-/* 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"
+#include "cmd-pet.h"
+#include "trap.h"
+#include "object-curse.h"
-/* ToDo: Make this global */
-/* 1/x chance of reducing stats (for elemental attacks) */
-#define HURT_CHANCE 16
+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 */
-static int rakubadam_m;
-static int rakubadam_p;
+int project_length = 0; /*!< 投射の射程距離 */
-int project_length = 0;
-/*
+/*!
+ * @brief モンスター魅了用セービングスロー共通部(汎用系)
+ * @param pow 魅了パワー
+ * @param m_ptr 対象モンスター
+ * @return 魅了に抵抗したらTRUE
+ */
+static bool_hack common_saving_throw_charm(player_type *player_ptr, HIT_POINT pow, monster_type *m_ptr)
+{
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ if(p_ptr->inside_arena) return TRUE;
+
+ /* Memorize a flag */
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
+ return TRUE;
+ }
+
+ if (r_ptr->flags3 & RF3_NO_CONF)
+ {
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
+ return TRUE;
+ }
+
+ if (r_ptr->flags1 & RF1_QUESTOR || m_ptr->mflag2 & MFLAG2_NOPET) return TRUE;
+
+ pow += (adj_chr_chm[player_ptr->stat_ind[A_CHR]] - 1);
+ if((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) pow = pow * 2 / 3;
+ return (r_ptr->level > randint1((pow - 10) < 1 ? 1 : (pow - 10)) + 5);
+}
+
+/*!
+ * @brief モンスター服従用セービングスロー共通部(部族依存系)
+ * @param pow 服従パワー
+ * @param m_ptr 対象モンスター
+ * @return 服従に抵抗したらTRUE
+ */
+static bool_hack common_saving_throw_control(player_type *player_ptr, HIT_POINT pow, monster_type *m_ptr)
+{
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ if (p_ptr->inside_arena) return TRUE;
+
+ /* Memorize a flag */
+ if (r_ptr->flagsr & RFR_RES_ALL)
+ {
+ if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
+ return TRUE;
+ }
+
+ if (r_ptr->flags1 & RF1_QUESTOR || m_ptr->mflag2 & MFLAG2_NOPET) return TRUE;
+
+ pow += adj_chr_chm[player_ptr->stat_ind[A_CHR]] - 1;
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) pow = pow * 2 / 3;
+ return (r_ptr->level > randint1((pow - 10) < 1 ? 1 : (pow - 10)) + 5);
+}
+
+/*!
+* @brief 一部ボルト魔法のビーム化確率を算出する / Prepare standard probability to become beam for fire_bolt_or_beam()
+* @return ビーム化確率(%)
+* @details
+* ハードコーティングによる実装が行われている。
+* メイジは(レベル)%、ハイメイジ、スペルマスターは(レベル)%、それ以外の職業は(レベル/2)%
+*/
+PERCENTAGE beam_chance(void)
+{
+ if (p_ptr->pclass == CLASS_MAGE)
+ return (PERCENTAGE)(p_ptr->lev);
+ if (p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER)
+ return (PERCENTAGE)(p_ptr->lev + 10);
+
+ return (PERCENTAGE)(p_ptr->lev / 2);
+}
+
+
+/*!
+ * @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)
+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 x,y;
+ int mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
+ int mirror_num = 0; /* 鏡の数 */
+ POSITION x, y;
int num;
- for( x=0 ; x < cur_wid ; x++ )
+ for (x = 0; x < cur_wid; x++)
{
- for( y=0 ; y < cur_hgt ; y++ )
+ for (y = 0; y < cur_hgt; y++)
{
- if( is_mirror_grid(&cave[y][x])){
- mirror_y[mirror_num]=y;
- mirror_x[mirror_num]=x;
+ if (is_mirror_grid(&cave[y][x])) {
+ mirror_y[mirror_num] = y;
+ mirror_x[mirror_num] = x;
mirror_num++;
}
}
}
- if( mirror_num )
+ if (mirror_num)
{
- num=randint0(mirror_num);
- *next_y=mirror_y[num];
- *next_x=mirror_x[num];
+ num = randint0(mirror_num);
+ *next_y = mirror_y[num];
+ *next_x = mirror_x[num];
return;
}
- *next_y=cury+randint0(5)-2;
- *next_x=curx+randint0(5)-2;
+ *next_y = cury + randint0(5) - 2;
+ *next_x = curx + randint0(5) - 2;
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_PSY_SPEAR: return (0x06);
- case GF_MISSILE: return (0x0F);
- case GF_ACID: return (0x04);
- case GF_ELEC: return (0x02);
- case GF_FIRE: return (0x00);
- case GF_COLD: return (0x01);
- case GF_POIS: return (0x03);
- case GF_HOLY_FIRE: return (0x00);
- case GF_HELL_FIRE: return (0x00);
- case GF_MANA: return (0x0E);
+ case GF_PSY_SPEAR: return (0x06);
+ case GF_MISSILE: return (0x0F);
+ case GF_ACID: return (0x04);
+ case GF_ELEC: return (0x02);
+ case GF_FIRE: return (0x00);
+ case GF_COLD: return (0x01);
+ case GF_POIS: return (0x03);
+ case GF_HOLY_FIRE: return (0x00);
+ case GF_HELL_FIRE: return (0x00);
+ case GF_MANA: return (0x0E);
/* by henkma */
- case GF_SEEKER: return (0x0E);
- case GF_SUPER_RAY: return (0x0E);
-
- case GF_ARROW: return (0x0F);
- case GF_WATER: return (0x04);
- case GF_NETHER: return (0x07);
- case GF_CHAOS: return (mh_attr(15));
- case GF_DISENCHANT: return (0x05);
- case GF_NEXUS: return (0x0C);
- case GF_CONFUSION: return (mh_attr(4));
- case GF_SOUND: return (0x09);
- case GF_SHARDS: return (0x08);
- case GF_FORCE: return (0x09);
- case GF_INERTIA: return (0x09);
- case GF_GRAVITY: return (0x09);
- case GF_TIME: return (0x09);
- case GF_LITE_WEAK: return (0x06);
- case GF_LITE: return (0x06);
- case GF_DARK_WEAK: return (0x07);
- case GF_DARK: return (0x07);
- case GF_PLASMA: return (0x0B);
- case GF_METEOR: return (0x00);
- case GF_ICE: return (0x01);
- case GF_ROCKET: return (0x0F);
- case GF_DEATH_RAY: return (0x07);
- case GF_NUKE: return (mh_attr(2));
- case GF_DISINTEGRATE: return (0x05);
+ case GF_SEEKER: return (0x0E);
+ case GF_SUPER_RAY: return (0x0E);
+
+ case GF_ARROW: return (0x0F);
+ case GF_WATER: return (0x04);
+ case GF_NETHER: return (0x07);
+ case GF_CHAOS: return (mh_attr(15));
+ case GF_DISENCHANT: return (0x05);
+ case GF_NEXUS: return (0x0C);
+ case GF_CONFUSION: return (mh_attr(4));
+ case GF_SOUND: return (0x09);
+ case GF_SHARDS: return (0x08);
+ case GF_FORCE: return (0x09);
+ case GF_INERTIAL: return (0x09);
+ case GF_GRAVITY: return (0x09);
+ case GF_TIME: return (0x09);
+ case GF_LITE_WEAK: return (0x06);
+ case GF_LITE: return (0x06);
+ case GF_DARK_WEAK: return (0x07);
+ case GF_DARK: return (0x07);
+ case GF_PLASMA: return (0x0B);
+ case GF_METEOR: return (0x00);
+ case GF_ICE: return (0x01);
+ case GF_ROCKET: return (0x0F);
+ case GF_DEATH_RAY: return (0x07);
+ case GF_NUKE: return (mh_attr(2));
+ case GF_DISINTEGRATE: return (0x05);
case GF_PSI:
case GF_PSI_DRAIN:
case GF_TELEKINESIS:
case GF_DRAIN_MANA:
case GF_MIND_BLAST:
case GF_BRAIN_SMASH:
- return (0x09);
+ return (0x09);
case GF_CAUSE_1:
case GF_CAUSE_2:
case GF_CAUSE_3:
- case GF_CAUSE_4: return (0x0E);
- case GF_HAND_DOOM: return (0x07);
- case GF_CAPTURE : return (0x0E);
- case GF_IDENTIFY: return (0x01);
- case GF_ATTACK: return (0x0F);
- case GF_PHOTO : return (0x06);
+ case GF_CAUSE_4: return (0x0E);
+ case GF_HAND_DOOM: return (0x07);
+ case GF_CAPTURE : return (0x0E);
+ case GF_IDENTIFY: return (0x01);
+ case GF_ATTACK: return (0x0F);
+ case GF_PHOTO : return (0x06);
}
}
/* Normal tiles or ASCII */
/* Lookup the default colors for this type */
cptr s = quark_str(gf_color[type]);
- /* Oops */
if (!s) return (TERM_WHITE);
/* Pick a random color */
}
-/*
+/*!
+ * @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)
+u16b bolt_pict(POSITION y, POSITION x, POSITION ny, POSITION nx, EFFECT_ID typ)
{
int base;
byte k;
- byte a;
+ TERM_COLOR a;
char c;
/* No motion (*) */
}
-/*
+/*!
+ * @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
* uses fewer than "range" grids for the projection path, so the result
* of this function should never be compared directly to "range". Note
* that the initial grid (y1,x1) is never saved into the grid array, not
- * even if the initial grid is also the final grid. XXX XXX XXX
+ * even if the initial grid is also the final grid.
*
* The "flg" flags can be used to modify the behavior of this function.
*
* that the path should be "angled" slightly if needed to avoid any wall
* grids, allowing the player to "target" any grid which is in "view".
* This flag is non-trivial and has not yet been implemented, but could
- * perhaps make use of the "vinfo" array (above). XXX XXX XXX
+ * perhaps make use of the "vinfo" array (above).
*
* This function returns the number of grids (if any) in the path. This
* function will return zero if and only if (y1,x1) and (y2,x2) are equal.
*
* 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)
+sint project_path(u16b *gp, POSITION range, POSITION y1, POSITION x1, POSITION y2, POSITION x2, BIT_FLAGS flg)
{
int y, x;
if (flg & (PROJECT_STOP))
{
if ((n > 0) &&
- (player_bold(y, x) || cave[y][x].m_idx != 0))
+ (player_bold(y, x) || cave[y][x].m_idx != 0))
break;
}
if (flg & (PROJECT_STOP))
{
if ((n > 0) &&
- (player_bold(y, x) || cave[y][x].m_idx != 0))
+ (player_bold(y, x) || cave[y][x].m_idx != 0))
break;
}
if (flg & (PROJECT_STOP))
{
if ((n > 0) &&
- (player_bold(y, x) || 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 POSITION project_m_x; /*!< 処理中のモンスターX座標 */
+static POSITION 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 POSITION monster_target_x; /*!< モンスターの攻撃目標X座標 */
+static POSITION 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".
*
* We return "TRUE" if the effect of the projection is "obvious".
*
- * XXX XXX XXX We also "see" grids which are "memorized", probably a hack
+ * We also "see" grids which are "memorized", probably a hack
*
- * XXX XXX XXX Perhaps we should affect doors?
+ * Perhaps we should affect doors?
+ * </pre>
*/
-static bool project_f(int who, int r, int y, int x, int dam, int typ)
+static bool project_f(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
{
- cave_type *c_ptr = &cave[y][x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
+ 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);
- /* XXX XXX XXX */
who = who ? who : 0;
/* Reduce damage by distance */
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
+ msg_format(_("木は%s。", "A tree %s"), message);
cave_set_feat(y, x, one_in_(3) ? feat_brake : feat_grass);
/* Observe */
/* 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;
}
/* Check line of sound */
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;
}
}
/* 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;
}
c_ptr->mimic = old_mimic;
- /* Notice */
note_spot(y, x);
/* Redraw */
/* Check line of sight */
if (known && have_flag(mimic_f_ptr->flags, FF_OPEN))
{
- /* Message */
-#ifdef JP
- msg_format("%s¤Ë²¿¤«¤¬¤Ä¤Ã¤«¤¨¤Æ³«¤«¤Ê¤¯¤Ê¤Ã¤¿¡£", f_name + mimic_f_ptr->name);
-#else
- msg_format("The %s seems stuck.", f_name + mimic_f_ptr->name);
-#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;
}
}
{
if (have_flag(f_ptr->flags, FF_HURT_ROCK))
{
- /* Message */
if (known && (c_ptr->info & (CAVE_MARK)))
{
-#ifdef JP
- msg_format("%s¤¬ÍϤ±¤ÆÅ¥¤Ë¤Ê¤Ã¤¿¡ª", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
- msg_format("The %s turns into mud!", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#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;
}
c_ptr->info |= CAVE_OBJECT;
c_ptr->mimic = feat_glyph;
- /* Notice */
note_spot(y, x);
/* Redraw */
{
c_ptr->info |= (CAVE_GLOW);
- /* Notice */
note_spot(y, x);
/* Redraw */
/* Forget */
c_ptr->info &= ~(CAVE_MARK);
- /* Notice */
note_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 */
{
if (is_mirror_grid(c_ptr))
{
-#ifdef JP
- msg_print("¶À¤¬³ä¤ì¤¿¡ª");
-#else
- msg_print("The mirror was crashed!");
-#endif
+ 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))
{
-#ifdef JP
- msg_format("%s¤¬³ä¤ì¤¿¡ª", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
- msg_format("The %s was crashed!", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#endif
+ msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(c_ptr)].name);
sound(SOUND_GLASS);
}
{
if (is_mirror_grid(c_ptr) && p_ptr->lev < 40)
{
-#ifdef JP
- msg_print("¶À¤¬³ä¤ì¤¿¡ª");
-#else
- msg_print("The mirror was crashed!");
-#endif
+ 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))
{
-#ifdef JP
- msg_format("%s¤¬³ä¤ì¤¿¡ª", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#else
- msg_format("The %s was crashed!", f_name + f_info[get_feat_mimic(c_ptr)].name);
-#endif
+ msg_format(_("%sが割れた!", "The %s was crashed!"), f_name + f_info[get_feat_mimic(c_ptr)].name);
sound(SOUND_GLASS);
}
case GF_DISINTEGRATE:
{
- /* Destroy mirror */
- if (is_mirror_grid(c_ptr)) remove_mirror(y, x);
+ /* 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 */
-/*
+/*!
+ * @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.
* Note that we determine if the player can "see" anything that happens
* by taking into account: blindness, line-of-sight, and illumination.
*
- * XXX XXX XXX We also "see" grids which are "memorized", probably a hack
+ * 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)
+static bool project_o(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ)
{
cave_type *c_ptr = &cave[y][x];
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
bool obvious = FALSE;
bool known = player_has_los_bold(y, x);
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
char o_name[MAX_NLEN];
- int k_idx = 0;
+ KIND_OBJECT_IDX k_idx = 0;
bool is_potion = FALSE;
- /* XXX XXX XXX */
who = who ? who : 0;
/* Reduce damage by distance */
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
-
+ 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
-
+ 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;
{
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;
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
-
+ note_kill = _("壊れてしまった!", (plural ? " are destroyed!" : " is destroyed!"));
}
break;
}
/* Identify */
object_known(o_ptr);
- /* Notice */
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 (o_ptr->tval == TV_CORPSE)
{
int i;
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
if (!who || is_pet(&m_list[who]))
mode |= PM_FORCE_PET;
for (i = 0; i < o_ptr->number ; i++)
{
if (((o_ptr->sval == SV_CORPSE) && (randint1(100) > 80)) ||
- ((o_ptr->sval == SV_SKELETON) && (randint1(100) > 60)))
+ ((o_ptr->sval == SV_SKELETON) && (randint1(100) > 60)))
{
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 = " revived.";
-#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;
/* Observe the resist */
if (known && (o_ptr->marked & OM_FOUND))
{
-#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
-
+ msg_format(_("%sは影響を受けない!",
+ (plural ? "The %s are unaffected!" : "The %s is unaffected!")), o_name);
}
}
/* Describe if needed */
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
- *
+ * may result in a dereference of an invalid pointer.
+ * </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 .655, ranging from .858 to .500
* Note that "dam = dam * 5 / (randint1(6) + 6);"
- * gives avg damage of .544, ranging from .714 to .417
+ * gives avg damage of .544, ranging from .714 to .417
* Note that "dam = dam * 4 / (randint1(6) + 6);"
- * gives avg damage of .444, ranging from .556 to .333
+ * gives avg damage of .444, ranging from .556 to .333
* Note that "dam = dam * 3 / (randint1(6) + 6);"
- * gives avg damage of .327, ranging from .427 to .250
+ * gives avg damage of .327, ranging from .427 to .250
* Note that "dam = dam * 2 / (randint1(6) + 6);"
- * gives something simple.
- *
+ * 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, bool see_s_msg)
+static bool project_m(MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, bool see_s_msg)
{
int tmp;
/* Hold the monster name */
char m_name[80];
-
-#ifndef JP
char m_poss[10];
-#endif
- int photo = 0;
+ PARAMETER_VALUE photo = 0;
/* Assume no note */
cptr note = NULL;
/* Get the monster name (BEFORE polymorphing) */
monster_desc(m_name, m_ptr, 0);
-#ifndef JP
/* Get the monster possessive ("his"/"her"/"its") */
monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
-#endif
-
- 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)
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_ACID);
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flagsr & RFR_IM_ELEC)
{
-#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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_ELEC);
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
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 (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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_FIRE);
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
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 (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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_COLD);
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_POIS);
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_IM_POIS);
}
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 (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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
}
break;
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 (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 (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
-
+ 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;
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flagsr & RFR_RES_PLAS)
{
-#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_PLAS);
}
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 (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
-
+ 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
{
-#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_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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
}
break;
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 (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))
{
-#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.");
dam = 0;
}
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;
}
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_WATE);
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flagsr & RFR_RES_CHAO)
{
-#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_CHAO);
}
else if ((r_ptr->flags3 & RF3_DEMON) && one_in_(3))
{
-#ifdef JP
- note = "¤Ï¤¤¤¯¤é¤«ÂÑÀ¤ò¼¨¤·¤¿¡£";
-#else
- note = " resists somewhat.";
-#endif
-
+ 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);
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flagsr & RFR_RES_SHAR)
{
-#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_SHAR);
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flagsr & RFR_RES_SHAR)
{
-#ifdef JP
- note = "¤Ï¤¤¤¯¤é¤«ÂÑÀ¤ò¼¨¤·¤¿¡£";
-#else
- note = " resists somewhat.";
-#endif
-
+ 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);
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flagsr & RFR_RES_SOUN)
{
-#ifdef JP
- note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
-
+ 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);
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flags3 & RF3_NO_CONF)
{
-#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_flags3 |= (RF3_NO_CONF);
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flagsr & RFR_RES_DISE)
{
-#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_DISE);
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flagsr & RFR_RES_NEXU)
{
-#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_NEXU);
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flagsr & RFR_RES_WALL)
{
-#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_WALL);
}
}
/* Inertia -- breathers resist */
- case GF_INERTIA:
+ case GF_INERTIAL:
{
if (seen) obvious = TRUE;
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flagsr & RFR_RES_INER)
{
-#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_INER);
}
{
/* Powerful monsters can resist */
if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
{
obvious = FALSE;
}
{
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.");
}
}
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
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);
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
if (r_ptr->flags1 & (RF1_UNIQUE))
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#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!");
resist_tele = TRUE;
}
else if (r_ptr->level > randint1(100))
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists!";
-#endif
-
+ note = _("には耐性がある!", " resists!");
resist_tele = TRUE;
}
}
if (r_ptr->flagsr & RFR_RES_GRAV)
{
-#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;
do_dist = 0;
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_GRAV);
/* 1. slowness */
/* Powerful monsters can resist */
if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
{
obvious = FALSE;
}
{
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.");
}
}
/* Attempt a saving throw */
if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
{
/* 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;
}
}
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
if (r_ptr->flags3 & RF3_HURT_ROCK)
{
if (is_original_ap_and_seen(m_ptr)) 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
-
+ 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)))
{
-#ifdef JP
- if (seen_msg) msg_format("%s¤Ï¤¢¤Ê¤¿¤¬¸«¤¨¤Ê¤¤¤Î¤Ç±Æ¶Á¤µ¤ì¤Ê¤¤¡ª", m_name);
-#else
- if (seen_msg) msg_format("%^s can't see you, and isn't affected!", m_name);
-#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->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 (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
+ 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 | RF2_WEIRD_MIND)) ||
- (r_ptr->flags3 & RF3_ANIMAL) ||
- (r_ptr->level > randint1(3 * dam)))
+ (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 | RF3_DEMON)) &&
- (r_ptr->level > p_ptr->lev / 2) &&
- one_in_(2))
+ (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) && !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
{
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;
}
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 (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
-
+ note = _("には完全な耐性がある!", " is immune.");
}
else if ((r_ptr->flags2 & (RF2_STUPID | RF2_WEIRD_MIND)) ||
- (r_ptr->flags3 & RF3_ANIMAL) ||
- (r_ptr->level > randint1(3 * dam)))
+ (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 | RF3_DEMON)) &&
- (r_ptr->level > p_ptr->lev / 2) &&
- (one_in_(2)))
+ (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) && !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
{
monster_desc(killer, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
if (!CHECK_MULTISHADOW())
{
-#ifdef JP
- msg_print("ĶǽÎϥѥ¤òµÛ¤¤¤È¤é¤ì¤¿¡ª");
-#else
- msg_print("Your psychic energy is drained!");
-#endif
-
+ 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;
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;
}
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 (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 > 5 + randint1(dam)))
+ (r_ptr->level > 5 + randint1(dam)))
{
/* Resist */
do_stun = 0;
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
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 (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 | RF1_QUESTOR)) ||
- (r_ptr->flags3 & RF3_NO_CONF) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ (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)
* attacks back on them
*/
if ((r_ptr->flags3 & (RF3_UNDEAD | RF3_DEMON)) &&
- (r_ptr->level > p_ptr->lev / 2) &&
- (one_in_(2)))
+ (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)
{
-#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;
}
}
else
{
- if ((dam > 29) && (randint1(100) < dam))
+ if (!common_saving_throw_charm(p_ptr, dam, m_ptr))
{
-#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
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 (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->flagsr & RFR_IM_COLD)
{
-#ifdef JP
- note = "¤Ë¤Ï¤«¤Ê¤êÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists a lot.";
-#endif
-
+ 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_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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_HURT_COLD);
}
/* Drain Life */
- case GF_OLD_DRAIN:
+ case GF_HYPODYNAMIA:
{
if (seen) obvious = TRUE;
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
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¸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 (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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
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;
}
(((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 (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 unaffected.");
dam = 0;
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->flags1 & RF1_QUESTOR) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ (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_NAZGUL | RF7_UNIQUE2)))
+ if ((p_ptr->inside_arena) || is_pet(m_ptr) || (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) || (r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)))
{
-#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
{
/* 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 (m_ptr->maxhp < m_ptr->max_maxhp)
{
-#ifdef JP
- if (seen_msg) msg_format("%^s¤Î¶¯¤µ¤¬Ìá¤Ã¤¿¡£", m_name);
-#else
- if (seen_msg) 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;
}
(void)set_monster_csleep(c_ptr->m_idx, 0);
if (MON_STUNNED(m_ptr))
{
-#ifdef JP
- if (seen_msg) msg_format("%^s¤ÏÛ¯Û°¾õÂÖ¤«¤éΩ¤Áľ¤Ã¤¿¡£", m_name);
-#else
- if (seen_msg) msg_format("%^s is no longer stunned.", m_name);
-#endif
+ 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 (MON_CONFUSED(m_ptr))
{
-#ifdef JP
- if (seen_msg) msg_format("%^s¤Ïº®Í𤫤éΩ¤Áľ¤Ã¤¿¡£", m_name);
-#else
- if (seen_msg) msg_format("%^s is no longer confused.", m_name);
-#endif
+ 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 (MON_MONFEAR(m_ptr))
{
-#ifdef JP
- if (seen_msg) msg_format("%^s¤Ïͦµ¤¤ò¼è¤êÌᤷ¤¿¡£", m_name);
-#else
- if (seen_msg) msg_format("%^s recovers %s courage.", m_name, m_poss);
-#endif
+ 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);
}
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;
/* Speed up */
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.");
}
if (!who)
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 unaffected.");
dam = 0;
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))
+ (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;
}
{
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.");
}
}
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 unaffected.");
dam = 0;
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_SLEEP) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ (r_ptr->flags3 & RF3_NO_SLEEP) ||
+ (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
{
/* Memorize a flag */
if (r_ptr->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 (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 (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))
+ !(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 (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 unaffected.");
dam = 0;
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))
+ (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;
}
case GF_CHARM:
{
int vir;
- dam += (adj_con_fix[p_ptr->stat_ind[A_CHR]] - 1);
vir = virtue_number(V_HARMONY);
if (vir)
{
if (seen) obvious = TRUE;
- if ((r_ptr->flagsr & RFR_RES_ALL) || p_ptr->inside_arena)
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
- dam = 0;
- 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_NAZGUL))
- dam = dam * 2 / 3;
-
/* Attempt a saving throw */
- if ((r_ptr->flags1 & RF1_QUESTOR) ||
- (r_ptr->flags3 & RF3_NO_CONF) ||
- (m_ptr->mflag2 & MFLAG2_NOPET) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 5))
+ if (common_saving_throw_charm(p_ptr, dam, m_ptr))
{
- /* Memorize a flag */
- if (r_ptr->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 |= 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
-
+ 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->flagsr & RFR_RES_ALL) || p_ptr->inside_arena)
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
- dam = 0;
- 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_NAZGUL))
- dam = dam * 2 / 3;
-
/* Attempt a saving throw */
- if ((r_ptr->flags1 & RF1_QUESTOR) ||
- (!(r_ptr->flags3 & RF3_UNDEAD)) ||
- (m_ptr->mflag2 & MFLAG2_NOPET) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ if (common_saving_throw_control(p_ptr, dam, m_ptr) ||
+ !(r_ptr->flags3 & RF3_UNDEAD))
{
/* 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 |= 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
-
+ 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->flagsr & RFR_RES_ALL) || p_ptr->inside_arena)
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
- dam = 0;
- 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_NAZGUL))
- dam = dam * 2 / 3;
-
/* Attempt a saving throw */
- if ((r_ptr->flags1 & RF1_QUESTOR) ||
- (!(r_ptr->flags3 & RF3_DEMON)) ||
- (m_ptr->mflag2 & MFLAG2_NOPET) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ if (common_saving_throw_control(p_ptr, dam, m_ptr) ||
+ !(r_ptr->flags3 & RF3_DEMON))
{
/* 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 |= 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
-
+ 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);
}
case GF_CONTROL_ANIMAL:
{
int vir;
-
if (seen) obvious = TRUE;
vir = virtue_number(V_NATURE);
dam -= p_ptr->virtues[vir-1]/20;
}
- if ((r_ptr->flagsr & RFR_RES_ALL) || p_ptr->inside_arena)
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
- dam = 0;
- 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_NAZGUL))
- dam = dam * 2 / 3;
-
/* Attempt a saving throw */
- if ((r_ptr->flags1 & (RF1_QUESTOR)) ||
- (!(r_ptr->flags3 & (RF3_ANIMAL))) ||
- (m_ptr->mflag2 & MFLAG2_NOPET) ||
- (r_ptr->flags3 & (RF3_NO_CONF)) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ if (common_saving_throw_control(p_ptr, dam, m_ptr) ||
+ !(r_ptr->flags3 & RF3_ANIMAL))
{
- /* Memorize a flag */
- if (r_ptr->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 |= 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
-
+ 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)
chg_virtue(V_NATURE, 1);
}
}
/* Tame animal */
- case GF_CONTROL_LIVING:
+ case GF_CHARM_LIVING:
{
int vir;
vir = virtue_number(V_UNLIFE);
if (seen) obvious = TRUE;
- dam += (adj_chr_chm[p_ptr->stat_ind[A_CHR]]);
vir = virtue_number(V_UNLIFE);
if (vir)
{
dam -= p_ptr->virtues[vir-1]/20;
}
- 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->flagsr & RFR_RES_ALL) || p_ptr->inside_arena)
- {
-#ifdef JP
- note = "¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª";
-#else
- note = " is immune.";
-#endif
- dam = 0;
- 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_NAZGUL))
- dam = dam * 2 / 3;
+ msg_format(_("%sを見つめた。", "You stare into %s."), m_name);
/* Attempt a saving throw */
- if ((r_ptr->flags1 & (RF1_QUESTOR)) ||
- (m_ptr->mflag2 & MFLAG2_NOPET) ||
- !monster_living(r_ptr) ||
- ((r_ptr->level+10) > randint1(dam)))
+ if (common_saving_throw_charm(p_ptr, dam, m_ptr) ||
+ !monster_living(r_ptr))
{
/* 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 |= 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
-
+ 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)
chg_virtue(V_NATURE, 1);
}
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 unaffected.");
dam = 0;
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((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ (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))
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 (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 unaffected.");
dam = 0;
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))
+ (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
{
/* Resist */
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;
}
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 */
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flagsr & RFR_RES_LITE)
{
-#ifdef JP
- note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists.";
-#endif
-
+ 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 (is_original_ap_and_seen(m_ptr)) 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
-
+ 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 (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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
if (r_ptr->flagsr & RFR_RES_DARK)
{
-#ifdef JP
- note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists.";
-#endif
-
+ 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);
}
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 */
if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#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.");
resists_tele = TRUE;
}
else if (r_ptr->level > randint1(100))
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists!";
-#endif
-
+ note = _("には耐性がある!", " resists!");
resists_tele = TRUE;
}
}
{
if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
{
- if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#ifdef JP
-note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists!";
-#endif
-
+ note = _("には耐性がある!", " resists!");
resists_tele = TRUE;
}
}
if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#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.");
resists_tele = TRUE;
}
else if (r_ptr->level > randint1(100))
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
-#ifdef JP
- note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª";
-#else
- note = " resists!";
-#endif
-
+ note = _("には耐性がある!", " resists!");
resists_tele = TRUE;
}
}
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;
}
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;
}
/* Attempt a saving throw */
if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
- (r_ptr->flags3 & (RF3_NO_FEAR)) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ (r_ptr->flags3 & (RF3_NO_FEAR)) ||
+ (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;
}
/* Learn about type */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_UNDEAD);
- /* 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 */
/* Learn about type */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_EVIL);
- /* 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 */
/* Learn about type */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_GOOD);
- /* 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 */
/* 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
-
+ note = _("は身震いした。", " shudders.");
+ note_dies = _("はドロドロに溶けた!", " dissolves!");
}
/* Others ignore */
/* Learn about type */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_DEMON);
- /* 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 */
/* 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
-
-
+ note = _("は身震いした。", " shudders.");
+ note_dies = _("はドロドロに溶けた!", " dissolves!");
break;
}
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.");
skipped = TRUE;
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)))
{
if (who > 0)
{
if (caster_ptr->hp < caster_ptr->maxhp)
{
/* Heal */
- caster_ptr->hp += 6 * dam;
+ caster_ptr->hp += dam;
if (caster_ptr->hp > caster_ptr->maxhp) caster_ptr->hp = caster_ptr->maxhp;
/* Redraw (later) if needed */
{
/* Get the monster name */
monster_desc(killer, caster_ptr, 0);
-#ifdef JP
- msg_format("%^s¤Ïµ¤Ê¬¤¬Îɤµ¤½¤¦¤À¡£", killer);
-#else
- msg_format("%^s appears healthier.", killer);
-#endif
+ msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), killer);
}
}
}
else
{
- /* 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
-
+ 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
- if (see_s_msg) msg_format("%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- if (see_s_msg) 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;
case GF_MIND_BLAST:
{
if (seen) obvious = TRUE;
- /* Message */
-#ifdef JP
- if (!who) msg_format("%s¤ò¤¸¤Ã¤Èâˤó¤À¡£", m_name);
-#else
- if (!who) 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->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.");
skipped = TRUE;
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
}
-#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;
}
else if (r_ptr->flags2 & RF2_EMPTY_MIND)
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
-#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;
}
else if (r_ptr->flags2 & RF2_WEIRD_MIND)
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
-#ifdef JP
- note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
+ note = _("には耐性がある。", " resists.");
dam /= 3;
}
else
{
-#ifdef JP
- note = "¤ÏÀº¿À¹¶·â¤ò¿©¤é¤Ã¤¿¡£";
- note_dies = "¤ÎÀº¿À¤ÏÊø²õ¤·¡¢ÆùÂΤÏÈ´¤±³Ì¤È¤Ê¤Ã¤¿¡£";
-#else
- note = " is blasted by psionic energy.";
- 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.");
if (who > 0) do_conf = randint0(4) + 4;
else do_conf = randint0(8) + 8;
case GF_BRAIN_SMASH:
{
if (seen) obvious = TRUE;
- /* Message */
-#ifdef JP
- if (!who) msg_format("%s¤ò¤¸¤Ã¤Èâˤó¤À¡£", m_name);
-#else
- if (!who) 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->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.");
skipped = TRUE;
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= (RF3_NO_CONF);
}
-#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;
}
else if (r_ptr->flags2 & RF2_EMPTY_MIND)
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
-#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;
}
else if (r_ptr->flags2 & RF2_WEIRD_MIND)
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_WEIRD_MIND);
-#ifdef JP
- note = "¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡£";
-#else
- note = " resists.";
-#endif
+ note = _("には耐性がある!", " resists!");
dam /= 3;
}
else
{
-#ifdef JP
- note = "¤ÏÀº¿À¹¶·â¤ò¿©¤é¤Ã¤¿¡£";
- note_dies = "¤ÎÀº¿À¤ÏÊø²õ¤·¡¢ÆùÂΤÏÈ´¤±³Ì¤È¤Ê¤Ã¤¿¡£";
-#else
- note = " is blasted by psionic energy.";
- 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.");
if (who > 0)
{
case GF_CAUSE_1:
{
if (seen) obvious = TRUE;
- /* Message */
-#ifdef JP
- if (!who) msg_format("%s¤ò»Øº¹¤·¤Æ¼ö¤¤¤ò¤«¤±¤¿¡£", m_name);
-#else
- if (!who) msg_format("You point at %s and curse.", 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->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.");
skipped = TRUE;
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
/* Attempt a saving throw */
if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
{
-#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;
case GF_CAUSE_2:
{
if (seen) obvious = TRUE;
- /* Message */
-#ifdef JP
- if (!who) msg_format("%s¤ò»Øº¹¤·¤Æ¶²¤í¤·¤²¤Ë¼ö¤¤¤ò¤«¤±¤¿¡£", m_name);
-#else
- if (!who) msg_format("You point at %s and curse 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->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.");
skipped = TRUE;
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
/* Attempt a saving throw */
if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
{
-#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;
case GF_CAUSE_3:
{
if (seen) obvious = TRUE;
- /* Message */
-#ifdef JP
- if (!who) msg_format("%s¤ò»Øº¹¤·¡¢¶²¤í¤·¤²¤Ë¼öʸ¤ò¾§¤¨¤¿¡ª", m_name);
-#else
- if (!who) 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->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.");
skipped = TRUE;
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
/* Attempt a saving throw */
if (randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35))
{
-#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;
case GF_CAUSE_4:
{
if (seen) obvious = TRUE;
- /* Message */
-#ifdef JP
- if (!who) msg_format("%s¤ÎÈ빦¤òÆͤ¤¤Æ¡¢¡Ö¤ªÁ°¤Ï´û¤Ë»à¤ó¤Ç¤¤¤ë¡×¤È¶«¤ó¤À¡£", m_name);
-#else
- if (!who) msg_format("You point at %s, screaming the 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->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.");
skipped = TRUE;
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
/* Attempt a saving throw */
if ((randint0(100 + (caster_lev / 2)) < (r_ptr->level + 35)) && ((who <= 0) || (caster_ptr->r_idx != MON_KENSHIROU)))
{
-#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 (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.");
skipped = TRUE;
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
}
else
{
-#ifdef JP
- note = "¤ÏÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡ª";
-#else
- note = "resists!";
-#endif
+ note = _("は耐性を持っている!", "resists!");
dam = 0;
}
}
{
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_NAZGUL)) || (r_ptr->flags7 & (RF7_UNIQUE2)) || (r_ptr->flags1 & RF1_QUESTOR) || m_ptr->parent_m_idx)
+ (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)
{
-#ifdef JP
- msg_format("%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£",m_name);
-#else
- msg_format("%^s is unaffected.", m_name);
-#endif
+ msg_format(_("%sには効果がなかった。", "%s is unaffected."), m_name);
skipped = TRUE;
break;
}
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 & MFLAG2_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
+ 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;
{
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;
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 unaffected.");
dam = 0;
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags2 |= (RF2_EMPTY_MIND);
}
if (MON_CSLEEP(m_ptr))
{
-#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;
break;
{
/* Powerful monsters can resist */
if ((r_ptr->flags1 & RF1_UNIQUE) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ (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;
}
{
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.");
}
}
}
/* Attempt a saving throw */
if ((r_ptr->flags1 & (RF1_UNIQUE)) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
{
/* Resist */
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;
}
}
{
/* Attempt a saving throw */
if ((r_ptr->flags1 & RF1_UNIQUE) ||
- (r_ptr->flags3 & RF3_NO_SLEEP) ||
- (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
+ (r_ptr->flags3 & RF3_NO_SLEEP) ||
+ (r_ptr->level > randint1((dam - 10) < 1 ? 1 : (dam - 10)) + 10))
{
/* Memorize a flag */
if (r_ptr->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 */
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 unaffected.");
skipped = TRUE;
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
break;
}
-#ifdef JP
- if (genocide_aux(c_ptr->m_idx, dam, !who, (r_ptr->level + 1) / 2, "¥â¥ó¥¹¥¿¡¼¾ÃÌÇ"))
-#else
- if (genocide_aux(c_ptr->m_idx, dam, !who, (r_ptr->level + 1) / 2, "Genocide One"))
-#endif
+ if (genocide_aux(c_ptr->m_idx, dam, !who, (r_ptr->level + 1) / 2, _("モンスター消滅", "Genocide One")))
{
-#ifdef JP
- if (seen_msg) msg_format("%s¤Ï¾ÃÌǤ·¤¿¡ª", m_name);
-#else
- if (seen_msg) msg_format("%^s disappered!", m_name);
-#endif
+ if (seen_msg) msg_format(_("%sは消滅した!", "%^s disappered!"), m_name);
chg_virtue(V_VITALITY, -1);
return TRUE;
}
case GF_PHOTO:
{
-#ifdef JP
- if (!who) msg_format("%s¤ò¼Ì¿¿¤Ë»£¤Ã¤¿¡£", m_name);
-#else
- if (!who) 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 (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 */
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 (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= (RFR_RES_ALL);
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
-
+ 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 & MFLAG2_NOPET) ||
- (p_ptr->cursed & TRC_AGGRAVATE) ||
+ (r_ptr->flags1 & (RF1_UNIQUE)) ||
+ (m_ptr->mflag2 & MFLAG2_NOPET) ||
+ (p_ptr->cursed & TRC_AGGRAVATE) ||
((r_ptr->level+10) > randint1(dam)))
{
/* Resist */
}
else
{
-#ifdef JP
- note = "¤ò»ÙÇÛ¤·¤¿¡£";
-#else
- note = " is tamed!";
-#endif
-
+ note = _("を支配した。", " is tamed!");
set_pet(m_ptr);
(void)set_monster_fast(c_ptr->m_idx, MON_FAST(m_ptr) + 100);
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.");
skipped = TRUE;
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;
/* 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)
{
/* Sound and Impact resisters never stun */
if (do_stun &&
- !(r_ptr->flagsr & (RFR_RES_SOUN | RFR_RES_WALL)) &&
- !(r_ptr->flags3 & RF3_NO_STUN))
+ !(r_ptr->flagsr & (RFR_RES_SOUN | RFR_RES_WALL)) &&
+ !(r_ptr->flags3 & RF3_NO_STUN))
{
/* Obvious */
if (seen) obvious = TRUE;
/* Get stunned */
if (MON_STUNNED(m_ptr))
{
-#ifdef JP
- note = "¤Ï¤Ò¤É¤¯¤â¤¦¤í¤¦¤È¤·¤¿¡£";
-#else
- note = " is more dazed.";
-#endif
-
+ note = _("はひどくもうろうとした。", " is more dazed.");
tmp = MON_STUNNED(m_ptr) + (do_stun / 2);
}
else
{
-#ifdef JP
- note = "¤Ï¤â¤¦¤í¤¦¤È¤·¤¿¡£";
-#else
- note = " is dazed.";
-#endif
-
+ note = _("はもうろうとした。", " is dazed.");
tmp = do_stun;
}
/* Already partially confused */
if (MON_CONFUSED(m_ptr))
{
-#ifdef JP
- note = "¤Ï¤µ¤é¤Ëº®Í𤷤¿¤è¤¦¤À¡£";
-#else
- note = " looks more confused.";
-#endif
-
+ note = _("はさらに混乱したようだ。", " looks more confused.");
tmp = MON_CONFUSED(m_ptr) + (do_conf / 2);
}
/* Was not confused */
else
{
-#ifdef JP
- note = "¤Ïº®Í𤷤¿¤è¤¦¤À¡£";
-#else
- note = " looks confused.";
-#endif
-
+ note = _("は混乱したようだ。", " looks confused.");
tmp = do_conf;
}
if (do_time)
{
-#ifdef JP
- note = "¤Ï¼å¤¯¤Ê¤Ã¤¿¤è¤¦¤À¡£";
-#else
- note = " seems weakened.";
-#endif
+ 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;
}
if (seen) obvious = TRUE;
/* Monster polymorphs */
-#ifdef JP
- note = "¤¬ÊѿȤ·¤¿¡ª";
-#else
- note = " changes!";
-#endif
+ note = _("が変身した!", " changes!");
/* Turn off the damage */
dam = 0;
else
{
/* No polymorph */
-#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.");
}
/* Hack -- Get new monster */
/* Obvious */
if (seen) obvious = TRUE;
- /* Message */
-#ifdef JP
- note = "¤¬¾Ã¤¨µî¤Ã¤¿¡ª";
-#else
- note = " disappears!";
-#endif
+ note = _("が消え去った!", " disappears!");
if (!who) chg_virtue(V_VALOUR, -1);
}
}
- 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);
- /* Delete the monster */
+
delete_monster_idx(c_ptr->m_idx);
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 if (heal_leper)
{
-#ifdef JP
- if (seen_msg) msg_print("ÉÔ·é¤ÊÉ¿ͤÏɵ¤¤¬¼£¤Ã¤¿¡ª");
-#else
- if (seen_msg) 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)
{
/* Give detailed messages if visible or destroyed */
if (note && seen_msg)
-#ifdef JP
- msg_format("%s%s", m_name, note);
-#else
- msg_format("%^s%s", m_name, note);
-#endif
-
+ msg_format(_("%s%s", "%^s%s"), m_name, note);
/* Hack -- Pain message */
else if (known && (dam || !do_fear))
/* Take note */
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 */
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), 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:
case 19: case 20: case 21: case 22:
{
bool pet = !one_in_(3);
- u32b mode = PM_ALLOW_GROUP;
+ BIT_FLAGS mode = PM_ALLOW_GROUP;
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:
redraw_stuff();
}
- /* XXX XXX XXX Verify this code */
+ /* Verify this code */
/* Update the monster */
if (m_ptr->r_idx) update_mon(c_ptr->m_idx, FALSE);
/* Update monster recall window */
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);
}
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.
*/
-static bool project_p(int who, cptr who_name, int r, int y, int x, int dam, int typ, int flg, int monspell)
+static bool project_p(MONSTER_IDX who, cptr who_name, int r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
{
int k = 0;
int rlev = 0;
if ((p_ptr->reflect || ((p_ptr->special_defense & KATA_FUUJIN) && !p_ptr->blind)) && (flg & PROJECT_REFLECTABLE) && !one_in_(10))
{
- byte t_y, t_x;
+ POSITION t_y, t_x;
int max_attempts = 10;
+ sound(SOUND_REFLECT);
-#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 */
t_x = m_list[who].fx - 1 + randint1(3);
max_attempts--;
}
- while (max_attempts && in_bounds2u(t_y, t_x) && !projectable(py, px, t_y, t_x));
+ while (max_attempts && in_bounds2u(t_y, t_x) && !projectable(p_ptr->y, p_ptr->x, t_y, t_x));
if (max_attempts < 1)
{
}
else
{
- t_y = py - 1 + randint1(3);
- t_x = px - 1 + randint1(3);
+ 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;
}
- /* XXX XXX XXX */
/* Limit maximum damage */
if (dam > 1600) dam = 1600;
switch (who)
{
case PROJECT_WHO_UNCTRL_POWER:
-#ifdef JP
- strcpy(killer, "À©¸æ¤Ç¤¤Ê¤¤ÎϤÎÈÅή");
-#else
- strcpy(killer, "uncontrollable power storm");
-#endif
+ strcpy(killer, _("制御できない力の氾流", "uncontrollable power storm"));
break;
case PROJECT_WHO_GLASS_SHARDS:
-#ifdef JP
- strcpy(killer, "¥¬¥é¥¹¤ÎÇËÊÒ");
-#else
- strcpy(killer, "shards of glass");
-#endif
+ strcpy(killer, _("ガラスの破片", "shards of glass"));
break;
default:
-#ifdef JP
- strcpy(killer, "æ«");
-#else
- strcpy(killer, "a trap");
-#endif
+ strcpy(killer, _("罠", "a trap"));
break;
}
/* 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;
}
case GF_POIS:
{
bool double_resist = IS_OPPOSE_POIS();
-#ifdef JP
- if (fuzzy) msg_print("ÆǤǹ¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by poison!");
-#endif
+ 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) && !CHECK_MULTISHADOW())
+ one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW())
{
do_dec_stat(A_CON);
}
case GF_NUKE:
{
bool double_resist = IS_OPPOSE_POIS();
-#ifdef JP
- if (fuzzy) msg_print("Êü¼Íǽ¤Ç¹¶·â¤µ¤ì¤¿¡ª");
-#else
- if (fuzzy) msg_print("You are hit by radiation!");
-#endif
+ 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;
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¤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 && !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 ||
- IS_OPPOSE_FIRE() ||
- 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 if (!CHECK_MULTISHADOW()) drain_exp(200 + (p_ptr->exp / 100), 200 + (p_ptr->exp / 1000), 75);
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 (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())
{
if (!p_ptr->resist_sound)
/* 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);
(void)set_image(p_ptr->image + randint1(10));
if (one_in_(3))
{
-#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
-
+ 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);
}
}
/* 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);
/* 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 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);
/* Disenchantment -- see above */
case GF_DISENCHANT:
{
-#ifdef JP
- if (fuzzy) msg_print("²¿¤«¤µ¤¨¤Ê¤¤¤â¤Î¤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);
/* 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);
/* 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 (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 (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));
}
/* 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
-
+ 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);
if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
{
-#ifdef JP
- if (!CHECK_MULTISHADOW()) msg_print("¸÷¤ÇÆùÂΤ¬¾Ç¤¬¤µ¤ì¤¿¡ª");
-#else
- if (!CHECK_MULTISHADOW()) 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))
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 */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
/* Redraw status bar */
/* 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);
/* 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 if (!CHECK_MULTISHADOW())
{
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¤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."));
if (!CHECK_MULTISHADOW())
{
(void)set_slow(p_ptr->slow + randint0(4) + 4, FALSE);
if (!(p_ptr->resist_sound || p_ptr->levitation))
{
- 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->levitation)
/* 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 (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())
{
if (!p_ptr->resist_shard)
/* 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)
{
{
if (CHECK_MULTISHADOW())
{
-#ifdef JP
- msg_print("¹¶·â¤Ï¸¸±Æ¤ËÌ¿Ã椷¡¢¤¢¤Ê¤¿¤Ë¤ÏÆϤ«¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("The attack hits Shadow, you are unharmed!");
-#endif
+ 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 */
-#ifdef JP
- if (who > 0) msg_format("%^s¤ËÀº¿À¥¨¥Í¥ë¥®¡¼¤òµÛ¤¤¼è¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
- else msg_print("Àº¿À¥¨¥Í¥ë¥®¡¼¤òµÛ¤¤¼è¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- if (who > 0) msg_format("%^s draws psychic energy from you!", m_name);
- else msg_print("Your psychic energy is drawn!");
-#endif
+ 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)
/* Redraw mana */
p_ptr->redraw |= (PR_MANA);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
if (m_ptr->hp < m_ptr->maxhp)
{
/* Heal */
- m_ptr->hp += (6 * dam);
+ m_ptr->hp += dam;
if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
/* Redraw (later) if needed */
/* Special message */
if (m_ptr->ml)
{
-#ifdef JP
- msg_format("%^s¤Ïµ¤Ê¬¤¬Îɤµ¤½¤¦¤À¡£", m_name);
-#else
- msg_format("%^s appears healthier.", m_name);
-#endif
+ msg_format(_("%^sは気分が良さそうだ。", "%^s appears healthier."), m_name);
}
}
}
{
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
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
learn_spell(monspell);
}
else
{
if (!CHECK_MULTISHADOW())
{
-#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
+ 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_conf)
{
{
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
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
learn_spell(monspell);
}
else
{
if (!CHECK_MULTISHADOW())
{
-#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
+ 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)
{
if ((randint0(100 + rlev / 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!"));
learn_spell(monspell);
}
else
{
if ((randint0(100 + rlev / 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!"));
learn_spell(monspell);
}
else
{
if ((randint0(100 + rlev / 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!"));
learn_spell(monspell);
}
else
{
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
+ msg_print(_("しかし秘孔を跳ね返した!", "You resist the effects!"));
learn_spell(monspell);
}
else
{
if ((randint0(100 + rlev/2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
{
-#ifdef JP
- msg_format("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
-#else
- msg_format("You resist the effects!");
-#endif
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
learn_spell(monspell);
}
else
{
if (!CHECK_MULTISHADOW())
{
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÌ¿¤¬Çö¤Þ¤Ã¤Æ¤¤¤¯¤è¤¦¤Ë´¶¤¸¤¿¡ª");
-#else
- msg_print("You feel your life fade away!");
-#endif
+ 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);
}
}
}
- if (p_ptr->tim_eyeeye && (get_damage > 0) && !p_ptr->is_dead && (who > 0))
+ /* 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, 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))
/*
* Find the distance from (x, y) to a line.
*/
-int dist_to_line(int y, int x, int y1, int x1, int y2, int x2)
+POSITION dist_to_line(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
/* Vector from (x, y) to (x1, y1) */
- int py = y1 - y;
- int px = x1 - x;
+ POSITION py = y1 - y;
+ POSITION px = x1 - x;
/* Normal vector */
- int ny = x2 - x1;
- int nx = y1 - y2;
+ POSITION ny = x2 - x1;
+ POSITION nx = y1 - y2;
- /* Length of N */
- int pd = distance(y1, x1, y, x);
- int nd = distance(y1, x1, y2, x2);
+ /* Length of N */
+ POSITION pd = distance(y1, x1, y, x);
+ POSITION nd = distance(y1, x1, y2, x2);
if (pd > nd) return distance(y, x, y2, x2);
/* Component of P on N */
nd = ((nd) ? ((py * ny + px * nx) / nd) : 0);
- /* Absolute value */
- return((nd >= 0) ? nd : 0 - nd);
+ /* Absolute value */
+ return((nd >= 0) ? nd : 0 - nd);
}
/*
- * XXX XXX XXX
+ *
* Modified version of los() for calculation of disintegration balls.
* Disintegration effects are stopped by permanent walls.
*/
-bool in_disintegration_range(int y1, int x1, int y2, int x2)
+bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2)
{
/* Delta */
- int dx, dy;
+ POSITION dx, dy;
/* Absolute */
- int ax, ay;
+ POSITION ax, ay;
/* Signs */
- int sx, sy;
+ POSITION sx, sy;
/* Fractions */
- int qx, qy;
+ POSITION qx, qy;
/* Scanners */
- int tx, ty;
+ POSITION tx, ty;
/* Scale factors */
- int f1, f2;
+ POSITION f1, f2;
/* Slope, or 1/Slope, of LOS */
- int m;
+ POSITION m;
/* Extract the offset */
/*
* 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, int typ)
+void breath_shape(u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, EFFECT_ID typ)
{
- int by = y1;
- int bx = x1;
+ POSITION by = y1;
+ POSITION bx = x1;
int brad = 0;
int brev = rad * rad / dist;
int bdis = 0;
while (bdis <= mdis)
{
- int x, y;
+ POSITION x, y;
if ((0 < dist) && (path_n < dist))
{
- int ny = GRID_Y(path_g[path_n]);
- int nx = GRID_X(path_g[path_n]);
- int nd = distance(ny, nx, y1, x1);
+ POSITION ny = GRID_Y(path_g[path_n]);
+ POSITION nx = GRID_X(path_g[path_n]);
+ POSITION nd = distance(ny, nx, y1, x1);
/* Get next base point */
if (bdis >= nd)
}
-/*
- * 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)
+bool project(MONSTER_IDX who, POSITION rad, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID typ, BIT_FLAGS flg, int monspell)
{
int i, t, dist;
- int y1, x1;
- int y2, x2;
- int by, bx;
+ POSITION y1, x1;
+ POSITION y2, x2;
+ POSITION by, bx;
int dist_hack = 0;
- int y_saver, x_saver; /* For reflecting monsters */
+ POSITION y_saver, x_saver; /* For reflecting monsters */
int msec = delay_factor * delay_factor * delay_factor;
int grids = 0;
/* Coordinates of the affected grids */
- byte gx[1024], gy[1024];
+ POSITION gx[1024], gy[1024];
/* Encoded "radius" info (see above) */
- byte gm[32];
+ POSITION gm[32];
/* Actual radius encoded in gm[] */
- int gm_rad = rad;
+ POSITION gm_rad = rad;
bool jump = FALSE;
rakubadam_m = 0;
/* 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;
/* 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 */
monster_desc(who_name, &m_list[who], MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
}
- /* Oops */
else
{
x1 = x;
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,TRUE))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];
+ 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);
+ 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);
- }
+ /* 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,TRUE))
- 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];
+ 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);
+ 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);
- }
- }
+ /* 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;
}
}
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,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];
+ 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);
+ 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);
- }
- }
+ /* 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;
}
/*
* Create a conical breath attack
*
- * ***
- * ********
+ * ***
+ * ********
* D********@**
- * ********
- * ***
+ * ********
+ * ***
*/
if (breath)
if (flg & PROJECT_KILL)
{
see_s_msg = (who > 0) ? is_seen(&m_list[who]) :
- (!who ? TRUE : (player_can_see_bold(y1, x1) && projectable(py, px, y1, x1)));
+ (!who ? TRUE : (player_can_see_bold(y1, x1) && projectable(p_ptr->y, p_ptr->x, y1, x1)));
}
monster_race *ref_ptr = &r_info[m_ptr->r_idx];
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))
+ ((cave[y][x].m_idx != p_ptr->riding) || !(flg & PROJECT_PLAYER)) &&
+ (!who || dist_hack > 1) && !one_in_(10))
{
- byte t_y, t_x;
+ POSITION t_y, t_x;
int max_attempts = 10;
/* Choose 'new' target */
t_x = x_saver;
}
+ sound(SOUND_REFLECT);
if (is_seen(m_ptr))
{
-#ifdef JP
if ((m_ptr->r_idx == MON_KENSHIROU) || (m_ptr->r_idx == MON_RAOU))
- msg_print("¡ÖËÌÅÍ¿À·ý±üµÁ¡¦Æó»Ø¿¿¶õÇÄ¡ª¡×");
- else if (m_ptr->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
+ 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!"));
}
if (is_original_ap_and_seen(m_ptr)) ref_ptr->r_flags2 |= RF2_REFLECTING;
/* Player affected one monster (without "jumping") */
if (!who && (project_m_n == 1) && !jump)
{
- /* Location */
x = project_m_x;
y = project_m_y;
{
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);
}
-bool binding_field( int dam )
+/*!
+ * @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(HIT_POINT dam)
{
- int mirror_x[10],mirror_y[10]; /* ¶À¤Ï¤â¤Ã¤È¾¯¤Ê¤¤ */
- int mirror_num=0; /* ¶À¤Î¿ô */
- int x,y;
- int centersign;
- int x1,x2,y1,y2;
+ POSITION mirror_x[10], mirror_y[10]; /* 鏡はもっと少ない */
+ int mirror_num = 0; /* 鏡の数 */
+ POSITION x, y;
+ POSITION centersign;
+ POSITION x1, x2, y1, y2;
u16b p;
- int msec= delay_factor*delay_factor*delay_factor;
+ int msec = delay_factor*delay_factor*delay_factor;
- /* »°³Ñ·Á¤ÎĺÅÀ */
- int point_x[3];
- int point_y[3];
+ /* 三角形の頂点 */
+ POSITION point_x[3];
+ POSITION 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 (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) &&
- projectable(py, px, y, x)
- ){
- mirror_y[mirror_num]=y;
- mirror_x[mirror_num]=x;
+ for (y = 0; y < cur_hgt; y++)
+ {
+ if (is_mirror_grid(&cave[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;
mirror_num++;
}
}
}
- if( mirror_num < 2 )return FALSE;
+ if (mirror_num < 2)return FALSE;
- point_x[0] = randint0( mirror_num );
+ point_x[0] = randint0(mirror_num);
do {
- point_x[1] = randint0( mirror_num );
- }
- while( point_x[0] == point_x[1] );
-
- point_y[0]=mirror_y[point_x[0]];
- 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;
-
- x=point_x[0]+point_x[1]+point_x[2];
- y=point_y[0]+point_y[1]+point_y[2];
-
- centersign = (point_x[0]*3-x)*(point_y[1]*3-y)
- - (point_y[0]*3-y)*(point_x[1]*3-x);
- if( centersign == 0 )return FALSE;
-
+ point_x[1] = randint0(mirror_num);
+ } while (point_x[0] == point_x[1]);
+
+ point_y[0] = mirror_y[point_x[0]];
+ 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] = 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[0] * 3 - x)*(point_y[1] * 3 - y)
+ - (point_y[0] * 3 - y)*(point_x[1] * 3 - x);
+ if (centersign == 0)return FALSE;
+
x1 = point_x[0] < point_x[1] ? point_x[0] : point_x[1];
x1 = x1 < point_x[2] ? x1 : point_x[2];
y1 = point_y[0] < point_y[1] ? point_y[0] : point_y[1];
y2 = point_y[0] > point_y[1] ? point_y[0] : point_y[1];
y2 = y2 > point_y[2] ? y2 : point_y[2];
- for( y=y1 ; y <=y2 ; y++ ){
- for( x=x1 ; x <=x2 ; x++ ){
- if( centersign*( (point_x[0]-x)*(point_y[1]-y)
- -(point_y[0]-y)*(point_x[1]-x)) >=0 &&
- centersign*( (point_x[1]-x)*(point_y[2]-y)
- -(point_y[1]-y)*(point_x[2]-x)) >=0 &&
- centersign*( (point_x[2]-x)*(point_y[0]-y)
- -(point_y[2]-y)*(point_x[0]-x)) >=0 )
+ for (y = y1; y <= y2; y++) {
+ for (x = x1; x <= x2; x++) {
+ if (centersign*((point_x[0] - x)*(point_y[1] - y)
+ - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
+ centersign*((point_x[1] - x)*(point_y[2] - y)
+ - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
+ 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) && projectable(py, px, 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)){
- p = bolt_pict(y,x,y,x, GF_MANA );
- print_rel(PICT_C(p), PICT_A(p),y,x);
- move_cursor_relative(y, x);
- /*if (fresh_before)*/ Term_fresh();
- Term_xtra(TERM_XTRA_DELAY, msec);
+ if (!(p_ptr->blind)
+ && panel_contains(y, x)) {
+ p = bolt_pict(y, x, y, x, GF_MANA);
+ print_rel(PICT_C(p), PICT_A(p), y, x);
+ move_cursor_relative(y, x);
+ /*if (fresh_before)*/ Term_fresh();
+ Term_xtra(TERM_XTRA_DELAY, msec);
}
}
}
}
}
- for( y=y1 ; y <=y2 ; y++ ){
- for( x=x1 ; x <=x2 ; x++ ){
- if( centersign*( (point_x[0]-x)*(point_y[1]-y)
- -(point_y[0]-y)*(point_x[1]-x)) >=0 &&
- centersign*( (point_x[1]-x)*(point_y[2]-y)
- -(point_y[1]-y)*(point_x[2]-x)) >=0 &&
- centersign*( (point_x[2]-x)*(point_y[0]-y)
- -(point_y[2]-y)*(point_x[0]-x)) >=0 )
+ for (y = y1; y <= y2; y++) {
+ for (x = x1; x <= x2; x++) {
+ if (centersign*((point_x[0] - x)*(point_y[1] - y)
+ - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
+ centersign*((point_x[1] - x)*(point_y[2] - y)
+ - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
+ 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) && projectable(py, px, y, x)) {
- (void)project_f(0,0,y,x,dam,GF_MANA);
+ 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);
}
}
}
}
- for( y=y1 ; y <=y2 ; y++ ){
- for( x=x1 ; x <=x2 ; x++ ){
- if( centersign*( (point_x[0]-x)*(point_y[1]-y)
- -(point_y[0]-y)*(point_x[1]-x)) >=0 &&
- centersign*( (point_x[1]-x)*(point_y[2]-y)
- -(point_y[1]-y)*(point_x[2]-x)) >=0 &&
- centersign*( (point_x[2]-x)*(point_y[0]-y)
- -(point_y[2]-y)*(point_x[0]-x)) >=0 )
+ for (y = y1; y <= y2; y++) {
+ for (x = x1; x <= x2; x++) {
+ if (centersign*((point_x[0] - x)*(point_y[1] - y)
+ - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
+ centersign*((point_x[1] - x)*(point_y[2] - y)
+ - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
+ 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) && projectable(py, px, y, x)) {
- (void)project_o(0,0,y,x,dam,GF_MANA);
+ 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);
}
}
}
}
- for( y=y1 ; y <=y2 ; y++ ){
- for( x=x1 ; x <=x2 ; x++ ){
- if( centersign*( (point_x[0]-x)*(point_y[1]-y)
- -(point_y[0]-y)*(point_x[1]-x)) >=0 &&
- centersign*( (point_x[1]-x)*(point_y[2]-y)
- -(point_y[1]-y)*(point_x[2]-x)) >=0 &&
- centersign*( (point_x[2]-x)*(point_y[0]-y)
- -(point_y[2]-y)*(point_x[0]-x)) >=0 )
+ for (y = y1; y <= y2; y++) {
+ for (x = x1; x <= x2; x++) {
+ if (centersign*((point_x[0] - x)*(point_y[1] - y)
+ - (point_y[0] - y)*(point_x[1] - x)) >= 0 &&
+ centersign*((point_x[1] - x)*(point_y[2] - y)
+ - (point_y[1] - y)*(point_x[2] - x)) >= 0 &&
+ 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) && projectable(py, px, y, x)) {
- (void)project_m(0,0,y,x,dam,GF_MANA,
- (PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP),TRUE);
+ 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), 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
- remove_mirror(point_y[0],point_x[0]);
+ if (one_in_(7)) {
+ 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;
}
-void seal_of_mirror( int dam )
+/*!
+ * @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(HIT_POINT dam)
{
- int x,y;
+ POSITION x, y;
- for( x = 0 ; x < cur_wid ; x++ )
+ for (x = 0; x < cur_wid; x++)
{
- for( y = 0 ; y < cur_hgt ; y++ )
+ for (y = 0; y < cur_hgt; y++)
{
- if( is_mirror_grid(&cave[y][x]))
+ 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),TRUE))
+ if (project_m(0, 0, y, x, dam, GF_GENOCIDE,
+ (PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP), TRUE))
{
- if( !cave[y][x].m_idx )
+ if (!cave[y][x].m_idx)
{
- remove_mirror(y,x);
+ remove_mirror(y, x);
}
}
}
}
return;
}
-
+