/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
+/* JNetHack Copyright */
+/* (c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000 */
+/* For 3.4-, Copyright (c) SHIRAKATA Kentaro, 2002-2016 */
+/* JNetHack may be freely redistributed. See license for details. */
+
#include "hack.h"
/* KMH -- Differences between the three weapon slots.
if (uwep == obj && artifact_light(olduwep) && olduwep->lamplit) {
end_burn(olduwep, FALSE);
if (!Blind)
+/*JP
pline("%s shining.", Tobjnam(olduwep, "stop"));
+*/
+ pline("%s\82Í\8bP\82«\82ð\8e~\82ß\82½\81D", xname(olduwep));
}
/* Note: Explicitly wielding a pick-axe will not give a "bashing"
* message. Wielding one via 'a'pplying it will.
return FALSE;
/* Prevent wielding cockatrice when not wearing gloves --KAA */
+#if 0 /*JP*/
You("wield %s in your bare %s.",
corpse_xname(obj, (const char *) 0, CXN_PFX_THE),
makeplural(body_part(HAND)));
+#else
+ You("%s\82ð%s\82É\82µ\82½\81D",
+ corpse_xname(obj, (const char *) 0, CXN_PFX_THE),
+ body_part(HAND));
+#endif
+/*JP
Sprintf(kbuf, "wielding %s bare-handed", killer_xname(obj));
+*/
+ Sprintf(kbuf, "%s\82ð\91f\8eè\82Å\8eè\82É\82µ\82Ä", killer_xname(obj));
instapetrify(kbuf);
return TRUE;
}
if (!wep) {
/* No weapon */
if (uwep) {
+/*JP
You("are empty %s.", body_part(HANDED));
+*/
+ You("%s\82ð\8bó\82¯\82½\81D", body_part(HAND));
setuwep((struct obj *) 0);
res++;
} else
+/*JP
You("are already empty %s.", body_part(HANDED));
+*/
+ You("\89½\82à%s\82É\82µ\82Ä\82¢\82È\82¢\81I", body_part(HAND));
} else if (wep->otyp == CORPSE && cant_wield_corpse(wep)) {
/* hero must have been life-saved to get here; use a turn */
res++; /* corpse won't be wielded */
} else if (uarms && bimanual(wep)) {
+#if 0 /*JP*/
You("cannot wield a two-handed %s while wearing a shield.",
is_sword(wep) ? "sword" : wep->otyp == BATTLE_AXE ? "axe"
: "weapon");
+#else
+ pline("\8f\82\82ð\91\95\94õ\82µ\82Ä\82¢\82é\82Æ\82«\82É\97¼\8eè\8e\9d\82¿\82Ì%s\82ð\91\95\94õ\82Å\82«\82È\82¢\81D",
+ is_sword(wep) ? "\8c\95" : wep->otyp == BATTLE_AXE ? "\95\80"
+ : "\95\90\8aí");
+#endif
} else if (!retouch_object(&wep, FALSE)) {
res++; /* takes a turn even though it doesn't get wielded */
} else {
/* Weapon WILL be wielded after this point */
res++;
if (will_weld(wep)) {
+#if 0 /*JP*//*\8eg\82í\82È\82¢*/
const char *tmp = xname(wep), *thestr = "The ";
if (strncmp(tmp, thestr, 4) && !strncmp(The(tmp), thestr, 4))
tmp = thestr;
else
tmp = "";
+#endif
+#if 0 /*JP*/
pline("%s%s %s to your %s!", tmp, aobjnam(wep, "weld"),
(wep->quan == 1L) ? "itself" : "themselves", /* a3 */
bimanual(wep) ? (const char *) makeplural(body_part(HAND))
: body_part(HAND));
+#else
+ pline("%s\82Í\8f\9f\8eè\82É\82 \82È\82½\82Ì%s\82É\91\95\94õ\82³\82ê\82½\81D",
+ xname(wep), body_part(HAND));
+#endif
wep->bknown = TRUE;
} else {
/* The message must be printed before setuwep (since
if (artifact_light(wep) && !wep->lamplit) {
begin_burn(wep, FALSE);
if (!Blind)
+#if 0 /*JP*/
pline("%s to shine %s!", Tobjnam(wep, "begin"),
arti_light_description(wep));
+#else
+ pline("%s\82Í%s\8bP\82«\82Í\82¶\82ß\82½\81I", xname(wep),
+ arti_light_description(wep));
+#endif
}
#if 0
/* we'll get back to this someday, but it's not balanced yet */
if ((this_shkp = shop_keeper(inside_shop(u.ux, u.uy)))
!= (struct monst *) 0) {
+#if 0 /*JP*/
pline("%s says \"You be careful with my %s!\"",
shkname(this_shkp), xname(wep));
+#else
+ pline("%s\82Í\8fq\82×\82½\81u%s\82Ì\88µ\82¢\82Í\8bC\82ð\82Â\82¯\82Ä\82\82ê\82æ\81I\81v",
+ shkname(this_shkp), xname(wep));
+#endif
}
}
}
/* May we attempt this? */
multi = 0;
if (cantwield(youmonst.data)) {
+/*JP
pline("Don't be ridiculous!");
+*/
+ pline("\82Î\82©\82Î\82©\82µ\82¢\81I");
return 0;
}
/* Cancelled */
return 0;
else if (wep == uwep) {
+/*JP
You("are already wielding that!");
+*/
+ You("\82à\82¤\82»\82ê\82ð%s\82É\82µ\82Ä\82¢\82é\81I", body_part(HAND));
if (is_weptool(wep) || is_wet_towel(wep))
unweapon = FALSE; /* [see setuwep()] */
return 0;
else if (wep == uquiver)
setuqwep((struct obj *) 0);
else if (wep->owornmask & (W_ARMOR | W_ACCESSORY | W_SADDLE)) {
+/*JP
You("cannot wield that!");
+*/
+ You("\82»\82ê\82ð\91\95\94õ\82Å\82«\82È\82¢\81I");
return 0;
}
/* May we attempt this? */
multi = 0;
if (cantwield(youmonst.data)) {
+/*JP
pline("Don't be ridiculous!");
+*/
+ pline("\82Î\82©\82Î\82©\82µ\82¢\81I");
return 0;
}
if (welded(uwep)) {
if (uswapwep)
prinv((char *) 0, uswapwep, 0L);
else
+/*JP
You("have no secondary weapon readied.");
+*/
+ You("\97\\94õ\82Ì\95\90\8aí\82Ì\97p\88Ó\82ð\82â\82ß\82½\81D");
}
if (u.twoweap && !can_twoweapon())
if (newquiver == &zeroobj) {
/* Explicitly nothing */
if (uquiver) {
+/*JP
You("now have no ammunition readied.");
+*/
+ pline("\91\95\93U\82·\82é\82½\82ß\82Ì\96î\92e\82ª\82È\82\82È\82Á\82½\81D");
setuqwep(newquiver = (struct obj *) 0);
} else {
+/*JP
You("already have no ammunition readied!");
+*/
+ pline("\91\95\93U\82·\82é\82½\82ß\82Ì\96î\92e\82ª\82È\82¢\81D");
return 0;
}
} else if (newquiver == uquiver) {
+/*JP
pline("That ammunition is already readied!");
+*/
+ pline("\82à\82¤\91\95\93U\82³\82ê\82Ä\82¢\82é\81I");
return 0;
} else if (newquiver == uwep) {
/* Prevent accidentally readying the main weapon */
+#if 0 /*JP*/
pline("%s already being used as a weapon!",
!is_plural(uwep) ? "That is" : "They are");
+#else
+ pline("\82à\82¤\95\90\8aí\82Æ\82µ\82Ä\8eg\82í\82ê\82Ä\82¢\82é\81I");
+#endif
return 0;
} else if (newquiver->owornmask & (W_ARMOR | W_ACCESSORY | W_SADDLE)) {
+/*JP
You("cannot ready that!");
+*/
+ You("\82»\82ê\82Í\8eg\82¦\82È\82¢\81I");
return 0;
} else {
long dummy;
if (obj == uwep)
return TRUE; /* nothing to do if already wielding it */
+#if 0 /*JP*/
if (!verb)
verb = "wield";
+#endif
what = xname(obj);
+#if 0 /*JP*/
more_than_1 = (obj->quan > 1L || strstri(what, "pair of ") != 0
|| strstri(what, "s of ") != 0);
+#endif
if (obj->owornmask & (W_ARMOR | W_ACCESSORY)) {
+#if 0 /*JP*/
You_cant("%s %s while wearing %s.", verb, yname(obj),
more_than_1 ? "them" : "it");
+#else
+ pline("\90g\82É\82Â\82¯\82½\82Ü\82Ü\82Å\82Í%s\82Í\8eg\82¦\82È\82¢\81D", yname(obj));
+#endif
return FALSE;
}
if (welded(uwep)) {
if (flags.verbose) {
+#if 0 /*JP*/
const char *hand = body_part(HAND);
if (bimanual(uwep))
pline(
"Since your weapon is welded to your %s, you cannot %s %s %s.",
hand, verb, more_than_1 ? "those" : "that", xname(obj));
+#else
+ pline("\95\90\8aí\82ð\8eè\82É\82µ\82Ä\82¢\82é\82Ì\82Å\81C%s\82ð\8eg\82¦\82È\82¢\81D", xname(obj));
+#endif
} else {
+/*JP
You_cant("do that.");
+*/
+ pline("\82»\82ê\82Í\82Å\82«\82È\82¢\81D");
}
return FALSE;
}
if (cantwield(youmonst.data)) {
+/*JP
You_cant("hold %s strongly enough.", more_than_1 ? "them" : "it");
+*/
+ You("\82»\82ê\82ð\8e\9d\82Â\82Ù\82Ç\97Í\82ª\82È\82¢\81D");
return FALSE;
}
/* check shield */
if (uarms && bimanual(obj)) {
+#if 0 /*JP*/
You("cannot %s a two-handed %s while wearing a shield.", verb,
(obj->oclass == WEAPON_CLASS) ? "weapon" : "tool");
+#else
+ pline("\8f\82\82ð\91\95\94õ\82µ\82½\82Ü\82Ü\97¼\8eè\8e\9d\82¿\82Ì%s\82ð\91\95\94õ\82Å\82«\82È\82¢\81D",
+ (obj->oclass == WEAPON_CLASS) ? "\95\90\8aí" : "\93¹\8bï");
+#endif
return FALSE;
}
} else {
struct obj *oldwep = uwep;
+/*JP
You("now wield %s.", doname(obj));
+*/
+ You("%s\82ð\91\95\94õ\82µ\82½\81D", doname(obj));
setuwep(obj);
if (flags.pushweapon && oldwep && uwep != oldwep)
setuswapwep(oldwep);
#define NOT_WEAPON(obj) (!is_weptool(obj) && obj->oclass != WEAPON_CLASS)
if (!could_twoweap(youmonst.data)) {
if (Upolyd)
+/*JP
You_cant("use two weapons in your current form.");
+*/
+ pline("\8c»\8dÝ\82Ì\8ep\82Å\82Í\93ñ\93\81\97¬\82Í\8eg\82¦\82È\82¢\81D");
else
+/*JP
pline("%s aren't able to use two weapons at once.",
+*/
+ pline("%s\82Í\93ñ\82Â\82Ì\95\90\8aí\82ð\93¯\8e\9e\82É\88µ\82¦\82È\82¢\81D",
makeplural((flags.female && urole.name.f) ? urole.name.f
: urole.name.m));
} else if (!uwep || !uswapwep)
+#if 0 /*JP*/
Your("%s%s%s empty.", uwep ? "left " : uswapwep ? "right " : "",
body_part(HAND), (!uwep && !uswapwep) ? "s are" : " is");
+#else
+ Your("%s%s\82Í\8bó\82Á\82Û\82¾\81D", uwep ? "\8d¶\82Ì" : uswapwep ? "\89E\82Ì" : "",
+ body_part(HAND));
+#endif
else if (NOT_WEAPON(uwep) || NOT_WEAPON(uswapwep)) {
otmp = NOT_WEAPON(uwep) ? uwep : uswapwep;
+#if 0 /*JP*/
pline("%s %s.", Yname2(otmp),
is_plural(otmp) ? "aren't weapons" : "isn't a weapon");
+#else
+ pline("%s\82Í\95\90\8aí\82¶\82á\82È\82¢\81D", Yname2(otmp));
+#endif
} else if (bimanual(uwep) || bimanual(uswapwep)) {
otmp = bimanual(uwep) ? uwep : uswapwep;
+/*JP
pline("%s isn't one-handed.", Yname2(otmp));
+*/
+ pline("%s\82Í\95Ð\8eè\8e\9d\82¿\82Ì\95\90\8aí\82¶\82á\82È\82¢\81D", Yname2(otmp));
} else if (uarms)
+/*JP
You_cant("use two weapons while wearing a shield.");
+*/
+ You("\8f\82\82ð\8e\9d\82Á\82Ä\82¢\82é\8aÔ\82Í\97¼\8eè\8e\9d\82¿\82Å\82«\82È\82¢\81D");
else if (uswapwep->oartifact)
+#if 0 /*JP*/
pline("%s being held second to another weapon!",
Yobjnam2(uswapwep, "resist"));
+#else
+ pline("%s\82Í\97\\94õ\82Ì\95\90\8aí\82Æ\82µ\82Ä\88µ\82í\82ê\82é\82±\82Æ\82ð\8b\91\82ñ\82¾\81I",
+ Yname2(uswapwep));
+#endif
else if (uswapwep->otyp == CORPSE && cant_wield_corpse(uswapwep)) {
/* [Note: NOT_WEAPON() check prevents ever getting here...] */
; /* must be life-saved to reach here; return FALSE */
/* Avoid trashing makeplural's static buffer */
Strcpy(str, makeplural(body_part(HAND)));
+/*JP
pline("%s from your %s!", Yobjnam2(obj, "slip"), str);
+*/
+ You("%s\82ð\97\8e\82µ\82Ä\82µ\82Ü\82Á\82½\81I", xname(obj));
dropx(obj);
}
{
/* You can always toggle it off */
if (u.twoweap) {
+/*JP
You("switch to your primary weapon.");
+*/
+ You("\88ê\82Â\82Ì\95\90\8aí\82Å\90í\93¬\82·\82é\82±\82Æ\82É\82µ\82½\81D");
u.twoweap = 0;
update_inventory();
return 0;
/* May we use two weapons? */
if (can_twoweapon()) {
/* Success! */
+/*JP
You("begin two-weapon combat.");
+*/
+ You("\93ñ\93\81\97¬\82Å\90í\93¬\82·\82é\82±\82Æ\82É\82µ\82½\81D");
u.twoweap = 1;
update_inventory();
return (rnd(20) > ACURR(A_DEX));
if (artifact_light(uwep) && uwep->lamplit) {
end_burn(uwep, FALSE);
if (!Blind)
+/*JP
pline("%s shining.", Tobjnam(uwep, "stop"));
+*/
+ pline("%s\82Í\8bP\82«\82ð\8e~\82ß\82½\81D", xname(uwep));
}
setworn((struct obj *) 0, W_WEP);
unweapon = TRUE;
untwoweapon()
{
if (u.twoweap) {
+/*JP
You("can no longer use two weapons at once.");
+*/
+ You("\82à\82¤\82Q\82Â\82Ì\95\90\8aí\82ð\93¯\8e\9e\82É\8eg\97p\82·\82é\82±\82Æ\82Í\82Å\82«\82È\82¢\81D");
u.twoweap = FALSE;
update_inventory();
}
if (!uwep || (uwep->oclass != WEAPON_CLASS && !is_weptool(uwep))) {
char buf[BUFSZ];
+#if 0 /*JP*/
Sprintf(buf, "Your %s %s.", makeplural(body_part(HAND)),
(amount >= 0) ? "twitch" : "itch");
+#else
+ Sprintf(buf, "\82 \82È\82½\82Ì%s\82Í%s\81D", makeplural(body_part(HAND)),
+ (amount >= 0) ? "\82Ð\82«\82Â\82Á\82½" : "\83\80\83Y\83\80\83Y\82µ\82½");
+#endif
strange_feeling(otmp, buf);
exercise(A_DEX, (boolean) (amount >= 0));
return 0;
if (uwep->otyp == WORM_TOOTH && amount >= 0) {
multiple = (uwep->quan > 1L);
/* order: message, transformation, shop handling */
+#if 0 /*JP*/
Your("%s %s much sharper now.", simpleonames(uwep),
multiple ? "fuse, and become" : "is");
+#else
+ Your("%s\82Í%s\82æ\82è\89s\82³\82ð\91\9d\82µ\82½\82æ\82¤\82¾\81D", simpleonames(uwep),
+ multiple ? "\97Z\8d\87\82µ\82Ä\81C" : "");
+#endif
uwep->otyp = CRYSKNIFE;
uwep->oerodeproof = 0;
if (multiple) {
} else if (uwep->otyp == CRYSKNIFE && amount < 0) {
multiple = (uwep->quan > 1L);
/* order matters: message, shop handling, transformation */
+#if 0 /*JP*/
Your("%s %s much duller now.", simpleonames(uwep),
multiple ? "fuse, and become" : "is");
+#else
+ Your("%s\82Í%s\82æ\82è\93Ý\82\82È\82Á\82Ä\82µ\82Ü\82Á\82½\82æ\82¤\82¾\81D", simpleonames(uwep),
+ multiple ? "\97Z\8d\87\82µ\82Ä\81C" : "");
+#endif
costly_alteration(uwep, COST_DEGRD); /* DECHNT? other? */
uwep->otyp = WORM_TOOTH;
uwep->oerodeproof = 0;
wepname = ONAME(uwep);
if (amount < 0 && uwep->oartifact && restrict_name(uwep, wepname)) {
if (!Blind)
+/*JP
pline("%s %s.", Yobjnam2(uwep, "faintly glow"), color);
+*/
+ Your("%s\82Í\82í\82¸\82©\82É%s\8bP\82¢\82½\81D", xname(uwep),jconj_adj(color));
return 1;
}
/* there is a (soft) upper and lower limit to uwep->spe */
if (((uwep->spe > 5 && amount >= 0) || (uwep->spe < -5 && amount < 0))
&& rn2(3)) {
if (!Blind)
+#if 0 /*JP*/
pline("%s %s for a while and then %s.",
Yobjnam2(uwep, "violently glow"), color,
otense(uwep, "evaporate"));
+#else
+ Your("%s\82Í\82µ\82Î\82ç\82\8c\83\82µ\82%s\8bP\82«\81C\8fö\94\82µ\82½\81D",
+ xname(uwep), jconj_adj(color));
+#endif
else
+/*JP
pline("%s.", Yobjnam2(uwep, "evaporate"));
+*/
+ Your("%s\82Í\8fö\94\82µ\82½\81D", xname(uwep));
useupall(uwep); /* let all of them disappear */
return 1;
}
if (!Blind) {
+/*JP
xtime = (amount * amount == 1) ? "moment" : "while";
+*/
+ xtime = (amount*amount == 1) ? "\88ê\8fu" : "\82µ\82Î\82ç\82\82Ì\8aÔ";
+#if 0 /*JP*/
pline("%s %s for a %s.",
Yobjnam2(uwep, amount == 0 ? "violently glow" : "glow"), color,
xtime);
+#else
+ Your("%s\82Í%s%s%s\8bP\82¢\82½\81D",
+ xname(uwep), xtime, jconj_adj(color),
+ amount == 0 ? "\8c\83\82µ\82" : "");
+#endif
if (otyp != STRANGE_OBJECT && uwep->known
&& (amount > 0 || (amount < 0 && otmp->bknown)))
makeknown(otyp);
* spe dependent. Give an obscure clue here.
*/
if (uwep->oartifact == ART_MAGICBANE && uwep->spe >= 0) {
+#if 0 /*JP*/
Your("right %s %sches!", body_part(HAND),
(((amount > 1) && (uwep->spe > 1)) ? "flin" : "it"));
+#else
+ Your("\89E%s\82Í%s\81I",
+ body_part(HAND),
+ (((amount > 1) && (uwep->spe > 1)) ? "\82Ð\82è\82Ð\82è\82µ\82½" : "\83\80\83Y\83\80\83Y\82µ\82½"));
+#endif
}
/* an elven magic clue, cookie@keebler */
/* elven weapons vibrate warningly when enchanted beyond a limit */
if ((uwep->spe > 5)
&& (is_elven_weapon(uwep) || uwep->oartifact || !rn2(7)))
+/*JP
pline("%s unexpectedly.", Yobjnam2(uwep, "suddenly vibrate"));
+*/
+ Your("%s\82Í\93Ë\91R\90k\82¦\82¾\82µ\82½\81D", xname(uwep));
return 1;
}
long savewornmask;
savewornmask = obj->owornmask;
+#if 0 /*JP*/
pline("%s welded to your %s!", Yobjnam2(obj, "are"),
bimanual(obj) ? (const char *) makeplural(body_part(HAND))
: body_part(HAND));
+#else
+ You("%s\82ð%s\82É\8d\\82¦\82½\81I", xname(obj), body_part(HAND));
+#endif
obj->owornmask = savewornmask;
}