-/* File: spells3.c */
-
-/*
+/*!
+ * @file spells3.c
+ * @brief 魔法効果の実装/ Spell code (part 3)
+ * @date 2014/07/26
+ * @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 code (part 3) */
-
#include "angband.h"
-/* Maximum number of tries for teleporting */
+/*! テレポート先探索の試行数 / Maximum number of tries for teleporting */
#define MAX_TRIES 100
-/* 1/x chance of reducing stats (for elemental attacks) */
+/*! 能力値現象の基本確率(1 / HURT_CHANCE) / 1/x chance of reducing stats (for elemental attacks) */
#define HURT_CHANCE 16
-
-static bool cave_monster_teleportable_bold(int m_idx, int y, int x, bool passive)
+/*!
+ * @brief 指定されたマスがモンスターのテレポート可能先かどうかを判定する。
+ * @param m_idx モンスターID
+ * @param y 移動先Y座標
+ * @param x 移動先X座標
+ * @param mode オプション
+ * @return テレポート先として妥当ならばtrue
+ */
+static bool cave_monster_teleportable_bold(int m_idx, int y, int x, u32b mode)
{
monster_type *m_ptr = &m_list[m_idx];
cave_type *c_ptr = &cave[y][x];
if (is_glyph_grid(c_ptr)) return FALSE;
if (is_explosive_rune_grid(c_ptr)) return FALSE;
- if (!passive)
+ if (!(mode & TELEPORT_PASSIVE))
{
if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
}
}
-/*
+/*!
+ * @brief モンスターのテレポートアウェイ処理 /
* Teleport a monster, normally up to "dis" grids away.
- *
+ * @param m_idx モンスターID
+ * @param dis テレポート距離
+ * @param mode オプション
+ * @return テレポートが実際に行われたらtrue
+ * @details
* Attempt to move the monster at least "dis/2" grids away.
- *
* But allow variation to prevent infinite loops.
*/
-bool teleport_away(int m_idx, int dis, bool dec_valour, bool passive)
+bool teleport_away(int m_idx, int dis, u32b mode)
{
int oy, ox, d, i, min;
int tries = 0;
/* Minimum distance */
min = dis / 2;
- if (dec_valour &&
+ if ((mode & TELEPORT_DEC_VALOUR) &&
(((p_ptr->chp * 10) / p_ptr->mhp) > 5) &&
(4+randint1(5) < ((p_ptr->chp * 10) / p_ptr->mhp)))
{
/* Ignore illegal locations */
if (!in_bounds(ny, nx)) continue;
- if (!cave_monster_teleportable_bold(m_idx, ny, nx, passive)) continue;
+ if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
/* No teleporting into vaults and such */
if (!(p_ptr->inside_quest || p_ptr->inside_arena))
/* Sound */
sound(SOUND_TPOTHER);
- /* Update the new location */
- cave[ny][nx].m_idx = m_idx;
-
/* Update the old location */
cave[oy][ox].m_idx = 0;
+ /* Update the new location */
+ cave[ny][nx].m_idx = m_idx;
+
/* Move the monster */
m_ptr->fy = ny;
m_ptr->fx = nx;
}
-
-/*
+/*!
+ * @brief モンスターを指定された座標付近にテレポートする /
* Teleport monster next to a grid near the given location
+ * @param m_idx モンスターID
+ * @param ty 目安Y座標
+ * @param tx 目安X座標
+ * @param power テレポート成功確率
+ * @param mode オプション
+ * @return なし
*/
-void teleport_monster_to(int m_idx, int ty, int tx, int power, bool passive)
+void teleport_monster_to(int m_idx, int ty, int tx, int power, u32b mode)
{
int ny, nx, oy, ox, d, i, min;
int attempts = 500;
/* Ignore illegal locations */
if (!in_bounds(ny, nx)) continue;
- if (!cave_monster_teleportable_bold(m_idx, ny, nx, passive)) continue;
+ if (!cave_monster_teleportable_bold(m_idx, ny, nx, mode)) continue;
/* No teleporting into vaults and such */
/* if (cave[ny][nx].info & (CAVE_ICKY)) continue; */
/* Sound */
sound(SOUND_TPOTHER);
- /* Update the new location */
- cave[ny][nx].m_idx = m_idx;
-
/* Update the old location */
cave[oy][ox].m_idx = 0;
+ /* Update the new location */
+ cave[ny][nx].m_idx = m_idx;
+
/* Move the monster */
m_ptr->fy = ny;
m_ptr->fx = nx;
p_ptr->update |= (PU_MON_LITE);
}
-
-bool cave_player_teleportable_bold(int y, int x, bool passive, bool nonmagical)
+/*!
+ * @brief 指定されたマスにプレイヤーがテレポート可能かどうかを判定する。
+ * @param y 移動先Y座標
+ * @param x 移動先X座標
+ * @param mode オプション
+ * @return テレポート先として妥当ならばtrue
+ */
+bool cave_player_teleportable_bold(int y, int x, u32b mode)
{
cave_type *c_ptr = &cave[y][x];
feature_type *f_ptr = &f_info[c_ptr->feat];
if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
/* No magical teleporting into vaults and such */
- if (!nonmagical && (c_ptr->info & CAVE_ICKY)) return FALSE;
+ if (!(mode & TELEPORT_NONMAGICAL) && (c_ptr->info & CAVE_ICKY)) return FALSE;
if (c_ptr->m_idx && (c_ptr->m_idx != p_ptr->riding)) return FALSE;
- if (!passive)
+ /* don't teleport on a trap. */
+ if (have_flag(f_ptr->flags, FF_HIT_TRAP)) return FALSE;
+
+ if (!(mode & TELEPORT_PASSIVE))
{
if (!player_can_enter(c_ptr->feat, 0)) return FALSE;
if (!p_ptr->levitation) return FALSE;
}
- if (have_flag(f_ptr->flags, FF_HIT_TRAP))
- {
- if (!is_known_trap(c_ptr) || !trap_can_be_ignored(c_ptr->feat)) return FALSE;
- }
}
return TRUE;
}
-/*
+/*! テレポート最大距離 */
+#define MAX_TELEPORT_DISTANCE 200
+
+/*!
+ * @brief プレイヤーのテレポート先選定と移動処理 /
* Teleport the player to a location up to "dis" grids away.
- *
+ * @param dis 基本移動距離
+ * @param mode オプション
+ * @return 実際にテレポート処理が行われたらtrue
+ * @details
+ * <pre>
* If no such spaces are readily available, the distance may increase.
* Try very hard to move the player at least a quarter that distance.
*
- * When long-range teleport effects are considered, there is a nasty
- * tendency to "bounce" the player between two or three different spots
- * because these are the only spots that are "far enough" way to satisfy
- * the algorithm. Therefore, if the teleport distance is more than 50,
- * we decrease the minimum acceptable distance to try to increase randomness.
- * -GJW
+ * There was a nasty tendency for a long time; which was causing the
+ * player to "bounce" between two or three different spots because
+ * these are the only spots that are "far enough" way to satisfy the
+ * algorithm.
+ *
+ * But this tendency is now removed; in the new algorithm, a list of
+ * candidates is selected first, which includes at least 50% of all
+ * floor grids within the distance, and any single grid in this list
+ * of candidates has equal possibility to be choosen as a destination.
+ * </pre>
*/
-void teleport_player(int dis, bool passive)
+
+bool teleport_player_aux(int dis, u32b mode)
{
- int d, i, min, ox, oy;
- int tries = 0;
+ int candidates_at[MAX_TELEPORT_DISTANCE + 1];
+ int total_candidates, cur_candidates;
+ int y = 0, x = 0, min, pick, i;
- int xx, yy;
+ int left = MAX(1, p_ptr->x - dis);
+ int right = MIN(cur_wid - 2, p_ptr->x + dis);
+ int top = MAX(1, p_ptr->y - dis);
+ int bottom = MIN(cur_hgt - 2, p_ptr->y + dis);
- /* Initialize */
- int y = py;
- int x = px;
+ if (p_ptr->wild_mode) return FALSE;
- bool look = TRUE;
+ if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
+ {
+ msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
+ return FALSE;
+ }
- if (p_ptr->wild_mode) return;
+ /* Initialize counters */
+ total_candidates = 0;
+ for (i = 0; i <= MAX_TELEPORT_DISTANCE; i++)
+ candidates_at[i] = 0;
- if (p_ptr->anti_tele)
+ /* Limit the distance */
+ if (dis > MAX_TELEPORT_DISTANCE) dis = MAX_TELEPORT_DISTANCE;
+
+ /* Search valid locations */
+ for (y = top; y <= bottom; y++)
{
-#ifdef JP
-msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
-#else
- msg_print("A mysterious force prevents you from teleporting!");
-#endif
+ for (x = left; x <= right; x++)
+ {
+ int d;
- return;
- }
+ /* Skip illegal locations */
+ if (!cave_player_teleportable_bold(y, x, mode)) continue;
- if (dis > 200) dis = 200; /* To be on the safe side... */
+ /* Calculate distance */
+ d = distance(p_ptr->y, p_ptr->x, y, x);
- /* Minimum distance */
- min = dis / (dis > 50 ? 3 : 2);
+ /* Skip too far locations */
+ if (d > dis) continue;
- /* Look until done */
- while (look)
+ /* Count the total number of candidates */
+ total_candidates++;
+
+ /* Count the number of candidates in this circumference */
+ candidates_at[d]++;
+ }
+ }
+
+ /* No valid location! */
+ if (0 == total_candidates) return FALSE;
+
+ /* Fix the minimum distance */
+ for (cur_candidates = 0, min = dis; min >= 0; min--)
{
- tries++;
+ cur_candidates += candidates_at[min];
- /* Verify max distance */
- if (dis > 200) dis = 200;
+ /* 50% of all candidates will have an equal chance to be choosen. */
+ if (cur_candidates && (cur_candidates >= total_candidates / 2)) break;
+ }
- /* Try several locations */
- for (i = 0; i < 500; i++)
- {
- /* Pick a (possibly illegal) location */
- while (1)
- {
- y = rand_spread(py, dis);
- x = rand_spread(px, dis);
- d = distance(py, px, y, x);
- if ((d >= min) && (d <= dis)) break;
- }
+ /* Pick up a single location randomly */
+ pick = randint1(cur_candidates);
- /* Ignore illegal locations */
- if (!in_bounds(y, x)) continue;
+ /* Search again the choosen location */
+ for (y = top; y <= bottom; y++)
+ {
+ for (x = left; x <= right; x++)
+ {
+ int d;
- if (!cave_player_teleportable_bold(y, x, passive, FALSE)) continue;
+ /* Skip illegal locations */
+ if (!cave_player_teleportable_bold(y, x, mode)) continue;
- /* This grid looks good */
- look = FALSE;
+ /* Calculate distance */
+ d = distance(p_ptr->y, p_ptr->x, y, x);
- /* Stop looking */
- break;
- }
+ /* Skip too far locations */
+ if (d > dis) continue;
- /* Increase the maximum distance */
- dis = dis * 2;
+ /* Skip too close locations */
+ if (d < min) continue;
- /* Decrease the minimum distance */
- min = min / 2;
+ /* This grid was picked up? */
+ pick--;
+ if (!pick) break;
+ }
- /* Stop after MAX_TRIES tries */
- if (tries > MAX_TRIES) return;
+ /* Exit the loop */
+ if (!pick) break;
}
+ if (player_bold(y, x)) return FALSE;
+
/* Sound */
sound(SOUND_TELEPORT);
#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_format("¡Ø¤³¤Ã¤Á¤À¤¡¡¢%s¡Ù", player_name);
+ msg_format("『こっちだぁ、%s』", p_ptr->name);
#endif
- /* Save the old location */
- oy = py;
- ox = px;
-
/* Move the player */
(void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
+ return TRUE;
+}
+
+/*!
+ * @brief プレイヤーのテレポート処理メインルーチン
+ * @param dis 基本移動距離
+ * @param mode オプション
+ * @return なし
+ */
+void teleport_player(int dis, u32b mode)
+{
+ int yy, xx;
+
+ /* Save the old location */
+ int oy = p_ptr->y;
+ int ox = p_ptr->x;
+
+ if (!teleport_player_aux(dis, mode)) return;
+
/* Monsters with teleport ability may follow the player */
for (xx = -1; xx < 2; xx++)
{
int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
/* A monster except your mount may follow */
- if (tmp_m_idx && p_ptr->riding != tmp_m_idx)
+ if (tmp_m_idx && (p_ptr->riding != tmp_m_idx))
{
monster_type *m_ptr = &m_list[tmp_m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
* The latter limitation is to avoid
* totally unkillable suckers...
*/
- if ((r_ptr->flags6 & RF6_TPORT) &&
+ if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
!(r_ptr->flagsr & RFR_RES_TELE))
{
- if (!m_ptr->csleep) teleport_monster_to(tmp_m_idx, y, x, r_ptr->level, FALSE);
+ if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
}
}
}
}
+/*!
+ * @brief プレイヤーのテレポートアウェイ処理 /
+ * @param m_idx アウェイを試みたプレイヤーID
+ * @param dis テレポート距離
+ * @return なし
+ */
+void teleport_player_away(int m_idx, int dis)
+{
+ int yy, xx;
+
+ /* Save the old location */
+ int oy = p_ptr->y;
+ int ox = p_ptr->x;
+
+ if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
+
+ /* Monsters with teleport ability may follow the player */
+ for (xx = -1; xx < 2; xx++)
+ {
+ for (yy = -1; yy < 2; yy++)
+ {
+ int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+
+ /* A monster except your mount or caster may follow */
+ if (tmp_m_idx && (p_ptr->riding != tmp_m_idx) && (m_idx != tmp_m_idx))
+ {
+ monster_type *m_ptr = &m_list[tmp_m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+
+ /*
+ * The latter limitation is to avoid
+ * totally unkillable suckers...
+ */
+ if ((r_ptr->a_ability_flags2 & RF6_TPORT) &&
+ !(r_ptr->flagsr & RFR_RES_TELE))
+ {
+ if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
+ }
+ }
+ }
+ }
+}
+
-/*
+/*!
+ * @brief プレイヤーを指定位置近辺にテレポートさせる
* Teleport player to a grid near the given location
- *
+ * @param ny 目標Y座標
+ * @param nx 目標X座標
+ * @param mode オプションフラグ
+ * @return なし
+ * @details
+ * <pre>
* This function is slightly obsessive about correctness.
* This function allows teleporting into vaults (!)
+ * </pre>
*/
-void teleport_player_to(int ny, int nx, bool no_tele, bool passive)
+void teleport_player_to(int ny, int nx, u32b mode)
{
int y, x, dis = 0, ctr = 0;
- if (p_ptr->anti_tele && no_tele)
+ if (p_ptr->anti_tele && !(mode & TELEPORT_NONMAGICAL))
{
-#ifdef JP
- msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
-#else
- msg_print("A mysterious force prevents you from teleporting!");
-#endif
-
+ msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
return;
}
}
/* Accept any grid when wizard mode */
- if (p_ptr->wizard && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
+ if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
/* Accept teleportable floor grids */
- if (cave_player_teleportable_bold(y, x, passive, !no_tele)) break;
+ if (cave_player_teleportable_bold(y, x, mode)) break;
/* Occasionally advance the distance */
if (++ctr > (4 * dis * dis + 4 * dis + 1))
}
+void teleport_away_followable(int m_idx)
+{
+ monster_type *m_ptr = &m_list[m_idx];
+ int oldfy = m_ptr->fy;
+ int oldfx = m_ptr->fx;
+ bool old_ml = m_ptr->ml;
+ int old_cdis = m_ptr->cdis;
+
+ teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
+
+ if (old_ml && (old_cdis <= MAX_SIGHT) && !world_monster && !p_ptr->inside_battle && los(p_ptr->y, p_ptr->x, oldfy, oldfx))
+ {
+ bool follow = FALSE;
-/*
+ if ((p_ptr->muta1 & MUT1_VTELEPORT) || (p_ptr->pclass == CLASS_IMITATOR)) follow = TRUE;
+ else
+ {
+ u32b flgs[TR_FLAG_SIZE];
+ object_type *o_ptr;
+ int i;
+
+ for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
+ {
+ o_ptr = &inventory[i];
+ if (o_ptr->k_idx && !object_is_cursed(o_ptr))
+ {
+ object_flags(o_ptr, flgs);
+ if (have_flag(flgs, TR_TELEPORT))
+ {
+ follow = TRUE;
+ break;
+ }
+ }
+ }
+ }
+
+ if (follow)
+ {
+ if (get_check_strict(_("ついていきますか?", "Do you follow it? "), CHECK_OKAY_CANCEL))
+ {
+ if (one_in_(3))
+ {
+ teleport_player(200, TELEPORT_PASSIVE);
+ msg_print(_("失敗!", "Failed!"));
+ }
+ else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
+ p_ptr->energy_need += ENERGY_NEED();
+ }
+ }
+ }
+}
+
+
+/*!
+ * @brief プレイヤー及びモンスターをレベルテレポートさせる /
* Teleport the player one level up or down (random when legal)
- * Note: If m_idx <= 0, target is player.
+ * @param m_idx テレポートの対象となるモンスターID(0ならばプレイヤー) / If m_idx <= 0, target is player.
+ * @return なし
*/
void teleport_level(int m_idx)
{
if (m_idx <= 0) /* To player */
{
-#ifdef JP
- strcpy(m_name, "¤¢¤Ê¤¿");
-#else
- strcpy(m_name, "you");
-#endif
+ strcpy(m_name, _("あなた", "you"));
}
else /* To monster */
{
/* No effect in some case */
if (TELE_LEVEL_IS_INEFF(m_idx))
{
-#ifdef JP
- if (see_m) msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
-#else
- if (see_m) msg_print("There is no effect.");
-#endif
-
+ if (see_m) msg_print(_("効果がなかった。", "There is no effect."));
return;
}
if ((m_idx <= 0) && p_ptr->anti_tele) /* To player */
{
-#ifdef JP
- msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
-#else
- msg_print("A mysterious force prevents you from teleporting!");
-#endif
+ msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
return;
}
if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
{
#ifdef JP
- if (see_m) msg_format("%^s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
+ if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
#else
if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
#endif
if (!dun_level)
{
dungeon_type = p_ptr->recall_dungeon;
- p_ptr->oldpy = py;
- p_ptr->oldpx = px;
+ p_ptr->oldpy = p_ptr->y;
+ p_ptr->oldpx = p_ptr->x;
}
if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
{
#ifdef JP
- if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
+ if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
#else
if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
#endif
else if (go_up)
{
#ifdef JP
- if (see_m) msg_format("%^s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤¯¡£", m_name);
+ if (see_m) msg_format("%^sは天井を突き破って宙へ浮いていく。", m_name);
#else
if (see_m) msg_format("%^s rise%s up through the ceiling.", m_name, (m_idx <= 0) ? "" : "s");
#endif
else
{
#ifdef JP
- if (see_m) msg_format("%^s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤¯¡£", m_name);
+ if (see_m) msg_format("%^sは床を突き破って沈んでいく。", m_name);
#else
if (see_m) msg_format("%^s sink%s through the floor.", m_name, (m_idx <= 0) ? "" : "s");
#endif
/* Check for quest completion */
check_quest_completion(m_ptr);
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+ {
+ char m2_name[80];
+
+ monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_TELE_LEVEL, m2_name);
+ }
+
delete_monster_idx(m_idx);
}
}
-
+/*!
+ * @brief これまでに入ったダンジョンの一覧を表示する
+ * @param note ダンジョンに施す処理記述
+ * @param y コンソールY座標
+ * @param x コンソールX座標
+ * @return なし
+ */
int choose_dungeon(cptr note, int y, int x)
{
int select_dungeon;
if (max_dlv[DUNGEON_ANGBAND]) return DUNGEON_ANGBAND;
else
{
-#ifdef JP
- msg_format("¤Þ¤À%s¤ËÆþ¤Ã¤¿¤³¤È¤Ï¤Ê¤¤¡£", d_name + d_info[DUNGEON_ANGBAND].name);
-#else
- msg_format("You haven't entered %s yet.", d_name + d_info[DUNGEON_ANGBAND].name);
-#endif
+ msg_format(_("まだ%sに入ったことはない。", "You haven't entered %s yet."), d_name + d_info[DUNGEON_ANGBAND].name);
msg_print(NULL);
return 0;
}
}
else if (max_dlv[i] == d_info[i].maxdepth) seiha = TRUE;
-#ifdef JP
- sprintf(buf," %c) %c%-12s : ºÇÂç %d ³¬", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
-#else
- sprintf(buf," %c) %c%-16s : Max level %d", 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
-#endif
+ sprintf(buf,_(" %c) %c%-12s : 最大 %d 階", " %c) %c%-16s : Max level %d"),
+ 'a'+num, seiha ? '!' : ' ', d_name + d_info[i].name, max_dlv[i]);
prt(buf, y + num, x);
dun[num++] = i;
}
if (!num)
{
-#ifdef JP
- prt(" Áª¤Ù¤ë¥À¥ó¥¸¥ç¥ó¤¬¤Ê¤¤¡£", y, x);
-#else
- prt(" No dungeon is available.", y, x);
-#endif
+ prt(_(" 選べるダンジョンがない。", " No dungeon is available."), y, x);
}
-#ifdef JP
- prt(format("¤É¤Î¥À¥ó¥¸¥ç¥ó%s¤·¤Þ¤¹¤«:", note), 0, 0);
-#else
- prt(format("Which dungeon do you %s?: ", note), 0, 0);
-#endif
+ prt(format(_("どのダンジョン%sしますか:", "Which dungeon do you %s?: "), note), 0, 0);
while(1)
{
i = inkey();
}
-/*
+/*!
+ * @brief プレイヤーの帰還発動及び中止処理 /
* Recall the player to town or dungeon
+ * @param turns 発動までのターン数
+ * @return 常にTRUEを返す
*/
bool recall_player(int turns)
{
/* Ironman option */
if (p_ptr->inside_arena || ironman_downward)
{
-#ifdef JP
-msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("Nothing happens.");
-#endif
-
+ msg_print(_("何も起こらなかった。", "Nothing happens."));
return TRUE;
}
if (dun_level && (max_dlv[dungeon_type] > dun_level) && !p_ptr->inside_quest && !p_ptr->word_recall)
{
-#ifdef JP
-if (get_check("¤³¤³¤ÏºÇ¿¼Åþ㳬¤è¤êÀõ¤¤³¬¤Ç¤¹¡£¤³¤Î³¬¤ËÌá¤Ã¤ÆÍè¤Þ¤¹¤«¡© "))
-#else
- if (get_check("Reset recall depth? "))
-#endif
+ if (get_check(_("ここは最深到達階より浅い階です。この階に戻って来ますか? ", "Reset recall depth? ")))
{
max_dlv[dungeon_type] = dun_level;
if (record_maxdepth)
-#ifdef JP
- do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "µ¢´Ô¤Î¤È¤¤Ë");
-#else
- do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, "when recall from dungeon");
-#endif
+ do_cmd_write_nikki(NIKKI_TRUMP, dungeon_type, _("帰還のときに", "when recall from dungeon"));
}
}
if (!dun_level)
{
int select_dungeon;
-#ifdef JP
- select_dungeon = choose_dungeon("¤Ëµ¢´Ô", 2, 14);
-#else
- select_dungeon = choose_dungeon("recall", 2, 14);
-#endif
+ select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
if (!select_dungeon) return FALSE;
p_ptr->recall_dungeon = select_dungeon;
}
p_ptr->word_recall = turns;
-#ifdef JP
-msg_print("²ó¤ê¤ÎÂ絤¤¬Ä¥¤ê¤Ä¤á¤Æ¤¤¿...");
-#else
- msg_print("The air about you becomes charged...");
-#endif
-
+ msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
p_ptr->redraw |= (PR_STATUS);
}
else
{
p_ptr->word_recall = 0;
-#ifdef JP
-msg_print("Ä¥¤ê¤Ä¤á¤¿Â絤¤¬Î®¤ìµî¤Ã¤¿...");
-#else
- msg_print("A tension leaves the air around you...");
-#endif
-
+ msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
p_ptr->redraw |= (PR_STATUS);
}
return TRUE;
}
-
+/*!
+ * @brief 帰還用メインルーチン
+ * @return 常にTRUEを返す
+ */
bool word_of_recall(void)
{
return(recall_player(randint0(21) + 15));
}
-
+/*!
+ * @brief フロア・リセット処理
+ * @return リセット処理が実際に行われたらTRUEを返す
+ */
bool reset_recall(void)
{
int select_dungeon, dummy = 0;
char ppp[80];
char tmp_val[160];
-#ifdef JP
- select_dungeon = choose_dungeon("¤ò¥»¥Ã¥È", 2, 14);
-#else
- select_dungeon = choose_dungeon("reset", 2, 14);
-#endif
+ select_dungeon = choose_dungeon(_("をセット", "reset"), 2, 14);
/* Ironman option */
if (ironman_downward)
{
-#ifdef JP
- msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("Nothing happens.");
-#endif
-
+ msg_print(_("何も起こらなかった。", "Nothing happens."));
return TRUE;
}
if (!select_dungeon) return FALSE;
/* Prompt */
-#ifdef JP
-sprintf(ppp, "²¿³¬¤Ë¥»¥Ã¥È¤·¤Þ¤¹¤« (%d-%d):", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
-#else
- sprintf(ppp, "Reset to which level (%d-%d): ", d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
-#endif
-
+ sprintf(ppp, _("何階にセットしますか (%d-%d):", "Reset to which level (%d-%d): "), d_info[select_dungeon].mindepth, max_dlv[select_dungeon]);
/* Default */
sprintf(tmp_val, "%d", MAX(dun_level, 1));
max_dlv[select_dungeon] = dummy;
if (record_maxdepth)
-#ifdef JP
- do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "¥Õ¥í¥¢¡¦¥ê¥»¥Ã¥È¤Ç");
-#else
- do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "using a scroll of reset recall");
-#endif
+ do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("フロア・リセットで", "using a scroll of reset recall"));
/* Accept request */
#ifdef JP
-msg_format("%s¤Îµ¢´Ô¥ì¥Ù¥ë¤ò %d ³¬¤Ë¥»¥Ã¥È¡£", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
+msg_format("%sの帰還レベルを %d 階にセット。", d_name+d_info[select_dungeon].name, dummy, dummy * 50);
#else
msg_format("Recall depth set to level %d (%d').", dummy, dummy * 50);
#endif
}
-/*
+/*!
+ * @brief プレイヤーの装備劣化処理 /
* Apply disenchantment to the player's stuff
- *
- * XXX XXX XXX This function is also called from the "melee" code
- *
+ * @param mode 最下位ビットが1ならば劣化処理が若干低減される
+ * @return 劣化処理に関するメッセージが発せられた場合はTRUEを返す /
* Return "TRUE" if the player notices anything
*/
bool apply_disenchant(int mode)
{
/* Message */
#ifdef JP
-msg_format("%s(%c)¤ÏÎô²½¤òÄ·¤ÍÊÖ¤·¤¿¡ª",o_name, index_to_label(t) );
+msg_format("%s(%c)は劣化を跳ね返した!",o_name, index_to_label(t) );
#else
msg_format("Your %s (%c) resist%s disenchantment!",
o_name, index_to_label(t),
{
/* Message */
#ifdef JP
- msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
+ msg_format("%s(%c)は劣化してしまった!",
o_name, index_to_label(t) );
#else
msg_format("Your %s (%c) %s disenchanted!",
return (TRUE);
}
-
+/*!
+ * @brief プレイヤーの突然変異処理
+ * @return なし
+ */
void mutate_player(void)
{
int max1, cur1, max2, cur2, ii, jj, i;
}
-/*
- * Apply Nexus
+/*!
+ * @brief プレイヤーの因果混乱処理 / Apply Nexus
+ * @param m_ptr 因果混乱をプレイヤーに与えたモンスターの情報参照ポインタ
+ * @return なし
*/
void apply_nexus(monster_type *m_ptr)
{
{
case 1: case 2: case 3:
{
- teleport_player(200, TRUE);
+ teleport_player(200, TELEPORT_PASSIVE);
break;
}
case 4: case 5:
{
- teleport_player_to(m_ptr->fy, m_ptr->fx, TRUE, TRUE);
+ teleport_player_to(m_ptr->fy, m_ptr->fx, TELEPORT_PASSIVE);
break;
}
{
if (randint0(100) < 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!"));
break;
}
{
if (randint0(100) < 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!"));
break;
}
-#ifdef JP
-msg_print("ÂΤ¬¤Í¤¸¤ì»Ï¤á¤¿...");
-#else
- msg_print("Your body starts to scramble...");
-#endif
-
+ msg_print(_("体がねじれ始めた...", "Your body starts to scramble..."));
mutate_player();
break;
}
}
-/*
+/*!
+ * @brief 寿命つき光源の燃素追加処理 /
* Charge a lite (torch or latern)
+ * @return なし
*/
void phlogiston(void)
{
/* No torch to refill */
else
{
-#ifdef JP
-msg_print("dzÁǤò¾ÃÈñ¤¹¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("You are not wielding anything which uses phlogiston.");
-#endif
-
+ msg_print(_("燃素を消費するアイテムを装備していません。", "You are not wielding anything which uses phlogiston."));
return;
}
if (o_ptr->xtra4 >= max_flog)
{
-#ifdef JP
-msg_print("¤³¤Î¥¢¥¤¥Æ¥à¤Ë¤Ï¤³¤ì°Ê¾ådzÁǤòÊä½¼¤Ç¤¤Þ¤»¤ó¡£");
-#else
- msg_print("No more phlogiston can be put in this item.");
-#endif
-
+ msg_print(_("このアイテムにはこれ以上燃素を補充できません。", "No more phlogiston can be put in this item."));
return;
}
o_ptr->xtra4 += (max_flog / 2);
/* Message */
-#ifdef JP
-msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ËdzÁǤòÊä½¼¤·¤¿¡£");
-#else
- msg_print("You add phlogiston to your light item.");
-#endif
-
+ msg_print(_("照明用アイテムに燃素を補充した。", "You add phlogiston to your light item."));
/* Comment */
if (o_ptr->xtra4 >= max_flog)
{
o_ptr->xtra4 = max_flog;
-#ifdef JP
-msg_print("¾ÈÌÀÍÑ¥¢¥¤¥Æ¥à¤ÏËþ¥¿¥ó¤Ë¤Ê¤Ã¤¿¡£");
-#else
- msg_print("Your light item is full.");
-#endif
-
+ msg_print(_("照明用アイテムは満タンになった。", "Your light item is full."));
}
/* Recalculate torch */
}
-/*
+/*!
+ * @brief 武器へのエゴ付加処理 /
* Brand the current weapon
+ * @param brand_type エゴ化ID(e_info.txtとは連動していない)
+ * @return なし
*/
void brand_weapon(int brand_type)
{
item_tester_no_ryoute = TRUE;
/* Get an item */
-#ifdef JP
-q = "¤É¤ÎÉð´ï¤ò¶¯²½¤·¤Þ¤¹¤«? ";
-s = "¶¯²½¤Ç¤¤ëÉð´ï¤¬¤Ê¤¤¡£";
-#else
- q = "Enchant which weapon? ";
- s = "You have nothing to enchant.";
-#endif
+ q = _("どの武器を強化しますか? ", "Enchant which weapon? ");
+ s = _("強化できる武器がない。", "You have nothing to enchant.");
if (!get_item(&item, q, s, (USE_EQUIP))) return;
case 17:
if (o_ptr->tval == TV_SWORD)
{
-#ifdef JP
-act = "¤Ï±Ô¤µ¤òÁý¤·¤¿¡ª";
-#else
- act = "becomes very sharp!";
-#endif
+ act = _("は鋭さを増した!", "becomes very sharp!");
o_ptr->name2 = EGO_SHARPNESS;
o_ptr->pval = m_bonus(5, dun_level) + 1;
+
+ if ((o_ptr->sval == SV_HAYABUSA) && (o_ptr->pval > 2))
+ o_ptr->pval = 2;
}
else
{
-#ifdef JP
-act = "¤ÏÇ˲õÎϤòÁý¤·¤¿¡ª";
-#else
- act = "seems very powerful.";
-#endif
-
+ act = _("は破壊力を増した!", "seems very powerful.");
o_ptr->name2 = EGO_EARTHQUAKES;
o_ptr->pval = m_bonus(3, dun_level);
}
break;
case 16:
-#ifdef JP
-act = "¤Ï¿Í´Ö¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
-#else
- act = "seems to be looking for humans!";
-#endif
-
- o_ptr->name2 = EGO_SLAY_HUMAN;
+ act = _("は人間の血を求めている!", "seems to be looking for humans!");
+ o_ptr->name2 = EGO_KILL_HUMAN;
break;
case 15:
-#ifdef JP
-act = "¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤¿¡ª";
-#else
- act = "covered with lightning!";
-#endif
-
+ act = _("は電撃に覆われた!", "covered with lightning!");
o_ptr->name2 = EGO_BRAND_ELEC;
break;
case 14:
-#ifdef JP
-act = "¤Ï»À¤Ëʤ¤ï¤ì¤¿¡ª";
-#else
- act = "coated with acid!";
-#endif
-
+ act = _("は酸に覆われた!", "coated with acid!");
o_ptr->name2 = EGO_BRAND_ACID;
break;
case 13:
-#ifdef JP
-act = "¤Ï¼Ù°¤Ê¤ë²øʪ¤òµá¤á¤Æ¤¤¤ë¡ª";
-#else
- act = "seems to be looking for evil monsters!";
-#endif
-
- o_ptr->name2 = EGO_SLAY_EVIL;
- break;
- case 12:
-#ifdef JP
-act = "¤Ï°ÛÀ¤³¦¤Î½»¿Í¤ÎÆùÂΤòµá¤á¤Æ¤¤¤ë¡ª";
-#else
- act = "seems to be looking for demons!";
-#endif
-
- o_ptr->name2 = EGO_SLAY_DEMON;
+ act = _("は邪悪なる怪物を求めている!", "seems to be looking for evil monsters!");
+ o_ptr->name2 = EGO_KILL_EVIL;
+ break;
+ case 12:
+ act = _("は異世界の住人の肉体を求めている!", "seems to be looking for demons!");
+ o_ptr->name2 = EGO_KILL_DEMON;
break;
case 11:
-#ifdef JP
-act = "¤Ï»Ó¤òµá¤á¤Æ¤¤¤ë¡ª";
-#else
- act = "seems to be looking for undead!";
-#endif
-
- o_ptr->name2 = EGO_SLAY_UNDEAD;
+ act = _("は屍を求めている!", "seems to be looking for undead!");
+ o_ptr->name2 = EGO_KILL_UNDEAD;
break;
case 10:
-#ifdef JP
-act = "¤Ïưʪ¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
-#else
- act = "seems to be looking for animals!";
-#endif
-
- o_ptr->name2 = EGO_SLAY_ANIMAL;
+ act = _("は動物の血を求めている!", "seems to be looking for animals!");
+ o_ptr->name2 = EGO_KILL_ANIMAL;
break;
case 9:
-#ifdef JP
-act = "¤Ï¥É¥é¥´¥ó¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
-#else
- act = "seems to be looking for dragons!";
-#endif
-
- o_ptr->name2 = EGO_SLAY_DRAGON;
+ act = _("はドラゴンの血を求めている!", "seems to be looking for dragons!");
+ o_ptr->name2 = EGO_KILL_DRAGON;
break;
case 8:
-#ifdef JP
-act = "¤Ï¥È¥í¥ë¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
-#else
- act = "seems to be looking for troll!s";
-#endif
-
- o_ptr->name2 = EGO_SLAY_TROLL;
+ act = _("はトロルの血を求めている!", "seems to be looking for troll!s");
+ o_ptr->name2 = EGO_KILL_TROLL;
break;
case 7:
-#ifdef JP
-act = "¤Ï¥ª¡¼¥¯¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
-#else
- act = "seems to be looking for orcs!";
-#endif
-
- o_ptr->name2 = EGO_SLAY_ORC;
+ act = _("はオークの血を求めている!", "seems to be looking for orcs!");
+ o_ptr->name2 = EGO_KILL_ORC;
break;
case 6:
-#ifdef JP
-act = "¤Ïµð¿Í¤Î·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
-#else
- act = "seems to be looking for giants!";
-#endif
-
- o_ptr->name2 = EGO_SLAY_GIANT;
+ act = _("は巨人の血を求めている!", "seems to be looking for giants!");
+ o_ptr->name2 = EGO_KILL_GIANT;
break;
case 5:
-#ifdef JP
-act = "¤ÏÈó¾ï¤ËÉÔ°ÂÄê¤Ë¤Ê¤Ã¤¿¤è¤¦¤À¡£";
-#else
- act = "seems very unstable now.";
-#endif
-
+ act = _("は非常に不安定になったようだ。", "seems very unstable now.");
o_ptr->name2 = EGO_TRUMP;
o_ptr->pval = randint1(2);
break;
case 4:
-#ifdef JP
-act = "¤Ï·ì¤òµá¤á¤Æ¤¤¤ë¡ª";
-#else
- act = "thirsts for blood!";
-#endif
-
+ act = _("は血を求めている!", "thirsts for blood!");
o_ptr->name2 = EGO_VAMPIRIC;
break;
case 3:
-#ifdef JP
-act = "¤ÏÆǤËʤ¤ï¤ì¤¿¡£";
-#else
- act = "is coated with poison.";
-#endif
-
+ act = _("は毒に覆われた。", "is coated with poison.");
o_ptr->name2 = EGO_BRAND_POIS;
break;
case 2:
-#ifdef JP
-act = "¤Ï½ã¥í¥°¥ë¥¹¤Ë°û¤ß¹þ¤Þ¤ì¤¿¡£";
-#else
- act = "is engulfed in raw Logrus!";
-#endif
-
+ act = _("は純ログルスに飲み込まれた。", "is engulfed in raw Logrus!");
o_ptr->name2 = EGO_CHAOTIC;
break;
case 1:
-#ifdef JP
-act = "¤Ï±ê¤Î¥·¡¼¥ë¥É¤Ëʤ¤ï¤ì¤¿¡ª";
-#else
- act = "is covered in a fiery shield!";
-#endif
-
+ act = _("は炎のシールドに覆われた!", "is covered in a fiery shield!");
o_ptr->name2 = EGO_BRAND_FIRE;
break;
default:
-#ifdef JP
-act = "¤Ï¿¼¤¯Î䤿¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿¡ª";
-#else
- act = "glows deep, icy blue!";
-#endif
-
+ act = _("は深く冷たいブルーに輝いた!", "glows deep, icy blue!");
o_ptr->name2 = EGO_BRAND_COLD;
break;
}
-#ifdef JP
-msg_format("¤¢¤Ê¤¿¤Î%s%s", o_name, act);
-#else
- msg_format("Your %s %s", o_name, act);
-#endif
-
-
+ msg_format(_("あなたの%s%s", "Your %s %s"), o_name, act);
enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
o_ptr->discount = 99;
{
if (flush_failure) flush();
-#ifdef JP
-msg_print("°ÀÉղä˼ºÇÔ¤·¤¿¡£");
-#else
- msg_print("The Branding failed.");
-#endif
-
+ msg_print(_("属性付加に失敗した。", "The Branding failed."));
chg_virtue(V_ENCHANT, -2);
}
calc_android_exp();
}
-/*
+/*!
+ * @brief 虚無招来によるフロア中の全壁除去処理 /
* Vanish all walls in this floor
+ * @return 実際に処理が反映された場合TRUE
*/
static bool vanish_dungeon(void)
{
m_ptr = &m_list[c_ptr->m_idx];
/* Awake monster */
- if (c_ptr->m_idx && m_ptr->csleep)
+ if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
{
/* Reset sleep counter */
- m_ptr->csleep = 0;
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
/* Notice the "waking up" */
- if (is_seen(m_ptr))
+ if (m_ptr->ml)
{
/* Acquire the monster name */
monster_desc(m_name, m_ptr, 0);
/* Dump a message */
-#ifdef JP
- msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
-#else
- msg_format("%^s wakes up.", m_name);
-#endif
- }
-
- if (m_ptr->ml)
- {
- /* Redraw the health bar */
- 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);
+ msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
}
}
return TRUE;
}
-
+/*!
+ * @brief 虚無招来処理 /
+ * @return なし
+ */
void call_the_(void)
{
int i;
for (i = 0; i < 9; i++)
{
- c_ptr = &cave[py + ddy_ddd[i]][px + ddx_ddd[i]];
+ c_ptr = &cave[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
{
/* Prevent destruction of quest levels and town */
else if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
{
-#ifdef JP
- msg_print("ÃÏÌ̤¬Íɤ줿¡£");
-#else
- msg_print("The ground trembles.");
-#endif
+ msg_print(_("地面が揺れた。", "The ground trembles."));
}
else
{
#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤òÊɤ˶᤹¤®¤ë¾ì½ê¤Ç¾§¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª",
- ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "µ§¤ê" : "¼öʸ"));
- msg_print("Â礤ÊÇúȯ²»¤¬¤¢¤Ã¤¿¡ª");
+ msg_format("あなたは%sを壁に近すぎる場所で唱えてしまった!",
+ ((mp_ptr->spell_book == TV_LIFE_BOOK) ? "祈り" : "呪文"));
+ msg_print("大きな爆発音があった!");
#else
msg_format("You %s the %s too close to a wall!",
((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
if (one_in_(666))
{
-#ifdef JP
- if (!vanish_dungeon()) msg_print("¥À¥ó¥¸¥ç¥ó¤Ï°ì½ÖÀŤޤêÊ֤ä¿¡£");
-#else
- if (!vanish_dungeon()) msg_print("The dungeon silences a moment.");
-#endif
+ if (!vanish_dungeon()) msg_print(_("ダンジョンは一瞬静まり返った。", "The dungeon silences a moment."));
}
else
{
- if (destroy_area(py, px, 15 + p_ptr->lev + randint0(11), FALSE))
-#ifdef JP
- msg_print("¥À¥ó¥¸¥ç¥ó¤¬Êø²õ¤·¤¿...");
-#else
- msg_print("The dungeon collapses...");
-#endif
-
+ if (destroy_area(p_ptr->y, p_ptr->x, 15 + p_ptr->lev + randint0(11), FALSE))
+ msg_print(_("ダンジョンが崩壊した...", "The dungeon collapses..."));
else
-#ifdef JP
- msg_print("¥À¥ó¥¸¥ç¥ó¤ÏÂ礤¯Íɤ줿¡£");
-#else
- msg_print("The dungeon trembles.");
-#endif
+ msg_print(_("ダンジョンは大きく揺れた。", "The dungeon trembles."));
}
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "¼«»¦Åª¤Êµõ̵¾·Íè", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), "a suicidal Call the Void", -1);
-#endif
+ take_hit(DAMAGE_NOESCAPE, 100 + randint1(150), _("自殺的な虚無招来", "a suicidal Call the Void"), -1);
}
}
-/*
+/*!
+ * @brief アイテム引き寄せ処理 /
* Fetch an item (teleport it right underneath the caster)
+ * @param dir 魔法の発動方向
+ * @param wgt 許容重量
+ * @param require_los 射線の通りを要求するならばTRUE
+ * @return なし
*/
void fetch(int dir, int wgt, bool require_los)
{
char o_name[MAX_NLEN];
/* Check to see if an object is already there */
- if (cave[py][px].o_idx)
+ if (cave[p_ptr->y][p_ptr->x].o_idx)
{
-#ifdef JP
-msg_print("¼«Ê¬¤Î¤β¼¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡£");
-#else
- msg_print("You can't fetch when you're already standing on something.");
-#endif
-
+ msg_print(_("自分の足の下にある物は取れません。", "You can't fetch when you're already standing on something."));
return;
}
tx = target_col;
ty = target_row;
- if (distance(py, px, ty, tx) > MAX_RANGE)
+ if (distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE)
{
-#ifdef JP
-msg_print("¤½¤ó¤Ê¤Ë±ó¤¯¤Ë¤¢¤ëʪ¤Ï¼è¤ì¤Þ¤»¤ó¡ª");
-#else
- msg_print("You can't fetch something that far away!");
-#endif
-
+ msg_print(_("そんなに遠くにある物は取れません!", "You can't fetch something that far away!"));
return;
}
/* We need an item to fetch */
if (!c_ptr->o_idx)
{
-#ifdef JP
-msg_print("¤½¤³¤Ë¤Ï²¿¤â¤¢¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("There is no object at this place.");
-#endif
-
+ msg_print(_("そこには何もありません。", "There is no object at this place."));
return;
}
/* No fetching from vault */
if (c_ptr->info & CAVE_ICKY)
{
-#ifdef JP
-msg_print("¥¢¥¤¥Æ¥à¤¬¥³¥ó¥È¥í¡¼¥ë¤ò³°¤ì¤ÆÍî¤Á¤¿¡£");
-#else
- msg_print("The item slips from your control.");
-#endif
-
+ msg_print(_("アイテムがコントロールを外れて落ちた。", "The item slips from your control."));
return;
}
{
if (!player_has_los_bold(ty, tx))
{
-#ifdef JP
- msg_print("¤½¤³¤Ï¤¢¤Ê¤¿¤Î»ë³¦¤ËÆþ¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("You have no direct line of sight to that location.");
-#endif
-
+ msg_print(_("そこはあなたの視界に入っていません。", "You have no direct line of sight to that location."));
return;
}
- else if (!projectable(py, px, ty, tx))
+ else if (!projectable(p_ptr->y, p_ptr->x, ty, tx))
{
-#ifdef JP
- msg_print("¤½¤³¤ÏÊɤθþ¤³¤¦¤Ç¤¹¡£");
-#else
- msg_print("You have no direct line of sight to that location.");
-#endif
-
+ msg_print(_("そこは壁の向こうです。", "You have no direct line of sight to that location."));
return;
}
}
else
{
/* Use a direction */
- ty = py; /* Where to drop the item */
- tx = px;
+ ty = p_ptr->y; /* Where to drop the item */
+ tx = p_ptr->x;
do
{
tx += ddx[dir];
c_ptr = &cave[ty][tx];
- if ((distance(py, px, ty, tx) > MAX_RANGE) ||
+ if ((distance(p_ptr->y, p_ptr->x, ty, tx) > MAX_RANGE) ||
!cave_have_flag_bold(ty, tx, FF_PROJECT)) return;
}
while (!c_ptr->o_idx);
if (o_ptr->weight > wgt)
{
/* Too heavy to 'fetch' */
-#ifdef JP
-msg_print("¤½¤Î¥¢¥¤¥Æ¥à¤Ï½Å²á¤®¤Þ¤¹¡£");
-#else
- msg_print("The object is too heavy.");
-#endif
-
+ msg_print(_("そのアイテムは重過ぎます。", "The object is too heavy."));
return;
}
i = c_ptr->o_idx;
c_ptr->o_idx = o_ptr->next_o_idx;
- cave[py][px].o_idx = i; /* 'move' it */
+ cave[p_ptr->y][p_ptr->x].o_idx = i; /* 'move' it */
o_ptr->next_o_idx = 0;
- o_ptr->iy = (byte)py;
- o_ptr->ix = (byte)px;
+ o_ptr->iy = (byte)p_ptr->y;
+ o_ptr->ix = (byte)p_ptr->x;
object_desc(o_name, o_ptr, OD_NAME_ONLY);
-#ifdef JP
-msg_format("%^s¤¬¤¢¤Ê¤¿¤Î¸µ¤ËÈô¤ó¤Ç¤¤¿¡£", o_name);
-#else
- msg_format("%^s flies through the air to your feet.", o_name);
-#endif
+ msg_format(_("%^sがあなたの足元に飛んできた。", "%^s flies through the air to your feet."), o_name);
-
- note_spot(py, px);
+ note_spot(p_ptr->y, p_ptr->x);
p_ptr->redraw |= PR_MAP;
}
-
+/*!
+ * @brief 現実変容処理
+ * @return なし
+ */
void alter_reality(void)
{
/* Ironman option */
if (p_ptr->inside_arena || ironman_downward)
{
-#ifdef JP
- msg_print("²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("Nothing happens.");
-#endif
+ msg_print(_("何も起こらなかった。", "Nothing happens."));
return;
}
int turns = randint0(21) + 15;
p_ptr->alter_reality = turns;
-#ifdef JP
- msg_print("²ó¤ê¤Î·Ê¿§¤¬ÊѤï¤ê»Ï¤á¤¿...");
-#else
- msg_print("The view around you begins to change...");
-#endif
+ msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
p_ptr->redraw |= (PR_STATUS);
}
else
{
p_ptr->alter_reality = 0;
-#ifdef JP
- msg_print("·Ê¿§¤¬¸µ¤ËÌá¤Ã¤¿...");
-#else
- msg_print("The view around you got back...");
-#endif
-
+ msg_print(_("景色が元に戻った...", "The view around you got back..."));
p_ptr->redraw |= (PR_STATUS);
}
return;
}
-/*
+/*!
+ * @brief 守りのルーン設置処理 /
* Leave a "glyph of warding" which prevents monster movement
+ * @return 実際に設置が行われた場合TRUEを返す
*/
bool warding_glyph(void)
{
/* XXX XXX XXX */
- if (!cave_clean_bold(py, px))
+ if (!cave_clean_bold(p_ptr->y, p_ptr->x))
{
-#ifdef JP
-msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
-#else
- msg_print("The object resists the spell.");
-#endif
-
+ msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
return FALSE;
}
/* Create a glyph */
- cave[py][px].info |= CAVE_OBJECT;
- cave[py][px].mimic = FEAT_GLYPH;
+ cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
+ cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
/* Notice */
- note_spot(py, px);
+ note_spot(p_ptr->y, p_ptr->x);
/* Redraw */
- lite_spot(py, px);
+ lite_spot(p_ptr->y, p_ptr->x);
return TRUE;
}
+/*!
+ * @brief 鏡設置処理
+ * @return 実際に設置が行われた場合TRUEを返す
+ */
bool place_mirror(void)
{
/* XXX XXX XXX */
- if (!cave_clean_bold(py, px))
+ if (!cave_clean_bold(p_ptr->y, p_ptr->x))
{
-#ifdef JP
-msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
-#else
- msg_print("The object resists the spell.");
-#endif
-
+ msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
return FALSE;
}
/* Create a mirror */
- cave[py][px].info |= CAVE_OBJECT;
- cave[py][px].mimic = FEAT_MIRROR;
+ cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
+ cave[p_ptr->y][p_ptr->x].mimic = feat_mirror;
/* Turn on the light */
- cave[py][px].info |= CAVE_GLOW;
+ cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
/* Notice */
- note_spot(py, px);
+ note_spot(p_ptr->y, p_ptr->x);
/* Redraw */
- lite_spot(py, px);
+ lite_spot(p_ptr->y, p_ptr->x);
- update_local_illumination(py, px);
+ update_local_illumination(p_ptr->y, p_ptr->x);
return TRUE;
}
-/*
+/*!
+ * @brief 爆発のルーン設置処理 /
* Leave an "explosive rune" which prevents monster movement
+ * @return 実際に設置が行われた場合TRUEを返す
*/
bool explosive_rune(void)
{
/* XXX XXX XXX */
- if (!cave_clean_bold(py, px))
+ if (!cave_clean_bold(p_ptr->y, p_ptr->x))
{
-#ifdef JP
-msg_print("¾²¾å¤Î¥¢¥¤¥Æ¥à¤¬¼öʸ¤òÄ·¤ÍÊÖ¤·¤¿¡£");
-#else
- msg_print("The object resists the spell.");
-#endif
-
+ msg_print(_("床上のアイテムが呪文を跳ね返した。", "The object resists the spell."));
return FALSE;
}
/* Create a glyph */
- cave[py][px].info |= CAVE_OBJECT;
- cave[py][px].mimic = FEAT_MINOR_GLYPH;
+ cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
+ cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
/* Notice */
- note_spot(py, px);
+ note_spot(p_ptr->y, p_ptr->x);
/* Redraw */
- lite_spot(py, px);
+ lite_spot(p_ptr->y, p_ptr->x);
return TRUE;
}
-/*
+/*!
+ * @brief 全所持アイテム鑑定処理 /
* Identify everything being carried.
* Done by a potion of "self knowledge".
+ * @return なし
*/
void identify_pack(void)
{
}
-/*
+/*!
+ * @brief 装備強化処理の失敗率定数(千分率) /
* Used by the "enchant" function (chance of failure)
* (modified for Zangband, we need better stuff there...) -- TY
+ * @return なし
*/
static int enchant_table[16] =
{
};
-/*
+/*!
+ * @brief 装備の解呪処理 /
* Removes curses from items in inventory
- *
+ * @param all 軽い呪いまでの解除ならば0
+ * @return 解呪されたアイテムの数
+ * @details
+ * <pre>
* Note that Items which are "Perma-Cursed" (The One Ring,
* The Crown of Morgoth) can NEVER be uncursed.
*
* Note that if "all" is FALSE, then Items which are
* "Heavy-Cursed" (Mormegil, Calris, and Weapons of Morgul)
* will not be uncursed.
+ * </pre>
*/
static int remove_curse_aux(int all)
{
}
-/*
+/*!
+ * @brief 装備の軽い呪い解呪処理 /
* Remove most curses
+ * @return 解呪に成功した装備数
*/
bool remove_curse(void)
{
return (remove_curse_aux(FALSE));
}
-/*
+/*!
+ * @brief 装備の重い呪い解呪処理 /
* Remove all curses
+ * @return 解呪に成功した装備数
*/
bool remove_all_curse(void)
{
}
-/*
+/*!
+ * @brief アイテムの価値に応じた錬金術処理 /
* Turns an object into gold, gain some of its value in a shop
+ * @return 処理が実際に行われたらTRUEを返す
*/
bool alchemy(void)
{
if (command_arg > 0) force = TRUE;
/* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©";
-s = "¶â¤ËÊѤ¨¤é¤ì¤ëʪ¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
- q = "Turn which item to gold? ";
- s = "You have nothing to turn to gold.";
-#endif
+ q = _("どのアイテムを金に変えますか?", "Turn which item to gold? ");
+ s = _("金に変えられる物がありません。", "You have nothing to turn to gold.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
if (confirm_destroy || (object_value(o_ptr) > 0))
{
/* Make a verification */
-#ifdef JP
-sprintf(out_val, "ËÜÅö¤Ë%s¤ò¶â¤ËÊѤ¨¤Þ¤¹¤«¡©", o_name);
-#else
- sprintf(out_val, "Really turn %s to gold? ", o_name);
-#endif
-
+ sprintf(out_val, _("本当に%sを金に変えますか?", "Really turn %s to gold? "), o_name);
if (!get_check(out_val)) return FALSE;
}
}
if (!can_player_destroy_object(o_ptr))
{
/* Message */
-#ifdef JP
- msg_format("%s¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤Ë¼ºÇÔ¤·¤¿¡£", o_name);
-#else
- msg_format("You fail to turn %s to gold!", o_name);
-#endif
+ msg_format(_("%sを金に変えることに失敗した。", "You fail to turn %s to gold!"), o_name);
/* Done */
return FALSE;
if (price <= 0)
{
/* Message */
-#ifdef JP
-msg_format("%s¤ò¥Ë¥»¤Î¶â¤ËÊѤ¨¤¿¡£", o_name);
-#else
- msg_format("You turn %s to fool's gold.", o_name);
-#endif
-
+ msg_format(_("%sをニセの金に変えた。", "You turn %s to fool's gold."), o_name);
}
else
{
if (amt > 1) price *= amt;
if (price > 30000) price = 30000;
-#ifdef JP
-msg_format("%s¤ò¡ð%d ¤Î¶â¤ËÊѤ¨¤¿¡£", o_name, price);
-#else
- msg_format("You turn %s to %ld coins worth of gold.", o_name, price);
-#endif
+ msg_format(_("%sを$%d の金に変えた。", "You turn %s to %ld coins worth of gold."), o_name, price);
p_ptr->au += price;
}
-/*
+/*!
+ * @brief 呪いの打ち破り処理 /
* Break the curse of an item
+ * @param o_ptr 呪い装備情報の参照ポインタ
+ * @return なし
*/
static void break_curse(object_type *o_ptr)
{
if (object_is_cursed(o_ptr) && !(o_ptr->curse_flags & TRC_PERMA_CURSE) && !(o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint0(100) < 25))
{
-#ifdef JP
-msg_print("¤«¤±¤é¤ì¤Æ¤¤¤¿¼ö¤¤¤¬ÂǤÁÇˤé¤ì¤¿¡ª");
-#else
- msg_print("The curse is broken!");
-#endif
+ msg_print(_("かけられていた呪いが打ち破られた!", "The curse is broken!"));
o_ptr->curse_flags = 0L;
-
o_ptr->ident |= (IDENT_SENSE);
-
o_ptr->feeling = FEEL_NONE;
}
}
-/*
+/*!
+ * @brief 装備修正強化処理 /
* Enchants a plus onto an item. -RAK-
- *
+ * @param o_ptr 強化するアイテムの参照ポインタ
+ * @param n 強化基本量
+ * @param eflag 強化オプション(命中/ダメージ/AC)
+ * @return 強化に成功した場合TRUEを返す
+ * @details
+ * <pre>
* Revamped! Now takes item pointer, number of times to try enchanting,
* and a flag of what to try enchanting. Artifacts resist enchantment
* some of the time, and successful enchantment to at least +0 might
*
* Note that this function can now be used on "piles" of items, and
* the larger the pile, the lower the chance of success.
+ * </pre>
*/
bool enchant(object_type *o_ptr, int n, int eflag)
{
}
-
-/*
+/*!
+ * @brief 装備修正強化処理のメインルーチン /
* Enchant an item (in the inventory or on the floor)
+ * @param num_hit 命中修正量
+ * @param num_dam ダメージ修正量
+ * @param num_ac AC修正量
+ * @return 強化に成功した場合TRUEを返す
+ * @details
* Note that "num_ac" requires armour, else weapon
* Returns TRUE if attempted, FALSE if cancelled
*/
if (num_ac) item_tester_hook = object_is_armour;
/* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
-s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
-#else
- q = "Enchant which item? ";
- s = "You have nothing to enchant.";
-#endif
+ q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
+ s = _("強化できるアイテムがない。", "You have nothing to enchant.");
if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
/* Describe */
#ifdef JP
-msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
+msg_format("%s は明るく輝いた!",
o_name);
#else
msg_format("%s %s glow%s brightly!",
if (flush_failure) flush();
/* Message */
-#ifdef JP
-msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
-#else
- msg_print("The enchantment failed.");
-#endif
+ msg_print(_("強化に失敗した。", "The enchantment failed."));
if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
}
}
-/*
+/*!
+ * @brief アイテムが並の価値のアイテムかどうか判定する /
* Check if an object is nameless weapon or armour
+ * @param o_ptr 判定するアイテムの情報参照ポインタ
+ * @return 並ならばTRUEを返す
*/
static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
{
return TRUE;
}
-
+/*!
+ * @brief アーティファクト生成の巻物処理 /
+ * @return 生成が実際に試みられたらTRUEを返す
+ */
bool artifact_scroll(void)
{
int item;
item_tester_hook = item_tester_hook_nameless_weapon_armour;
/* Get an item */
-#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò¶¯²½¤·¤Þ¤¹¤«? ";
- s = "¶¯²½¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
-#else
- q = "Enchant which item? ";
- s = "You have nothing to enchant.";
-#endif
+ q = _("どのアイテムを強化しますか? ", "Enchant which item? ");
+ s = _("強化できるアイテムがない。", "You have nothing to enchant.");
if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
/* Describe */
#ifdef JP
- msg_format("%s ¤ÏâÁ¤¤¸÷¤òȯ¤·¤¿¡ª",o_name);
+ msg_format("%s は眩い光を発した!",o_name);
#else
msg_format("%s %s radiate%s a blinding light!",
((item >= 0) ? "Your" : "The"), o_name,
if (object_is_artifact(o_ptr))
{
#ifdef JP
- msg_format("%s¤Ï´û¤ËÅÁÀâ¤Î¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
+ msg_format("%sは既に伝説のアイテムです!", o_name );
#else
msg_format("The %s %s already %s!",
o_name, ((o_ptr->number > 1) ? "are" : "is"),
else if (object_is_ego(o_ptr))
{
#ifdef JP
- msg_format("%s¤Ï´û¤Ë̾¤Î¤¢¤ë¥¢¥¤¥Æ¥à¤Ç¤¹¡ª", o_name );
+ msg_format("%sは既に名のあるアイテムです!", o_name );
#else
msg_format("The %s %s already %s!",
o_name, ((o_ptr->number > 1) ? "are" : "is"),
else if (o_ptr->xtra3)
{
#ifdef JP
- msg_format("%s¤Ï´û¤Ë¶¯²½¤µ¤ì¤Æ¤¤¤Þ¤¹¡ª", o_name );
+ msg_format("%sは既に強化されています!", o_name );
#else
msg_format("The %s %s already %s!",
o_name, ((o_ptr->number > 1) ? "are" : "is"),
if (o_ptr->number > 1)
{
#ifdef JP
- msg_print("Ê£¿ô¤Î¥¢¥¤¥Æ¥à¤ËËâË¡¤ò¤«¤±¤ë¤À¤±¤Î¥¨¥Í¥ë¥®¡¼¤Ï¤¢¤ê¤Þ¤»¤ó¡ª");
- msg_format("%d ¸Ä¤Î%s¤¬²õ¤ì¤¿¡ª",(o_ptr->number)-1, o_name);
+ msg_print("複数のアイテムに魔法をかけるだけのエネルギーはありません!");
+ msg_format("%d 個の%sが壊れた!",(o_ptr->number)-1, o_name);
#else
msg_print("Not enough enough energy to enchant more than one object!");
msg_format("%d of your %s %s destroyed!",(o_ptr->number)-1, o_name, (o_ptr->number>2?"were":"was"));
if (flush_failure) flush();
/* Message */
-#ifdef JP
- msg_print("¶¯²½¤Ë¼ºÇÔ¤·¤¿¡£");
-#else
- msg_print("The enchantment failed.");
-#endif
+ msg_print(_("強化に失敗した。", "The enchantment failed."));
if (one_in_(3)) chg_virtue(V_ENCHANT, -1);
}
else
+ {
+ if (record_rand_art)
+ {
+ /* Description */
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ do_cmd_write_nikki(NIKKI_ART_SCROLL, 0, o_name);
+ }
chg_virtue(V_ENCHANT, 1);
+ }
calc_android_exp();
}
-/*
+/*!
+ * @brief アイテム鑑定処理 /
* Identify an object
+ * @param o_ptr 鑑定されるアイテムの情報参照ポインタ
+ * @return 実際に鑑定できたらTRUEを返す
*/
bool identify_item(object_type *o_ptr)
{
object_aware(o_ptr);
object_known(o_ptr);
+ /* Player touches it */
+ o_ptr->marked |= OM_TOUCHED;
+
/* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
return old_known;
}
-
+/*!
+ * @brief アイテムが鑑定済みかを判定する /
+ * @param o_ptr 判定するアイテムの情報参照ポインタ
+ * @return 実際に鑑定済みならばTRUEを返す
+ */
static bool item_tester_hook_identify(object_type *o_ptr)
{
return (bool)!object_is_known(o_ptr);
}
+/*!
+ * @brief アイテムが鑑定済みの武器防具かを判定する /
+ * @param o_ptr 判定するアイテムの情報参照ポインタ
+ * @return 実際に鑑定済みならばTRUEを返す
+ */
static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
{
if (object_is_known(o_ptr))
return object_is_weapon_armour_ammo(o_ptr);
}
-/*
+/*!
+ * @brief アイテム鑑定のメインルーチン処理 /
* Identify an object in the inventory (or on the floor)
+ * @param only_equip 装備品のみを対象とするならばTRUEを返す
+ * @return 実際に鑑定を行ったならばTRUEを返す
+ * @details
* This routine does *not* automatically combine objects.
* Returns TRUE if something was identified, else FALSE.
*/
else
item_tester_hook = item_tester_hook_identify;
- if (!can_get_item())
+ if (can_get_item())
+ {
+ q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
+ }
+ else
{
if (only_equip)
- {
item_tester_hook = object_is_weapon_armour_ammo;
- }
else
- {
item_tester_hook = NULL;
- }
+
+ q = _("すべて鑑定済みです。 ", "All items are identified. ");
}
/* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
-s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
-#else
- q = "Identify which item? ";
- s = "You have nothing to identify.";
-#endif
+ s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
/* Describe */
if (item >= INVEN_RARM)
{
-#ifdef JP
- msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
-#else
- msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
-#endif
+ msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
}
else if (item >= 0)
{
-#ifdef JP
- msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
-#else
- msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
-#endif
+ msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
}
else
{
-#ifdef JP
- msg_format("¾²¾å: %s¡£", o_name);
-#else
- msg_format("On the ground: %s.", o_name);
-#endif
+ msg_format(_("床上: %s。", "On the ground: %s."), o_name);
}
/* Auto-inscription/destroy */
}
-/*
+/*!
+ * @brief アイテム凡庸化のメインルーチン処理 /
+ * Identify an object in the inventory (or on the floor)
+ * @param only_equip 装備品のみを対象とするならばTRUEを返す
+ * @return 実際に凡庸化をを行ったならばTRUEを返す
+ * @details
+ * <pre>
* Mundanify an object in the inventory (or on the floor)
* This routine does *not* automatically combine objects.
* Returns TRUE if something was mundanified, else FALSE.
+ * </pre>
*/
bool mundane_spell(bool only_equip)
{
item_tester_no_ryoute = TRUE;
/* Get an item */
-#ifdef JP
-q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©";
-s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
- q = "Use which item? ";
- s = "You have nothing you can use.";
-#endif
+ q = _("どれを使いますか?", "Use which item? ");
+ s = _("使えるものがありません。", "You have nothing you can use.");
if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
}
/* Oops */
-#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!"));
{
byte iy = o_ptr->iy; /* Y-position on map, or zero */
byte ix = o_ptr->ix; /* X-position on map, or zero */
return TRUE;
}
-
-
+/*!
+ * @brief アイテムが*鑑定*済みかを判定する /
+ * @param o_ptr 判定するアイテムの情報参照ポインタ
+ * @return 実際に鑑定済みならばTRUEを返す
+ */
static bool item_tester_hook_identify_fully(object_type *o_ptr)
{
return (bool)(!object_is_known(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
}
+/*!
+ * @brief アイテムが*鑑定*済みの武器防具かを判定する /
+ * @param o_ptr 判定するアイテムの情報参照ポインタ
+ * @return 実際に鑑定済みならばTRUEを返す
+ */
static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
{
if (!item_tester_hook_identify_fully(o_ptr))
return object_is_weapon_armour_ammo(o_ptr);
}
-/*
+/*!
+ * @brief アイテム*鑑定*のメインルーチン処理 /
+ * Identify an object in the inventory (or on the floor)
+ * @param only_equip 装備品のみを対象とするならばTRUEを返す
+ * @return 実際に鑑定を行ったならばTRUEを返す
+ * @details
* Fully "identify" an object in the inventory -BEN-
* This routine returns TRUE if an item was identified.
*/
else
item_tester_hook = item_tester_hook_identify_fully;
- if (!can_get_item())
+ if (can_get_item())
+ {
+ q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
+ }
+ else
{
if (only_equip)
item_tester_hook = object_is_weapon_armour_ammo;
else
item_tester_hook = NULL;
+
+ q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
}
/* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
-s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
-#else
- q = "Identify which item? ";
- s = "You have nothing to identify.";
-#endif
+ s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
/* Describe */
if (item >= INVEN_RARM)
{
-#ifdef JP
- msg_format("%^s: %s(%c)¡£", describe_use(item), o_name, index_to_label(item));
-#else
- msg_format("%^s: %s (%c).", describe_use(item), o_name, index_to_label(item));
-#endif
-
-
+ msg_format(_("%^s: %s(%c)。", "%^s: %s (%c)."), describe_use(item), o_name, index_to_label(item));
}
else if (item >= 0)
{
-#ifdef JP
- msg_format("¥¶¥Ã¥¯Ãæ: %s(%c)¡£", o_name, index_to_label(item));
-#else
- msg_format("In your pack: %s (%c).", o_name, index_to_label(item));
-#endif
+ msg_format(_("ザック中: %s(%c)。", "In your pack: %s (%c)."), o_name, index_to_label(item));
}
else
{
-#ifdef JP
- msg_format("¾²¾å: %s¡£", o_name);
-#else
- msg_format("On the ground: %s.", o_name);
-#endif
+ msg_format(_("床上: %s。", "On the ground: %s."), o_name);
}
/* Describe it fully */
- (void)screen_object(o_ptr, TRUE);
+ (void)screen_object(o_ptr, 0L);
/* Auto-inscription/destroy */
autopick_alter_item(item, (bool)(destroy_identify && !old_known));
}
-
-
-/*
+/*!
+ * @brief 魔力充填が可能なアイテムかどうか判定する /
* Hook for "get_item()". Determine if something is rechargable.
+ * @param o_ptr 判定するアイテムの情報参照ポインタ
+ * @return 魔力充填が可能ならばTRUEを返す
*/
bool item_tester_hook_recharge(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief 魔力充填処理 /
* Recharge a wand/staff/rod from the pack or on the floor.
* This function has been rewritten in Oangband and ZAngband.
+ * @param power 充填パワー
+ * @return ターン消費を要する処理まで進んだらTRUEを返す
*
* Sorcery/Arcane -- Recharge --> recharge(plev * 4)
* Chaos -- Arcane Binding --> recharge(90)
item_tester_hook = item_tester_hook_recharge;
/* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
-s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
-#else
- q = "Recharge which item? ";
- s = "You have nothing to recharge.";
-#endif
+ q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
+ s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
if (object_is_fixed_artifact(o_ptr))
{
object_desc(o_name, o_ptr, OD_NAME_ONLY);
-#ifdef JP
-msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
-#else
- msg_format("The recharging backfires - %s is completely drained!", o_name);
-#endif
-
+ msg_format(_("魔力が逆流した!%sは完全に魔力を失った。", "The recharging backfires - %s is completely drained!"), o_name);
/* Artifact rods. */
if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout < 10000))
{
if (o_ptr->tval == TV_ROD)
{
-#ifdef JP
-msg_print("ËâÎϤ¬µÕÊ®¼Í¤·¤Æ¡¢¥í¥Ã¥É¤«¤é¤µ¤é¤ËËâÎϤòµÛ¤¤¼è¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("The recharge backfires, draining the rod further!");
-#endif
+ msg_print(_("魔力が逆噴射して、ロッドからさらに魔力を吸い取ってしまった!", "The recharge backfires, draining the rod further!"));
if (o_ptr->timeout < 10000)
o_ptr->timeout = (o_ptr->timeout + 100) * 2;
}
else if (o_ptr->tval == TV_WAND)
{
-#ifdef JP
-msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
-#else
- msg_format("You save your %s from destruction, but all charges are lost.", o_name);
-#endif
-
+ msg_format(_("%sは破損を免れたが、魔力が全て失われた。", "You save your %s from destruction, but all charges are lost."), o_name);
o_ptr->pval = 0;
}
/* Staffs aren't drained. */
if (fail_type == 2)
{
if (o_ptr->number > 1)
-#ifdef JP
-msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
-#else
- msg_format("Wild magic consumes one of your %s!", o_name);
-#endif
-
+ msg_format(_("乱暴な魔法のために%sが一本壊れた!", "Wild magic consumes one of your %s!"), o_name);
else
-#ifdef JP
-msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
-#else
- msg_format("Wild magic consumes your %s!", o_name);
-#endif
-
+ msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
/* Reduce rod stack maximum timeout, drain wands. */
if (o_ptr->tval == TV_ROD) o_ptr->timeout = (o_ptr->number - 1) * k_ptr->pval;
if (fail_type == 3)
{
if (o_ptr->number > 1)
-#ifdef JP
-msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
-#else
- msg_format("Wild magic consumes all your %s!", o_name);
-#endif
-
+ msg_format(_("乱暴な魔法のために%sが全て壊れた!", "Wild magic consumes all your %s!"), o_name);
else
-#ifdef JP
-msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
-#else
- msg_format("Wild magic consumes your %s!", o_name);
-#endif
-
-
+ msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
/* Reduce and describe inventory */
if (item >= 0)
}
-/*
+/*!
+ * @brief 武器の祝福処理 /
* Bless a weapon
+ * @return ターン消費を要する処理を行ったならばTRUEを返す
*/
bool bless_weapon(void)
{
item_tester_hook = object_is_weapon;
/* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò½ËÊ¡¤·¤Þ¤¹¤«¡©";
-s = "½ËÊ¡¤Ç¤¤ëÉð´ï¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
- q = "Bless which weapon? ";
- s = "You have weapon to bless.";
-#endif
+ q = _("どのアイテムを祝福しますか?", "Bless which weapon? ");
+ s = _("祝福できる武器がありません。", "You have weapon to bless.");
if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
return FALSE;
if (object_is_cursed(o_ptr))
{
if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && (randint1(100) < 33)) ||
+ have_flag(flgs, TR_ADD_L_CURSE) ||
+ have_flag(flgs, TR_ADD_H_CURSE) ||
(o_ptr->curse_flags & TRC_PERMA_CURSE))
{
#ifdef JP
-msg_format("%s¤òʤ¤¦¹õ¤¤¥ª¡¼¥é¤Ï½ËÊ¡¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
+msg_format("%sを覆う黒いオーラは祝福を跳ね返した!",
o_name);
#else
msg_format("The black aura on %s %s disrupts the blessing!",
}
#ifdef JP
-msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
+msg_format("%s から邪悪なオーラが消えた。",
o_name);
#else
msg_format("A malignant aura leaves %s %s.",
if (have_flag(flgs, TR_BLESSED))
{
#ifdef JP
-msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
+msg_format("%s は既に祝福されている。",
o_name );
#else
msg_format("%s %s %s blessed already.",
{
/* Describe */
#ifdef JP
-msg_format("%s¤Ïµ±¤¤¤¿¡ª",
+msg_format("%sは輝いた!",
o_name);
#else
msg_format("%s %s shine%s!",
else
{
bool dis_happened = FALSE;
-
-#ifdef JP
-msg_print("¤½¤ÎÉð´ï¤Ï½ËÊ¡¤ò·ù¤Ã¤Æ¤¤¤ë¡ª");
-#else
- msg_print("The weapon resists your blessing!");
-#endif
-
+ msg_print(_("その武器は祝福を嫌っている!", "The weapon resists your blessing!"));
/* Disenchant tohit */
if (o_ptr->to_h > 0)
if (dis_happened)
{
-#ifdef JP
-msg_print("¼þ°Ï¤¬ËÞÍǤÊÊ·°Ïµ¤¤ÇËþ¤Á¤¿...");
-#else
- msg_print("There is a static feeling in the air...");
-#endif
+ msg_print(_("周囲が凡庸な雰囲気で満ちた...", "There is a static feeling in the air..."));
#ifdef JP
-msg_format("%s ¤ÏÎô²½¤·¤¿¡ª",
+msg_format("%s は劣化した!",
o_name );
#else
msg_format("%s %s %s disenchanted!",
}
-/*
+/*!
+ * @brief 盾磨き処理 /
* pulish shield
+ * @return ターン消費を要する処理を行ったならばTRUEを返す
*/
bool pulish_shield(void)
{
item_tester_tval = TV_SHIELD;
/* Get an item */
-#ifdef JP
-q = "¤É¤Î½â¤òËᤤޤ¹¤«¡©";
-s = "Ë᤯½â¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
- q = "Pulish which weapon? ";
- s = "You have weapon to pulish.";
-#endif
+ q = _("どの盾を磨きますか?", "Pulish which weapon? ");
+ s = _("磨く盾がありません。", "You have weapon to pulish.");
if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
return FALSE;
!object_is_cursed(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
{
#ifdef JP
-msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
+msg_format("%sは輝いた!", o_name);
#else
msg_format("%s %s shine%s!",
((item >= 0) ? "Your" : "The"), o_name,
{
if (flush_failure) flush();
-#ifdef JP
-msg_print("¼ºÇÔ¤·¤¿¡£");
-#else
- msg_print("Failed.");
-#endif
-
+ msg_print(_("失敗した。", "Failed."));
chg_virtue(V_ENCHANT, -2);
}
calc_android_exp();
}
-/*
+/*!
+ * @brief 薬の破損効果処理 /
* Potions "smash open" and cause an area effect when
+ * @param who 薬破損の主体ID(プレイヤー所持アイテムが壊れた場合0、床上のアイテムの場合モンスターID)
+ * @param y 破壊時のY座標
+ * @param x 破壊時のX座標
+ * @param k_idx 破損した薬のアイテムID
+ * @return 薬を浴びたモンスターが起こるならばTRUEを返す
+ * @details
+ * <pre>
* (1) they are shattered while in the player's inventory,
* due to cold (etc) attacks;
* (2) they are thrown at a monster, or obstacle;
* y, x --- coordinates of the potion (or player if
* the potion was in her inventory);
* o_ptr --- pointer to the potion object.
+ * </pre>
*/
bool potion_smash_effect(int who, int y, int x, int k_idx)
{
}
-/*
+/*!
+ * @brief プレイヤーの全既知呪文を表示する /
* Hack -- Display all known spells in a window
- *
+ * return なし
+ * @details
* XXX XXX XXX Need to analyze size of the window.
- *
* XXX XXX XXX Need more color coding.
*/
void display_spell_list(void)
int i, j;
int y, x;
int m[9];
- magic_type *s_ptr;
+ const magic_type *s_ptr;
char name[80];
char out_val[160];
if (p_ptr->pclass == CLASS_SORCERER) return;
if (p_ptr->pclass == CLASS_RED_MAGE) return;
+ /* Snipers */
+ if (p_ptr->pclass == CLASS_SNIPER)
+ {
+ display_snipe_list();
+ return;
+ }
+
/* mind.c type classes */
if ((p_ptr->pclass == CLASS_MINDCRAFTER) ||
(p_ptr->pclass == CLASS_BERSERKER) ||
(p_ptr->pclass == CLASS_MIRROR_MASTER) ||
(p_ptr->pclass == CLASS_FORCETRAINER))
{
- int i;
- int y = 1;
- int x = 1;
int minfail = 0;
int plev = p_ptr->lev;
int chance = 0;
int use_mind;
bool use_hp = FALSE;
+ y = 1;
+ x = 1;
+
/* Display a list of spells */
prt("", y, x);
-#ifdef JP
-put_str("̾Á°", y, x + 5);
-put_str("Lv MP ¼ºÎ¨ ¸ú²Ì", y, x + 35);
-#else
- put_str("Name", y, x + 5);
- put_str("Lv Mana Fail Info", y, x + 35);
-#endif
+ put_str(_("名前", "Name"), y, x + 5);
+ put_str(_("Lv MP 失率 効果", "Lv Mana Fail Info"), y, x + 35);
switch(p_ptr->pclass)
{
if (s_ptr->slevel >= 99)
{
/* Illegible */
-#ifdef JP
-strcpy(name, "(ȽÆÉÉÔǽ)");
-#else
- strcpy(name, "(illegible)");
-#endif
-
+ strcpy(name, _("(判読不能)", "(illegible)"));
/* Unusable */
a = TERM_L_DARK;
}
-/*
+/*!
+ * @brief 呪文の経験値を返す /
* Returns experience of a spell
+ * @param spell 呪文ID
+ * @param use_realm 魔法領域
+ * @return 経験値
*/
s16b experience_of_spell(int spell, int use_realm)
{
}
-/*
+/*!
+ * @brief 呪文の消費MPを返す /
* Modify mana consumption rate using spell exp and p_ptr->dec_mana
+ * @param need_mana 基本消費MP
+ * @param spell 呪文ID
+ * @param realm 魔法領域
+ * @return 消費MP
*/
int mod_need_mana(int need_mana, int spell, int realm)
{
}
-/*
+/*!
+ * @brief 呪文の失敗率修正処理1(呪い、消費魔力減少、呪文簡易化) /
* Modify spell fail rate
* Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
+ * @param chance 修正前失敗率
+ * @return 失敗率(%)
+ * @todo 統合を検討
*/
int mod_spell_chance_1(int chance)
{
}
-/*
+/*!
+ * @brief 呪文の失敗率修正処理2(消費魔力減少、呪い、負値修正) /
+ * Modify spell fail rate
+ * Using p_ptr->to_m_chance, p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
+ * @param chance 修正前失敗率
+ * @return 失敗率(%)
* Modify spell fail rate (as "suffix" process)
* Using p_ptr->dec_mana, p_ptr->easy_spell and p_ptr->heavy_spell
* Note: variable "chance" cannot be negative.
+ * @todo 統合を検討
*/
int mod_spell_chance_2(int chance)
{
}
-/*
+/*!
+ * @brief 呪文の失敗率計算メインルーチン /
* Returns spell chance of failure for spell -RAK-
+ * @param spell 呪文ID
+ * @param use_realm 魔法領域ID
+ * @return 失敗率(%)
*/
s16b spell_chance(int spell, int use_realm)
{
int chance, minfail;
- magic_type *s_ptr;
+ const magic_type *s_ptr;
int need_mana;
int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
chance = mod_spell_chance_1(chance);
- if ((use_realm == REALM_NATURE) && ((p_ptr->align > 50) || (p_ptr->align < -50))) chance += penalty;
- if (((use_realm == REALM_LIFE) || (use_realm == REALM_CRUSADE)) && (p_ptr->align < -20)) chance += penalty;
- if (((use_realm == REALM_DEATH) || (use_realm == REALM_DAEMON)) && (p_ptr->align > 20)) chance += penalty;
+ /* Goodness or evilness gives a penalty to failure rate */
+ switch (use_realm)
+ {
+ case REALM_NATURE:
+ if ((p_ptr->align > 50) || (p_ptr->align < -50)) chance += penalty;
+ break;
+ case REALM_LIFE: case REALM_CRUSADE:
+ if (p_ptr->align < -20) chance += penalty;
+ break;
+ case REALM_DEATH: case REALM_DAEMON: case REALM_HEX:
+ if (p_ptr->align > 20) chance += penalty;
+ break;
+ }
/* Minimum failure rate */
if (chance < minfail) chance = minfail;
}
-
-/*
+/*!
+ * @brief 魔法が利用可能かどうかを返す /
* Determine if a spell is "okay" for the player to cast or study
* The spell must be legible, not forgotten, and also, to cast,
* it must be known, and to study, it must not be known.
+ * @param spell 呪文ID
+ * @param learned 使用可能な判定ならばTRUE、学習可能かどうかの判定ならばFALSE
+ * @param study_pray 祈りの学習判定目的ならばTRUE
+ * @param use_realm 魔法領域ID
+ * @return 失敗率(%)
*/
bool spell_okay(int spell, bool learned, bool study_pray, int use_realm)
{
- magic_type *s_ptr;
+ const magic_type *s_ptr;
/* Access the spell */
if (!is_magic(use_realm))
}
-/*
+
+/*!
+ * @brief 呪文情報の表示処理 /
* Print a list of spells (for browsing or casting or viewing)
+ * @param target_spell 呪文ID
+ * @param spells アクセス開始するスペルの参照ポイント
+ * @param num 表示する
+ * @param y 表示メッセージ左上Y座標
+ * @param x 表示メッセージ左上X座標
+ * @param use_realm 魔法領域ID
+ * @return なし
*/
void print_spells(int target_spell, byte *spells, int num, int y, int x, int use_realm)
{
int i, spell, exp_level, increment = 64;
- magic_type *s_ptr;
+ const magic_type *s_ptr;
cptr comment;
char info[80];
char out_val[160];
if (((use_realm <= REALM_NONE) || (use_realm > MAX_REALM)) && p_ptr->wizard)
-#ifdef JP
-msg_print("·Ù¹ð¡ª print_spell ¤¬Îΰè¤Ê¤·¤Ë¸Æ¤Ð¤ì¤¿");
-#else
- msg_print("Warning! print_spells called with null realm");
-#endif
-
+ msg_print(_("警告! print_spell が領域なしに呼ばれた", "Warning! print_spells called with null realm"));
/* Title the list */
prt("", y, x);
if (use_realm == REALM_HISSATSU)
-#ifdef JP
- strcpy(buf," Lv MP");
-#else
- strcpy(buf," Lv SP");
-#endif
+ strcpy(buf,_(" Lv MP", " Lv SP"));
else
-#ifdef JP
- strcpy(buf,"½ÏÎýÅÙ Lv MP ¼ºÎ¨ ¸ú²Ì");
-#else
- strcpy(buf,"Profic Lv SP Fail Effect");
-#endif
+ strcpy(buf,_("熟練度 Lv MP 失率 効果", "Profic Lv SP Fail Effect"));
-#ifdef JP
-put_str("̾Á°", y, x + 5);
-put_str(buf, y, x + 29);
-#else
- put_str("Name", y, x + 5);
+ put_str(_("名前", "Name"), y, x + 5);
put_str(buf, y, x + 29);
-#endif
if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE)) increment = 0;
else if (use_realm == p_ptr->realm1) increment = 0;
if (use_menu && target_spell)
{
if (i == (target_spell-1))
-#ifdef JP
- strcpy(out_val, " ¡Õ ");
-#else
- strcpy(out_val, " > ");
-#endif
+ strcpy(out_val, _(" 》 ", " > "));
else
strcpy(out_val, " ");
}
/* Skip illegible spells */
if (s_ptr->slevel >= 99)
{
-#ifdef JP
-strcat(out_val, format("%-30s", "(ȽÆÉÉÔǽ)"));
-#else
- strcat(out_val, format("%-30s", "(illegible)"));
-#endif
-
- c_prt(TERM_L_DARK, out_val, y + i + 1, x);
- continue;
+ strcat(out_val, format("%-30s", _("(判読不能)", "(illegible)")));
+ c_prt(TERM_L_DARK, out_val, y + i + 1, x);
+ continue;
}
/* XXX XXX Could label spells above the players level */
{
if (s_ptr->slevel > p_ptr->max_plv)
{
-#ifdef JP
-comment = "̤ÃÎ";
-#else
- comment = "unknown";
-#endif
-
+ comment = _("未知", "unknown");
line_attr = TERM_L_BLUE;
}
else if (s_ptr->slevel > p_ptr->lev)
{
-#ifdef JP
-comment = "˺µÑ";
-#else
- comment = "forgotten";
-#endif
-
+ comment = _("忘却", "forgotten");
line_attr = TERM_YELLOW;
}
}
else if ((use_realm != p_ptr->realm1) && (use_realm != p_ptr->realm2))
{
-#ifdef JP
-comment = "̤ÃÎ";
-#else
- comment = "unknown";
-#endif
-
+ comment = _("未知", "unknown");
line_attr = TERM_L_BLUE;
}
else if ((use_realm == p_ptr->realm1) ?
((p_ptr->spell_forgotten1 & (1L << spell))) :
((p_ptr->spell_forgotten2 & (1L << spell))))
{
-#ifdef JP
-comment = "˺µÑ";
-#else
- comment = "forgotten";
-#endif
-
+ comment = _("忘却", "forgotten");
line_attr = TERM_YELLOW;
}
else if (!((use_realm == p_ptr->realm1) ?
(p_ptr->spell_learned1 & (1L << spell)) :
(p_ptr->spell_learned2 & (1L << spell))))
{
-#ifdef JP
-comment = "̤ÃÎ";
-#else
- comment = "unknown";
-#endif
-
+ comment = _("未知", "unknown");
line_attr = TERM_L_BLUE;
}
else if (!((use_realm == p_ptr->realm1) ?
(p_ptr->spell_worked1 & (1L << spell)) :
(p_ptr->spell_worked2 & (1L << spell))))
{
-#ifdef JP
-comment = "̤·Ð¸³";
-#else
- comment = "untried";
-#endif
-
+ comment = _("未経験", "untried");
line_attr = TERM_L_GREEN;
}
}
-/*
+/*!
+ * @brief アイテムが酸で破損するかどうかを判定する
+ * @param o_ptr アイテムの情報参照ポインタ
+ * @return 破損するならばTRUEを返す
* Note that amulets, rods, and high-level spell books are immune
* to "inventory damage" of any kind. Also sling ammo and shovels.
- */
-
-
-/*
* Does a given class of objects (usually) hate acid?
* Note that acid can either melt or corrode something.
*/
}
-/*
+/*!
+ * @brief アイテムが電撃で破損するかどうかを判定する /
* Does a given object (usually) hate electricity?
+ * @param o_ptr アイテムの情報参照ポインタ
+ * @return 破損するならばTRUEを返す
*/
bool hates_elec(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief アイテムが火炎で破損するかどうかを判定する /
* Does a given object (usually) hate fire?
+ * @param o_ptr アイテムの情報参照ポインタ
+ * @return 破損するならばTRUEを返す
+ * @details
* Hafted/Polearm weapons have wooden shafts.
* Arrows/Bows are mostly wooden.
*/
case TV_CRUSADE_BOOK:
case TV_MUSIC_BOOK:
case TV_HISSATSU_BOOK:
+ case TV_HEX_BOOK:
{
return (TRUE);
}
}
-/*
+/*!
+ * @brief アイテムが冷気で破損するかどうかを判定する /
* Does a given object (usually) hate cold?
+ * @param o_ptr アイテムの情報参照ポインタ
+ * @return 破損するならばTRUEを返す
*/
bool hates_cold(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief アイテムが酸で破損するかどうかを判定する(メインルーチン) /
* Melt something
+ * @param o_ptr アイテムの情報参照ポインタ
+ * @return 破損するならばTRUEを返す
+ * @todo 統合を検討
*/
int set_acid_destroy(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief アイテムが電撃で破損するかどうかを判定する(メインルーチン) /
* Electrical damage
+ * @param o_ptr アイテムの情報参照ポインタ
+ * @return 破損するならばTRUEを返す
+ * @todo 統合を検討
*/
int set_elec_destroy(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief アイテムが火炎で破損するかどうかを判定する(メインルーチン) /
* Burn something
+ * @param o_ptr アイテムの情報参照ポインタ
+ * @return 破損するならばTRUEを返す
+ * @todo 統合を検討
*/
int set_fire_destroy(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief アイテムが冷気で破損するかどうかを判定する(メインルーチン) /
* Freeze things
+ * @param o_ptr アイテムの情報参照ポインタ
+ * @return 破損するならばTRUEを返す
+ * @todo 統合を検討
*/
int set_cold_destroy(object_type *o_ptr)
{
}
-/*
+/*!
+ * @brief アイテムが指定確率で破損するかどうかを判定する /
* Destroys a type of item on a given percent chance
+ * @param typ 破損判定関数ポインタ
+ * @param perc 基本確率
+ * @return 破損したアイテムの数
+ * @details
* Note that missiles are no longer necessarily all destroyed
* Destruction taken from "melee.c" code for "stealing".
* New-style wands and rods handled correctly. -LM-
object_type *o_ptr;
char o_name[MAX_NLEN];
- /* Multishadow effects is determined by turn */
- if( p_ptr->multishadow && (turn & 1) )return 0;
+ if (CHECK_MULTISHADOW()) return 0;
if (p_ptr->inside_arena) return 0;
object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
/* Message */
-#ifdef JP
-msg_format("%s(%c)¤¬%s²õ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
-#else
- msg_format("%sour %s (%c) %s destroyed!",
-#endif
+ msg_format(_("%s(%c)が%s壊れてしまった!", "%sour %s (%c) %s destroyed!"),
#ifdef JP
o_name, index_to_label(i),
((o_ptr->number > 1) ?
- ((amt == o_ptr->number) ? "Á´Éô" :
- (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
+ ((amt == o_ptr->number) ? "全部" :
+ (amt > 1 ? "何個か" : "一個")) : "") );
#else
((o_ptr->number > 1) ?
((amt == o_ptr->number) ? "All of y" :
#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
+ msg_print("やりやがったな!");
#endif
/* Potions smash open */
if (object_is_potion(o_ptr))
{
- (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
+ (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, o_ptr->k_idx);
}
/* Reduce the charges of rods/wands */
}
-/*
+/*!
+ * @brief 酸攻撃による装備のAC劣化処理 /
* Acid has hit the player, attempt to affect some armor.
- *
+ * @return ACが実際に劣化したらTRUEを返す
+ * @details
* Note that the "base armor" of an object never changes.
- *
* If any armor is damaged (or resists), the player takes less damage.
*/
static int minus_ac(void)
/* Object resists */
if (have_flag(flgs, TR_IGNORE_ACID))
{
-#ifdef JP
-msg_format("¤·¤«¤·%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", o_name);
-#else
- msg_format("Your %s is unaffected!", o_name);
-#endif
-
-
+ msg_format(_("しかし%sには効果がなかった!", "Your %s is unaffected!"), o_name);
return (TRUE);
}
/* Message */
-#ifdef JP
-msg_format("%s¤¬¥À¥á¡¼¥¸¤ò¼õ¤±¤¿¡ª", o_name);
-#else
- msg_format("Your %s is damaged!", o_name);
-#endif
-
+ msg_format(_("%sがダメージを受けた!", "Your %s is damaged!"), o_name);
/* Damage the item */
o_ptr->to_a--;
}
-/*
+/*!
+ * @brief 酸属性によるプレイヤー損害処理 /
* Hurt the player with Acid
+ * @param dam 基本ダメージ量
+ * @param kb_str ダメージ原因記述
+ * @param monspell 原因となったモンスター特殊攻撃ID
+ * @param aura オーラよるダメージが原因ならばTRUE
+ * @return 修正HPダメージ量
*/
-int acid_dam(int dam, cptr kb_str, int monspell)
+int acid_dam(int dam, cptr kb_str, int monspell, bool aura)
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
if (p_ptr->resist_acid) dam = (dam + 2) / 3;
if (double_resist) dam = (dam + 2) / 3;
- if ((!(double_resist || p_ptr->resist_acid)) &&
- one_in_(HURT_CHANCE))
- (void)do_dec_stat(A_CHR);
+ if (aura || !CHECK_MULTISHADOW())
+ {
+ if ((!(double_resist || p_ptr->resist_acid)) &&
+ one_in_(HURT_CHANCE))
+ (void)do_dec_stat(A_CHR);
- /* If any armor gets hit, defend the player */
- if (minus_ac()) dam = (dam + 1) / 2;
+ /* If any armor gets hit, defend the player */
+ if (minus_ac()) dam = (dam + 1) / 2;
+ }
/* Take damage */
- get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+ get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
/* Inventory damage */
- if (!(double_resist && p_ptr->resist_acid))
+ if (!aura && !(double_resist && p_ptr->resist_acid))
inven_damage(set_acid_destroy, inv);
return get_damage;
}
-/*
+/*!
+ * @brief 電撃属性によるプレイヤー損害処理 /
* Hurt the player with electricity
+ * @param dam 基本ダメージ量
+ * @param kb_str ダメージ原因記述
+ * @param monspell 原因となったモンスター特殊攻撃ID
+ * @param aura オーラよるダメージが原因ならばTRUE
+ * @return 修正HPダメージ量
*/
-int elec_dam(int dam, cptr kb_str, int monspell)
+int elec_dam(int dam, cptr kb_str, int monspell, bool aura)
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
if (p_ptr->resist_elec) dam = (dam + 2) / 3;
if (double_resist) dam = (dam + 2) / 3;
- if ((!(double_resist || p_ptr->resist_elec)) &&
- one_in_(HURT_CHANCE))
- (void)do_dec_stat(A_DEX);
+ if (aura || !CHECK_MULTISHADOW())
+ {
+ if ((!(double_resist || p_ptr->resist_elec)) &&
+ one_in_(HURT_CHANCE))
+ (void)do_dec_stat(A_DEX);
+ }
/* Take damage */
- get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+ get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
/* Inventory damage */
- if (!(double_resist && p_ptr->resist_elec))
+ if (!aura && !(double_resist && p_ptr->resist_elec))
inven_damage(set_elec_destroy, inv);
return get_damage;
}
-/*
+/*!
+ * @brief 火炎属性によるプレイヤー損害処理 /
* Hurt the player with Fire
+ * @param dam 基本ダメージ量
+ * @param kb_str ダメージ原因記述
+ * @param monspell 原因となったモンスター特殊攻撃ID
+ * @param aura オーラよるダメージが原因ならばTRUE
+ * @return 修正HPダメージ量
*/
-int fire_dam(int dam, cptr kb_str, int monspell)
+int fire_dam(int dam, cptr kb_str, int monspell, bool aura)
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
if (p_ptr->resist_fire) dam = (dam + 2) / 3;
if (double_resist) dam = (dam + 2) / 3;
- if ((!(double_resist || p_ptr->resist_fire)) &&
- one_in_(HURT_CHANCE))
- (void)do_dec_stat(A_STR);
+ if (aura || !CHECK_MULTISHADOW())
+ {
+ if ((!(double_resist || p_ptr->resist_fire)) &&
+ one_in_(HURT_CHANCE))
+ (void)do_dec_stat(A_STR);
+ }
/* Take damage */
- get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+ get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
/* Inventory damage */
- if (!(double_resist && p_ptr->resist_fire))
+ if (!aura && !(double_resist && p_ptr->resist_fire))
inven_damage(set_fire_destroy, inv);
return get_damage;
}
-/*
+/*!
+ * @brief 冷気属性によるプレイヤー損害処理 /
* Hurt the player with Cold
+ * @param dam 基本ダメージ量
+ * @param kb_str ダメージ原因記述
+ * @param monspell 原因となったモンスター特殊攻撃ID
+ * @param aura オーラよるダメージが原因ならばTRUE
+ * @return 修正HPダメージ量
*/
-int cold_dam(int dam, cptr kb_str, int monspell)
+int cold_dam(int dam, cptr kb_str, int monspell, bool aura)
{
int get_damage;
int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
if (p_ptr->resist_cold) dam = (dam + 2) / 3;
if (double_resist) dam = (dam + 2) / 3;
- if ((!(double_resist || p_ptr->resist_cold)) &&
- one_in_(HURT_CHANCE))
- (void)do_dec_stat(A_STR);
+ if (aura || !CHECK_MULTISHADOW())
+ {
+ if ((!(double_resist || p_ptr->resist_cold)) &&
+ one_in_(HURT_CHANCE))
+ (void)do_dec_stat(A_STR);
+ }
/* Take damage */
- get_damage=take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
+ get_damage = take_hit(aura ? DAMAGE_NOESCAPE : DAMAGE_ATTACK, dam, kb_str, monspell);
/* Inventory damage */
- if (!(double_resist && p_ptr->resist_cold))
+ if (!aura && !(double_resist && p_ptr->resist_cold))
inven_damage(set_cold_destroy, inv);
return get_damage;
}
-
+/*!
+ * @brief 防具の錆止め防止処理
+ * @return ターン消費を要する処理を行ったならばTRUEを返す
+ */
bool rustproof(void)
{
int item;
item_tester_hook = object_is_armour;
/* Get an item */
-#ifdef JP
-q = "¤É¤ÎËɶñ¤Ë»¬»ß¤á¤ò¤·¤Þ¤¹¤«¡©";
-s = "»¬»ß¤á¤Ç¤¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
- q = "Rustproof which piece of armour? ";
- s = "You have nothing to rustproof.";
-#endif
+ q = _("どの防具に錆止めをしますか?", "Rustproof which piece of armour? ");
+ s = _("錆止めできるものがありません。", "You have nothing to rustproof.");
if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
if ((o_ptr->to_a < 0) && !object_is_cursed(o_ptr))
{
#ifdef JP
-msg_format("%s¤Ï¿·ÉÊƱÍͤˤʤä¿¡ª",o_name);
+msg_format("%sは新品同様になった!",o_name);
#else
msg_format("%s %s look%s as good as new!",
((item >= 0) ? "Your" : "The"), o_name,
}
#ifdef JP
-msg_format("%s¤ÏÉå¿©¤·¤Ê¤¯¤Ê¤Ã¤¿¡£", o_name);
+msg_format("%sは腐食しなくなった。", o_name);
#else
msg_format("%s %s %s now protected against corrosion.",
((item >= 0) ? "Your" : "The"), o_name,
}
-/*
+/*!
+ * @brief 防具呪縛処理 /
* Curse the players armor
+ * @return 実際に呪縛されたらTRUEを返す
*/
bool curse_armor(void)
{
{
/* Cool */
#ifdef JP
-msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
-"¶²ÉݤΰŹõ¥ª¡¼¥é", "Ëɶñ", o_name);
+msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
+"恐怖の暗黒オーラ", "防具", o_name);
#else
msg_format("A %s tries to %s, but your %s resists the effects!",
"terrible black aura", "surround your armor", o_name);
else
{
/* Oops */
-#ifdef JP
-msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
-#else
- msg_format("A terrible black aura blasts your %s!", o_name);
-#endif
-
+ msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
chg_virtue(V_ENCHANT, -5);
/* Blast the armor */
return (TRUE);
}
-
-/*
+/*!
+ * @brief 武器呪縛処理 /
* Curse the players weapon
+ * @param force 無条件に呪縛を行うならばTRUE
+ * @param o_ptr 呪縛する武器のアイテム情報参照ポインタ
+ * @return 実際に呪縛されたらTRUEを返す
*/
-bool curse_weapon(bool force, int slot)
+bool curse_weapon_object(bool force, object_type *o_ptr)
{
int i;
-
- object_type *o_ptr;
-
char o_name[MAX_NLEN];
-
- /* Curse the weapon */
- o_ptr = &inventory[slot];
-
/* Nothing to curse */
if (!o_ptr->k_idx) return (FALSE);
-
/* Describe */
object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
{
/* Cool */
#ifdef JP
-msg_format("%s¤¬%s¤òÊñ¤ß¹þ¤â¤¦¤È¤·¤¿¤¬¡¢%s¤Ï¤½¤ì¤òÄ·¤ÍÊÖ¤·¤¿¡ª",
-"¶²ÉݤΰŹõ¥ª¡¼¥é", "Éð´ï", o_name);
+ msg_format("%sが%sを包み込もうとしたが、%sはそれを跳ね返した!",
+ "恐怖の暗黒オーラ", "武器", o_name);
#else
msg_format("A %s tries to %s, but your %s resists the effects!",
- "terrible black aura", "surround your weapon", o_name);
+ "terrible black aura", "surround your weapon", o_name);
#endif
-
}
/* not artifact or failed save... */
else
{
/* Oops */
-#ifdef JP
-if (!force) msg_format("¶²ÉݤΰŹõ¥ª¡¼¥é¤¬¤¢¤Ê¤¿¤Î%s¤òÊñ¤ß¹þ¤ó¤À¡ª", o_name);
-#else
- if (!force) msg_format("A terrible black aura blasts your %s!", o_name);
-#endif
-
+ if (!force) msg_format(_("恐怖の暗黒オーラがあなたの%sを包み込んだ!", "A terrible black aura blasts your %s!"), o_name);
chg_virtue(V_ENCHANT, -5);
/* Shatter the weapon */
for (i = 0; i < TR_FLAG_SIZE; i++)
o_ptr->art_flags[i] = 0;
-
/* Curse it */
o_ptr->curse_flags = TRC_CURSED;
return (TRUE);
}
+/*!
+ * @brief 武器呪縛処理のメインルーチン /
+ * Curse the players weapon
+ * @param force 無条件に呪縛を行うならばTRUE
+ * @param slot 呪縛する武器の装備スロット
+ * @return 実際に呪縛されたらTRUEを返す
+ */
+bool curse_weapon(bool force, int slot)
+{
+ /* Curse the weapon */
+ return curse_weapon_object(force, &inventory[slot]);
+}
-/*
+
+/*!
+ * @brief ボルトのエゴ化処理(火炎エゴのみ) /
* Enchant some bolts
+ * @return 常にTRUEを返す
*/
bool brand_bolts(void)
{
if (randint0(100) < 75) continue;
/* Message */
-#ifdef JP
-msg_print("¥¯¥í¥¹¥Ü¥¦¤ÎÌ𤬱ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("Your bolts are covered in a fiery aura!");
-#endif
-
+ msg_print(_("クロスボウの矢が炎のオーラに包まれた!", "Your bolts are covered in a fiery aura!"));
/* Ego-item */
o_ptr->name2 = EGO_FLAME;
if (flush_failure) flush();
/* Fail */
-#ifdef JP
-msg_print("±ê¤Ç¶¯²½¤¹¤ë¤Î¤Ë¼ºÇÔ¤·¤¿¡£");
-#else
- msg_print("The fiery enchantment failed.");
-#endif
-
+ msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
/* Notice */
return (TRUE);
}
-/*
+/*!
+ * @brief 変身処理向けにモンスターの近隣レベル帯モンスターを返す /
* Helper function -- return a "nearby" race for polymorphing
- *
+ * @param r_idx 基準となるモンスター種族ID
+ * @return 変更先のモンスター種族ID
+ * @details
* Note that this function is one of the more "dangerous" ones...
*/
static s16b poly_r_idx(int r_idx)
return (r_idx);
}
-
+/*!
+ * @brief 指定座標にいるモンスターを変身させる /
+ * Helper function -- return a "nearby" race for polymorphing
+ * @param y 指定のY座標
+ * @param x 指定のX座標
+ * @return 実際に変身したらTRUEを返す
+ */
bool polymorph_monster(int y, int x)
{
cave_type *c_ptr = &cave[y][x];
if (new_r_idx != old_r_idx)
{
u32b mode = 0L;
+ bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
+ s16b this_o_idx, next_o_idx = 0;
/* Get the monsters attitude */
if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
if (m_ptr->mflag2 & MFLAG2_NOPET) mode |= PM_NO_PET;
+ /* Mega-hack -- ignore held objects */
+ m_ptr->hold_o_idx = 0;
+
/* "Kill" the "old" monster */
delete_monster_idx(c_ptr->m_idx);
/* Create a new monster (no groups) */
if (place_monster_aux(0, y, x, new_r_idx, mode))
{
+ m_list[hack_m_idx_ii].nickname = back_m.nickname;
+ m_list[hack_m_idx_ii].parent_m_idx = back_m.parent_m_idx;
+ m_list[hack_m_idx_ii].hold_o_idx = back_m.hold_o_idx;
+
/* Success */
polymorphed = TRUE;
}
{
/* Placing the new monster failed */
if (place_monster_aux(0, y, x, old_r_idx, (mode | PM_NO_KAGE | PM_IGNORE_TERRAIN)))
+ {
m_list[hack_m_idx_ii] = back_m;
+
+ /* Re-initialize monster process */
+ mproc_init();
+ }
+ else preserve_hold_objects = FALSE;
+ }
+
+ /* Mega-hack -- preserve held objects */
+ if (preserve_hold_objects)
+ {
+ for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
+ {
+ /* Acquire object */
+ object_type *o_ptr = &o_list[this_o_idx];
+
+ /* Acquire next object */
+ next_o_idx = o_ptr->next_o_idx;
+
+ /* Held by new monster */
+ o_ptr->held_m_idx = hack_m_idx_ii;
+ }
+ }
+ else if (back_m.hold_o_idx) /* Failed (paranoia) */
+ {
+ /* Delete objects */
+ for (this_o_idx = back_m.hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
+ {
+ /* Acquire next object */
+ next_o_idx = o_list[this_o_idx].next_o_idx;
+
+ /* Delete the object */
+ delete_object_idx(this_o_idx);
+ }
}
if (targeted) target_who = hack_m_idx_ii;
return polymorphed;
}
-
-/*
+/*!
+ * @brief 次元の扉処理 /
* Dimension Door
+ * @param x テレポート先のX座標
+ * @param y テレポート先のY座標
+ * @return 目標に指定通りテレポートできたならばTRUEを返す
*/
static bool dimension_door_aux(int x, int y)
{
p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
- if (!cave_player_teleportable_bold(y, x, FALSE, FALSE) ||
- (distance(y, x, py, px) > plev / 2 + 10) ||
+ if (!cave_player_teleportable_bold(y, x, 0L) ||
+ (distance(y, x, p_ptr->y, p_ptr->x) > plev / 2 + 10) ||
(!randint0(plev / 10 + 10)))
{
p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
- teleport_player((plev + 2) * 2, TRUE);
+ teleport_player((plev + 2) * 2, TELEPORT_PASSIVE);
/* Failed */
return FALSE;
}
else
{
- teleport_player_to(y, x, TRUE, FALSE);
+ teleport_player_to(y, x, 0L);
/* Success */
return TRUE;
}
-/*
+/*!
+ * @brief 次元の扉処理のメインルーチン /
* Dimension Door
+ * @return ターンを消費した場合TRUEを返す
*/
bool dimension_door(void)
{
if (dimension_door_aux(x, y)) return TRUE;
-#ifdef JP
- msg_print("ÀºÎ¤«¤éʪ¼Á³¦¤ËÌá¤ë»þ¤¦¤Þ¤¯¤¤¤«¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("You fail to exit the astral plane correctly!");
-#endif
+ msg_print(_("精霊界から物質界に戻る時うまくいかなかった!", "You fail to exit the astral plane correctly!"));
return TRUE;
}
-/*
+/*!
+ * @brief 鏡抜け処理のメインルーチン /
* Mirror Master's Dimension Door
+ * @return ターンを消費した場合TRUEを返す
*/
bool mirror_tunnel(void)
{
if (dimension_door_aux(x, y)) return TRUE;
-#ifdef JP
- msg_print("¶À¤ÎÀ¤³¦¤ò¤¦¤Þ¤¯Ä̤ì¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("You fail to pass the mirror plane correctly!");
-#endif
+ msg_print(_("鏡の世界をうまく通れなかった!", "You fail to pass the mirror plane correctly!"));
return TRUE;
}
-
+/*!
+ * @brief 魔力食い処理
+ * @param power 基本効力
+ * @return ターンを消費した場合TRUEを返す
+ */
bool eat_magic(int power)
{
object_type * o_ptr;
item_tester_hook = item_tester_hook_recharge;
/* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éËâÎϤòµÛ¼ý¤·¤Þ¤¹¤«¡©";
-s = "ËâÎϤòµÛ¼ý¤Ç¤¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
- q = "Drain which item? ";
- s = "You have nothing to drain.";
-#endif
+ q = _("どのアイテムから魔力を吸収しますか?", "Drain which item? ");
+ s = _("魔力を吸収できるアイテムがありません。", "You have nothing to drain.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
{
if (o_ptr->timeout > (o_ptr->number - 1) * k_ptr->pval)
{
-#ifdef JP
-msg_print("½¼Å¶Ãæ¤Î¥í¥Ã¥É¤«¤éËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¡£");
-#else
- msg_print("You can't absorb energy from a discharged rod.");
-#endif
-
+ msg_print(_("充填中のロッドから魔力を吸収することはできません。", "You can't absorb energy from a discharged rod."));
}
else
{
item = inven_carry(q_ptr);
/* Message */
-#ifdef JP
- msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£");
-#else
- msg_print("You unstack your staff.");
-#endif
-
+ msg_print(_("杖をまとめなおした。", "You unstack your staff."));
}
}
else
{
-#ifdef JP
-msg_print("µÛ¼ý¤Ç¤¤ëËâÎϤ¬¤¢¤ê¤Þ¤»¤ó¡ª");
-#else
- msg_print("There's no energy there to absorb!");
-#endif
-
+ msg_print(_("吸収できる魔力がありません!", "There's no energy there to absorb!"));
}
if (!o_ptr->pval) o_ptr->ident |= IDENT_EMPTY;
}
if (object_is_fixed_artifact(o_ptr))
{
object_desc(o_name, o_ptr, OD_NAME_ONLY);
-#ifdef JP
-msg_format("ËâÎϤ¬µÕή¤·¤¿¡ª%s¤Ï´°Á´¤ËËâÎϤò¼º¤Ã¤¿¡£", o_name);
-#else
- msg_format("The recharging backfires - %s is completely drained!", o_name);
-#endif
-
+ msg_format(_("魔力が逆流した!%sは完全に魔力を失った。", "The recharging backfires - %s is completely drained!"), o_name);
/* Artifact rods. */
if (o_ptr->tval == TV_ROD)
{
if (o_ptr->tval == TV_ROD)
{
-#ifdef JP
-msg_print("¥í¥Ã¥É¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤÏÁ´¤Æ¼º¤Ê¤ï¤ì¤¿¡£");
-#else
- msg_format("You save your rod from destruction, but all charges are lost.", o_name);
-#endif
-
+ msg_format(_("ロッドは破損を免れたが、魔力は全て失なわれた。",
+ "You save your rod from destruction, but all charges are lost."), o_name);
o_ptr->timeout = k_ptr->pval * o_ptr->number;
}
else if (o_ptr->tval == TV_WAND)
{
-#ifdef JP
-msg_format("%s¤ÏÇË»¤òÌȤ줿¤¬¡¢ËâÎϤ¬Á´¤Æ¼º¤ï¤ì¤¿¡£", o_name);
-#else
- msg_format("You save your %s from destruction, but all charges are lost.", o_name);
-#endif
-
+ msg_format(_("%sは破損を免れたが、魔力が全て失われた。", "You save your %s from destruction, but all charges are lost."), o_name);
o_ptr->pval = 0;
}
/* Staffs aren't drained. */
{
if (o_ptr->number > 1)
{
-#ifdef JP
-msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬°ìËܲõ¤ì¤¿¡ª", o_name);
-#else
- msg_format("Wild magic consumes one of your %s!", o_name);
-#endif
-
+ msg_format(_("乱暴な魔法のために%sが一本壊れた!", "Wild magic consumes one of your %s!"), o_name);
/* Reduce rod stack maximum timeout, drain wands. */
if (o_ptr->tval == TV_ROD) o_ptr->timeout = MIN(o_ptr->timeout, k_ptr->pval * (o_ptr->number - 1));
else if (o_ptr->tval == TV_WAND) o_ptr->pval = o_ptr->pval * (o_ptr->number - 1) / o_ptr->number;
-
}
else
-#ifdef JP
-msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²¿Ëܤ«²õ¤ì¤¿¡ª", o_name);
-#else
- msg_format("Wild magic consumes your %s!", o_name);
-#endif
-
+ {
+ msg_format(_("乱暴な魔法のために%sが何本か壊れた!", "Wild magic consumes your %s!"), o_name);
+ }
+
/* Reduce and describe inventory */
if (item >= 0)
{
if (fail_type == 3)
{
if (o_ptr->number > 1)
-#ifdef JP
-msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬Á´¤Æ²õ¤ì¤¿¡ª", o_name);
-#else
- msg_format("Wild magic consumes all your %s!", o_name);
-#endif
-
+ msg_format(_("乱暴な魔法のために%sが全て壊れた!", "Wild magic consumes all your %s!"), o_name);
else
-#ifdef JP
-msg_format("Íð˽¤ÊËâË¡¤Î¤¿¤á¤Ë%s¤¬²õ¤ì¤¿¡ª", o_name);
-#else
- msg_format("Wild magic consumes your %s!", o_name);
-#endif
-
-
+ msg_format(_("乱暴な魔法のために%sが壊れた!", "Wild magic consumes your %s!"), o_name);
/* Reduce and describe inventory */
if (item >= 0)
return TRUE;
}
-
+/*!
+ * @brief 同族召喚(援軍)処理
+ * @param level 召喚基準レベル
+ * @param y 召喚先Y座標
+ * @param x 召喚先X座標
+ * @param mode 召喚オプション
+ * @return ターンを消費した場合TRUEを返す
+ */
bool summon_kin_player(int level, int y, int x, u32b mode)
{
bool pet = (bool)(mode & PM_FORCE_PET);
case RACE_NIBELUNG:
case RACE_DARK_ELF:
case RACE_MIND_FLAYER:
- case RACE_KUTA:
+ case RACE_KUTAR:
case RACE_S_FAIRY:
summon_kin_type = 'h';
break;
}
return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
}
+
+/*!
+ * @brief 皆殺し(全方向攻撃)処理
+ * @param py プレイヤーY座標
+ * @param px プレイヤーX座標
+ * @return なし
+ */
+void massacre(void)
+{
+ int x, y;
+ cave_type *c_ptr;
+ monster_type *m_ptr;
+ int dir;
+
+ for (dir = 0; dir < 8; dir++)
+ {
+ y = p_ptr->y + ddy_ddd[dir];
+ x = p_ptr->x + ddx_ddd[dir];
+ c_ptr = &cave[y][x];
+
+ /* Get the monster */
+ m_ptr = &m_list[c_ptr->m_idx];
+
+ /* Hack -- attack monsters */
+ if (c_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
+ py_attack(y, x, 0);
+ }
+}