X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fcmd2.c;h=bafddf74f86cf7cbb0c7751c0183fc1e6fc1d4e2;hb=643861c992b8d0a9f447f48fc4ec19dabb5c165b;hp=7a6e352be79f456a77ebcd4d874c41899676aa7c;hpb=fe7f166633dd4c832131edfc3d157ef8c9925dc2;p=hengband%2Fhengband.git diff --git a/src/cmd2.c b/src/cmd2.c index 7a6e352be..bafddf74f 100644 --- a/src/cmd2.c +++ b/src/cmd2.c @@ -1,6 +1,8 @@ -/* File: cmd2.c */ - -/* +/*! + * @file cmd2.c + * @brief プレイヤーのコマンド処理2 / Movement commands (part 2) + * @date 2014/01/02 + * @author * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke * * This software may be copied and distributed for educational, research, @@ -8,10 +10,15 @@ * are included in all such copies. Other copyrights may also apply. */ -/* Purpose: Movement commands (part 2) */ - #include "angband.h" +#include "chest.h" +#include "object-hook.h" +/*! + * @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理 + * @param down_stair TRUEならば階段を降りる処理、FALSEなら階段を昇る処理による内容 + * @return フロア移動を実際に行うならTRUE、キャンセルする場合はFALSE + */ bool confirm_leave_level(bool down_stair) { quest_type *q_ptr = &quest[p_ptr->inside_quest]; @@ -25,13 +32,8 @@ bool confirm_leave_level(bool down_stair) ((q_ptr->status != QUEST_STATUS_STAGE_COMPLETED) || (down_stair && (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED)))))) { -#ifdef JP - msg_print("¤³¤Î³¬¤ò°ìÅÙµî¤ë¤ÈÆóÅÙ¤ÈÌá¤Ã¤ÆÍè¤é¤ì¤Þ¤»¤ó¡£"); - if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©")) return TRUE; -#else - msg_print("You can't come back here once you leave this floor."); - if (get_check("Really leave this floor? ")) return TRUE; -#endif + msg_print(_("この階を一度去ると二度と戻って来られません。", "You can't come back here once you leave this floor.")); + if (get_check(_("本当にこの階を去りますか?", "Really leave this floor? "))) return TRUE; } else { @@ -40,16 +42,16 @@ bool confirm_leave_level(bool down_stair) return FALSE; } - -/* - * Go up one level +/*! + * @brief 階段を使って階層を昇る処理 / Go up one level + * @return なし */ void do_cmd_go_up(void) { bool go_up = FALSE; /* Player grid */ - cave_type *c_ptr = &cave[py][px]; + cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x]; feature_type *f_ptr = &f_info[c_ptr->feat]; int up_num = 0; @@ -62,12 +64,7 @@ void do_cmd_go_up(void) /* Verify stairs */ if (!have_flag(f_ptr->flags, FF_LESS)) { -#ifdef JP - msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£"); -#else - msg_print("I see no up staircase here."); -#endif - + msg_print(_("ここには上り階段が見当たらない。", "I see no up staircase here.")); return; } @@ -79,14 +76,10 @@ void do_cmd_go_up(void) /* Success */ -#ifdef JP if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª"); + msg_print(_("なんだこの階段は!", "What's this STAIRWAY!")); else - msg_print("¾å¤Î³¬¤ËÅФä¿¡£"); -#else - msg_print("You enter the up staircase."); -#endif + msg_print(_("上の階に登った。", "You enter the up staircase.")); leave_quest_check(); @@ -116,7 +109,7 @@ void do_cmd_go_up(void) p_ptr->oldpy = 0; /* Hack -- take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* End the command */ return; @@ -135,7 +128,7 @@ void do_cmd_go_up(void) if (!go_up) return; /* Hack -- take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; if (autosave_l) do_cmd_save_game(TRUE); @@ -182,40 +175,29 @@ void do_cmd_go_up(void) if (dun_level - up_num < d_info[dungeon_type].mindepth) up_num = dun_level; } - -#ifdef JP - if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "³¬Ãʤò¾å¤Ã¤¿"); -#else - if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "climbed up the stairs to"); -#endif + if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to")); /* Success */ -#ifdef JP if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª"); + msg_print(_("なんだこの階段は!", "What's this STAIRWAY!")); else if (up_num == dun_level) - msg_print("ÃϾå¤ËÌá¤Ã¤¿¡£"); + msg_print(_("地上に戻った。", "You go back to the surface.")); else - msg_print("³¬Ãʤò¾å¤Ã¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£"); -#else - if (up_num == dun_level) - msg_print("You go back to the surface."); - else - msg_print("You enter a maze of up staircases."); -#endif + msg_print(_("階段を上って新たなる迷宮へと足を踏み入れた。", "You enter a maze of up staircases.")); /* Leaving */ p_ptr->leaving = TRUE; } -/* - * Go down one level +/*! + * @brief 階段を使って階層を降りる処理 / Go down one level + * @return なし */ void do_cmd_go_down(void) { /* Player grid */ - cave_type *c_ptr = &cave[py][px]; + cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x]; feature_type *f_ptr = &f_info[c_ptr->feat]; bool fall_trap = FALSE; @@ -229,12 +211,7 @@ void do_cmd_go_down(void) /* Verify stairs */ if (!have_flag(f_ptr->flags, FF_MORE)) { -#ifdef JP - msg_print("¤³¤³¤Ë¤Ï²¼¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£"); -#else - msg_print("I see no down staircase here."); -#endif - + msg_print(_("ここには下り階段が見当たらない。", "I see no down staircase here.")); return; } @@ -252,14 +229,10 @@ void do_cmd_go_down(void) /* Confirm Leaving */ if(!confirm_leave_level(TRUE)) return; -#ifdef JP if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª"); + msg_print(_("なんだこの階段は!", "What's this STAIRWAY!")); else - msg_print("²¼¤Î³¬¤Ë¹ß¤ê¤¿¡£"); -#else - msg_print("You enter the down staircase."); -#endif + msg_print(_("下の階に降りた。", "You enter the down staircase.")); leave_quest_check(); leave_tower_check(); @@ -291,7 +264,7 @@ void do_cmd_go_down(void) /* Hack -- take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; } else @@ -304,27 +277,19 @@ void do_cmd_go_down(void) if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND)) { -#ifdef JP - msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÆþ¸ý¤ÏºÉ¤¬¤ì¤Æ¤¤¤ë¡ª"); -#else - msg_print("The entrance of this dungeon is closed!"); -#endif + msg_print(_("ダンジョンの入口は塞がれている!", "The entrance of this dungeon is closed!")); return; } if (!max_dlv[target_dungeon]) { -#ifdef JP - msg_format("¤³¤³¤Ë¤Ï%s¤ÎÆþ¤ê¸ý(%d³¬ÁêÅö)¤¬¤¢¤ê¤Þ¤¹", d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth); - if (!get_check("ËÜÅö¤Ë¤³¤Î¥À¥ó¥¸¥ç¥ó¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return; -#else - msg_format("There is the entrance of %s (Danger level: %d)", d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth); - if (!get_check("Do you really get in this dungeon? ")) return; -#endif + msg_format(_("ここには%sの入り口(%d階相当)があります", "There is the entrance of %s (Danger level: %d)"), + d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth); + if (!get_check(_("本当にこのダンジョンに入りますか?", "Do you really get in this dungeon? "))) return; } /* Save old player position */ - p_ptr->oldpx = px; - p_ptr->oldpy = py; + p_ptr->oldpx = p_ptr->x; + p_ptr->oldpy = p_ptr->y; dungeon_type = (byte)target_dungeon; /* @@ -335,7 +300,7 @@ void do_cmd_go_down(void) } /* Hack -- take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; if (autosave_l) do_cmd_save_game(TRUE); @@ -352,44 +317,27 @@ void do_cmd_go_down(void) if (record_stair) { -#ifdef JP - if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Íî¤È¤·¸Í¤ËÍî¤Á¤¿"); - else do_cmd_write_nikki(NIKKI_STAIR, down_num, "³¬Ãʤò²¼¤ê¤¿"); -#else - if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "fell through a trap door"); - else do_cmd_write_nikki(NIKKI_STAIR, down_num, "climbed down the stairs to"); -#endif + if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, _("落とし戸に落ちた", "fell through a trap door")); + else do_cmd_write_nikki(NIKKI_STAIR, down_num, _("階段を下りた", "climbed down the stairs to")); } if (fall_trap) { -#ifdef JP - msg_print("¤ï¤¶¤ÈÍî¤È¤·¸Í¤ËÍî¤Á¤¿¡£"); -#else - msg_print("You deliberately jump through the trap door."); -#endif + msg_print(_("わざと落とし戸に落ちた。", "You deliberately jump through the trap door.")); } else { /* Success */ if (target_dungeon) { -#ifdef JP - msg_format("%s¤ØÆþ¤Ã¤¿¡£", d_text + d_info[dungeon_type].text); -#else - msg_format("You entered %s.", d_text + d_info[dungeon_type].text); -#endif + msg_format(_("%sへ入った。", "You entered %s."), d_text + d_info[dungeon_type].text); } else { -#ifdef JP if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª"); + msg_print(_("なんだこの階段は!", "What's this STAIRWAY!")); else - msg_print("³¬Ãʤò²¼¤ê¤Æ¿·¤¿¤Ê¤ë̵ܤؤÈ­¤òƧ¤ßÆþ¤ì¤¿¡£"); -#else - msg_print("You enter a maze of down staircases."); -#endif + msg_print(_("階段を下りて新たなる迷宮へと足を踏み入れた。", "You enter a maze of down staircases.")); } } @@ -418,9 +366,9 @@ void do_cmd_go_down(void) } - -/* - * Simple command to "search" for one turn +/*! + * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn + * @return なし */ void do_cmd_search(void) { @@ -436,34 +384,31 @@ void do_cmd_search(void) /* Cancel the arg */ command_arg = 0; } - - /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Search */ search(); } -/* - * Determine if a grid contains a chest +/*! + * @brief 該当のマスに存在している箱のオブジェクトIDを返す。 + * @param y 走査対象にしたいマスのY座標 + * @param x 走査対象にしたいマスのX座標 + * @param trapped TRUEならばトラップが存在する箱のみ、FALSEならば空でない箱全てを対象にする + * @return 箱が存在する場合そのオブジェクトID、存在しない場合0を返す。 */ -static s16b chest_check(int y, int x, bool trapped) +static OBJECT_IDX chest_check(POSITION y, POSITION x, bool trapped) { cave_type *c_ptr = &cave[y][x]; - - s16b this_o_idx, next_o_idx = 0; - + OBJECT_IDX this_o_idx, next_o_idx = 0; /* Scan all objects in the grid */ for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; - /* Acquire object */ o_ptr = &o_list[this_o_idx]; - - /* Acquire next object */ next_o_idx = o_ptr->next_o_idx; /* Skip unknown chests XXX XXX */ @@ -477,432 +422,27 @@ static s16b chest_check(int y, int x, bool trapped) return (this_o_idx); } } - - /* No chest */ return (0); } - -/* - * Allocates objects upon opening a chest -BEN- - * - * Disperse treasures from the given chest, centered at (x,y). - * - * Small chests often contain "gold", while Large chests always contain - * items. Wooden chests contain 2 items, Iron chests contain 4 items, - * and Steel chests contain 6 items. The "value" of the items in a - * chest is based on the "power" of the chest, which is in turn based - * on the level on which the chest is generated. - */ -static void chest_death(bool scatter, int y, int x, s16b o_idx) -{ - int number; - - bool small; - u32b mode = AM_GOOD; - - object_type forge; - object_type *q_ptr; - - object_type *o_ptr = &o_list[o_idx]; - - - /* Small chests often hold "gold" */ - small = (o_ptr->sval < SV_CHEST_MIN_LARGE); - - /* Determine how much to drop (see above) */ - number = (o_ptr->sval % SV_CHEST_MIN_LARGE) * 2; - - if (o_ptr->sval == SV_CHEST_KANDUME) - { - number = 5; - small = FALSE; - mode |= AM_GREAT; - object_level = o_ptr->xtra3; - } - else - { - /* Determine the "value" of the items */ - object_level = ABS(o_ptr->pval) + 10; - } - - /* Zero pval means empty chest */ - if (!o_ptr->pval) number = 0; - - /* Opening a chest */ - opening_chest = TRUE; - - /* Drop some objects (non-chests) */ - for (; number > 0; --number) - { - /* Get local object */ - q_ptr = &forge; - - /* Wipe the object */ - object_wipe(q_ptr); - - /* Small chests often drop gold */ - if (small && (randint0(100) < 25)) - { - /* Make some gold */ - if (!make_gold(q_ptr)) continue; - } - - /* Otherwise drop an item */ - else - { - /* Make a good object */ - if (!make_object(q_ptr, mode)) continue; - } - - /* If chest scatters its contents, pick any floor square. */ - if (scatter) - { - int i; - for (i = 0; i < 200; i++) - { - /* Pick a totally random spot. */ - y = randint0(MAX_HGT); - x = randint0(MAX_WID); - - /* Must be an empty floor. */ - if (!cave_empty_bold(y, x)) continue; - - /* Place the object there. */ - drop_near(q_ptr, -1, y, x); - - /* Done. */ - break; - } - } - /* Normally, drop object near the chest. */ - else drop_near(q_ptr, -1, y, x); - } - - /* Reset the object level */ - object_level = base_level; - - /* No longer opening a chest */ - opening_chest = FALSE; - - /* Empty */ - o_ptr->pval = 0; - - /* Known */ - object_known(o_ptr); -} - - -/* - * Chests have traps too. - * - * Exploding chest destroys contents (and traps). - * Note that the chest itself is never destroyed. - */ -static void chest_trap(int y, int x, s16b o_idx) -{ - int i, trap; - - object_type *o_ptr = &o_list[o_idx]; - - int mon_level = o_ptr->xtra3; - - /* Ignore disarmed chests */ - if (o_ptr->pval <= 0) return; - - /* Obtain the traps */ - trap = chest_traps[o_ptr->pval]; - - /* Lose strength */ - if (trap & (CHEST_LOSE_STR)) - { -#ifdef JP - msg_print("»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¾®¤µ¤Ê¿Ë¤Ë»É¤µ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª"); - take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "ÆÇ¿Ë", -1); -#else - msg_print("A small needle has pricked you!"); - take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1); -#endif - - (void)do_dec_stat(A_STR); - } - - /* Lose constitution */ - if (trap & (CHEST_LOSE_CON)) - { -#ifdef JP - msg_print("»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¾®¤µ¤Ê¿Ë¤Ë»É¤µ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª"); - take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "ÆÇ¿Ë", -1); -#else - msg_print("A small needle has pricked you!"); - take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1); -#endif - - (void)do_dec_stat(A_CON); - } - - /* Poison */ - if (trap & (CHEST_POISON)) - { -#ifdef JP - msg_print("ÆÍÇ¡¿á¤­½Ð¤·¤¿Îп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª"); -#else - msg_print("A puff of green gas surrounds you!"); -#endif - - if (!(p_ptr->resist_pois || IS_OPPOSE_POIS())) - { - (void)set_poisoned(p_ptr->poisoned + 10 + randint1(20)); - } - } - - /* Paralyze */ - if (trap & (CHEST_PARALYZE)) - { -#ifdef JP - msg_print("ÆÍÇ¡¿á¤­½Ð¤·¤¿²«¿§¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª"); -#else - msg_print("A puff of yellow gas surrounds you!"); -#endif - - - if (!p_ptr->free_act) - { - (void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20)); - } - } - - /* Summon monsters */ - if (trap & (CHEST_SUMMON)) - { - int num = 2 + randint1(3); -#ifdef JP - msg_print("ÆÍÇ¡¿á¤­½Ð¤·¤¿±ì¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª"); -#else - msg_print("You are enveloped in a cloud of smoke!"); -#endif - - - for (i = 0; i < num; i++) - { - if (randint1(100)pval / 5, 7); - - for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++) - { - (void)summon_specific(0, y, x, mon_level, SUMMON_BIRD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - } - - /* Various colorful summonings. */ - if (trap & (CHEST_H_SUMMON)) - { - /* Summon demons. */ - if (one_in_(4)) - { -#ifdef JP - msg_print("±ê¤Èⲫ¤Î±À¤ÎÃæ¤Ë°­Ë⤬»Ñ¤ò¸½¤·¤¿¡ª"); -#else - msg_print("Demons materialize in clouds of fire and brimstone!"); -#endif - - for (i = 0; i < randint1(3) + 2; i++) - { - (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5); - (void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - } - - /* Summon dragons. */ - else if (one_in_(3)) - { -#ifdef JP - msg_print("°Å°Ç¤Ë¥É¥é¥´¥ó¤Î±Æ¤¬¤Ü¤ó¤ä¤ê¤È¸½¤ì¤¿¡ª"); -#else - msg_print("Draconic forms loom out of the darkness!"); -#endif - - for (i = 0; i < randint1(3) + 2; i++) - { - (void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - } - - /* Summon hybrids. */ - else if (one_in_(2)) - { -#ifdef JP - msg_print("´ñ̯¤Ê»Ñ¤Î²øʪ¤¬½±¤Ã¤ÆÍ褿¡ª"); -#else - msg_print("Creatures strange and twisted assault you!"); -#endif - - for (i = 0; i < randint1(5) + 3; i++) - { - (void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - } - - /* Summon vortices (scattered) */ - else - { -#ifdef JP - msg_print("±²´¬¤¬¹çÂΤ·¡¢ÇËÎö¤·¤¿¡ª"); -#else - msg_print("Vortices coalesce and wreak destruction!"); -#endif - - for (i = 0; i < randint1(3) + 2; i++) - { - (void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); - } - } - } - - /* Dispel player. */ - if ((trap & (CHEST_RUNES_OF_EVIL)) && o_ptr->k_idx) - { - /* Determine how many nasty tricks can be played. */ - int nasty_tricks_count = 4 + randint0(3); - - /* Message. */ -#ifdef JP - msg_print("¶²¤í¤·¤¤À¼¤¬¶Á¤¤¤¿: ¡Ö°Å°Ç¤¬Æò¤ò¤Ä¤Ä¤Þ¤ó¡ª¡×"); -#else - msg_print("Hideous voices bid: 'Let the darkness have thee!'"); -#endif - - /* This is gonna hurt... */ - for (; nasty_tricks_count > 0; nasty_tricks_count--) - { - /* ...but a high saving throw does help a little. */ - if (randint1(100+o_ptr->pval*2) > p_ptr->skill_sav) - { -#ifdef JP - if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "ÇËÌǤΥȥé¥Ã¥×¤ÎÊõÈ¢", -1); -#else - if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "a chest dispel-player trap", -1); -#endif - else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200); - else if (one_in_(4)) - { - if (!p_ptr->free_act) - (void)set_paralyzed(p_ptr->paralyzed + 2 + - randint0(6)); - else - (void)set_stun(p_ptr->stun + 10 + - randint0(100)); - } - else if (one_in_(3)) apply_disenchant(0); - else if (one_in_(2)) - { - (void)do_dec_stat(A_STR); - (void)do_dec_stat(A_DEX); - (void)do_dec_stat(A_CON); - (void)do_dec_stat(A_INT); - (void)do_dec_stat(A_WIS); - (void)do_dec_stat(A_CHR); - } - else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1); - } - } - } - - /* Aggravate monsters. */ - if (trap & (CHEST_ALARM)) - { -#ifdef JP - msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª"); -#else - msg_print("An alarm sounds!"); -#endif - aggravate_monsters(0); - } - - /* Explode */ - if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx) - { -#ifdef JP - msg_print("ÆÍÁ³¡¢È¢¤¬Çúȯ¤·¤¿¡ª"); - msg_print("È¢¤ÎÃæ¤Îʪ¤Ï¤¹¤Ù¤ÆÊ´¡¹¤ËºÕ¤±»¶¤Ã¤¿¡ª"); -#else - msg_print("There is a sudden explosion!"); - msg_print("Everything inside the chest is destroyed!"); -#endif - - o_ptr->pval = 0; - sound(SOUND_EXPLODE); -#ifdef JP - take_hit(DAMAGE_ATTACK, damroll(5, 8), "Çúȯ¤¹¤ëÈ¢", -1); -#else - take_hit(DAMAGE_ATTACK, damroll(5, 8), "an exploding chest", -1); -#endif - - } - /* Scatter contents. */ - if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx) - { -#ifdef JP - msg_print("ÊõÈ¢¤ÎÃæ¿È¤Ï¥À¥ó¥¸¥ç¥ó¤¸¤å¤¦¤Ë»¶Í𤷤¿¡ª"); -#else - msg_print("The contents of the chest scatter all over the dungeon!"); -#endif - chest_death(TRUE, y, x, o_idx); - o_ptr->pval = 0; - } -} - - -/* +/*! + * @brief 箱を開けるコマンドのメインルーチン / * Attempt to open the given chest at the given location - * + * @param y 箱の存在するマスのY座標 + * @param x 箱の存在するマスのX座標 + * @param o_idx 箱のオブジェクトID + * @return 箱が開かなかった場合TRUE / Returns TRUE if repeated commands may continue + * @details * Assume there is no monster blocking the destination - * - * Returns TRUE if repeated commands may continue */ -static bool do_cmd_open_chest(int y, int x, s16b o_idx) +static bool do_cmd_open_chest(POSITION y, POSITION x, OBJECT_IDX o_idx) { int i, j; - bool flag = TRUE; - bool more = FALSE; - object_type *o_ptr = &o_list[o_idx]; - - /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Attempt to unlock it */ if (o_ptr->pval > 0) @@ -926,12 +466,7 @@ static bool do_cmd_open_chest(int y, int x, s16b o_idx) /* Success -- May still have traps */ if (randint0(100) < j) { -#ifdef JP - msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£"); -#else - msg_print("You have picked the lock."); -#endif - + msg_print(_("鍵をはずした。", "You have picked the lock.")); gain_exp(1); flag = TRUE; } @@ -942,11 +477,7 @@ static bool do_cmd_open_chest(int y, int x, s16b o_idx) /* We may continue repeating */ more = TRUE; if (flush_failure) flush(); -#ifdef JP - msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You failed to pick the lock."); -#endif + msg_print(_("鍵をはずせなかった。", "You failed to pick the lock.")); } } @@ -960,28 +491,33 @@ static bool do_cmd_open_chest(int y, int x, s16b o_idx) /* Let the Chest drop items */ chest_death(FALSE, y, x, o_idx); } - - /* Result */ return (more); } - -#if defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) /* TNB */ - -/* - * Return TRUE if the given feature is an open door +/*! + * @brief 地形は開くものであって、かつ開かれているかを返す / + * Attempt to open the given chest at the given location + * @param feat 地形ID + * @return 開いた地形である場合TRUEを返す / Return TRUE if the given feature is an open door */ -static bool is_open(int feat) +static bool is_open(IDX feat) { return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE)); } -/* - * Return the number of features around (or under) the character. +/*! + * @brief プレイヤーの周辺9マスに該当する地形がいくつあるかを返す / + * Attempt to open the given chest at the given location + * @param y 該当する地形の中から1つのY座標を返す参照ポインタ + * @param x 該当する地形の中から1つのX座標を返す参照ポインタ + * @param test 地形条件を判定するための関数ポインタ + * @param under TRUEならばプレイヤーの直下の座標も走査対象にする + * @return 該当する地形の数 + * @details Return the number of features around (or under) the character. * Usually look for doors and floor traps. */ -static int count_dt(int *y, int *x, bool (*test)(int feat), bool under) +static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under) { int d, count, xx, yy; @@ -992,14 +528,14 @@ static int count_dt(int *y, int *x, bool (*test)(int feat), bool under) for (d = 0; d < 9; d++) { cave_type *c_ptr; - s16b feat; + FEAT_IDX feat; /* if not searching under player continue */ if ((d == 8) && !under) continue; /* Extract adjacent (legal) location */ - yy = py + ddy_ddd[d]; - xx = px + ddx_ddd[d]; + yy = p_ptr->y + ddy_ddd[d]; + xx = p_ptr->x + ddx_ddd[d]; /* Get the cave */ c_ptr = &cave[yy][xx]; @@ -1026,13 +562,20 @@ static int count_dt(int *y, int *x, bool (*test)(int feat), bool under) } -/* +/*! + * @brief プレイヤーの周辺9マスに箱のあるマスがいくつあるかを返す / * Return the number of chests around (or under) the character. + * @param y 該当するマスの中から1つのY座標を返す参照ポインタ + * @param x 該当するマスの中から1つのX座標を返す参照ポインタ + * @param trapped TRUEならばトラップの存在が判明している箱のみ対象にする + * @return 該当する地形の数 + * @details * If requested, count only trapped chests. */ -static int count_chests(int *y, int *x, bool trapped) +static int count_chests(POSITION *y, POSITION *x, bool trapped) { - int d, count, o_idx; + int d, count; + OBJECT_IDX o_idx; object_type *o_ptr; @@ -1043,8 +586,8 @@ static int count_chests(int *y, int *x, bool trapped) for (d = 0; d < 9; d++) { /* Extract adjacent (legal) location */ - int yy = py + ddy_ddd[d]; - int xx = px + ddx_ddd[d]; + POSITION yy = p_ptr->y + ddy_ddd[d]; + POSITION xx = p_ptr->x + ddx_ddd[d]; /* No (visible) chest is there */ if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue; @@ -1072,16 +615,20 @@ static int count_chests(int *y, int *x, bool trapped) } -/* +/*! + * @brief プレイヤーから指定の座標がどの方角にあるかを返す / * Convert an adjacent location to a direction. + * @param y 方角を確認したY座標 + * @param x 方角を確認したX座標 + * @return 方向ID */ -static int coords_to_dir(int y, int x) +static DIRECTION coords_to_dir(POSITION y, POSITION x) { int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} }; int dy, dx; - dy = y - py; - dx = x - px; + dy = y - p_ptr->y; + dx = x - p_ptr->x; /* Paranoia */ if (ABS(dx) > 1 || ABS(dy) > 1) return (0); @@ -1089,32 +636,27 @@ static int coords_to_dir(int y, int x) return d[dx + 1][dy + 1]; } -#endif /* defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) -- TNB */ - - -/* +/*! + * @brief 「開ける」動作コマンドのサブルーチン / * Perform the basic "open" command on doors - * + * @param y 対象を行うマスのY座標 + * @param x 対象を行うマスのX座標 + * @return 実際に処理が行われた場合TRUEを返す。 + * @details * Assume destination is a closed/locked/jammed door - * * Assume there is no monster blocking the destination - * * Returns TRUE if repeated commands may continue */ -static bool do_cmd_open_aux(int y, int x) +static bool do_cmd_open_aux(POSITION y, POSITION x) { int i, j; /* Get requested grid */ cave_type *c_ptr = &cave[y][x]; - feature_type *f_ptr = &f_info[c_ptr->feat]; - bool more = FALSE; - - /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Seeing true feature code (ignore mimic) */ @@ -1122,12 +664,7 @@ static bool do_cmd_open_aux(int y, int x) if (!have_flag(f_ptr->flags, FF_OPEN)) { /* Stuck */ -#ifdef JP - msg_format("%s¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£", f_name + f_info[get_feat_mimic(c_ptr)].name); -#else - msg_format("The %s appears to be stuck.", f_name + f_info[get_feat_mimic(c_ptr)].name); -#endif - + msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name); } /* Locked door */ @@ -1143,7 +680,7 @@ static bool do_cmd_open_aux(int y, int x) /* Extract the lock power */ j = f_ptr->power; - /* Extract the difficulty XXX XXX XXX */ + /* Extract the difficulty */ j = i - (j * 4); /* Always have a small chance of success */ @@ -1152,17 +689,11 @@ static bool do_cmd_open_aux(int y, int x) /* Success */ if (randint0(100) < j) { - /* Message */ -#ifdef JP - msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£"); -#else - msg_print("You have picked the lock."); -#endif + msg_print(_("鍵をはずした。", "You have picked the lock.")); /* Open the door */ cave_alter_feat(y, x, FF_OPEN); - /* Sound */ sound(SOUND_OPENDOOR); /* Experience */ @@ -1175,13 +706,7 @@ static bool do_cmd_open_aux(int y, int x) /* Failure */ if (flush_failure) flush(); - /* Message */ -#ifdef JP - msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You failed to pick the lock."); -#endif - + msg_print(_("鍵をはずせなかった。", "You failed to pick the lock.")); /* We may keep trying */ more = TRUE; @@ -1194,26 +719,23 @@ static bool do_cmd_open_aux(int y, int x) /* Open the door */ cave_alter_feat(y, x, FF_OPEN); - /* Sound */ sound(SOUND_OPENDOOR); } - - /* Result */ return (more); } - - -/* +/*! + * @brief 「開ける」コマンドのメインルーチン / * Open a closed/locked/jammed door or a closed/locked chest. - * + * @return なし + * @details * Unlocking a locked door/chest is worth one experience point. */ void do_cmd_open(void) { - int y, x, dir; - - s16b o_idx; + POSITION y, x; + DIRECTION dir; + OBJECT_IDX o_idx; bool more = FALSE; @@ -1222,8 +744,6 @@ void do_cmd_open(void) set_action(ACTION_NONE); } -#ifdef ALLOW_EASY_OPEN /* TNB */ - /* Option: Pick a direction */ if (easy_open) { @@ -1244,8 +764,6 @@ void do_cmd_open(void) } } -#endif /* ALLOW_EASY_OPEN -- TNB */ - /* Allow repeated command */ if (command_arg) { @@ -1262,12 +780,12 @@ void do_cmd_open(void) /* Get a "repeated" direction */ if (get_rep_dir(&dir, TRUE)) { - s16b feat; + FEAT_IDX feat; cave_type *c_ptr; /* Get requested location */ - y = py + ddy[dir]; - x = px + ddx[dir]; + y = p_ptr->y + ddy[dir]; + x = p_ptr->x + ddx[dir]; /* Get requested grid */ c_ptr = &cave[y][x]; @@ -1281,29 +799,16 @@ void do_cmd_open(void) /* Nothing useful */ if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx) { - /* Message */ -#ifdef JP - msg_print("¤½¤³¤Ë¤Ï³«¤±¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£"); -#else - msg_print("You see nothing there to open."); -#endif - + msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open.")); } /* Monster in the way */ else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx) { - /* Take a turn */ - energy_use = 100; - - /* Message */ -#ifdef JP - msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª"); -#else - msg_print("There is a monster in the way!"); -#endif - + p_ptr->energy_use = 100; + msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); + /* Attack */ py_attack(y, x, 0); } @@ -1324,29 +829,30 @@ void do_cmd_open(void) } /* Cancel repeat unless we may continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } -/* +/*! + * @brief 「閉じる」動作コマンドのサブルーチン / * Perform the basic "close" command - * + * @param y 対象を行うマスのY座標 + * @param x 対象を行うマスのX座標 + * @return 実際に処理が行われた場合TRUEを返す。 + * @details * Assume destination is an open/broken door - * * Assume there is no monster blocking the destination - * * Returns TRUE if repeated commands may continue */ -static bool do_cmd_close_aux(int y, int x) +static bool do_cmd_close_aux(POSITION y, POSITION x) { /* Get grid and contents */ cave_type *c_ptr = &cave[y][x]; - s16b old_feat = c_ptr->feat; - bool more = FALSE; + FEAT_IDX old_feat = c_ptr->feat; + bool more = FALSE; - /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Seeing true feature code (ignore mimic) */ @@ -1359,12 +865,7 @@ static bool do_cmd_close_aux(int y, int x) if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) && (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP)) { - /* Message */ -#ifdef JP - msg_print("²¿¤«¤¬¤Ä¤Ã¤«¤¨¤ÆÊĤޤé¤Ê¤¤¡£"); -#else - msg_print("There seems stuck."); -#endif + msg_print(_("何かがつっかえて閉まらない。", "There seems stuck.")); } else { @@ -1374,32 +875,29 @@ static bool do_cmd_close_aux(int y, int x) /* Broken door */ if (old_feat == c_ptr->feat) { - /* Message */ -#ifdef JP - msg_print("¥É¥¢¤Ï²õ¤ì¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£"); -#else - msg_print("The door appears to be broken."); -#endif + msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken.")); } else { - /* Sound */ sound(SOUND_SHUTDOOR); } } } - - /* Result */ return (more); } -/* +/*! + * @brief 「閉じる」コマンドのメインルーチン / * Close an open door. + * @return なし + * @details + * Unlocking a locked door/chest is worth one experience point. */ void do_cmd_close(void) { - int y, x, dir; + POSITION y, x; + DIRECTION dir; bool more = FALSE; @@ -1408,8 +906,6 @@ void do_cmd_close(void) set_action(ACTION_NONE); } -#ifdef ALLOW_EASY_OPEN /* TNB */ - /* Option: Pick a direction */ if (easy_open) { @@ -1420,8 +916,6 @@ void do_cmd_close(void) } } -#endif /* ALLOW_EASY_OPEN -- TNB */ - /* Allow repeated command */ if (command_arg) { @@ -1436,14 +930,14 @@ void do_cmd_close(void) } /* Get a "repeated" direction */ - if (get_rep_dir(&dir,FALSE)) + if (get_rep_dir(&dir, FALSE)) { cave_type *c_ptr; - s16b feat; + FEAT_IDX feat; /* Get requested location */ - y = py + ddy[dir]; - x = px + ddx[dir]; + y = p_ptr->y + ddy[dir]; + x = p_ptr->x + ddx[dir]; /* Get grid and contents */ c_ptr = &cave[y][x]; @@ -1454,26 +948,15 @@ void do_cmd_close(void) /* Require open/broken door */ if (!have_flag(f_info[feat].flags, FF_CLOSE)) { - /* Message */ -#ifdef JP - msg_print("¤½¤³¤Ë¤ÏÊĤ¸¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£"); -#else - msg_print("You see nothing there to close."); -#endif + msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close.")); } /* Monster in the way */ else if (c_ptr->m_idx) { - /* Take a turn */ - energy_use = 100; - - /* Message */ -#ifdef JP - msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª"); -#else - msg_print("There is a monster in the way!"); -#endif + p_ptr->energy_use = 100; + + msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); /* Attack */ py_attack(y, x, 0); @@ -1488,60 +971,53 @@ void do_cmd_close(void) } /* Cancel repeat unless we may continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } -/* +/*! + * @brief 「掘る」コマンドを該当のマスに行えるかの判定と結果メッセージの表示 / * Determine if a given grid may be "tunneled" + * @param y 対象を行うマスのY座標 + * @param x 対象を行うマスのX座標 + * @return */ -static bool do_cmd_tunnel_test(int y, int x) +static bool do_cmd_tunnel_test(POSITION y, POSITION x) { cave_type *c_ptr = &cave[y][x]; /* Must have knowledge */ if (!(c_ptr->info & CAVE_MARK)) { - /* Message */ -#ifdef JP - msg_print("¤½¤³¤Ë¤Ï²¿¤â¸«Åö¤¿¤é¤Ê¤¤¡£"); -#else - msg_print("You see nothing there."); -#endif + msg_print(_("そこには何も見当たらない。", "You see nothing there.")); - /* Nope */ return (FALSE); } /* Must be a wall/door/etc */ if (!cave_have_flag_grid(c_ptr, FF_TUNNEL)) { - /* Message */ -#ifdef JP - msg_print("¤½¤³¤Ë¤Ï·¡¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£"); -#else - msg_print("You see nothing there to tunnel."); -#endif + msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel.")); - /* Nope */ return (FALSE); } - /* Okay */ return (TRUE); } -/* +/*! + * @brief 「掘る」動作コマンドのサブルーチン / * Perform the basic "tunnel" command - * + * @param y 対象を行うマスのY座標 + * @param x 対象を行うマスのX座標 + * @return 実際に処理が行われた場合TRUEを返す。 + * @details * Assumes that no monster is blocking the destination - * * Do not use twall anymore - * * Returns TRUE if repeated commands may continue */ -static bool do_cmd_tunnel_aux(int y, int x) +static bool do_cmd_tunnel_aux(POSITION y, POSITION x) { cave_type *c_ptr; feature_type *f_ptr, *mimic_f_ptr; @@ -1552,8 +1028,7 @@ static bool do_cmd_tunnel_aux(int y, int x) /* Verify legality */ if (!do_cmd_tunnel_test(y, x)) return (FALSE); - /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Get grid */ c_ptr = &cave[y][x]; @@ -1565,7 +1040,6 @@ static bool do_cmd_tunnel_aux(int y, int x) name = f_name + mimic_f_ptr->name; - /* Sound */ sound(SOUND_DIG); if (have_flag(f_ptr->flags, FF_PERMANENT)) @@ -1573,21 +1047,13 @@ static bool do_cmd_tunnel_aux(int y, int x) /* Titanium */ if (have_flag(mimic_f_ptr->flags, FF_PERMANENT)) { -#ifdef JP - msg_print("¤³¤Î´ä¤Ï¹Å¤¹¤®¤Æ·¡¤ì¤Ê¤¤¤è¤¦¤À¡£"); -#else - msg_print("This seems to be permanent rock."); -#endif + msg_print(_("この岩は硬すぎて掘れないようだ。", "This seems to be permanent rock.")); } /* Map border (mimiccing Permanent wall) */ else { -#ifdef JP - msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤!"); -#else - msg_print("You can't tunnel through that!"); -#endif + msg_print(_("そこは掘れない!", "You can't tunnel through that!")); } } @@ -1597,12 +1063,7 @@ static bool do_cmd_tunnel_aux(int y, int x) /* Dig */ if (p_ptr->skill_dig > randint0(20 * power)) { - /* Message */ -#ifdef JP - msg_format("%s¤ò¤¯¤º¤·¤¿¡£", name); -#else - msg_format("You have removed the %s.", name); -#endif + msg_format(_("%sをくずした。", "You have removed the %s."), name); /* Remove the feature */ cave_alter_feat(y, x, FF_TUNNEL); @@ -1613,12 +1074,8 @@ static bool do_cmd_tunnel_aux(int y, int x) else { /* Message, keep digging */ -#ifdef JP - msg_format("%s¤ò¤¯¤º¤·¤Æ¤¤¤ë¡£", name); -#else - msg_format("You dig into the %s.", name); -#endif - + msg_format(_("%sをくずしている。", "You dig into the %s."), name); + more = TRUE; } } @@ -1630,23 +1087,13 @@ static bool do_cmd_tunnel_aux(int y, int x) /* Tunnel */ if (p_ptr->skill_dig > power + randint0(40 * power)) { -#ifdef JP - if (tree) msg_format("%s¤òÀÚ¤êʧ¤Ã¤¿¡£", name); - else - { - msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£"); - p_ptr->update |= (PU_FLOW); - } -#else - if (tree) msg_format("You have cleared away the %s.", name); + if (tree) msg_format(_("%sを切り払った。", "You have cleared away the %s."), name); else { - msg_print("You have finished the tunnel."); + msg_print(_("穴を掘り終えた。", "You have finished the tunnel.")); p_ptr->update |= (PU_FLOW); } -#endif - - /* Sound */ + if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS); /* Remove the feature */ @@ -1662,22 +1109,14 @@ static bool do_cmd_tunnel_aux(int y, int x) if (tree) { /* We may continue chopping */ -#ifdef JP - msg_format("%s¤òÀڤäƤ¤¤ë¡£", name); -#else - msg_format("You chop away at the %s.", name); -#endif + msg_format(_("%sを切っている。", "You chop away at the %s."), name); /* Occasional Search XXX XXX */ if (randint0(100) < 25) search(); } else { /* We may continue tunelling */ -#ifdef JP - msg_format("%s¤Ë·ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£", name); -#else - msg_format("You tunnel into the %s.", name); -#endif + msg_format(_("%sに穴を掘っている。", "You tunnel into the %s."), name); } more = TRUE; @@ -1689,27 +1128,29 @@ static bool do_cmd_tunnel_aux(int y, int x) /* Occasional Search XXX XXX */ if (randint0(100) < 25) search(); } - - /* Result */ return more; } -/* +/*! + * @brief 「掘る」動作コマンドのメインルーチン / * Tunnels through "walls" (including rubble and closed doors) - * + * @return なし + * @details + *
  * Note that you must tunnel in order to hit invisible monsters
  * in walls, though moving into walls still takes a turn anyway.
  *
  * Digging is very difficult without a "digger" weapon, but can be
  * accomplished by strong players using heavy weapons.
+ * 
*/ void do_cmd_tunnel(void) { int y, x, dir; cave_type *c_ptr; - s16b feat; + FEAT_IDX feat; bool more = FALSE; @@ -1736,8 +1177,8 @@ void do_cmd_tunnel(void) if (get_rep_dir(&dir,FALSE)) { /* Get location */ - y = py + ddy[dir]; - x = px + ddx[dir]; + y = p_ptr->y + ddy[dir]; + x = p_ptr->x + ddx[dir]; /* Get grid */ c_ptr = &cave[y][x]; @@ -1748,36 +1189,21 @@ void do_cmd_tunnel(void) /* No tunnelling through doors */ if (have_flag(f_info[feat].flags, FF_DOOR)) { - /* Message */ -#ifdef JP - msg_print("¥É¥¢¤Ï·¡¤ì¤Ê¤¤¡£"); -#else - msg_print("You cannot tunnel through doors."); -#endif + msg_print(_("ドアは掘れない。", "You cannot tunnel through doors.")); } /* No tunnelling through most features */ else if (!have_flag(f_info[feat].flags, FF_TUNNEL)) { -#ifdef JP - msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤¡£"); -#else - msg_print("You can't tunnel through that."); -#endif + msg_print(_("そこは掘れない。", "You can't tunnel through that.")); } /* A monster is in the way */ else if (c_ptr->m_idx) { - /* Take a turn */ - energy_use = 100; - - /* Message */ -#ifdef JP - msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª"); -#else - msg_print("There is a monster in the way!"); -#endif + p_ptr->energy_use = 100; + + msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); /* Attack */ py_attack(y, x, 0); @@ -1792,23 +1218,24 @@ void do_cmd_tunnel(void) } /* Cancel repetition unless we can continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } - -#ifdef ALLOW_EASY_OPEN /* TNB */ - -/* +/*! + * @brief 移動処理による簡易な「開く」処理 / * easy_open_door -- - * + * @return 開く処理が実際に試みられた場合TRUEを返す + * @details + *
  *	If there is a jammed/closed/locked door at the given location,
  *	then attempt to unlock/open it. Return TRUE if an attempt was
  *	made (successful or not), otherwise return FALSE.
  *
  *	The code here should be nearly identical to that in
  *	do_cmd_open_test() and do_cmd_open_aux().
+ * 
*/ -bool easy_open_door(int y, int x) +bool easy_open_door(POSITION y, POSITION x) { int i, j; @@ -1818,7 +1245,6 @@ bool easy_open_door(int y, int x) /* Must be a closed door */ if (!is_closed_door(c_ptr->feat)) { - /* Nope */ return (FALSE); } @@ -1826,11 +1252,7 @@ bool easy_open_door(int y, int x) if (!have_flag(f_ptr->flags, FF_OPEN)) { /* Stuck */ -#ifdef JP - msg_format("%s¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£", f_name + f_info[get_feat_mimic(c_ptr)].name); -#else - msg_format("The %s appears to be stuck.", f_name + f_info[get_feat_mimic(c_ptr)].name); -#endif + msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name); } @@ -1847,7 +1269,7 @@ bool easy_open_door(int y, int x) /* Extract the lock power */ j = f_ptr->power; - /* Extract the difficulty XXX XXX XXX */ + /* Extract the difficulty */ j = i - (j * 4); /* Always have a small chance of success */ @@ -1856,17 +1278,11 @@ bool easy_open_door(int y, int x) /* Success */ if (randint0(100) < j) { - /* Message */ -#ifdef JP - msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£"); -#else - msg_print("You have picked the lock."); -#endif + msg_print(_("鍵をはずした。", "You have picked the lock.")); /* Open the door */ cave_alter_feat(y, x, FF_OPEN); - /* Sound */ sound(SOUND_OPENDOOR); /* Experience */ @@ -1879,12 +1295,7 @@ bool easy_open_door(int y, int x) /* Failure */ if (flush_failure) flush(); - /* Message */ -#ifdef JP - msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You failed to pick the lock."); -#endif + msg_print(_("鍵をはずせなかった。", "You failed to pick the lock.")); } } @@ -1895,37 +1306,32 @@ bool easy_open_door(int y, int x) /* Open the door */ cave_alter_feat(y, x, FF_OPEN); - /* Sound */ sound(SOUND_OPENDOOR); } - - /* Result */ return (TRUE); } -#endif /* ALLOW_EASY_OPEN -- TNB */ - - -/* +/*! + * @brief 箱のトラップを解除するコマンドのメインルーチン / * Perform the basic "disarm" command - * + * @param y 解除を行うマスのY座標 + * @param x 解除を行うマスのX座標 + * @param o_idx 箱のオブジェクトID + * @return ターンを消費する処理が行われた場合TRUEを返す + * @details + *
  * Assume destination is a visible trap
- *
  * Assume there is no monster blocking the destination
- *
  * Returns TRUE if repeated commands may continue
+ * 
*/ -static bool do_cmd_disarm_chest(int y, int x, s16b o_idx) +static bool do_cmd_disarm_chest(POSITION y, POSITION x, OBJECT_IDX o_idx) { int i, j; - bool more = FALSE; - object_type *o_ptr = &o_list[o_idx]; - - /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Get the "disarm" factor */ i = p_ptr->skill_dis; @@ -1943,45 +1349,26 @@ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx) /* Must find the trap first. */ if (!object_is_known(o_ptr)) { -#ifdef JP - msg_print("¥È¥é¥Ã¥×¤¬¸«¤¢¤¿¤é¤Ê¤¤¡£"); -#else - msg_print("I don't see any traps."); -#endif + msg_print(_("トラップが見あたらない。", "I don't see any traps.")); } /* Already disarmed/unlocked */ else if (o_ptr->pval <= 0) { -#ifdef JP - msg_print("È¢¤Ë¤Ï¥È¥é¥Ã¥×¤¬»Å³Ý¤±¤é¤ì¤Æ¤¤¤Ê¤¤¡£"); -#else - msg_print("The chest is not trapped."); -#endif - + msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped.")); } /* No traps to find. */ else if (!chest_traps[o_ptr->pval]) { -#ifdef JP - msg_print("È¢¤Ë¤Ï¥È¥é¥Ã¥×¤¬»Å³Ý¤±¤é¤ì¤Æ¤¤¤Ê¤¤¡£"); -#else - msg_print("The chest is not trapped."); -#endif - + msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped.")); } /* Success (get a lot of experience) */ else if (randint0(100) < j) { -#ifdef JP - msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¥È¥é¥Ã¥×¤ò²ò½ü¤·¤¿¡£"); -#else - msg_print("You have disarmed the chest."); -#endif - + msg_print(_("箱に仕掛けられていたトラップを解除した。", "You have disarmed the chest.")); gain_exp(o_ptr->pval); o_ptr->pval = (0 - o_ptr->pval); } @@ -1992,50 +1379,36 @@ static bool do_cmd_disarm_chest(int y, int x, s16b o_idx) /* We may keep trying */ more = TRUE; if (flush_failure) flush(); -#ifdef JP - msg_print("È¢¤Î¥È¥é¥Ã¥×²ò½ü¤Ë¼ºÇÔ¤·¤¿¡£"); -#else - msg_print("You failed to disarm the chest."); -#endif - + msg_print(_("箱のトラップ解除に失敗した。", "You failed to disarm the chest.")); } /* Failure -- Set off the trap */ else { -#ifdef JP - msg_print("¥È¥é¥Ã¥×¤òºîÆ°¤µ¤»¤Æ¤·¤Þ¤Ã¤¿¡ª"); -#else - msg_print("You set off a trap!"); -#endif - + msg_print(_("トラップを作動させてしまった!", "You set off a trap!")); sound(SOUND_FAIL); chest_trap(y, x, o_idx); } - - /* Result */ return (more); } -/* +/*! + * @brief 箱のトラップを解除するコマンドのサブルーチン / * Perform the basic "disarm" command - * + * @param y 解除を行うマスのY座標 + * @param x 解除を行うマスのX座標 + * @param dir プレイヤーからみた方向ID + * @return ターンを消費する処理が行われた場合TRUEを返す + * @details + *
  * Assume destination is a visible trap
- *
  * Assume there is no monster blocking the destination
- *
  * Returns TRUE if repeated commands may continue
+ * 
*/ -#ifdef ALLOW_EASY_DISARM /* TNB */ - -bool do_cmd_disarm_aux(int y, int x, int dir) - -#else /* ALLOW_EASY_DISARM -- TNB */ - -static bool do_cmd_disarm_aux(int y, int x, int dir) -#endif /* ALLOW_EASY_DISARM -- TNB */ +bool do_cmd_disarm_aux(POSITION y, POSITION x, DIRECTION dir) { /* Get grid and contents */ cave_type *c_ptr = &cave[y][x]; @@ -2048,16 +1421,13 @@ static bool do_cmd_disarm_aux(int y, int x, int dir) /* Extract trap "power" */ int power = f_ptr->power; - bool more = FALSE; /* Get the "disarm" factor */ int i = p_ptr->skill_dis; - int j; - /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Penalize some conditions */ if (p_ptr->blind || no_lite()) i = i / 10; @@ -2072,30 +1442,16 @@ static bool do_cmd_disarm_aux(int y, int x, int dir) /* Success */ if (randint0(100) < j) { - /* Message */ -#ifdef JP - msg_format("%s¤ò²ò½ü¤·¤¿¡£", name); -#else - msg_format("You have disarmed the %s.", name); -#endif - + msg_format(_("%sを解除した。", "You have disarmed the %s."), name); + /* Reward */ gain_exp(power); /* Remove the trap */ cave_alter_feat(y, x, FF_DISARM); -#ifdef ALLOW_EASY_DISARM /* TNB */ - /* Move the player onto the trap */ move_player(dir, easy_disarm, FALSE); - -#else /* ALLOW_EASY_DISARM -- TNB */ - - /* move the player onto the trap grid */ - move_player(dir, FALSE, FALSE); - -#endif /* ALLOW_EASY_DISARM -- TNB */ } /* Failure -- Keep trying */ @@ -2104,12 +1460,7 @@ static bool do_cmd_disarm_aux(int y, int x, int dir) /* Failure */ if (flush_failure) flush(); - /* Message */ -#ifdef JP - msg_format("%s¤Î²ò½ü¤Ë¼ºÇÔ¤·¤¿¡£", name); -#else - msg_format("You failed to disarm the %s.", name); -#endif + msg_format(_("%sの解除に失敗した。", "You failed to disarm the %s."), name); /* We may keep trying */ more = TRUE; @@ -2118,38 +1469,23 @@ static bool do_cmd_disarm_aux(int y, int x, int dir) /* Failure -- Set off the trap */ else { - /* Message */ -#ifdef JP - msg_format("%s¤òºîÆ°¤µ¤»¤Æ¤·¤Þ¤Ã¤¿¡ª", name); -#else - msg_format("You set off the %s!", name); -#endif - -#ifdef ALLOW_EASY_DISARM /* TNB */ - + msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name); /* Move the player onto the trap */ move_player(dir, easy_disarm, FALSE); - -#else /* ALLOW_EASY_DISARM -- TNB */ - - /* Move the player onto the trap */ - move_player(dir, FALSE, FALSE); - -#endif /* ALLOW_EASY_DISARM -- TNB */ } - - /* Result */ return (more); } -/* +/*! + * @brief 箱、床のトラップ解除処理双方の統合メインルーチン / * Disarms a trap, or chest + * @return なし */ void do_cmd_disarm(void) { - int y, x, dir; - + POSITION y, x; + DIRECTION dir; s16b o_idx; bool more = FALSE; @@ -2159,7 +1495,6 @@ void do_cmd_disarm(void) set_action(ACTION_NONE); } -#ifdef ALLOW_EASY_DISARM /* TNB */ /* Option: Pick a direction */ if (easy_disarm) @@ -2175,13 +1510,11 @@ void do_cmd_disarm(void) /* See if only one target */ if (num_traps || num_chests) { - bool too_many = (num_traps && num_chests) || (num_traps > 1) || - (num_chests > 1); + bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1); if (!too_many) command_dir = coords_to_dir(y, x); } } -#endif /* ALLOW_EASY_DISARM -- TNB */ /* Allow repeated command */ if (command_arg) @@ -2200,11 +1533,11 @@ void do_cmd_disarm(void) if (get_rep_dir(&dir,TRUE)) { cave_type *c_ptr; - s16b feat; + FEAT_IDX feat; /* Get location */ - y = py + ddy[dir]; - x = px + ddx[dir]; + y = p_ptr->y + ddy[dir]; + x = p_ptr->x + ddx[dir]; /* Get grid and contents */ c_ptr = &cave[y][x]; @@ -2218,25 +1551,13 @@ void do_cmd_disarm(void) /* Disarm a trap */ if (!is_trap(feat) && !o_idx) { - /* Message */ -#ifdef JP - msg_print("¤½¤³¤Ë¤Ï²ò½ü¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£"); -#else - msg_print("You see nothing there to disarm."); -#endif - + msg_print(_("そこには解除するものが見当たらない。", "You see nothing there to disarm.")); } /* Monster in the way */ else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx) { - /* Message */ -#ifdef JP - msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª"); -#else - msg_print("There is a monster in the way!"); -#endif - + msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); /* Attack */ py_attack(y, x, 0); @@ -2258,20 +1579,25 @@ void do_cmd_disarm(void) } /* Cancel repeat unless told not to */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } -/* +/*! + * @brief 「打ち破る」動作コマンドのサブルーチン / * Perform the basic "bash" command - * + * @param y 対象を行うマスのY座標 + * @param x 対象を行うマスのX座標 + * @param dir プレイヤーから見たターゲットの方角ID + * @return 実際に処理が行われた場合TRUEを返す。 + * @details + *
  * Assume destination is a closed/locked/jammed door
- *
  * Assume there is no monster blocking the destination
- *
  * Returns TRUE if repeated commands may continue
+ * 
*/ -static bool do_cmd_bash_aux(int y, int x, int dir) +static bool do_cmd_bash_aux(POSITION y, POSITION x, DIRECTION dir) { /* Get grid */ cave_type *c_ptr = &cave[y][x]; @@ -2290,17 +1616,11 @@ static bool do_cmd_bash_aux(int y, int x, int dir) cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name; - /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; - /* Message */ -#ifdef JP - msg_format("%s¤ËÂÎÅö¤¿¤ê¤ò¤·¤¿¡ª", name); -#else - msg_format("You smash into the %s!", name); -#endif + msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name); - /* Compare bash power to door power XXX XXX XXX */ + /* Compare bash power to door power */ temp = (bash - (temp * 10)); if (p_ptr->pclass == CLASS_BERSERKER) temp *= 2; @@ -2311,14 +1631,8 @@ static bool do_cmd_bash_aux(int y, int x, int dir) /* Hack -- attempt to bash down the door */ if (randint0(100) < temp) { - /* Message */ -#ifdef JP - msg_format("%s¤ò²õ¤·¤¿¡ª", name); -#else - msg_format("The %s crashes open!", name); -#endif + msg_format(_("%sを壊した!", "The %s crashes open!"), name); - /* Sound */ sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR); /* Break down the door */ @@ -2341,13 +1655,7 @@ static bool do_cmd_bash_aux(int y, int x, int dir) else if (randint0(100) < adj_dex_safe[p_ptr->stat_ind[A_DEX]] + p_ptr->lev) { - /* Message */ -#ifdef JP - msg_format("¤³¤Î%s¤Ï´è¾æ¤À¡£", name); -#else - msg_format("The %s holds firm.", name); -#endif - + msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name); /* Allow repeated bashing */ more = TRUE; @@ -2356,26 +1664,21 @@ static bool do_cmd_bash_aux(int y, int x, int dir) /* High dexterity yields coolness */ else { - /* Message */ -#ifdef JP - msg_print("ÂΤΥХé¥ó¥¹¤ò¤¯¤º¤·¤Æ¤·¤Þ¤Ã¤¿¡£"); -#else - msg_print("You are off-balance."); -#endif - + msg_print(_("体のバランスをくずしてしまった。", "You are off-balance.")); /* Hack -- Lose balance ala paralysis */ (void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2)); } - - /* Result */ return (more); } -/* +/*! + * @brief 「打ち破る」動作コマンドのメインルーチン / * Bash open a door, success based on character strength - * + * @return なし + * @details + *
  * For a closed door, pval is positive if locked; negative if stuck.
  *
  * For an open door, pval is positive for a broken door.
@@ -2386,6 +1689,7 @@ static bool do_cmd_bash_aux(int y, int x, int dir)
  * be bashed. A closed door can be jammed (see do_cmd_spike()).
  *
  * Creatures can also open or bash doors, see elsewhere.
+ * 
*/ void do_cmd_bash(void) { @@ -2417,11 +1721,11 @@ void do_cmd_bash(void) /* Get a "repeated" direction */ if (get_rep_dir(&dir,FALSE)) { - s16b feat; + FEAT_IDX feat; /* Bash location */ - y = py + ddy[dir]; - x = px + ddx[dir]; + y = p_ptr->y + ddy[dir]; + x = p_ptr->x + ddx[dir]; /* Get grid */ c_ptr = &cave[y][x]; @@ -2432,28 +1736,15 @@ void do_cmd_bash(void) /* Nothing useful */ if (!have_flag(f_info[feat].flags, FF_BASH)) { - /* Message */ -#ifdef JP - msg_print("¤½¤³¤Ë¤ÏÂÎÅö¤¿¤ê¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£"); -#else - msg_print("You see nothing there to bash."); -#endif - + msg_print(_("そこには体当たりするものが見当たらない。", "You see nothing there to bash.")); } /* Monster in the way */ else if (c_ptr->m_idx) { - /* Take a turn */ - energy_use = 100; - - /* Message */ -#ifdef JP - msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª"); -#else - msg_print("There is a monster in the way!"); -#endif + p_ptr->energy_use = 100; + msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); /* Attack */ py_attack(y, x, 0); @@ -2468,19 +1759,24 @@ void do_cmd_bash(void) } /* Unless valid action taken, cancel bash */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } -/* +/*! + * @brief 特定のマスに影響を及ぼすための汎用的コマンド + * @return なし + * @details + *
  * Manipulate an adjacent grid in some way
  *
  * Attack monsters, tunnel through walls, disarm traps, open doors.
  *
- * Consider confusion XXX XXX XXX
+ * Consider confusion 
  *
  * This command must always take a turn, to prevent free detection
  * of invisible monsters.
+ * 
*/ void do_cmd_alter(void) { @@ -2512,12 +1808,12 @@ void do_cmd_alter(void) /* Get a direction */ if (get_rep_dir(&dir,TRUE)) { - s16b feat; + FEAT_IDX feat; feature_type *f_ptr; /* Get location */ - y = py + ddy[dir]; - x = px + ddx[dir]; + y = p_ptr->y + ddy[dir]; + x = p_ptr->x + ddx[dir]; /* Get grid */ c_ptr = &cave[y][x]; @@ -2526,8 +1822,7 @@ void do_cmd_alter(void) feat = get_feat_mimic(c_ptr); f_ptr = &f_info[feat]; - /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Attack monsters */ if (c_ptr->m_idx) @@ -2566,32 +1861,31 @@ void do_cmd_alter(void) more = do_cmd_disarm_aux(y, x, dir); } - /* Oops */ else { - /* Oops */ -#ifdef JP - msg_print("²¿¤â¤Ê¤¤¶õÃæ¤ò¹¶·â¤·¤¿¡£"); -#else - msg_print("You attack the empty air."); -#endif - + msg_print(_("何もない空中を攻撃した。", "You attack the empty air.")); } } /* Cancel repetition unless we can continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } -/* + +/*! + * @brief 「くさびを打つ」ために必要なオブジェクトがあるかどうかの判定を返す / * Find the index of some "spikes", if possible. - * - * XXX XXX XXX Let user choose a pile of spikes, perhaps? + * @param ip くさびとして打てるオブジェクトのID + * @return オブジェクトがある場合TRUEを返す + * @details + *
+ * Let user choose a pile of spikes, perhaps?
+ * 
*/ -static bool get_spike(int *ip) +static bool get_spike(INVENTORY_IDX *ip) { - int i; + INVENTORY_IDX i; /* Check every item in the pack */ for (i = 0; i < INVEN_PACK; i++) @@ -2612,19 +1906,22 @@ static bool get_spike(int *ip) } } - /* Oops */ return (FALSE); } -/* +/*! + * @brief 「くさびを打つ」動作コマンドのメインルーチン / * Jam a closed door with a spike - * + * @return なし + * @details + *
  * This command may NOT be repeated
+ * 
*/ void do_cmd_spike(void) { - int dir; + DIRECTION dir; if (p_ptr->special_defense & KATA_MUSOU) { @@ -2634,13 +1931,14 @@ void do_cmd_spike(void) /* Get a "repeated" direction */ if (get_rep_dir(&dir,FALSE)) { - int y, x, item; + POSITION y, x; + INVENTORY_IDX item; cave_type *c_ptr; - s16b feat; + FEAT_IDX feat; /* Get location */ - y = py + ddy[dir]; - x = px + ddx[dir]; + y = p_ptr->y + ddy[dir]; + x = p_ptr->x + ddx[dir]; /* Get grid and contents */ c_ptr = &cave[y][x]; @@ -2651,38 +1949,21 @@ void do_cmd_spike(void) /* Require closed door */ if (!have_flag(f_info[feat].flags, FF_SPIKE)) { - /* Message */ -#ifdef JP - msg_print("¤½¤³¤Ë¤Ï¤¯¤µ¤Ó¤òÂǤƤë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£"); -#else - msg_print("You see nothing there to spike."); -#endif - + msg_print(_("そこにはくさびを打てるものが見当たらない。", "You see nothing there to spike.")); } /* Get a spike */ else if (!get_spike(&item)) { - /* Message */ -#ifdef JP - msg_print("¤¯¤µ¤Ó¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡ª"); -#else - msg_print("You have no spikes!"); -#endif + msg_print(_("くさびを持っていない!", "You have no spikes!")); } /* Is a monster in the way? */ else if (c_ptr->m_idx) { - /* Take a turn */ - energy_use = 100; - - /* Message */ -#ifdef JP - msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª"); -#else - msg_print("There is a monster in the way!"); -#endif + p_ptr->energy_use = 100; + + msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!")); /* Attack */ py_attack(y, x, 0); @@ -2691,16 +1972,10 @@ void do_cmd_spike(void) /* Go for it */ else { - /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Successful jamming */ -#ifdef JP - msg_format("%s¤Ë¤¯¤µ¤Ó¤òÂǤÁ¹þ¤ó¤À¡£", f_name + f_info[feat].name); -#else - msg_format("You jam the %s with a spike.", f_name + f_info[feat].name); -#endif - + msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_name + f_info[feat].name); cave_alter_feat(y, x, FF_SPIKE); /* Use up, and describe, a single spike, from the bottom */ @@ -2713,12 +1988,15 @@ void do_cmd_spike(void) -/* +/*! + * @brief 「歩く」動作コマンドのメインルーチン / * Support code for the "Walk" and "Jump" commands + * @param pickup アイテムの自動拾いを行うならTRUE + * @return なし */ void do_cmd_walk(bool pickup) { - int dir; + DIRECTION dir; bool more = FALSE; @@ -2737,10 +2015,9 @@ void do_cmd_walk(bool pickup) } /* Get a "repeated" direction */ - if (get_rep_dir(&dir,FALSE)) + if (get_rep_dir(&dir, FALSE)) { - /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU)) { @@ -2748,8 +2025,8 @@ void do_cmd_walk(bool pickup) } /* Hack -- In small scale wilderness it takes MUCH more time to move */ - if (p_ptr->wild_mode) energy_use *= ((MAX_HGT + MAX_WID) / 2); - if (p_ptr->action == ACTION_HAYAGAKE) energy_use = energy_use * (45-(p_ptr->lev/2)) / 100; + if (p_ptr->wild_mode) p_ptr->energy_use *= ((MAX_HGT + MAX_WID) / 2); + if (p_ptr->action == ACTION_HAYAGAKE) p_ptr->energy_use = p_ptr->energy_use * (45-(p_ptr->lev/2)) / 100; /* Actually move the character */ move_player(dir, pickup, FALSE); @@ -2759,19 +2036,15 @@ void do_cmd_walk(bool pickup) } /* Hack again -- Is there a special encounter ??? */ - if (p_ptr->wild_mode && !cave_have_flag_bold(py, px, FF_TOWN)) + if (p_ptr->wild_mode && !cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_TOWN)) { - int tmp = 120 + p_ptr->lev*10 - wilderness[py][px].level + 5; + int tmp = 120 + p_ptr->lev*10 - wilderness[p_ptr->y][p_ptr->x].level + 5; if (tmp < 1) tmp = 1; - if (((wilderness[py][px].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl)) + if (((wilderness[p_ptr->y][p_ptr->x].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl)) { /* Inform the player of his horrible fate :=) */ -#ifdef JP - msg_print("½±·â¤À¡ª"); -#else - msg_print("You are ambushed !"); -#endif + msg_print(_("襲撃だ!", "You are ambushed !")); /* Go into large wilderness view */ p_ptr->oldpy = randint1(MAX_HGT-2); @@ -2779,7 +2052,7 @@ void do_cmd_walk(bool pickup) change_wild_mode(); /* Give first move to monsters */ - energy_use = 100; + p_ptr->energy_use = 100; /* HACk -- set the encouter flag for the wilderness generation */ generate_encounter = TRUE; @@ -2787,27 +2060,23 @@ void do_cmd_walk(bool pickup) } /* Cancel repeat unless we may continue */ - if (!more) disturb(0, 0); + if (!more) disturb(FALSE, FALSE); } - -/* +/*! + * @brief 「走る」動作コマンドのメインルーチン / * Start running. + * @return なし */ void do_cmd_run(void) { - int dir; + DIRECTION dir; /* Hack -- no running when confused */ if (p_ptr->confused) { -#ifdef JP - msg_print("º®Í𤷤Ƥ¤¤ÆÁö¤ì¤Ê¤¤¡ª"); -#else - msg_print("You are too confused!"); -#endif - + msg_print(_("混乱していて走れない!", "You are too confused!")); return; } @@ -2828,10 +2097,12 @@ void do_cmd_run(void) } - -/* +/*! + * @brief 「留まる」動作コマンドのメインルーチン / * Stay still. Search. Enter stores. * Pick up treasure if "pickup" is true. + * @param pickup アイテムの自動拾いを行うならTRUE + * @return なし */ void do_cmd_stay(bool pickup) { @@ -2850,24 +2121,24 @@ void do_cmd_stay(bool pickup) command_arg = 0; } - /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; if (pickup) mpe_mode |= MPE_DO_PICKUP; - (void)move_player_effect(py, px, mpe_mode); + (void)move_player_effect(p_ptr->y, p_ptr->x, mpe_mode); } - -/* +/*! + * @brief 「休む」動作コマンドのメインルーチン / * Resting allows a player to safely restore his hp -RAK- + * @return なし */ void do_cmd_rest(void) { set_action(ACTION_NONE); - if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] || p_ptr->magic_num1[1])) + if ((p_ptr->pclass == CLASS_BARD) && (SINGING_SONG_EFFECT(p_ptr) || INTERUPTING_SONG_EFFECT(p_ptr))) { stop_singing(); } @@ -2878,11 +2149,8 @@ void do_cmd_rest(void) /* Prompt for time if needed */ if (command_arg <= 0) { -#ifdef JP - cptr p = "µÙ·Æ (0-9999, '*' ¤Ç HP/MPÁ´²÷, '&' ¤ÇɬÍפʤÀ¤±): "; -#else - cptr p = "Rest (0-9999, '*' for HP/SP, '&' as needed): "; -#endif + cptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ", + "Rest (0-9999, '*' for HP/SP, '&' as needed): "); char out_val[80]; @@ -2896,19 +2164,19 @@ void do_cmd_rest(void) /* Rest until done */ if (out_val[0] == '&') { - command_arg = (-2); + command_arg = COMMAND_ARG_REST_UNTIL_DONE; } /* Rest a lot */ else if (out_val[0] == '*') { - command_arg = (-1); + command_arg = COMMAND_ARG_REST_FULL_HEALING; } /* Rest some */ else { - command_arg = atoi(out_val); + command_arg = (COMMAND_ARG)atoi(out_val); if (command_arg <= 0) return; } } @@ -2919,8 +2187,8 @@ void do_cmd_rest(void) if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE); - /* Take a turn XXX XXX XXX (?) */ - energy_use = 100; + /* Take a turn (?) */ + p_ptr->energy_use = 100; /* The sin of sloth */ if (command_arg > 100) @@ -2946,8 +2214,6 @@ void do_cmd_rest(void) /* Redraw the state */ p_ptr->redraw |= (PR_STATE); - - /* Handle stuff */ handle_stuff(); /* Refresh */ @@ -2955,14 +2221,17 @@ void do_cmd_rest(void) } -/* +/*! + * @brief 矢弾を射撃した場合の破損確率を返す / * Determines the odds of an object breaking when thrown at a monster - * + * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ + * @return 破損確率(%) + * @details * Note that artifacts never break, see the "drop_near()" function. */ -static int breakage_chance(object_type *o_ptr) +static PERCENTAGE breakage_chance(object_type *o_ptr) { - int archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (p_ptr->lev-1)/7 + 4: 0); + PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev-1)/7 + 4: 0); /* Examine the snipe type */ if (snipe_type) @@ -3010,13 +2279,21 @@ static int breakage_chance(object_type *o_ptr) } +/*! + * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す / + * Determines the odds of an object breaking when thrown at a monster + * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ + * @param tdam 計算途中のダメージ量 + * @param m_ptr 目標モンスターの構造体参照ポインタ + * @return スレイ倍率をかけたダメージ量 + */ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr) { int mult = 10; monster_race *r_ptr = &r_info[m_ptr->r_idx]; - u32b flgs[TR_FLAG_SIZE]; + BIT_FLAGS flgs[TR_FLAG_SIZE]; /* Extract the flags */ object_flags(o_ptr, flgs); @@ -3377,9 +2654,14 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr) } -/* +/*! + * @brief 射撃処理のサブルーチン / * Fire an object from the pack or floor. - * + * @param item 射撃するオブジェクトの所持ID + * @param j_ptr 射撃武器のオブジェクト参照ポインタ + * @return なし + * @details + *
  * You may only fire items that "match" your missile launcher.
  *
  * You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
@@ -3404,14 +2686,17 @@ static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
  * for the damage multiplier.
  *
  * Note that Bows of "Extra Shots" give an extra shot.
+ * 
*/ -void do_cmd_fire_aux(int item, object_type *j_ptr) +void do_cmd_fire_aux(INVENTORY_IDX item, object_type *j_ptr) { - int dir; - int i, j, y, x, ny, nx, ty, tx, prev_y, prev_x; + DIRECTION dir; + int i; + POSITION y, x, ny, nx, ty, tx, prev_y, prev_x; int tdam_base, tdis, thits, tmul; int bonus, chance; int cur_dis, visible; + PERCENTAGE j; object_type forge; object_type *q_ptr; @@ -3442,7 +2727,6 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) /* Sniper - Cannot shot a single arrow twice */ if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE; - /* Describe the object */ object_desc(o_name, o_ptr, OD_OMIT_PREFIX); /* Use the proper number of shots */ @@ -3461,7 +2745,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) else chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ); - energy_use = bow_energy(j_ptr->sval); + p_ptr->energy_use = bow_energy(j_ptr->sval); tmul = bow_tmul(j_ptr->sval); /* Get extra "power" from "extra might" */ @@ -3488,7 +2772,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) /* Get a direction (or cancel) */ if (!get_aim_dir(&dir)) { - energy_use = 0; + p_ptr->energy_use = 0; if (snipe_type == SP_AWAY) snipe_type = SP_NONE; @@ -3498,8 +2782,8 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) } /* Predict the "target" location */ - tx = px + 99 * ddx[dir]; - ty = py + 99 * ddy[dir]; + tx = p_ptr->x + 99 * ddx[dir]; + ty = p_ptr->y + 99 * ddy[dir]; /* Check for "target request" */ if ((dir == 5) && target_okay()) @@ -3509,14 +2793,14 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) } /* Get projection path length */ - tdis = project_path(path_g, project_length, py, px, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1; + tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1; project_length = 0; /* reset to default */ /* Don't shoot at my feet */ - if (tx == px && ty == py) + if (tx == p_ptr->x && ty == p_ptr->y) { - energy_use = 0; + p_ptr->energy_use = 0; /* project_length is already reset to 0 */ @@ -3525,7 +2809,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) /* Take a (partial) turn */ - energy_use = (energy_use / thits); + p_ptr->energy_use = (p_ptr->energy_use / thits); is_fired = TRUE; /* Sniper - Difficult to shot twice at 1 turn */ @@ -3536,10 +2820,8 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) { /* Start at the player */ - y = py; - x = px; - - /* Get local object */ + y = p_ptr->y; + x = p_ptr->x; q_ptr = &forge; /* Obtain a local object */ @@ -3563,10 +2845,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) floor_item_optimize(0 - item); } - /* Sound */ sound(SOUND_SHOOT); - - /* Hack -- Handle stuff */ handle_stuff(); /* Save the old location */ @@ -3587,7 +2866,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) /* Calculate the new location (see "project()") */ ny = y; nx = x; - mmove2(&ny, &nx, py, px, ty, tx); + mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx); /* Shatter Arrow */ if (snipe_type == SP_KILL_WALL) @@ -3596,11 +2875,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx) { -#ifdef JP - if (c_ptr->info & (CAVE_MARK)) msg_print("´ä¤¬ºÕ¤±»¶¤Ã¤¿¡£"); -#else - if (c_ptr->info & (CAVE_MARK)) msg_print("Wall rocks were shattered."); -#endif + if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered.")); /* Forget the wall */ c_ptr->info &= ~(CAVE_MARK); @@ -3625,10 +2900,8 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) { cave[ny][nx].info |= (CAVE_GLOW); - /* Notice */ note_spot(ny, nx); - /* Redraw */ lite_spot(ny, nx); } @@ -3666,10 +2939,8 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) { cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK); - /* Notice */ note_spot(ny, nx); - /* Redraw */ lite_spot(ny, nx); } @@ -3685,10 +2956,9 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) /* Monster here, Try to hit it */ if (cave[y][x].m_idx) { - int armour; - cave_type *c_ptr = &cave[y][x]; + cave_type *c_mon_ptr = &cave[y][x]; - monster_type *m_ptr = &m_list[c_ptr->m_idx]; + monster_type *m_ptr = &m_list[c_mon_ptr->m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; /* Check the visibility */ @@ -3708,7 +2978,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) int now_exp = p_ptr->weapon_exp[0][j_ptr->sval]; if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval]) { - int amount = 0; + SUB_EXP amount = 0; if (now_exp < WEAPON_EXP_BEGINNER) amount = 80; else if (now_exp < WEAPON_EXP_SKILLED) amount = 25; else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10; @@ -3729,16 +2999,8 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) } } - /* Some shots have hit bonus */ - armour = r_ptr->ac; - if (p_ptr->concent) - { - armour *= (8 - p_ptr->concent); - armour /= 8; - } - /* Did we hit it (penalize range) */ - if (test_hit_fire(chance - cur_dis, armour, m_ptr->ml)) + if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name)) { bool fear = FALSE; int tdam = tdam_base; @@ -3750,12 +3012,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) if (!visible) { /* Invisible monster */ -#ifdef JP - msg_format("%s¤¬Å¨¤òÊ᪤·¤¿¡£", o_name); -#else - msg_format("The %s finds a mark.", o_name); -#endif - + msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name); } /* Handle visible monster */ @@ -3766,12 +3023,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) /* Get "the monster" or "it" */ monster_desc(m_name, m_ptr, 0); - /* Message */ -#ifdef JP - msg_format("%s¤¬%s¤ËÌ¿Ã椷¤¿¡£", o_name, m_name); -#else - msg_format("The %s hits %s.", o_name, m_name); -#endif + msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name); if (m_ptr->ml) { @@ -3779,7 +3031,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx); /* Hack -- Track this monster */ - health_track(c_ptr->m_idx); + health_track(c_mon_ptr->m_idx); } } @@ -3794,19 +3046,15 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) monster_desc(m_name, m_ptr, 0); tdam = m_ptr->hp + 1; -#ifdef JP - msg_format("%s¤ÎµÞ½ê¤ËÆͤ­»É¤µ¤Ã¤¿¡ª", m_name); -#else - msg_format("Your shot sticked on a fatal spot of %s!", m_name); -#endif + msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name); } else tdam = 1; } else { - /* Apply special damage XXX XXX XXX */ + /* Apply special damage */ tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr); - tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam); + tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam); /* No negative damage */ if (tdam < 0) tdam = 0; @@ -3815,18 +3063,9 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) tdam = mon_damage_mod(m_ptr, tdam, FALSE); } - /* Complex message */ - if (p_ptr->wizard || cheat_xtra) - { -#ifdef JP - msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", - tdam, m_ptr->hp); -#else - msg_format("You do %d (out of %d) damage.", - tdam, m_ptr->hp); -#endif - - } + msg_format_wizard(CHEAT_MONSTER, + _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), + tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp); /* Sniper */ if (snipe_type == SP_EXPLODE) @@ -3843,15 +3082,13 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) { cave[ny][nx].info |= (CAVE_GLOW); - /* Notice */ note_spot(ny, nx); - /* Redraw */ lite_spot(ny, nx); } /* Hit the monster, check for death */ - if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr)))) + if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr)))) { /* Dead monster */ } @@ -3860,22 +3097,18 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) else { /* STICK TO */ - if (object_is_fixed_artifact(q_ptr)) + if (object_is_fixed_artifact(q_ptr) && + (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0)) { char m_name[80]; monster_desc(m_name, m_ptr, 0); stick_to = TRUE; -#ifdef JP - msg_format("%s¤Ï%s¤ËÆͤ­»É¤µ¤Ã¤¿¡ª",o_name, m_name); -#else - msg_format("%^s have stuck into %s!",o_name, m_name); -#endif + msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"),o_name, m_name); } - /* Message */ - message_pain(c_ptr->m_idx, tdam); + message_pain(c_mon_ptr->m_idx, tdam); /* Anger the monster */ if (tdam > 0) anger_monster(m_ptr); @@ -3885,38 +3118,31 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) { char m_name[80]; - /* Sound */ sound(SOUND_FLEE); /* Get the monster name (or "it") */ monster_desc(m_name, m_ptr, 0); - /* Message */ -#ifdef JP - msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name); -#else - msg_format("%^s flees in terror!", m_name); -#endif - + msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name); } - set_target(m_ptr, py, px); + set_target(m_ptr, p_ptr->y, p_ptr->x); /* Sniper */ if (snipe_type == SP_RUSH) { int n = randint1(5) + 3; - int m_idx = c_ptr->m_idx; + MONSTER_IDX m_idx = c_mon_ptr->m_idx; for ( ; cur_dis <= tdis; ) { - int ox = nx; - int oy = ny; + POSITION ox = nx; + POSITION oy = ny; if (!n) break; /* Calculate the new location (see "project()") */ - mmove2(&ny, &nx, py, px, ty, tx); + mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx); /* Stopped by wilderness boundary */ if (!in_bounds2(ny, nx)) break; @@ -3934,7 +3160,7 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) m_ptr->fy = ny; /* Update the monster (new location) */ - update_mon(c_ptr->m_idx, TRUE); + update_monster(c_mon_ptr->m_idx, TRUE); lite_spot(ny, nx); lite_spot(oy, ox); @@ -3969,17 +3195,13 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) if (stick_to) { - int m_idx = cave[y][x].m_idx; + MONSTER_IDX m_idx = cave[y][x].m_idx; monster_type *m_ptr = &m_list[m_idx]; - int o_idx = o_pop(); + OBJECT_IDX o_idx = o_pop(); if (!o_idx) { -#ifdef JP - msg_format("%s¤Ï¤É¤³¤«¤Ø¹Ô¤Ã¤¿¡£", o_name); -#else - msg_format("The %s have gone to somewhere.", o_name); -#endif + msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name); if (object_is_fixed_artifact(q_ptr)) { a_info[j_ptr->name1].cur_num = 0; @@ -4023,10 +3245,13 @@ void do_cmd_fire_aux(int item, object_type *j_ptr) if (p_ptr->concent) reset_concentration(FALSE); } - +/*! + * @brief 射撃処理のメインルーチン + * @return なし + */ void do_cmd_fire(void) { - int item; + OBJECT_IDX item; object_type *j_ptr; cptr q, s; @@ -4038,22 +3263,21 @@ void do_cmd_fire(void) /* Require a launcher */ if (!j_ptr->tval) { -#ifdef JP - msg_print("¼Í·âÍѤÎÉð´ï¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£"); -#else - msg_print("You have nothing to fire with."); -#endif + msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with.")); flush(); return; } if (j_ptr->sval == SV_CRIMSON) { -#ifdef JP - msg_print("¤³¤ÎÉð´ï¤Ïȯư¤·¤Æ»È¤¦¤â¤Î¤Î¤è¤¦¤À¡£"); -#else - msg_print("Do activate."); -#endif + msg_print(_("この武器は発動して使うもののようだ。", "Do activate.")); + flush(); + return; + } + + if (j_ptr->sval == SV_HARP) + { + msg_print(_("この武器で射撃はできない。", "It's not for firing.")); flush(); return; } @@ -4067,15 +3291,8 @@ void do_cmd_fire(void) /* Require proper missile */ item_tester_tval = p_ptr->tval_ammo; - /* Get an item */ -#ifdef JP - q = "¤É¤ì¤ò·â¤Á¤Þ¤¹¤«? "; - s = "ȯ¼Í¤µ¤ì¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£"; -#else - q = "Fire which item? "; - s = "You have nothing to fire."; -#endif - + q = _("どれを撃ちますか? ", "Fire which item? "); + s = _("発射されるアイテムがありません。", "You have nothing to fire."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) { flush(); @@ -4094,43 +3311,40 @@ void do_cmd_fire(void) } if (snipe_type == SP_FINAL) { -#ifdef JP - msg_print("¼Í·â¤ÎÈ¿Æ°¤¬ÂΤò½±¤Ã¤¿¡£"); -#else - msg_print("A reactionary of shooting attacked you. "); -#endif + msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. ")); (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE); (void)set_stun(p_ptr->stun + randint1(25)); } } -static bool item_tester_hook_boomerang(object_type *o_ptr) -{ - if ((o_ptr->tval==TV_DIGGING) || (o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM) || (o_ptr->tval == TV_HAFTED)) return (TRUE); - - /* Assume not */ - return (FALSE); -} - - -/* +/*! + * @brief 投射処理メインルーチン / * Throw an object from the pack or floor. - * + * @param mult 威力の倍率 + * @param boomerang ブーメラン処理ならばTRUE + * @param shuriken 忍者の手裏剣処理ならばTRUE + * @return ターンを消費した場合TRUEを返す + * @details + *
  * Note: "unseen" monsters are very hard to hit.
  *
  * Should throwing a weapon do full damage?  Should it allow the magic
  * to hit bonus of the weapon to have an effect?  Should it ever cause
  * the item to be destroyed?  Should it do any damage at all?
+ * 
*/ -bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) +bool do_cmd_throw(int mult, bool boomerang, OBJECT_IDX shuriken) { - int dir, item; - int i, j, y, x, ty, tx, prev_y, prev_x; - int ny[19], nx[19]; + DIRECTION dir; + OBJECT_IDX item; + int i; + POSITION y, x, ty, tx, prev_y, prev_x; + POSITION ny[19], nx[19]; int chance, tdam, tdis; int mul, div, dd, ds; int cur_dis, visible; + PERCENTAGE j; object_type forge; object_type *q_ptr; @@ -4146,7 +3360,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) int msec = delay_factor * delay_factor * delay_factor; - u32b flgs[TR_FLAG_SIZE]; + BIT_FLAGS flgs[TR_FLAG_SIZE]; cptr q, s; bool come_back = FALSE; bool do_drop = TRUE; @@ -4166,14 +3380,8 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM)) { item_tester_hook = item_tester_hook_boomerang; -#ifdef JP - q = "¤É¤ÎÉð´ï¤òÅꤲ¤Þ¤¹¤«? "; - s = "Åꤲ¤ëÉð´ï¤¬¤Ê¤¤¡£"; -#else - q = "Throw which item? "; - s = "You have nothing to throw."; -#endif - + q = _("どの武器を投げますか? ", "Throw which item? "); + s = _("投げる武器がない。", "You have nothing to throw."); if (!get_item(&item, q, s, (USE_EQUIP))) { flush(); @@ -4185,15 +3393,8 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) } else { - /* Get an item */ -#ifdef JP - q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÅꤲ¤Þ¤¹¤«? "; - s = "Åꤲ¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£"; -#else - q = "Throw which item? "; - s = "You have nothing to throw."; -#endif - + q = _("どのアイテムを投げますか? ", "Throw which item? "); + s = _("投げるアイテムがない。", "You have nothing to throw."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP))) { flush(); @@ -4211,18 +3412,11 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) o_ptr = &o_list[0 - item]; } - /* Item is cursed */ if (object_is_cursed(o_ptr) && (item >= INVEN_RARM)) { - /* Oops */ -#ifdef JP - msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£"); -#else - msg_print("Hmmm, it seems to be cursed."); -#endif + msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed.")); - /* Nope */ return FALSE; } @@ -4230,19 +3424,13 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) { if (o_ptr->tval != TV_SPIKE) { -#ifdef JP - msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª"); -#else - msg_print("You're in the arena now. This is hand-to-hand!"); -#endif + msg_print(_("アリーナではアイテムを使えない!", "You're in the arena now. This is hand-to-hand!")); msg_print(NULL); - /* Nope */ return FALSE; } - } - /* Get local object */ + } q_ptr = &forge; /* Obtain a local object */ @@ -4279,8 +3467,8 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) if (shuriken >= 0) { - ty = randint0(101)-50+py; - tx = randint0(101)-50+px; + ty = randint0(101) - 50 + p_ptr->y; + tx = randint0(101) - 50 + p_ptr->x; } else { @@ -4290,8 +3478,8 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) if (!get_aim_dir(&dir)) return FALSE; /* Predict the "target" location */ - tx = px + 99 * ddx[dir]; - ty = py + 99 * ddy[dir]; + tx = p_ptr->x + 99 * ddx[dir]; + ty = p_ptr->y + 99 * ddy[dir]; /* Check for "target request" */ if ((dir == 5) && target_okay()) @@ -4328,19 +3516,16 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) p_ptr->redraw |= (PR_EQUIPPY); } - /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Rogue and Ninja gets bonus */ if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA)) - energy_use -= p_ptr->lev; + p_ptr->energy_use -= p_ptr->lev; /* Start at the player */ - y = py; - x = px; - + y = p_ptr->y; + x = p_ptr->x; - /* Hack -- Handle stuff */ handle_stuff(); if ((p_ptr->pclass == CLASS_NINJA) && ((q_ptr->tval == TV_SPIKE) || ((have_flag(flgs, TR_THROW)) && (q_ptr->tval == TV_SWORD)))) shuriken = TRUE; @@ -4366,7 +3551,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) /* Calculate the new location (see "project()") */ ny[cur_dis] = y; nx[cur_dis] = x; - mmove2(&ny[cur_dis], &nx[cur_dis], py, px, ty, tx); + mmove2(&ny[cur_dis], &nx[cur_dis], p_ptr->y, p_ptr->x, ty, tx); /* Stopped by walls/doors */ if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT)) @@ -4412,9 +3597,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) if (cave[y][x].m_idx) { cave_type *c_ptr = &cave[y][x]; - monster_type *m_ptr = &m_list[c_ptr->m_idx]; - monster_race *r_ptr = &r_info[m_ptr->r_idx]; /* Check the visibility */ visible = m_ptr->ml; @@ -4423,7 +3606,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) hit_body = TRUE; /* Did we hit it (penalize range) */ - if (test_hit_fire(chance - cur_dis, r_ptr->ac, m_ptr->ml)) + if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name)) { bool fear = FALSE; @@ -4431,12 +3614,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) if (!visible) { /* Invisible monster */ -#ifdef JP - msg_format("%s¤¬Å¨¤òÊ᪤·¤¿¡£", o_name); -#else - msg_format("The %s finds a mark.", o_name); -#endif - + msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name); } /* Handle visible monster */ @@ -4447,12 +3625,7 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) /* Get "the monster" or "it" */ monster_desc(m_name, m_ptr, 0); - /* Message */ -#ifdef JP - msg_format("%s¤¬%s¤ËÌ¿Ã椷¤¿¡£", o_name, m_name); -#else - msg_format("The %s hits %s.", o_name, m_name); -#endif + msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name); if (m_ptr->ml) { @@ -4469,9 +3642,9 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) ds = q_ptr->ds; torch_dice(q_ptr, &dd, &ds); /* throwing a torch */ tdam = damroll(dd, ds); - /* Apply special damage XXX XXX XXX */ + /* Apply special damage */ tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE); - tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam); + tdam = critical_shot(q_ptr->weight, q_ptr->to_h, 0, tdam); if (q_ptr->to_d > 0) tdam += q_ptr->to_d; else @@ -4502,18 +3675,8 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) /* Modify the damage */ tdam = mon_damage_mod(m_ptr, tdam, FALSE); - /* Complex message */ - if (p_ptr->wizard) - { -#ifdef JP - msg_format("%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£", - tdam, m_ptr->hp); -#else - msg_format("You do %d (out of %d) damage.", - tdam, m_ptr->hp); -#endif - - } + msg_format_wizard(CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"), + tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp); /* Hit the monster, check for death */ if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr)))) @@ -4524,7 +3687,6 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) /* No death */ else { - /* Message */ message_pain(c_ptr->m_idx, tdam); /* Anger the monster */ @@ -4536,19 +3698,12 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) { char m_name[80]; - /* Sound */ sound(SOUND_FLEE); /* Get the monster name (or "it") */ monster_desc(m_name, m_ptr, 0); - /* Message */ -#ifdef JP - msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name); -#else - msg_format("%^s flees in terror!", m_name); -#endif - + msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name); } } } @@ -4571,18 +3726,9 @@ bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken) if (!(summon_named_creature(0, y, x, q_ptr->pval, !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L))) -#ifdef JP -msg_print("¿Í·Á¤ÏDZ¤¸¶Ê¤¬¤êºÕ¤±»¶¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª"); -#else - msg_print("The Figurine writhes and then shatters."); -#endif - + msg_print(_("人形は捻じ曲がり砕け散ってしまった!", "The Figurine writhes and then shatters.")); else if (object_is_cursed(q_ptr)) -#ifdef JP -msg_print("¤³¤ì¤Ï¤¢¤Þ¤êÎɤ¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£"); -#else - msg_print("You have a bad feeling about this."); -#endif + msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this.")); } @@ -4592,13 +3738,7 @@ msg_print(" { if (hit_body || hit_wall || (randint1(100) < j)) { - /* Message */ -#ifdef JP - msg_format("%s¤ÏºÕ¤±»¶¤Ã¤¿¡ª", o_name); -#else - msg_format("The %s shatters!", o_name); -#endif - + msg_format(_("%sは砕け散った!", "The %s shatters!"), o_name); if (potion_smash_effect(0, y, x, q_ptr->k_idx)) { @@ -4611,12 +3751,7 @@ msg_print(" { char m_name[80]; monster_desc(m_name, &m_list[cave[y][x].m_idx], 0); -#ifdef JP - msg_format("%s¤ÏÅܤä¿¡ª", m_name); -#else - msg_format("%^s gets angry!", m_name); -#endif - + msg_format(_("%sは怒った!", "%^s gets angry!"), m_name); set_hostile(&m_list[cave[y][x].m_idx]); } } @@ -4664,42 +3799,26 @@ msg_print(" } if((back_chance > 37) && !p_ptr->blind && (item >= 0)) { -#ifdef JP - msg_format("%s¤¬¼ê¸µ¤ËÊ֤äƤ­¤¿¡£", o2_name); -#else - msg_format("%s comes back to you.", o2_name); -#endif + msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), o2_name); come_back = TRUE; } else { if (item >= 0) { -#ifdef JP - msg_format("%s¤ò¼õ¤±Â»¤Í¤¿¡ª", o2_name); -#else - msg_format("%s backs, but you can't catch!", o2_name); -#endif + msg_format(_("%sを受け損ねた!", "%s backs, but you can't catch!"), o2_name); } else { -#ifdef JP - msg_format("%s¤¬Ê֤äƤ­¤¿¡£", o2_name); -#else - msg_format("%s comes back.", o2_name); -#endif + msg_format(_("%sが返ってきた。", "%s comes back."), o2_name); } - y = py; - x = px; + y = p_ptr->y; + x = p_ptr->x; } } else { -#ifdef JP - msg_format("%s¤¬Ê֤äƤ³¤Ê¤«¤Ã¤¿¡ª", o2_name); -#else - msg_format("%s doesn't back!", o2_name); -#endif + msg_format(_("%sが返ってこなかった!", "%s doesn't back!"), o2_name); } } @@ -4728,7 +3847,6 @@ msg_print(" /* Recalculate mana XXX */ p_ptr->update |= (PU_MANA); - /* Window stuff */ p_ptr->window |= (PW_EQUIP); } else @@ -4762,15 +3880,6 @@ msg_print(" } -/* - * Throw an object from the pack or floor. - */ -void do_cmd_throw(void) -{ - do_cmd_throw_aux(1, FALSE, -1); -} - - #ifdef TRAVEL /* * Hack: travel command @@ -4779,13 +3888,16 @@ void do_cmd_throw(void) static int flow_head = 0; static int flow_tail = 0; -static s16b temp2_x[MAX_SHORT]; -static s16b temp2_y[MAX_SHORT]; +static POSITION temp2_x[MAX_SHORT]; +static POSITION temp2_y[MAX_SHORT]; -/* Hack: forget the "flow" information */ +/*! + * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information + * @return なし + */ void forget_travel_flow(void) { - int x, y; + POSITION x, y; /* Check the entire dungeon */ for (y = 0; y < cur_hgt; y++) @@ -4800,7 +3912,13 @@ void forget_travel_flow(void) travel.y = travel.x = 0; } -static int travel_flow_cost(int y, int x) +/*! + * @brief トラベル処理中に地形に応じた移動コスト基準を返す + * @param y 該当地点のY座標 + * @param x 該当地点のX座標 + * @return コスト値 + */ +static int travel_flow_cost(POSITION y, POSITION x) { feature_type *f_ptr = &f_info[cave[y][x].feat]; int cost = 1; @@ -4835,7 +3953,15 @@ static int travel_flow_cost(int y, int x) return (cost); } -static void travel_flow_aux(int y, int x, int n, bool wall) +/*! + * @brief トラベル処理の到達地点までの行程を得る処理のサブルーチン + * @param y 目標地点のY座標 + * @param x 目標地点のX座標 + * @param n 現在のコスト + * @param wall プレイヤーが壁の中にいるならばTRUE + * @return なし + */ +static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall) { cave_type *c_ptr = &cave[y][x]; feature_type *f_ptr = &f_info[c_ptr->feat]; @@ -4886,12 +4012,17 @@ static void travel_flow_aux(int y, int x, int n, bool wall) return; } - -static void travel_flow(int ty, int tx) +/*! + * @brief トラベル処理の到達地点までの行程を得る処理のメインルーチン + * @param ty 目標地点のY座標 + * @param tx 目標地点のX座標 + * @return なし + */ +static void travel_flow(POSITION ty, POSITION tx) { - int x, y, d; + POSITION x, y, d; bool wall = FALSE; - feature_type *f_ptr = &f_info[cave[py][px].feat]; + feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat]; /* Reset the "queue" */ flow_head = flow_tail = 0; @@ -4927,27 +4058,28 @@ static void travel_flow(int ty, int tx) flow_head = flow_tail = 0; } +/*! + * @brief トラベル処理のメインルーチン + * @return なし + */ void do_cmd_travel(void) { - int x, y, i; + POSITION x, y; + int i; int dx, dy, sx, sy; feature_type *f_ptr; if (travel.x != 0 && travel.y != 0 && - get_check(_("¥È¥é¥Ù¥ë¤ò·Ñ³¤·¤Þ¤¹¤«¡©", "Do you continue to travel?"))) + get_check(_("トラベルを継続しますか?", "Do you continue to travel?"))) { y = travel.y; x = travel.x; } else if (!tgt_pt(&x, &y)) return; - if ((x == px) && (y == py)) + if ((x == p_ptr->x) && (y == p_ptr->y)) { -#ifdef JP - msg_print("¤¹¤Ç¤Ë¤½¤³¤Ë¤¤¤Þ¤¹¡ª"); -#else - msg_print("You are already there!!"); -#endif + msg_print(_("すでにそこにいます!", "You are already there!!")); return; } @@ -4958,11 +4090,7 @@ void do_cmd_travel(void) have_flag(f_ptr->flags, FF_CAN_DIG) || (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic))) { -#ifdef JP - msg_print("¤½¤³¤Ë¤Ï¹Ô¤¯¤³¤È¤¬¤Ç¤­¤Þ¤»¤ó¡ª"); -#else - msg_print("You cannot travel there!"); -#endif + msg_print(_("そこには行くことができません!", "You cannot travel there!")); return; } @@ -4979,10 +4107,10 @@ void do_cmd_travel(void) travel.dir = 0; /* Decides first direction */ - dx = abs(px - x); - dy = abs(py - y); - sx = ((x == px) || (dx < dy)) ? 0 : ((x > px) ? 1 : -1); - sy = ((y == py) || (dy < dx)) ? 0 : ((y > py) ? 1 : -1); + dx = abs(p_ptr->x - x); + dy = abs(p_ptr->y - y); + sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1); + sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1); for (i = 1; i <= 9; i++) {