X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fcmd6.c;h=cc125d5780cb853cd1cc2101accc1f5d97921b91;hb=68fbe51bccdceba8a1713b1824a00cfc37726111;hp=d03d9afac6e971eddf924e11e72fe675a4e559b6;hpb=1c2f4258094f7edb4c3a131b60fcec852015f3b6;p=hengband%2Fhengband.git diff --git a/src/cmd6.c b/src/cmd6.c index d03d9afac..cc125d578 100644 --- a/src/cmd6.c +++ b/src/cmd6.c @@ -1,19 +1,17 @@ -/* File: cmd6.c */ - -/* +/*! + * @file cmd6.c + * @brief プレイヤーのアイテムに関するコマンドの実装2 / Spell/Prayer commands + * @date 2014/01/27 + * @author + *
  * 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.
- */
-
-/* Purpose: Object commands */
-
-#include "angband.h"
-
-
-/*
+ * 2014 Deskull rearranged comment for Doxygen.\n
+ * 
+ * @details + *
  * This file includes code for eating food, drinking potions,
  * reading scrolls, aiming wands, using staffs, zapping rods,
  * and activating artifacts.
@@ -51,9 +49,17 @@
  *
  * Note that food/potions/scrolls no longer use bit-flags for effects,
  * but instead use the "sval" (which is also used to sort the objects).
+ * 
*/ +#include "angband.h" + +/*! + * @brief 食料を食べるコマンドのサブルーチン + * @param item 食べるオブジェクトの所持品ID + * @return なし + */ static void do_cmd_eat_food_aux(int item) { int ident, lev; @@ -78,7 +84,7 @@ static void do_cmd_eat_food_aux(int item) sound(SOUND_EAT); /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Identity not known yet */ ident = FALSE; @@ -165,12 +171,7 @@ static void do_cmd_eat_food_aux(int item) case SV_FOOD_WEAKNESS: { -#ifdef JP - take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1); -#else - take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1); -#endif - + take_hit(DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"), -1); (void)do_dec_stat(A_STR); ident = TRUE; break; @@ -178,12 +179,7 @@ static void do_cmd_eat_food_aux(int item) case SV_FOOD_SICKNESS: { -#ifdef JP - take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "ÆÇÆþ¤ê¿©ÎÁ", -1); -#else - take_hit(DAMAGE_NOESCAPE, damroll(6, 6), "poisonous food", -1); -#endif - + take_hit(DAMAGE_NOESCAPE, damroll(6, 6), _("毒入り食料", "poisonous food"), -1); (void)do_dec_stat(A_CON); ident = TRUE; break; @@ -191,12 +187,7 @@ static void do_cmd_eat_food_aux(int item) case SV_FOOD_STUPIDITY: { -#ifdef JP - take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1); -#else - take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1); -#endif - + take_hit(DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"), -1); (void)do_dec_stat(A_INT); ident = TRUE; break; @@ -204,12 +195,7 @@ static void do_cmd_eat_food_aux(int item) case SV_FOOD_NAIVETY: { -#ifdef JP - take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "ÆÇÆþ¤ê¿©ÎÁ", -1); -#else - take_hit(DAMAGE_NOESCAPE, damroll(8, 8), "poisonous food", -1); -#endif - + take_hit(DAMAGE_NOESCAPE, damroll(8, 8), _("毒入り食料", "poisonous food"), -1); (void)do_dec_stat(A_WIS); ident = TRUE; break; @@ -217,12 +203,7 @@ static void do_cmd_eat_food_aux(int item) case SV_FOOD_UNHEALTH: { -#ifdef JP - take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1); -#else - take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1); -#endif - + take_hit(DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"), -1); (void)do_dec_stat(A_CON); ident = TRUE; break; @@ -230,12 +211,7 @@ static void do_cmd_eat_food_aux(int item) case SV_FOOD_DISEASE: { -#ifdef JP - take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "ÆÇÆþ¤ê¿©ÎÁ", -1); -#else - take_hit(DAMAGE_NOESCAPE, damroll(10, 10), "poisonous food", -1); -#endif - + take_hit(DAMAGE_NOESCAPE, damroll(10, 10), _("毒入り食料", "poisonous food"), -1); (void)do_dec_stat(A_STR); ident = TRUE; break; @@ -296,31 +272,31 @@ static void do_cmd_eat_food_aux(int item) #ifdef JP - /* ¤½¤ì¤¾¤ì¤Î¿©¤Ùʪ¤Î´¶ÁÛ¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */ + /* それぞれの食べ物の感想をオリジナルより細かく表現 */ case SV_FOOD_BISCUIT: { - msg_print("´Å¤¯¤Æ¥µ¥¯¥µ¥¯¤·¤Æ¤È¤Æ¤â¤ª¤¤¤·¤¤¡£"); + msg_print("甘くてサクサクしてとてもおいしい。"); ident = TRUE; break; } case SV_FOOD_JERKY: { - msg_print("»õ¤´¤¿¤¨¤¬¤¢¤Ã¤Æ¤ª¤¤¤·¤¤¡£"); + msg_print("歯ごたえがあっておいしい。"); ident = TRUE; break; } case SV_FOOD_SLIME_MOLD: { - msg_print("¤³¤ì¤Ï¤Ê¤ó¤È¤â·ÁÍƤ·¤¬¤¿¤¤Ì£¤À¡£"); + msg_print("これはなんとも形容しがたい味だ。"); ident = TRUE; break; } case SV_FOOD_RATION: { - msg_print("¤³¤ì¤Ï¤ª¤¤¤·¤¤¡£"); + msg_print("これはおいしい。"); ident = TRUE; break; } @@ -339,12 +315,7 @@ static void do_cmd_eat_food_aux(int item) case SV_FOOD_WAYBREAD: { -#ifdef JP - msg_print("¤³¤ì¤Ï¤Ò¤¸¤ç¤¦¤ËÈþÌ£¤À¡£"); -#else - msg_print("That tastes good."); -#endif - + msg_print(_("これはひじょうに美味だ。", "That tastes good.")); (void)set_poisoned(0); (void)hp_player(damroll(4, 8)); ident = TRUE; @@ -354,7 +325,7 @@ static void do_cmd_eat_food_aux(int item) #ifdef JP case SV_FOOD_PINT_OF_ALE: { - msg_print("¤Î¤É¤´¤·Á֤䤫¤À¡£"); + msg_print("のどごし爽やかだ。"); ident = TRUE; break; } @@ -407,19 +378,12 @@ static void do_cmd_eat_food_aux(int item) { /* Reduced nutritional benefit */ (void)set_food(p_ptr->food + (o_ptr->pval / 10)); -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Î¤è¤¦¤Ê¼Ô¤Ë¤È¤Ã¤Æ¿©ÎȤʤɶϤ«¤Ê±ÉÍܤˤ·¤«¤Ê¤é¤Ê¤¤¡£"); -#else - msg_print("Mere victuals hold scant sustenance for a being such as yourself."); -#endif + msg_print(_("あなたのような者にとって食糧など僅かな栄養にしかならない。", + "Mere victuals hold scant sustenance for a being such as yourself.")); if (p_ptr->food < PY_FOOD_ALERT) /* Hungry */ -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Îµ²¤¨¤Ï¿·Á¯¤Ê·ì¤Ë¤è¤Ã¤Æ¤Î¤ßËþ¤¿¤µ¤ì¤ë¡ª"); -#else - msg_print("Your hunger can only be satisfied with fresh blood!"); -#endif - + msg_print(_("あなたの飢えは新鮮な血によってのみ満たされる!", + "Your hunger can only be satisfied with fresh blood!")); } else if ((prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) || @@ -432,29 +396,15 @@ msg_print(" if (o_ptr->tval == TV_STAFF && (item < 0) && (o_ptr->number > 1)) { -#ifdef JP - msg_print("¤Þ¤º¤Ï¾ó¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£"); -#else - msg_print("You must first pick up the staffs."); -#endif + msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs.")); return; } - -#ifdef JP - staff = (o_ptr->tval == TV_STAFF) ? "¾ó" : "ËâË¡ËÀ"; -#else - staff = (o_ptr->tval == TV_STAFF) ? "staff" : "wand"; -#endif + staff = (o_ptr->tval == TV_STAFF) ? _("杖", "staff") : _("魔法棒", "wand"); /* "Eat" charges */ if (o_ptr->pval == 0) { -#ifdef JP - msg_format("¤³¤Î%s¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£", staff); -#else - msg_format("The %s has no charges left.", staff); -#endif - + msg_format(_("この%sにはもう魔力が残っていない。", "The %s has no charges left."), staff); o_ptr->ident |= (IDENT_EMPTY); /* Combine / Reorder the pack (later) */ @@ -463,12 +413,7 @@ msg_print(" return; } - -#ifdef JP - msg_format("¤¢¤Ê¤¿¤Ï%s¤ÎËâÎϤò¥¨¥Í¥ë¥®¡¼¸»¤È¤·¤ÆµÛ¼ý¤·¤¿¡£", staff); -#else - msg_format("You absorb mana of the %s as your energy.", staff); -#endif + msg_format(_("あなたは%sの魔力をエネルギー源として吸収した。", "You absorb mana of the %s as your energy."), staff); /* Use a single charge */ o_ptr->pval--; @@ -501,11 +446,7 @@ msg_print(" item = inven_carry(q_ptr); /* Message */ -#ifdef JP - msg_format("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£"); -#else - msg_print("You unstack your staff."); -#endif + msg_format(_("杖をまとめなおした。", "You unstack your staff.")); } /* Describe charges in the pack */ @@ -533,14 +474,8 @@ msg_print(" { /* Drain vitality of humanoids */ char o_name[MAX_NLEN]; - object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY)); - -#ifdef JP - msg_format("%s¤Ïdz¤¨¾å¤ê³¥¤Ë¤Ê¤Ã¤¿¡£ÀºÎϤòµÛ¼ý¤·¤¿µ¤¤¬¤¹¤ë¡£", o_name); -#else - msg_format("%^s is burnt to ashes. You absorb its vitality!", o_name); -#endif + msg_format(_("%sは燃え上り灰になった。精力を吸収した気がする。", "%^s is burnt to ashes. You absorb its vitality!"), o_name); (void)set_food(PY_FOOD_MAX - 1); } else if (prace_is_(RACE_SKELETON)) @@ -549,11 +484,7 @@ msg_print(" if (o_ptr->tval == TV_SKELETON || (o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_SKELETON)) { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï¹ü¤Ç¼«Ê¬¤ÎÂΤòÊä¤Ã¤¿¡£"); -#else - msg_print("Your body absorbs the bone."); -#endif + msg_print(_("あなたは骨で自分の体を補った。", "Your body absorbs the bone.")); set_food(p_ptr->food + 5000); } else @@ -564,28 +495,18 @@ msg_print(" { object_type forge; object_type *q_ptr = &forge; - -#ifdef JP -msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª"); -#else - msg_print("The food falls through your jaws!"); -#endif - + + msg_print(_("食べ物がアゴを素通りして落ちた!", "The food falls through your jaws!")); /* Create the item */ object_prep(q_ptr, lookup_kind(o_ptr->tval, o_ptr->sval)); /* Drop the object from heaven */ - (void)drop_near(q_ptr, -1, py, px); + (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x); } else { -#ifdef JP -msg_print("¿©¤Ùʪ¤¬¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¡¢¾Ã¤¨¤¿¡ª"); -#else - msg_print("The food falls through your jaws and vanishes!"); -#endif - + msg_print(_("食べ物がアゴを素通りして落ち、消えた!", "The food falls through your jaws and vanishes!")); } } else if (prace_is_(RACE_GOLEM) || @@ -596,12 +517,7 @@ msg_print(" prace_is_(RACE_SPECTRE) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)) { -#ifdef JP -msg_print("À¸¼Ô¤Î¿©Êª¤Ï¤¢¤Ê¤¿¤Ë¤È¤Ã¤Æ¤Û¤È¤ó¤É±ÉÍܤˤʤé¤Ê¤¤¡£"); -#else - msg_print("The food of mortals is poor sustenance for you."); -#endif - + msg_print(_("生者の食物はあなたにとってほとんど栄養にならない。", "The food of mortals is poor sustenance for you.")); set_food(p_ptr->food + ((o_ptr->pval) / 20)); } else if (o_ptr->tval == TV_FOOD && o_ptr->sval == SV_FOOD_WAYBREAD) @@ -633,8 +549,11 @@ msg_print(" } -/* +/*! + * @brief オブジェクトをプレイヤーが食べることができるかを判定する / * Hook to determine if an object is eatable + * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ + * @return 食べることが可能ならばTRUEを返す */ static bool item_tester_hook_eatable(object_type *o_ptr) { @@ -672,8 +591,10 @@ static bool item_tester_hook_eatable(object_type *o_ptr) } -/* +/*! + * @brief 食料を食べるコマンドのメインルーチン / * Eat some food (from the pack or floor) + * @return なし */ void do_cmd_eat_food(void) { @@ -690,13 +611,8 @@ void do_cmd_eat_food(void) item_tester_hook = item_tester_hook_eatable; /* Get an item */ -#ifdef JP - q = "¤É¤ì¤ò¿©¤Ù¤Þ¤¹¤«? "; - s = "¿©¤Ùʪ¤¬¤Ê¤¤¡£"; -#else - q = "Eat which item? "; - s = "You have nothing to eat."; -#endif + q = _("どれを食べますか? ", "Eat which item? "); + s = _("食べ物がない。", "You have nothing to eat."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; @@ -705,8 +621,11 @@ void do_cmd_eat_food(void) } -/* +/*! + * @brief 薬を飲むコマンドのサブルーチン / * Quaff a potion (from the pack or the floor) + * @param item 飲む薬オブジェクトの所持品ID + * @return なし */ static void do_cmd_quaff_potion_aux(int item) { @@ -717,16 +636,12 @@ static void do_cmd_quaff_potion_aux(int item) /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; if (world_player) { if (flush_failure) flush(); -#ifdef JP - msg_print("ÉÓ¤«¤é¿å¤¬Î®¤ì½Ð¤Æ¤³¤Ê¤¤¡ª"); -#else - msg_print("The potion doesn't flow out from a bottle."); -#endif + msg_print(_("瓶から水が流れ出てこない!", "The potion doesn't flow out from a bottle.")); sound(SOUND_FAIL); return; @@ -790,45 +705,31 @@ static void do_cmd_quaff_potion_aux(int item) { switch (q_ptr->sval) { -#ifdef JP - /* °û¤ß¤´¤¿¤¨¤ò¥ª¥ê¥¸¥Ê¥ë¤è¤êºÙ¤«¤¯É½¸½ */ + /* 飲みごたえをオリジナルより細かく表現 */ case SV_POTION_WATER: - msg_print("¸ý¤ÎÃ椬¤µ¤Ã¤Ñ¤ê¤·¤¿¡£"); - msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£"); + msg_print(_("口の中がさっぱりした。", "")); + msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty.")); ident = TRUE; break; case SV_POTION_APPLE_JUICE: - msg_print("´Å¤¯¤Æ¥µ¥Ã¥Ñ¥ê¤È¤·¤Æ¤¤¤Æ¡¢¤È¤Æ¤â¤ª¤¤¤·¤¤¡£"); - msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£"); - ident = TRUE; - break; - - case SV_POTION_SLIME_MOLD: - msg_print("¤Ê¤ó¤È¤âÉÔµ¤Ì£¤ÊÌ£¤À¡£"); - msg_print("¤Î¤É¤Î³é¤­¤¬¾¯¤·¤ª¤µ¤Þ¤Ã¤¿¡£"); + msg_print(_("甘くてサッパリとしていて、とてもおいしい。", "")); + msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty.")); ident = TRUE; break; -#else - case SV_POTION_WATER: - case SV_POTION_APPLE_JUICE: case SV_POTION_SLIME_MOLD: - msg_print("You feel less thirsty."); + msg_print(_("なんとも不気味な味だ。", "")); + msg_print(_("のどの渇きが少しおさまった。", "You feel less thirsty.")); ident = TRUE; break; -#endif case SV_POTION_SLOWNESS: if (set_slow(randint1(25) + 15, FALSE)) ident = TRUE; break; case SV_POTION_SALT_WATER: -#ifdef JP - msg_print("¤¦¤§¡ª»×¤ï¤ºÅǤ¤¤Æ¤·¤Þ¤Ã¤¿¡£"); -#else - msg_print("The potion makes you vomit!"); -#endif + msg_print(_("うぇ!思わず吐いてしまった。", "The potion makes you vomit!")); if (!(prace_is_(RACE_GOLEM) || prace_is_(RACE_ZOMBIE) || @@ -893,14 +794,8 @@ static void do_cmd_quaff_potion_aux(int item) else wiz_dark(); (void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE); wiz_dark(); -#ifdef JP - msg_print("ÃΤé¤Ê¤¤¾ì½ê¤ÇÌܤ¬Àä᤿¡£Æ¬Äˤ¬¤¹¤ë¡£"); - msg_print("²¿¤â»×¤¤½Ð¤»¤Ê¤¤¡£¤É¤¦¤ä¤Ã¤Æ¤³¤³¤ØÍ褿¤Î¤«¤âʬ¤«¤é¤Ê¤¤¡ª"); -#else - msg_print("You wake up somewhere with a sore head..."); - msg_print("You can't remember a thing, or how you got here!"); -#endif - + msg_print(_("知らない場所で目が醒めた。頭痛がする。", "You wake up somewhere with a sore head...")); + msg_print(_("何も思い出せない。どうやってここへ来たのかも分からない!", "You can't remember a thing, or how you got here!")); } } break; @@ -908,30 +803,14 @@ static void do_cmd_quaff_potion_aux(int item) case SV_POTION_SLEEP: if (!p_ptr->free_act) { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï̲¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£"); -#else - msg_print("You fall asleep."); -#endif - + msg_print(_("あなたは眠ってしまった。", "You fall asleep.")); if (ironman_nightmare) { -#ifdef JP -msg_print("¶²¤í¤·¤¤¸÷·Ê¤¬Æ¬¤ËÉ⤫¤ó¤Ç¤­¤¿¡£"); -#else - msg_print("A horrible vision enters your mind."); -#endif - - - /* Pick a nightmare */ - get_mon_num_prep(get_nightmare, NULL); + msg_print(_("恐ろしい光景が頭に浮かんできた。", "A horrible vision enters your mind.")); /* Have some nightmares */ - have_nightmare(get_mon_num(MAX_DEPTH)); - - /* Remove the monster restriction */ - get_mon_num_prep(NULL, NULL); + sanity_blast(NULL, FALSE); } if (set_paralyzed(p_ptr->paralyzed + randint0(4) + 4)) { @@ -941,13 +820,9 @@ msg_print(" break; case SV_POTION_LOSE_MEMORIES: - if (!p_ptr->hold_life && (p_ptr->exp > 0)) + if (!p_ptr->hold_exp && (p_ptr->exp > 0)) { -#ifdef JP - msg_print("²áµî¤Îµ­²±¤¬Çö¤ì¤Æ¤¤¤¯µ¤¤¬¤¹¤ë¡£"); -#else - msg_print("You feel your memories fade."); -#endif + msg_print(_("過去の記憶が薄れていく気がする。", "You feel your memories fade.")); chg_virtue(V_KNOWLEDGE, -5); lose_exp(p_ptr->exp / 4); @@ -956,13 +831,8 @@ msg_print(" break; case SV_POTION_RUINATION: -#ifdef JP - msg_print("¿È¤â¿´¤â¼å¤Ã¤Æ¤­¤Æ¡¢Àºµ¤¤¬È´¤±¤Æ¤¤¤¯¤è¤¦¤À¡£"); - take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "ÇËÌǤÎÌô", -1); -#else - msg_print("Your nerves and muscles feel weak and lifeless!"); - take_hit(DAMAGE_LOSELIFE, damroll(10, 10), "a potion of Ruination", -1); -#endif + msg_print(_("身も心も弱ってきて、精気が抜けていくようだ。", "Your nerves and muscles feel weak and lifeless!")); + take_hit(DAMAGE_LOSELIFE, damroll(10, 10), _("破滅の薬", "a potion of Ruination"), -1); (void)dec_stat(A_DEX, 25, TRUE); (void)dec_stat(A_WIS, 25, TRUE); @@ -998,13 +868,8 @@ msg_print(" break; case SV_POTION_DETONATIONS: -#ifdef JP - msg_print("ÂΤÎÃæ¤Ç·ã¤·¤¤Çúȯ¤¬µ¯¤­¤¿¡ª"); - take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "Çúȯ¤ÎÌô", -1); -#else - msg_print("Massive explosions rupture your body!"); - take_hit(DAMAGE_NOESCAPE, damroll(50, 20), "a potion of Detonation", -1); -#endif + msg_print(_("体の中で激しい爆発が起きた!", "Massive explosions rupture your body!")); + take_hit(DAMAGE_NOESCAPE, damroll(50, 20), _("爆発の薬", "a potion of Detonation"), -1); (void)set_stun(p_ptr->stun + 75); (void)set_cut(p_ptr->cut + 5000); @@ -1014,14 +879,8 @@ msg_print(" case SV_POTION_DEATH: chg_virtue(V_VITALITY, -1); chg_virtue(V_UNLIFE, 5); -#ifdef JP - msg_print("»à¤Îͽ´¶¤¬ÂÎÃæ¤ò¶î¤±¤á¤°¤Ã¤¿¡£"); - take_hit(DAMAGE_LOSELIFE, 5000, "»à¤ÎÌô", -1); -#else - msg_print("A feeling of Death flows through your body."); - take_hit(DAMAGE_LOSELIFE, 5000, "a potion of Death", -1); -#endif - + msg_print(_("死の予感が体中を駆けめぐった。", "A feeling of Death flows through your body.")); + take_hit(DAMAGE_LOSELIFE, 5000, _("死の薬", "a potion of Death"), -1); ident = TRUE; break; @@ -1136,12 +995,7 @@ msg_print(" case SV_POTION_LIFE: chg_virtue(V_VITALITY, 1); chg_virtue(V_UNLIFE, -5); -#ifdef JP - msg_print("ÂÎÃæ¤ËÀ¸Ì¿ÎϤ¬Ëþ¤Á¤¢¤Õ¤ì¤Æ¤­¤¿¡ª"); -#else - msg_print("You feel life flow through your body!"); -#endif - + msg_print(_("体中に生命力が満ちあふれてきた!", "You feel life flow through your body!")); restore_level(); (void)set_poisoned(0); (void)set_blind(0); @@ -1176,11 +1030,7 @@ msg_print(" p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval; if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0; } -#ifdef JP - msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£"); -#else - msg_print("You feel your head clear."); -#endif + msg_print(_("頭がハッキリとした。", "You feel your head clear.")); p_ptr->window |= (PW_PLAYER); ident = TRUE; } @@ -1188,11 +1038,7 @@ msg_print(" { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; -#ifdef JP - msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£"); -#else - msg_print("You feel your head clear."); -#endif + msg_print(_("頭がハッキリとした。", "You feel your head clear.")); p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER); @@ -1264,12 +1110,7 @@ msg_print(" break; case SV_POTION_ENLIGHTENMENT: -#ifdef JP - msg_print("¼«Ê¬¤ÎÃÖ¤«¤ì¤Æ¤¤¤ë¾õ¶·¤¬Ç¾Î¢¤ËÉ⤫¤ó¤Ç¤­¤¿..."); -#else - msg_print("An image of your surroundings forms in your mind..."); -#endif - + msg_print(_("自分の置かれている状況が脳裏に浮かんできた...", "An image of your surroundings forms in your mind...")); chg_virtue(V_KNOWLEDGE, 1); chg_virtue(V_ENLIGHTEN, 1); wiz_lite(FALSE); @@ -1277,12 +1118,7 @@ msg_print(" break; case SV_POTION_STAR_ENLIGHTENMENT: -#ifdef JP - msg_print("¹¹¤Ê¤ë·¼Ìؤò´¶¤¸¤¿..."); -#else - msg_print("You begin to feel more enlightened..."); -#endif - + msg_print(_("更なる啓蒙を感じた...", "You begin to feel more enlightened...")); chg_virtue(V_KNOWLEDGE, 1); chg_virtue(V_ENLIGHTEN, 2); msg_print(NULL); @@ -1301,12 +1137,7 @@ msg_print(" break; case SV_POTION_SELF_KNOWLEDGE: -#ifdef JP - msg_print("¼«Ê¬¼«¿È¤Î¤³¤È¤¬¾¯¤·¤Ïʬ¤«¤Ã¤¿µ¤¤¬¤¹¤ë..."); -#else - msg_print("You begin to know yourself a little better..."); -#endif - + msg_print(_("自分自身のことが少しは分かった気がする...", "You begin to know yourself a little better...")); msg_print(NULL); self_knowledge(); ident = TRUE; @@ -1319,12 +1150,7 @@ msg_print(" { 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); ident = TRUE; } @@ -1361,12 +1187,7 @@ msg_print(" if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) { chg_virtue(V_CHANCE, -5); -#ifdef JP -msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£"); -#else - msg_print("You are cured of all mutations."); -#endif - + msg_print(_("全ての突然変異が治った。", "You are cured of all mutations.")); p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0; p_ptr->update |= PU_BONUS; handle_stuff(); @@ -1382,11 +1203,7 @@ msg_print(" break; case SV_POTION_TSUYOSHI: -#ifdef JP -msg_print("¡Ö¥ª¥¯¥ì·»¤µ¤ó¡ª¡×"); -#else - msg_print("Brother OKURE!"); -#endif + msg_print(_("「オクレ兄さん!」", "Brother OKURE!")); msg_print(NULL); p_ptr->tsuyoshi = 1; (void)set_tsuyoshi(0, TRUE); @@ -1401,12 +1218,7 @@ msg_print(" if ((p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3) && one_in_(23)) { chg_virtue(V_CHANCE, -5); -#ifdef JP -msg_print("Á´¤Æ¤ÎÆÍÁ³ÊÑ°Û¤¬¼£¤Ã¤¿¡£"); -#else - msg_print("You are cured of all mutations."); -#endif - + msg_print(_("全ての突然変異が治った。", "You are cured of all mutations.")); p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0; p_ptr->update |= PU_BONUS; handle_stuff(); @@ -1428,13 +1240,8 @@ msg_print(" if (prace_is_(RACE_SKELETON)) { -#ifdef JP -msg_print("±ÕÂΤΰìÉô¤Ï¤¢¤Ê¤¿¤Î¥¢¥´¤òÁÇÄ̤ꤷ¤ÆÍî¤Á¤¿¡ª"); -#else - msg_print("Some of the fluid falls through your jaws!"); -#endif - - (void)potion_smash_effect(0, py, px, q_ptr->k_idx); + msg_print(_("液体の一部はあなたのアゴを素通りして落ちた!", "Some of the fluid falls through your jaws!")); + (void)potion_smash_effect(0, p_ptr->y, p_ptr->x, q_ptr->k_idx); } /* Combine / Reorder the pack (later) */ @@ -1481,11 +1288,7 @@ msg_print(" case RACE_ANDROID: if (q_ptr->tval == TV_FLASK) { -#ifdef JP - msg_print("¥ª¥¤¥ë¤òÊäµë¤·¤¿¡£"); -#else - msg_print("You replenish yourself with the oil."); -#endif + msg_print(_("オイルを補給した。", "You replenish yourself with the oil.")); set_food(p_ptr->food + 5000); } else @@ -1494,11 +1297,7 @@ msg_print(" } break; case RACE_ENT: -#ifdef JP - msg_print("¿åʬ¤ò¼è¤ê¹þ¤ó¤À¡£"); -#else - msg_print("You are moistened."); -#endif + msg_print(_("水分を取り込んだ。", "You are moistened.")); set_food(MIN(p_ptr->food + q_ptr->pval + MAX(0, q_ptr->pval * 10) + 2000, PY_FOOD_MAX - 1)); break; default: @@ -1520,8 +1319,11 @@ msg_print(" } -/* +/*! + * @brief オブジェクトをプレイヤーが飲むことができるかを判定する / * Hook to determine if an object can be quaffed + * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ + * @return 飲むことが可能ならばTRUEを返す */ static bool item_tester_hook_quaff(object_type *o_ptr) { @@ -1532,13 +1334,14 @@ static bool item_tester_hook_quaff(object_type *o_ptr) if (o_ptr->tval == TV_FLASK && o_ptr->sval == SV_FLASK_OIL) return TRUE; } - return FALSE; } -/* +/*! + * @brief 薬を飲むコマンドのメインルーチン / * Quaff some potion (from the pack or floor) + * @return なし */ void do_cmd_quaff_potion(void) { @@ -1554,13 +1357,8 @@ void do_cmd_quaff_potion(void) item_tester_hook = item_tester_hook_quaff; /* Get an item */ -#ifdef JP - q = "¤É¤ÎÌô¤ò°û¤ß¤Þ¤¹¤«? "; - s = "°û¤á¤ëÌô¤¬¤Ê¤¤¡£"; -#else - q = "Quaff which potion? "; - s = "You have no potions to quaff."; -#endif + q = _("どの薬を飲みますか? ", "Quaff which potion? "); + s = _("飲める薬がない。", "You have no potions to quaff."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; @@ -1569,18 +1367,23 @@ void do_cmd_quaff_potion(void) } -/* +/*! + * @brief 巻物を読むコマンドのサブルーチン * Read a scroll (from the pack or floor). - * + * @param item 読むオブジェクトの所持品ID + * @param known 判明済ならばTRUE + * @return なし + * @details + *
  * Certain scrolls can be "aborted" without losing the scroll.  These
  * include scrolls with no effects but recharge or identify, which are
  * cancelled before use.  XXX Reading them still takes a turn, though.
+ * 
*/ static void do_cmd_read_scroll_aux(int item, bool known) { int k, used_up, ident, lev; object_type *o_ptr; - char Rumor[1024]; /* Get the item (in the pack) */ @@ -1597,28 +1400,19 @@ static void do_cmd_read_scroll_aux(int item, bool known) /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; if (world_player) { if (flush_failure) flush(); -#ifdef JP - msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£"); -#else - msg_print("Nothing happen."); -#endif - + msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen.")); sound(SOUND_FAIL); return; } if (p_ptr->pclass == CLASS_BERSERKER) { -#ifdef JP - msg_print("´¬Êª¤Ê¤ó¤ÆÆɤá¤Ê¤¤¡£"); -#else - msg_print("You cannot read."); -#endif + msg_print(_("巻物なんて読めない。", "You cannot read.")); return; } @@ -1653,12 +1447,7 @@ static void do_cmd_read_scroll_aux(int item, bool known) case SV_SCROLL_AGGRAVATE_MONSTER: { -#ifdef JP - msg_print("¥«¥ó¹â¤¯¤¦¤Ê¤ëÍͤʲ»¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£"); -#else - msg_print("There is a high pitched humming noise."); -#endif - + msg_print(_("カン高くうなる様な音が辺りを覆った。", "There is a high pitched humming noise.")); aggravate_monsters(0); ident = TRUE; break; @@ -1687,7 +1476,7 @@ static void do_cmd_read_scroll_aux(int item, bool known) { for (k = 0; k < randint1(3); k++) { - if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET))) + if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET))) { ident = TRUE; } @@ -1699,7 +1488,7 @@ static void do_cmd_read_scroll_aux(int item, bool known) { for (k = 0; k < randint1(3); k++) { - if (summon_specific(0, py, px, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET))) + if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET))) { ident = TRUE; } @@ -1709,7 +1498,7 @@ static void do_cmd_read_scroll_aux(int item, bool known) case SV_SCROLL_SUMMON_PET: { - if (summon_specific(-1, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET))) + if (summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_FORCE_PET))) { ident = TRUE; } @@ -1718,7 +1507,7 @@ static void do_cmd_read_scroll_aux(int item, bool known) case SV_SCROLL_SUMMON_KIN: { - if (summon_kin_player(p_ptr->lev, py, px, (PM_FORCE_PET | PM_ALLOW_GROUP))) + if (summon_kin_player(p_ptr->lev, p_ptr->y, p_ptr->x, (PM_FORCE_PET | PM_ALLOW_GROUP))) { ident = TRUE; } @@ -1727,7 +1516,7 @@ static void do_cmd_read_scroll_aux(int item, bool known) case SV_SCROLL_TRAP_CREATION: { - if (trap_creation(py, px)) ident = TRUE; + if (trap_creation(p_ptr->y, p_ptr->x)) ident = TRUE; break; } @@ -1777,12 +1566,7 @@ static void do_cmd_read_scroll_aux(int item, bool known) { if (remove_curse()) { -#ifdef JP - msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£"); -#else - msg_print("You feel as if someone is watching over you."); -#endif - + msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you.")); ident = TRUE; } break; @@ -1792,11 +1576,7 @@ static void do_cmd_read_scroll_aux(int item, bool known) { if (remove_all_curse()) { -#ifdef JP - msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£"); -#else - msg_print("You feel as if someone is watching over you."); -#endif + msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you.")); } ident = TRUE; break; @@ -1924,12 +1704,7 @@ static void do_cmd_read_scroll_aux(int item, bool known) { if (!(p_ptr->special_attack & ATTACK_CONFUSE)) { -#ifdef JP - msg_print("¼ê¤¬µ±¤­»Ï¤á¤¿¡£"); -#else - msg_print("Your hands begin to glow."); -#endif - + msg_print(_("手が輝き始めた。", "Your hands begin to glow.")); p_ptr->special_attack |= ATTACK_CONFUSE; p_ptr->redraw |= (PR_STATUS); ident = TRUE; @@ -1959,15 +1734,10 @@ static void do_cmd_read_scroll_aux(int item, bool known) case SV_SCROLL_STAR_DESTRUCTION: { - if (destroy_area(py, px, 13 + randint0(5), FALSE)) + if (destroy_area(p_ptr->y, p_ptr->x, 13 + randint0(5), FALSE)) ident = TRUE; else -#ifdef JP -msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿..."); -#else - msg_print("The dungeon trembles..."); -#endif - + msg_print(_("ダンジョンが揺れた...", "The dungeon trembles...")); break; } @@ -2017,14 +1787,14 @@ msg_print(" case SV_SCROLL_ACQUIREMENT: { - acquirement(py, px, 1, TRUE, FALSE); + acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE); ident = TRUE; break; } case SV_SCROLL_STAR_ACQUIREMENT: { - acquirement(py, px, randint1(2) + 1, TRUE, FALSE); + acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE); ident = TRUE; break; } @@ -2035,11 +1805,7 @@ msg_print(" fire_ball(GF_FIRE, 0, 666, 4); /* Note: "Double" damage since it is centered on the player ... */ if (!(IS_OPPOSE_FIRE() || p_ptr->resist_fire || p_ptr->immune_fire)) -#ifdef JP -take_hit(DAMAGE_NOESCAPE, 50+randint1(50), "±ê¤Î´¬Êª", -1); -#else - take_hit(DAMAGE_NOESCAPE, 50 + randint1(50), "a Scroll of Fire", -1); -#endif + take_hit(DAMAGE_NOESCAPE, 50+randint1(50), _("炎の巻物", "a Scroll of Fire"), -1); ident = TRUE; break; @@ -2050,11 +1816,7 @@ take_hit(DAMAGE_NOESCAPE, 50+randint1(50), " { fire_ball(GF_ICE, 0, 777, 4); if (!(IS_OPPOSE_COLD() || p_ptr->resist_cold || p_ptr->immune_cold)) -#ifdef JP -take_hit(DAMAGE_NOESCAPE, 100+randint1(100), "ɹ¤Î´¬Êª", -1); -#else - take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), "a Scroll of Ice", -1); -#endif + take_hit(DAMAGE_NOESCAPE, 100+randint1(100), _("氷の巻物", "a Scroll of Ice"), -1); ident = TRUE; break; @@ -2064,11 +1826,7 @@ take_hit(DAMAGE_NOESCAPE, 100+randint1(100), "ɹ { fire_ball(GF_CHAOS, 0, 1000, 4); if (!p_ptr->resist_chaos) -#ifdef JP -take_hit(DAMAGE_NOESCAPE, 111+randint1(111), "¥í¥°¥ë¥¹¤Î´¬Êª", -1); -#else - take_hit(DAMAGE_NOESCAPE, 111 + randint1(111), "a Scroll of Logrus", -1); -#endif + take_hit(DAMAGE_NOESCAPE, 111+randint1(111), _("ログルスの巻物", "a Scroll of Logrus"), -1); ident = TRUE; break; @@ -2076,20 +1834,11 @@ take_hit(DAMAGE_NOESCAPE, 111+randint1(111), " case SV_SCROLL_RUMOR: { -#ifdef JP - msg_print("´¬Êª¤Ë¤Ï¥á¥Ã¥»¡¼¥¸¤¬½ñ¤«¤ì¤Æ¤¤¤ë:"); -#else - msg_print("There is message on the scroll. It says:"); -#endif - + msg_print(_("巻物にはメッセージが書かれている:", "There is message on the scroll. It says:")); msg_print(NULL); display_rumor(TRUE); msg_print(NULL); -#ifdef JP - msg_print("´¬Êª¤Ï±ì¤òΩ¤Æ¤Æ¾Ã¤¨µî¤Ã¤¿¡ª"); -#else - msg_print("The scroll disappears in a puff of smoke!"); -#endif + msg_print(_("巻物は煙を立てて消え去った!", "The scroll disappears in a puff of smoke!")); ident = TRUE; break; @@ -2108,38 +1857,37 @@ take_hit(DAMAGE_NOESCAPE, 111+randint1(111), " if (!reset_recall()) used_up = FALSE; break; } + + case SV_SCROLL_AMUSEMENT: + { + ident = TRUE; + amusement(p_ptr->y, p_ptr->x, 1, FALSE); + break; + } + + case SV_SCROLL_STAR_AMUSEMENT: + { + ident = TRUE; + amusement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE); + break; + } } } else if (o_ptr->name1 == ART_GHB) { -#ifdef JP - msg_print("»ä¤Ï¶ìÏ«¤·¤Æ¡Ø¥°¥ì¡¼¥¿¡¼¡¦¥Ø¥ë=¥Ó¡¼¥¹¥È¡Ù¤òÅݤ·¤¿¡£"); - msg_print("¤·¤«¤·¼ê¤ËÆþ¤Ã¤¿¤Î¤Ï¤³¤Î¤­¤¿¤Ê¤¤£Ô¥·¥ã¥Ä¤À¤±¤À¤Ã¤¿¡£"); -#else - msg_print("I had a very hard time to kill the Greater hell-beast, "); - msg_print("but all I got was this lousy t-shirt!"); -#endif + msg_print(_("私は苦労して『グレーター・ヘル=ビースト』を倒した。", "I had a very hard time to kill the Greater hell-beast, ")); + msg_print(_("しかし手に入ったのはこのきたないTシャツだけだった。", "but all I got was this lousy t-shirt!")); used_up = FALSE; } else if (o_ptr->name1 == ART_POWER) { -#ifdef JP - msg_print("¡Ö°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÅý¤Ù¡¢"); + msg_print(_("「一つの指輪は全てを統べ、", "'One Ring to rule them all, ")); msg_print(NULL); - msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤ò¸«¤Ä¤±¡¢"); + msg_print(_("一つの指輪は全てを見つけ、", "One Ring to find them, ")); msg_print(NULL); - msg_print("°ì¤Ä¤Î»ØÎؤÏÁ´¤Æ¤òÊá¤é¤¨¤Æ"); + msg_print(_("一つの指輪は全てを捕らえて", "One Ring to bring them all ")); msg_print(NULL); - msg_print("°Å°Ç¤ÎÃæ¤Ë·Ò¤®¤È¤á¤ë¡£¡×"); -#else - msg_print("'One Ring to rule them all, "); - msg_print(NULL); - msg_print("One Ring to find them, "); - msg_print(NULL); - msg_print("One Ring to bring them all "); - msg_print(NULL); - msg_print("and in the darkness bind them.'"); -#endif + msg_print(_("暗闇の中に繋ぎとめる。」", "and in the darkness bind them.'")); used_up = FALSE; } else if (o_ptr->tval==TV_PARCHMENT) @@ -2218,9 +1966,11 @@ take_hit(DAMAGE_NOESCAPE, 111+randint1(111), " } } - -/* +/*! + * @brief オブジェクトをプレイヤーが読むことができるかを判定する / * Hook to determine if an object is readable + * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ + * @return 読むことが可能ならばTRUEを返す */ static bool item_tester_hook_readable(object_type *o_ptr) { @@ -2230,7 +1980,11 @@ static bool item_tester_hook_readable(object_type *o_ptr) return (FALSE); } - +/*! + * @brief 読むコマンドのメインルーチン / + * Eat some food (from the pack or floor) + * @return なし + */ void do_cmd_read_scroll(void) { object_type *o_ptr; @@ -2245,32 +1999,17 @@ void do_cmd_read_scroll(void) /* Check some conditions */ if (p_ptr->blind) { -#ifdef JP - msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£"); -#else - msg_print("You can't see anything."); -#endif - + msg_print(_("目が見えない。", "You can't see anything.")); return; } if (no_lite()) { -#ifdef JP - msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£"); -#else - msg_print("You have no light to read by."); -#endif - + msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by.")); return; } if (p_ptr->confused) { -#ifdef JP - msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡£"); -#else - msg_print("You are too confused!"); -#endif - + msg_print(_("混乱していて読めない。", "You are too confused!")); return; } @@ -2279,13 +2018,8 @@ void do_cmd_read_scroll(void) item_tester_hook = item_tester_hook_readable; /* Get an item */ -#ifdef JP - q = "¤É¤Î´¬Êª¤òÆɤߤޤ¹¤«? "; - s = "Æɤá¤ë´¬Êª¤¬¤Ê¤¤¡£"; -#else - q = "Read which scroll? "; - s = "You have no scrolls to read."; -#endif + q = _("どの巻物を読みますか? ", "Read which scroll? "); + s = _("読める巻物がない。", "You have no scrolls to read."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; @@ -2305,11 +2039,21 @@ void do_cmd_read_scroll(void) do_cmd_read_scroll_aux(item, object_is_aware(o_ptr)); } - -static int staff_effect(int sval, bool *use_charge, bool magic, bool known) +/*! + * @brief 杖の効果を発動する + * @param sval オブジェクトのsval + * @param use_charge 使用回数を消費したかどうかを返す参照ポインタ + * @param powerful 強力発動上の処理ならばTRUE + * @param magic 魔道具術上の処理ならばTRUE + * @param known 判明済ならばTRUE + * @return 発動により効果内容が確定したならばTRUEを返す + */ +static int staff_effect(int sval, bool *use_charge, bool powerful, bool magic, bool known) { int k; int ident = FALSE; + int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev; + int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT; /* Analyze the staff */ switch (sval) @@ -2320,7 +2064,7 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known) { if (set_blind(p_ptr->blind + 3 + randint1(5))) ident = TRUE; } - if (unlite_area(10, 3)) ident = TRUE; + if (unlite_area(10, (powerful ? 6 : 3))) ident = TRUE; break; } @@ -2338,9 +2082,10 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known) case SV_STAFF_SUMMONING: { - for (k = 0; k < randint1(4); k++) + const int times = randint1(powerful ? 8 : 4); + for (k = 0; k < times; k++) { - if (summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET))) + if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET))) { ident = TRUE; } @@ -2350,37 +2095,34 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known) case SV_STAFF_TELEPORTATION: { - teleport_player(100, 0L); + teleport_player((powerful ? 150 : 100), 0L); ident = TRUE; break; } case SV_STAFF_IDENTIFY: { - if (!ident_spell(FALSE)) *use_charge = FALSE; + if (powerful) { + if (!identify_fully(FALSE)) *use_charge = FALSE; + } else { + if (!ident_spell(FALSE)) *use_charge = FALSE; + } ident = TRUE; break; } case SV_STAFF_REMOVE_CURSE: { - if (remove_curse()) + bool result = powerful ? remove_all_curse() : remove_curse(); + if (result) { if (magic) { -#ifdef JP - msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£"); -#else - msg_print("You feel as if someone is watching over you."); -#endif + msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you.")); } else if (!p_ptr->blind) { -#ifdef JP - msg_print("¾ó¤Ï°ì½Ö¥Ö¥ë¡¼¤Ëµ±¤¤¤¿..."); -#else - msg_print("The staff glows blue for a moment..."); -#endif + msg_print(_("杖は一瞬ブルーに輝いた...", "The staff glows blue for a moment...")); } ident = TRUE; @@ -2391,17 +2133,12 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known) case SV_STAFF_STARLITE: { int num = damroll(5, 3); - int y, x; + int y = 0, x = 0; int attempts; if (!p_ptr->blind && !magic) { -#ifdef JP - msg_print("¾ó¤ÎÀ褬ÌÀ¤ë¤¯µ±¤¤¤¿..."); -#else - msg_print("The end of the staff glows brightly..."); -#endif - + msg_print(_("杖の先が明るく輝いた...", "The end of the staff glows brightly...")); } for (k = 0; k < num; k++) { @@ -2409,14 +2146,14 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known) while (attempts--) { - scatter(&y, &x, py, px, 4, 0); + scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0); if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue; if (!player_bold(y, x)) break; } - project(0, 0, y, x, damroll(6 + p_ptr->lev / 8, 10), GF_LITE_WEAK, + project(0, 0, y, x, damroll(6 + lev / 8, 10), GF_LITE_WEAK, (PROJECT_BEAM | PROJECT_THRU | PROJECT_GRID | PROJECT_KILL), -1); } ident = TRUE; @@ -2425,58 +2162,63 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known) case SV_STAFF_LITE: { - if (lite_area(damroll(2, 8), 2)) ident = TRUE; + if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE; break; } case SV_STAFF_MAPPING: { - map_area(DETECT_RAD_MAP); + map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP); ident = TRUE; break; } case SV_STAFF_DETECT_GOLD: { - if (detect_treasure(DETECT_RAD_DEFAULT)) ident = TRUE; - if (detect_objects_gold(DETECT_RAD_DEFAULT)) ident = TRUE; + if (detect_treasure(detect_rad)) ident = TRUE; + if (detect_objects_gold(detect_rad)) ident = TRUE; break; } case SV_STAFF_DETECT_ITEM: { - if (detect_objects_normal(DETECT_RAD_DEFAULT)) ident = TRUE; + if (detect_objects_normal(detect_rad)) ident = TRUE; break; } case SV_STAFF_DETECT_TRAP: { - if (detect_traps(DETECT_RAD_DEFAULT, known)) ident = TRUE; + if (detect_traps(detect_rad, known)) ident = TRUE; break; } case SV_STAFF_DETECT_DOOR: { - if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE; - if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE; + if (detect_doors(detect_rad)) ident = TRUE; + if (detect_stairs(detect_rad)) ident = TRUE; break; } case SV_STAFF_DETECT_INVIS: { - if (detect_monsters_invis(DETECT_RAD_DEFAULT)) ident = TRUE; + if (detect_monsters_invis(detect_rad)) ident = TRUE; break; } case SV_STAFF_DETECT_EVIL: { - if (detect_monsters_evil(DETECT_RAD_DEFAULT)) ident = TRUE; + if (detect_monsters_evil(detect_rad)) ident = TRUE; break; } case SV_STAFF_CURE_LIGHT: { - if (hp_player(damroll(2, 8))) ident = TRUE; + if (hp_player(damroll((powerful ? 4 : 2), 8))) ident = TRUE; + if (powerful) { + if (set_blind(0)) ident = TRUE; + if (set_poisoned(0)) ident = TRUE; + if (set_cut(p_ptr->cut - 10)) ident = TRUE; + } if (set_shero(0,TRUE)) ident = TRUE; break; } @@ -2495,7 +2237,7 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known) case SV_STAFF_HEALING: { - if (hp_player(300)) ident = TRUE; + if (hp_player(powerful ? 500 : 300)) ident = TRUE; if (set_stun(0)) ident = TRUE; if (set_cut(0)) ident = TRUE; if (set_shero(0,TRUE)) ident = TRUE; @@ -2510,11 +2252,7 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known) p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; ident = TRUE; -#ifdef JP - msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£"); -#else - msg_print("You feel your head clear."); -#endif + msg_print(_("頭がハッキリとした。", "You feel your head clear.")); p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER); @@ -2526,19 +2264,19 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known) case SV_STAFF_SLEEP_MONSTERS: { - if (sleep_monsters()) ident = TRUE; + if (sleep_monsters(lev)) ident = TRUE; break; } case SV_STAFF_SLOW_MONSTERS: { - if (slow_monsters()) ident = TRUE; + if (slow_monsters(lev)) ident = TRUE; break; } case SV_STAFF_SPEED: { - if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE; + if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE; break; } @@ -2551,20 +2289,20 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known) case SV_STAFF_DISPEL_EVIL: { - if (dispel_evil(80)) ident = TRUE; + if (dispel_evil(powerful ? 120 : 80)) ident = TRUE; break; } case SV_STAFF_POWER: { - if (dispel_monsters(150)) ident = TRUE; + if (dispel_monsters(powerful ? 225 : 150)) ident = TRUE; break; } case SV_STAFF_HOLINESS: { - if (dispel_evil(150)) ident = TRUE; - k = 3 * p_ptr->lev; + if (dispel_evil(powerful ? 225 : 150)) ident = TRUE; + k = 3 * lev; if (set_protevil((magic ? 0 : p_ptr->protevil) + randint1(25) + k, FALSE)) ident = TRUE; if (set_poisoned(0)) ident = TRUE; if (set_afraid(0)) ident = TRUE; @@ -2576,29 +2314,24 @@ static int staff_effect(int sval, bool *use_charge, bool magic, bool known) case SV_STAFF_GENOCIDE: { - (void)symbol_genocide((magic ? p_ptr->lev + 50 : 200), TRUE); + (void)symbol_genocide((magic ? lev + 50 : 200), TRUE); ident = TRUE; break; } case SV_STAFF_EARTHQUAKES: { - if (earthquake(py, px, 10)) + if (earthquake(p_ptr->y, p_ptr->x, (powerful ? 15 : 10))) ident = TRUE; else -#ifdef JP -msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡£"); -#else - msg_print("The dungeon trembles."); -#endif - + msg_print(_("ダンジョンが揺れた。", "The dungeon trembles.")); break; } case SV_STAFF_DESTRUCTION: { - if (destroy_area(py, px, 13 + randint0(5), FALSE)) + if (destroy_area(p_ptr->y, p_ptr->x, (powerful ? 18 : 13) + randint0(5), FALSE)) ident = TRUE; break; @@ -2606,7 +2339,7 @@ msg_print(" case SV_STAFF_ANIMATE_DEAD: { - if (animate_dead(0, py, px)) + if (animate_dead(0, p_ptr->y, p_ptr->x)) ident = TRUE; break; @@ -2614,20 +2347,12 @@ msg_print(" case SV_STAFF_MSTORM: { -#ifdef JP - msg_print("¶¯ÎϤÊËâÎϤ¬Å¨¤ò°ú¤­Îö¤¤¤¿¡ª"); -#else - msg_print("Mighty magics rend your enemies!"); -#endif - project(0, 5, py, px, - (randint1(200) + 300) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1); + msg_print(_("強力な魔力が敵を引き裂いた!", "Mighty magics rend your enemies!")); + project(0, (powerful ? 7 : 5), p_ptr->y, p_ptr->x, + (randint1(200) + (powerful ? 500 : 300)) * 2, GF_MANA, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1); if ((p_ptr->pclass != CLASS_MAGE) && (p_ptr->pclass != CLASS_HIGH_MAGE) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_MAGIC_EATER) && (p_ptr->pclass != CLASS_BLUE_MAGE)) { -#ifdef JP - (void)take_hit(DAMAGE_NOESCAPE, 50, "¥³¥ó¥È¥í¡¼¥ë¤·Æñ¤¤¶¯ÎϤÊËâÎϤβòÊü", -1); -#else - (void)take_hit(DAMAGE_NOESCAPE, 50, "unleashing magics too mighty to control", -1); -#endif + (void)take_hit(DAMAGE_NOESCAPE, 50, _("コントロールし難い強力な魔力の解放", "unleashing magics too mighty to control"), -1); } ident = TRUE; @@ -2636,29 +2361,23 @@ msg_print(" case SV_STAFF_NOTHING: { -#ifdef JP - msg_print("²¿¤âµ¯¤é¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("Nothing happen."); -#endif + msg_print(_("何も起らなかった。", "Nothing happen.")); if (prace_is_(RACE_SKELETON) || prace_is_(RACE_GOLEM) || prace_is_(RACE_ZOMBIE) || prace_is_(RACE_SPECTRE)) -#ifdef JP - msg_print("¤â¤Ã¤¿¤¤¤Ê¤¤»ö¤ò¤·¤¿¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£¿©¤Ùʪ¤ÏÂçÀڤˤ·¤Ê¤¯¤Æ¤Ï¡£"); -#else - msg_print("What a waste. It's your food!"); -#endif + msg_print(_("もったいない事をしたような気がする。食べ物は大切にしなくては。", "What a waste. It's your food!")); break; } } return ident; } -/* +/*! + * @brief 杖を使うコマンドのサブルーチン / * Use a staff. -RAK- - * + * @param item 使うオブジェクトの所持品ID + * @return なし + * @details * One charge of one staff disappears. - * * Hack -- staffs of identify can be "cancelled". */ static void do_cmd_use_staff_aux(int item) @@ -2687,18 +2406,13 @@ static void do_cmd_use_staff_aux(int item) /* Mega-Hack -- refuse to use a pile from the ground */ if ((item < 0) && (o_ptr->number > 1)) { -#ifdef JP - msg_print("¤Þ¤º¤Ï¾ó¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£"); -#else - msg_print("You must first pick up the staffs."); -#endif - + msg_print(_("まずは杖を拾わなければ。", "You must first pick up the staffs.")); return; } /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Extract the item level */ lev = k_info[o_ptr->k_idx].level; @@ -2722,12 +2436,7 @@ static void do_cmd_use_staff_aux(int item) if (world_player) { if (flush_failure) flush(); -#ifdef JP - msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£"); -#else - msg_print("Nothing happen. Maybe this staff is freezing too."); -#endif - + msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen. Maybe this staff is freezing too.")); sound(SOUND_FAIL); return; } @@ -2736,12 +2445,7 @@ static void do_cmd_use_staff_aux(int item) if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER)) { if (flush_failure) flush(); -#ifdef JP - msg_print("¾ó¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You failed to use the staff properly."); -#endif - + msg_print(_("杖をうまく使えなかった。", "You failed to use the staff properly.")); sound(SOUND_FAIL); return; } @@ -2750,12 +2454,7 @@ static void do_cmd_use_staff_aux(int item) if (o_ptr->pval <= 0) { if (flush_failure) flush(); -#ifdef JP - msg_print("¤³¤Î¾ó¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£"); -#else - msg_print("The staff has no charges left."); -#endif - + msg_print(_("この杖にはもう魔力が残っていない。", "The staff has no charges left.")); o_ptr->ident |= (IDENT_EMPTY); /* Combine / Reorder the pack (later) */ @@ -2769,7 +2468,7 @@ static void do_cmd_use_staff_aux(int item) /* Sound */ sound(SOUND_ZAP); - ident = staff_effect(o_ptr->sval, &use_charge, FALSE, object_is_aware(o_ptr)); + ident = staff_effect(o_ptr->sval, &use_charge, FALSE, FALSE, object_is_aware(o_ptr)); if (!(object_is_aware(o_ptr))) { @@ -2826,12 +2525,7 @@ static void do_cmd_use_staff_aux(int item) item = inven_carry(q_ptr); /* Message */ -#ifdef JP - msg_print("¾ó¤ò¤Þ¤È¤á¤Ê¤ª¤·¤¿¡£"); -#else - msg_print("You unstack your staff."); -#endif - + msg_print(_("杖をまとめなおした。", "You unstack your staff.")); } /* Describe charges in the pack */ @@ -2847,7 +2541,10 @@ static void do_cmd_use_staff_aux(int item) } } - +/*! + * @brief 杖を使うコマンドのメインルーチン / + * @return なし + */ void do_cmd_use_staff(void) { int item; @@ -2862,23 +2559,27 @@ void do_cmd_use_staff(void) item_tester_tval = TV_STAFF; /* Get an item */ -#ifdef JP - q = "¤É¤Î¾ó¤ò»È¤¤¤Þ¤¹¤«? "; - s = "»È¤¨¤ë¾ó¤¬¤Ê¤¤¡£"; -#else - q = "Use which staff? "; - s = "You have no staff to use."; -#endif + q = _("どの杖を使いますか? ", "Use which staff? "); + s = _("使える杖がない。", "You have no staff to use."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; do_cmd_use_staff_aux(item); } - -static int wand_effect(int sval, int dir, bool magic) +/*! + * @brief 魔法棒の効果を発動する + * @param sval オブジェクトのsval + * @param dir 発動の方向ID + * @param powerful 強力発動上の処理ならばTRUE + * @param magic 魔道具術上の処理ならばTRUE + * @return 発動により効果内容が確定したならばTRUEを返す + */ +static int wand_effect(int sval, int dir, bool powerful, bool magic) { int ident = FALSE; + int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev; + int rad = powerful ? 3 : 2; /* XXX Hack -- Wand of wonder can do anything before it */ if (sval == SV_WAND_WONDER) @@ -2908,13 +2609,14 @@ static int wand_effect(int sval, int dir, bool magic) { case SV_WAND_HEAL_MONSTER: { - if (heal_monster(dir, damroll(10, 10))) ident = TRUE; + int dam = damroll((powerful ? 20 : 10), 10); + if (heal_monster(dir, dam)) ident = TRUE; break; } case SV_WAND_HASTE_MONSTER: { - if (speed_monster(dir)) ident = TRUE; + if (speed_monster(dir, lev)) ident = TRUE; break; } @@ -2926,241 +2628,229 @@ static int wand_effect(int sval, int dir, bool magic) case SV_WAND_TELEPORT_AWAY: { - if (teleport_monster(dir)) ident = TRUE; + int distance = MAX_SIGHT * (powerful ? 8 : 5); + if (teleport_monster(dir, distance)) ident = TRUE; break; } case SV_WAND_DISARMING: { if (disarm_trap(dir)) ident = TRUE; + if (powerful && disarm_traps_touch()) ident = TRUE; break; } case SV_WAND_TRAP_DOOR_DEST: { if (destroy_door(dir)) ident = TRUE; + if (powerful && destroy_doors_touch()) ident = TRUE; break; } case SV_WAND_STONE_TO_MUD: { - if (wall_to_mud(dir)) ident = TRUE; + int dam = powerful ? 40 + randint1(60) : 20 + randint1(30); + if (wall_to_mud(dir, dam)) ident = TRUE; break; } case SV_WAND_LITE: { -#ifdef JP - msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£"); -#else - msg_print("A line of blue shimmering light appears."); -#endif - - (void)lite_line(dir); + int dam = damroll((powerful ? 12 : 6), 8); + msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears.")); + (void)lite_line(dir, dam); ident = TRUE; break; } case SV_WAND_SLEEP_MONSTER: { - if (sleep_monster(dir)) ident = TRUE; + if (sleep_monster(dir, lev)) ident = TRUE; break; } case SV_WAND_SLOW_MONSTER: { - if (slow_monster(dir)) ident = TRUE; + if (slow_monster(dir, lev)) ident = TRUE; break; } case SV_WAND_CONFUSE_MONSTER: { - if (confuse_monster(dir, p_ptr->lev)) ident = TRUE; + if (confuse_monster(dir, lev)) ident = TRUE; break; } case SV_WAND_FEAR_MONSTER: { - if (fear_monster(dir, p_ptr->lev)) ident = TRUE; + if (fear_monster(dir, lev)) ident = TRUE; break; } case SV_WAND_DRAIN_LIFE: { - if (drain_life(dir, 80 + p_ptr->lev)) ident = TRUE; + if (drain_life(dir, 80 + lev)) ident = TRUE; break; } case SV_WAND_POLYMORPH: { - if (poly_monster(dir)) ident = TRUE; + if (poly_monster(dir, lev)) ident = TRUE; break; } case SV_WAND_STINKING_CLOUD: { - fire_ball(GF_POIS, dir, 12 + p_ptr->lev / 4, 2); + fire_ball(GF_POIS, dir, 12 + lev / 4, rad); ident = TRUE; break; } case SV_WAND_MAGIC_MISSILE: { - fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + p_ptr->lev / 10, 6)); + fire_bolt_or_beam(20, GF_MISSILE, dir, damroll(2 + lev / 10, 6)); ident = TRUE; break; } case SV_WAND_ACID_BOLT: { - fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8)); + fire_bolt_or_beam(20, GF_ACID, dir, damroll(6 + lev / 7, 8)); ident = TRUE; break; } case SV_WAND_CHARM_MONSTER: { - if (charm_monster(dir, MAX(20, p_ptr->lev))) + if (charm_monster(dir, MAX(20, lev))) ident = TRUE; break; } case SV_WAND_FIRE_BOLT: { - fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8)); + fire_bolt_or_beam(20, GF_FIRE, dir, damroll(7 + lev / 6, 8)); ident = TRUE; break; } case SV_WAND_COLD_BOLT: { - fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8)); + fire_bolt_or_beam(20, GF_COLD, dir, damroll(5 + lev / 8, 8)); ident = TRUE; break; } case SV_WAND_ACID_BALL: { - fire_ball(GF_ACID, dir, 60 + 3 * p_ptr->lev / 4, 2); + fire_ball(GF_ACID, dir, 60 + 3 * lev / 4, rad); ident = TRUE; break; } case SV_WAND_ELEC_BALL: { - fire_ball(GF_ELEC, dir, 40 + 3 * p_ptr->lev / 4, 2); + fire_ball(GF_ELEC, dir, 40 + 3 * lev / 4, rad); ident = TRUE; break; } case SV_WAND_FIRE_BALL: { - fire_ball(GF_FIRE, dir, 70 + 3 * p_ptr->lev / 4, 2); + fire_ball(GF_FIRE, dir, 70 + 3 * lev / 4, rad); ident = TRUE; break; } case SV_WAND_COLD_BALL: { - fire_ball(GF_COLD, dir, 50 + 3 * p_ptr->lev / 4, 2); + fire_ball(GF_COLD, dir, 50 + 3 * lev / 4, rad); ident = TRUE; break; } case SV_WAND_WONDER: { -#ifdef JP - msg_print("¤ª¤Ã¤È¡¢Ææ¤ÎËâË¡ËÀ¤ò»ÏÆ°¤µ¤»¤¿¡£"); -#else - msg_print("Oops. Wand of wonder activated."); -#endif - + msg_print(_("おっと、謎の魔法棒を始動させた。", "Oops. Wand of wonder activated.")); break; } case SV_WAND_DRAGON_FIRE: { - fire_ball(GF_FIRE, dir, 200, -3); + fire_ball(GF_FIRE, dir, (powerful ? 300 : 200), -3); ident = TRUE; break; } case SV_WAND_DRAGON_COLD: { - fire_ball(GF_COLD, dir, 180, -3); + fire_ball(GF_COLD, dir, (powerful ? 270 : 180), -3); ident = TRUE; break; } case SV_WAND_DRAGON_BREATH: { + int dam; + int typ; + switch (randint1(5)) { case 1: - { - fire_ball(GF_ACID, dir, 240, -3); + dam = 240; + typ = GF_ACID; break; - } - case 2: - { - fire_ball(GF_ELEC, dir, 210, -3); + dam = 210; + typ = GF_ELEC; break; - } - case 3: - { - fire_ball(GF_FIRE, dir, 240, -3); + dam = 240; + typ = GF_FIRE; break; - } - case 4: - { - fire_ball(GF_COLD, dir, 210, -3); + dam = 210; + typ = GF_COLD; break; - } - default: - { - fire_ball(GF_POIS, dir, 180, -3); + dam = 180; + typ = GF_POIS; break; - } } + if (powerful) dam = (dam * 3) / 2; + + fire_ball(typ, dir, dam, -3); + ident = TRUE; break; } case SV_WAND_DISINTEGRATE: { - fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(p_ptr->lev * 2), 2); + fire_ball(GF_DISINTEGRATE, dir, 200 + randint1(lev * 2), rad); ident = TRUE; break; } case SV_WAND_ROCKETS: { -#ifdef JP -msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª"); -#else - msg_print("You launch a rocket!"); -#endif - - fire_rocket(GF_ROCKET, dir, 250 + p_ptr->lev * 3, 2); + msg_print(_("ロケットを発射した!", "You launch a rocket!")); + fire_rocket(GF_ROCKET, dir, 250 + lev * 3, rad); ident = TRUE; break; } case SV_WAND_STRIKING: { - fire_bolt(GF_METEOR, dir, damroll(15 + p_ptr->lev / 3, 13)); + fire_bolt(GF_METEOR, dir, damroll(15 + lev / 3, 13)); ident = TRUE; break; } case SV_WAND_GENOCIDE: { - fire_ball_hide(GF_GENOCIDE, dir, magic ? p_ptr->lev + 50 : 250, 0); + fire_ball_hide(GF_GENOCIDE, dir, magic ? lev + 50 : 250, 0); ident = TRUE; break; } @@ -3168,26 +2858,26 @@ msg_print(" return ident; } - -/* +/*! + * @brief 魔法棒を使うコマンドのサブルーチン / * Aim a wand (from the pack or floor). - * + * @param item 使うオブジェクトの所持品ID + * @return なし + * @details + *
  * Use a single charge from a single item.
  * Handle "unstacking" in a logical manner.
- *
  * For simplicity, you cannot use a stack of items from the
  * ground.  This would require too much nasty code.
- *
  * There are no wands which can "destroy" themselves, in the inventory
  * or on the ground, so we can ignore this possibility.  Note that this
  * required giving "wand of wonder" the ability to ignore destruction
  * by electric balls.
- *
  * All wands can be "cancelled" at the "Direction?" prompt for free.
- *
  * Note that the basic "bolt" wands do slightly less damage than the
  * basic "bolt" rods, but the basic "ball" wands do the same damage
  * as the basic "ball" rods.
+ * 
*/ static void do_cmd_aim_wand_aux(int item) { @@ -3210,12 +2900,7 @@ static void do_cmd_aim_wand_aux(int item) /* Mega-Hack -- refuse to aim a pile from the ground */ if ((item < 0) && (o_ptr->number > 1)) { -#ifdef JP - msg_print("¤Þ¤º¤ÏËâË¡ËÀ¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£"); -#else - msg_print("You must first pick up the wands."); -#endif - + msg_print(_("まずは魔法棒を拾わなければ。", "You must first pick up the wands.")); return; } @@ -3232,7 +2917,7 @@ static void do_cmd_aim_wand_aux(int item) target_pet = old_target_pet; /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Get the level */ lev = k_info[o_ptr->k_idx].level; @@ -3256,12 +2941,7 @@ static void do_cmd_aim_wand_aux(int item) if (world_player) { if (flush_failure) flush(); -#ifdef JP - msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£"); -#else - msg_print("Nothing happen. Maybe this wand is freezing too."); -#endif - + msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen. Maybe this wand is freezing too.")); sound(SOUND_FAIL); return; } @@ -3270,12 +2950,7 @@ static void do_cmd_aim_wand_aux(int item) if ((chance < USE_DEVICE) || (randint1(chance) < USE_DEVICE) || (p_ptr->pclass == CLASS_BERSERKER)) { if (flush_failure) flush(); -#ifdef JP - msg_print("ËâË¡ËÀ¤ò¤¦¤Þ¤¯»È¤¨¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You failed to use the wand properly."); -#endif - + msg_print(_("魔法棒をうまく使えなかった。", "You failed to use the wand properly.")); sound(SOUND_FAIL); return; } @@ -3284,12 +2959,7 @@ static void do_cmd_aim_wand_aux(int item) if (o_ptr->pval <= 0) { if (flush_failure) flush(); -#ifdef JP - msg_print("¤³¤ÎËâË¡ËÀ¤Ë¤Ï¤â¤¦ËâÎϤ¬»Ä¤Ã¤Æ¤¤¤Ê¤¤¡£"); -#else - msg_print("The wand has no charges left."); -#endif - + msg_print(_("この魔法棒にはもう魔力が残っていない。", "The wand has no charges left.")); o_ptr->ident |= (IDENT_EMPTY); /* Combine / Reorder the pack (later) */ @@ -3302,7 +2972,7 @@ static void do_cmd_aim_wand_aux(int item) /* Sound */ sound(SOUND_ZAP); - ident = wand_effect(o_ptr->sval, dir, FALSE); + ident = wand_effect(o_ptr->sval, dir, FALSE, FALSE); /* Combine / Reorder the pack (later) */ p_ptr->notice |= (PN_COMBINE | PN_REORDER); @@ -3344,7 +3014,10 @@ static void do_cmd_aim_wand_aux(int item) } } - +/*! + * @brief 魔法棒を使うコマンドのメインルーチン / + * @return なし + */ void do_cmd_aim_wand(void) { int item; @@ -3359,24 +3032,30 @@ void do_cmd_aim_wand(void) } /* Get an item */ -#ifdef JP - q = "¤É¤ÎËâË¡ËÀ¤ÇÁÀ¤¤¤Þ¤¹¤«? "; - s = "»È¤¨¤ëËâË¡ËÀ¤¬¤Ê¤¤¡£"; -#else - q = "Aim which wand? "; - s = "You have no wand to aim."; -#endif - + q = _("どの魔法棒で狙いますか? ", "Aim which wand? "); + s = _("使える魔法棒がない。", "You have no wand to aim."); + if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; /* Aim the wand */ do_cmd_aim_wand_aux(item); } - -static int rod_effect(int sval, int dir, bool *use_charge, bool magic) +/*! + * @brief ロッドの効果を発動する + * @param sval オブジェクトのsval + * @param dir 発動目標の方向ID + * @param use_charge チャージを消費したかどうかを返す参照ポインタ + * @param powerful 強力発動上の処理ならばTRUE + * @param magic 魔道具術上の処理ならばTRUE + * @return 発動により効果内容が確定したならばTRUEを返す + */ +static int rod_effect(int sval, int dir, bool *use_charge, bool powerful, bool magic) { int ident = FALSE; + int lev = powerful ? p_ptr->lev * 2 : p_ptr->lev; + int detect_rad = powerful ? DETECT_RAD_DEFAULT * 3 / 2 : DETECT_RAD_DEFAULT; + int rad = powerful ? 3 : 2; /* Unused */ (void)magic; @@ -3386,20 +3065,24 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic) { case SV_ROD_DETECT_TRAP: { - if (detect_traps(DETECT_RAD_DEFAULT, (bool)(dir ? FALSE : TRUE))) ident = TRUE; + if (detect_traps(detect_rad, (bool)(dir ? FALSE : TRUE))) ident = TRUE; break; } case SV_ROD_DETECT_DOOR: { - if (detect_doors(DETECT_RAD_DEFAULT)) ident = TRUE; - if (detect_stairs(DETECT_RAD_DEFAULT)) ident = TRUE; + if (detect_doors(detect_rad)) ident = TRUE; + if (detect_stairs(detect_rad)) ident = TRUE; break; } case SV_ROD_IDENTIFY: { - if (!ident_spell(FALSE)) *use_charge = FALSE; + if (powerful) { + if (!identify_fully(FALSE)) *use_charge = FALSE; + } else { + if (!ident_spell(FALSE)) *use_charge = FALSE; + } ident = TRUE; break; } @@ -3413,20 +3096,20 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic) case SV_ROD_ILLUMINATION: { - if (lite_area(damroll(2, 8), 2)) ident = TRUE; + if (lite_area(damroll(2, 8), (powerful ? 4 : 2))) ident = TRUE; break; } case SV_ROD_MAPPING: { - map_area(DETECT_RAD_MAP); + map_area(powerful ? DETECT_RAD_MAP * 3 / 2 : DETECT_RAD_MAP); ident = TRUE; break; } case SV_ROD_DETECTION: { - detect_all(DETECT_RAD_DEFAULT); + detect_all(detect_rad); ident = TRUE; break; } @@ -3452,7 +3135,7 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic) case SV_ROD_HEALING: { - if (hp_player(500)) ident = TRUE; + if (hp_player(powerful ? 750 : 500)) ident = TRUE; if (set_stun(0)) ident = TRUE; if (set_cut(0)) ident = TRUE; if (set_shero(0,TRUE)) ident = TRUE; @@ -3473,117 +3156,115 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic) case SV_ROD_SPEED: { - if (set_fast(randint1(30) + 15, FALSE)) ident = TRUE; + if (set_fast(randint1(30) + (powerful ? 30 : 15), FALSE)) ident = TRUE; break; } case SV_ROD_PESTICIDE: { - if (dispel_monsters(4)) ident = TRUE; + if (dispel_monsters(powerful ? 8 : 4)) ident = TRUE; break; } case SV_ROD_TELEPORT_AWAY: { - if (teleport_monster(dir)) ident = TRUE; + int distance = MAX_SIGHT * (powerful ? 8 : 5); + if (teleport_monster(dir, distance)) ident = TRUE; break; } case SV_ROD_DISARMING: { if (disarm_trap(dir)) ident = TRUE; + if (powerful && disarm_traps_touch()) ident = TRUE; break; } case SV_ROD_LITE: { -#ifdef JP - msg_print("ÀĤ¯µ±¤¯¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£"); -#else - msg_print("A line of blue shimmering light appears."); -#endif - - (void)lite_line(dir); + int dam = damroll((powerful ? 12 : 6), 8); + msg_print(_("青く輝く光線が放たれた。", "A line of blue shimmering light appears.")); + (void)lite_line(dir, dam); ident = TRUE; break; } case SV_ROD_SLEEP_MONSTER: { - if (sleep_monster(dir)) ident = TRUE; + if (sleep_monster(dir, lev)) ident = TRUE; break; } case SV_ROD_SLOW_MONSTER: { - if (slow_monster(dir)) ident = TRUE; + if (slow_monster(dir, lev)) ident = TRUE; break; } case SV_ROD_DRAIN_LIFE: { - if (drain_life(dir, 70 + 3 * p_ptr->lev / 2)) ident = TRUE; + if (drain_life(dir, 70 + 3 * lev / 2)) ident = TRUE; break; } case SV_ROD_POLYMORPH: { - if (poly_monster(dir)) ident = TRUE; + if (poly_monster(dir, lev)) ident = TRUE; break; } case SV_ROD_ACID_BOLT: { - fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + p_ptr->lev / 7, 8)); + fire_bolt_or_beam(10, GF_ACID, dir, damroll(6 + lev / 7, 8)); ident = TRUE; break; } case SV_ROD_ELEC_BOLT: { - fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + p_ptr->lev / 9, 8)); + fire_bolt_or_beam(10, GF_ELEC, dir, damroll(4 + lev / 9, 8)); ident = TRUE; break; } case SV_ROD_FIRE_BOLT: { - fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + p_ptr->lev / 6, 8)); + fire_bolt_or_beam(10, GF_FIRE, dir, damroll(7 + lev / 6, 8)); ident = TRUE; break; } case SV_ROD_COLD_BOLT: { - fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + p_ptr->lev / 8, 8)); + fire_bolt_or_beam(10, GF_COLD, dir, damroll(5 + lev / 8, 8)); ident = TRUE; break; } case SV_ROD_ACID_BALL: { - fire_ball(GF_ACID, dir, 60 + p_ptr->lev, 2); + fire_ball(GF_ACID, dir, 60 + lev, rad); ident = TRUE; break; } case SV_ROD_ELEC_BALL: { - fire_ball(GF_ELEC, dir, 40 + p_ptr->lev, 2); + fire_ball(GF_ELEC, dir, 40 + lev, rad); ident = TRUE; break; } case SV_ROD_FIRE_BALL: { - fire_ball(GF_FIRE, dir, 70 + p_ptr->lev, 2); + fire_ball(GF_FIRE, dir, 70 + lev, rad); ident = TRUE; break; } case SV_ROD_COLD_BALL: { - fire_ball(GF_COLD, dir, 50 + p_ptr->lev, 2); + fire_ball(GF_COLD, dir, 50 + lev, rad); ident = TRUE; break; } @@ -3597,7 +3278,8 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic) case SV_ROD_STONE_TO_MUD: { - if (wall_to_mud(dir)) ident = TRUE; + int dam = powerful ? 40 + randint1(60) : 20 + randint1(30); + if (wall_to_mud(dir, dam)) ident = TRUE; break; } @@ -3611,15 +3293,18 @@ static int rod_effect(int sval, int dir, bool *use_charge, bool magic) return ident; } -/* +/*! + * @brief 魔法棒を使うコマンドのサブルーチン / * Activate (zap) a Rod - * + * @param item 使うオブジェクトの所持品ID + * @return なし + * @details + *
  * Unstack fully charged rods as needed.
- *
  * Hack -- rods of perception/genocide can be "cancelled"
  * All rods can be cancelled at the "Direction?" prompt
- *
  * pvals are defined for each rod in k_info. -LM-
+ * 
*/ static void do_cmd_zap_rod_aux(int item) { @@ -3649,12 +3334,7 @@ static void do_cmd_zap_rod_aux(int item) /* Mega-Hack -- refuse to zap a pile from the ground */ if ((item < 0) && (o_ptr->number > 1)) { -#ifdef JP - msg_print("¤Þ¤º¤Ï¥í¥Ã¥É¤ò½¦¤ï¤Ê¤±¤ì¤Ð¡£"); -#else - msg_print("You must first pick up the rods."); -#endif - + msg_print(_("まずはロッドを拾わなければ。", "You must first pick up the rods.")); return; } @@ -3669,7 +3349,7 @@ static void do_cmd_zap_rod_aux(int item) /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Extract the item level */ lev = k_info[o_ptr->k_idx].level; @@ -3689,12 +3369,7 @@ static void do_cmd_zap_rod_aux(int item) if (world_player) { if (flush_failure) flush(); -#ifdef JP - msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£"); -#else - msg_print("Nothing happen. Maybe this rod is freezing too."); -#endif - + msg_print(_("止まった時の中ではうまく働かないようだ。", "Nothing happen. Maybe this rod is freezing too.")); sound(SOUND_FAIL); return; } @@ -3715,12 +3390,7 @@ static void do_cmd_zap_rod_aux(int item) if (!success) { if (flush_failure) flush(); -#ifdef JP - msg_print("¤¦¤Þ¤¯¥í¥Ã¥É¤ò»È¤¨¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You failed to use the rod properly."); -#endif - + msg_print(_("うまくロッドを使えなかった。", "You failed to use the rod properly.")); sound(SOUND_FAIL); return; } @@ -3731,31 +3401,21 @@ static void do_cmd_zap_rod_aux(int item) if ((o_ptr->number == 1) && (o_ptr->timeout)) { if (flush_failure) flush(); -#ifdef JP - msg_print("¤³¤Î¥í¥Ã¥É¤Ï¤Þ¤ÀËâÎϤò½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£"); -#else - msg_print("The rod is still charging."); -#endif - + msg_print(_("このロッドはまだ魔力を充填している最中だ。", "The rod is still charging.")); return; } /* A stack of rods lacks enough energy. */ else if ((o_ptr->number > 1) && (o_ptr->timeout > k_ptr->pval * (o_ptr->number - 1))) { if (flush_failure) flush(); -#ifdef JP -msg_print("¤½¤Î¥í¥Ã¥É¤Ï¤Þ¤À½¼Å¶Ãæ¤Ç¤¹¡£"); -#else - msg_print("The rods are all still charging."); -#endif - + msg_print(_("そのロッドはまだ充填中です。", "The rods are all still charging.")); return; } /* Sound */ sound(SOUND_ZAP); - ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE); + ident = rod_effect(o_ptr->sval, dir, &use_charge, FALSE, FALSE); /* Increase the timeout by the rod kind's pval. -LM- */ if (use_charge) o_ptr->timeout += k_ptr->pval; @@ -3784,7 +3444,10 @@ msg_print(" p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER); } - +/*! + * @brief ロッドを使うコマンドのメインルーチン / + * @return なし + */ void do_cmd_zap_rod(void) { int item; @@ -3799,13 +3462,8 @@ void do_cmd_zap_rod(void) item_tester_tval = TV_ROD; /* Get an item */ -#ifdef JP - q = "¤É¤Î¥í¥Ã¥É¤ò¿¶¤ê¤Þ¤¹¤«? "; - s = "»È¤¨¤ë¥í¥Ã¥É¤¬¤Ê¤¤¡£"; -#else - q = "Zap which rod? "; - s = "You have no rod to zap."; -#endif + q = _("どのロッドを振りますか? ", "Zap which rod? "); + s = _("使えるロッドがない。", "You have no rod to zap."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return; @@ -3813,9 +3471,11 @@ void do_cmd_zap_rod(void) do_cmd_zap_rod_aux(item); } - -/* +/*! + * @brief オブジェクトをプレイヤーが魔道具として発動できるかを判定する / * Hook to determine if an object is activatable + * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ + * @return 魔道具として発動可能ならばTRUEを返す */ static bool item_tester_hook_activate(object_type *o_ptr) { @@ -3834,9 +3494,11 @@ static bool item_tester_hook_activate(object_type *o_ptr) return (FALSE); } - -/* +/*! + * @brief 『一つの指輪』の効果処理 / * Hack -- activate the ring of power + * @param dir 発動の方向ID + * @return なし */ void ring_of_power(int dir) { @@ -3847,12 +3509,7 @@ void ring_of_power(int dir) case 2: { /* Message */ -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï°­À­¤Î¥ª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£"); -#else - msg_print("You are surrounded by a malignant aura."); -#endif - + msg_print(_("あなたは悪性のオーラに包み込まれた。", "You are surrounded by a malignant aura.")); sound(SOUND_EVIL); /* Decrease all stats (permanently) */ @@ -3874,12 +3531,7 @@ void ring_of_power(int dir) case 3: { /* Message */ -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï¶¯ÎϤʥª¡¼¥é¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡£"); -#else - msg_print("You are surrounded by a powerful aura."); -#endif - + msg_print(_("あなたは強力なオーラに包み込まれた。", "You are surrounded by a powerful aura.")); /* Dispel monsters */ dispel_monsters(1000); @@ -3910,7 +3562,14 @@ void ring_of_power(int dir) } } - +/*! + * @brief ペット入りモンスターボールをソートするための比較関数 + * @param u 所持品配列の参照ポインタ + * @param v 未使用 + * @param a 所持品ID1 + * @param b 所持品ID2 + * @return 1の方が大であればTRUE + */ static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b) { u16b *who = (u16b*)(u); @@ -3941,19 +3600,24 @@ static bool ang_sort_comp_pet(vptr u, vptr v, int a, int b) return w1 <= w2; } -/* + +/*! + * @brief 装備を発動するコマンドのサブルーチン / * Activate a wielded object. Wielded objects never stack. * And even if they did, activatable objects never stack. - * + * @param item 発動するオブジェクトの所持品ID + * @return なし + * @details + *
  * Currently, only (some) artifacts, and Dragon Scale Mail, can be activated.
  * But one could, for example, easily make an activatable "Ring of Plasma".
- *
  * Note that it always takes a turn to activate an artifact, even if
  * the user hits "escape" at the "direction" prompt.
+ * 
*/ static void do_cmd_activate_aux(int item) { - int k, dir, lev, chance, fail; + int dir, lev, chance, fail; object_type *o_ptr; bool success; @@ -3971,110 +3635,18 @@ static void do_cmd_activate_aux(int item) } /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Extract the item level */ lev = k_info[o_ptr->k_idx].level; /* Hack -- use artifact level instead */ if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level; - else if (o_ptr->art_name) + else if (object_is_random_artifact(o_ptr)) { - switch (o_ptr->xtra2) - { - case ACT_SUNLIGHT: - case ACT_BO_MISS_1: - case ACT_BA_POIS_1: - case ACT_CONFUSE: - case ACT_SLEEP: - case ACT_CURE_LW: - case ACT_CURE_POISON: - case ACT_BERSERK: - case ACT_LIGHT: - case ACT_DEST_DOOR: - case ACT_TELEPORT: - lev = 10; - break; - case ACT_BO_ELEC_1: - case ACT_BO_ACID_1: - case ACT_BO_COLD_1: - case ACT_BO_FIRE_1: - case ACT_MAP_LIGHT: - case ACT_STONE_MUD: - case ACT_CURE_MW: - case ACT_QUAKE: - lev = 20; - break; - case ACT_DRAIN_1: - case ACT_TELE_AWAY: - case ACT_ESP: - case ACT_RESIST_ALL: - case ACT_DETECT_ALL: - case ACT_RECALL: - case ACT_SATIATE: - case ACT_RECHARGE: - lev = 30; - break; - case ACT_BA_COLD_1: - case ACT_BA_FIRE_1: - case ACT_BA_FIRE_2: - case ACT_TERROR: - case ACT_PROT_EVIL: - case ACT_ID_PLAIN: - case ACT_REST_LIFE: - case ACT_SPEED: - case ACT_BANISH_EVIL: - lev = 40; - break; - case ACT_DRAIN_2: - case ACT_VAMPIRE_1: - case ACT_BO_MISS_2: - case ACT_BA_FIRE_3: - case ACT_WHIRLWIND: - case ACT_CHARM_ANIMAL: - case ACT_SUMMON_ANIMAL: - case ACT_DISP_EVIL: - case ACT_DISP_GOOD: - case ACT_XTRA_SPEED: - case ACT_DETECT_XTRA: - case ACT_ID_FULL: - lev = 50; - break; - case ACT_VAMPIRE_2: - case ACT_BA_COLD_3: - case ACT_BA_ELEC_3: - case ACT_GENOCIDE: - case ACT_CHARM_UNDEAD: - case ACT_CHARM_OTHER: - case ACT_SUMMON_PHANTOM: - case ACT_SUMMON_ELEMENTAL: - case ACT_RUNE_EXPLO: - lev = 60; - break; - case ACT_MASS_GENO: - case ACT_CHARM_ANIMALS: - case ACT_CHARM_OTHERS: - case ACT_CURE_700: - case ACT_RUNE_PROT: - case ACT_ALCHEMY: - case ACT_REST_ALL: - lev = 70; - break; - case ACT_CALL_CHAOS: - case ACT_ROCKET: - case ACT_BA_MISS_3: - case ACT_CURE_1000: - case ACT_DIM_DOOR: - case ACT_SUMMON_UNDEAD: - case ACT_SUMMON_DEMON: - lev = 80; - break; - case ACT_WRAITH: - case ACT_INVULN: - lev = 100; - break; - default: - lev = 0; + const activation_type* const act_ptr = find_activation_info(o_ptr); + if (act_ptr) { + lev = act_ptr->level; } } else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level; @@ -4094,12 +3666,7 @@ static void do_cmd_activate_aux(int item) if (world_player) { if (flush_failure) flush(); -#ifdef JP - msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£"); -#else - msg_print("It shows no reaction."); -#endif - + msg_print(_("止まった時の中ではうまく働かないようだ。", "It shows no reaction.")); sound(SOUND_FAIL); return; } @@ -4120,12 +3687,7 @@ static void do_cmd_activate_aux(int item) if (!success) { if (flush_failure) flush(); -#ifdef JP - msg_print("¤¦¤Þ¤¯»ÏÆ°¤µ¤»¤ë¤³¤È¤¬¤Ç¤­¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You failed to activate it properly."); -#endif - + msg_print(_("うまく始動させることができなかった。", "You failed to activate it properly.")); sound(SOUND_FAIL); return; } @@ -4133,33 +3695,27 @@ static void do_cmd_activate_aux(int item) /* Check the recharge */ if (o_ptr->timeout) { -#ifdef JP - msg_print("¤½¤ì¤ÏÈù¤«¤Ë²»¤òΩ¤Æ¡¢µ±¤­¡¢¾Ã¤¨¤¿..."); -#else - msg_print("It whines, glows and fades..."); -#endif - + msg_print(_("それは微かに音を立て、輝き、消えた...", "It whines, glows and fades...")); return; } + /* Some lights need enough fuel for activation */ + if (!o_ptr->xtra4 && (o_ptr->tval == TV_FLASK) && + ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN))) + { + msg_print(_("燃料がない。", "It has no fuel.")); + p_ptr->energy_use = 0; + return; + } /* Activate the artifact */ -#ifdef JP - msg_print("»ÏÆ°¤µ¤»¤¿..."); -#else - msg_print("You activate it..."); -#endif - + msg_print(_("始動させた...", "You activate it...")); /* Sound */ sound(SOUND_ZAP); - if (o_ptr->name1) - { - if (!o_ptr->xtra2) o_ptr->xtra2 = a_info[o_ptr->name1].act_idx; - } - - if ((o_ptr->name1 || o_ptr->art_name) && o_ptr->xtra2) + /* Activate object */ + if (activation_index(o_ptr)) { (void)activate_random_artifact(o_ptr); @@ -4170,1265 +3726,31 @@ static void do_cmd_activate_aux(int item) return; } - /* Artifacts */ - else if (object_is_fixed_artifact(o_ptr)) + /* Special items */ + else if (o_ptr->tval == TV_WHISTLE) { - /* Choose effect */ - switch (o_ptr->name1) + if (music_singing_any()) stop_singing(); + if (hex_spelling_any()) stop_hex_spell_all(); + +#if 0 + if (object_is_cursed(o_ptr)) { - case ART_FRAKIR: - { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï¥Õ¥é¥­¥¢¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£"); -#else - msg_print("You order Frakir to strangle your opponent."); + msg_print(_("カン高い音が響き渡った。", "You produce a shrill whistling sound.")); + aggravate_monsters(0); + } + else #endif + { + int pet_ctr, i; + u16b *who; + int max_pet = 0; + u16b dummy_why; - if (!get_aim_dir(&dir)) return; - if (drain_life(dir, 100)) - o_ptr->timeout = randint0(100) + 100; - break; - } + /* Allocate the "who" array */ + C_MAKE(who, max_m_idx, u16b); - case ART_RAZORBACK: - { - int num = damroll(5, 3); - int y, x; - int attempts; -#ifdef JP - msg_print("³»¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿..."); -#else - msg_print("Your armor is surrounded by lightning..."); -#endif - for (k = 0; k < num; k++) - { - attempts = 1000; - - while (attempts--) - { - scatter(&y, &x, py, px, 4, 0); - - if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue; - - if (!player_bold(y, x)) break; - } - - project(0, 3, y, x, 150, GF_ELEC, - (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1); - } - - o_ptr->timeout = 1000; - break; - } - - case ART_BLADETURNER: - { - if (!get_aim_dir(&dir)) return; -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - msg_print("You breathe the elements."); -#endif - - fire_ball(GF_MISSILE, dir, 300, 4); -#ifdef JP - msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿..."); -#else - msg_print("Your armor glows many colours..."); -#endif - - (void)set_afraid(0); - (void)set_hero(randint1(50) + 50, FALSE); - (void)hp_player(10); - (void)set_blessed(randint1(50) + 50, FALSE); - (void)set_oppose_acid(randint1(50) + 50, FALSE); - (void)set_oppose_elec(randint1(50) + 50, FALSE); - (void)set_oppose_fire(randint1(50) + 50, FALSE); - (void)set_oppose_cold(randint1(50) + 50, FALSE); - (void)set_oppose_pois(randint1(50) + 50, FALSE); - o_ptr->timeout = 400; - break; - } - - case ART_LOHENGRIN: - { -#ifdef JP - msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë..."); -#else - msg_print("A heavenly choir sings..."); -#endif - (void)set_poisoned(0); - (void)set_cut(0); - (void)set_stun(0); - (void)set_confused(0); - (void)set_blind(0); - (void)set_afraid(0); - (void)set_hero(randint1(25) + 25, FALSE); - (void)hp_player(777); - o_ptr->timeout = 300; - break; - } - - - case ART_KUSANAGI: - case ART_WEREWINDLE: - { - switch (randint1(13)) - { - case 1: case 2: case 3: case 4: case 5: - teleport_player(10, 0L); - break; - case 6: case 7: case 8: case 9: case 10: - teleport_player(222, 0L); - break; - case 11: case 12: - (void)stair_creation(); - break; - default: -#ifdef JP -if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©")) -#else - if (get_check("Leave this level? ")) -#endif - - { - if (autosave_l) do_cmd_save_game(TRUE); - - /* Leaving */ - p_ptr->leaving = TRUE; - } - } - o_ptr->timeout = 35; - break; - } - - case ART_DAWN: - { -#ifdef JP - msg_print("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£"); -#else - msg_print("You summon the Legion of the Dawn."); -#endif - (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET)); - o_ptr->timeout = 500 + randint1(500); - break; - } - - case ART_BRAND: - case ART_HELLFIRE: - { -#ifdef JP - msg_print("¥¯¥í¥¹¥Ü¥¦¤¬¿¼¹È¤Ëµ±¤¤¤¿..."); -#else - msg_print("Your crossbow glows deep red..."); -#endif - (void)brand_bolts(); - o_ptr->timeout = 999; - break; - } - - case ART_CRIMSON: - { - int num = 1; - int i; - int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; - int tx, ty; -#ifdef JP - msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª"); -#else - msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!"); -#endif - - if (!get_aim_dir(&dir)) return; - - /* Use the given direction */ - tx = px + 99 * ddx[dir]; - ty = py + 99 * ddy[dir]; - - /* Hack -- Use an actual "target" */ - if ((dir == 5) && target_okay()) - { - tx = target_col; - ty = target_row; - } - - if (p_ptr->pclass == CLASS_ARCHER) - { - /* Extra shot at level 10 */ - if (p_ptr->lev >= 10) num++; - - /* Extra shot at level 30 */ - if (p_ptr->lev >= 30) num++; - - /* Extra shot at level 45 */ - if (p_ptr->lev >= 45) num++; - } - - for (i = 0; i < num; i++) - project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1); - o_ptr->timeout = 15; - break; - } - case ART_PALANTIR: - { - monster_type *m_ptr; - monster_race *r_ptr; - int i; - -#ifdef JP - msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥"); -#else - msg_print("Some strange places show up in your mind. And you see ..."); -#endif - - /* Process the monsters (backwards) */ - for (i = m_max - 1; i >= 1; i--) - { - /* Access the monster */ - m_ptr = &m_list[i]; - - /* Ignore "dead" monsters */ - if (!m_ptr->r_idx) continue; - - r_ptr = &r_info[m_ptr->r_idx]; - - if(r_ptr->flags1 & RF1_UNIQUE) - { -#ifdef JP - msg_format("%s¡¥ ",r_name + r_ptr->name); -#else - msg_format("%s. ",r_name + r_ptr->name); -#endif - } - } - o_ptr->timeout = 200; - break; - } - - case ART_STONE_LORE: - { -#ifdef JP - msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥"); -#else - msg_print("The stone reveals hidden mysteries..."); -#endif - if (!ident_spell(FALSE)) return; - - if (mp_ptr->spell_book) - { - /* Sufficient mana */ - if (20 <= p_ptr->csp) - { - /* Use some mana */ - p_ptr->csp -= 20; - } - - /* Over-exert the player */ - else - { - int oops = 20 - p_ptr->csp; - - /* No mana left */ - p_ptr->csp = 0; - p_ptr->csp_frac = 0; - - /* Message */ -#ifdef JP - msg_print("ÀФòÀ©¸æ¤Ç¤­¤Ê¤¤¡ª"); -#else - msg_print("You are too weak to control the stone!"); -#endif - - /* Hack -- Bypass free action */ - (void)set_paralyzed(p_ptr->paralyzed + - randint1(5 * oops + 1)); - - /* Confusing. */ - (void)set_confused(p_ptr->confused + - randint1(5 * oops + 1)); - } - - /* Redraw mana */ - p_ptr->redraw |= (PR_MANA); - } - -#ifdef JP - take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1); -#else - take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1); -#endif - - /* Confusing. */ - if (one_in_(5)) (void)set_confused(p_ptr->confused + - randint1(10)); - - /* Exercise a little care... */ - if (one_in_(20)) -#ifdef JP - take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1); -#else - take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1); -#endif - o_ptr->timeout = 0; - break; - } - - case ART_BOROMIR: - { - if (music_singing_any()) stop_singing(); - if (hex_spelling_any()) stop_hex_spell_all(); -#ifdef JP - msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!"); -#else - msg_print("You wind a mighty blast; your enemies tremble!"); -#endif - (void)turn_monsters((3 * p_ptr->lev / 2) + 10); - o_ptr->timeout = randint0(40) + 40; - break; - } - - case ART_FARAMIR: - { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£"); -#else - msg_print("You exterminate small life."); -#endif - (void)dispel_monsters(4); - o_ptr->timeout = randint0(55) + 55; - break; - } - - case ART_HURIN: - { - (void)set_fast(randint1(50) + 50, FALSE); - hp_player(10); - set_afraid(0); - set_hero(randint1(50) + 50, FALSE); - o_ptr->timeout = randint0(200) + 100; - break; - } - case ART_GIL_GALAD: - { -#ifdef JP - msg_print("¥·¡¼¥ë¥É¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿¡¥¡¥¡¥"); -#else - msg_print("Your shield gleams with blinding light..."); -#endif - fire_ball(GF_LITE, 0, 300, 6); - confuse_monsters(3 * p_ptr->lev / 2); - o_ptr->timeout = 250; - break; - } - case ART_YENDOR: - { -#ifdef JP - msg_print("¥«¡¼¥É¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥"); -#else - msg_print("Your card gleams with blinding light..."); -#endif - if (!recharge(1000)) return; - o_ptr->timeout = 200; - break; - } - case ART_MURAMASA: - { -#ifdef JP - if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©")) -#else - if (get_check("Are you sure?!")) -#endif - { -#ifdef JP - msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥"); -#else - msg_print("The Muramasa pulsates..."); -#endif - do_inc_stat(A_STR); - if (one_in_(2)) - { -#ifdef JP - msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª"); -#else - msg_print("The Muramasa is destroyed!"); -#endif - curse_weapon(TRUE, item); - } - } - break; - } - case ART_TAIKOBO: - { - int x, y; - - if (!get_rep_dir2(&dir)) return; - y = py+ddy[dir]; - x = px+ddx[dir]; - tsuri_dir = dir; - if (!cave_have_flag_bold(y, x, FF_WATER)) - { -#ifdef JP - msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£"); -#else - msg_print("There is no fishing place."); -#endif - return; - } - else if (cave[y][x].m_idx) - { - char m_name[80]; - monster_desc(m_name, &m_list[cave[y][x].m_idx], 0); -#ifdef JP - msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name); -#else - msg_format("%^s is stand in your way.", m_name); -#endif - energy_use = 0; - return; - } - set_action(ACTION_FISH); - p_ptr->redraw |= (PR_STATE); - break; - } - case ART_JONES: - { - if (!get_aim_dir(&dir)) return; -#ifdef JP - msg_print("¥à¥Á¤ò¿­¤Ð¤·¤¿¡£"); -#else - msg_print("You stretched your whip."); -#endif - - fetch(dir, 500, TRUE); - o_ptr->timeout = randint0(25) + 25; - break; - } - - case ART_INROU: - { - int count = 0, i; - monster_type *m_ptr; -#ifndef JP - cptr kakusan = ""; -#endif - - if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET)) - { -#ifdef JP - msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£"); -#else - msg_print("Suke-san apperars."); - kakusan = "Suke-san"; -#endif - count++; - } - if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET)) - { -#ifdef JP - msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£"); -#else - msg_print("Kaku-san appears."); - kakusan = "Kaku-san"; -#endif - count++; - } - if (!count) - { - for (i = m_max - 1; i > 0; i--) - { - m_ptr = &m_list[i]; - if (!m_ptr->r_idx) continue; - if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue; - if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue; - if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue; - count++; - break; - } - } - - if (count) - { -#ifdef JP - msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×"); -#else - msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan); -#endif - - sukekaku = TRUE; - stun_monsters(120); - confuse_monsters(120); - turn_monsters(120); - stasis_monsters(120); - sukekaku = FALSE; - } - else - { -#ifdef JP - msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("Nothing happen."); -#endif - } - o_ptr->timeout = randint0(150) + 150; - break; - } - - case ART_HYOUSIGI: - { -#ifdef JP - msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£"); -#else - msg_print("You beat Your wooden clappers."); -#endif - aggravate_monsters(0); - break; - } - - case ART_MATOI: - case ART_AEGISFANG: - { - (void)set_afraid(0); - set_hero(randint1(25)+25, FALSE); - hp_player(10); - o_ptr->timeout = randint0(30) + 30; - break; - } - - case ART_EARENDIL: - { - (void)set_poisoned(0); - (void)set_confused(0); - (void)set_blind(0); - (void)set_stun(0); - (void)set_cut(0); - (void)set_image(0); - - o_ptr->timeout = 100; - break; - } - - case ART_BOLISHOI: - { - if (!get_aim_dir(&dir)) return; - (void)charm_animal(dir, p_ptr->lev); - - o_ptr->timeout = 200; - break; - } - case ART_BLOOD: - { -#ifdef JP - msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿..."); -#else - msg_print("Your scythe glows brightly!"); -#endif - get_bloody_moon_flags(o_ptr); - o_ptr->timeout = 3333; - if (p_ptr->prace == RACE_ANDROID) calc_android_exp(); - p_ptr->update |= (PU_BONUS | PU_HP); - break; - } - case ART_KESHO: - { -#ifdef JP - msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£"); -#else - msg_print("You stamp. (as if you are in a ring.)"); -#endif - (void)set_afraid(0); - (void)set_hero(randint1(20) + 20, FALSE); - dispel_evil(p_ptr->lev * 3); - o_ptr->timeout = 100 + randint1(100); - break; - } - case ART_MOOK: - { -#ifdef JP - msg_print("¥¯¥í¡¼¥¯¤¬Çò¤¯µ±¤¤¤¿..."); -#else - msg_print("Your cloak grows white."); -#endif - (void)set_oppose_cold(randint1(20) + 20, FALSE); - o_ptr->timeout = 40 + randint1(40); - break; - } - case ART_JIZO: - { - u32b mode = PM_ALLOW_GROUP; - bool pet = !one_in_(5); - if (pet) mode |= PM_FORCE_PET; - - if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode)) - { - if (pet) -#ifdef JP - msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£"); -#else - msg_print("A group of octopuses appear as your servant."); -#endif - - else -#ifdef JP - msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª"); -#else - msg_print("A group of octopuses appear as your enemy!"); -#endif - - } - - o_ptr->timeout = 300 + randint1(150); - break; - } - - case ART_SACRED_KNIGHTS: - { -#ifdef JP - msg_print("¼ó¾þ¤ê¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹..."); -#else - msg_print("Your amulet exhibits the truth..."); -#endif - if (remove_all_curse()) - { -#ifdef JP - msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£"); -#else - msg_print("You feel as if someone is watching over you."); -#endif - } - (void)probing(); - break; - } - case ART_CHARMED: - { -#ifdef JP - msg_print("¥Ú¥ó¥À¥ó¥È¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥"); -#else - msg_print("Your pendant glows pale..."); -#endif - if (p_ptr->pclass == CLASS_MAGIC_EATER) - { - int i; - for (i = 0; i < EATER_EXT*2; i++) - { - p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3; - if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE; - } - for (; i < EATER_EXT*3; i++) - { - int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2); - p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval; - if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0; - } -#ifdef JP - msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£"); -#else - msg_print("You feel your head clear."); -#endif - p_ptr->window |= (PW_PLAYER); - } - else if (p_ptr->csp < p_ptr->msp) - { - p_ptr->csp = p_ptr->msp; - p_ptr->csp_frac = 0; -#ifdef JP - msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£"); -#else - msg_print("You feel your head clear."); -#endif - - p_ptr->redraw |= (PR_MANA); - p_ptr->window |= (PW_PLAYER); - p_ptr->window |= (PW_SPELL); - } - o_ptr->timeout = 777; - break; - } - } - - /* Window stuff */ - p_ptr->window |= (PW_INVEN | PW_EQUIP); - - /* Done */ - return; - } - - if (object_is_smith(o_ptr)) - { - switch (o_ptr->xtra3-1) - { - case ESSENCE_TMP_RES_ACID: - (void)set_oppose_acid(randint1(20) + 20, FALSE); - o_ptr->timeout = randint0(50) + 50; - return; - - case ESSENCE_TMP_RES_ELEC: - (void)set_oppose_elec(randint1(20) + 20, FALSE); - o_ptr->timeout = randint0(50) + 50; - return; - - case ESSENCE_TMP_RES_FIRE: - (void)set_oppose_fire(randint1(20) + 20, FALSE); - o_ptr->timeout = randint0(50) + 50; - return; - - case ESSENCE_TMP_RES_COLD: - (void)set_oppose_cold(randint1(20) + 20, FALSE); - o_ptr->timeout = randint0(50) + 50; - return; - - case TR_IMPACT: - earthquake(py, px, 5); - o_ptr->timeout = 100 + randint1(100); - - /* Window stuff */ - p_ptr->window |= (PW_INVEN | PW_EQUIP); - - /* Done */ - return; - } - } - - - if (o_ptr->name2 == EGO_TRUMP) - { - teleport_player(100, 0L); - o_ptr->timeout = 50 + randint1(50); - - /* Window stuff */ - p_ptr->window |= (PW_INVEN | PW_EQUIP); - - /* Done */ - return; - } - - - if (o_ptr->name2 == EGO_LITE_ILLUMINATION) - { - if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN))) - { -#ifdef JP - msg_print("dzÎÁ¤¬¤Ê¤¤¡£"); -#else - msg_print("It has no fuel."); -#endif - energy_use = 0; - return; - } - lite_area(damroll(2, 15), 3); - o_ptr->timeout = randint0(10) + 10; - - /* Window stuff */ - p_ptr->window |= (PW_INVEN | PW_EQUIP); - - return; - } - - - if (o_ptr->name2 == EGO_EARTHQUAKES) - { - earthquake(py, px, 5); - o_ptr->timeout = 100 + randint1(100); - - /* Window stuff */ - p_ptr->window |= (PW_INVEN | PW_EQUIP); - - /* Done */ - return; - } - - - if (o_ptr->name2 == EGO_JUMP) - { - teleport_player(10, 0L); - o_ptr->timeout = 10 + randint1(10); - - /* Window stuff */ - p_ptr->window |= (PW_INVEN | PW_EQUIP); - - /* Done */ - return; - } - - - /* Hack -- Dragon Scale Mail can be activated as well */ - if (o_ptr->tval == TV_DRAG_ARMOR) - { - /* Get a direction for breathing (or abort) */ - if (!get_aim_dir(&dir)) return; - - if (music_singing_any()) stop_singing(); - if (hex_spelling_any()) stop_hex_spell_all(); - - /* Branch on the sub-type */ - switch (o_ptr->sval) - { - case SV_DRAGON_BLUE: - { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - msg_print("You breathe lightning."); -#endif - - fire_ball(GF_ELEC, dir, 100, -2); - o_ptr->timeout = randint0(150) + 150; - break; - } - - case SV_DRAGON_WHITE: - { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - msg_print("You breathe frost."); -#endif - - fire_ball(GF_COLD, dir, 110, -2); - o_ptr->timeout = randint0(150) + 150; - break; - } - - case SV_DRAGON_BLACK: - { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - msg_print("You breathe acid."); -#endif - - fire_ball(GF_ACID, dir, 130, -2); - o_ptr->timeout = randint0(150) + 150; - break; - } - - case SV_DRAGON_GREEN: - { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤ÏÆÇ¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - msg_print("You breathe poison gas."); -#endif - - fire_ball(GF_POIS, dir, 150, -2); - o_ptr->timeout = randint0(180) + 180; - break; - } - - case SV_DRAGON_RED: - { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - msg_print("You breathe fire."); -#endif - - fire_ball(GF_FIRE, dir, 200, -2); - o_ptr->timeout = randint0(200) + 200; - break; - } - - case SV_DRAGON_MULTIHUED: - { - chance = randint0(5); -#ifdef JP - msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", - ((chance == 1) ? "°ðºÊ" : - ((chance == 2) ? "Î䵤" : - ((chance == 3) ? "»À" : - ((chance == 4) ? "ÆÇ¥¬¥¹" : "²Ð±ê"))))); -#else - msg_format("You breathe %s.", - ((chance == 1) ? "lightning" : - ((chance == 2) ? "frost" : - ((chance == 3) ? "acid" : - ((chance == 4) ? "poison gas" : "fire"))))); -#endif - - fire_ball(((chance == 1) ? GF_ELEC : - ((chance == 2) ? GF_COLD : - ((chance == 3) ? GF_ACID : - ((chance == 4) ? GF_POIS : GF_FIRE)))), - dir, 250, -2); - o_ptr->timeout = randint0(200) + 200; - break; - } - - case SV_DRAGON_BRONZE: - { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ïº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - msg_print("You breathe confusion."); -#endif - - fire_ball(GF_CONFUSION, dir, 120, -2); - o_ptr->timeout = randint0(180) + 180; - break; - } - - case SV_DRAGON_GOLD: - { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - msg_print("You breathe sound."); -#endif - - fire_ball(GF_SOUND, dir, 130, -2); - o_ptr->timeout = randint0(180) + 180; - break; - } - - case SV_DRAGON_CHAOS: - { - chance = randint0(2); -#ifdef JP - msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", - ((chance == 1 ? "¥«¥ª¥¹" : "Îô²½"))); -#else - msg_format("You breathe %s.", - ((chance == 1 ? "chaos" : "disenchantment"))); -#endif - - fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT), - dir, 220, -2); - o_ptr->timeout = randint0(200) + 200; - break; - } - - case SV_DRAGON_LAW: - { - chance = randint0(2); -#ifdef JP - msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", - ((chance == 1 ? "¹ì²»" : "ÇËÊÒ"))); -#else - msg_format("You breathe %s.", - ((chance == 1 ? "sound" : "shards"))); -#endif - - fire_ball((chance == 1 ? GF_SOUND : GF_SHARDS), - dir, 230, -2); - o_ptr->timeout = randint0(200) + 200; - break; - } - - case SV_DRAGON_BALANCE: - { - chance = randint0(4); -#ifdef JP - msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿", - ((chance == 1) ? "¥«¥ª¥¹" : - ((chance == 2) ? "Îô²½" : - ((chance == 3) ? "¹ì²»" : "ÇËÊÒ")))); -#else - msg_format("You breathe %s.", - ((chance == 1) ? "chaos" : - ((chance == 2) ? "disenchantment" : - ((chance == 3) ? "sound" : "shards")))); -#endif - - fire_ball(((chance == 1) ? GF_CHAOS : - ((chance == 2) ? GF_DISENCHANT : - ((chance == 3) ? GF_SOUND : GF_SHARDS))), - dir, 250, -2); - o_ptr->timeout = randint0(200) + 200; - break; - } - - case SV_DRAGON_SHINING: - { - chance = randint0(2); -#ifdef JP - msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", - ((chance == 0 ? "Á®¸÷" : "°Å¹õ"))); -#else - msg_format("You breathe %s.", - ((chance == 0 ? "light" : "darkness"))); -#endif - - fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, -2); - o_ptr->timeout = randint0(200) + 200; - break; - } - - case SV_DRAGON_POWER: - { -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - msg_print("You breathe the elements."); -#endif - - fire_ball(GF_MISSILE, dir, 300, -3); - o_ptr->timeout = randint0(200) + 200; - break; - } - } - - /* Window stuff */ - p_ptr->window |= (PW_INVEN | PW_EQUIP); - - /* Success */ - return; - } - - else if (o_ptr->tval == TV_RING) - { - if (object_is_ego(o_ptr)) - { - bool success = TRUE; - - switch (o_ptr->name2) - { - case EGO_RING_HERO: - (void)set_afraid(0); - (void)set_hero(randint1(25) + 25, FALSE); - (void)hp_player(10); - o_ptr->timeout = randint1(100)+100; - break; - case EGO_RING_MAGIC_MIS: - if (!get_aim_dir(&dir)) return; - fire_bolt(GF_MISSILE, dir, damroll(2, 6)); - o_ptr->timeout = 2; - break; - case EGO_RING_FIRE_BOLT: - if (!get_aim_dir(&dir)) return; - fire_bolt(GF_FIRE, dir, damroll(9, 8)); - o_ptr->timeout = randint0(8) + 8; - break; - case EGO_RING_COLD_BOLT: - if (!get_aim_dir(&dir)) return; - fire_bolt(GF_COLD, dir, damroll(6, 8)); - o_ptr->timeout = randint0(7) + 7; - break; - case EGO_RING_ELEC_BOLT: - if (!get_aim_dir(&dir)) return; - fire_bolt(GF_ELEC, dir, damroll(4, 8)); - o_ptr->timeout = randint0(5) + 5; - break; - case EGO_RING_ACID_BOLT: - if (!get_aim_dir(&dir)) return; - fire_bolt(GF_ACID, dir, damroll(5, 8)); - o_ptr->timeout = randint0(6) + 6; - break; - case EGO_RING_MANA_BOLT: - if (!get_aim_dir(&dir)) return; - fire_bolt(GF_MANA, dir, 120); - o_ptr->timeout = randint0(120)+120; - break; - case EGO_RING_FIRE_BALL: - if (!get_aim_dir(&dir)) return; - fire_ball(GF_FIRE, dir, 100, 2); - o_ptr->timeout = randint0(80) + 80; - break; - case EGO_RING_COLD_BALL: - if (!get_aim_dir(&dir)) return; - fire_ball(GF_COLD, dir, 100, 2); - o_ptr->timeout = randint0(80) + 80; - break; - case EGO_RING_ELEC_BALL: - if (!get_aim_dir(&dir)) return; - fire_ball(GF_ELEC, dir, 100, 2); - o_ptr->timeout = randint0(80) + 80; - break; - case EGO_RING_ACID_BALL: - if (!get_aim_dir(&dir)) return; - fire_ball(GF_ACID, dir, 100, 2); - o_ptr->timeout = randint0(80) + 80; - break; - case EGO_RING_MANA_BALL: - if (!get_aim_dir(&dir)) return; - fire_ball(GF_MANA, dir, 250, 2); - o_ptr->timeout = 300; - break; - case EGO_RING_DRAGON_F: - if (!get_aim_dir(&dir)) return; - fire_ball(GF_FIRE, dir, 200, -2); - if (o_ptr->sval == SV_RING_FLAMES) - { - (void)set_oppose_fire(randint1(20) + 20, FALSE); - o_ptr->timeout = 200; - } - else o_ptr->timeout = 250; - break; - case EGO_RING_DRAGON_C: - if (!get_aim_dir(&dir)) return; - fire_ball(GF_COLD, dir, 200, -2); - if (o_ptr->sval == SV_RING_ICE) - { - (void)set_oppose_cold(randint1(20) + 20, FALSE); - o_ptr->timeout = 200; - } - else o_ptr->timeout = 250; - break; - case EGO_RING_M_DETECT: - (void)detect_monsters_invis(255); - (void)detect_monsters_normal(255); - o_ptr->timeout = 150; - break; - case EGO_RING_D_SPEED: - (void)set_fast(randint1(30) + 15, FALSE); - o_ptr->timeout = 100; - break; - case EGO_RING_BERSERKER: - (void)set_afraid(0); - (void)set_shero(randint1(25) + 25, FALSE); - o_ptr->timeout = randint0(75)+75; - break; - case EGO_RING_TELE_AWAY: - if (!get_aim_dir(&dir)) return; - teleport_monster(dir); - o_ptr->timeout = 150; - break; - case EGO_RING_TRUE: - { - int v = randint1(25)+25; - (void)set_afraid(0); - (void)set_hero(v, FALSE); - (void)hp_player(10); - (void)set_blessed(v, FALSE); - (void)set_oppose_acid(v, FALSE); - (void)set_oppose_elec(v, FALSE); - (void)set_oppose_fire(v, FALSE); - (void)set_oppose_cold(v, FALSE); - (void)set_oppose_pois(v, FALSE); - (void)set_ultimate_res(v, FALSE); - o_ptr->timeout = 777; - break; - } - default: - success = FALSE; - break; - } - if (success) return; - } - - /* Get a direction for breathing (or abort) */ - if (!get_aim_dir(&dir)) return; - - switch (o_ptr->sval) - { - case SV_RING_ACID: - { - fire_ball(GF_ACID, dir, 100, 2); - (void)set_oppose_acid(randint1(20) + 20, FALSE); - o_ptr->timeout = randint0(50) + 50; - break; - } - - case SV_RING_ICE: - { - fire_ball(GF_COLD, dir, 100, 2); - (void)set_oppose_cold(randint1(20) + 20, FALSE); - o_ptr->timeout = randint0(50) + 50; - break; - } - - case SV_RING_FLAMES: - { - fire_ball(GF_FIRE, dir, 100, 2); - (void)set_oppose_fire(randint1(20) + 20, FALSE); - o_ptr->timeout = randint0(50) + 50; - break; - } - - case SV_RING_ELEC: - { - fire_ball(GF_ELEC, dir, 100, 2); - (void)set_oppose_elec(randint1(20) + 20, FALSE); - o_ptr->timeout = randint0(50) + 50; - break; - } - } - - /* Window stuff */ - p_ptr->window |= (PW_INVEN | PW_EQUIP); - - /* Success */ - return; - } - - else if (o_ptr->tval == TV_AMULET) - { - if (object_is_ego(o_ptr)) - { - switch (o_ptr->name2) - { - case EGO_AMU_IDENT: - if (!ident_spell(FALSE)) return; - o_ptr->timeout = 10; - break; - case EGO_AMU_CHARM: - if (!get_aim_dir(&dir)) return; - charm_monster(dir, MAX(20, p_ptr->lev)); - o_ptr->timeout = 200; - break; - case EGO_AMU_JUMP: - teleport_player(10, 0L); - o_ptr->timeout = randint0(10) + 10; - break; - case EGO_AMU_TELEPORT: - teleport_player(100, 0L); - o_ptr->timeout = randint0(50) + 50; - break; - case EGO_AMU_D_DOOR: - (void)dimension_door(); - o_ptr->timeout = 200; - break; - case EGO_AMU_RES_FIRE_: - (void)set_oppose_fire(randint1(20) + 20, FALSE); - o_ptr->timeout = randint0(50) + 50; - break; - case EGO_AMU_RES_COLD_: - (void)set_oppose_cold(randint1(20) + 20, FALSE); - o_ptr->timeout = randint0(50) + 50; - break; - case EGO_AMU_RES_ELEC_: - (void)set_oppose_elec(randint1(20) + 20, FALSE); - o_ptr->timeout = randint0(50) + 50; - break; - case EGO_AMU_RES_ACID_: - (void)set_oppose_acid(randint1(20) + 20, FALSE); - o_ptr->timeout = randint0(50) + 50; - break; - case EGO_AMU_DETECTION: - detect_all(DETECT_RAD_DEFAULT); - o_ptr->timeout = randint0(55)+55; - break; - } - } - return; - } - - else if (o_ptr->tval == TV_WHISTLE) - { - if (music_singing_any()) stop_singing(); - if (hex_spelling_any()) stop_hex_spell_all(); - -#if 0 - if (object_is_cursed(o_ptr)) - { -#ifdef JP - msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤­ÅϤä¿¡£"); -#else - msg_print("You produce a shrill whistling sound."); -#endif - aggravate_monsters(0); - } - else -#endif - { - int pet_ctr, i; - u16b *who; - int max_pet = 0; - u16b dummy_why; - - /* Allocate the "who" array */ - C_MAKE(who, max_m_idx, u16b); - - /* Process the monsters (backwards) */ - for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--) + /* Process the monsters (backwards) */ + for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--) { if (is_pet(&m_list[pet_ctr]) && (p_ptr->riding != pet_ctr)) who[max_pet++] = pet_ctr; @@ -5444,7 +3766,7 @@ msg_print(" for (i = 0; i < max_pet; i++) { pet_ctr = who[i]; - teleport_monster_to(pet_ctr, py, px, 100, TELEPORT_PASSIVE); + teleport_monster_to(pet_ctr, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE); } /* Free the "who" array */ @@ -5513,11 +3835,11 @@ msg_print(" } else { - bool success = FALSE; + success = FALSE; if (!get_rep_dir2(&dir)) return; - if (monster_can_enter(py + ddy[dir], px + ddx[dir], &r_info[o_ptr->pval], 0)) + if (monster_can_enter(p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], &r_info[o_ptr->pval], 0)) { - if (place_monster_aux(0, py + ddy[dir], px + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE))) + if (place_monster_aux(0, p_ptr->y + ddy[dir], p_ptr->x + ddx[dir], o_ptr->pval, (PM_FORCE_PET | PM_NO_KAGE))) { if (o_ptr->xtra3) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra3; if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5; @@ -5585,25 +3907,20 @@ msg_print(" } } if (!success) -#ifdef JP - msg_print("¤ª¤Ã¤È¡¢²òÊü¤Ë¼ºÇÔ¤·¤¿¡£"); -#else - msg_print("Oops. You failed to release your pet."); -#endif + msg_print(_("おっと、解放に失敗した。", "Oops. You failed to release your pet.")); } + calc_android_exp(); return; } /* Mistake */ -#ifdef JP - msg_print("¤ª¤Ã¤È¡¢¤³¤Î¥¢¥¤¥Æ¥à¤Ï»ÏÆ°¤Ç¤­¤Ê¤¤¡£"); -#else - msg_print("Oops. That object cannot be activated."); -#endif - + msg_print(_("おっと、このアイテムは始動できない。", "Oops. That object cannot be activated.")); } - +/*! + * @brief 装備を発動するコマンドのメインルーチン / + * @return なし + */ void do_cmd_activate(void) { int item; @@ -5620,13 +3937,8 @@ void do_cmd_activate(void) item_tester_hook = item_tester_hook_activate; /* Get an item */ -#ifdef JP - q = "¤É¤Î¥¢¥¤¥Æ¥à¤ò»ÏÆ°¤µ¤»¤Þ¤¹¤«? "; - s = "»ÏÆ°¤Ç¤­¤ë¥¢¥¤¥Æ¥à¤òÁõÈ÷¤·¤Æ¤¤¤Ê¤¤¡£"; -#else - q = "Activate which item? "; - s = "You have nothing to activate."; -#endif + q = _("どのアイテムを始動させますか? ", "Activate which item? "); + s = _("始動できるアイテムを装備していない。", "You have nothing to activate."); if (!get_item(&item, q, s, (USE_EQUIP))) return; @@ -5635,8 +3947,11 @@ void do_cmd_activate(void) } -/* +/*! + * @brief オブジェクトをプレイヤーが簡易使用コマンドで利用できるかを判定する / * Hook to determine if an object is useable + * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ + * @return 利用可能ならばTRUEを返す */ static bool item_tester_hook_use(object_type *o_ptr) { @@ -5687,8 +4002,11 @@ static bool item_tester_hook_use(object_type *o_ptr) } -/* +/*! + * @brief アイテムを汎用的に「使う」コマンドのメインルーチン / * Use an item + * @return なし + * @details * XXX - Add actions for other item types */ void do_cmd_use(void) @@ -5707,13 +4025,8 @@ void do_cmd_use(void) item_tester_hook = item_tester_hook_use; /* Get an item */ -#ifdef JP -q = "¤É¤ì¤ò»È¤¤¤Þ¤¹¤«¡©"; -s = "»È¤¨¤ë¤â¤Î¤¬¤¢¤ê¤Þ¤»¤ó¡£"; -#else - q = "Use which item? "; - s = "You have nothing to use."; -#endif + q = _("どれを使いますか?", "Use which item? "); + s = _("使えるものがありません。", "You have nothing to use."); if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR))) return; @@ -5778,32 +4091,17 @@ s = " /* Check some conditions */ if (p_ptr->blind) { -#ifdef JP -msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡£"); -#else - msg_print("You can't see anything."); -#endif - + msg_print(_("目が見えない。", "You can't see anything.")); return; } if (no_lite()) { -#ifdef JP -msg_print("ÌÀ¤«¤ê¤¬¤Ê¤¤¤Î¤Ç¡¢°Å¤¯¤ÆÆɤá¤Ê¤¤¡£"); -#else - msg_print("You have no light to read by."); -#endif - + msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by.")); return; } if (p_ptr->confused) { -#ifdef JP -msg_print("º®Í𤷤Ƥ¤¤ÆÆɤá¤Ê¤¤¡ª"); -#else - msg_print("You are too confused!"); -#endif - + msg_print(_("混乱していて読めない!", "You are too confused!")); return; } @@ -5829,6 +4127,11 @@ msg_print(" } } +/*! + * @brief 魔道具術師の取り込んだ魔力一覧から選択/閲覧する / + * @param only_browse 閲覧するだけならばTRUE + * @return 選択した魔力のID、キャンセルならば-1を返す + */ static int select_magic_eater(bool only_browse) { int ext=0; @@ -5859,11 +4162,7 @@ static int select_magic_eater(bool only_browse) } if (i == 108) { -#ifdef JP - msg_print("ËâË¡¤ò³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª"); -#else - msg_print("You don't have any magic!"); -#endif + msg_print(_("魔法を覚えていない!", "You don't have any magic!")); return -1; } @@ -5874,16 +4173,18 @@ static int select_magic_eater(bool only_browse) while(!tval) { #ifdef JP - prt(format(" %s ¾ó", (menu_line == 1) ? "¡Õ" : " "), 2, 14); - prt(format(" %s ËâË¡ËÀ", (menu_line == 2) ? "¡Õ" : " "), 3, 14); - prt(format(" %s ¥í¥Ã¥É", (menu_line == 3) ? "¡Õ" : " "), 4, 14); - prt("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", 0, 0); + prt(format(" %s 杖", (menu_line == 1) ? "》" : " "), 2, 14); + prt(format(" %s 魔法棒", (menu_line == 2) ? "》" : " "), 3, 14); + prt(format(" %s ロッド", (menu_line == 3) ? "》" : " "), 4, 14); #else prt(format(" %s staff", (menu_line == 1) ? "> " : " "), 2, 14); prt(format(" %s wand", (menu_line == 2) ? "> " : " "), 3, 14); prt(format(" %s rod", (menu_line == 3) ? "> " : " "), 4, 14); - prt("Which type of magic do you use?", 0, 0); #endif + + if (only_browse) prt(_("どの種類の魔法を見ますか?", "Which type of magic do you browse?"), 0, 0); + else prt(_("どの種類の魔法を使いますか?", "Which type of magic do you use?"), 0, 0); + choice = inkey(); switch(choice) { @@ -5919,11 +4220,7 @@ static int select_magic_eater(bool only_browse) { while (TRUE) { -#ifdef JP - if (!get_com("[A] ¾ó, [B] ËâË¡ËÀ, [C] ¥í¥Ã¥É:", &choice, TRUE)) -#else - if (!get_com("[A] staff, [B] wand, [C] rod:", &choice, TRUE)) -#endif + if (!get_com(_("[A] 杖, [B] 魔法棒, [C] ロッド:", "[A] staff, [B] wand, [C] rod:"), &choice, TRUE)) { return -1; } @@ -5957,11 +4254,7 @@ static int select_magic_eater(bool only_browse) } if (i == ext+EATER_EXT) { -#ifdef JP - msg_print("¤½¤Î¼ïÎà¤ÎËâË¡¤Ï³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª"); -#else - msg_print("You don't have that type of magic!"); -#endif + msg_print(_("その種類の魔法は覚えていない!", "You don't have that type of magic!")); return -1; } @@ -5969,11 +4262,10 @@ static int select_magic_eater(bool only_browse) flag = FALSE; /* Build a prompt */ -#ifdef JP -(void) strnfmt(out_val, 78, "('*'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎËâÎϤò»È¤¤¤Þ¤¹¤«¡©"); -#else - (void)strnfmt(out_val, 78, "(*=List, ESC=exit) Use which power? "); -#endif + if (only_browse) strnfmt(out_val, 78, _("('*'で一覧, ESCで中断) どの魔力を見ますか?", + "(*=List, ESC=exit) Browse which power? ")); + else strnfmt(out_val, 78, _("('*'で一覧, ESCで中断) どの魔力を使いますか?", + "(*=List, ESC=exit) Use which power? ")); /* Save the screen */ screen_save(); @@ -6002,7 +4294,7 @@ static int select_magic_eater(bool only_browse) /* Print header(s) */ #ifdef JP - prt(format(" %s ¼ºÎ¨ %s ¼ºÎ¨", (tval == TV_ROD ? " ¾õÂÖ " : "»ÈÍѲó¿ô"), (tval == TV_ROD ? " ¾õÂÖ " : "»ÈÍѲó¿ô")), y++, x); + prt(format(" %s 失率 %s 失率", (tval == TV_ROD ? " 状態 " : "使用回数"), (tval == TV_ROD ? " 状態 " : "使用回数")), y++, x); #else prt(format(" %s Fail %s Fail", (tval == TV_ROD ? " Stat " : " Charges"), (tval == TV_ROD ? " Stat " : " Charges")), y++, x); #endif @@ -6017,13 +4309,9 @@ static int select_magic_eater(bool only_browse) if (use_menu) { if (ctr == (menu_line-1)) -#ifdef JP - strcpy(dummy, "¡Õ"); -#else - strcpy(dummy, "> "); -#endif - else strcpy(dummy, " "); - + strcpy(dummy, _("》", "> ")); + else + strcpy(dummy, " "); } /* letter/number for power selection */ else @@ -6062,11 +4350,7 @@ static int select_magic_eater(bool only_browse) if (tval == TV_ROD) { strcat(dummy, format( -#ifdef JP - " %-22.22s ½¼Å¶:%2d/%2d%3d%%", -#else - " %-22.22s (%2d/%2d) %3d%%", -#endif + _(" %-22.22s 充填:%2d/%2d%3d%%", " %-22.22s (%2d/%2d) %3d%%"), k_name + k_info[k_idx].name, p_ptr->magic_num1[ctr+ext] ? (p_ptr->magic_num1[ctr+ext] - 1) / (EATER_ROD_CHARGE * k_info[k_idx].pval) +1 : 0, @@ -6222,11 +4506,7 @@ static int select_magic_eater(bool only_browse) char tmp_val[160]; /* Prompt */ -#ifdef JP - (void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", k_name + k_info[lookup_kind(tval ,i)].name); -#else - (void) strnfmt(tmp_val, 78, "Use %s?", k_name + k_info[lookup_kind(tval ,i)].name); -#endif + (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s?"), k_name + k_info[lookup_kind(tval ,i)].name); /* Belay that order */ if (!get_check(tmp_val)) continue; @@ -6235,11 +4515,7 @@ static int select_magic_eater(bool only_browse) { if (p_ptr->magic_num1[ext+i] > k_info[lookup_kind(tval, i)].pval * (p_ptr->magic_num2[ext+i] - 1) * EATER_ROD_CHARGE) { -#ifdef JP - msg_print("¤½¤ÎËâË¡¤Ï¤Þ¤À½¼Å¶¤·¤Æ¤¤¤ëºÇÃæ¤À¡£"); -#else - msg_print("The magic are still charging."); -#endif + msg_print(_("その魔法はまだ充填している最中だ。", "The magic are still charging.")); msg_print(NULL); if (use_menu) ask = TRUE; continue; @@ -6249,11 +4525,7 @@ static int select_magic_eater(bool only_browse) { if (p_ptr->magic_num1[ext+i] < EATER_CHARGE) { -#ifdef JP - msg_print("¤½¤ÎËâË¡¤Ï»ÈÍѲó¿ô¤¬ÀÚ¤ì¤Æ¤¤¤ë¡£"); -#else - msg_print("The magic has no charges left."); -#endif + msg_print(_("その魔法は使用回数が切れている。", "The magic has no charges left.")); msg_print(NULL); if (use_menu) ask = TRUE; continue; @@ -6279,13 +4551,7 @@ static int select_magic_eater(bool only_browse) prt(&temp[j], line, 10); line++; } - -#ifdef JP - prt("²¿¤«¥­¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£",0,0); -#else - prt("Hit any key.",0,0); -#endif - (void)inkey(); + continue; } @@ -6305,10 +4571,14 @@ static int select_magic_eater(bool only_browse) } -/* - * Use eaten rod, wand or staff +/*! + * @brief 取り込んだ魔力を利用するコマンドのメインルーチン / + * Use eaten rod, wand or staff + * @param only_browse 閲覧するだけならばTRUE + * @param powerful 強力発動中の処理ならばTRUE + * @return 実際にコマンドを実行したならばTRUEを返す。 */ -void do_cmd_magic_eater(bool only_browse) +bool do_cmd_magic_eater(bool only_browse, bool powerful) { int item, chance, level, k_idx, tval, sval; bool use_charge = TRUE; @@ -6316,20 +4586,15 @@ void do_cmd_magic_eater(bool only_browse) /* Not when confused */ if (!only_browse && p_ptr->confused) { -#ifdef JP -msg_print("º®Í𤷤Ƥ¤¤Æ¾§¤¨¤é¤ì¤Ê¤¤¡ª"); -#else - msg_print("You are too confused!"); -#endif - - return; + msg_print(_("混乱していて唱えられない!", "You are too confused!")); + return FALSE; } item = select_magic_eater(only_browse); if (item == -1) { - energy_use = 0; - return; + p_ptr->energy_use = 0; + return FALSE; } if (item >= EATER_EXT*2) {tval = TV_ROD;sval = item - EATER_EXT*2;} else if (item >= EATER_EXT) {tval = TV_WAND;sval = item - EATER_EXT;} @@ -6357,19 +4622,14 @@ msg_print(" if (randint0(100) < chance) { if (flush_failure) flush(); - -#ifdef JP -msg_print("¼öʸ¤ò¤¦¤Þ¤¯¾§¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡ª"); -#else - msg_format("You failed to get the magic off!"); -#endif - + + msg_print(_("呪文をうまく唱えられなかった!", "You failed to get the magic off!")); sound(SOUND_FAIL); if (randint1(100) >= chance) chg_virtue(V_CHANCE,-1); - energy_use = 100; + p_ptr->energy_use = 100; - return; + return TRUE; } else { @@ -6378,24 +4638,26 @@ msg_print(" if (tval == TV_ROD) { if ((sval >= SV_ROD_MIN_DIRECTION) && (sval != SV_ROD_HAVOC) && (sval != SV_ROD_AGGRAVATE) && (sval != SV_ROD_PESTICIDE)) - if (!get_aim_dir(&dir)) return; - rod_effect(sval, dir, &use_charge, TRUE); - if (!use_charge) return; + if (!get_aim_dir(&dir)) return FALSE; + rod_effect(sval, dir, &use_charge, powerful, TRUE); + if (!use_charge) return FALSE; } else if (tval == TV_WAND) { - if (!get_aim_dir(&dir)) return; - wand_effect(sval, dir, TRUE); + if (!get_aim_dir(&dir)) return FALSE; + wand_effect(sval, dir, powerful, TRUE); } else { - staff_effect(sval, &use_charge, TRUE, TRUE); - if (!use_charge) return; + staff_effect(sval, &use_charge, powerful, TRUE, TRUE); + if (!use_charge) return FALSE; } if (randint1(100) < chance) chg_virtue(V_CHANCE,1); } - energy_use = 100; + p_ptr->energy_use = 100; if (tval == TV_ROD) p_ptr->magic_num1[item] += k_info[k_idx].pval * EATER_ROD_CHARGE; else p_ptr->magic_num1[item] -= EATER_CHARGE; + + return TRUE; }