-/* File: xtra2.c */
-
-/*
- * 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.
+/*!
+ * @file xtra2.c
+ * @brief 雑多なその他の処理2 / effects of various "objects"
+ * @date 2014/02/06
+ * @author
+ * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research, and\n
+ * not for profit purposes provided that this copyright and statement are\n
+ * included in all such copies.\n
+ * 2014 Deskull rearranged comment for Doxygen.
*/
-/* Purpose: effects of various "objects" */
#include "angband.h"
#define REWARD_CHANCE 10
-/*
+/*!
+ * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う /
* Advance experience levels and print experience
+ * @return なし
*/
void check_experience(void)
{
/* Message */
#ifdef JP
-msg_format("¥ì¥Ù¥ë %d ¤Ë¤è¤¦¤³¤½¡£", p_ptr->lev);
+msg_format("レベル %d にようこそ。", p_ptr->lev);
#else
msg_format("Welcome to level %d.", p_ptr->lev);
/* Window stuff */
p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN);
- /* HP¤ÈMP¤Î¾å¾ºÎ̤òɽ¼¨ */
+ /* HPとMPの上昇量を表示 */
level_up = 1;
/* Handle stuff */
#ifdef JP
cnv_stat(p_ptr->stat_max[0], tmp);
- prt(format(" a) ÏÓÎÏ (¸½ºßÃÍ %s)", tmp), 2, 14);
+ prt(format(" a) 腕力 (現在値 %s)", tmp), 2, 14);
cnv_stat(p_ptr->stat_max[1], tmp);
- prt(format(" b) ÃÎǽ (¸½ºßÃÍ %s)", tmp), 3, 14);
+ prt(format(" b) 知能 (現在値 %s)", tmp), 3, 14);
cnv_stat(p_ptr->stat_max[2], tmp);
- prt(format(" c) ¸¤µ (¸½ºßÃÍ %s)", tmp), 4, 14);
+ prt(format(" c) 賢さ (現在値 %s)", tmp), 4, 14);
cnv_stat(p_ptr->stat_max[3], tmp);
- prt(format(" d) ´ïÍÑ (¸½ºßÃÍ %s)", tmp), 5, 14);
+ prt(format(" d) 器用 (現在値 %s)", tmp), 5, 14);
cnv_stat(p_ptr->stat_max[4], tmp);
- prt(format(" e) ÂÑµ× (¸½ºßÃÍ %s)", tmp), 6, 14);
+ prt(format(" e) 耐久 (現在値 %s)", tmp), 6, 14);
cnv_stat(p_ptr->stat_max[5], tmp);
- prt(format(" f) Ì¥ÎÏ (¸½ºßÃÍ %s)", tmp), 7, 14);
+ prt(format(" f) 魅力 (現在値 %s)", tmp), 7, 14);
prt("", 8, 14);
- prt(" ¤É¤ÎǽÎÏÃͤò¾å¤²¤Þ¤¹¤«¡©", 1, 14);
+ prt(" どの能力値を上げますか?", 1, 14);
#else
cnv_stat(p_ptr->stat_max[0], tmp);
prt(format(" a) Str (cur %s)", tmp), 2, 14);
if (n != choice - 'a')
prt("",n+2,14);
#ifdef JP
- if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
+ if (get_check("よろしいですか?")) break;
#else
if (get_check("Are you sure? ")) break;
#endif
if (level_mutation)
{
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë...");
+msg_print("あなたは変わった気がする...");
#else
msg_print("You feel different...");
#endif
}
/*
- * Ê󽷤ǥì¥Ù¥ë¤¬¾å¤ë¤ÈºÆµ¢Åª¤Ë check_experience() ¤¬
- * ¸Æ¤Ð¤ì¤ë¤Î¤Ç½çÈÖ¤òºÇ¸å¤Ë¤¹¤ë¡£
+ * 報酬でレベルが上ると再帰的に check_experience() が
+ * 呼ばれるので順番を最後にする。
*/
if (level_reward)
{
}
-/*
+/*!
+ * @brief モンスターを倒した際の財宝svalを返す
+ * @param r_idx 倒したモンスターの種族ID
+ * @return 財宝のsval
+ * @details
* Hack -- Return the "automatic coin type" of a monster race
* Used to allocate proper treasure when "Creeping coins" die
- *
* XXX XXX XXX Note the use of actual "monster names"
*/
static int get_coin_type(int r_idx)
}
-/*
+/*!
+ * @brief オブジェクトがクロークかどうかを判定する /
* Hack -- determine if a template is Cloak
+ * @param k_idx 判定したいオブジェクトのベースアイテムID
+ * @return オブジェクトがクロークならばTRUEを返す
*/
static bool kind_is_cloak(int k_idx)
{
}
-/*
+/*!
+ * @brief オブジェクトが竿状武器かどうかを判定する /
* Hack -- determine if a template is Polearm
+ * @param k_idx 判定したいオブジェクトのベースアイテムID
+ * @return オブジェクトが竿状武器ならばTRUEを返す
*/
static bool kind_is_polearm(int k_idx)
{
}
-/*
+/*!
+ * @brief オブジェクトが剣かどうかを判定する /
* Hack -- determine if a template is Sword
+ * @param k_idx 判定したいオブジェクトのベースアイテムID
+ * @return オブジェクトが剣ならばTRUEを返す
*/
static bool kind_is_sword(int k_idx)
{
}
-/*
+/*!
+ * @brief オブジェクトが魔法書かどうかを判定する /
* Hack -- determine if a template is Book
+ * @param k_idx 判定したいオブジェクトのベースアイテムID
+ * @return オブジェクトが魔法書ならばTRUEを返す
*/
static bool kind_is_book(int k_idx)
{
}
-/*
+/*!
+ * @brief オブジェクトがベースアイテム時点でGOODかどうかを判定する /
* Hack -- determine if a template is Good book
+ * @param k_idx 判定したいオブジェクトのベースアイテムID
+ * @return オブジェクトがベースアイテム時点でGOODなアイテムならばTRUEを返す
*/
static bool kind_is_good_book(int k_idx)
{
}
-/*
+/*!
+ * @brief オブジェクトが鎧かどうかを判定する /
* Hack -- determine if a template is Armor
+ * @param k_idx 判定したいオブジェクトのベースアイテムID
+ * @return オブジェクトが鎧ならばTRUEを返す
*/
static bool kind_is_armor(int k_idx)
{
}
-/*
+/*!
+ * @brief オブジェクトが打撃武器かどうかを判定する /
* Hack -- determine if a template is hafted weapon
+ * @param k_idx 判定したいオブジェクトのベースアイテムID
+ * @return オブジェクトが打撃武器ならばTRUEを返す
*/
static bool kind_is_hafted(int k_idx)
{
return (FALSE);
}
+/*!
+ * @brief クエストを達成状態にする /
+ * @param quest_num 達成状態にしたいクエストのID
+ * @return なし
+ */
+void complete_quest(int quest_num)
+{
+ quest_type* const q_ptr = &quest[quest_num];
-/*
+ switch (q_ptr->type)
+ {
+ case QUEST_TYPE_RANDOM:
+ if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL);
+ break;
+ default:
+ if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL);
+ break;
+ }
+
+ q_ptr->status = QUEST_STATUS_COMPLETED;
+ q_ptr->complev = (byte)p_ptr->lev;
+ update_playtime();
+ q_ptr->comptime = playtime;
+
+ if (!(q_ptr->flags & QUEST_FLAG_SILENT))
+ {
+ msg_print(_("クエストを達成した!", "You just completed your quest!"));
+ msg_print(NULL);
+ }
+}
+
+/*!
+ * @brief 現在フロアに残っている敵モンスターの数を返す /
+ * @return 現在の敵モンスターの数
+ */
+static int count_all_hostile_monsters(void)
+{
+ int x, y;
+ int number_mon = 0;
+
+ for (x = 0; x < cur_wid; ++ x)
+ {
+ for (y = 0; y < cur_hgt; ++ y)
+ {
+ int m_idx = cave[y][x].m_idx;
+
+ if (m_idx > 0 && is_hostile(&m_list[m_idx]))
+ {
+ ++ number_mon;
+ }
+ }
+ }
+
+ return number_mon;
+}
+
+/*!
+ * @brief 特定の敵を倒した際にクエスト達成処理 /
* Check for "Quest" completion when a quest monster is killed or charmed.
+ * @param m_ptr 撃破したモンスターの構造体参照ポインタ
+ * @return なし
*/
void check_quest_completion(monster_type *m_ptr)
{
- int i, j, y, x, ny, nx, i2, j2;
+ int y, x;
int quest_num;
x = m_ptr->fx;
/* Inside a quest */
- quest_num = p_ptr->inside_quest;
+ quest_num = p_ptr->inside_quest;
/* Search for an active quest on this dungeon level */
if (!quest_num)
{
+ int i;
+
for (i = max_quests - 1; i > 0; i--)
{
+ quest_type* const q_ptr = &quest[i];
+
/* Quest is not active */
- if (quest[i].status != QUEST_STATUS_TAKEN)
+ if (q_ptr->status != QUEST_STATUS_TAKEN)
continue;
/* Quest is not a dungeon quest */
- if (quest[i].flags & QUEST_FLAG_PRESET)
+ if (q_ptr->flags & QUEST_FLAG_PRESET)
continue;
/* Quest is not on this level */
- if ((quest[i].level != dun_level) &&
- (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL))
+ if ((q_ptr->level != dun_level) &&
+ (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL))
continue;
/* Not a "kill monster" quest */
- if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) ||
- (quest[i].type == QUEST_TYPE_FIND_EXIT))
+ if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) ||
+ (q_ptr->type == QUEST_TYPE_FIND_EXIT))
continue;
/* Interesting quest */
- if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) ||
- (quest[i].type == QUEST_TYPE_KILL_ALL))
+ if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) ||
+ (q_ptr->type == QUEST_TYPE_TOWER) ||
+ (q_ptr->type == QUEST_TYPE_KILL_ALL))
break;
/* Interesting quest */
- if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) ||
- (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) ||
- (quest[i].type == QUEST_TYPE_RANDOM)) &&
- (quest[i].r_idx == m_ptr->r_idx))
+ if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) ||
+ (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) ||
+ (q_ptr->type == QUEST_TYPE_RANDOM)) &&
+ (q_ptr->r_idx == m_ptr->r_idx))
break;
}
if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN))
{
/* Current quest */
- i = quest_num;
+ quest_type* const q_ptr = &quest[quest_num];
- switch (quest[i].type)
+ switch (q_ptr->type)
{
case QUEST_TYPE_KILL_NUMBER:
{
- quest[i].cur_num++;
+ q_ptr->cur_num++;
- if (quest[i].cur_num >= quest[i].num_mon)
+ if (q_ptr->cur_num >= q_ptr->num_mon)
{
- if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
- /* completed quest */
- quest[i].status = QUEST_STATUS_COMPLETED;
- quest[i].complev = (byte)p_ptr->lev;
+ complete_quest(quest_num);
- if (!(quest[i].flags & QUEST_FLAG_SILENT))
- {
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
- msg_print("You just completed your quest!");
-#endif
-
- msg_print(NULL);
- }
-
- quest[i].cur_num = 0;
+ q_ptr->cur_num = 0;
}
break;
}
case QUEST_TYPE_KILL_ALL:
{
- int number_mon = 0;
-
if (!is_hostile(m_ptr)) break;
- /* Count all hostile monsters */
- for (i2 = 0; i2 < cur_wid; ++i2)
- for (j2 = 0; j2 < cur_hgt; j2++)
- if (cave[j2][i2].m_idx > 0)
- if (is_hostile(&m_list[cave[j2][i2].m_idx]))
- number_mon++;
-
- if ((number_mon - 1) == 0)
+ if (count_all_hostile_monsters() == 1)
{
- if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
- /* completed */
- if (quest[i].flags & QUEST_FLAG_SILENT)
+ if (q_ptr->flags & QUEST_FLAG_SILENT)
{
- quest[i].status = QUEST_STATUS_FINISHED;
+ q_ptr->status = QUEST_STATUS_FINISHED;
}
else
{
- quest[i].status = QUEST_STATUS_COMPLETED;
- quest[i].complev = (byte)p_ptr->lev;
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
- msg_print("You just completed your quest!");
-#endif
-
- msg_print(NULL);
+ complete_quest(quest_num);
}
}
break;
case QUEST_TYPE_RANDOM:
{
/* Only count valid monsters */
- if (quest[i].r_idx != m_ptr->r_idx)
+ if (q_ptr->r_idx != m_ptr->r_idx)
break;
- quest[i].cur_num++;
+ q_ptr->cur_num++;
- if (quest[i].cur_num >= quest[i].max_num)
+ if (q_ptr->cur_num >= q_ptr->max_num)
{
- if (record_fix_quest && (quest[i].type == QUEST_TYPE_KILL_LEVEL)) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
- if (record_rand_quest && (quest[i].type == QUEST_TYPE_RANDOM)) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, i, NULL);
- /* completed quest */
- quest[i].status = QUEST_STATUS_COMPLETED;
- quest[i].complev = (byte)p_ptr->lev;
- if (!(quest[i].flags & QUEST_FLAG_PRESET))
+ complete_quest(quest_num);
+
+ if (!(q_ptr->flags & QUEST_FLAG_PRESET))
{
create_stairs = TRUE;
p_ptr->inside_quest = 0;
}
- if (!(quest[i].flags & QUEST_FLAG_SILENT))
- {
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
- msg_print("You just completed your quest!");
-#endif
-
- msg_print(NULL);
- }
-
/* Finish the two main quests without rewarding */
- if ((i == QUEST_OBERON) || (i == QUEST_SERPENT))
+ if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT))
{
- quest[i].status = QUEST_STATUS_FINISHED;
+ q_ptr->status = QUEST_STATUS_FINISHED;
}
- if (quest[i].type == QUEST_TYPE_RANDOM)
+ if (q_ptr->type == QUEST_TYPE_RANDOM)
{
reward = TRUE;
- quest[i].status = QUEST_STATUS_FINISHED;
+ q_ptr->status = QUEST_STATUS_FINISHED;
}
}
break;
}
case QUEST_TYPE_KILL_ANY_LEVEL:
{
- quest[i].cur_num++;
- if (quest[i].cur_num >= quest[i].max_num)
+ q_ptr->cur_num++;
+ if (q_ptr->cur_num >= q_ptr->max_num)
{
- if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL);
- /* completed quest */
- quest[i].status = QUEST_STATUS_COMPLETED;
- quest[i].complev = (byte)p_ptr->lev;
+ complete_quest(quest_num);
+ q_ptr->cur_num = 0;
+ }
+ break;
+ }
+ case QUEST_TYPE_TOWER:
+ {
+ if (!is_hostile(m_ptr)) break;
+
+ if (count_all_hostile_monsters() == 1)
+ {
+ q_ptr->status = QUEST_STATUS_STAGE_COMPLETED;
- if (!(quest[i].flags & QUEST_FLAG_SILENT))
+ if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) &&
+ (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) &&
+ (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED))
{
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
- msg_print("You just completed your quest!");
-#endif
- msg_print(NULL);
+ complete_quest(QUEST_TOWER1);
}
- quest[i].cur_num = 0;
}
break;
}
/* Create a magical staircase */
if (create_stairs)
{
+ int ny, nx;
+
/* Stagger around */
while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) )
{
/* Explain the staircase */
#ifdef JP
-msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿...");
+msg_print("魔法の階段が現れた...");
#else
msg_print("A magical staircase appears...");
#endif
/* Create stairs down */
- cave_set_feat(y, x, FEAT_MORE);
+ cave_set_feat(y, x, feat_down_stair);
/* Remember to update everything */
p_ptr->update |= (PU_FLOW);
*/
if (reward)
{
- for (j = 0; j < (dun_level / 15)+1; j++)
+ int i;
+
+ for (i = 0; i < (dun_level / 15)+1; i++)
{
/* Get local object */
q_ptr = &forge;
}
}
+/*!
+ * @brief 特定のアーティファクトを入手した際のクエスト達成処理 /
+ * Check for "Quest" completion when a quest monster is killed or charmed.
+ * @param o_ptr 入手したオブジェクトの構造体参照ポインタ
+ * @return なし
+ */
+void check_find_art_quest_completion(object_type *o_ptr)
+{
+ int i;
+ /* Check if completed a quest */
+ for (i = 0; i < max_quests; i++)
+ {
+ if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) &&
+ (quest[i].status == QUEST_STATUS_TAKEN) &&
+ (quest[i].k_idx == o_ptr->name1))
+ {
+ complete_quest(i);
+ }
+ }
+}
-/*
+
+/*!
+ * @brief モンスターを撃破した際の述語メッセージを返す /
* Return monster death string
+ * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ
+ * @return 撃破されたモンスターの述語
*/
cptr extract_note_dies(monster_race *r_ptr)
{
if (r_ptr->blow[i].method == RBM_EXPLODE)
{
#ifdef JP
- return "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
+ return "は爆発して粉々になった。";
#else
return " explodes into tiny shreds.";
#endif
}
#ifdef JP
- return "¤òÅݤ·¤¿¡£";
+ return "を倒した。";
#else
return " is destroyed.";
#endif
/* Assume a default death */
#ifdef JP
- return "¤Ï»à¤ó¤À¡£";
+ return "は死んだ。";
#else
return " dies.";
#endif
}
-/*
+/*!
+ * @brief モンスターが死亡した時の処理 /
* Handle the "death" of a monster.
- *
+ * @param m_idx 死亡したモンスターのID
+ * @param drop_item TRUEならばモンスターのドロップ処理を行う
+ * @return 撃破されたモンスターの述語
+ * @details
+ * <pre>
* Disperse treasures centered at the monster location based on the
* various flags contained in the monster flags fields.
- *
* Check for "Quest" completion when a quest monster is killed.
- *
* Note that only the player can induce "monster_death()" on Uniques.
* Thus (for now) all Quest monsters should be Uniques.
- *
* Note that monsters can now carry objects, and when a monster dies,
* it drops all of its objects, which may disappear in crowded rooms.
+ * </pre>
*/
void monster_death(int m_idx, bool drop_item)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool visible = (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE));
+ bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE));
u32b mo_mode = 0L;
if (p_ptr->arena_number > MAX_ARENA_MONS)
{
#ifdef JP
-msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
+msg_print("素晴らしい!君こそ真の勝利者だ。");
#else
msg_print("You are a Genuine Champion!");
#endif
else
{
#ifdef JP
-msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
+msg_print("勝利!チャンピオンへの道を進んでいる。");
#else
msg_print("Victorious! You're on your way to becoming Champion.");
#endif
if (rakuba(-1, FALSE))
{
#ifdef JP
-msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
+msg_print("地面に落とされた。");
#else
msg_print("You have fallen from your riding pet.");
#endif
/* Drop a dead corpse? */
if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) &&
- ((r_ptr->flags9 & RF9_DROP_CORPSE) ||
- (r_ptr->flags9 & RF9_DROP_SKELETON)) &&
+ (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) &&
!(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr))))
{
/* Assume skeleton */
*/
if (!(r_ptr->flags9 & RF9_DROP_SKELETON))
corpse = TRUE;
- else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 && RF1_UNIQUE))
+ else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE))
corpse = TRUE;
/* Else, a corpse is more likely unless we did a "lot" of damage */
if (notice)
#ifdef JP
- msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
+ msg_print("ピンク・ホラーは分裂した!");
#else
msg_print("The Pink horror divides!");
#endif
{
if (player_can_see_bold(wy, wx))
#ifdef JP
- msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
+ msg_print("新たな戦士が現れた!");
#else
msg_print("A new warrior steps forth!");
#endif
if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
{
int a_idx = 0;
+ artifact_type *a_ptr = NULL;
if (!drop_chosen_item) break;
a_idx = ART_NAMAKE_ARMOR;
break;
}
+
+ a_ptr = &a_info[a_idx];
}
- while (a_info[a_idx].cur_num);
+ while (a_ptr->cur_num);
- if (a_info[a_idx].cur_num == 0)
+ /* Create the artifact */
+ if (create_named_art(a_idx, y, x))
{
- /* Create the artifact */
- create_named_art(a_idx, y, x);
- a_info[a_idx].cur_num = 1;
+ a_ptr->cur_num = 1;
+
+ /* Hack -- Memorize location of artifact in saved floors */
+ if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
}
+ else if (!preserve_mode) a_ptr->cur_num = 1;
}
break;
case MON_A_GOLD:
case MON_A_SILVER:
if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) ||
- ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_pkills % 5 == 0))))
+ ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0))))
{
/* Get local object */
q_ptr = &forge;
/* Activate restriction */
get_obj_num_hook = kind_is_hafted;
- /* Make a poleweapon */
+ /* Make a hafted weapon */
make_object(q_ptr, mo_mode);
/* Drop it in the dungeon */
break;
case MON_SURTUR:
- a_idx = ART_TWILIGHT;
- chance = 66;
+ if (!one_in_(3))
+ {
+ a_idx = ART_TWILIGHT;
+ chance = 100;
+ }
+ else
+ {
+ a_idx = ART_ORB_OF_FATE;
+ chance = 100;
+ }
break;
case MON_SARUMAN:
case MON_GOEMON:
a_idx = ART_ZANTETSU;
- chance = 75;
+ chance = 100;
break;
case MON_HAGEN:
a_idx = ART_FUNDIN;
chance = 5;
break;
+
+ case MON_ROBIN_HOOD:
+ a_idx = ART_ROBIN_HOOD;
+ chance = 5;
+ break;
+
+ case MON_KOGAN:
+ a_idx = ART_NANACHO;
+ chance = 80;
+ break;
+
}
if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard))
{
- if (a_info[a_idx].cur_num == 0)
+ artifact_type *a_ptr = &a_info[a_idx];
+
+ if (!a_ptr->cur_num)
{
/* Create the artifact */
- create_named_art(a_idx, y, x);
- a_info[a_idx].cur_num = 1;
+ if (create_named_art(a_idx, y, x))
+ {
+ a_ptr->cur_num = 1;
+
+ /* Hack -- Memorize location of artifact in saved floors */
+ if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+ }
+ else if (!preserve_mode) a_ptr->cur_num = 1;
}
}
if (d_info[dungeon_type].final_artifact)
{
int a_idx = d_info[dungeon_type].final_artifact;
- if (!a_info[a_idx].cur_num)
+ artifact_type *a_ptr = &a_info[a_idx];
+
+ if (!a_ptr->cur_num)
{
/* Create the artifact */
- create_named_art(a_idx, y, x);
- a_info[a_idx].cur_num = 1;
+ if (create_named_art(a_idx, y, x))
+ {
+ a_ptr->cur_num = 1;
+
+ /* Hack -- Memorize location of artifact in saved floors */
+ if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id;
+ }
+ else if (!preserve_mode) a_ptr->cur_num = 1;
/* Prevent rewarding both artifact and "default" object */
if (!d_info[dungeon_type].final_object) k_idx = 0;
(void)drop_near(q_ptr, -1, y, x);
}
#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name);
+ msg_format("あなたは%sを制覇した!",d_name+d_info[dungeon_type].name);
#else
msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
#endif
if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena)
number = 0; /* Pets drop no stuff */
if (!drop_item && (r_ptr->d_char != '$')) number = 0;
+
+ if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024))
+ number = 0; /* Limit of Multiply monster drop */
/* Hack -- handle creeping coins */
coin_type = force_coin;
p_ptr->redraw |= (PR_TITLE);
#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "見事に変愚蛮怒の勝利者となった!");
#else
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
#endif
if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT))
{
#ifdef JP
- msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]);
- msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù");
+ msg_format("%sからの声が響いた。", chaos_patrons[p_ptr->chaos_patron]);
+ msg_print("『よくやった、定命の者よ!』");
#else
msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
msg_print("'Thou art donst well, mortal!'");
/* Congratulations */
#ifdef JP
- msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
+ msg_print("*** おめでとう ***");
#else
msg_print("*** CONGRATULATIONS ***");
#endif
#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
+ msg_print("あなたはゲームをコンプリートしました。");
#else
msg_print("You have won the game!");
#endif
#ifdef JP
- msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£");
+ msg_print("準備が整ったら引退(自殺コマンド)しても結構です。");
#else
msg_print("You may retire (commit suicide) when you are ready.");
#endif
}
}
-/*
+/*!
+ * @brief モンスターに与えたダメージの修正処理 /
* Modify the physical damage done to the monster.
+ * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
+ * @param dam ダメージ基本値
+ * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
+ * @return 修正を行った結果のダメージ量
+ * @details
+ * <pre>
* (for example when it's invulnerable or shielded)
- *
* ToDo: Accept a damage-type to calculate the modified damage from
* things like fire, frost, lightning, poison, ... attacks.
- *
* "type" is not yet used and should be 0.
+ * </pre>
*/
int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear)
{
if (!p_ptr->blind && is_seen(m_ptr))
{
#ifdef JP
- msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
+ msg_print("バリアを切り裂いた!");
#else
msg_print("The barrier is penetrated!");
#endif
}
-/*
+/*!
+ * @brief モンスターに与えたダメージを元に経験値を加算する /
* Calculate experience point to be get
- *
+ * @param dam 与えたダメージ量
+ * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
+ * @return なし
+ * @details
+ * <pre>
* Even the 64 bit operation is not big enough to avoid overflaw
* unless we carefully choose orders of multiplication and division.
- *
* Get the coefficient first, and multiply (potentially huge) base
* experience point of a monster later.
+ * </pre>
*/
static void get_exp_from_mon(int dam, monster_type *m_ptr)
{
/* Use (average maxhp * 2) as a denominator */
if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
- s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (r_ptr->hside + 1));
+ s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
else
- s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * r_ptr->hside * 2);
+ s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);
/* Special penalty in the wilderness */
if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
/* Special penalty for mutiply-monster */
if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
{
- int monnum_penarty = r_ptr->r_pkills / 400;
+ int monnum_penarty = r_ptr->r_akills / 400;
if (monnum_penarty > 8) monnum_penarty = 8;
while (monnum_penarty--)
s64b_RSHIFT(new_exp, new_exp_frac, 2);
}
}
+
+ /* Special penalty for rest_and_shoot exp scum */
+ if ((m_ptr->dealt_damage > (u32b)m_ptr->max_maxhp) && (m_ptr->hp >= 0))
+ {
+ int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
+ if (over_damage > 32) over_damage = 32;
+
+ while (over_damage--)
+ {
+ /* 9/10 for once */
+ s64b_mul(&new_exp, &new_exp_frac, 0, 9);
+ s64b_div(&new_exp, &new_exp_frac, 0, 10);
+ }
+ }
/* Finally multiply base experience point of the monster */
s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);
}
-/*
+/*!
+ * @brief モンスターのHPをダメージに応じて減算する /
* Decreases monsters hit points, handling monster death.
- *
+ * @param dam 与えたダメージ量
+ * @param m_idx ダメージを与えたモンスターのID
+ * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
+ * @param note モンスターが倒された際の特別なメッセージ述語
+ * @return なし
+ * @details
+ * <pre>
* We return TRUE if the monster has been killed (and deleted).
- *
* We announce monster death (using an optional "death message"
* if given, and a otherwise a generic killed/destroyed message).
- *
* Only "physical attacks" can induce the "You have slain" message.
* Missile and Spell attacks will induce the "dies" message, or
* various "specialized" messages. Note that "You have destroyed"
* and "is destroyed" are synonyms for "You have slain" and "dies".
- *
* Hack -- unseen monsters yield "You have killed it." message.
- *
* Added fear (DGK) and check whether to print fear messages -CWS
- *
* Made name, sex, and capitalization generic -BEN-
- *
* As always, the "ghost" processing is a total hack.
- *
* Hack -- we "delay" fear messages by passing around a "fear" flag.
- *
* XXX XXX XXX Consider decreasing monster experience over time, say,
* by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
* instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
* monster worth more than subsequent monsters. This would also need
* to induce changes in the monster recall code.
+ * </pre>
*/
bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
{
bool innocent = TRUE, thief = FALSE;
int i;
int expdam;
+ int dealt_damage;
- COPY(&exp_mon, m_ptr, monster_type);
- if (!(r_ptr->flags7 & RF7_KILL_EXP))
- {
- expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
- if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3;
+ (void)COPY(&exp_mon, m_ptr, monster_type);
+
+ expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;
- get_exp_from_mon(expdam, &exp_mon);
- }
+ get_exp_from_mon(expdam, &exp_mon);
+ /* Genocided by chaos patron */
+ if (!m_ptr->r_idx) m_idx = 0;
+
/* Redraw (later) if needed */
if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
set_superstealth(FALSE);
}
+ /* Genocided by chaos patron */
+ if (!m_idx) return TRUE;
+
+ /* Remember dealt_damage before this attack*/
+ dealt_damage = m_ptr->dealt_damage;
+
/* Hurt it */
m_ptr->hp -= dam;
+
+ m_ptr->dealt_damage += dam;
+ if(m_ptr->dealt_damage > (u32b)m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;
+ if (p_ptr->wizard)
+ {
+ msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."),
+ m_ptr->dealt_damage, m_ptr->maxhp);
+ }
/* It is dead now */
if (m_ptr->hp < 0)
{
r_info[MON_BANORLUPART].max_num = 0;
r_info[MON_BANORLUPART].r_pkills++;
+ r_info[MON_BANORLUPART].r_akills++;
if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
}
else if (m_ptr->r_idx == MON_BANORLUPART)
{
r_info[MON_BANOR].max_num = 0;
r_info[MON_BANOR].r_pkills++;
+ r_info[MON_BANOR].r_akills++;
if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
r_info[MON_LUPART].max_num = 0;
r_info[MON_LUPART].r_pkills++;
+ r_info[MON_LUPART].r_akills++;
if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
}
}
else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
}
+ /* Count all monsters killed */
+ if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;
+
/* Recall even invisible uniques or winners */
- if (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE))
+ if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
{
/* Count kills this life */
if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
int count = 0;
#ifdef JP
-msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
+msg_format("%^sは恐ろしい血の呪いをあなたにかけた!", m_name);
#else
msg_format("%^s puts a terrible blood curse on you!", m_name);
#endif
chg_virtue(V_HONOUR, 1);
}
}
- if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_pkills > 1000) && one_in_(10))
+ if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
{
chg_virtue(V_VALOUR, -1);
}
{
char note_buf[160];
#ifdef JP
- sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : "");
+ sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(クローン)" : "");
#else
sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : "");
#endif
{
#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name);
+ msg_format("せっかくだから%sを殺した。", m_name);
else
-msg_format("%s¤ò»¦¤·¤¿¡£", m_name);
+msg_format("%sを殺した。", m_name);
#else
msg_format("You have killed %s.", m_name);
#endif
/* Special note at death */
if (explode)
#ifdef JP
-msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
+ msg_format("%sは爆発して粉々になった。", m_name);
#else
- msg_format("%s explodes into tiny shreds.", m_name);
+ msg_format("%^s explodes into tiny shreds.", m_name);
#endif
else
{
#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name);
+ msg_format("せっかくだから%sを倒した。", m_name);
else
-msg_format("%s¤òÅݤ·¤¿¡£", m_name);
+msg_format("%sを倒した。", m_name);
#else
msg_format("You have destroyed %s.", m_name);
#endif
{
#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
+ msg_format("せっかくだから%sを葬り去った。", m_name);
else
-msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name);
+msg_format("%sを葬り去った。", m_name);
#else
msg_format("You have slain %s.", m_name);
#endif
if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
{
#ifdef JP
-msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name);
+msg_format("%sの首には賞金がかかっている。", m_name);
#else
msg_format("There is a price on %s's head.", m_name);
#endif
if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
{
#ifdef JP
- msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×");
+ msg_print("「ハァッハッハッハ!!私がバイケタルだ!!」");
#else
msg_print("Uwa-hahaha! *I* am Biketal!");
#endif
delete_monster_idx(m_idx);
}
- /* Prevent bug of chaos patron's reward */
- if (r_ptr->flags7 & RF7_KILL_EXP)
- get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
- else
- get_exp_from_mon(((long)exp_mon.max_maxhp+1L) * 9L / 10L, &exp_mon);
+ get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon);
/* Not afraid */
(*fear) = FALSE;
if (rakuba((dam > 200) ? 200 : dam, FALSE))
{
#ifdef JP
-msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
+msg_format("%^sに振り落とされた!", m_name);
#else
msg_format("%^s has thrown you off!", m_name);
#endif
}
-/*
+/*!
+ * @brief 現在のコンソール表示の縦横を返す。 /
* Get term size and calculate screen size
+ * @param wid_p コンソールの表示幅文字数を返す
+ * @param hgt_p コンソールの表示行数を返す
+ * @return なし
*/
void get_screen_size(int *wid_p, int *hgt_p)
{
}
-/*
- * Calculates current boundaries
- * Called below and from "do_cmd_locate()".
+/*!
+ * @brief コンソール上におけるマップ表示の左上位置を返す /
+ * Calculates current boundaries Called below and from "do_cmd_locate()".
+ * @return なし
*/
void panel_bounds_center(void)
{
}
-/*
+/*!
+ * @brief コンソールのリサイズに合わせてマップを再描画する /
* Map resizing whenever the main term changes size
+ * @return なし
*/
void resize_map(void)
{
Term_fresh();
}
-/*
+/*!
+ * @brief コンソールを再描画する /
* Redraw a term when it is resized
+ * @return なし
*/
void redraw_window(void)
{
}
-/*
+/*!
+ * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン)
+ * @param dy 変更先のフロアY座標
+ * @param dx 変更先のフロアX座標
* Handle a request to change the current panel
- *
* Return TRUE if the panel was changed.
- *
* Also used in do_cmd_locate
+ * @return 実際に再描画が必要だった場合TRUEを返す
*/
bool change_panel(int dy, int dx)
{
return (FALSE);
}
+/*!
+ * @brief フォーカスを当てるべきマップ描画の基準座標を指定する
+ * @param y 変更先のフロアY座標
+ * @param x 変更先のフロアX座標
+ * @details
+ * Handle a request to change the current panel
+ * Return TRUE if the panel was changed.
+ * Also used in do_cmd_locate
+ * @return 実際に再描画が必要だった場合TRUEを返す
+ */
+bool change_panel_xy(int y, int x)
+{
+ int dy = 0, dx = 0;
+ int wid, hgt;
+
+ /* Get size */
+ get_screen_size(&wid, &hgt);
-/*
+ if (y < panel_row_min) dy = -1;
+ if (y > panel_row_max) dy = 1;
+ if (x < panel_col_min) dx = -1;
+ if (x > panel_col_max) dx = 1;
+
+ if (!dy && !dx) return (FALSE);
+
+ return change_panel(dy, dx);
+}
+
+
+/*!
+ * @brief マップ描画のフォーカスを当てるべき座標を更新する
+ * @details
* Given an row (y) and col (x), this routine detects when a move
* off the screen has occurred and figures new borders. -RAK-
- *
* "Update" forces a "full update" to take place.
- *
* The map is reprinted if necessary, and "TRUE" is returned.
+ * @return 実際に再描画が必要だった場合TRUEを返す
*/
void verify_panel(void)
{
{
/* No damage */
#ifdef JP
- desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸";
+ desc = living ? "ç\84¡å\82·" : "ç\84¡ã\83\80ã\83¡ã\83¼ã\82¸";
#else
desc = living ? "unhurt" : "undamaged";
#endif
else if (perc >= 60)
{
#ifdef JP
- desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸";
+ desc = living ? "軽å\82·" : "å°\8fã\83\80ã\83¡ã\83¼ã\82¸";
#else
desc = living ? "somewhat wounded" : "somewhat damaged";
#endif
else if (perc >= 25)
{
#ifdef JP
- desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸";
+ desc = living ? "è² å\82·" : "ä¸ã\83\80ã\83¡ã\83¼ã\82¸";
#else
desc = living ? "wounded" : "damaged";
#endif
else if (perc >= 10)
{
#ifdef JP
- desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸";
+ desc = living ? "é\87\8då\82·" : "大ã\83\80ã\83¡ã\83¼ã\82¸";
#else
desc = living ? "badly wounded" : "badly damaged";
#endif
else
{
#ifdef JP
- desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±";
+ desc = living ? "半死半生" : "倒れかけ";
#else
desc = living ? "almost dead" : "almost destroyed";
#endif
else if (is_pet(m_ptr))
{
#ifdef JP
- attitude = ", ¥Ú¥Ã¥È";
+ attitude = ", ペット";
#else
attitude = ", pet";
#endif
else if (is_friendly(m_ptr))
{
#ifdef JP
- attitude = ", ͧ¹¥Åª";
+ attitude = ", 友好的";
#else
attitude = ", friendly";
#endif
if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE))
{
#ifdef JP
- return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
+ return format("レベル%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
#else
return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
#endif
else
{
#ifdef JP
- return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
+ return format("レベル???, %s%s%s", desc, attitude, clone);
#else
return format("Level ???, %s%s%s", desc, attitude, clone);
#endif
/*
- * Examine importance level of the grid.
- *
- * Unknown unique monster -> 5000
- * Unique monster -> 4000 + level
- * Unknown normal monster -> 3000
- * Shadower -> 2999
- * Normal monster -> 2000 + level
- * Object -> 1000
- * Empty -> priotity of the terrain
- */
-static int get_grid_importance(int y, int x)
-{
- cave_type *c_ptr = &cave[y][x];
-
- /* A monster */
- if (c_ptr->m_idx && m_list[c_ptr->m_idx].ml)
- {
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
- monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
-
- /* Unique monster */
- if (ap_r_ptr->flags1 & RF1_UNIQUE)
- {
- /* Unknown unique monster */
- if (!ap_r_ptr->r_tkills) return 5000;
-
- /* Known unique monster */
- return 4000 + ap_r_ptr->level;
- }
-
- /* ¤¢¤ä¤·¤¤±Æ (Shadower) */
- if (m_ptr->mflag2 & MFLAG2_KAGE) return 2999;
-
- /* Unknown monster */
- if (!ap_r_ptr->r_tkills) return 3000;
-
- /* Known normal monster */
- return 2000 + ap_r_ptr->level;
- }
-
- /* Object */
- if (c_ptr->o_idx) return 1000;
-
- /* Empty floor or other terrain */
- return f_info[c_ptr->feat].priority;
-}
-
-
-/*
* Sorting hook -- comp function -- by "distance to player"
*
* We use "u" and "v" to point to arrays of "x" and "y" positions,
{
byte *x = (byte*)(u);
byte *y = (byte*)(v);
+ cave_type *ca_ptr = &cave[y[a]][x[a]];
+ cave_type *cb_ptr = &cave[y[b]][x[b]];
+ monster_type *ma_ptr = &m_list[ca_ptr->m_idx];
+ monster_type *mb_ptr = &m_list[cb_ptr->m_idx];
+ monster_race *ap_ra_ptr, *ap_rb_ptr;
+
+ /* The player grid */
+ if (y[a] == py && x[a] == px) return TRUE;
+ if (y[b] == py && x[b] == px) return FALSE;
+
+ /* Extract monster race */
+ if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
+ else ap_ra_ptr = NULL;
+ if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx];
+ else ap_rb_ptr = NULL;
+
+ if (ap_ra_ptr && !ap_rb_ptr) return TRUE;
+ if (!ap_ra_ptr && ap_rb_ptr) return FALSE;
+
+ /* Compare two monsters */
+ if (ap_ra_ptr && ap_rb_ptr)
+ {
+ /* Unique monsters first */
+ if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE;
+ if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE;
- int la = get_grid_importance(y[a], x[a]);
- int lb = get_grid_importance(y[b], x[b]);
+ /* Shadowers first (あやしい影) */
+ if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE;
+ if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE;
- if (la < lb) return FALSE;
- if (la > lb) return TRUE;
+ /* Unknown monsters first */
+ if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE;
+ if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE;
+ /* Higher level monsters first (if known) */
+ if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills)
+ {
+ if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE;
+ if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE;
+ }
+
+ /* Sort by index if all conditions are same */
+ if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE;
+ if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE;
+ }
+
+ /* An object get higher priority */
+ if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE;
+ if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE;
+
+ /* Priority from the terrain */
+ if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE;
+ if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE;
+
+ /* If all conditions are same, compare distance */
return ang_sort_comp_distance(u, v, a, b);
}
static void target_set_prepare(int mode)
{
int y, x;
+ int min_hgt, max_hgt, min_wid, max_wid;
+
+ if (mode & TARGET_KILL)
+ {
+ /* Inner range */
+ min_hgt = MAX((py - MAX_RANGE), 0);
+ max_hgt = MIN((py + MAX_RANGE), cur_hgt - 1);
+ min_wid = MAX((px - MAX_RANGE), 0);
+ max_wid = MIN((px + MAX_RANGE), cur_wid - 1);
+ }
+ else /* not targetting */
+ {
+ /* Inner panel */
+ min_hgt = panel_row_min;
+ max_hgt = panel_row_max;
+ min_wid = panel_col_min;
+ max_wid = panel_col_max;
+ }
/* Reset "temp" array */
temp_n = 0;
/* Scan the current panel */
- for (y = panel_row_min; y <= panel_row_max; y++)
+ for (y = min_hgt; y <= max_hgt; y++)
{
- for (x = panel_col_min; x <= panel_col_max; x++)
+ for (x = min_wid; x <= max_wid; x++)
{
cave_type *c_ptr;
temp_x[1] = tmp;
}
}
+void target_set_prepare_look(){
+ target_set_prepare(TARGET_LOOK);
+}
/*
num = MIN(999, exp_adv_frac);
/* Display the number */
- sprintf(buf,"%03ld", num);
+ sprintf(buf,"%03ld", (long int)num);
}
+bool show_gold_on_floor = FALSE;
+
/*
* Examine a grid, return a keypress.
*
if (floor_num)
{
#ifdef JP
- x_info = "xʪ ";
+ x_info = "x物 ";
#else
x_info = "x,";
#endif
{
/* Description */
#ifdef JP
- s1 = "¤¢¤Ê¤¿¤Ï";
- s2 = "¤Î¾å";
- s3 = "¤Ë¤¤¤ë";
+ s1 = "あなたは";
+ s2 = "の上";
+ s3 = "にいる";
#else
s1 = "You are ";
else
{
#ifdef JP
- s1 = "¥¿¡¼¥²¥Ã¥È:";
+ s1 = "ターゲット:";
#else
s1 = "Target:";
#endif
if (p_ptr->image)
{
#ifdef JP
- cptr name = "²¿¤«´ñ̯¤Êʪ";
+ cptr name = "何か奇妙な物";
#else
cptr name = "something strange";
#endif
/* Hack -- Complete the prompt (again) */
#ifdef JP
- Term_addstr(-1, TERM_WHITE, format(" [r»× %s%s]", x_info, info));
+ Term_addstr(-1, TERM_WHITE, format(" [r思 %s%s]", x_info, info));
#else
Term_addstr(-1, TERM_WHITE, format(" [r,%s%s]", x_info, info));
#endif
evaluate_monster_exp(acount, m_ptr);
#ifdef JP
- sprintf(out_val, "[%s]%s%s(%s)%s%s [r»× %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
+ sprintf(out_val, "[%s]%s%s(%s)%s%s [r思 %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info);
#else
sprintf(out_val, "[%s]%s%s%s%s(%s) [r, %s%s]", acount, s1, s2, s3, m_name, look_mon_desc(m_ptr, 0x01), x_info, info);
#endif
/* Change the intro */
#ifdef JP
- s1 = "¤½¤ì¤Ï";
+ s1 = "それは";
#else
s1 = "It is ";
#endif
/* Hack -- take account of gender */
#ifdef JP
- if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
+ if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "彼女は";
#else
if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is ";
#endif
#ifdef JP
- else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï";
+ else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "彼は";
#else
else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
#endif
/* Use a preposition */
#ifdef JP
- s2 = "¤ò";
- s3 = "»ý¤Ã¤Æ¤¤¤ë";
+ s2 = "を";
+ s3 = "持っている";
#else
s2 = "carrying ";
#endif
/* Change the intro */
#ifdef JP
- s2 = "¤ò¤Þ¤¿";
+ s2 = "をまた";
#else
s2 = "also carrying ";
#endif
/* Use a preposition */
#ifdef JP
- s2 = "¤Î¾å";
- s3 = "¤Ë¤¤¤ë";
+ s2 = "の上";
+ s3 = "にいる";
#else
s2 = "on ";
#endif
{
/* Display rough information about items */
#ifdef JP
- sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]",
+ sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]",
s1, floor_num, s2, s3, info);
#else
sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
screen_save();
/* Display */
+ show_gold_on_floor = TRUE;
(void)show_floor(0, y, x, &min_width);
+ show_gold_on_floor = FALSE;
/* Prompt */
#ifdef JP
- sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]",
+ sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]",
s1, floor_num, s2, s3, info);
#else
sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
/* Change the intro */
#ifdef JP
- s1 = "¤½¤ì¤Ï";
+ s1 = "それは";
#else
s1 = "It is ";
#endif
/* Plurals */
#ifdef JP
- if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
+ if (o_ptr->number != 1) s1 = "それらは";
#else
if (o_ptr->number != 1) s1 = "They are ";
#endif
/* Preposition */
#ifdef JP
- s2 = "¤Î¾å";
- s3 = "¤Ë¸«¤¨¤ë";
+ s2 = "の上";
+ s3 = "に見える";
#else
s2 = "on ";
#endif
if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x))
{
/* Forget feature */
- feat = FEAT_NONE;
+ feat = feat_none;
}
f_ptr = &f_info[feat];
{
cptr name;
+ /* Hack -- special handling for quest entrances */
+ if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
+ {
+ /* Set the quest number temporary */
+ int old_quest = p_ptr->inside_quest;
+ int j;
+
+ /* Clear the text */
+ for (j = 0; j < 10; j++) quest_text[j][0] = '\0';
+ quest_text_line = 0;
+
+ p_ptr->inside_quest = c_ptr->special;
+
+ /* Get the quest text */
+ init_flags = INIT_NAME_ONLY;
+
+ process_dungeon_file("q_info.txt", 0, 0, 0, 0);
+
+#ifdef JP
+ name = format("クエスト「%s」(%d階相当)", quest[c_ptr->special].name, quest[c_ptr->special].level);
+#else
+ name = format("the entrance to the quest '%s'(level %d)", quest[c_ptr->special].name, quest[c_ptr->special].level);
+#endif
+
+ /* Reset the old quest number */
+ p_ptr->inside_quest = old_quest;
+ }
+
/* Hack -- special handling for building doors */
- if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
+ else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena)
{
- name = building[f_ptr->power].name;
+ name = building[f_ptr->subtype].name;
}
else if (have_flag(f_ptr->flags, FF_ENTRANCE))
{
#ifdef JP
- name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
+ name = format("%s(%d階相当)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
#else
name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
#endif
{
name = town[c_ptr->special].name;
}
- else if (p_ptr->wild_mode && (feat == FEAT_FLOOR))
+ else if (p_ptr->wild_mode && (feat == feat_floor))
{
#ifdef JP
- name = "ƻ";
+ name = "道";
#else
name = "road";
#endif
have_flag(f_ptr->flags, FF_TOWN)))
{
#ifdef JP
- s2 = "¤ÎÃæ";
+ s2 = "の中";
#else
s2 = "in ";
#endif
/* Hack -- special introduction for store & building doors -KMW- */
if (have_flag(f_ptr->flags, FF_STORE) ||
+ have_flag(f_ptr->flags, FF_QUEST_ENTER) ||
(have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) ||
have_flag(f_ptr->flags, FF_ENTRANCE))
{
#ifdef JP
- s2 = "¤ÎÆþ¸ý";
+ s2 = "の入口";
#else
s3 = "";
#endif
if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic);
else sprintf(f_idx_str, "%d", c_ptr->feat);
#ifdef JP
- sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d)", s1, name, s2, s3, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x);
+ sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x, travel.cost[y][x]);
#else
sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x);
#endif
cave_type *c_ptr;
int wid, hgt;
-
-
+
/* Get size */
get_screen_size(&wid, &hgt);
y = temp_y[m];
x = temp_x[m];
+ /* Set forcus */
+ change_panel_xy(y, x);
+
if (!(mode & TARGET_LOOK)) prt_path(y, x);
/* Access */
if (target_able(c_ptr->m_idx))
{
#ifdef JP
-strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
+strcpy(info, "q止 t決 p自 o現 +次 -前");
#else
strcpy(info, "q,t,p,o,+,-,<dir>");
#endif
else
{
#ifdef JP
-strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
+strcpy(info, "q止 p自 o現 +次 -前");
#else
strcpy(info, "q,p,o,+,-,<dir>");
#endif
}
-
+
/* Describe and Prompt */
- while (!(query = target_set_aux(y, x, mode, info)));
+ while (TRUE){
+ query = target_set_aux(y, x, mode, info);
+ if(query)break;
+ }
/* Cancel tracking */
/* health_track(0); */
/* Default prompt */
#ifdef JP
-strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
+strcpy(info, "q止 t決 p自 m近 +次 -前");
#else
strcpy(info, "q,t,p,m,+,-,<dir>");
#endif
if (!target_okay())
{
#ifdef JP
-p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
+p = "方向 ('*'でターゲット選択, ESCで中断)? ";
#else
p = "Direction ('*' to choose a target, Escape to cancel)? ";
#endif
else
{
#ifdef JP
-p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
+p = "方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ";
#else
p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
#endif
{
/* Warn the user */
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
+msg_print("あなたは混乱している。");
#else
msg_print("You are confused.");
#endif
bool get_rep_dir(int *dp, bool under)
{
int dir;
+ cptr prompt;
/* Initialize */
(*dp) = 0;
#endif /* ALLOW_REPEAT -- TNB */
+ if (under)
+ {
+ prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? ");
+ }
+ else
+ {
+ prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? ");
+ }
+
/* Get a direction */
while (!dir)
{
char ch;
/* Get a command (or Cancel) */
-#ifdef JP
-if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
-#else
- if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
-#endif
-
+ if (!get_com(prompt, &ch, TRUE)) break;
- /* Look up the direction */
- dir = get_keymap_dir(ch);
+ /* Look down */
+ if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
+ {
+ dir = 5;
+ }
+ else
+ {
+ /* Look up the direction */
+ dir = get_keymap_dir(ch);
- /* Oops */
- if (!dir) bell();
+ /* Oops */
+ if (!dir) bell();
+ }
}
/* Prevent weirdness */
{
/* Warn the user */
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
+msg_print("あなたは混乱している。");
#else
msg_print("You are confused.");
#endif
if (MON_CONFUSED(m_ptr))
{
#ifdef JP
-msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
+msg_format("%sは混乱している。", m_name);
#else
msg_format("%^s is confusing.", m_name);
else
{
#ifdef JP
-msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
+msg_format("%sは思い通りに動いてくれない。", m_name);
#else
msg_format("You cannot control %s.", m_name);
#endif
/* Get a command (or Cancel) */
#ifdef JP
-if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break;
+if (!get_com("方向 (ESCで中断)? ", &ch, TRUE)) break;
#else
if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break;
#endif
{
/* Warn the user */
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
+msg_print("あなたは混乱している。");
#else
msg_print("You are confused.");
#endif
return (TRUE);
}
-
void gain_level_reward(int chosen_reward)
{
object_type *q_ptr;
#ifdef JP
-sprintf(wrath_reason, "%s¤ÎÅܤê",
+sprintf(wrath_reason, "%sの怒り",
chaos_patrons[p_ptr->chaos_patron]);
#else
sprintf(wrath_reason, "the Wrath of %s",
if (one_in_(6) && !chosen_reward)
{
#ifdef JP
-msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£",
+msg_format("%^sは褒美としてあなたを突然変異させた。",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("%^s rewards you with a mutation!",
(void)gain_random_mutation(0);
#ifdef JP
- reward = "ÊÑ°Û¤·¤¿¡£";
+ reward = "変異した。";
#else
reward = "mutation";
#endif
{
case REW_POLY_SLF:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
+msg_print("「汝、新たなる姿を必要とせり!」");
#else
msg_print("'Thou needst a new form, mortal!'");
#endif
do_poly_self();
#ifdef JP
- reward = "ÊÑ°Û¤·¤¿¡£";
+ reward = "変異した。";
#else
reward = "polymorphing";
#endif
break;
case REW_GAIN_EXP:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
+msg_print("「汝は良く行いたり!続けよ!」");
#else
msg_print("'Well done, mortal! Lead on!'");
#endif
if (p_ptr->prace == RACE_ANDROID)
{
#ifdef JP
- msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
+ msg_print("しかし何も起こらなかった。");
#else
msg_print("But, nothing happen.");
#endif
s32b ee = (p_ptr->exp / 2) + 10;
if (ee > 100000L) ee = 100000L;
#ifdef JP
-msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
+msg_print("更に経験を積んだような気がする。");
#else
msg_print("You feel more experienced.");
#endif
gain_exp(ee);
#ifdef JP
- reward = "·Ð¸³ÃͤòÆÀ¤¿";
+ reward = "経験値を得た";
#else
reward = "experience";
#endif
break;
case REW_LOSE_EXP:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
+msg_print("「下僕よ、汝それに値せず。」");
#else
msg_print("'Thou didst not deserve that, slave.'");
#endif
if (p_ptr->prace == RACE_ANDROID)
{
#ifdef JP
- msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
+ msg_print("しかし何も起こらなかった。");
#else
msg_print("But, nothing happen.");
#endif
{
lose_exp(p_ptr->exp / 6);
#ifdef JP
- reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
+ reward = "経験値を失った。";
#else
reward = "losing experience";
#endif
break;
case REW_GOOD_OBJ:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
+msg_format("%sの声がささやいた:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s whispers:",
#endif
#ifdef JP
-msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
+msg_print("「我が与えし物を賢明に使うべし。」");
#else
msg_print("'Use my gift wisely.'");
#endif
- acquirement(py, px, 1, FALSE, FALSE);
+ acquirement(py, px, 1, FALSE, FALSE, FALSE);
#ifdef JP
- reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
+ reward = "上質なアイテムを手に入れた。";
#else
reward = "a good item";
#endif
break;
case REW_GREA_OBJ:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
+msg_print("「我が与えし物を賢明に使うべし。」");
#else
msg_print("'Use my gift wisely.'");
#endif
- acquirement(py, px, 1, TRUE, FALSE);
+ acquirement(py, px, 1, TRUE, FALSE, FALSE);
#ifdef JP
- reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
+ reward = "高級品のアイテムを手に入れた。";
#else
reward = "an excellent item";
#endif
break;
case REW_CHAOS_WP:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤·õ¤ËÃͤ»¤ê¡£¡×");
+msg_print("「汝の行いは貴き剣に値せり。」");
#else
msg_print("'Thy deed hath earned thee a worthy blade.'");
#endif
/* Drop it in the dungeon */
(void)drop_near(q_ptr, -1, py, px);
#ifdef JP
- reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
+ reward = "(混沌)の武器を手に入れた。";
#else
reward = "chaos weapon";
#endif
break;
case REW_GOOD_OBS:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤Ê󤤤ËÃͤ»¤ê¡£¡×");
+msg_print("「汝の行いは貴き報いに値せり。」");
#else
msg_print("'Thy deed hath earned thee a worthy reward.'");
#endif
- acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
+ acquirement(py, px, randint1(2) + 1, FALSE, FALSE, FALSE);
#ifdef JP
- reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
+ reward = "上質なアイテムを手に入れた。";
#else
reward = "good items";
#endif
break;
case REW_GREA_OBS:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
+msg_print("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」");
#else
msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
#endif
- acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
+ acquirement(py, px, randint1(2) + 1, TRUE, FALSE, FALSE);
#ifdef JP
- reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
+ reward = "高級品のアイテムを手に入れた。";
#else
reward = "excellent items";
#endif
break;
case REW_TY_CURSE:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
+msg_format("%sの声が轟き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s thunders:",
#endif
#ifdef JP
-msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
+msg_print("「下僕よ、汝傲慢なり。」");
#else
msg_print("'Thou art growing arrogant, mortal.'");
#endif
(void)activate_ty_curse(FALSE, &count);
#ifdef JP
- reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
+ reward = "禍々しい呪いをかけられた。";
#else
reward = "cursing";
#endif
break;
case REW_SUMMON_M:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
+msg_print("「我が下僕たちよ、かの傲慢なる者を倒すべし!」");
#else
msg_print("'My pets, destroy the arrogant mortal!'");
#endif
(void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
#ifdef JP
- reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
+ reward = "モンスターを召喚された。";
#else
reward = "summoning hostile monsters";
#endif
break;
case REW_H_SUMMON:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤Å¨¤òɬÍפȤ»¤ê¡ª¡×");
+msg_print("「汝、より強き敵を必要とせり!」");
#else
msg_print("'Thou needst worthier opponents!'");
#endif
activate_hi_summon(py, px, FALSE);
#ifdef JP
- reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
+ reward = "モンスターを召喚された。";
#else
reward = "summoning many hostile monsters";
#endif
break;
case REW_DO_HAVOC:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
+msg_print("「死と破壊こそ我が喜びなり!」");
#else
msg_print("'Death and destruction! This pleaseth me!'");
#endif
call_chaos();
#ifdef JP
- reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
+ reward = "カオスの力が渦巻いた。";
#else
reward = "calling chaos";
#endif
break;
case REW_GAIN_ABL:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:",
+msg_format("%sの声が鳴り響いた:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s rings out:",
#endif
#ifdef JP
-msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
+msg_print("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」");
#else
msg_print("'Stay, mortal, and let me mold thee.'");
#endif
else
do_inc_stat(randint0(6));
#ifdef JP
- reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
+ reward = "能力値が上がった。";
#else
reward = "increasing a stat";
#endif
break;
case REW_LOSE_ABL:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
+msg_print("「下僕よ、余は汝に飽みたり。」");
#else
msg_print("'I grow tired of thee, mortal.'");
#endif
else
(void)do_dec_stat(randint0(6));
#ifdef JP
- reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
+ reward = "能力値が下がった。";
#else
reward = "decreasing a stat";
#endif
break;
case REW_RUIN_ABL:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
+msg_format("%sの声が轟き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s thunders:",
#endif
#ifdef JP
-msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
-msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
+msg_print("「汝、謙虚たることを学ぶべし!」");
+msg_print("あなたは以前より弱くなった!");
#else
msg_print("'Thou needst a lesson in humility, mortal!'");
msg_print("You feel less powerful!");
(void)dec_stat(dummy, 10 + randint1(15), TRUE);
}
#ifdef JP
- reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
+ reward = "全能力値が下がった。";
#else
reward = "decreasing all stats";
#endif
break;
case REW_POLY_WND:
#ifdef JP
-msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
+msg_format("%sの力が触れるのを感じた。",
#else
msg_format("You feel the power of %s touch you.",
#endif
chaos_patrons[p_ptr->chaos_patron]);
do_poly_wounds();
#ifdef JP
- reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
+ reward = "傷が変化した。";
#else
reward = "polymorphing wounds";
#endif
break;
case REW_AUGM_ABL:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
+msg_print("「我がささやかなる賜物を受けとるがよい!」");
#else
msg_print("'Receive this modest gift from me!'");
#endif
(void)do_inc_stat(dummy);
}
#ifdef JP
- reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
+ reward = "全能力値が上がった。";
#else
reward = "increasing all stats";
#endif
break;
case REW_HURT_LOT:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
+msg_print("「苦しむがよい、無能な愚か者よ!」");
#else
msg_print("'Suffer, pathetic fool!'");
#endif
fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4);
take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1);
#ifdef JP
- reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£";
+ reward = "分解の球が発生した。";
#else
reward = "generating disintegration ball";
#endif
break;
case REW_HEAL_FUL:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
+msg_print("「甦るがよい、我が下僕よ!」");
#else
msg_print("'Rise, my servant!'");
#endif
(void)do_res_stat(dummy);
}
#ifdef JP
- reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
+ reward = "体力が回復した。";
#else
reward = "healing";
#endif
case REW_CURSE_WP:
if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break;
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
+msg_print("「汝、武器に頼ることなかれ。」");
#else
msg_print("'Thou reliest too much on thy weapon.'");
#endif
object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
(void)curse_weapon(FALSE, dummy);
#ifdef JP
- reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
+ reward = format("%sが破壊された。", o_name);
#else
reward = format("destroying %s", o_name);
#endif
case REW_CURSE_AR:
if (!inventory[INVEN_BODY].k_idx) break;
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
+msg_print("「汝、防具に頼ることなかれ。」");
#else
msg_print("'Thou reliest too much on thine equipment.'");
#endif
object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
(void)curse_armor();
#ifdef JP
- reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
+ reward = format("%sが破壊された。", o_name);
#else
reward = format("destroying %s", o_name);
#endif
break;
case REW_PISS_OFF:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:",
+msg_format("%sの声がささやいた:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s whispers:",
#endif
#ifdef JP
-msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
+msg_print("「我を怒りしめた罪を償うべし。」");
#else
msg_print("'Now thou shalt pay for annoying me.'");
#endif
case 1:
(void)activate_ty_curse(FALSE, &count);
#ifdef JP
- reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
+ reward = "禍々しい呪いをかけられた。";
#else
reward = "cursing";
#endif
case 2:
activate_hi_summon(py, px, FALSE);
#ifdef JP
- reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
+ reward = "モンスターを召喚された。";
#else
reward = "summoning hostile monsters";
#endif
object_desc(o_name, &inventory[dummy], OD_NAME_ONLY);
(void)curse_weapon(FALSE, dummy);
#ifdef JP
- reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
+ reward = format("%sが破壊された。", o_name);
#else
reward = format("destroying %s", o_name);
#endif
object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
(void)curse_armor();
#ifdef JP
- reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
+ reward = format("%sが破壊された。", o_name);
#else
reward = format("destroying %s", o_name);
#endif
(void)dec_stat(dummy, 10 + randint1(15), TRUE);
}
#ifdef JP
- reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
+ reward = "全能力値が下がった。";
#else
reward = "decreasing all stats";
#endif
break;
case REW_WRATH:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
+msg_format("%sの声が轟き渡った:",
#else
msg_format("The voice of %s thunders:",
#endif
chaos_patrons[p_ptr->chaos_patron]);
#ifdef JP
-msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
+msg_print("「死ぬがよい、下僕よ!」");
#else
msg_print("'Die, mortal!'");
#endif
break;
case REW_DESTRUCT:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
+msg_print("「死と破壊こそ我が喜びなり!」");
#else
msg_print("'Death and destruction! This pleaseth me!'");
#endif
(void)destroy_area(py, px, 25, FALSE);
#ifdef JP
- reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
+ reward = "ダンジョンが*破壊*された。";
#else
reward = "*destruct*ing dungeon";
#endif
break;
case REW_GENOCIDE:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
+msg_print("「我、汝の敵を抹殺せん!」");
#else
msg_print("'Let me relieve thee of thine oppressors!'");
#endif
(void)symbol_genocide(0, FALSE);
#ifdef JP
- reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
+ reward = "モンスターが抹殺された。";
#else
reward = "genociding monsters";
#endif
break;
case REW_MASS_GEN:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¶Á¤ÅϤä¿:",
+msg_format("%sの声が響き渡った:",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("The voice of %s booms out:",
#endif
#ifdef JP
-msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
+msg_print("「我、汝の敵を抹殺せん!」");
#else
msg_print("'Let me relieve thee of thine oppressors!'");
#endif
(void)mass_genocide(0, FALSE);
#ifdef JP
- reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
+ reward = "モンスターが抹殺された。";
#else
reward = "genociding nearby monsters";
#endif
break;
case REW_DISPEL_C:
#ifdef JP
-msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª",
+msg_format("%sの力が敵を攻撃するのを感じた!",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("You can feel the power of %s assault your enemies!",
break;
case REW_IGNORE:
#ifdef JP
-msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£",
+msg_format("%sはあなたを無視した。",
chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("%s ignores you.",
break;
case REW_SER_DEMO:
#ifdef JP
-msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
+msg_format("%sは褒美として悪魔の使いをよこした!",chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
#endif
if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
#ifdef JP
-msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
+msg_print("何も現れなかった...");
#else
msg_print("Nobody ever turns up...");
#endif
else
#ifdef JP
- reward = "°Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
+ reward = "悪魔がペットになった。";
#else
reward = "a demonic servant";
#endif
break;
case REW_SER_MONS:
#ifdef JP
-msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]);
+msg_format("%sは褒美として使いをよこした!",chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
#endif
if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
#ifdef JP
-msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
+msg_print("何も現れなかった...");
#else
msg_print("Nobody ever turns up...");
#endif
else
#ifdef JP
- reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
+ reward = "モンスターがペットになった。";
#else
reward = "a servant";
#endif
break;
case REW_SER_UNDE:
#ifdef JP
-msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]);
+msg_format("%sは褒美としてアンデッドの使いをよこした。",chaos_patrons[p_ptr->chaos_patron]);
#else
msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
#endif
if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
#ifdef JP
-msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
+msg_print("何も現れなかった...");
#else
msg_print("Nobody ever turns up...");
#endif
else
#ifdef JP
- reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
+ reward = "アンデッドがペットになった。";
#else
reward = "an undead servant";
#endif
break;
default:
#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
+msg_format("%sの声がどもった:",
#else
msg_format("The voice of %s stammers:",
#endif
chaos_patrons[p_ptr->chaos_patron]);
#ifdef JP
-msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
+msg_format("「あー、あー、答えは %d/%d。質問は何?」", type, effect);
#else
msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
#endif
if (reward)
{
#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("パトロンの報酬で%s", reward));
#else
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
#endif
/*
+ * XAngband: determine if a given location is "interesting"
+ * based on target_set_accept function.
+ */
+static bool tgt_pt_accept(int y, int x)
+{
+ cave_type *c_ptr;
+
+ /* Bounds */
+ if (!(in_bounds(y, x))) return (FALSE);
+
+ /* Player grid is always interesting */
+ if ((y == py) && (x == px)) return (TRUE);
+
+ /* Handle hallucination */
+ if (p_ptr->image) return (FALSE);
+
+ /* Examine the grid */
+ c_ptr = &cave[y][x];
+
+ /* Interesting memorized features */
+ if (c_ptr->info & (CAVE_MARK))
+ {
+ /* Notice stairs */
+ if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE);
+ if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE);
+
+ /* Notice quest features */
+ if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE);
+ if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE);
+ }
+
+ /* Nope */
+ return (FALSE);
+}
+
+
+/*
+ * XAngband: Prepare the "temp" array for "tget_pt"
+ * based on target_set_prepare funciton.
+ */
+static void tgt_pt_prepare(void)
+{
+ int y, x;
+
+ /* Reset "temp" array */
+ temp_n = 0;
+
+ if (!expand_list) return;
+
+ /* Scan the current panel */
+ for (y = 1; y < cur_hgt; y++)
+ {
+ for (x = 1; x < cur_wid; x++)
+ {
+ /* Require "interesting" contents */
+ if (!tgt_pt_accept(y, x)) continue;
+
+ /* Save the location */
+ temp_x[temp_n] = x;
+ temp_y[temp_n] = y;
+ temp_n++;
+ }
+ }
+
+ /* Target the nearest monster for shooting */
+ ang_sort_comp = ang_sort_comp_distance;
+ ang_sort_swap = ang_sort_swap_distance;
+
+ /* Sort the positions */
+ ang_sort(temp_x, temp_y, temp_n);
+}
+
+/*
* old -- from PsiAngband.
*/
bool tgt_pt(int *x_ptr, int *y_ptr)
{
char ch = 0;
- int d, x, y;
+ int d, x, y, n;
bool success = FALSE;
int wid, hgt;
x = px;
y = py;
+ if (expand_list)
+ {
+ tgt_pt_prepare();
+ n = 0;
+ }
+
#ifdef JP
-msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
+ msg_print("場所を選んでスペースキーを押して下さい。");
#else
msg_print("Select a point and press space.");
#endif
else success = TRUE;
break;
+
+ /* XAngband: Move cursor to stairs */
+ case '>':
+ case '<':
+ if (expand_list && temp_n)
+ {
+ int dx, dy;
+ int cx = (panel_col_min + panel_col_max) / 2;
+ int cy = (panel_row_min + panel_row_max) / 2;
+
+ n++;
+
+ /* Skip stairs which have defferent distance */
+ for (; n < temp_n; ++ n)
+ {
+ cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]];
+
+ if (cave_have_flag_grid(c_ptr, FF_STAIRS) &&
+ cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS))
+ {
+ /* Found */
+ break;
+ }
+ }
+
+ if (n == temp_n) /* Loop out taget list */
+ {
+ n = 0;
+ y = py;
+ x = px;
+ verify_panel(); /* Move cursor to player */
+
+ /* Update stuff */
+ p_ptr->update |= (PU_MONSTERS);
+
+ /* Redraw map */
+ p_ptr->redraw |= (PR_MAP);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_OVERHEAD);
+
+ /* Handle stuff */
+ handle_stuff();
+ }
+ else /* move cursor to next stair and change panel */
+ {
+ y = temp_y[n];
+ x = temp_x[n];
+
+ dy = 2 * (y - cy) / hgt;
+ dx = 2 * (x - cx) / wid;
+ if (dy || dx) change_panel(dy, dx);
+ }
+ }
+ break;
+
default:
/* Look up the direction */
d = get_keymap_dir(ch);
if (!target_okay())
{
#ifdef JP
-p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
+p = "方向 ('*'でターゲット選択, ESCで中断)? ";
#else
p = "Direction ('*' to choose a target, Escape to cancel)? ";
#endif
else
{
#ifdef JP
-p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
+p = "方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ";
#else
p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
#endif
{
/* Warn the user */
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
+msg_print("あなたは混乱している。");
#else
msg_print("You are confused.");
#endif
/*
- * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô
+ * エネルギーの増加量10d5を速く計算するための関数
*/
#define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5
cptr your_alignment(void)
{
#ifdef JP
- if (p_ptr->align > 150) return "ÂçÁ±";
- else if (p_ptr->align > 50) return "ÃæÁ±";
- else if (p_ptr->align > 10) return "¾®Á±";
- else if (p_ptr->align > -11) return "ÃæΩ";
- else if (p_ptr->align > -51) return "¾®°";
- else if (p_ptr->align > -151) return "Ãæ°";
- else return "Âç°";
+ if (p_ptr->align > 150) return "大善";
+ else if (p_ptr->align > 50) return "中善";
+ else if (p_ptr->align > 10) return "小善";
+ else if (p_ptr->align > -11) return "中立";
+ else if (p_ptr->align > -51) return "小悪";
+ else if (p_ptr->align > -151) return "中悪";
+ else return "大悪";
#else
if (p_ptr->align > 150) return "Lawful";
else if (p_ptr->align > 50) return "Good";
else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT;
else return EXP_LEVEL_MASTER;
}
+
+
+/*
+ * Display a rumor and apply its effects
+ */
+
+int rumor_num(char *zz, int max_idx)
+{
+ if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
+ return atoi(zz);
+}
+
+cptr rumor_bind_name(char *base, cptr fullname)
+{
+ char *s, *v;
+
+ s = strstr(base, "{Name}");
+ if (s)
+ {
+ s[0] = '\0';
+ v = format("%s%s%s", base, fullname, (s + 6));
+ }
+ else
+ {
+ v = base;
+ }
+
+ return v;
+}
+
+void display_rumor(bool ex)
+{
+ bool err;
+ int section = 0;
+ char Rumor[1024];
+
+ if (ex)
+ {
+ if (randint0(3) == 0) section = 1;
+ }
+
+#ifdef JP
+ err = get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10);
+ if (err) strcpy(Rumor, "嘘の噂もある。");
+#else
+ err = get_rnd_line("rumors.txt", section, Rumor);
+ if (err) strcpy(Rumor, "Some rumors are wrong.");
+#endif
+
+ err = TRUE;
+
+ if (strncmp(Rumor, "R:", 2) == 0)
+ {
+ char *zz[4];
+ cptr rumor_msg = NULL;
+ cptr rumor_eff_format = NULL;
+ char fullname[1024] = "";
+
+ if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3)
+ {
+ if (strcmp(zz[0], "ARTIFACT") == 0)
+ {
+ int a_idx, k_idx;
+ object_type forge;
+ object_type *q_ptr = &forge;
+ artifact_type *a_ptr;
+
+ while (1)
+ {
+ a_idx = rumor_num(zz[1], max_a_idx);
+
+ a_ptr = &a_info[a_idx];
+ if (a_ptr->name) break;
+ }
+
+ k_idx = lookup_kind(a_ptr->tval, a_ptr->sval);
+ object_prep(q_ptr, k_idx);
+ q_ptr->name1 = a_idx;
+ q_ptr->ident = IDENT_STORE;
+ object_desc(fullname, q_ptr, OD_NAME_ONLY);
+ }
+ else if (strcmp(zz[0], "MONSTER") == 0)
+ {
+ int r_idx;
+ monster_race *r_ptr;
+
+ while(1)
+ {
+ r_idx = rumor_num(zz[1], max_r_idx);
+ r_ptr = &r_info[r_idx];
+ if (r_ptr->name) break;
+ }
+
+ strcpy(fullname, r_name + r_ptr->name);
+
+ /* Remember this monster */
+ if (!r_ptr->r_sights)
+ {
+ r_ptr->r_sights++;
+ }
+ }
+ else if (strcmp(zz[0], "DUNGEON") == 0)
+ {
+ int d_idx;
+ dungeon_info_type *d_ptr;
+
+ while (1)
+ {
+ d_idx = rumor_num(zz[1], max_d_idx);
+ d_ptr = &d_info[d_idx];
+ if (d_ptr->name) break;
+ }
+
+ strcpy(fullname, d_name + d_ptr->name);
+
+ if (!max_dlv[d_idx])
+ {
+ max_dlv[d_idx] = d_ptr->mindepth;
+ rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s.");
+ }
+ }
+ else if (strcmp(zz[0], "TOWN") == 0)
+ {
+ int t_idx;
+ s32b visit;
+
+ while(1)
+ {
+ t_idx = rumor_num(zz[1], NO_TOWN);
+ if (town[t_idx].name) break;
+ }
+
+ strcpy(fullname, town[t_idx].name);
+
+ visit = (1L << (t_idx - 1));
+ if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit))
+ {
+ p_ptr->visit |= visit;
+ rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s.");
+ }
+ }
+
+ rumor_msg = rumor_bind_name(zz[2], fullname);
+ msg_print(rumor_msg);
+ if (rumor_eff_format)
+ {
+ msg_print(NULL);
+ msg_format(rumor_eff_format, fullname);
+ }
+ err = FALSE;
+ }
+ /* error */
+#ifdef JP
+ if (err) msg_print("この情報は間違っている。");
+#else
+ if (err) msg_print("This information is wrong.");
+#endif
+ }
+ else
+ {
+ msg_format("%s", Rumor);
+ }
+}