻撃が跳ね返った!", "The attack bounces!"));
/* Choose 'new' target */
- do
+ if (who > 0)
{
- t_y = m_list[who].fy - 1 + randint1(3);
- t_x = m_list[who].fx - 1 + randint1(3);
- max_attempts--;
- }
- while (max_attempts && in_bounds2u(t_y, t_x) &&
- !(player_has_los_bold(t_y, t_x)));
+ do
+ {
+ t_y = m_list[who].fy - 1 + randint1(3);
+ t_x = m_list[who].fx - 1 + randint1(3);
+ max_attempts--;
+ }
+ while (max_attempts && in_bounds2u(t_y, t_x) && !projectable(p_ptr->y, p_ptr->x, t_y, t_x));
- if (max_attempts < 1)
+ if (max_attempts < 1)
+ {
+ t_y = m_list[who].fy;
+ t_x = m_list[who].fx;
+ }
+ }
+ else
{
- t_y = m_list[who].fy;
- t_x = m_list[who].fx;
+ t_y = p_ptr->y - 1 + randint1(3);
+ t_x = p_ptr->x - 1 + randint1(3);
}
project(0, 0, t_y, t_x, dam, typ, (PROJECT_STOP|PROJECT_KILL|PROJECT_REFLECTABLE), monspell);
- disturb(1, 0);
+ disturb(1, 1);
return TRUE;
}
/* Get the monster's real name (gotten before polymorph!) */
strcpy(killer, who_name);
}
- else if (who < 0)
+ else
{
-#ifdef JP
- strcpy(killer, "æ«");
-#else
- strcpy(killer, "a trap");
-#endif
+ switch (who)
+ {
+ case PROJECT_WHO_UNCTRL_POWER:
+ strcpy(killer, _("制御できない力の氾流", "uncontrollable power storm"));
+ break;
+
+ case PROJECT_WHO_GLASS_SHARDS:
+ strcpy(killer, _("ガラスの破片", "shards of glass"));
+ break;
+
+ default:
+ strcpy(killer, _("罠", "a trap"));
+ break;
+ }
+
+ /* Paranoia */
+ strcpy(m_name, killer);
}
/* Analyze the damage */
/* Standard damage -- hurts inventory too */
case GF_ACID:
{
-#ifdef JP
-if (fuzzy) msg_print("»À¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by acid!");
-#endif
-
- get_damage = acid_dam(dam, killer, monspell);
+ if (fuzzy) msg_print(_("酸で攻撃された!", "You are hit by acid!"));
+ get_damage = acid_dam(dam, killer, monspell, FALSE);
break;
}
/* Standard damage -- hurts inventory too */
case GF_FIRE:
{
-#ifdef JP
-if (fuzzy) msg_print("²Ð±ê¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by fire!");
-#endif
-
- get_damage = fire_dam(dam, killer, monspell);
+ if (fuzzy) msg_print(_("火炎で攻撃された!", "You are hit by fire!"));
+ get_damage = fire_dam(dam, killer, monspell, FALSE);
break;
}
/* Standard damage -- hurts inventory too */
case GF_COLD:
{
-#ifdef JP
-if (fuzzy) msg_print("Î䵤¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by cold!");
-#endif
-
- get_damage = cold_dam(dam, killer, monspell);
+ if (fuzzy) msg_print(_("冷気で攻撃された!", "You are hit by cold!"));
+ get_damage = cold_dam(dam, killer, monspell, FALSE);
break;
}
/* Standard damage -- hurts inventory too */
case GF_ELEC:
{
-#ifdef JP
-if (fuzzy) msg_print("ÅÅ·â¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by lightning!");
-#endif
-
- get_damage = elec_dam(dam, killer, monspell);
+ if (fuzzy) msg_print(_("電撃で攻撃された!", "You are hit by lightning!"));
+ get_damage = elec_dam(dam, killer, monspell, FALSE);
break;
}
/* Standard damage -- also poisons player */
case GF_POIS:
{
- bool double_resist = (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
-#ifdef JP
-if (fuzzy) msg_print("ÆǤǹ¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by poison!");
-#endif
+ bool double_resist = IS_OPPOSE_POIS();
+ if (fuzzy) msg_print(_("毒で攻撃された!", "You are hit by poison!"));
if (p_ptr->resist_pois) dam = (dam + 2) / 3;
if (double_resist) dam = (dam + 2) / 3;
if ((!(double_resist || p_ptr->resist_pois)) &&
- one_in_(HURT_CHANCE))
+ one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW())
{
do_dec_stat(A_CON);
}
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
- if (!(double_resist || p_ptr->resist_pois))
+ if (!(double_resist || p_ptr->resist_pois) && !CHECK_MULTISHADOW())
{
set_poisoned(p_ptr->poisoned + randint0(dam) + 10);
}
/* Standard damage -- also poisons / mutates player */
case GF_NUKE:
{
- bool double_resist = (p_ptr->oppose_pois || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU));
-#ifdef JP
-if (fuzzy) msg_print("Êü¼Íǽ¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by radiation!");
-#endif
+ bool double_resist = IS_OPPOSE_POIS();
+ if (fuzzy) msg_print(_("放射能で攻撃された!", "You are hit by radiation!"));
if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
if (double_resist) dam = (2 * dam + 2) / 5;
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
- if (!(double_resist || p_ptr->resist_pois))
+ if (!(double_resist || p_ptr->resist_pois) && !CHECK_MULTISHADOW())
{
set_poisoned(p_ptr->poisoned + randint0(dam) + 10);
if (one_in_(5)) /* 6 */
{
-#ifdef JP
-msg_print("´ñ·ÁŪ¤ÊÊѿȤò¿ë¤²¤¿¡ª");
-#else
- msg_print("You undergo a freakish metamorphosis!");
-#endif
-
+ msg_print(_("奇形的な変身を遂げた!", "You undergo a freakish metamorphosis!"));
if (one_in_(4)) /* 4 */
do_poly_self();
else
/* Standard damage */
case GF_MISSILE:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something!");
-#endif
-
+ if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
break;
}
/* Holy Orb -- Player only takes partial damage */
case GF_HOLY_FIRE:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something!");
-#endif
-
+ if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
if (p_ptr->align > 10)
dam /= 2;
else if (p_ptr->align < -10)
case GF_HELL_FIRE:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something!");
-#endif
-
+ if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
if (p_ptr->align > 10)
dam *= 2;
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
/* Arrow -- XXX no dodging */
case GF_ARROW:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«±Ô¤¤¤â¤Î¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something sharp!");
-#endif
-
+ if (fuzzy)
+ {
+ msg_print(_("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
+ }
else if ((inventory[INVEN_RARM].name1 == ART_ZANTETSU) || (inventory[INVEN_LARM].name1 == ART_ZANTETSU))
{
-#ifdef JP
- msg_print("Ìð¤ò»Â¤ê¼Î¤Æ¤¿¡ª");
-#else
- msg_print("You cut down the arrow!");
-#endif
+ msg_print(_("矢を斬り捨てた!", "You cut down the arrow!"));
break;
}
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
/* Plasma -- XXX No resist */
case GF_PLASMA:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«¤È¤Æ¤âÇ®¤¤¤â¤Î¤Ç¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something *HOT*!");
-#endif
-
+ if (fuzzy) msg_print(_("何かとても熱いもので攻撃された!", "You are hit by something *HOT*!"));
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
- if (!p_ptr->resist_sound)
+ if (!p_ptr->resist_sound && !CHECK_MULTISHADOW())
{
- int k = (randint1((dam > 40) ? 35 : (dam * 3 / 4 + 5)));
- (void)set_stun(p_ptr->stun + k);
+ int plus_stun = (randint1((dam > 40) ? 35 : (dam * 3 / 4 + 5)));
+ (void)set_stun(p_ptr->stun + plus_stun);
}
if (!(p_ptr->resist_fire ||
- p_ptr->oppose_fire ||
- music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU) ||
- p_ptr->immune_fire))
+ IS_OPPOSE_FIRE() ||
+ p_ptr->immune_fire))
{
inven_damage(set_acid_destroy, 3);
}
/* Nether -- drain experience */
case GF_NETHER:
{
-#ifdef JP
-if (fuzzy) msg_print("ÃϹö¤ÎÎϤǹ¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by nether forces!");
-#endif
-
-
+ if (fuzzy) msg_print(_("地獄の力で攻撃された!", "You are hit by nether forces!"));
if (p_ptr->resist_neth)
{
if (!prace_is_(RACE_SPECTRE))
+ {
dam *= 6; dam /= (randint1(4) + 7);
+ }
}
- else drain_exp(200 + (p_ptr->exp / 100), 200 + (p_ptr->exp / 1000), 75);
+ else if (!CHECK_MULTISHADOW()) drain_exp(200 + (p_ptr->exp / 100), 200 + (p_ptr->exp / 1000), 75);
- if (prace_is_(RACE_SPECTRE))
+ if (prace_is_(RACE_SPECTRE) && !CHECK_MULTISHADOW())
{
-#ifdef JP
-msg_print("µ¤Ê¬¤¬¤è¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("You feel invigorated!");
-#endif
-
+ msg_print(_("気分がよくなった。", "You feel invigorated!"));
hp_player(dam / 4);
learn_spell(monspell);
}
/* Water -- stun/confuse */
case GF_WATER:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«¼¾¤Ã¤¿¤â¤Î¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something wet!");
-#endif
-
- if (!p_ptr->resist_sound)
- {
- set_stun(p_ptr->stun + randint1(40));
- }
- if (!p_ptr->resist_conf)
+ if (fuzzy) msg_print(_("何か湿ったもので攻撃された!", "You are hit by something wet!"));
+ if (!CHECK_MULTISHADOW())
{
- set_confused(p_ptr->confused + randint1(5) + 5);
- }
+ if (!p_ptr->resist_sound)
+ {
+ set_stun(p_ptr->stun + randint1(40));
+ }
+ if (!p_ptr->resist_conf)
+ {
+ set_confused(p_ptr->confused + randint1(5) + 5);
+ }
- if (one_in_(5))
- {
- inven_damage(set_cold_destroy, 3);
+ if (one_in_(5))
+ {
+ inven_damage(set_cold_destroy, 3);
+ }
}
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
/* Chaos -- many effects */
case GF_CHAOS:
{
-#ifdef JP
-if (fuzzy) msg_print("̵Ãá½ø¤ÎÇÈÆ°¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by a wave of anarchy!");
-#endif
-
+ if (fuzzy) msg_print(_("無秩序の波動で攻撃された!", "You are hit by a wave of anarchy!"));
if (p_ptr->resist_chaos)
{
dam *= 6; dam /= (randint1(4) + 7);
}
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + randint0(20) + 10);
- }
- if (!p_ptr->resist_chaos)
+
+ if (!CHECK_MULTISHADOW())
{
- (void)set_image(p_ptr->image + randint1(10));
- if (one_in_(3))
+ if (!p_ptr->resist_conf)
{
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Î¿ÈÂΤϥ«¥ª¥¹¤ÎÎϤÇDZ¤¸¶Ê¤²¤é¤ì¤¿¡ª");
-#else
- msg_print("Your body is twisted by chaos!");
-#endif
+ (void)set_confused(p_ptr->confused + randint0(20) + 10);
+ }
+ if (!p_ptr->resist_chaos)
+ {
+ (void)set_image(p_ptr->image + randint1(10));
+ if (one_in_(3))
+ {
+ msg_print(_("あなたの身体はカオスの力で捻じ曲げられた!", "Your body is twisted by chaos!"));
+ (void)gain_random_mutation(0);
+ }
+ }
+ if (!p_ptr->resist_neth && !p_ptr->resist_chaos)
+ {
+ drain_exp(5000 + (p_ptr->exp / 100), 500 + (p_ptr->exp / 1000), 75);
+ }
- (void)gain_random_mutation(0);
+ if (!p_ptr->resist_chaos || one_in_(9))
+ {
+ inven_damage(set_elec_destroy, 2);
+ inven_damage(set_fire_destroy, 2);
}
}
- if (!p_ptr->resist_neth && !p_ptr->resist_chaos)
- {
- drain_exp(5000 + (p_ptr->exp / 100), 500 + (p_ptr->exp / 1000), 75);
- }
- if (!p_ptr->resist_chaos || one_in_(9))
- {
- inven_damage(set_elec_destroy, 2);
- inven_damage(set_fire_destroy, 2);
- }
+
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
break;
}
/* Shards -- mostly cutting */
case GF_SHARDS:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«±Ô¤¤¤â¤Î¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something sharp!");
-#endif
-
+ if (fuzzy) msg_print(_("何か鋭いもので攻撃された!", "You are hit by something sharp!"));
if (p_ptr->resist_shard)
{
dam *= 6; dam /= (randint1(4) + 7);
}
- else
+ else if (!CHECK_MULTISHADOW())
{
(void)set_cut(p_ptr->cut + dam);
}
/* Sound -- mostly stunning */
case GF_SOUND:
{
-#ifdef JP
-if (fuzzy) msg_print("¹ì²»¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by a loud noise!");
-#endif
-
+ if (fuzzy) msg_print(_("轟音で攻撃された!", "You are hit by a loud noise!"));
if (p_ptr->resist_sound)
{
dam *= 5; dam /= (randint1(4) + 7);
}
- else
+ else if (!CHECK_MULTISHADOW())
{
- int k = (randint1((dam > 90) ? 35 : (dam / 3 + 5)));
- (void)set_stun(p_ptr->stun + k);
+ int plus_stun = (randint1((dam > 90) ? 35 : (dam / 3 + 5)));
+ (void)set_stun(p_ptr->stun + plus_stun);
}
if (!p_ptr->resist_sound || one_in_(13))
/* Pure confusion */
case GF_CONFUSION:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«º®Í𤹤ë¤â¤Î¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something puzzling!");
-#endif
-
+ if (fuzzy) msg_print(_("何か混乱するもので攻撃された!", "You are hit by something puzzling!"));
if (p_ptr->resist_conf)
{
dam *= 5; dam /= (randint1(4) + 7);
}
- if (!p_ptr->resist_conf)
+ else if (!CHECK_MULTISHADOW())
{
(void)set_confused(p_ptr->confused + randint1(20) + 10);
}
/* Disenchantment -- see above */
case GF_DISENCHANT:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«¤µ¤¨¤Ê¤¤¤â¤Î¤Ç¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something static!");
-#endif
-
+ if (fuzzy) msg_print(_("何かさえないもので攻撃された!", "You are hit by something static!"));
if (p_ptr->resist_disen)
{
dam *= 6; dam /= (randint1(4) + 7);
}
- else
+ else if (!CHECK_MULTISHADOW())
{
(void)apply_disenchant(0);
}
/* Nexus -- see above */
case GF_NEXUS:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«´ñ̯¤Ê¤â¤Î¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something strange!");
-#endif
-
+ if (fuzzy) msg_print(_("何か奇妙なもので攻撃された!", "You are hit by something strange!"));
if (p_ptr->resist_nexus)
{
dam *= 6; dam /= (randint1(4) + 7);
}
- else
+ else if (!CHECK_MULTISHADOW())
{
apply_nexus(m_ptr);
}
/* Force -- mostly stun */
case GF_FORCE:
{
-#ifdef JP
-if (fuzzy) msg_print("±¿Æ°¥¨¥Í¥ë¥®¡¼¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by kinetic force!");
-#endif
-
- if (!p_ptr->resist_sound)
+ if (fuzzy) msg_print(_("運動エネルギーで攻撃された!", "You are hit by kinetic force!"));
+ if (!p_ptr->resist_sound && !CHECK_MULTISHADOW())
{
(void)set_stun(p_ptr->stun + randint1(20));
}
/* Rocket -- stun, cut */
case GF_ROCKET:
{
-#ifdef JP
-if (fuzzy) msg_print("Çúȯ¤¬¤¢¤Ã¤¿¡ª");
-#else
- if (fuzzy) msg_print("There is an explosion!");
-#endif
-
- if (!p_ptr->resist_sound)
+ if (fuzzy) msg_print(_("爆発があった!", "There is an explosion!"));
+ if (!p_ptr->resist_sound && !CHECK_MULTISHADOW())
{
(void)set_stun(p_ptr->stun + randint1(20));
}
+
if (p_ptr->resist_shard)
{
dam /= 2;
}
- else
+ else if (!CHECK_MULTISHADOW())
{
- (void)set_cut(p_ptr-> cut + ( dam / 2));
+ (void)set_cut(p_ptr->cut + (dam / 2));
}
- if ((!p_ptr->resist_shard) || one_in_(12))
+ if (!p_ptr->resist_shard || one_in_(12))
{
inven_damage(set_cold_destroy, 3);
}
}
/* Inertia -- slowness */
- case GF_INERTIA:
+ case GF_INERTIAL:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«ÃÙ¤¤¤â¤Î¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something slow!");
-#endif
-
- (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
+ if (fuzzy) msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
+ if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
break;
}
/* Lite -- blinding */
case GF_LITE:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something!");
-#endif
-
+ if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
if (p_ptr->resist_lite)
{
dam *= 4; dam /= (randint1(4) + 7);
}
- else if (!blind && !p_ptr->resist_blind)
+ else if (!blind && !p_ptr->resist_blind && !CHECK_MULTISHADOW())
{
(void)set_blind(p_ptr->blind + randint1(5) + 2);
}
+
if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
{
-#ifdef JP
-msg_print("¸÷¤ÇÆùÂΤ¬¾Ç¤¬¤µ¤ì¤¿¡ª");
-#else
- msg_print("The light scorches your flesh!");
-#endif
-
+ if (!CHECK_MULTISHADOW()) msg_print(_("光で肉体が焦がされた!", "The light scorches your flesh!"));
dam *= 2;
}
else if (prace_is_(RACE_S_FAIRY))
{
dam = dam * 4 / 3;
}
+
if (p_ptr->wraith_form) dam *= 2;
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
- if (p_ptr->wraith_form)
+ if (p_ptr->wraith_form && !CHECK_MULTISHADOW())
{
p_ptr->wraith_form = 0;
-#ifdef JP
-msg_print("Á®¸÷¤Î¤¿¤áÈóʪ¼ÁŪ¤Ê±Æ¤Î¸ºß¤Ç¤¤¤é¤ì¤Ê¤¯¤Ê¤Ã¤¿¡£");
-#else
- msg_print("The light forces you out of your incorporeal shadow form.");
-#endif
+ msg_print(_("閃光のため非物質的な影の存在でいられなくなった。",
+ "The light forces you out of your incorporeal shadow form."));
p_ptr->redraw |= PR_MAP;
/* Update monsters */
/* Dark -- blinding */
case GF_DARK:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something!");
-#endif
-
+ if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
if (p_ptr->resist_dark)
{
dam *= 4; dam /= (randint1(4) + 7);
if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form) dam = 0;
}
- else if (!blind && !p_ptr->resist_blind)
+ else if (!blind && !p_ptr->resist_blind && !CHECK_MULTISHADOW())
{
(void)set_blind(p_ptr->blind + randint1(5) + 2);
}
/* Time -- bolt fewer effects XXX */
case GF_TIME:
{
-#ifdef JP
-if (fuzzy) msg_print("²áµî¤«¤é¤Î¾×·â¤Ë¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by a blast from the past!");
-#endif
-
+ if (fuzzy) msg_print(_("過去からの衝撃に攻撃された!", "You are hit by a blast from the past!"));
if (p_ptr->resist_time)
{
dam *= 4;
dam /= (randint1(4) + 7);
-#ifdef JP
-msg_print("»þ´Ö¤¬Ä̤ê²á¤®¤Æ¤¤¤¯µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel as if time is passing you by.");
-#endif
-
+ msg_print(_("時間が通り過ぎていく気がする。", "You feel as if time is passing you by."));
}
- else
+ else if (!CHECK_MULTISHADOW())
{
switch (randint1(10))
{
case 1: case 2: case 3: case 4: case 5:
{
if (p_ptr->prace == RACE_ANDROID) break;
-#ifdef JP
-msg_print("¿ÍÀ¸¤¬µÕÌá¤ê¤·¤¿µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel life has clocked back.");
-#endif
-
+ msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
break;
}
{
switch (randint1(6))
{
-#ifdef JP
-case 1: k = A_STR; act = "¶¯¤¯"; break;
-case 2: k = A_INT; act = "ÁïÌÀ¤Ç"; break;
-case 3: k = A_WIS; act = "¸ÌÀ¤Ç"; break;
-case 4: k = A_DEX; act = "´ïÍѤÇ"; break;
-case 5: k = A_CON; act = "·ò¹¯¤Ç"; break;
-case 6: k = A_CHR; act = "Èþ¤·¤¯"; break;
-#else
- case 1: k = A_STR; act = "strong"; break;
- case 2: k = A_INT; act = "bright"; break;
- case 3: k = A_WIS; act = "wise"; break;
- case 4: k = A_DEX; act = "agile"; break;
- case 5: k = A_CON; act = "hale"; break;
- case 6: k = A_CHR; act = "beautiful"; break;
-#endif
-
+ case 1: k = A_STR; act = _("強く", "strong"); break;
+ case 2: k = A_INT; act = _("聡明で", "bright"); break;
+ case 3: k = A_WIS; act = _("賢明で", "wise"); break;
+ case 4: k = A_DEX; act = _("器用で", "agile"); break;
+ case 5: k = A_CON; act = _("健康で", "hale"); break;
+ case 6: k = A_CHR; act = _("美しく", "beautiful"); break;
}
-#ifdef JP
-msg_format("¤¢¤Ê¤¿¤Ï°ÊÁ°¤Û¤É%s¤Ê¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿...¡£", act);
-#else
- msg_format("You're not as %s as you used to be...", act);
-#endif
-
+ msg_format(_("あなたは以前ほど%sなくなってしまった...。",
+ "You're not as %s as you used to be..."), act);
p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 3) / 4;
if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
case 10:
{
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤Û¤ÉÎ϶¯¤¯¤Ê¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿...¡£");
-#else
- msg_print("You're not as powerful as you used to be...");
-#endif
-
+ msg_print(_("あなたは以前ほど力強くなくなってしまった...。",
+ "You're not as powerful as you used to be..."));
for (k = 0; k < 6; k++)
{
/* Gravity -- stun plus slowness plus teleport */
case GF_GRAVITY:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«½Å¤¤¤â¤Î¤Ç¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-msg_print("¼þÊդνÅÎϤ¬¤æ¤¬¤ó¤À¡£");
-#else
- if (fuzzy) msg_print("You are hit by something heavy!");
- msg_print("Gravity warps around you.");
-#endif
+ if (fuzzy) msg_print(_("何か重いもので攻撃された!", "You are hit by something heavy!"));
+ msg_print(_("周辺の重力がゆがんだ。", "Gravity warps around you."));
- teleport_player(5);
- if (!p_ptr->ffall)
- (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
- if (!(p_ptr->resist_sound || p_ptr->ffall))
+ if (!CHECK_MULTISHADOW())
{
- int k = (randint1((dam > 90) ? 35 : (dam / 3 + 5)));
- (void)set_stun(p_ptr->stun + k);
+ teleport_player(5, TELEPORT_PASSIVE);
+ if (!p_ptr->levitation)
+ (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
+ if (!(p_ptr->resist_sound || p_ptr->levitation))
+ {
+ int plus_stun = (randint1((dam > 90) ? 35 : (dam / 3 + 5)));
+ (void)set_stun(p_ptr->stun + plus_stun);
+ }
}
- if (p_ptr->ffall)
+ if (p_ptr->levitation)
{
dam = (dam * 2) / 3;
}
- if (!p_ptr->ffall || one_in_(13))
+ if (!p_ptr->levitation || one_in_(13))
{
inven_damage(set_cold_destroy, 2);
}
/* Standard damage */
case GF_DISINTEGRATE:
{
-#ifdef JP
-if (fuzzy) msg_print("½ã¿è¤Ê¥¨¥Í¥ë¥®¡¼¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by pure energy!");
-#endif
+ if (fuzzy) msg_print(_("純粋なエネルギーで攻撃された!", "You are hit by pure energy!"));
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
break;
case GF_OLD_HEAL:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤é¤«¤Î¹¶·â¤Ë¤è¤Ã¤Æµ¤Ê¬¤¬¤è¤¯¤Ê¤Ã¤¿¡£");
-#else
- if (fuzzy) msg_print("You are hit by something invigorating!");
-#endif
+ if (fuzzy) msg_print(_("何らかの攻撃によって気分がよくなった。", "You are hit by something invigorating!"));
(void)hp_player(dam);
dam = 0;
case GF_OLD_SPEED:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something!");
-#endif
-
+ if (fuzzy) msg_print(_("何かで攻撃された!", "You are hit by something!"));
(void)set_fast(p_ptr->fast + randint1(5), FALSE);
dam = 0;
break;
case GF_OLD_SLOW:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«ÃÙ¤¤¤â¤Î¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something slow!");
-#endif
-
+ if (fuzzy) msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
(void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
break;
}
case GF_OLD_SLEEP:
{
if (p_ptr->free_act) break;
-#ifdef JP
-if (fuzzy) msg_print("̲¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- if (fuzzy) msg_print("You fall asleep!");
-#endif
-
+ if (fuzzy) msg_print(_("眠ってしまった!", "You fall asleep!"));
if (ironman_nightmare)
{
-#ifdef JP
-msg_print("¶²¤í¤·¤¤¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤Ç¤¤¿¡£");
-#else
- msg_print("A horrible vision enters your mind.");
-#endif
-
-
- /* Pick a nightmare */
- get_mon_num_prep(get_nightmare, NULL);
-
+ msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind."));
/* Have some nightmares */
- have_nightmare(get_mon_num(MAX_DEPTH));
-
- /* Remove the monster restriction */
- get_mon_num_prep(NULL, NULL);
+ sanity_blast(NULL, FALSE);
}
set_paralyzed(p_ptr->paralyzed + dam);
case GF_SEEKER:
case GF_SUPER_RAY:
{
-#ifdef JP
-if (fuzzy) msg_print("ËâË¡¤Î¥ª¡¼¥é¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by an aura of magic!");
-#endif
-
+ if (fuzzy) msg_print(_("魔法のオーラで攻撃された!", "You are hit by an aura of magic!"));
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
break;
}
/* Pure damage */
case GF_PSY_SPEAR:
{
-#ifdef JP
-if (fuzzy) msg_print("¥¨¥Í¥ë¥®¡¼¤Î²ô¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by an energy!");
-#endif
-
+ if (fuzzy) msg_print(_("エネルギーの塊で攻撃された!", "You are hit by an energy!"));
get_damage = take_hit(DAMAGE_FORCE, dam, killer, monspell);
break;
}
/* Pure damage */
case GF_METEOR:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«¤¬¶õ¤«¤é¤¢¤Ê¤¿¤ÎƬ¾å¤ËÍî¤Á¤Æ¤¤¿¡ª");
-#else
- if (fuzzy) msg_print("Something falls from the sky on you!");
-#endif
+ if (fuzzy) msg_print(_("何かが空からあなたの頭上に落ちてきた!", "Something falls from the sky on you!"));
get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
if (!p_ptr->resist_shard || one_in_(13))
/* Ice -- cold plus stun plus cuts */
case GF_ICE:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«±Ô¤¯Î䤿¤¤¤â¤Î¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something sharp and cold!");
-#endif
-
- cold_dam(dam, killer, monspell);
- if (!p_ptr->resist_shard)
- {
- (void)set_cut(p_ptr->cut + damroll(5, 8));
- }
- if (!p_ptr->resist_sound)
+ if (fuzzy) msg_print(_("何か鋭く冷たいもので攻撃された!", "You are hit by something sharp and cold!"));
+ get_damage = cold_dam(dam, killer, monspell, FALSE);
+ if (!CHECK_MULTISHADOW())
{
- (void)set_stun(p_ptr->stun + randint1(15));
- }
+ if (!p_ptr->resist_shard)
+ {
+ (void)set_cut(p_ptr->cut + damroll(5, 8));
+ }
+ if (!p_ptr->resist_sound)
+ {
+ (void)set_stun(p_ptr->stun + randint1(15));
+ }
- if ((!(p_ptr->resist_cold || p_ptr->oppose_cold || music_singing(MUSIC_RESIST) || (p_ptr->special_defense & KATA_MUSOU))) || one_in_(12))
- {
- if (!p_ptr->immune_cold) inven_damage(set_cold_destroy, 3);
+ if ((!(p_ptr->resist_cold || IS_OPPOSE_COLD())) || one_in_(12))
+ {
+ if (!p_ptr->immune_cold) inven_damage(set_cold_destroy, 3);
+ }
}
break;
/* Death Ray */
case GF_DEATH_RAY:
{
-#ifdef JP
-if (fuzzy) msg_print("²¿¤«Èó¾ï¤ËÎ䤿¤¤¤â¤Î¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by something extremely cold!");
-#endif
-
+ if (fuzzy) msg_print(_("何か非常に冷たいもので攻撃された!", "You are hit by something extremely cold!"));
if (p_ptr->mimic_form)
{
break;
}
}
- }
+ }
+
+ break;
+ }
+
+ /* Drain mana */
+ case GF_DRAIN_MANA:
+ {
+ if (CHECK_MULTISHADOW())
+ {
+ msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
+ }
+ else if (p_ptr->csp)
+ {
+ /* Basic message */
+ if (who > 0)
+ msg_format(_("%^sに精神エネルギーを吸い取られてしまった!", "%^s draws psychic energy from you!"), m_name);
+ else
+ msg_print(_("精神エネルギーを吸い取られてしまった!", "Your psychic energy is drawn!"));
+
+ /* Full drain */
+ if (dam >= p_ptr->csp)
+ {
+ dam = p_ptr->csp;
+ p_ptr->csp = 0;
+ p_ptr->csp_frac = 0;
+ }
+
+ /* Partial drain */
+ else
+ {
+ p_ptr->csp -= dam;
+ }
+
+ learn_spell(monspell);
+
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_PLAYER);
+ p_ptr->window |= (PW_SPELL);
+
+ if (who > 0)
+ {
+ /* Heal the monster */
+ if (m_ptr->hp < m_ptr->maxhp)
+ {
+ /* Heal */
+ m_ptr->hp += dam;
+ if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
+
+ /* Redraw (later) if needed */
+ if (p_ptr->health_who == who) p_ptr->redraw |= (PR_HEALTH);
+ if (p_ptr->riding == who) p_ptr->redraw |= (PR_UHEALTH);
+
+ /* Special message */
+ if (m_ptr->ml)
+ {
+ msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), m_name);
+ }
+ }
+ }
+ }
+ dam = 0;
break;
}
/* Mind blast */
case GF_MIND_BLAST:
{
- if (randint0(100 + rlev/2) < (MAX(5, p_ptr->skill_sav)))
+ if ((randint0(100 + rlev / 2) < MAX(5, p_ptr->skill_sav)) && !CHECK_MULTISHADOW())
{
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
- learn_spell(MS_MIND_BLAST);
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+ learn_spell(monspell);
}
else
{
-#ifdef JP
-msg_print("ÎîŪ¥¨¥Í¥ë¥®¡¼¤ÇÀº¿À¤¬¹¶·â¤µ¤ì¤¿¡£");
-#else
- msg_print("Your mind is blasted by psyonic energy.");
-#endif
-
- if (!p_ptr->resist_conf)
+ if (!CHECK_MULTISHADOW())
{
- (void)set_confused(p_ptr->confused + randint0(4) + 4);
- }
+ msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psyonic energy."));
- if (!p_ptr->resist_chaos && one_in_(3))
- {
- (void)set_image(p_ptr->image + randint0(250) + 150);
- }
+ if (!p_ptr->resist_conf)
+ {
+ (void)set_confused(p_ptr->confused + randint0(4) + 4);
+ }
- p_ptr->csp -= 50;
- if (p_ptr->csp < 0)
- {
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
+ if (!p_ptr->resist_chaos && one_in_(3))
+ {
+ (void)set_image(p_ptr->image + randint0(250) + 150);
+ }
+
+ p_ptr->csp -= 50;
+ if (p_ptr->csp < 0)
+ {
+ p_ptr->csp = 0;
+ p_ptr->csp_frac = 0;
+ }
+ p_ptr->redraw |= PR_MANA;
}
- p_ptr->redraw |= PR_MANA;
- get_damage = take_hit(DAMAGE_ATTACK, dam, killer, MS_MIND_BLAST);
+ get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
}
break;
}
+
/* Brain smash */
case GF_BRAIN_SMASH:
{
- if (randint0(100 + rlev/2) < (MAX(5, p_ptr->skill_sav)))
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
- learn_spell(MS_BRAIN_SMASH);
+ if ((randint0(100 + rlev / 2) < MAX(5, p_ptr->skill_sav)) && !CHECK_MULTISHADOW())
+ {
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+ learn_spell(monspell);
}
else
{
-#ifdef JP
-msg_print("ÎîŪ¥¨¥Í¥ë¥®¡¼¤ÇÀº¿À¤¬¹¶·â¤µ¤ì¤¿¡£");
-#else
- msg_print("Your mind is blasted by psionic energy.");
-#endif
+ if (!CHECK_MULTISHADOW())
+ {
+ msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psyonic energy."));
- p_ptr->csp -= 100;
- if (p_ptr->csp < 0)
- {
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
+ p_ptr->csp -= 100;
+ if (p_ptr->csp < 0)
+ {
+ p_ptr->csp = 0;
+ p_ptr->csp_frac = 0;
+ }
+ p_ptr->redraw |= PR_MANA;
}
- p_ptr->redraw |= PR_MANA;
- get_damage = take_hit(DAMAGE_ATTACK, dam, killer, MS_BRAIN_SMASH);
- if (!p_ptr->resist_blind)
- {
- (void)set_blind(p_ptr->blind + 8 + randint0(8));
- }
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + randint0(4) + 4);
- }
- if (!p_ptr->free_act)
+ get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
+ if (!CHECK_MULTISHADOW())
{
- (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
- }
- (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
+ if (!p_ptr->resist_blind)
+ {
+ (void)set_blind(p_ptr->blind + 8 + randint0(8));
+ }
+ if (!p_ptr->resist_conf)
+ {
+ (void)set_confused(p_ptr->confused + randint0(4) + 4);
+ }
+ if (!p_ptr->free_act)
+ {
+ (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
+ }
+ (void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
- while (randint0(100 + rlev/2) > (MAX(5, p_ptr->skill_sav)))
- (void)do_dec_stat(A_INT);
- while (randint0(100 + rlev/2) > (MAX(5, p_ptr->skill_sav)))
- (void)do_dec_stat(A_WIS);
+ while (randint0(100 + rlev / 2) > (MAX(5, p_ptr->skill_sav)))
+ (void)do_dec_stat(A_INT);
+ while (randint0(100 + rlev / 2) > (MAX(5, p_ptr->skill_sav)))
+ (void)do_dec_stat(A_WIS);
- if (!p_ptr->resist_chaos)
- {
- (void)set_image(p_ptr->image + randint0(250) + 150);
+ if (!p_ptr->resist_chaos)
+ {
+ (void)set_image(p_ptr->image + randint0(250) + 150);
+ }
}
}
break;
}
+
/* cause 1 */
case GF_CAUSE_1:
{
- if (randint0(100 + rlev/2) < p_ptr->skill_sav)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
- learn_spell(MS_CAUSE_1);
+ if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
+ {
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+ learn_spell(monspell);
}
else
{
- curse_equipment(15, 0);
- get_damage = take_hit(DAMAGE_ATTACK, dam, killer, MS_CAUSE_1);
+ if (!CHECK_MULTISHADOW()) curse_equipment(15, 0);
+ get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
}
break;
}
+
/* cause 2 */
case GF_CAUSE_2:
{
- if (randint0(100 + rlev/2) < p_ptr->skill_sav)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
- learn_spell(MS_CAUSE_2);
+ if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
+ {
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+ learn_spell(monspell);
}
else
{
- curse_equipment(25, MIN(rlev/2-15, 5));
- get_damage = take_hit(DAMAGE_ATTACK, dam, killer, MS_CAUSE_2);
+ if (!CHECK_MULTISHADOW()) curse_equipment(25, MIN(rlev / 2 - 15, 5));
+ get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
}
break;
}
+
/* cause 3 */
case GF_CAUSE_3:
{
- if (randint0(100 + rlev/2) < p_ptr->skill_sav)
- {
-#ifdef JP
-msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
- learn_spell(MS_CAUSE_3);
+ if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
+ {
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+ learn_spell(monspell);
}
else
{
- curse_equipment(33, MIN(rlev/2-15, 15));
- get_damage = take_hit(DAMAGE_ATTACK, dam, killer, MS_CAUSE_3);
+ if (!CHECK_MULTISHADOW()) curse_equipment(33, MIN(rlev / 2 - 15, 15));
+ get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
}
break;
}
+
/* cause 4 */
case GF_CAUSE_4:
{
- if ((randint0(100 + rlev/2) < p_ptr->skill_sav) && !(m_ptr->r_idx == MON_KENSHIROU))
+ if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !(m_ptr->r_idx == MON_KENSHIROU) && !CHECK_MULTISHADOW())
{
-#ifdef JP
-msg_print("¤·¤«¤·È빦¤òÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_print("You resist the effects!");
-#endif
- learn_spell(MS_CAUSE_4);
+ msg_print(_("しかし秘孔を跳ね返した!", "You resist the effects!"));
+ learn_spell(monspell);
}
else
{
- get_damage = take_hit(DAMAGE_ATTACK, dam, killer, MS_CAUSE_4);
- (void)set_cut(p_ptr->cut + damroll(10, 10));
+ get_damage = take_hit(DAMAGE_ATTACK, dam, killer, monspell);
+ if (!CHECK_MULTISHADOW()) (void)set_cut(p_ptr->cut + damroll(10, 10));
}
break;
}
+
/* Hand of Doom */
case GF_HAND_DOOM:
{
- if (randint0(100 + rlev/2) < p_ptr->skill_sav)
- {
-#ifdef JP
-msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_format("You resist the effects!");
-#endif
- learn_spell(MS_HAND_DOOM);
-
+ if ((randint0(100 + rlev/2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
+ {
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
+ learn_spell(monspell);
}
else
{
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÌ¿¤¬Çö¤Þ¤Ã¤Æ¤¤¤¯¤è¤¦¤Ë´¶¤¸¤¿¡ª");
-#else
- msg_print("Your feel your life fade away!");
-#endif
+ if (!CHECK_MULTISHADOW())
+ {
+ msg_print(_("あなたは命が薄まっていくように感じた!", "You feel your life fade away!"));
+ curse_equipment(40, 20);
+ }
- get_damage = take_hit(DAMAGE_ATTACK, dam, m_name, MS_HAND_DOOM);
- curse_equipment(40, 20);
+ get_damage = take_hit(DAMAGE_ATTACK, dam, m_name, monspell);
- if (p_ptr->chp < 1) p_ptr->chp = 1;
+ if (p_ptr->chp < 1) p_ptr->chp = 1; /* Paranoia */
}
break;
}
}
}
- if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
+ /* Hex - revenge damage stored */
+ revenge_store(get_damage);
+
+ if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
+ && (get_damage > 0) && !p_ptr->is_dead && (who > 0))
{
-#ifdef JP
- msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
-#else
char m_name_self[80];
-
+
/* hisself */
- monster_desc(m_name_self, m_ptr, 0x23);
+ monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
- msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
-#endif
+ msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), m_name, m_name_self);
project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
- set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
+ if (p_ptr->tim_eyeeye) set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
}
if (p_ptr->riding && dam > 0)
/* Disturb */
- disturb(1, 0);
+ disturb(1, 1);
if ((p_ptr->special_defense & NINJA_KAWARIMI) && dam && who && (who != p_ptr->riding))
{
- kawarimi(FALSE);
- return obvious;
+ (void)kawarimi(FALSE);
}
/* Return "Anything seen?" */
/*
- * Do disintegration effect on the terrain
- * before we decide the region of the effect.
- */
-static bool do_disintegration(int by, int bx, int y, int x)
-{
- byte feat;
-
- /* Disintegration balls explosions are stopped by perma-walls */
- if (!in_disintegration_range(by, bx, y, x)) return FALSE;
-
- /* Permanent walls and artifacts don't get effect */
- /* But not protect monsters and other objects */
- if (!cave_valid_bold(y, x)) return TRUE;
-
- /* Destroy mirror/glyph */
- remove_mirror(y,x);
-
- feat = cave[y][x].feat;
-
- if ((feat < FEAT_PATTERN_START || feat > FEAT_PATTERN_XTRA2) &&
- (feat < FEAT_DEEP_WATER || feat > FEAT_GRASS))
- {
- if (feat == FEAT_TREES || feat == FEAT_FLOWER || feat == FEAT_DEEP_GRASS)
- cave_set_feat(y, x, FEAT_GRASS);
- else
- cave_set_feat(y, x, floor_type[randint0(100)]);
- }
-
- /* Update some things -- similar to GF_KILL_WALL */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
-
- return TRUE;
-}
-
-
-/*
* breath shape
*/
-void breath_shape(u16b *path_g, int dist, int *pgrids, byte *gx, byte *gy, byte *gm, int *pgm_rad, int rad, int y1, int x1, int y2, int x2, bool disint_ball, bool real_breath)
+void breath_shape(u16b *path_g, int dist, int *pgrids, byte *gx, byte *gy, byte *gm, int *pgm_rad, int rad, int y1, int x1, int y2, int x2, int typ)
{
int by = y1;
int bx = x1;
int bdis = 0;
int cdis;
int path_n = 0;
- int tdis = distance(y1, x1, y2, x2);
- int mdis = tdis + rad;
+ int mdis = distance(y1, x1, y2, x2) + rad;
while (bdis <= mdis)
{
/* Enforce an arc */
if (distance(by, bx, y, x) != cdis) continue;
-
- if (disint_ball)
- {
- /* Disintegration are stopped only by perma-walls */
- if (real_breath)
- {
- /* Destroy terrains */
- if (!do_disintegration(by, bx, y, x)) continue;
- }
- else
- {
- /* No actual disintegration */
- if (!in_disintegration_range(by, bx, y, x)) continue;
- }
- }
- else
+ switch (typ)
{
- /* The blast is stopped by walls */
+ case GF_LITE:
+ case GF_LITE_WEAK:
+ /* Lights are stopped by opaque terrains */
if (!los(by, bx, y, x)) continue;
+ break;
+ case GF_DISINTEGRATE:
+ /* Disintegration are stopped only by perma-walls */
+ if (!in_disintegration_range(by, bx, y, x)) continue;
+ break;
+ default:
+ /* Ball explosions are stopped by walls */
+ if (!projectable(by, bx, y, x)) continue;
+ break;
}
/* Save this grid */
}
-/*
- * Generic "beam"/"bolt"/"ball" projection routine.
- *
- * Input:
- * who: Index of "source" monster (zero for "player")
- * rad: Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
- * y,x: Target location (or location to travel "towards")
- * dam: Base damage roll to apply to affected monsters (or player)
- * typ: Type of damage to apply to monsters (and objects)
- * flg: Extra bit flags (see PROJECT_xxxx in "defines.h")
- *
- * Return:
- * TRUE if any "effects" of the projection were observed, else FALSE
- *
+/*!
+ * @brief 汎用的なビーム/ボルト/ボール系処理のルーチン Generic "beam"/"bolt"/"ball" projection routine.
+ * @param who 魔法を発動したモンスター(0ならばプレイヤー) / Index of "source" monster (zero for "player")
+ * @param rad 効果半径(ビーム/ボルト = 0 / ボール = 1以上) / Radius of explosion (0 = beam/bolt, 1 to 9 = ball)
+ * @param y 目標Y座標 / Target y location (or location to travel "towards")
+ * @param x 目標X座標 / Target x location (or location to travel "towards")
+ * @param dam 基本威力 / Base damage roll to apply to affected monsters (or player)
+ * @param typ 効果属性 / Type of damage to apply to monsters (and objects)
+ * @param flg 効果フラグ / Extra bit flags (see PROJECT_xxxx in "defines.h")
+ * @param monspell 効果元のモンスター魔法ID
+ * @return 何か一つでも効力があればTRUEを返す / TRUE if any "effects" of the projection were observed, else FALSE
+ * @details
+ * <pre>
* Allows a monster (or player) to project a beam/bolt/ball of a given kind
* towards a given location (optionally passing over the heads of interposing
* monsters), and have it do a given amount of damage to the monsters (and
* Note that we must call "handle_stuff()" after affecting terrain features
* in the blast radius, in case the "illumination" of the grid was changed,
* and "update_view()" and "update_monsters()" need to be called.
+ * </pre>
*/
bool project(int who, int rad, int y, int x, int dam, int typ, int flg, int monspell)
{
int y1, x1;
int y2, x2;
+ int by, bx;
int dist_hack = 0;
/* Attacker's name (prepared before polymorph)*/
char who_name[80];
+ /* Can the player see the source of this effect? */
+ bool see_s_msg = TRUE;
+
/* Initialize by null string */
who_name[0] = '\0';
rakubadam_m = 0;
/* Default target of monsterspell is player */
- monster_target_y=py;
- monster_target_x=px;
-
- /* Initialize with nul string */
- who_name[0] = '\0';
+ monster_target_y=p_ptr->y;
+ monster_target_x=p_ptr->x;
/* Hack -- Jump to target */
if (flg & (PROJECT_JUMP))
/* Start at player */
else if (who <= 0)
{
- x1 = px;
- y1 = py;
+ x1 = p_ptr->x;
+ y1 = p_ptr->y;
}
/* Start at monster */
{
x1 = m_list[who].fx;
y1 = m_list[who].fy;
- monster_desc(who_name, &m_list[who], 0x288);
+ monster_desc(who_name, &m_list[who], MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
}
/* Oops */
grids++;
}
- if (breath && typ == GF_DISINTEGRATE)
+ switch (typ)
{
- flg |= (PROJECT_DISI);
+ case GF_LITE:
+ case GF_LITE_WEAK:
+ if (breath || (flg & PROJECT_BEAM)) flg |= (PROJECT_LOS);
+ break;
+ case GF_DISINTEGRATE:
+ flg |= (PROJECT_GRID);
+ if (breath || (flg & PROJECT_BEAM)) flg |= (PROJECT_DISI);
+ break;
}
/* Calculate the projection path */
monster_target_y=(s16b)y;
monster_target_x=(s16b)x;
- remove_mirror(y,x);
- next_mirror( &oy,&ox,y,x );
+ remove_mirror(y, x);
+ next_mirror(&oy, &ox, y, x);
path_n = i+project_path(&(path_g[i+1]), (project_length ? project_length : MAX_RANGE), y, x, oy, ox, flg);
- for( j = last_i; j <=i ; j++ )
+ for(j = last_i; j <= i; j++)
{
y = GRID_Y(path_g[j]);
x = GRID_X(path_g[j]);
- if(project_m(0,0,y,x,dam,GF_SEEKER,flg))notice=TRUE;
+ if(project_m(0,0,y,x,dam,GF_SEEKER,flg,TRUE))notice=TRUE;
if(!who && (project_m_n==1) && !jump ){
if(cave[project_m_y][project_m_x].m_idx >0 ){
monster_type *m_ptr = &m_list[cave[project_m_y][project_m_x].m_idx];
- /* Hack -- auto-recall */
- if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
+ if (m_ptr->ml)
+ {
+ /* Hack -- auto-recall */
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- /* Hack - auto-track */
- if (m_ptr->ml) health_track(cave[project_m_y][project_m_x].m_idx);
+ /* Hack - auto-track */
+ health_track(cave[project_m_y][project_m_x].m_idx);
+ }
}
}
(void)project_f(0,0,y,x,dam,GF_SEEKER);
last_i = i;
}
}
- for( i = last_i ; i < path_n ; i++ )
+ for(i = last_i ; i < path_n ; i++)
{
- int x,y;
- y = GRID_Y(path_g[i]);
- x = GRID_X(path_g[i]);
- if(project_m(0,0,y,x,dam,GF_SEEKER,flg))
- notice=TRUE;
+ int py, px;
+ py = GRID_Y(path_g[i]);
+ px = GRID_X(path_g[i]);
+ if(project_m(0, 0, py, px, dam, GF_SEEKER, flg, TRUE))
+ notice = TRUE;
if(!who && (project_m_n==1) && !jump ){
- if(cave[project_m_y][project_m_x].m_idx >0 ){
- monster_type *m_ptr = &m_list[cave[project_m_y][project_m_x].m_idx];
-
- /* Hack -- auto-recall */
- if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
-
- /* Hack - auto-track */
- if (m_ptr->ml) health_track(cave[project_m_y][project_m_x].m_idx);
- }
+ if(cave[project_m_y][project_m_x].m_idx > 0)
+ {
+ monster_type *m_ptr = &m_list[cave[project_m_y][project_m_x].m_idx];
+
+ if (m_ptr->ml)
+ {
+ /* Hack -- auto-recall */
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
+
+ /* Hack - auto-track */
+ health_track(cave[project_m_y][project_m_x].m_idx);
+ }
+ }
}
- (void)project_f(0,0,y,x,dam,GF_SEEKER);
+ (void)project_f(0, 0, py, px, dam, GF_SEEKER);
}
return notice;
}
}
}
if(project_o(0,0,y,x,dam,GF_SUPER_RAY) )notice=TRUE;
- if( cave[y][x].feat == FEAT_RUBBLE ||
- cave[y][x].feat == FEAT_DOOR_HEAD ||
- cave[y][x].feat == FEAT_DOOR_TAIL ||
- (cave[y][x].feat >= FEAT_WALL_EXTRA &&
- cave[y][x].feat <= FEAT_PERM_SOLID ))
+ if (!cave_have_flag_bold(y, x, FF_PROJECT))
{
if( second_step )continue;
break;
}
for( i = 0; i < path_n ; i++ )
{
- int x,y;
- y = GRID_Y(path_g[i]);
- x = GRID_X(path_g[i]);
- (void)project_m(0,0,y,x,dam,GF_SUPER_RAY,flg);
- if(!who && (project_m_n==1) && !jump ){
- if(cave[project_m_y][project_m_x].m_idx >0 ){
- monster_type *m_ptr = &m_list[cave[project_m_y][project_m_x].m_idx];
-
- /* Hack -- auto-recall */
- if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
-
- /* Hack - auto-track */
- if (m_ptr->ml) health_track(cave[project_m_y][project_m_x].m_idx);
- }
+ int py, px;
+ py = GRID_Y(path_g[i]);
+ px = GRID_X(path_g[i]);
+ (void)project_m(0, 0, py, px, dam, GF_SUPER_RAY, flg, TRUE);
+ if(!who && (project_m_n == 1) && !jump){
+ if(cave[project_m_y][project_m_x].m_idx >0 ){
+ monster_type *m_ptr = &m_list[cave[project_m_y][project_m_x].m_idx];
+
+ if (m_ptr->ml)
+ {
+ /* Hack -- auto-recall */
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
+
+ /* Hack - auto-track */
+ health_track(cave[project_m_y][project_m_x].m_idx);
+ }
+ }
}
- (void)project_f(0,0,y,x,dam,GF_SUPER_RAY);
+ (void)project_f(0, 0, py, px, dam, GF_SUPER_RAY);
}
return notice;
}
/* Hack -- Balls explode before reaching walls */
if (cave_stop_disintegration(ny, nx) && (rad > 0)) break;
}
+ else if (flg & PROJECT_LOS)
+ {
+ /* Hack -- Balls explode before reaching walls */
+ if (!cave_los_bold(ny, nx) && (rad > 0)) break;
+ }
else
{
/* Hack -- Balls explode before reaching walls */
- if (!cave_floor_bold(ny, nx) && (rad > 0)) break;
+ if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && (rad > 0)) break;
}
/* Advance */
}
/* Only do visuals if requested */
- if (!blind && !(flg & (PROJECT_HIDE)) && !(flg & PROJECT_FAST))
+ if (!blind && !(flg & (PROJECT_HIDE | PROJECT_FAST)))
{
/* Only do visuals if the player can "see" the bolt */
if (panel_contains(y, x) && player_has_los_bold(y, x))
Term_xtra(TERM_XTRA_DELAY, msec);
}
}
- if ((typ == GF_ATTACK) && (dam == HISSATSU_NYUSIN) && ((i+1) == path_n))
- {
- if (cave_empty_bold(y, x)) teleport_player_to(ny, nx, FALSE);
- }
-
}
+ path_n = i;
+
/* Save the "blast epicenter" */
- y2 = y;
- x2 = x;
+ by = y;
+ bx = x;
- if (breath && (y1 == y2) && (x1 == x2))
+ if (breath && !path_n)
{
breath = FALSE;
- gm_rad = 1;
+ gm_rad = rad;
if (!old_hide)
{
flg &= ~(PROJECT_HIDE);
{
flg &= ~(PROJECT_HIDE);
- breath_shape(path_g, dist, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, y2, x2, (bool)(typ == GF_DISINTEGRATE), TRUE);
+ breath_shape(path_g, dist, &grids, gx, gy, gm, &gm_rad, rad, y1, x1, by, bx, typ);
}
else
{
for (dist = 0; dist <= rad; dist++)
{
/* Scan the maximal blast area of radius "dist" */
- for (y = y2 - dist; y <= y2 + dist; y++)
+ for (y = by - dist; y <= by + dist; y++)
{
- for (x = x2 - dist; x <= x2 + dist; x++)
+ for (x = bx - dist; x <= bx + dist; x++)
{
/* Ignore "illegal" locations */
if (!in_bounds2(y, x)) continue;
/* Enforce a "circular" explosion */
- if (distance(y2, x2, y, x) != dist) continue;
+ if (distance(by, bx, y, x) != dist) continue;
- if (typ == GF_DISINTEGRATE)
+ switch (typ)
{
+ case GF_LITE:
+ case GF_LITE_WEAK:
+ /* Lights are stopped by opaque terrains */
+ if (!los(by, bx, y, x)) continue;
+ break;
+ case GF_DISINTEGRATE:
/* Disintegration are stopped only by perma-walls */
- if (!do_disintegration(y2, x2, y, x)) continue;
- }
- else
- {
+ if (!in_disintegration_range(by, bx, y, x)) continue;
+ break;
+ default:
/* Ball explosions are stopped by walls */
- if (!los(y2, x2, y, x)) continue;
+ if (!projectable(by, bx, y, x)) continue;
+ break;
}
/* Save this grid */
}
/* Hack -- center the cursor */
- move_cursor_relative(y2, x2);
+ move_cursor_relative(by, bx);
/* Flush each "radius" seperately */
/*if (fresh_before)*/ Term_fresh();
}
/* Hack -- center the cursor */
- move_cursor_relative(y2, x2);
+ move_cursor_relative(by, bx);
/* Flush the explosion */
/*if (fresh_before)*/ Term_fresh();
if (p_ptr->update) update_stuff();
+ if (flg & PROJECT_KILL)
+ {
+ see_s_msg = (who > 0) ? is_seen(&m_list[who]) :
+ (!who ? TRUE : (player_can_see_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)));
+ }
+
+
/* Check features */
if (flg & (PROJECT_GRID))
{
/* Find the closest point in the blast */
if (breath)
{
- int d = dist_to_line(y, x, y1, x1, y2, x2);
+ int d = dist_to_line(y, x, y1, x1, by, bx);
/* Affect the grid */
if (project_f(who, d, y, x, dam, typ)) notice = TRUE;
}
}
+ /* Update stuff if needed */
+ if (p_ptr->update) update_stuff();
/* Check objects */
if (flg & (PROJECT_ITEM))
/* Find the closest point in the blast */
if (breath)
{
- int d = dist_to_line(y, x, y1, x1, y2, x2);
+ int d = dist_to_line(y, x, y1, x1, by, bx);
/* Affect the object in the grid */
if (project_o(who, d, y, x, dam, typ)) notice = TRUE;
/* Scan for monsters */
for (i = 0; i < grids; i++)
{
+ int effective_dist;
+
/* Hack -- Notice new "dist" values */
if (gm[dist + 1] == i) dist++;
y = gy[i];
x = gx[i];
- if (grids > 1)
- {
- /* Find the closest point in the blast */
- if (breath)
- {
- int d = dist_to_line(y, x, y1, x1, y2, x2);
-
- /* Affect the monster in the grid */
- if ((y == y2) && (x == x2) && (y == py) && (x == px) && (flg & PROJECT_PLAYER))
- {
- if (project_m(who, d+1, y, x, dam, typ,flg)) notice = TRUE;
- }
- else if (project_m(who, d, y, x, dam, typ,flg)) notice = TRUE;
- }
- else
- {
- /* Affect the monster in the grid */
- if ((y == y2) && (x == x2) && (y == py) && (x == px) && (flg & PROJECT_PLAYER))
- {
- if (!(flg & PROJECT_BEAM))
- {
- if (project_m(who, dist+1, y, x, dam, typ,flg)) notice = TRUE;
- }
- }
- else if (project_m(who, dist, y, x, dam, typ,flg)) notice = TRUE;
- }
- }
- else
+ /* A single bolt may be reflected */
+ if (grids <= 1)
{
- monster_race *ref_ptr = &r_info[m_list[cave[y][x].m_idx].r_idx];
+ monster_type *m_ptr = &m_list[cave[y][x].m_idx];
+ monster_race *ref_ptr = &r_info[m_ptr->r_idx];
- if ((ref_ptr->flags2 & RF2_REFLECTING) && (!one_in_(10) && (flg & PROJECT_REFLECTABLE) && (!who || dist_hack > 1)))
+ if ((flg & PROJECT_REFLECTABLE) && cave[y][x].m_idx && (ref_ptr->flags2 & RF2_REFLECTING) &&
+ ((cave[y][x].m_idx != p_ptr->riding) || !(flg & PROJECT_PLAYER)) &&
+ (!who || dist_hack > 1) && !one_in_(10))
{
byte t_y, t_x;
int max_attempts = 10;
t_x = x_saver - 1 + randint1(3);
max_attempts--;
}
-
- while (max_attempts && in_bounds2u(t_y, t_x) &&
- !(los(y, x, t_y, t_x)));
+ while (max_attempts && in_bounds2u(t_y, t_x) && !projectable(y, x, t_y, t_x));
if (max_attempts < 1)
{
t_x = x_saver;
}
- if (m_list[cave[y][x].m_idx].ml)
+ if (is_seen(m_ptr))
{
-#ifdef JP
-if ((m_list[cave[y][x].m_idx].r_idx == MON_KENSHIROU)
- || (m_list[cave[y][x].m_idx].r_idx == MON_RAOU))
- msg_print("¡ÖËÌÅÍ¿À·ý±üµÁ¡¦Æó»Ø¿¿¶õÇÄ¡ª¡×");
-if (m_list[cave[y][x].m_idx].r_idx == MON_DIO) msg_print("¥Ç¥£¥ª¡¦¥Ö¥é¥ó¥É¡¼¤Ï»Ø°ìËܤǹ¶·â¤òÃƤÊÖ¤·¤¿¡ª");
-else msg_print("¹¶·â¤ÏÄ·¤ÍÊ֤ä¿¡ª");
-#else
- msg_print("The attack bounces!");
-#endif
-
- ref_ptr->r_flags2 |= RF2_REFLECTING;
+ if ((m_ptr->r_idx == MON_KENSHIROU) || (m_ptr->r_idx == MON_RAOU))
+ msg_print(_("「北斗神拳奥義・二指真空把!」", "The attack bounces!"));
+ else if (m_ptr->r_idx == MON_DIO)
+ msg_print(_("ディオ・ブランドーは指一本で攻撃を弾き返した!", "The attack bounces!"));
+ else
+ msg_print(_("攻撃は跳ね返った!", "The attack bounces!"));
}
- flg &= ~(PROJECT_MONSTER | PROJECT_PLAYER);
- if (one_in_(2)) flg |= PROJECT_MONSTER;
+ if (is_original_ap_and_seen(m_ptr)) ref_ptr->r_flags2 |= RF2_REFLECTING;
+
+ /* Reflected bolts randomly target either one */
+ if (player_bold(y, x) || one_in_(2)) flg &= ~(PROJECT_PLAYER);
else flg |= PROJECT_PLAYER;
- project(cave[y][x].m_idx, 0, t_y, t_x, dam, typ, flg, monspell);
+ /* The bolt is reflected */
+ project(cave[y][x].m_idx, 0, t_y, t_x, dam, typ, flg, monspell);
+
+ /* Don't affect the monster any longer */
+ continue;
}
- else
+ }
+
+
+ /* Find the closest point in the blast */
+ if (breath)
+ {
+ effective_dist = dist_to_line(y, x, y1, x1, by, bx);
+ }
+ else
+ {
+ effective_dist = dist;
+ }
+
+
+ /* There is the riding player on this monster */
+ if (p_ptr->riding && player_bold(y, x))
+ {
+ /* Aimed on the player */
+ if (flg & PROJECT_PLAYER)
+ {
+ if (flg & (PROJECT_BEAM | PROJECT_REFLECTABLE | PROJECT_AIMED))
+ {
+ /*
+ * A beam or bolt is well aimed
+ * at the PLAYER!
+ * So don't affects the mount.
+ */
+ continue;
+ }
+ else
+ {
+ /*
+ * The spell is not well aimed,
+ * So partly affect the mount too.
+ */
+ effective_dist++;
+ }
+ }
+
+ /*
+ * This grid is the original target.
+ * Or aimed on your horse.
+ */
+ else if (((y == y2) && (x == x2)) || (flg & PROJECT_AIMED))
+ {
+ /* Hit the mount with full damage */
+ }
+
+ /*
+ * Otherwise this grid is not the
+ * original target, it means that line
+ * of fire is obstructed by this
+ * monster.
+ */
+ /*
+ * A beam or bolt will hit either
+ * player or mount. Choose randomly.
+ */
+ else if (flg & (PROJECT_BEAM | PROJECT_REFLECTABLE))
{
- if ((y == y2) && (x == x2) && (y == py) && (x == px) && (flg & PROJECT_PLAYER))
+ if (one_in_(2))
+ {
+ /* Hit the mount with full damage */
+ }
+ else
{
+ /* Hit the player later */
+ flg |= PROJECT_PLAYER;
+
+ /* Don't affect the mount */
+ continue;
}
- else if (project_m(who, dist, y, x, dam, typ,flg)) notice = TRUE;
+ }
+
+ /*
+ * The spell is not well aimed, so
+ * partly affect both player and
+ * mount.
+ */
+ else
+ {
+ effective_dist++;
}
}
+
+ /* Affect the monster in the grid */
+ if (project_m(who, effective_dist, y, x, dam, typ, flg, see_s_msg)) notice = TRUE;
}
+
/* Player affected one monster (without "jumping") */
if (!who && (project_m_n == 1) && !jump)
{
{
monster_type *m_ptr = &m_list[cave[y][x].m_idx];
- /* Hack -- auto-recall */
- if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
+ if (m_ptr->ml)
+ {
+ /* Hack -- auto-recall */
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- /* Hack - auto-track */
- if (m_ptr->ml) health_track(cave[y][x].m_idx);
+ /* Hack - auto-track */
+ if (m_ptr->ml) health_track(cave[y][x].m_idx);
+ }
}
}
}
/* Scan for player */
for (i = 0; i < grids; i++)
{
+ int effective_dist;
+
/* Hack -- Notice new "dist" values */
if (gm[dist+1] == i) dist++;
y = gy[i];
x = gx[i];
+ /* Affect the player? */
+ if (!player_bold(y, x)) continue;
+
/* Find the closest point in the blast */
if (breath)
{
- int d = dist_to_line(y, x, y1, x1, y2, x2);
-
- /* Affect the player */
- if ((y == y2) && (x == x2) && (y == py) && (x == px) && (flg & PROJECT_MONSTER))
- {
- if (project_p(who, who_name, d+1, y, x, dam, typ, flg, monspell)) notice = TRUE;
- }
- else if (project_p(who, who_name, d, y, x, dam, typ, flg, monspell)) notice = TRUE;
+ effective_dist = dist_to_line(y, x, y1, x1, by, bx);
}
else
{
- /* Affect the player */
- if ((y == y2) && (x == x2) && (y == py) && (x == px) && (flg & PROJECT_MONSTER))
+ effective_dist = dist;
+ }
+
+ /* Target may be your horse */
+ if (p_ptr->riding)
+ {
+ /* Aimed on the player */
+ if (flg & PROJECT_PLAYER)
{
- if (!((flg & PROJECT_BEAM) || (flg & PROJECT_STOP)))
- {
- if (project_p(who, who_name, dist+1, y, x, dam, typ, flg, monspell)) notice = TRUE;
- }
+ /* Hit the player with full damage */
+ }
+
+ /*
+ * Hack -- When this grid was not the
+ * original target, a beam or bolt
+ * would hit either player or mount,
+ * and should be choosen randomly.
+ *
+ * But already choosen to hit the
+ * mount at this point.
+ *
+ * Or aimed on your horse.
+ */
+ else if (flg & (PROJECT_BEAM | PROJECT_REFLECTABLE | PROJECT_AIMED))
+ {
+ /*
+ * A beam or bolt is well aimed
+ * at the mount!
+ * So don't affects the player.
+ */
+ continue;
+ }
+ else
+ {
+ /*
+ * The spell is not well aimed,
+ * So partly affect the player too.
+ */
+ effective_dist++;
}
- else if (project_p(who, who_name, dist, y, x, dam, typ, flg, monspell)) notice = TRUE;
}
+
+ /* Affect the player */
+ if (project_p(who, who_name, effective_dist, y, x, dam, typ, flg, monspell)) notice = TRUE;
}
}
{
if (rakuba(rakubadam_m, FALSE))
{
-#ifdef JP
-msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
-#else
- msg_format("%^s has thrown you off!", m_name);
-#endif
+ msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
}
}
if (p_ptr->riding && rakubadam_p > 0)
{
if(rakuba(rakubadam_p, FALSE))
{
-#ifdef JP
-msg_format("%^s¤«¤éÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
-#else
- msg_format("You have fallen from %s.", m_name);
-#endif
+ msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_name);
}
}
}
return (notice);
}
+/*!
+ * @brief 鏡魔法「封魔結界」の効果処理
+ * @param dam ダメージ量
+ * @return 効果があったらTRUEを返す
+ */
bool binding_field( int dam )
{
- int mirror_x[10],mirror_y[10]; /* ¶À¤Ï¤â¤Ã¤È¾¯¤Ê¤¤ */
- int mirror_num=0; /* ¶À¤Î¿ô */
+ int mirror_x[10],mirror_y[10]; /* 鏡はもっと少ない */
+ int mirror_num=0; /* 鏡の数 */
int x,y;
int centersign;
int x1,x2,y1,y2;
u16b p;
int msec= delay_factor*delay_factor*delay_factor;
- /* »°³Ñ·Á¤ÎĺÅÀ */
+ /* 三角形の頂点 */
int point_x[3];
int point_y[3];
/* Default target of monsterspell is player */
- monster_target_y=py;
- monster_target_x=px;
+ monster_target_y=p_ptr->y;
+ monster_target_x=p_ptr->x;
for( x=0 ; x < cur_wid ; x++ )
{
for( y=0 ; y < cur_hgt ; y++ )
{
if( is_mirror_grid(&cave[y][x]) &&
- distance(py,px,y,x) <= MAX_RANGE &&
- distance(py,px,y,x) != 0 &&
- player_has_los_bold(y,x)
+ distance(p_ptr->y,p_ptr->x,y,x) <= MAX_RANGE &&
+ distance(p_ptr->y,p_ptr->x,y,x) != 0 &&
+ player_has_los_bold(y,x) &&
+ projectable(p_ptr->y, p_ptr->x, y, x)
){
mirror_y[mirror_num]=y;
mirror_x[mirror_num]=x;
point_x[0]=mirror_x[point_x[0]];
point_y[1]=mirror_y[point_x[1]];
point_x[1]=mirror_x[point_x[1]];
- point_y[2]=py;
- point_x[2]=px;
+ point_y[2]=p_ptr->y;
+ point_x[2]=p_ptr->x;
x=point_x[0]+point_x[1]+point_x[2];
y=point_y[0]+point_y[1]+point_y[2];
centersign*( (point_x[2]-x)*(point_y[0]-y)
-(point_y[2]-y)*(point_x[0]-x)) >=0 )
{
- if( player_has_los_bold(y,x)){
+ if (player_has_los_bold(y, x) && projectable(p_ptr->y, p_ptr->x, y, x)) {
/* Visual effects */
if(!(p_ptr->blind)
&& panel_contains(y,x)){
centersign*( (point_x[2]-x)*(point_y[0]-y)
-(point_y[2]-y)*(point_x[0]-x)) >=0 )
{
- if( player_has_los_bold(y,x)){
+ if (player_has_los_bold(y, x) && projectable(p_ptr->y, p_ptr->x, y, x)) {
(void)project_f(0,0,y,x,dam,GF_MANA);
}
}
centersign*( (point_x[2]-x)*(point_y[0]-y)
-(point_y[2]-y)*(point_x[0]-x)) >=0 )
{
- if( player_has_los_bold(y,x)){
+ if (player_has_los_bold(y, x) && projectable(p_ptr->y, p_ptr->x, y, x)) {
(void)project_o(0,0,y,x,dam,GF_MANA);
}
}
centersign*( (point_x[2]-x)*(point_y[0]-y)
-(point_y[2]-y)*(point_x[0]-x)) >=0 )
{
- if( player_has_los_bold(y,x) ){
+ if (player_has_los_bold(y, x) && projectable(p_ptr->y, p_ptr->x, y, x)) {
(void)project_m(0,0,y,x,dam,GF_MANA,
- (PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP));
+ (PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP),TRUE);
}
}
}
}
if( one_in_(7) ){
-#ifdef JP
- msg_print("¶À¤¬·ë³¦¤ËÂѤ¨¤¤ì¤º¡¢²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("The field broke a mirror");
-#endif
+ msg_print(_("鏡が結界に耐えきれず、壊れてしまった。", "The field broke a mirror"));
remove_mirror(point_y[0],point_x[0]);
}
return TRUE;
}
+/*!
+ * @brief 鏡魔法「鏡の封印」の効果処理
+ * @param dam ダメージ量
+ * @return 効果があったらTRUEを返す
+ */
void seal_of_mirror( int dam )
{
int x,y;
if( is_mirror_grid(&cave[y][x]))
{
if(project_m(0,0,y,x,dam,GF_GENOCIDE,
- (PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP)))
+ (PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP),TRUE))
{
if( !cave[y][x].m_idx )
{