-/* 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)
{
bool level_mutation = FALSE;
bool level_inc_stat = FALSE;
bool android = (p_ptr->prace == RACE_ANDROID ? TRUE : FALSE);
- int old_lev = p_ptr->lev;
+ PLAYER_LEVEL old_lev = p_ptr->lev;
/* Hack -- lower limit */
if (p_ptr->exp < 0) p_ptr->exp = 0;
/* 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);
for(n = 0; n < 6; n++)
if (n != choice - 'a')
prt("",n+2,14);
-#ifdef JP
- if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break;
-#else
- if (get_check("Are you sure? ")) break;
-#endif
+ if (get_check(_("よろしいですか?", "Are you sure? "))) break;
}
do_inc_stat(choice - 'a');
screen_load();
if (level_mutation)
{
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë...");
-#else
- msg_print("You feel different...");
-#endif
-
+ msg_print(_("あなたは変わった気がする...", "You feel different..."));
(void)gain_random_mutation(0);
level_mutation = FALSE;
}
/*
- * 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)
+static int get_coin_type(MONRACE_IDX r_idx)
{
/* Analyze monsters */
switch (r_idx)
{
- case MON_COPPER_COINS: return 2;
- case MON_SILVER_COINS: return 5;
- case MON_GOLD_COINS: return 10;
- case MON_MITHRIL_COINS:
- case MON_MITHRIL_GOLEM: return 16;
- case MON_ADAMANT_COINS: return 17;
+ case MON_COPPER_COINS: return 2;
+ case MON_SILVER_COINS: return 5;
+ case MON_GOLD_COINS: return 10;
+ case MON_MITHRIL_COINS:
+ case MON_MITHRIL_GOLEM: return 16;
+ case MON_ADAMANT_COINS: return 17;
}
/* Assume nothing */
}
-/*
+/*!
+ * @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)
+static bool kind_is_cloak(KIND_OBJECT_IDX k_idx)
{
object_kind *k_ptr = &k_info[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)
+static bool kind_is_polearm(KIND_OBJECT_IDX k_idx)
{
object_kind *k_ptr = &k_info[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)
+static bool kind_is_sword(KIND_OBJECT_IDX k_idx)
{
object_kind *k_ptr = &k_info[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)
+static bool kind_is_book(KIND_OBJECT_IDX k_idx)
{
object_kind *k_ptr = &k_info[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)
+static bool kind_is_good_book(KIND_OBJECT_IDX k_idx)
{
object_kind *k_ptr = &k_info[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)
+static bool kind_is_armor(KIND_OBJECT_IDX k_idx)
{
object_kind *k_ptr = &k_info[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)
+static bool kind_is_hafted(KIND_OBJECT_IDX k_idx)
{
object_kind *k_ptr = &k_info[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))
+ {
+ play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR);
+ 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)
+ {
+ MONSTER_IDX 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;
+ POSITION y, x;
int quest_num;
bool reward = FALSE;
object_type forge;
- object_type *q_ptr;
+ object_type *o_ptr;
/* Get the location */
y = m_ptr->fy;
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;
-
- if (!(quest[i].flags & QUEST_FLAG_SILENT))
- {
-#ifdef JP
-msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª");
-#else
- msg_print("You just completed your quest!");
-#endif
+ complete_quest(quest_num);
- 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)
{
+ POSITION 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¤¿...");
-#else
- msg_print("A magical staircase appears...");
-#endif
-
+ msg_print(_("魔法の階段が現れた...", "A magical staircase appears..."));
/* 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;
+ o_ptr = &forge;
/* Wipe the object */
- object_wipe(q_ptr);
+ object_wipe(o_ptr);
/* Make a great object */
- make_object(q_ptr, AM_GOOD | AM_GREAT);
+ make_object(o_ptr, AM_GOOD | AM_GREAT);
/* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, y, x);
+ (void)drop_near(o_ptr, -1, y, x);
+ }
+ }
+}
+
+/*!
+ * @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¤¿¡£";
-#else
- return " explodes into tiny shreds.";
-#endif
+ return _("は爆発して粉々になった。", " explodes into tiny shreds.");
}
}
-
-#ifdef JP
- return "¤òÅݤ·¤¿¡£";
-#else
- return " is destroyed.";
-#endif
+ return _("を倒した。", " is destroyed.");
}
/* Assume a default death */
-#ifdef JP
- return "¤Ï»à¤ó¤À¡£";
-#else
- return " dies.";
-#endif
+ return _("は死んだ。", " dies.");
}
-/*
+/*!
+ * @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)
+void monster_death(MONSTER_IDX m_idx, bool drop_item)
{
int i, j, y, x;
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 (r_ptr->blow[i].method == RBM_EXPLODE)
{
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
int typ = mbe_info[r_ptr->blow[i].effect].explode_type;
- int d_dice = r_ptr->blow[i].d_dice;
- int d_side = r_ptr->blow[i].d_side;
- int damage = damroll(d_dice, d_side);
+ DICE_NUMBER d_dice = r_ptr->blow[i].d_dice;
+ DICE_SID d_side = r_ptr->blow[i].d_side;
+ HIT_POINT damage = damroll(d_dice, d_side);
project(m_idx, 3, y, x, damage, typ, flg, -1);
break;
if (p_ptr->arena_number > MAX_ARENA_MONS)
{
-#ifdef JP
-msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£");
-#else
- msg_print("You are a Genuine Champion!");
-#endif
+ msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!"));
}
else
{
-#ifdef JP
-msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£");
-#else
- msg_print("Victorious! You're on your way to becoming Champion.");
-#endif
+ msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion."));
}
if (arena_info[p_ptr->arena_number].tval)
{
if (rakuba(-1, FALSE))
{
-#ifdef JP
-msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£");
-#else
- msg_print("You have fallen from your riding pet.");
-#endif
+ msg_print(_("地面に落とされた。", "You have fallen from your riding pet."));
}
}
{
int wy = y, wx = x;
bool pet = is_pet(m_ptr);
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
if (pet) mode |= PM_FORCE_PET;
}
if (notice)
-#ifdef JP
- msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª");
-#else
- msg_print("The Pink horror divides!");
-#endif
+ msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!"));
}
break;
{
if (!one_in_(7))
{
- int wy = y, wx = x;
+ POSITION wy = y, wx = x;
int attempts = 100;
bool pet = is_pet(m_ptr);
if (attempts > 0)
{
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
if (pet) mode |= PM_FORCE_PET;
if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode))
{
if (player_can_see_bold(wy, wx))
-#ifdef JP
- msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª");
-#else
- msg_print("A new warrior steps forth!");
-#endif
-
+ msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!"));
}
}
}
case MON_UNMAKER:
/* One more ultra-hack: An Unmaker goes out with a big bang! */
{
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
(void)project(m_idx, 6, y, x, 100, GF_CHAOS, flg, -1);
}
break;
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_ROLENTO:
{
- int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ BIT_FLAGS flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
(void)project(m_idx, 3, y, x, damroll(20, 10), GF_FIRE, flg, -1);
}
break;
int a_idx = 0;
int chance = 0;
- switch (m_ptr->r_idx)
+ for(i = 0; i < 4; i++)
{
- case MON_OBERON:
- if (one_in_(3))
- {
- a_idx = ART_JUDGE;
- chance = 33;
- }
- else
- {
- a_idx = ART_AMBER;
- chance = 50;
- }
- break;
-
- case MON_GHB:
- a_idx = ART_GHB;
- chance = 100;
- break;
-
- case MON_STORMBRINGER:
- a_idx = ART_STORMBRINGER;
- chance = 100;
- break;
-
- case MON_ECHIZEN:
- a_idx = ART_CRIMSON;
- chance = 50;
- break;
-
- case MON_GANDALF:
- a_idx = ART_ICANUS;
- chance = 20;
- break;
-
- case MON_OROCHI:
- a_idx = ART_KUSANAGI;
- chance = 25;
- break;
-
- case MON_DWORKIN:
- a_idx = ART_JUDGE;
- chance = 20;
- break;
-
- case MON_SAURON:
- if (one_in_(10))
- {
- a_idx = ART_POWER;
- chance = 100;
- }
- else
- {
- a_idx = ART_AHO;
- chance = 100;
- }
- break;
-
- case MON_BRAND:
- if (!one_in_(3))
- {
- a_idx = ART_BRAND;
- chance = 25;
- }
- else
- {
- a_idx = ART_WEREWINDLE;
- chance = 33;
- }
- break;
-
- case MON_CORWIN:
- if (!one_in_(3))
- {
- a_idx = ART_GRAYSWANDIR;
- chance = 33;
- }
- else
- {
- a_idx = ART_CORWIN;
- chance = 33;
- }
- break;
-
- case MON_SURTUR:
- a_idx = ART_TWILIGHT;
- chance = 66;
- break;
-
- case MON_SARUMAN:
- a_idx = ART_ELENDIL;
- chance = 33;
- break;
-
- case MON_FIONA:
- a_idx = ART_FIONA;
- chance = 50;
- break;
-
- case MON_JULIAN:
- a_idx = ART_JULIAN;
- chance = 45;
- break;
-
- case MON_KLING:
- a_idx = ART_DESTINY;
- chance = 40;
- break;
-
- case MON_GOEMON:
- a_idx = ART_ZANTETSU;
- chance = 75;
- break;
-
- case MON_HAGEN:
- a_idx = ART_HAGEN;
- chance = 66;
- break;
-
- case MON_CAINE:
- a_idx = ART_CAINE;
- chance = 50;
- break;
-
- case MON_BULLGATES:
- a_idx = ART_WINBLOWS;
- chance = 66;
- break;
-
- case MON_LUNGORTHIN:
- a_idx = ART_CALRIS;
- chance = 50;
- break;
-
- case MON_JACK_SHADOWS:
- a_idx = ART_JACK;
- chance = 15;
- break;
-
- case MON_DIO:
- a_idx = ART_STONEMASK;
- chance = 20;
- break;
-
- case MON_BELD:
- a_idx = ART_SOULCRUSH;
- chance = 10;
- break;
-
- case MON_PIP:
- a_idx = ART_EXCALIBUR_J;
- chance = 50;
- break;
-
- case MON_SHUTEN:
- a_idx = ART_SHUTEN_DOJI;
- chance = 33;
- break;
-
- case MON_GOTHMOG:
- a_idx = ART_GOTHMOG;
- chance = 33;
- break;
-
- case MON_FUNDIN:
- a_idx = ART_FUNDIN;
- chance = 5;
- break;
+ if(!r_ptr->artifact_id[i]) break;
+ a_idx = r_ptr->artifact_id[i];
+ chance = r_ptr->artifact_percent[i];
}
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 ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
{
- int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
+ IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object
: lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
if (d_info[dungeon_type].final_artifact)
{
- int a_idx = d_info[dungeon_type].final_artifact;
- if (!a_info[a_idx].cur_num)
+ a_idx = d_info[dungeon_type].final_artifact;
+ 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;
/* Drop it in the dungeon */
(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);
-#else
- msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name);
-#endif
+ msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name);
}
}
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;
/* Redraw the "title" */
p_ptr->redraw |= (PR_TITLE);
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!");
-#endif
+ play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
+
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
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");
-#else
- msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]);
- msg_print("'Thou art donst well, mortal!'");
-#endif
+ msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]);
+ msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'"));
}
/* Congratulations */
-#ifdef JP
- msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***");
-#else
- msg_print("*** CONGRATULATIONS ***");
-#endif
-
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£");
-#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¡£");
-#else
- msg_print("You may retire (commit suicide) when you are ready.");
-#endif
+ msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
+ msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
+ msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
}
}
-/*
+/*!
+ * @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)
+HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
{
if (!p_ptr->blind && is_seen(m_ptr))
{
-#ifdef JP
- msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª");
-#else
- msg_print("The barrier is penetrated!");
-#endif
+ msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!"));
}
}
else if (!one_in_(PENETRATE_INVULNERABILITY))
}
-/*
+/*!
+ * @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)
+static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
{
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* 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)))
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 mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, cptr note)
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
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)
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++;
bool stop_ty = FALSE;
int count = 0;
-#ifdef JP
-msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name);
-#else
- msg_format("%^s puts a terrible blood curse on you!", m_name);
-#endif
-
+ msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name);
curse_equipment(100, 50);
do
char line_got[1024];
/* Dump a message */
-#ifdef JP
- if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got))
-#else
- if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got))
-#endif
+ if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
msg_format("%^s %s", m_name, line_got);
chg_virtue (V_JUSTICE, -1);
}
- if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->flags5 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->flags6 & ~(RF6_NOMAGIC_MASK)))
+ if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
{
if (one_in_(4)) chg_virtue(V_NATURE, -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
/* Death by Physical attack -- non-living monster */
else if (!monster_living(r_ptr))
{
- int i;
bool explode = FALSE;
for (i = 0; i < 4; i++)
/* Special note at death */
if (explode)
-#ifdef JP
- msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s explodes into tiny shreds.", m_name);
-#endif
+ msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
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);
-#else
- msg_format("There is a price on %s's head.", m_name);
-#endif
+ msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
break;
}
}
{
int dummy_y = m_ptr->fy;
int dummy_x = m_ptr->fx;
- u32b mode = 0L;
+ BIT_FLAGS mode = 0L;
if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
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¡×");
-#else
- msg_print("Uwa-hahaha! *I* am Biketal!");
-#endif
+ msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!"));
}
}
else
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 (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2;
if (rakuba((dam > 200) ? 200 : dam, FALSE))
{
-#ifdef JP
-msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name);
-#else
- msg_format("%^s has thrown you off!", m_name);
-#endif
+ msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name);
}
}
#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)
{
* Waiting command;
* Place the cursor on the player
*/
- if (can_save) move_cursor_relative(py, px);
+ if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x);
/* Refresh */
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)
{
- int y = py;
- int x = px;
+ int y = p_ptr->y;
+ int x = p_ptr->x;
int wid, hgt;
int prow_min;
/*
* Monster health description
*/
-cptr look_mon_desc(monster_type *m_ptr, u32b mode)
+cptr look_mon_desc(monster_type *m_ptr, BIT_FLAGS mode)
{
monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
bool living;
{
/* 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";
-#else
- attitude = ", pet";
-#endif
+ attitude = _(", ペット", ", pet");
}
else if (is_friendly(m_ptr))
{
-#ifdef JP
- attitude = ", ͧ¹¥Åª";
-#else
- attitude = ", friendly";
-#endif
+ attitude = _(", 友好的", ", friendly");
}
else
{
-#ifdef JP
- attitude = "";
-#else
- attitude = "";
-#endif
+ attitude = _("", "");
}
/* Display monster's level --- idea borrowed from ToME */
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);
-#else
- return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone);
-#endif
+ return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone);
}
else
{
-#ifdef JP
- return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone);
-#else
- return format("Level ???, %s%s%s", desc, attitude, clone);
-#endif
+ return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone);
}
}
* Future versions may restrict the ability to target "trappers"
* and "mimics", but the semantics is a little bit weird.
*/
-bool target_able(int m_idx)
+bool target_able(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE);
/* Monster must be projectable */
- if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE);
+ if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE);
/* XXX XXX XXX Hack -- Never target trappers */
/* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */
*/
static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b)
{
- byte *x = (byte*)(u);
- byte *y = (byte*)(v);
+ POSITION *x = (POSITION*)(u);
+ POSITION *y = (POSITION*)(v);
- int da, db, kx, ky;
+ POSITION da, db, kx, ky;
/* Absolute distance components */
- kx = x[a]; kx -= px; kx = ABS(kx);
- ky = y[a]; ky -= py; ky = ABS(ky);
+ kx = x[a]; kx -= p_ptr->x; kx = ABS(kx);
+ ky = y[a]; ky -= p_ptr->y; ky = ABS(ky);
/* Approximate Double Distance to the first point */
da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
/* Absolute distance components */
- kx = x[b]; kx -= px; kx = ABS(kx);
- ky = y[b]; ky -= py; ky = ABS(ky);
+ kx = x[b]; kx -= p_ptr->x; kx = ABS(kx);
+ ky = y[b]; ky -= p_ptr->y; ky = ABS(ky);
/* Approximate Double Distance to the first point */
db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx));
*/
static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b)
{
- byte *x = (byte*)(u);
- byte *y = (byte*)(v);
+ POSITION *x = (POSITION*)(u);
+ POSITION *y = (POSITION*)(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_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;
+ if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE;
+ if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE;
/* Extract monster race */
if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx];
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;
- /* Shadowers first (¤¢¤ä¤·¤¤±Æ) */
+ /* 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;
*/
static void ang_sort_swap_distance(vptr u, vptr v, int a, int b)
{
- byte *x = (byte*)(u);
- byte *y = (byte*)(v);
+ POSITION *x = (POSITION*)(u);
+ POSITION *y = (POSITION*)(v);
- byte temp;
+ POSITION temp;
/* Swap "x" */
temp = x[a];
/*
* Hack -- help "select" a location (see below)
*/
-static s16b target_pick(int y1, int x1, int dy, int dx)
+static POSITION_IDX target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx)
{
- int i, v;
-
- int x2, y2, x3, y3, x4, y4;
-
- int b_i = -1, b_v = 9999;
+ POSITION_IDX i, v;
+ POSITION x2, y2, x3, y3, x4, y4;
+ POSITION_IDX b_i = -1, b_v = 9999;
/* Scan the locations */
*
* Return the number of target_able monsters in the set.
*/
-static void target_set_prepare(int mode)
+static void target_set_prepare(BIT_FLAGS mode)
{
int y, x;
+ int min_hgt, max_hgt, min_wid, max_wid;
+
+ if (mode & TARGET_KILL)
+ {
+ /* Inner range */
+ min_hgt = MAX((p_ptr->y - MAX_RANGE), 0);
+ max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1);
+ min_wid = MAX((p_ptr->x - MAX_RANGE), 0);
+ max_wid = MIN((p_ptr->x + 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;
if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL)))
{
- byte tmp;
+ POSITION tmp;
tmp = temp_y[0];
temp_y[0] = temp_y[1];
}
}
+void target_set_prepare_look(void){
+ target_set_prepare(TARGET_LOOK);
+}
+
/*
* Evaluate number of kill needed to gain level
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.
*
*
* This function must handle blindness/hallucination.
*/
-static int target_set_aux(int y, int x, int mode, cptr info)
+static char target_set_aux(POSITION y, POSITION x, BIT_FLAGS mode, cptr info)
{
cave_type *c_ptr = &cave[y][x];
s16b this_o_idx, next_o_idx = 0;
bool boring = TRUE;
s16b feat;
feature_type *f_ptr;
- int query = '\001';
+ char query = '\001';
char out_val[MAX_NLEN+80];
#ifdef ALLOW_EASY_FLOOR
- int floor_list[23], floor_num = 0;
+ OBJECT_IDX floor_list[23];
+ ITEM_NUMBER floor_num = 0;
/* Scan all objects in the grid */
if (easy_floor)
if (floor_num)
{
-#ifdef JP
- x_info = "xʪ ";
-#else
- x_info = "x,";
-#endif
+ x_info = _("x物 ", "x,");
}
}
{
/* 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:";
-#else
- s1 = "Target:";
-#endif
+ s1 = _("ターゲット:", "Target:");
}
/* Hack -- hallucination */
if (p_ptr->image)
{
-#ifdef JP
- cptr name = "²¿¤«´ñ̯¤Êʪ";
-#else
- cptr name = "something strange";
-#endif
-
+ cptr name = _("何か奇妙な物", "something strange");
/* Display a message */
#ifdef JP
screen_roff(m_ptr->ap_r_idx, 0);
/* Hack -- Complete the prompt (again) */
-#ifdef JP
- Term_addstr(-1, TERM_WHITE, format(" [r»× %s%s]", x_info, info));
-#else
- Term_addstr(-1, TERM_WHITE, format(" [r,%s%s]", x_info, info));
-#endif
+ Term_addstr(-1, TERM_WHITE, format(_(" [r思 %s%s]", " [r,%s%s]"), x_info, info));
/* Command */
query = inkey();
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
if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
/* Change the intro */
-#ifdef JP
- s1 = "¤½¤ì¤Ï";
-#else
- s1 = "It is ";
-#endif
-
+ s1 = _("それは", "It is ");
/* Hack -- take account of gender */
-#ifdef JP
- if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï";
-#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
- else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is ";
-#endif
-
+ if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is ");
+ else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is ");
/* Use a preposition */
#ifdef JP
- s2 = "¤ò";
- s3 = "»ý¤Ã¤Æ¤¤¤ë";
+ s2 = "を";
+ s3 = "持っている";
#else
s2 = "carrying ";
#endif
if ((query == ' ') && !(mode & (TARGET_LOOK))) return query;
/* Change the intro */
-#ifdef JP
- s2 = "¤ò¤Þ¤¿";
-#else
- s2 = "also carrying ";
-#endif
+ s2 = _("をまた", "also carrying ");
}
/* 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]",
- s1, floor_num, s2, s3, info);
+ sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]",
+ s1, (int)floor_num, s2, s3, info);
#else
sprintf(out_val, "%s%s%sa pile of %d items [x,%s]",
- s1, s2, s3, floor_num, info);
+ s1, s2, s3, (int)floor_num, info);
#endif
prt(out_val, 0, 0);
/* Continue scrolling list if requested */
while (1)
{
- int i, o_idx;
+ int i;
+ IDX o_idx;
/* Save screen */
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]",
- s1, floor_num, s2, s3, info);
+ sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]",
+ s1, (int)floor_num, s2, s3, info);
#else
sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]",
- s1, s2, s3, floor_num, info);
+ s1, s2, s3, (int)floor_num, info);
#endif
prt(out_val, 0, 0);
if ((query == ' ') && !(mode & TARGET_LOOK)) return query;
/* Change the intro */
-#ifdef JP
- s1 = "¤½¤ì¤Ï";
-#else
- s1 = "It is ";
-#endif
-
+ s1 = _("それは", "It is ");
/* Plurals */
-#ifdef JP
- if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï";
-#else
- if (o_ptr->number != 1) s1 = "They are ";
-#endif
-
+ if (o_ptr->number != 1) s1 = _("それらは", "They are ");
/* 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 */
+ IDX 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);
+
+ name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"),
+ quest[c_ptr->special].name, quest[c_ptr->special].level);
+
+ /* 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);
-#else
- name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
-#endif
+ name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth);
}
else if (have_flag(f_ptr->flags, FF_TOWN))
{
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";
-#else
- name = "road";
-#endif
+ name = _("道", "road");
}
else
{
(!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) ||
have_flag(f_ptr->flags, FF_TOWN)))
{
-#ifdef JP
- s2 = "¤ÎÃæ";
-#else
- s2 = "in ";
-#endif
+ s2 = _("の中", "in ");
}
/* 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, (unsigned int)c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, (int)y, (int)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);
+ 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, (int)y, (int)x);
#endif
}
else
* This command will cancel any old target, even if used from
* inside the "look" command.
*/
-bool target_set(int mode)
+bool target_set(BIT_FLAGS mode)
{
int i, d, m, t, bd;
- int y = py;
- int x = px;
+ POSITION y = p_ptr->y;
+ POSITION x = p_ptr->x;
bool done = FALSE;
-
bool flag = TRUE;
-
char query;
-
char info[80];
+ char same_key;
cave_type *c_ptr;
int wid, hgt;
-
-
+
/* Get size */
get_screen_size(&wid, &hgt);
/* Cancel tracking */
/* health_track(0); */
+ if (rogue_like_commands)
+ {
+ same_key = 'x';
+ }
+ else
+ {
+ same_key = 'l';
+ }
/* Prepare the "temp" array */
target_set_prepare(mode);
y = temp_y[m];
x = temp_x[m];
+ /* Set forcus */
+ change_panel_xy(y, x);
+
if (!(mode & TARGET_LOOK)) prt_path(y, x);
/* Access */
/* Allow target */
if (target_able(c_ptr->m_idx))
{
-#ifdef JP
-strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°");
-#else
- strcpy(info, "q,t,p,o,+,-,<dir>");
-#endif
-
+ strcpy(info, _("q止 t決 p自 o現 +次 -前", "q,t,p,o,+,-,<dir>"));
}
/* Dis-allow target */
else
{
-#ifdef JP
-strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°");
-#else
- strcpy(info, "q,p,o,+,-,<dir>");
-#endif
-
+ strcpy(info, _("q止 p自 o現 +次 -前", "q,p,o,+,-,<dir>"));
}
-
+
/* 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); */
/* Recalculate interesting grids */
target_set_prepare(mode);
- y = py;
- x = px;
+ y = p_ptr->y;
+ x = p_ptr->x;
}
case 'o':
default:
{
- /* Extract the action (if any) */
- d = get_keymap_dir(query);
+ if(query == same_key)
+ {
+ if (++m == temp_n)
+ {
+ m = 0;
+ if (!expand_list) done = TRUE;
+ }
+ }
+ else
+ {
+ /* Extract the action (if any) */
+ d = get_keymap_dir(query);
- if (!d) bell();
- break;
+ if (!d) bell();
+ break;
+ }
}
}
-
/* Hack -- move around */
if (d)
{
c_ptr = &cave[y][x];
/* Default prompt */
-#ifdef JP
-strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°");
-#else
- strcpy(info, "q,t,p,m,+,-,<dir>");
-#endif
-
+ strcpy(info, _("q止 t決 p自 m近 +次 -前", "q,t,p,m,+,-,<dir>"));
/* Describe and Prompt (enable "TARGET_LOOK") */
- while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info)));
+ while ((query = target_set_aux(y, x, mode | TARGET_LOOK, info)) == 0);
/* Cancel tracking */
/* health_track(0); */
/* Recalculate interesting grids */
target_set_prepare(mode);
- y = py;
- x = px;
+ y = p_ptr->y;
+ x = p_ptr->x;
}
case 'o':
*
* Note that confusion over-rides any (explicit?) user choice.
*/
-bool get_aim_dir(int *dp)
+bool get_aim_dir(DIRECTION *dp)
{
- int dir;
-
+ DIRECTION dir;
char command;
-
cptr p;
+ COMMAND_CODE code;
/* Initialize */
(*dp) = 0;
#ifdef ALLOW_REPEAT /* TNB */
- if (repeat_pull(dp))
+ if (repeat_pull(&code))
{
/* Confusion? */
/* Verify */
- if (!(*dp == 5 && !target_okay()))
+ if (!(code == 5 && !target_okay()))
{
/* return (TRUE); */
- dir = *dp;
+ dir = (DIRECTION)code;
}
}
+ *dp = (DIRECTION)code;
#endif /* ALLOW_REPEAT -- TNB */
/* Choose a prompt */
if (!target_okay())
{
-#ifdef JP
-p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
-#else
- p = "Direction ('*' to choose a target, Escape to cancel)? ";
-#endif
-
+ p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
}
else
{
-#ifdef JP
-p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
-#else
- p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
-#endif
-
+ p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
}
/* Get a command (or Cancel) */
if (command_dir != dir)
{
/* Warn the user */
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
-#else
- msg_print("You are confused.");
-#endif
-
+ msg_print(_("あなたは混乱している。", "You are confused."));
}
/* Save direction */
#ifdef ALLOW_REPEAT /* TNB */
/* repeat_push(dir); */
- repeat_push(command_dir);
+ repeat_push((COMMAND_CODE)command_dir);
#endif /* ALLOW_REPEAT -- TNB */
* This function tracks and uses the "global direction", and uses
* that as the "desired direction", to which "confusion" is applied.
*/
-bool get_rep_dir(int *dp, bool under)
+bool get_rep_dir(DIRECTION *dp, bool under)
{
- int dir;
+ DIRECTION dir;
+ cptr prompt;
+ COMMAND_CODE code;
/* Initialize */
(*dp) = 0;
#ifdef ALLOW_REPEAT /* TNB */
- if (repeat_pull(dp))
+ if (repeat_pull(&code))
{
- dir = *dp;
+ dir = (DIRECTION)code;
/* return (TRUE); */
}
+ *dp = (DIRECTION)code;
#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 down */
+ if ((under) && ((ch == '5') || (ch == '-') || (ch == '.')))
+ {
+ dir = 5;
+ }
+ else
+ {
+ /* Look up the direction */
+ dir = get_keymap_dir(ch);
- /* Look up the direction */
- dir = get_keymap_dir(ch);
-
- /* Oops */
- if (!dir) bell();
+ /* Oops */
+ if (!dir) bell();
+ }
}
/* Prevent weirdness */
if (p_ptr->confused)
{
/* Warn the user */
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
-#else
- msg_print("You are confused.");
-#endif
+ msg_print(_("あなたは混乱している。", "You are confused."));
}
else
{
monster_desc(m_name, m_ptr, 0);
if (MON_CONFUSED(m_ptr))
{
-#ifdef JP
-msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name);
-#else
- msg_format("%^s is confusing.", m_name);
-
-#endif
+ msg_format(_("%sは混乱している。", "%^s is confusing."), m_name);
}
else
{
-#ifdef JP
-msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name);
-#else
-msg_format("You cannot control %s.", m_name);
-#endif
+ msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name);
}
}
}
#ifdef ALLOW_REPEAT /* TNB */
/* repeat_push(dir); */
- repeat_push(command_dir);
+ repeat_push((COMMAND_CODE)command_dir);
#endif /* ALLOW_REPEAT -- TNB */
}
-bool get_rep_dir2(int *dp)
+bool get_rep_dir2(DIRECTION *dp)
{
- int dir;
+ DIRECTION dir;
+ COMMAND_CODE code;
/* Initialize */
(*dp) = 0;
#ifdef ALLOW_REPEAT /* TNB */
- if (repeat_pull(dp))
+ if (repeat_pull(&code))
{
- dir = *dp;
+ dir = (DIRECTION)code;
/* return (TRUE); */
}
+ *dp = (DIRECTION)code;
#endif /* ALLOW_REPEAT -- TNB */
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(_("方向 (ESCで中断)? ", "Direction (Escape to cancel)? "), &ch, TRUE)) break;
/* Look up the direction */
dir = get_keymap_dir(ch);
if (command_dir != dir)
{
/* Warn the user */
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
-#else
- msg_print("You are confused.");
-#endif
-
+ msg_print(_("あなたは混乱している。", "You are confused."));
}
/* Save direction */
#ifdef ALLOW_REPEAT /* TNB */
/* repeat_push(dir); */
- repeat_push(command_dir);
+ repeat_push((COMMAND_CODE)command_dir);
#endif /* ALLOW_REPEAT -- TNB */
return (TRUE);
}
-
void gain_level_reward(int chosen_reward)
{
object_type *q_ptr;
object_type forge;
char wrath_reason[32] = "";
int nasty_chance = 6;
- int dummy = 0, dummy2 = 0;
+ OBJECT_TYPE_VALUE dummy = 0;
+ OBJECT_SUBTYPE_VALUE dummy2 = 0;
int type, effect;
cptr reward = NULL;
char o_name[MAX_NLEN];
#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!",
#endif
(void)gain_random_mutation(0);
-#ifdef JP
- reward = "ÊÑ°Û¤·¤¿¡£";
-#else
- reward = "mutation";
-#endif
+ reward = _("変異した。", "mutation");
}
else
{
{
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×");
-#else
- msg_print("'Thou needst a new form, mortal!'");
-#endif
+ msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'"));
do_poly_self();
-#ifdef JP
- reward = "ÊÑ°Û¤·¤¿¡£";
-#else
- reward = "polymorphing";
-#endif
+ reward = _("変異した。", "polymorphing");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×");
-#else
- msg_print("'Well done, mortal! Lead on!'");
-#endif
+ msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'"));
if (p_ptr->prace == RACE_ANDROID)
{
-#ifdef JP
- msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("But, nothing happen.");
-#endif
+ msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
}
else if (p_ptr->exp < PY_MAX_EXP)
{
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¡£");
-#else
- msg_print("You feel more experienced.");
-#endif
+ msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
gain_exp(ee);
-#ifdef JP
- reward = "·Ð¸³ÃͤòÆÀ¤¿";
-#else
- reward = "experience";
-#endif
+ reward = _("経験値を得た", "experience");
}
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×");
-#else
- msg_print("'Thou didst not deserve that, slave.'");
-#endif
+ msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'"));
if (p_ptr->prace == RACE_ANDROID)
{
-#ifdef JP
- msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("But, nothing happen.");
-#endif
+ msg_print(_("しかし何も起こらなかった。", "But, nothing happen."));
}
else
{
lose_exp(p_ptr->exp / 6);
-#ifdef JP
- reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£";
-#else
- reward = "losing experience";
-#endif
+ reward = _("経験値を失った。", "losing experience");
}
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
-#else
- msg_print("'Use my gift wisely.'");
-#endif
+ msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
- acquirement(py, px, 1, FALSE, FALSE);
-#ifdef JP
- reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
-#else
- reward = "a good item";
-#endif
+ acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE);
+ reward = _("上質なアイテムを手に入れた。", "a good item");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×");
-#else
- msg_print("'Use my gift wisely.'");
-#endif
+ msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'"));
- acquirement(py, px, 1, TRUE, FALSE);
-#ifdef JP
- reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
-#else
- reward = "an excellent item";
-#endif
+ acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE);
+ reward = _("高級品のアイテムを手に入れた。", "an excellent item");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤·õ¤ËÃͤ»¤ê¡£¡×");
-#else
- msg_print("'Thy deed hath earned thee a worthy blade.'");
-#endif
+ msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'"));
/* Get local object */
q_ptr = &forge;
q_ptr->name2 = EGO_CHAOTIC;
/* Drop it in the dungeon */
- (void)drop_near(q_ptr, -1, py, px);
-#ifdef JP
- reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£";
-#else
- reward = "chaos weapon";
-#endif
+ (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
+ reward = _("(混沌)の武器を手に入れた。", "chaos weapon");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤Ê󤤤ËÃͤ»¤ê¡£¡×");
-#else
- msg_print("'Thy deed hath earned thee a worthy reward.'");
-#endif
+ msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'"));
- acquirement(py, px, randint1(2) + 1, FALSE, FALSE);
-#ifdef JP
- reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
-#else
- reward = "good items";
-#endif
+ acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE);
+ reward = _("上質なアイテムを手に入れた。", "good items");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×");
-#else
- msg_print("'Behold, mortal, how generously I reward thy loyalty.'");
-#endif
+ 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。」", "'Behold, mortal, how generously I reward thy loyalty.'"));
- acquirement(py, px, randint1(2) + 1, TRUE, FALSE);
-#ifdef JP
- reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£";
-#else
- reward = "excellent items";
-#endif
+ acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE);
+ reward = _("高級品のアイテムを手に入れた。", "excellent items");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×");
-#else
- msg_print("'Thou art growing arrogant, mortal.'");
-#endif
+ msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'"));
(void)activate_ty_curse(FALSE, &count);
-#ifdef JP
- reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
-#else
- reward = "cursing";
-#endif
+ reward = _("禍々しい呪いをかけられた。", "cursing");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×");
-#else
- msg_print("'My pets, destroy the arrogant mortal!'");
-#endif
+ msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'"));
for (dummy = 0; dummy < randint1(5) + 1; dummy++)
{
- (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
+ (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
-#ifdef JP
- reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
-#else
- reward = "summoning hostile monsters";
-#endif
+ reward = _("モンスターを召喚された。", "summoning hostile monsters");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤Å¨¤òɬÍפȤ»¤ê¡ª¡×");
-#else
- msg_print("'Thou needst worthier opponents!'");
-#endif
+ msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'"));
- activate_hi_summon(py, px, FALSE);
-#ifdef JP
- reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
-#else
- reward = "summoning many hostile monsters";
-#endif
+ activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
+ reward = _("モンスターを召喚された。", "summoning many hostile monsters");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
-#else
- msg_print("'Death and destruction! This pleaseth me!'");
-#endif
+ msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
call_chaos();
-#ifdef JP
- reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£";
-#else
- reward = "calling chaos";
-#endif
+ reward = _("カオスの力が渦巻いた。", "calling chaos");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×");
-#else
- msg_print("'Stay, mortal, and let me mold thee.'");
-#endif
+ msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'"));
if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
do_inc_stat(chaos_stats[p_ptr->chaos_patron]);
else
do_inc_stat(randint0(6));
-#ifdef JP
- reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
-#else
- reward = "increasing a stat";
-#endif
+ reward = _("能力値が上がった。", "increasing a stat");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×");
-#else
- msg_print("'I grow tired of thee, mortal.'");
-#endif
+ msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'"));
if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0))
do_dec_stat(chaos_stats[p_ptr->chaos_patron]);
else
(void)do_dec_stat(randint0(6));
-#ifdef JP
- reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
-#else
- reward = "decreasing a stat";
-#endif
+ reward = _("能力値が下がった。", "decreasing a stat");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×");
-msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª");
-#else
- msg_print("'Thou needst a lesson in humility, mortal!'");
- msg_print("You feel less powerful!");
-#endif
+ msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'"));
+ msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!"));
for (dummy = 0; dummy < 6; dummy++)
{
(void)dec_stat(dummy, 10 + randint1(15), TRUE);
}
-#ifdef JP
- reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
-#else
- reward = "decreasing all stats";
-#endif
+ reward = _("全能力値が下がった。", "decreasing all stats");
break;
case REW_POLY_WND:
-#ifdef JP
-msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£",
-#else
- msg_format("You feel the power of %s touch you.",
-#endif
+ msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."),
chaos_patrons[p_ptr->chaos_patron]);
do_poly_wounds();
-#ifdef JP
- reward = "½ý¤¬ÊѲ½¤·¤¿¡£";
-#else
- reward = "polymorphing wounds";
-#endif
+ reward = _("傷が変化した。", "polymorphing wounds");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×");
-#else
- msg_print("'Receive this modest gift from me!'");
-#endif
+ msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'"));
for (dummy = 0; dummy < 6; dummy++)
{
(void)do_inc_stat(dummy);
}
-#ifdef JP
- reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£";
-#else
- reward = "increasing all stats";
-#endif
+ reward = _("全能力値が上がった。", "increasing all stats");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×");
-#else
- msg_print("'Suffer, pathetic fool!'");
-#endif
+ msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'"));
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¸¤·¤¿¡£";
-#else
- reward = "generating disintegration ball";
-#endif
+ reward = _("分解の球が発生した。", "generating disintegration ball");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×");
-#else
- msg_print("'Rise, my servant!'");
-#endif
+ msg_print(_("「甦るがよい、我が下僕よ!」", "'Rise, my servant!'"));
restore_level();
(void)set_poisoned(0);
{
(void)do_res_stat(dummy);
}
-#ifdef JP
- reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£";
-#else
- reward = "healing";
-#endif
+ reward = _("体力が回復した。", "healing");
break;
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
-#else
- msg_print("'Thou reliest too much on thy weapon.'");
-#endif
+ msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'"));
dummy = INVEN_RARM;
if (buki_motteruka(INVEN_LARM))
}
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);
-#else
- reward = format("destroying %s", o_name);
-#endif
+ reward = format(_("%sが破壊された。", "destroying %s"), o_name);
break;
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×");
-#else
- msg_print("'Thou reliest too much on thine equipment.'");
-#endif
+ msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'"));
object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
(void)curse_armor();
-#ifdef JP
- reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
-#else
- reward = format("destroying %s", o_name);
-#endif
+ reward = format(_("%sが破壊された。", "destroying %s"), o_name);
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×");
-#else
- msg_print("'Now thou shalt pay for annoying me.'");
-#endif
+ msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'"));
switch (randint1(4))
{
case 1:
(void)activate_ty_curse(FALSE, &count);
-#ifdef JP
- reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£";
-#else
- reward = "cursing";
-#endif
+ reward = _("禍々しい呪いをかけられた。", "cursing");
break;
case 2:
- activate_hi_summon(py, px, FALSE);
-#ifdef JP
- reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤µ¤ì¤¿¡£";
-#else
- reward = "summoning hostile monsters";
-#endif
+ activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
+ reward = _("モンスターを召喚された。", "summoning hostile monsters");
break;
case 3:
if (one_in_(2))
}
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);
-#else
- reward = format("destroying %s", o_name);
-#endif
+ reward = format(_("%sが破壊された。", "destroying %s"), o_name);
}
else
{
if (!inventory[INVEN_BODY].k_idx) break;
object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY);
(void)curse_armor();
-#ifdef JP
- reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name);
-#else
- reward = format("destroying %s", o_name);
-#endif
+ reward = format(_("%sが破壊された。", "destroying %s"), o_name);
}
break;
default:
{
(void)dec_stat(dummy, 10 + randint1(15), TRUE);
}
-#ifdef JP
- reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£";
-#else
- reward = "decreasing all stats";
-#endif
+ reward = _("全能力値が下がった。", "decreasing all stats");
break;
}
break;
case REW_WRATH:
-#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¹ì¤ÅϤä¿:",
-#else
- msg_format("The voice of %s thunders:",
-#endif
+ msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"),
chaos_patrons[p_ptr->chaos_patron]);
-#ifdef JP
-msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×");
-#else
- msg_print("'Die, mortal!'");
-#endif
+ msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'"));
take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1);
for (dummy = 0; dummy < 6; dummy++)
{
(void)dec_stat(dummy, 10 + randint1(15), FALSE);
}
- activate_hi_summon(py, px, FALSE);
+ activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
(void)activate_ty_curse(FALSE, &count);
if (one_in_(2))
{
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×");
-#else
- msg_print("'Death and destruction! This pleaseth me!'");
-#endif
+ msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'"));
- (void)destroy_area(py, px, 25, FALSE);
-#ifdef JP
- reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£";
-#else
- reward = "*destruct*ing dungeon";
-#endif
+ (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE);
+ reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
-#else
- msg_print("'Let me relieve thee of thine oppressors!'");
-#endif
+ msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
(void)symbol_genocide(0, FALSE);
-#ifdef JP
- reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
-#else
- reward = "genociding monsters";
-#endif
+ reward = _("モンスターが抹殺された。", "genociding monsters");
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:",
chaos_patrons[p_ptr->chaos_patron]);
#endif
-#ifdef JP
-msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×");
-#else
- msg_print("'Let me relieve thee of thine oppressors!'");
-#endif
+ msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'"));
(void)mass_genocide(0, FALSE);
-#ifdef JP
- reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£";
-#else
- reward = "genociding nearby monsters";
-#endif
+ reward = _("モンスターが抹殺された。", "genociding nearby monsters");
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]);
-#else
- msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]);
-#endif
+ msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]);
- if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET))
-#ifdef JP
-msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
-#else
- msg_print("Nobody ever turns up...");
-#endif
+ if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET))
+ msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
else
-#ifdef JP
- reward = "°Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
-#else
- reward = "a demonic servant";
-#endif
+ reward = _("悪魔がペットになった。", "a demonic servant");
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]);
-#else
- msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]);
-#endif
+ msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]);
- if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET))
-#ifdef JP
-msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
-#else
- msg_print("Nobody ever turns up...");
-#endif
+ if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET))
+ msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
else
-#ifdef JP
- reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
-#else
- reward = "a servant";
-#endif
+ reward = _("モンスターがペットになった。", "a servant");
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]);
-#else
- msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]);
-#endif
+ msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]);
- if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
-#ifdef JP
-msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿...");
-#else
- msg_print("Nobody ever turns up...");
-#endif
+ if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET))
+ msg_print(_("何も現れなかった...", "Nobody ever turns up..."));
else
-#ifdef JP
- reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£";
-#else
- reward = "an undead servant";
-#endif
+ reward = _("アンデッドがペットになった。", "an undead servant");
break;
default:
-#ifdef JP
-msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:",
-#else
- msg_format("The voice of %s stammers:",
-#endif
+ msg_format(_("%sの声がどもった:", "The voice of %s stammers:"),
chaos_patrons[p_ptr->chaos_patron]);
-#ifdef JP
-msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect);
-#else
- msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect);
-#endif
+ msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect);
}
}
if (reward)
{
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward));
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward));
-#endif
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward));
}
}
/*
+ * XAngband: determine if a given location is "interesting"
+ * based on target_set_accept function.
+ */
+static bool tgt_pt_accept(POSITION y, POSITION x)
+{
+ cave_type *c_ptr;
+
+ /* Bounds */
+ if (!(in_bounds(y, x))) return (FALSE);
+
+ /* Player grid is always interesting */
+ if ((y == p_ptr->y) && (x == p_ptr->x)) 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)
+{
+ POSITION 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)
+bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr)
{
char ch = 0;
- int d, x, y;
+ int d, n = 0;
+ POSITION x, y;
bool success = FALSE;
int wid, hgt;
/* Get size */
get_screen_size(&wid, &hgt);
- x = px;
- y = py;
+ x = p_ptr->x;
+ y = p_ptr->y;
-#ifdef JP
-msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£");
-#else
- msg_print("Select a point and press space.");
-#endif
+ if (expand_list)
+ {
+ tgt_pt_prepare();
+ }
+
+ msg_print(_("場所を選んでスペースキーを押して下さい。", "Select a point and press space."));
msg_flag = FALSE; /* prevents "-more-" message. */
while ((ch != ESCAPE) && !success)
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 = p_ptr->y;
+ x = p_ptr->x;
+ 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);
}
-bool get_hack_dir(int *dp)
+bool get_hack_dir(DIRECTION *dp)
{
- int dir;
+ DIRECTION dir;
cptr p;
char command;
-
/* Initialize */
(*dp) = 0;
/* Choose a prompt */
if (!target_okay())
{
-#ifdef JP
-p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? ";
-#else
- p = "Direction ('*' to choose a target, Escape to cancel)? ";
-#endif
-
+ p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? ");
}
else
{
-#ifdef JP
-p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? ";
-#else
- p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? ";
-#endif
-
+ p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? ");
}
/* Get a command (or Cancel) */
if (command_dir != dir)
{
/* Warn the user */
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£");
-#else
- msg_print("You are confused.");
-#endif
-
+ msg_print(_("あなたは混乱している。", "You are confused."));
}
/* Save direction */
/*
- * ¥¨¥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
}
-/*
- * Return bow energy
+/*!
+ * @brief 射撃武器の攻撃に必要な基本消費エネルギーを返す/Return bow energy
+ * @param sval 射撃武器のアイテム副分類ID
+ * @return 消費する基本エネルギー
*/
-s16b bow_energy(int sval)
+ENERGY bow_energy(OBJECT_SUBTYPE_VALUE sval)
{
- int energy = 100;
+ ENERGY energy = 10000;
/* Analyze the launcher */
switch (sval)
/*
* Return bow tmul
*/
-int bow_tmul(int sval)
+int bow_tmul(OBJECT_SUBTYPE_VALUE sval)
{
int tmul = 0;
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
+ */
+
+IDX rumor_num(char *zz, IDX max_idx)
+{
+ if (strcmp(zz, "*") == 0) return randint1(max_idx - 1);
+ return (IDX)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)
+{
+ errr err;
+ int section = 0;
+ char Rumor[1024];
+
+ if (ex)
+ {
+ if (randint0(3) == 0) section = 1;
+ }
+
+ err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10),
+ get_rnd_line("rumors.txt", section, Rumor));
+ if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong."));
+
+ 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)
+ {
+ IDX 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)
+ {
+ MONRACE_IDX 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)
+ {
+ IDX 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 */
+ if (err) msg_print(_("この情報は間違っている。", "This information is wrong."));
+ }
+ else
+ {
+ msg_format("%s", Rumor);
+ }
+}