-/* 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 */
+#include "floor.h"
+#include "object-hook.h"
+#include "melee.h"
+#include "player-status.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
+
+
+/*! 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) */
-#define HURT_CHANCE 16
-
-
-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];
- feature_type *f_ptr = &f_info[c_ptr->feat];
-
- /* Require "teleportable" space */
- if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
-
- if (c_ptr->m_idx && (c_ptr->m_idx != m_idx)) return FALSE;
- if (player_bold(y, x)) return FALSE;
-
- /* Hack -- no teleport onto glyph of warding */
- if (is_glyph_grid(c_ptr)) return FALSE;
- if (is_explosive_rune_grid(c_ptr)) return FALSE;
-
- if (!(mode & TELEPORT_PASSIVE))
- {
- if (!monster_can_cross_terrain(c_ptr->feat, &r_info[m_ptr->r_idx], 0)) return FALSE;
- }
-
- return TRUE;
-}
-
-/*
+/*!
+ * @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, u32b mode)
+bool teleport_away(MONSTER_IDX m_idx, POSITION dis, BIT_FLAGS mode)
{
- int oy, ox, d, i, min;
+ POSITION oy, ox, d, i, min;
int tries = 0;
- int ny = 0, nx = 0;
+ POSITION ny = 0, nx = 0;
bool look = TRUE;
/* Paranoia */
if (!m_ptr->r_idx) return (FALSE);
- /* Save the old location */
oy = m_ptr->fy;
ox = m_ptr->fx;
/* No teleporting into vaults and such */
if (!(p_ptr->inside_quest || p_ptr->inside_arena))
- if (cave[ny][nx].info & CAVE_ICKY) continue;
+ if (grid_array[ny][nx].info & CAVE_ICKY) continue;
/* This grid looks good */
look = FALSE;
if (tries > MAX_TRIES) return (FALSE);
}
- /* Sound */
sound(SOUND_TPOTHER);
/* Update the old location */
- cave[oy][ox].m_idx = 0;
+ grid_array[oy][ox].m_idx = 0;
/* Update the new location */
- cave[ny][nx].m_idx = m_idx;
+ grid_array[ny][nx].m_idx = m_idx;
/* Move the monster */
m_ptr->fy = ny;
/* Forget the counter target */
reset_target(m_ptr);
- /* Update the monster (new location) */
- update_mon(m_idx, TRUE);
-
- /* Redraw the old grid */
+ update_monster(m_idx, TRUE);
lite_spot(oy, ox);
-
- /* Redraw the new grid */
lite_spot(ny, nx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
}
-
-/*
+/*!
+ * @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, u32b mode)
+void teleport_monster_to(MONSTER_IDX m_idx, POSITION ty, POSITION tx, int power, BIT_FLAGS mode)
{
- int ny, nx, oy, ox, d, i, min;
+ POSITION ny, nx, oy, ox;
+ int d, i, min;
int attempts = 500;
- int dis = 2;
+ POSITION dis = 2;
bool look = TRUE;
monster_type *m_ptr = &m_list[m_idx];
/* Paranoia */
- if (!m_ptr->r_idx) return;
+ if(!m_ptr->r_idx) return;
/* "Skill" test */
- if (randint1(100) > power) return;
+ if(randint1(100) > power) return;
- /* Initialize */
ny = m_ptr->fy;
nx = m_ptr->fx;
-
- /* Save the old location */
oy = m_ptr->fy;
ox = m_ptr->fx;
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; */
+ /* if (grid_array[ny][nx].info & (CAVE_ICKY)) continue; */
/* This grid looks good */
look = FALSE;
if (attempts < 1) return;
- /* Sound */
sound(SOUND_TPOTHER);
/* Update the old location */
- cave[oy][ox].m_idx = 0;
+ grid_array[oy][ox].m_idx = 0;
/* Update the new location */
- cave[ny][nx].m_idx = m_idx;
+ grid_array[ny][nx].m_idx = m_idx;
/* Move the monster */
m_ptr->fy = ny;
m_ptr->fx = nx;
- /* Update the monster (new location) */
- update_mon(m_idx, TRUE);
-
- /* Redraw the old grid */
+ update_monster(m_idx, TRUE);
lite_spot(oy, ox);
-
- /* Redraw the new grid */
lite_spot(ny, nx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
p_ptr->update |= (PU_MON_LITE);
}
-
-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];
-
- /* Require "teleportable" space */
- if (!have_flag(f_ptr->flags, FF_TELEPORTABLE)) return FALSE;
-
- /* No magical teleporting into vaults and such */
- 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;
-
- /* 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 (have_flag(f_ptr->flags, FF_WATER) && have_flag(f_ptr->flags, FF_DEEP))
- {
- if (!p_ptr->levitation && !p_ptr->can_swim) return FALSE;
- }
-
- if (have_flag(f_ptr->flags, FF_LAVA) && !p_ptr->immune_fire && !IS_INVULN())
- {
- /* Always forbid deep lava */
- if (have_flag(f_ptr->flags, FF_DEEP)) return FALSE;
-
- /* Forbid shallow lava when the player don't have levitation */
- if (!p_ptr->levitation) return FALSE;
- }
-
- }
-
- return TRUE;
-}
-
-
-/*
+/*!
+ * @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.
*
* 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>
*/
-#define MAX_TELEPORT_DISTANCE 200
-
-bool teleport_player_aux(int dis, u32b mode)
+bool teleport_player_aux(POSITION dis, BIT_FLAGS mode)
{
int candidates_at[MAX_TELEPORT_DISTANCE + 1];
int total_candidates, cur_candidates;
- int y = 0, x = 0, min, pick, i;
+ POSITION y = 0, x = 0;
+ int min, pick, i;
- int left = MAX(1, px - dis);
- int right = MIN(cur_wid - 2, px + dis);
- int top = MAX(1, py - dis);
- int bottom = MIN(cur_hgt - 2, py + dis);
+ 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);
if (p_ptr->wild_mode) return FALSE;
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 FALSE;
}
if (!cave_player_teleportable_bold(y, x, mode)) continue;
/* Calculate distance */
- d = distance(py, px, y, x);
+ d = distance(p_ptr->y, p_ptr->x, y, x);
/* Skip too far locations */
if (d > dis) continue;
if (!cave_player_teleportable_bold(y, x, mode)) continue;
/* Calculate distance */
- d = distance(py, px, y, x);
+ d = distance(p_ptr->y, p_ptr->x, y, x);
/* Skip too far locations */
if (d > dis) continue;
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
- /* Move the player */
(void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
-
return TRUE;
}
-void teleport_player(int dis, u32b mode)
+/*!
+ * @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(POSITION dis, BIT_FLAGS mode)
{
- int yy, xx;
-
- /* Save the old location */
- int oy = py;
- int ox = px;
+ POSITION yy, xx;
+ POSITION oy = p_ptr->y;
+ POSITION ox = p_ptr->x;
if (!teleport_player_aux(dis, mode)) return;
{
for (yy = -1; yy < 2; yy++)
{
- int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+ MONSTER_IDX tmp_m_idx = grid_array[oy+yy][ox+xx].m_idx;
/* A monster except your mount may follow */
if (tmp_m_idx && (p_ptr->riding != tmp_m_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 (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level, 0L);
+ if (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, p_ptr->y, p_ptr->x, r_ptr->level, 0L);
}
}
}
}
-void teleport_player_away(int m_idx, int dis)
+/*!
+ * @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(MONSTER_IDX m_idx, POSITION dis)
{
- int yy, xx;
-
- /* Save the old location */
- int oy = py;
- int ox = px;
+ POSITION yy, xx;
+ POSITION oy = p_ptr->y;
+ POSITION ox = p_ptr->x;
if (!teleport_player_aux(dis, TELEPORT_PASSIVE)) return;
{
for (yy = -1; yy < 2; yy++)
{
- int tmp_m_idx = cave[oy+yy][ox+xx].m_idx;
+ MONSTER_IDX tmp_m_idx = grid_array[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))
* 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 (!MON_CSLEEP(m_ptr)) teleport_monster_to(tmp_m_idx, py, px, r_ptr->level, 0L);
+ 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, u32b mode)
+void teleport_player_to(POSITION ny, POSITION nx, BIT_FLAGS mode)
{
- int y, x, dis = 0, ctr = 0;
+ POSITION y, x;
+ POSITION dis = 0, ctr = 0;
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;
}
/* Pick a nearby legal location */
while (1)
{
- y = rand_spread(ny, dis);
- x = rand_spread(nx, dis);
+ y = (POSITION)rand_spread(ny, dis);
+ x = (POSITION)rand_spread(nx, dis);
if (in_bounds(y, x)) break;
}
/* Accept any grid when wizard mode */
- if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!cave[y][x].m_idx || (cave[y][x].m_idx == p_ptr->riding))) break;
+ if (p_ptr->wizard && !(mode & TELEPORT_PASSIVE) && (!grid_array[y][x].m_idx || (grid_array[y][x].m_idx == p_ptr->riding))) break;
/* Accept teleportable floor grids */
if (cave_player_teleportable_bold(y, x, mode)) break;
}
}
- /* Sound */
sound(SOUND_TELEPORT);
-
- /* Move the player */
(void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
}
-void teleport_away_followable(int m_idx)
+void teleport_away_followable(MONSTER_IDX 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;
+ POSITION oldfy = m_ptr->fy;
+ POSITION oldfx = m_ptr->fx;
+ bool old_ml = m_ptr->ml;
+ POSITION 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(py, px, oldfy, oldfx))
+ 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];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
object_type *o_ptr;
- int i;
+ INVENTORY_IDX i;
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
if (follow)
{
-#ifdef JP
- if (get_check_strict("¤Ä¤¤¤Æ¤¤¤¤Þ¤¹¤«¡©", CHECK_OKAY_CANCEL))
-#else
- if (get_check_strict("Do you follow it? ", CHECK_OKAY_CANCEL))
-#endif
+ 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);
-#ifdef JP
- msg_print("¼ºÇÔ¡ª");
-#else
- msg_print("Failed!");
-#endif
+ msg_print(_("失敗!", "Failed!"));
}
else teleport_player_to(m_ptr->fy, m_ptr->fx, 0L);
p_ptr->energy_need += ENERGY_NEED();
}
-/*
+bool teleport_level_other(player_type *creature_ptr)
+{
+ MONSTER_IDX target_m_idx;
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+ GAME_TEXT m_name[MAX_NLEN];
+
+ if (!target_set(TARGET_KILL)) return FALSE;
+ target_m_idx = grid_array[target_row][target_col].m_idx;
+ if (!target_m_idx) return TRUE;
+ if (!player_has_los_bold(target_row, target_col)) return TRUE;
+ if (!projectable(creature_ptr->y, creature_ptr->x, target_row, target_col)) return TRUE;
+ m_ptr = &m_list[target_m_idx];
+ r_ptr = &r_info[m_ptr->r_idx];
+ monster_desc(m_name, m_ptr, 0);
+ msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
+
+ if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
+ (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > creature_ptr->lev + randint1(60)))
+ {
+ msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
+ }
+ else teleport_level(target_m_idx);
+ return TRUE;
+}
+
+/*!
+ * @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)
+void teleport_level(MONSTER_IDX m_idx)
{
bool go_up;
- char m_name[160];
+ GAME_TEXT m_name[160];
bool see_m = TRUE;
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;
}
}
/* Down only */
- if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[dungeon_type].mindepth))
+ if ((ironman_downward && (m_idx <= 0)) || (dun_level <= d_info[p_ptr->dungeon_idx].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->dungeon_idx = ironman_downward ? DUNGEON_ANGBAND : p_ptr->recall_dungeon;
+ p_ptr->oldpy = p_ptr->y;
+ p_ptr->oldpx = p_ptr->x;
}
if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
if (!dun_level)
{
- dun_level = d_info[dungeon_type].mindepth;
+ dun_level = d_info[p_ptr->dungeon_idx].mindepth;
prepare_change_floor_mode(CFM_RAND_PLACE);
}
else
}
/* Up only */
- else if (quest_number(dun_level) || (dun_level >= d_info[dungeon_type].maxdepth))
+ else if (quest_number(dun_level) || (dun_level >= d_info[p_ptr->dungeon_idx].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
if (m_idx <= 0) /* To player */
{
/* Never reach this code on the surface */
- /* if (!dun_level) dungeon_type = p_ptr->recall_dungeon; */
+ /* if (!dun_level) p_ptr->dungeon_idx = p_ptr->recall_dungeon; */
if (record_stair) do_cmd_write_nikki(NIKKI_TELE_LEV, 1, NULL);
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m2_name[80];
+ char m2_name[MAX_NLEN];
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);
}
- /* Sound */
sound(SOUND_TPLEVEL);
}
-
-int choose_dungeon(cptr note, int y, int x)
+/*!
+ * @brief これまでに入ったダンジョンの一覧を表示し、選択させる。
+ * @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 選択されたダンジョンID
+ */
+DUNGEON_IDX choose_dungeon(concptr note, POSITION y, POSITION x)
{
- int select_dungeon;
- int i, num = 0;
- s16b *dun;
+ DUNGEON_IDX select_dungeon;
+ DUNGEON_IDX i;
+ int num = 0;
+ DUNGEON_IDX *dun;
/* Hack -- No need to choose dungeon in some case */
if (lite_town || vanilla_town || ironman_downward)
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;
}
}
/* Allocate the "dun" array */
- C_MAKE(dun, max_d_idx, s16b);
+ C_MAKE(dun, max_d_idx, DUNGEON_IDX);
screen_save();
for(i = 1; i < max_d_idx; i++)
}
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, (int)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();
if ((i == ESCAPE) || !num)
{
/* Free the "dun" array */
- C_KILL(dun, max_d_idx, s16b);
+ C_KILL(dun, max_d_idx, DUNGEON_IDX);
screen_load();
return 0;
screen_load();
/* Free the "dun" array */
- C_KILL(dun, max_d_idx, s16b);
+ C_KILL(dun, max_d_idx, DUNGEON_IDX);
return select_dungeon;
}
-/*
+/*!
+ * @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)
+bool recall_player(player_type *creature_ptr, TIME_EFFECT turns)
{
/*
* TODO: Recall the player to the last
*/
/* Ironman option */
- if (p_ptr->inside_arena || ironman_downward)
+ if (creature_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)
+ if (dun_level && (max_dlv[p_ptr->dungeon_idx] > dun_level) && !creature_ptr->inside_quest && !creature_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;
+ max_dlv[p_ptr->dungeon_idx] = 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, p_ptr->dungeon_idx, _("帰還のときに", "when recall from dungeon"));
}
}
- if (!p_ptr->word_recall)
+ if (!creature_ptr->word_recall)
{
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
+ DUNGEON_IDX select_dungeon;
+ select_dungeon = choose_dungeon(_("に帰還", "recall"), 2, 14);
if (!select_dungeon) return FALSE;
- p_ptr->recall_dungeon = select_dungeon;
+ creature_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
-
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->word_recall = turns;
+ msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
+ creature_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
-
- p_ptr->redraw |= (PR_STATUS);
+ creature_ptr->word_recall = 0;
+ msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
+ creature_ptr->redraw |= (PR_STATUS);
}
return TRUE;
}
-
-bool word_of_recall(void)
+bool free_level_recall(player_type *creature_ptr)
{
- return(recall_player(randint0(21) + 15));
+ DUNGEON_IDX select_dungeon;
+ DEPTH max_depth;
+ QUANTITY amt;
+
+ select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
+
+ if (!select_dungeon) return FALSE;
+
+ max_depth = d_info[select_dungeon].maxdepth;
+
+ /* Limit depth in Angband */
+ if (select_dungeon == DUNGEON_ANGBAND)
+ {
+ if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
+ else if (quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
+ }
+ amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
+ d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
+
+ if (amt > 0)
+ {
+ creature_ptr->word_recall = 1;
+ creature_ptr->recall_dungeon = select_dungeon;
+ max_dlv[creature_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
+ if (record_maxdepth)
+ do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
+
+ msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
+
+ creature_ptr->redraw |= (PR_STATUS);
+ return TRUE;
+ }
+ return FALSE;
}
+/*!
+ * @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): "),
+ (int)d_info[select_dungeon].mindepth, (int)max_dlv[select_dungeon]);
/* Default */
- sprintf(tmp_val, "%d", MAX(dun_level, 1));
+ sprintf(tmp_val, "%d", (int)MAX(dun_level, 1));
/* Ask for a level */
if (get_string(ppp, tmp_val, 10))
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)
+bool apply_disenchant(BIT_FLAGS mode)
{
int t = 0;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
int to_h, to_d, to_a, pval;
/* Pick a random slot */
case 8: t = INVEN_FEET; break;
}
- /* Get the item */
o_ptr = &inventory[t];
/* No item, nothing happens */
return (FALSE);
}
-
- /* Describe the object */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
/* Artifacts have 71% chance to resist */
if (object_is_artifact(o_ptr) && (randint0(100) < 71))
{
- /* 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),
- ((o_ptr->number != 1) ? "" : "s"));
+ msg_format("Your %s (%c) resist%s disenchantment!", o_name, index_to_label(t),
+ ((o_ptr->number != 1) ? "" : "s"));
#endif
-
-
- /* Notice */
return (TRUE);
}
if ((to_h != o_ptr->to_h) || (to_d != o_ptr->to_d) ||
(to_a != o_ptr->to_a) || (pval != o_ptr->pval))
{
- /* Message */
#ifdef JP
- msg_format("%s(%c)¤ÏÎô²½¤·¤Æ¤·¤Þ¤Ã¤¿¡ª",
- o_name, index_to_label(t) );
+ 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!",
- o_name, index_to_label(t),
- ((o_ptr->number != 1) ? "were" : "was"));
+ msg_format("Your %s (%c) %s disenchanted!", o_name, index_to_label(t),
+ ((o_ptr->number != 1) ? "were" : "was"));
#endif
chg_virtue(V_HARMONY, 1);
chg_virtue(V_ENCHANT, -2);
-
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
-
- /* Window stuff */
p_ptr->window |= (PW_EQUIP | PW_PLAYER);
calc_android_exp();
}
- /* Notice */
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;
+ BASE_STATUS max1, cur1, max2, cur2;
+ int ii, jj, i;
/* Pick a pair of stats */
- ii = randint0(6);
- for (jj = ii; jj == ii; jj = randint0(6)) /* loop */;
+ ii = randint0(A_MAX);
+ for (jj = ii; jj == ii; jj = randint0(A_MAX)) /* loop */;
max1 = p_ptr->stat_max[ii];
cur1 = p_ptr->stat_cur[ii];
p_ptr->stat_max[jj] = max1;
p_ptr->stat_cur[jj] = cur1;
- for (i=0;i<6;i++)
+ for (i = 0; i < A_MAX; i++)
{
if(p_ptr->stat_max[i] > p_ptr->stat_max_max[i]) p_ptr->stat_max[i] = p_ptr->stat_max_max[i];
if(p_ptr->stat_cur[i] > p_ptr->stat_max_max[i]) p_ptr->stat_cur[i] = p_ptr->stat_max_max[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)
{
{
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)
{
- int max_flog = 0;
+ GAME_TURN max_flog = 0;
object_type * o_ptr = &inventory[INVEN_LITE];
/* It's a lamp */
/* 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;
}
/* Refuel */
- 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
+ o_ptr->xtra4 += (XTRA16)(max_flog / 2);
+ 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
-
+ o_ptr->xtra4 = (XTRA16)max_flog;
+ 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)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
/* Assume enchant weapon */
item_tester_hook = object_allow_enchant_melee_weapon;
- 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
-
- if (!get_item(&item, q, s, (USE_EQUIP))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ 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.");
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* you can never modify artifacts / ego-items */
/* you can never modify cursed items */
!((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) &&
!((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DIAMOND_EDGE)))
{
- cptr act = NULL;
+ concptr act = NULL;
/* Let's get the name before it is changed... */
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
switch (brand_type)
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;
+ o_ptr->pval = (PARAMETER_VALUE)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);
+ o_ptr->pval = (PARAMETER_VALUE)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;
+ 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:
-#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)
{
- int y, x;
- cave_type *c_ptr;
+ POSITION y, x;
+ grid_type *g_ptr;
feature_type *f_ptr;
monster_type *m_ptr;
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Prevent vasishing of quest levels and town */
if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
{
for (x = 1; x < cur_wid - 1; x++)
{
- c_ptr = &cave[y][x];
+ g_ptr = &grid_array[y][x];
/* Seeing true feature code (ignore mimic) */
- f_ptr = &f_info[c_ptr->feat];
+ f_ptr = &f_info[g_ptr->feat];
/* Lose room and vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
- m_ptr = &m_list[c_ptr->m_idx];
+ m_ptr = &m_list[g_ptr->m_idx];
/* Awake monster */
- if (c_ptr->m_idx && MON_CSLEEP(m_ptr))
+ if (g_ptr->m_idx && MON_CSLEEP(m_ptr))
{
/* Reset sleep counter */
- (void)set_monster_csleep(c_ptr->m_idx, 0);
+ (void)set_monster_csleep(g_ptr->m_idx, 0);
/* Notice the "waking up" */
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
+ msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
}
}
/* Special boundary walls -- Top and bottom */
for (x = 0; x < cur_wid; x++)
{
- c_ptr = &cave[0][x];
- f_ptr = &f_info[c_ptr->mimic];
+ g_ptr = &grid_array[0][x];
+ f_ptr = &f_info[g_ptr->mimic];
/* Lose room and vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
/* Set boundary mimic if needed */
- if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
{
- c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+ g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
/* Check for change to boring grid */
- if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
}
- c_ptr = &cave[cur_hgt - 1][x];
- f_ptr = &f_info[c_ptr->mimic];
+ g_ptr = &grid_array[cur_hgt - 1][x];
+ f_ptr = &f_info[g_ptr->mimic];
/* Lose room and vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
/* Set boundary mimic if needed */
- if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
{
- c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+ g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
/* Check for change to boring grid */
- if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
}
}
/* Special boundary walls -- Left and right */
for (y = 1; y < (cur_hgt - 1); y++)
{
- c_ptr = &cave[y][0];
- f_ptr = &f_info[c_ptr->mimic];
+ g_ptr = &grid_array[y][0];
+ f_ptr = &f_info[g_ptr->mimic];
/* Lose room and vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
/* Set boundary mimic if needed */
- if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
{
- c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+ g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
/* Check for change to boring grid */
- if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
}
- c_ptr = &cave[y][cur_wid - 1];
- f_ptr = &f_info[c_ptr->mimic];
+ g_ptr = &grid_array[y][cur_wid - 1];
+ f_ptr = &f_info[g_ptr->mimic];
/* Lose room and vault */
- c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
+ g_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
/* Set boundary mimic if needed */
- if (c_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
+ if (g_ptr->mimic && have_flag(f_ptr->flags, FF_HURT_DISI))
{
- c_ptr->mimic = feat_state(c_ptr->mimic, FF_HURT_DISI);
+ g_ptr->mimic = feat_state(g_ptr->mimic, FF_HURT_DISI);
/* Check for change to boring grid */
- if (!have_flag(f_info[c_ptr->mimic].flags, FF_REMEMBER)) c_ptr->info &= ~(CAVE_MARK);
+ if (!have_flag(f_info[g_ptr->mimic].flags, FF_REMEMBER)) g_ptr->info &= ~(CAVE_MARK);
}
}
/* Mega-Hack -- Forget the view and lite */
- p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
-
- /* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
+ p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE | PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
return TRUE;
}
-
+/*!
+ * @brief 虚無招来処理 /
+ * @return なし
+ */
void call_the_(void)
{
int i;
- cave_type *c_ptr;
+ grid_type *g_ptr;
bool do_call = TRUE;
for (i = 0; i < 9; i++)
{
- c_ptr = &cave[py + ddy_ddd[i]][px + ddx_ddd[i]];
+ g_ptr = &grid_array[p_ptr->y + ddy_ddd[i]][p_ptr->x + ddx_ddd[i]];
- if (!cave_have_flag_grid(c_ptr, FF_PROJECT))
+ if (!cave_have_flag_grid(g_ptr, FF_PROJECT))
{
- if (!c_ptr->mimic || !have_flag(f_info[c_ptr->mimic].flags, FF_PROJECT) ||
- !permanent_wall(&f_info[c_ptr->feat]))
+ if (!g_ptr->mimic || !have_flag(f_info[g_ptr->mimic].flags, FF_PROJECT) ||
+ !permanent_wall(&f_info[g_ptr->feat]))
{
do_call = FALSE;
break;
/* 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"));
#else
msg_format("You %s the %s too close to a wall!",
((mp_ptr->spell_book == TV_LIFE_BOOK) ? "recite" : "cast"),
((mp_ptr->spell_book == TV_LIFE_BOOK) ? "prayer" : "spell"));
- msg_print("There is a loud explosion!");
#endif
+ msg_print(_("大きな爆発音があった!", "There is a loud explosion!"));
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)
+void fetch(DIRECTION dir, WEIGHT wgt, bool require_los)
{
- int ty, tx, i;
- cave_type *c_ptr;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
+ POSITION ty, tx;
+ OBJECT_IDX i;
+ grid_type *g_ptr;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
/* Check to see if an object is already there */
- if (cave[py][px].o_idx)
+ if (grid_array[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;
}
- c_ptr = &cave[ty][tx];
+ g_ptr = &grid_array[ty][tx];
/* We need an item to fetch */
- if (!c_ptr->o_idx)
+ if (!g_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)
+ if (g_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;
+ tx = p_ptr->x;
do
{
ty += ddy[dir];
tx += ddx[dir];
- c_ptr = &cave[ty][tx];
+ g_ptr = &grid_array[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);
+ while (!g_ptr->o_idx);
}
- o_ptr = &o_list[c_ptr->o_idx];
+ o_ptr = &o_list[g_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 */
+ i = g_ptr->o_idx;
+ g_ptr->o_idx = o_ptr->next_o_idx;
+ grid_array[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 = p_ptr->y;
+ o_ptr->ix = 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;
}
if (!p_ptr->alter_reality)
{
- int turns = randint0(21) + 15;
+ TIME_EFFECT 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;
+ grid_array[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
+ grid_array[p_ptr->y][p_ptr->x].mimic = feat_glyph;
- /* Notice */
- note_spot(py, px);
-
- /* Redraw */
- lite_spot(py, px);
+ note_spot(p_ptr->y, p_ptr->x);
+ 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;
+ grid_array[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
+ grid_array[p_ptr->y][p_ptr->x].mimic = feat_mirror;
/* Turn on the light */
- cave[py][px].info |= CAVE_GLOW;
-
- /* Notice */
- note_spot(py, px);
-
- /* Redraw */
- lite_spot(py, px);
+ grid_array[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
- update_local_illumination(py, px);
+ note_spot(p_ptr->y, p_ptr->x);
+ lite_spot(p_ptr->y, p_ptr->x);
+ 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_explosive_rune;
+ grid_array[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
+ grid_array[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
- /* Notice */
- note_spot(py, px);
-
- /* Redraw */
- lite_spot(py, px);
+ note_spot(p_ptr->y, p_ptr->x);
+ 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)
{
- int i;
+ INVENTORY_IDX i;
/* Simply identify and know every item */
for (i = 0; i < INVEN_TOTAL; i++)
/* Skip non-objects */
if (!o_ptr->k_idx) continue;
- /* Identify it */
identify_item(o_ptr);
/* Auto-inscription */
}
-/*
+/*!
+ * @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)
{
/* Perma-Cursed Items can NEVER be uncursed */
if (o_ptr->curse_flags & TRC_PERMA_CURSE)
{
- /* Uncurse it */
o_ptr->curse_flags &= (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE);
continue;
}
- /* Uncurse it */
o_ptr->curse_flags = 0L;
-
- /* Hack -- Assume felt */
o_ptr->ident |= (IDENT_SENSE);
-
- /* Take note */
o_ptr->feeling = FEEL_NONE;
- /* Recalculate the bonuses */
p_ptr->update |= (PU_BONUS);
-
- /* Window stuff */
p_ptr->window |= (PW_EQUIP);
/* Count the uncursings */
cnt++;
}
+ if (cnt)
+ {
+ msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
+ }
/* Return "something uncursed" */
return (cnt);
}
-/*
+/*!
+ * @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)
+int 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)
+int remove_all_curse(void)
{
return (remove_curse_aux(TRUE));
}
-/*
+/*!
+ * @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)
{
- int item, amt = 1;
- int old_number;
- long price;
+ OBJECT_IDX item;
+ int amt = 1;
+ ITEM_NUMBER old_number;
+ PRICE price;
bool force = FALSE;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[MAX_NLEN+40];
- cptr q, s;
+ concptr q, s;
/* Hack -- force destruction */
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
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ 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.");
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return (FALSE);
/* See how many items */
if (o_ptr->number > 1)
if (amt <= 0) return FALSE;
}
-
- /* Describe the object */
old_number = o_ptr->number;
o_ptr->number = amt;
object_desc(o_name, o_ptr, 0);
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;
}
}
/* Artifacts cannot be destroyed */
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;
-
- /* Redraw gold */
p_ptr->redraw |= (PR_GOLD);
-
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
-
}
/* Eliminate the item (from the pack) */
}
-/*
+/*!
+ * @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)
{
bool a = object_is_artifact(o_ptr);
bool force = (eflag & ENCH_FORCE);
-
/* Large piles resist enchantment */
prob = o_ptr->number * 100;
/* Failure */
if (!res) return (FALSE);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
+ p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
calc_android_exp();
}
-
-/*
+/*!
+ * @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
*/
-bool enchant_spell(int num_hit, int num_dam, int num_ac)
+bool enchant_spell(HIT_PROB num_hit, HIT_POINT num_dam, ARMOUR_CLASS num_ac)
{
- int item;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
- char o_name[MAX_NLEN];
- cptr q, s;
-
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
/* Assume enchant weapon */
item_tester_hook = object_allow_enchant_weapon;
- item_tester_no_ryoute = TRUE;
/* Enchant armor if requested */
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
-
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ 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.");
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
- /* Description */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Describe */
#ifdef JP
-msg_format("%s ¤ÏÌÀ¤ë¤¯µ±¤¤¤¿¡ª",
- o_name);
+ msg_format("%s は明るく輝いた!", o_name);
#else
- msg_format("%s %s glow%s brightly!",
- ((item >= 0) ? "Your" : "The"), o_name,
- ((o_ptr->number > 1) ? "" : "s"));
+ msg_format("%s %s glow%s brightly!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
#endif
-
/* Enchant */
if (enchant(o_ptr, num_hit, ENCH_TOHIT)) okay = TRUE;
if (enchant(o_ptr, num_dam, ENCH_TODAM)) okay = TRUE;
/* Failure */
if (!okay)
{
- /* Flush */
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
}
-/*
- * Check if an object is nameless weapon or armour
+/*!
+ * @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
*/
-static bool item_tester_hook_nameless_weapon_armour(object_type *o_ptr)
-{
- /* Require weapon or armour */
- if (!object_is_weapon_armour_ammo(o_ptr)) return FALSE;
-
- /* Require nameless object if the object is well known */
- if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
- return FALSE;
-
- return TRUE;
-}
-
-
bool artifact_scroll(void)
{
- int item;
- bool okay = FALSE;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
- cptr q, s;
-
-
- item_tester_no_ryoute = TRUE;
+ OBJECT_IDX item;
+ bool okay = FALSE;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
/* Enchant weapon/armour */
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
-
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ 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.");
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
- /* Description */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* 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,
- ((o_ptr->number > 1) ? "" : "s"));
+ msg_format("%s %s radiate%s a blinding light!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
#endif
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"),
- ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
+ msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"), ((o_ptr->number > 1) ? "artifacts" : "an artifact"));
#endif
okay = FALSE;
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"),
+ msg_format("The %s %s already %s!", o_name, ((o_ptr->number > 1) ? "are" : "is"),
((o_ptr->number > 1) ? "customized items" : "a customized item"));
#endif
}
{
if (o_ptr->number > 1)
{
+ 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!", "Not enough energy to enchant more than one object!"));
#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_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"));
#endif
if (item >= 0)
{
- inven_item_increase(item, 1-(o_ptr->number));
+ inven_item_increase(item, 1 - (o_ptr->number));
}
else
{
- floor_item_increase(0-item, 1-(o_ptr->number));
+ floor_item_increase(0 - item, 1 - (o_ptr->number));
}
}
okay = create_artifact(o_ptr, TRUE);
/* Failure */
if (!okay)
{
- /* Flush */
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)
+ {
+ 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)
{
bool old_known = FALSE;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
- /* Description */
object_desc(o_name, o_ptr, 0);
if (o_ptr->ident & IDENT_KNOWN)
chg_virtue(V_KNOWLEDGE, 1);
}
- /* Identify it fully */
object_aware(o_ptr);
object_known(o_ptr);
-
- /* Player touches it */
o_ptr->marked |= OM_TOUCHED;
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
+ p_ptr->update |= (PU_BONUS | PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
strcpy(record_o_name, o_name);
record_turn = turn;
- /* Description */
object_desc(o_name, o_ptr, OD_NAME_ONLY);
if(record_fix_art && !old_known && object_is_fixed_artifact(o_ptr))
return old_known;
}
-
-static bool item_tester_hook_identify(object_type *o_ptr)
-{
- return (bool)!object_is_known(o_ptr);
-}
-
-static bool item_tester_hook_identify_weapon_armour(object_type *o_ptr)
-{
- if (object_is_known(o_ptr))
- return FALSE;
- 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.
*/
bool ident_spell(bool only_equip)
{
- int item;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
- cptr q, s;
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
bool old_known;
- item_tester_no_ryoute = TRUE;
-
if (only_equip)
item_tester_hook = item_tester_hook_identify_weapon_armour;
else
if (can_get_item())
{
-#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò´ÕÄꤷ¤Þ¤¹¤«? ";
-#else
- q = "Identify which item? ";
-#endif
+ q = _("どのアイテムを鑑定しますか? ", "Identify which item? ");
}
else
{
else
item_tester_hook = NULL;
-#ifdef JP
- q = "¤¹¤Ù¤Æ´ÕÄêºÑ¤ß¤Ç¤¹¡£ ";
-#else
- q = "All items are identified. ";
-#endif
+ q = _("すべて鑑定済みです。 ", "All items are identified. ");
}
- /* Get an item */
-#ifdef JP
- s = "´ÕÄꤹ¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
-#else
- s = "You have nothing to identify.";
-#endif
-
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
+ s = _("鑑定するべきアイテムがない。", "You have nothing to identify.");
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
- /* Identify it */
old_known = identify_item(o_ptr);
- /* Description */
object_desc(o_name, o_ptr, 0);
-
- /* 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)
{
- int item;
- object_type *o_ptr;
- cptr q, s;
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ concptr q, s;
if (only_equip) item_tester_hook = object_is_weapon_armour_ammo;
- 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
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
+ 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.");
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) 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 */
- s16b next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
+ POSITION iy = o_ptr->iy; /* Y-position on map, or zero */
+ POSITION ix = o_ptr->ix; /* X-position on map, or zero */
+ OBJECT_IDX next_o_idx = o_ptr->next_o_idx; /* Next object in stack (if any) */
byte marked = o_ptr->marked; /* Object is marked */
- s16b weight = o_ptr->number * o_ptr->weight;
+ WEIGHT weight = o_ptr->number * o_ptr->weight;
u16b inscription = o_ptr->inscription;
/* Wipe it clean */
return TRUE;
}
-
-
-static bool item_tester_hook_identify_fully(object_type *o_ptr)
-{
- return (bool)(!object_is_known(o_ptr) || !(o_ptr->ident & IDENT_MENTAL));
-}
-
-static bool item_tester_hook_identify_fully_weapon_armour(object_type *o_ptr)
-{
- if (!item_tester_hook_identify_fully(o_ptr))
- return FALSE;
- 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.
*/
bool identify_fully(bool only_equip)
{
- int item;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
- cptr q, s;
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
bool old_known;
- item_tester_no_ryoute = TRUE;
if (only_equip)
item_tester_hook = item_tester_hook_identify_fully_weapon_armour;
else
if (can_get_item())
{
-#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò*´ÕÄê*¤·¤Þ¤¹¤«? ";
-#else
- q = "*Identify* which item? ";
-#endif
+ q = _("どのアイテムを*鑑定*しますか? ", "*Identify* which item? ");
}
else
{
else
item_tester_hook = NULL;
-#ifdef JP
- q = "¤¹¤Ù¤Æ*´ÕÄê*ºÑ¤ß¤Ç¤¹¡£ ";
-#else
- q = "All items are *identified*. ";
-#endif
+ q = _("すべて*鑑定*済みです。 ", "All items are *identified*. ");
}
- /* Get an item */
-#ifdef JP
- s = "*´ÕÄê*¤¹¤ë¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
-#else
- s = "You have nothing to *identify*.";
-#endif
-
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
+ s = _("*鑑定*するべきアイテムがない。", "You have nothing to *identify*.");
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return (FALSE);
- /* Identify it */
old_known = identify_item(o_ptr);
/* Mark the item as fully known */
o_ptr->ident |= (IDENT_MENTAL);
-
- /* Handle stuff */
handle_stuff();
- /* Description */
object_desc(o_name, o_ptr, 0);
-
- /* 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 */
-
-/*
- * Hook for "get_item()". Determine if something is rechargable.
- */
-bool item_tester_hook_recharge(object_type *o_ptr)
-{
- /* Recharge staffs */
- if (o_ptr->tval == TV_STAFF) return (TRUE);
-
- /* Recharge wands */
- if (o_ptr->tval == TV_WAND) return (TRUE);
-
- /* Hack -- Recharge rods */
- if (o_ptr->tval == TV_ROD) return (TRUE);
-
- /* Nope */
- return (FALSE);
-}
-
-
-/*
+/*!
+ * @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)
* strongly they recharge. Staffs, however, each get fewer charges if
* stacked.
*
- * XXX XXX XXX Beware of "sliding index errors".
+ * Beware of "sliding index errors".
*/
bool recharge(int power)
{
- int item, lev;
- int recharge_strength, recharge_amount;
+ OBJECT_IDX item;
+ DEPTH lev;
+ int recharge_strength;
+ TIME_EFFECT recharge_amount;
object_type *o_ptr;
object_kind *k_ptr;
bool fail = FALSE;
byte fail_type = 1;
- cptr q, s;
- char o_name[MAX_NLEN];
+ concptr q, s;
+ GAME_TEXT o_name[MAX_NLEN];
/* Only accept legal items */
item_tester_hook = item_tester_hook_recharge;
- /* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ËËâÎϤò½¼Å¶¤·¤Þ¤¹¤«? ";
-s = "ËâÎϤò½¼Å¶¤¹¤Ù¤¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
-#else
- q = "Recharge which item? ";
- s = "You have nothing to recharge.";
-#endif
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
+ q = _("どのアイテム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.");
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return (FALSE);
/* Get the object kind. */
k_ptr = &k_info[o_ptr->k_idx];
if (o_ptr->tval == TV_ROD)
{
/* Extract a recharge strength by comparing object level to power. */
- recharge_strength = ((power > lev/2) ? (power - lev/2) : 0) / 5;
+ recharge_strength = ((power > lev / 2) ? (power - lev / 2) : 0) / 5;
/* Back-fire */
* Divide up a stack of wands' charges to calculate charge penalty.
*/
if ((o_ptr->tval == TV_WAND) && (o_ptr->number > 1))
- recharge_strength = (100 + power - lev -
- (8 * o_ptr->pval / o_ptr->number)) / 15;
+ recharge_strength = (100 + power - lev - (8 * o_ptr->pval / o_ptr->number)) / 15;
/* All staffs, unstacked wands. */
- else recharge_strength = (100 + power - lev -
- (8 * o_ptr->pval)) / 15;
+ else recharge_strength = (100 + power - lev - (8 * o_ptr->pval)) / 15;
/* Paranoia */
if (recharge_strength < 0) recharge_strength = 0;
*/
if ((o_ptr->tval == TV_STAFF) && (o_ptr->number > 1))
{
- recharge_amount /= o_ptr->number;
+ recharge_amount /= (TIME_EFFECT)o_ptr->number;
if (recharge_amount < 1) recharge_amount = 1;
}
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))
/*** Determine Seriousness of Failure ***/
/* Mages recharge objects more safely. */
- if (p_ptr->pclass == CLASS_MAGE || p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
+ if (IS_WIZARD_CLASS() || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
{
/* 10% chance to blow up one rod, otherwise draining. */
if (o_ptr->tval == TV_ROD)
{
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)
}
}
}
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
/* Something was done */
}
-/*
+/*!
+ * @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)
{
- int item;
- object_type *o_ptr;
- u32b flgs[TR_FLAG_SIZE];
- char o_name[MAX_NLEN];
- cptr q, s;
-
- item_tester_no_ryoute = TRUE;
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
/* Bless only weapons */
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
-
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
- return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ 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.");
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return FALSE;
- /* Description */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Extract the flags */
object_flags(o_ptr, flgs);
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",
- o_name);
+ 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!",
- ((item >= 0) ? "your" : "the"), o_name);
+ msg_format("The black aura on %s %s disrupts the blessing!", ((item >= 0) ? "your" : "the"), o_name);
#endif
return TRUE;
}
#ifdef JP
-msg_format("%s ¤«¤é¼Ù°¤Ê¥ª¡¼¥é¤¬¾Ã¤¨¤¿¡£",
- o_name);
+ 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.",
- ((item >= 0) ? "your" : "the"), o_name);
+ msg_format("A malignant aura leaves %s %s.", ((item >= 0) ? "your" : "the"), o_name);
#endif
- /* Uncurse it */
o_ptr->curse_flags = 0L;
- /* Hack -- Assume felt */
o_ptr->ident |= (IDENT_SENSE);
-
- /* Take note */
o_ptr->feeling = FEEL_NONE;
/* Recalculate the bonuses */
p_ptr->update |= (PU_BONUS);
-
- /* Window stuff */
p_ptr->window |= (PW_EQUIP);
}
if (have_flag(flgs, TR_BLESSED))
{
#ifdef JP
-msg_format("%s ¤Ï´û¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£",
- o_name );
+ msg_format("%s は既に祝福されている。", o_name);
#else
msg_format("%s %s %s blessed already.",
((item >= 0) ? "Your" : "The"), o_name,
if (!(object_is_artifact(o_ptr) || object_is_ego(o_ptr)) || one_in_(3))
{
- /* Describe */
#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,
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",
- o_name );
+ msg_format("%s は劣化した!", o_name);
#else
- msg_format("%s %s %s disenchanted!",
- ((item >= 0) ? "Your" : "The"), o_name,
- ((o_ptr->number > 1) ? "were" : "was"));
+ msg_format("%s %s %s disenchanted!", ((item >= 0) ? "Your" : "The"), o_name,
+ ((o_ptr->number > 1) ? "were" : "was"));
#endif
}
}
- /* Recalculate bonuses */
p_ptr->update |= (PU_BONUS);
-
- /* Window stuff */
p_ptr->window |= (PW_EQUIP | PW_PLAYER);
-
calc_android_exp();
return TRUE;
}
-/*
+/*!
+ * @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)
{
- int item;
- object_type *o_ptr;
- u32b flgs[TR_FLAG_SIZE];
- char o_name[MAX_NLEN];
- cptr q, s;
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
- item_tester_no_ryoute = TRUE;
/* Assume enchant weapon */
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
-
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR)))
- return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ 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.");
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return FALSE;
- /* Description */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Extract the flags */
object_flags(o_ptr, flgs);
if (o_ptr->k_idx && !object_is_artifact(o_ptr) && !object_is_ego(o_ptr) &&
!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,
- ((o_ptr->number > 1) ? "" : "s"));
+ msg_format("%s %s shine%s!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
#endif
o_ptr->name2 = EGO_REFLECTION;
enchant(o_ptr, randint0(3) + 4, ENCH_TOAC);
{
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)
+bool potion_smash_effect(MONSTER_IDX who, POSITION y, POSITION x, KIND_OBJECT_IDX k_idx)
{
int radius = 2;
int dt = 0;
dt = GF_DARK;
angry = TRUE;
break;
- case SV_POTION_CONFUSION: /* Booze */
+ case SV_POTION_BOOZE: /* Booze */
dt = GF_OLD_CONF;
angry = TRUE;
break;
/* Do nothing */ ;
}
- (void)project(who, radius, y, x, dam, dt,
- (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
+ (void)project(who, radius, y, x, dam, dt, (PROJECT_JUMP | PROJECT_ITEM | PROJECT_KILL), -1);
/* XXX those potions that explode need to become "known" */
return angry;
}
-/*
+/*!
+ * @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
- *
- * XXX XXX XXX Need to analyze size of the window.
- *
- * XXX XXX XXX Need more color coding.
+ * return なし
+ * @details
+ * Need to analyze size of the window.
+ * Need more color coding.
*/
void display_spell_list(void)
{
- int i, j;
- int y, x;
- int m[9];
- magic_type *s_ptr;
- char name[80];
- char out_val[160];
+ int i, j;
+ TERM_LEN y, x;
+ int m[9];
+ const magic_type *s_ptr;
+ GAME_TEXT name[MAX_NLEN];
+ char out_val[160];
-
- /* Erase window */
clear_from(0);
/* They have too many spells to list */
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();
(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;
+ PLAYER_LEVEL plev = p_ptr->lev;
int chance = 0;
mind_type spell;
char comment[80];
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)
+EXP experience_of_spell(SPELL_IDX spell, REALM_IDX use_realm)
{
if (p_ptr->pclass == CLASS_SORCERER) return SPELL_EXP_MASTER;
else if (p_ptr->pclass == CLASS_RED_MAGE) return SPELL_EXP_SKILLED;
}
-/*
+/*!
+ * @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)
+MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm)
{
#define MANA_CONST 2400
#define MANA_DIV 4
}
-/*
+/*!
+ * @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)
+PERCENTAGE mod_spell_chance_1(PERCENTAGE chance)
{
chance += p_ptr->to_m_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)
+PERCENTAGE mod_spell_chance_2(PERCENTAGE chance)
{
if (p_ptr->dec_mana) 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)
+PERCENTAGE spell_chance(SPELL_IDX spell, REALM_IDX use_realm)
{
- int chance, minfail;
- magic_type *s_ptr;
- int need_mana;
- int penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
+ PERCENTAGE chance, minfail;
+ const magic_type *s_ptr;
+ MANA_POINT need_mana;
+ PERCENTAGE penalty = (mp_ptr->spell_stat == A_WIS) ? 10 : 4;
/* Paranoia -- must be literate */
if ((use_realm == p_ptr->realm1) || (use_realm == p_ptr->realm2)
|| (p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
{
- s16b exp = experience_of_spell(spell, use_realm);
+ EXP exp = experience_of_spell(spell, use_realm);
if (exp >= SPELL_EXP_EXPERT) chance--;
if (exp >= SPELL_EXP_MASTER) chance--;
}
}
-
-/*
+/*!
+ * @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 表示するスペルID配列の参照ポインタ
+ * @param num 表示するスペルの数(spellsの要素数)
+ * @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)
+void print_spells(SPELL_IDX target_spell, SPELL_IDX *spells, int num, TERM_LEN y, TERM_LEN x, REALM_IDX use_realm)
{
- int i, spell, exp_level, increment = 64;
- magic_type *s_ptr;
- cptr comment;
- char info[80];
- char out_val[160];
- byte line_attr;
- int need_mana;
- char ryakuji[5];
- char buf[256];
+ int i;
+ SPELL_IDX spell;
+ int exp_level, increment = 64;
+ const magic_type *s_ptr;
+ concptr comment;
+ char info[80];
+ char out_val[160];
+ byte line_attr;
+ MANA_POINT need_mana;
+ char ryakuji[5];
+ char buf[256];
bool max = FALSE;
-
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;
/* Dump the spells */
for (i = 0; i < num; i++)
{
- /* Access the spell */
spell = spells[i];
- /* Access the spell */
if (!is_magic(use_realm))
{
s_ptr = &technic_info[use_realm - MIN_TECHNIC][spell];
need_mana = s_ptr->smana;
else
{
- s16b exp = experience_of_spell(spell, use_realm);
+ EXP exp = experience_of_spell(spell, use_realm);
/* Extract mana consumption rate */
need_mana = mod_need_mana(s_ptr->smana, spell, use_realm);
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;
}
}
-/*
- * 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 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 hates_acid(object_type *o_ptr)
+bool rustproof(void)
{
- /* Analyze the type */
- switch (o_ptr->tval)
- {
- /* Wearable items */
- case TV_ARROW:
- case TV_BOLT:
- case TV_BOW:
- case TV_SWORD:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_HELM:
- case TV_CROWN:
- case TV_SHIELD:
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_CLOAK:
- case TV_SOFT_ARMOR:
- case TV_HARD_ARMOR:
- case TV_DRAG_ARMOR:
- {
- return (TRUE);
- }
+ OBJECT_IDX item;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
- /* Staffs/Scrolls are wood/paper */
- case TV_STAFF:
- case TV_SCROLL:
- {
- return (TRUE);
- }
+ /* Select a piece of armour */
+ item_tester_hook = object_is_armour;
- /* Ouch */
- case TV_CHEST:
- {
- return (TRUE);
- }
+ 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.");
- /* Junk is useless */
- case TV_SKELETON:
- case TV_BOTTLE:
- case TV_JUNK:
- {
- return (TRUE);
- }
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return FALSE;
- return (FALSE);
-}
-
-
-/*
- * Does a given object (usually) hate electricity?
- */
-bool hates_elec(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_RING:
- case TV_WAND:
- {
- return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
-/*
- * Does a given object (usually) hate fire?
- * Hafted/Polearm weapons have wooden shafts.
- * Arrows/Bows are mostly wooden.
- */
-bool hates_fire(object_type *o_ptr)
-{
- /* Analyze the type */
- switch (o_ptr->tval)
- {
- /* Wearable */
- case TV_LITE:
- case TV_ARROW:
- case TV_BOW:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_CLOAK:
- case TV_SOFT_ARMOR:
- {
- return (TRUE);
- }
-
- /* Books */
- case TV_LIFE_BOOK:
- case TV_SORCERY_BOOK:
- case TV_NATURE_BOOK:
- case TV_CHAOS_BOOK:
- case TV_DEATH_BOOK:
- case TV_TRUMP_BOOK:
- case TV_ARCANE_BOOK:
- case TV_CRAFT_BOOK:
- case TV_DAEMON_BOOK:
- case TV_CRUSADE_BOOK:
- case TV_MUSIC_BOOK:
- case TV_HISSATSU_BOOK:
- case TV_HEX_BOOK:
- {
- return (TRUE);
- }
-
- /* Chests */
- case TV_CHEST:
- {
- return (TRUE);
- }
-
- /* Staffs/Scrolls burn */
- case TV_STAFF:
- case TV_SCROLL:
- {
- return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
-/*
- * Does a given object (usually) hate cold?
- */
-bool hates_cold(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_POTION:
- case TV_FLASK:
- case TV_BOTTLE:
- {
- return (TRUE);
- }
- }
-
- return (FALSE);
-}
-
-
-/*
- * Melt something
- */
-int set_acid_destroy(object_type *o_ptr)
-{
- u32b flgs[TR_FLAG_SIZE];
- if (!hates_acid(o_ptr)) return (FALSE);
- object_flags(o_ptr, flgs);
- if (have_flag(flgs, TR_IGNORE_ACID)) return (FALSE);
- return (TRUE);
-}
-
-
-/*
- * Electrical damage
- */
-int set_elec_destroy(object_type *o_ptr)
-{
- u32b flgs[TR_FLAG_SIZE];
- if (!hates_elec(o_ptr)) return (FALSE);
- object_flags(o_ptr, flgs);
- if (have_flag(flgs, TR_IGNORE_ELEC)) return (FALSE);
- return (TRUE);
-}
-
-
-/*
- * Burn something
- */
-int set_fire_destroy(object_type *o_ptr)
-{
- u32b flgs[TR_FLAG_SIZE];
- if (!hates_fire(o_ptr)) return (FALSE);
- object_flags(o_ptr, flgs);
- if (have_flag(flgs, TR_IGNORE_FIRE)) return (FALSE);
- return (TRUE);
-}
-
-
-/*
- * Freeze things
- */
-int set_cold_destroy(object_type *o_ptr)
-{
- u32b flgs[TR_FLAG_SIZE];
- if (!hates_cold(o_ptr)) return (FALSE);
- object_flags(o_ptr, flgs);
- if (have_flag(flgs, TR_IGNORE_COLD)) return (FALSE);
- return (TRUE);
-}
-
-
-/*
- * Destroys a type of item on a given percent chance
- * 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-
- * Returns number of items destroyed.
- */
-int inven_damage(inven_func typ, int perc)
-{
- int i, j, k, amt;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
-
- if (CHECK_MULTISHADOW()) return 0;
-
- if (p_ptr->inside_arena) return 0;
-
- /* Count the casualties */
- k = 0;
-
- /* Scan through the slots backwards */
- for (i = 0; i < INVEN_PACK; i++)
- {
- o_ptr = &inventory[i];
-
- /* Skip non-objects */
- if (!o_ptr->k_idx) continue;
-
- /* Hack -- for now, skip artifacts */
- if (object_is_artifact(o_ptr)) continue;
-
- /* Give this item slot a shot at death */
- if ((*typ)(o_ptr))
- {
- /* Count the casualties */
- for (amt = j = 0; j < o_ptr->number; ++j)
- {
- if (randint0(100) < perc) amt++;
- }
-
- /* Some casualities */
- if (amt)
- {
- /* Get a description */
- 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
-
-#ifdef JP
-o_name, index_to_label(i),
- ((o_ptr->number > 1) ?
- ((amt == o_ptr->number) ? "Á´Éô" :
- (amt > 1 ? "²¿¸Ä¤«" : "°ì¸Ä")) : "") );
-#else
- ((o_ptr->number > 1) ?
- ((amt == o_ptr->number) ? "All of y" :
- (amt > 1 ? "Some of y" : "One of y")) : "Y"),
- o_name, index_to_label(i),
- ((amt > 1) ? "were" : "was"));
-#endif
-
-#ifdef JP
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("¤ä¤ê¤ä¤¬¤Ã¤¿¤Ê¡ª");
-#endif
-
- /* Potions smash open */
- if (object_is_potion(o_ptr))
- {
- (void)potion_smash_effect(0, py, px, o_ptr->k_idx);
- }
-
- /* Reduce the charges of rods/wands */
- reduce_charges(o_ptr, amt);
-
- /* Destroy "amt" items */
- inven_item_increase(i, -amt);
- inven_item_optimize(i);
-
- /* Count the casualties */
- k += amt;
- }
- }
- }
-
- /* Return the casualty count */
- return (k);
-}
-
-
-/*
- * Acid has hit the player, attempt to affect some armor.
- *
- * 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_type *o_ptr = NULL;
- u32b flgs[TR_FLAG_SIZE];
- char o_name[MAX_NLEN];
-
-
- /* Pick a (possibly empty) inventory slot */
- switch (randint1(7))
- {
- case 1: o_ptr = &inventory[INVEN_RARM]; break;
- case 2: o_ptr = &inventory[INVEN_LARM]; break;
- case 3: o_ptr = &inventory[INVEN_BODY]; break;
- case 4: o_ptr = &inventory[INVEN_OUTER]; break;
- case 5: o_ptr = &inventory[INVEN_HANDS]; break;
- case 6: o_ptr = &inventory[INVEN_HEAD]; break;
- case 7: o_ptr = &inventory[INVEN_FEET]; break;
- }
-
- /* Nothing to damage */
- if (!o_ptr->k_idx) return (FALSE);
-
- if (!object_is_armour(o_ptr)) return (FALSE);
-
- /* No damage left to be done */
- if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
-
-
- /* Describe */
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Extract the flags */
- object_flags(o_ptr, flgs);
-
- /* 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
-
-
- 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
-
-
- /* Damage the item */
- o_ptr->to_a--;
-
- /* Calculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Window stuff */
- p_ptr->window |= (PW_EQUIP | PW_PLAYER);
-
- calc_android_exp();
-
- /* Item was damaged */
- return (TRUE);
-}
-
-
-/*
- * Hurt the player with Acid
- */
-int acid_dam(int dam, cptr kb_str, int monspell)
-{
- int get_damage;
- int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
- bool double_resist = IS_OPPOSE_ACID();
-
- /* Total Immunity */
- if (p_ptr->immune_acid || (dam <= 0))
- {
- learn_spell(monspell);
- return 0;
- }
-
- /* Vulnerability (Ouch!) */
- if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
-
- /* Resist the damage */
- if (p_ptr->resist_acid) dam = (dam + 2) / 3;
- if (double_resist) dam = (dam + 2) / 3;
-
- if (!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;
- }
-
- /* Take damage */
- get_damage = take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
-
- /* Inventory damage */
- if (!(double_resist && p_ptr->resist_acid))
- inven_damage(set_acid_destroy, inv);
- return get_damage;
-}
-
-
-/*
- * Hurt the player with electricity
- */
-int elec_dam(int dam, cptr kb_str, int monspell)
-{
- int get_damage;
- int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
- bool double_resist = IS_OPPOSE_ELEC();
-
- /* Total immunity */
- if (p_ptr->immune_elec || (dam <= 0))
- {
- learn_spell(monspell);
- return 0;
- }
-
- /* Vulnerability (Ouch!) */
- if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
- if (prace_is_(RACE_ANDROID)) dam += dam / 3;
-
- /* Resist the damage */
- 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) && !CHECK_MULTISHADOW())
- (void)do_dec_stat(A_DEX);
-
- /* Take damage */
- get_damage = take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
-
- /* Inventory damage */
- if (!(double_resist && p_ptr->resist_elec))
- inven_damage(set_elec_destroy, inv);
-
- return get_damage;
-}
-
-
-/*
- * Hurt the player with Fire
- */
-int fire_dam(int dam, cptr kb_str, int monspell)
-{
- int get_damage;
- int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
- bool double_resist = IS_OPPOSE_FIRE();
-
- /* Totally immune */
- if (p_ptr->immune_fire || (dam <= 0))
- {
- learn_spell(monspell);
- return 0;
- }
-
- /* Vulnerability (Ouch!) */
- if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (prace_is_(RACE_ENT)) dam += dam / 3;
- if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
-
- /* Resist the damage */
- 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) && !CHECK_MULTISHADOW())
- (void)do_dec_stat(A_STR);
-
- /* Take damage */
- get_damage = take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
-
- /* Inventory damage */
- if (!(double_resist && p_ptr->resist_fire))
- inven_damage(set_fire_destroy, inv);
-
- return get_damage;
-}
-
-
-/*
- * Hurt the player with Cold
- */
-int cold_dam(int dam, cptr kb_str, int monspell)
-{
- int get_damage;
- int inv = (dam < 30) ? 1 : (dam < 60) ? 2 : 3;
- bool double_resist = IS_OPPOSE_COLD();
-
- /* Total immunity */
- if (p_ptr->immune_cold || (dam <= 0))
- {
- learn_spell(monspell);
- return 0;
- }
-
- /* Vulnerability (Ouch!) */
- if (p_ptr->muta3 & MUT3_VULN_ELEM) dam *= 2;
- if (p_ptr->special_defense & KATA_KOUKIJIN) dam += dam / 3;
-
- /* Resist the damage */
- 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) && !CHECK_MULTISHADOW())
- (void)do_dec_stat(A_STR);
-
- /* Take damage */
- get_damage = take_hit(DAMAGE_ATTACK, dam, kb_str, monspell);
-
- /* Inventory damage */
- if (!(double_resist && p_ptr->resist_cold))
- inven_damage(set_cold_destroy, inv);
-
- return get_damage;
-}
-
-
-bool rustproof(void)
-{
- int item;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
- cptr q, s;
-
- item_tester_no_ryoute = TRUE;
- /* Select a piece of armour */
- 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
-
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
-
- /* Description */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
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,
- ((o_ptr->number > 1) ? "" : "s"));
+ msg_format("%s %s look%s as good as new!", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "" : "s"));
#endif
o_ptr->to_a = 0;
}
#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,
- ((o_ptr->number > 1) ? "are" : "is"));
+ msg_format("%s %s %s now protected against corrosion.", ((item >= 0) ? "Your" : "The"), o_name, ((o_ptr->number > 1) ? "are" : "is"));
#endif
-
calc_android_exp();
-
return TRUE;
}
-/*
+/*!
+ * @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)
{
int i;
object_type *o_ptr;
- char o_name[MAX_NLEN];
-
+ GAME_TEXT o_name[MAX_NLEN];
/* Curse the body armor */
o_ptr = &inventory[INVEN_BODY];
/* Nothing to curse */
if (!o_ptr->k_idx) return (FALSE);
-
- /* Describe */
object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
/* Attempt a saving throw for artifacts */
{
/* 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);
+ "terrible black aura", "surround your armor", o_name);
#endif
}
/* not artifact or failed save... */
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 */
/* Break it */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Recalculate mana */
- p_ptr->update |= (PU_MANA);
-
- /* Window stuff */
+ p_ptr->update |= (PU_BONUS | PU_MANA);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
}
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];
+ GAME_TEXT o_name[MAX_NLEN];
/* Nothing to curse */
if (!o_ptr->k_idx) return (FALSE);
-
-
- /* Describe */
object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
/* Attempt a saving throw */
{
/* 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;
/* Break it */
o_ptr->ident |= (IDENT_BROKEN);
-
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Recalculate mana */
- p_ptr->update |= (PU_MANA);
-
- /* Window stuff */
+ p_ptr->update |= (PU_BONUS | PU_MANA);
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
}
- /* Notice */
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)
{
/* Randomize */
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;
-
- /* Enchant */
enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
-
- /* Notice */
return (TRUE);
}
- /* Flush */
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)
+static MONRACE_IDX poly_r_idx(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
- int i, r, lev1, lev2;
+ int i;
+ MONRACE_IDX r;
+ DEPTH lev1, lev2;
/* Hack -- Uniques/Questors never polymorph */
- if ((r_ptr->flags1 & RF1_UNIQUE) ||
- (r_ptr->flags1 & RF1_QUESTOR))
+ if ((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags1 & RF1_QUESTOR))
return (r_idx);
/* Allowable range of "levels" for resulting monster */
/* Use that index */
r_idx = r;
- /* Done */
break;
}
-
- /* Result */
return (r_idx);
}
-
-bool polymorph_monster(int y, int x)
+/*!
+ * @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(POSITION y, POSITION x)
{
- cave_type *c_ptr = &cave[y][x];
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ grid_type *g_ptr = &grid_array[y][x];
+ monster_type *m_ptr = &m_list[g_ptr->m_idx];
bool polymorphed = FALSE;
- int new_r_idx;
- int old_r_idx = m_ptr->r_idx;
- bool targeted = (target_who == c_ptr->m_idx) ? TRUE : FALSE;
- bool health_tracked = (p_ptr->health_who == c_ptr->m_idx) ? TRUE : FALSE;
+ MONRACE_IDX new_r_idx;
+ MONRACE_IDX old_r_idx = m_ptr->r_idx;
+ bool targeted = (target_who == g_ptr->m_idx) ? TRUE : FALSE;
+ bool health_tracked = (p_ptr->health_who == g_ptr->m_idx) ? TRUE : FALSE;
monster_type back_m;
if (p_ptr->inside_arena || p_ptr->inside_battle) return (FALSE);
- if ((p_ptr->riding == c_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
+ if ((p_ptr->riding == g_ptr->m_idx) || (m_ptr->mflag2 & MFLAG2_KAGE)) return (FALSE);
/* Memorize the monster before polymorphing */
back_m = *m_ptr;
/* Handle polymorph */
if (new_r_idx != old_r_idx)
{
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
bool preserve_hold_objects = back_m.hold_o_idx ? TRUE : FALSE;
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
/* Get the monsters attitude */
if (is_friendly(m_ptr)) mode |= PM_FORCE_FRIENDLY;
m_ptr->hold_o_idx = 0;
/* "Kill" the "old" monster */
- delete_monster_idx(c_ptr->m_idx);
+ delete_monster_idx(g_ptr->m_idx);
/* Create a new monster (no groups) */
if (place_monster_aux(0, y, x, new_r_idx, mode))
{
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 */
}
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);
}
}
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)
+static bool dimension_door_aux(DEPTH x, DEPTH y)
{
- int plev = p_ptr->lev;
+ PLAYER_LEVEL plev = p_ptr->lev;
p_ptr->energy_need += (s16b)((s32b)(60 - plev) * ENERGY_NEED() / 100L);
if (!cave_player_teleportable_bold(y, x, 0L) ||
- (distance(y, x, py, px) > plev / 2 + 10) ||
+ (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);
}
-/*
+/*!
+ * @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)
{
- int x = 0, y = 0;
+ DEPTH x = 0, y = 0;
/* Rerutn FALSE if cancelled */
if (!tgt_pt(&x, &y)) return FALSE;
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)
{
- int x = 0, y = 0;
+ POSITION x = 0, y = 0;
/* Rerutn FALSE if cancelled */
if (!tgt_pt(&x, &y)) return FALSE;
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;
+ object_type *o_ptr;
object_kind *k_ptr;
- int lev, item;
+ DEPTH lev;
+ OBJECT_IDX item;
int recharge_strength = 0;
bool fail = FALSE;
byte fail_type = 1;
- cptr q, s;
- char o_name[MAX_NLEN];
+ concptr q, s;
+ GAME_TEXT o_name[MAX_NLEN];
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
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
+ 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 (item >= 0)
- {
- o_ptr = &inventory[item];
- }
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return FALSE;
k_ptr = &k_info[o_ptr->k_idx];
lev = k_info[o_ptr->k_idx].level;
{
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
{
{
object_type forge;
object_type *q_ptr;
-
- /* Get local object */
q_ptr = &forge;
/* Obtain a local object */
p_ptr->total_weight -= q_ptr->weight;
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)
/*** Determine Seriousness of Failure ***/
/* Mages recharge objects more safely. */
- if (p_ptr->pclass == CLASS_MAGE || p_ptr->pclass == CLASS_HIGH_MAGE || p_ptr->pclass == CLASS_SORCERER || p_ptr->pclass == CLASS_MAGIC_EATER || p_ptr->pclass == CLASS_BLUE_MAGE)
+ if (IS_WIZARD_CLASS())
{
/* 10% chance to blow up one rod, otherwise draining. */
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)
p_ptr->csp = p_ptr->msp;
}
- /* Redraw mana and hp */
p_ptr->redraw |= (PR_MANA);
-
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
+ p_ptr->update |= (PU_COMBINE | PU_REORDER);
p_ptr->window |= (PW_INVEN);
return TRUE;
}
-bool summon_kin_player(int level, int y, int x, u32b 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)
+{
+ POSITION x, y;
+ grid_type *g_ptr;
+ monster_type *m_ptr;
+ DIRECTION dir;
+
+ for (dir = 0; dir < 8; dir++)
+ {
+ y = p_ptr->y + ddy_ddd[dir];
+ x = p_ptr->x + ddx_ddd[dir];
+ g_ptr = &grid_array[y][x];
+ m_ptr = &m_list[g_ptr->m_idx];
+
+ /* Hack -- attack monsters */
+ if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
+ py_attack(y, x, 0);
+ }
+}
+
+bool eat_lock(void)
+{
+ POSITION x, y;
+ grid_type *g_ptr;
+ feature_type *f_ptr, *mimic_f_ptr;
+ DIRECTION dir;
+
+ if (!get_direction(&dir, FALSE, FALSE)) return FALSE;
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
+ g_ptr = &grid_array[y][x];
+ f_ptr = &f_info[g_ptr->feat];
+ mimic_f_ptr = &f_info[get_feat_mimic(g_ptr)];
+
+ stop_mouth();
+
+ if (!have_flag(mimic_f_ptr->flags, FF_HURT_ROCK))
+ {
+ msg_print(_("この地形は食べられない。", "You cannot eat this feature."));
+ }
+ else if (have_flag(f_ptr->flags, FF_PERMANENT))
+ {
+ msg_format(_("いてっ!この%sはあなたの歯より硬い!", "Ouch! This %s is harder than your teeth!"), f_name + mimic_f_ptr->name);
+ }
+ else if (g_ptr->m_idx)
+ {
+ monster_type *m_ptr = &m_list[g_ptr->m_idx];
+ msg_print(_("何かが邪魔しています!", "There's something in the way!"));
+
+ if (!m_ptr->ml || !is_pet(m_ptr)) py_attack(y, x, 0);
+ }
+ else if (have_flag(f_ptr->flags, FF_TREE))
+ {
+ msg_print(_("木の味は好きじゃない!", "You don't like the woody taste!"));
+ }
+ else if (have_flag(f_ptr->flags, FF_GLASS))
+ {
+ msg_print(_("ガラスの味は好きじゃない!", "You don't like the glassy taste!"));
+ }
+ else if (have_flag(f_ptr->flags, FF_DOOR) || have_flag(f_ptr->flags, FF_CAN_DIG))
+ {
+ (void)set_food(p_ptr->food + 3000);
+ }
+ else if (have_flag(f_ptr->flags, FF_MAY_HAVE_GOLD) || have_flag(f_ptr->flags, FF_HAS_GOLD))
+ {
+ (void)set_food(p_ptr->food + 5000);
+ }
+ else
+ {
+ msg_format(_("この%sはとてもおいしい!", "This %s is very filling!"), f_name + mimic_f_ptr->name);
+ (void)set_food(p_ptr->food + 10000);
+ }
+
+ /* Destroy the wall */
+ cave_alter_feat(y, x, FF_HURT_ROCK);
+
+ (void)move_player_effect(y, x, MPE_DONT_PICKUP);
+ return TRUE;
+}
+
+
+bool shock_power(void)
+{
+ DIRECTION dir;
+ POSITION y, x;
+ HIT_POINT dam;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ int boost = P_PTR_KI;
+ if (heavy_armor()) boost /= 2;
+
+ project_length = 1;
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
+ dam = damroll(8 + ((plev - 5) / 4) + boost / 12, 8);
+ fire_beam(GF_MISSILE, dir, dam);
+ if (grid_array[y][x].m_idx)
+ {
+ int i;
+ POSITION ty = y, tx = x;
+ POSITION oy = y, ox = x;
+ MONSTER_IDX m_idx = grid_array[y][x].m_idx;
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ GAME_TEXT m_name[MAX_NLEN];
+
+ monster_desc(m_name, m_ptr, 0);
+
+ if (randint1(r_ptr->level * 3 / 2) > randint0(dam / 2) + dam / 2)
+ {
+ msg_format(_("%sは飛ばされなかった。", "%^s was not blown away."), m_name);
+ }
+ else
+ {
+ for (i = 0; i < 5; i++)
+ {
+ y += ddy[dir];
+ x += ddx[dir];
+ if (cave_empty_bold(y, x))
+ {
+ ty = y;
+ tx = x;
+ }
+ else break;
+ }
+ if ((ty != oy) || (tx != ox))
+ {
+ msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
+ grid_array[oy][ox].m_idx = 0;
+ grid_array[ty][tx].m_idx = m_idx;
+ m_ptr->fy = ty;
+ m_ptr->fx = tx;
+
+ update_monster(m_idx, TRUE);
+ lite_spot(oy, ox);
+ lite_spot(ty, tx);
+
+ if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
+ p_ptr->update |= (PU_MON_LITE);
+ }
+ }
+ }
+ return TRUE;
+}
+
+bool booze(player_type *creature_ptr)
{
- bool pet = (bool)(mode & PM_FORCE_PET);
- if (!pet) mode |= PM_NO_PET;
+ bool ident = FALSE;
+ if (creature_ptr->pclass != CLASS_MONK) chg_virtue(V_HARMONY, -1);
+ else if (!creature_ptr->resist_conf) creature_ptr->special_attack |= ATTACK_SUIKEN;
+ if (!creature_ptr->resist_conf)
+ {
+ if (set_confused(randint0(20) + 15))
+ {
+ ident = TRUE;
+ }
+ }
- switch (p_ptr->mimic_form)
+ if (!creature_ptr->resist_chaos)
{
- case MIMIC_NONE:
- switch (p_ptr->prace)
+ if (one_in_(2))
{
- case RACE_HUMAN:
- case RACE_AMBERITE:
- case RACE_BARBARIAN:
- case RACE_BEASTMAN:
- case RACE_DUNADAN:
- summon_kin_type = 'p';
- break;
- case RACE_HALF_ELF:
- case RACE_ELF:
- case RACE_HOBBIT:
- case RACE_GNOME:
- case RACE_DWARF:
- case RACE_HIGH_ELF:
- case RACE_NIBELUNG:
- case RACE_DARK_ELF:
- case RACE_MIND_FLAYER:
- case RACE_KUTAR:
- case RACE_S_FAIRY:
- summon_kin_type = 'h';
- break;
- case RACE_HALF_ORC:
- summon_kin_type = 'o';
- break;
- case RACE_HALF_TROLL:
- summon_kin_type = 'T';
- break;
- case RACE_HALF_OGRE:
- summon_kin_type = 'O';
- break;
- case RACE_HALF_GIANT:
- case RACE_HALF_TITAN:
- case RACE_CYCLOPS:
- summon_kin_type = 'P';
- break;
- case RACE_YEEK:
- summon_kin_type = 'y';
- break;
- case RACE_KLACKON:
- summon_kin_type = 'K';
- break;
- case RACE_KOBOLD:
- summon_kin_type = 'k';
- break;
- case RACE_IMP:
- if (one_in_(13)) summon_kin_type = 'U';
- else summon_kin_type = 'u';
- break;
- case RACE_DRACONIAN:
- summon_kin_type = 'd';
- break;
- case RACE_GOLEM:
- case RACE_ANDROID:
- summon_kin_type = 'g';
- break;
- case RACE_SKELETON:
- if (one_in_(13)) summon_kin_type = 'L';
- else summon_kin_type = 's';
- break;
- case RACE_ZOMBIE:
- summon_kin_type = 'z';
- break;
- case RACE_VAMPIRE:
- summon_kin_type = 'V';
- break;
- case RACE_SPECTRE:
- summon_kin_type = 'G';
- break;
- case RACE_SPRITE:
- summon_kin_type = 'I';
- break;
- case RACE_ENT:
- summon_kin_type = '#';
- break;
- case RACE_ANGEL:
- summon_kin_type = 'A';
- break;
- case RACE_DEMON:
- summon_kin_type = 'U';
- break;
- default:
- summon_kin_type = 'p';
- break;
+ if (set_image(creature_ptr->image + randint0(150) + 150))
+ {
+ ident = TRUE;
+ }
}
- break;
- case MIMIC_DEMON:
- if (one_in_(13)) summon_kin_type = 'U';
- else summon_kin_type = 'u';
- break;
- case MIMIC_DEMON_LORD:
- summon_kin_type = 'U';
- break;
- case MIMIC_VAMPIRE:
- summon_kin_type = 'V';
- break;
- }
- return summon_specific((pet ? -1 : 0), y, x, level, SUMMON_KIN, mode);
+ if (one_in_(13) && (creature_ptr->pclass != CLASS_MONK))
+ {
+ ident = TRUE;
+ if (one_in_(3)) lose_all_info();
+ else wiz_dark();
+ (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
+ wiz_dark();
+ msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head..."));
+ msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing, or how you got here!"));
+ }
+ }
+ return ident;
}
+
+bool detonation(player_type *creature_ptr)
+{
+ msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!"));
+ take_hit(DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1);
+ (void)set_stun(creature_ptr->stun + 75);
+ (void)set_cut(creature_ptr->cut + 5000);
+ return TRUE;
+}
\ No newline at end of file