X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmane.c;h=78e4bc36b21baf6273d5deb635fe8976c28f2cf8;hb=d8fc7071b12934c43fc76618fa16b46c0b4c7957;hp=43f3a8adc0ceafa70125a7c4af7c74fddd3bb14e;hpb=fd7aa4de32176e1a8168f5857ebbc1b8a0abc281;p=hengband%2Fhengband.git diff --git a/src/mane.c b/src/mane.c index 43f3a8adc..78e4bc36b 100644 --- a/src/mane.c +++ b/src/mane.c @@ -1,39 +1,38 @@ -/* File: mind.c */ - -/* - * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke - * - * This software may be copied and distributed for educational, research, - * and not for profit purposes provided that this copyright and statement - * are included in all such copies. Other copyrights may also apply. +/*! + * @file mane.c + * @brief ものまねの処理実装 / Imitation code + * @date 2014/01/14 + * @author + * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n + * This software may be copied and distributed for educational, research,\n + * and not for profit purposes provided that this copyright and statement\n + * are included in all such copies. Other copyrights may also apply.\n + * 2014 Deskull rearranged comment for Doxygen.\n */ -/* Purpose: Mane code */ - #include "angband.h" - static int damage; -static void mane_info(char *p, int power, int dam) +/*! + * @brief 受け取ったパラメータに応じてものまねの効果情報をまとめたフォーマットを返す + * @param p 情報を返す文字列参照ポインタ + * @param power ものまねの効力の種類 + * @param dam ものまねの威力 + * @return なし + */ +static void mane_info(char *p, int power, HIT_POINT dam) { int plev = p_ptr->lev; -#ifdef JP - cptr s_dam = "»½ý:"; - cptr s_dur = "´ü´Ö:"; - cptr s_range = "ÈÏ°Ï:"; - cptr s_heal = "²óÉü:"; -#else - cptr s_dam = "dam "; - cptr s_dur = "dur "; - cptr s_range = "range "; - cptr s_heal = "heal "; -#endif + cptr s_dam = _("損傷:", "dam "); + cptr s_dur = _("期間:", "dur "); + cptr s_range = _("範囲:", "range "); + cptr s_heal = _("回復:", "heal "); strcpy(p, ""); if ((power > 2 && power < 41) || (power > 41 && power < 59) || (power == 75)) - sprintf(p, " %s%d", s_dam, dam); + sprintf(p, " %s%d", s_dam, (int)dam); else { switch (power) @@ -66,9 +65,13 @@ static void mane_info(char *p, int power, int dam) } -/* +/*! + * @brief どのものまねを発動するか選択する処理 / * Allow user to choose a imitation. - * + * @param sn 実行したものまねのIDを返す参照ポインタ(キャンセルなどの場合-1を返す) + * @param baigaesi TRUEならば倍返し上の処理として行う + * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。 + * @details * If a valid spell is chosen, saves it in '*sn' and returns TRUE * If the user hits escape, returns FALSE, and set '*sn' to -1 * If there are no legal choices, returns FALSE, and sets '*sn' to -2 @@ -93,11 +96,7 @@ static int get_mane_power(int *sn, bool baigaesi) char choice; char out_val[160]; char comment[80]; -#ifdef JP -cptr p = "ǽÎÏ"; -#else - cptr p = "power"; -#endif + cptr p = _("能力", "power"); monster_power spell; bool flag, redraw; @@ -114,13 +113,9 @@ cptr p = "ǽ num = p_ptr->mane_num; /* Build a prompt (accept all spells) */ -#ifdef JP -(void) strnfmt(out_val, 78, "(%c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò¤Þ¤Í¤Þ¤¹¤«¡©", -#else - (void)strnfmt(out_val, 78, "(%c-%c, *=List, ESC=exit) Use which %s? ", -#endif - - I2A(0), I2A(num - 1), p); + (void)strnfmt(out_val, 78, + _("(%c-%c, '*'で一覧, ESC) どの%sをまねますか?", "(%c-%c, *=List, ESC=exit) Use which %s? "), + I2A(0), I2A(num - 1), p); /* Get a spell from the user */ @@ -146,17 +141,8 @@ cptr p = "ǽ /* Display a list of spells */ prt("", y, x); -#ifdef JP -put_str("̾Á°", y, x + 5); -#else - put_str("Name", y, x + 5); -#endif - -#ifdef JP -put_str("¼ºÎ¨ ¸ú²Ì", y, x + 36); -#else - put_str("Fail Info", y, x + 35); -#endif + put_str(_("名前", "Name"), y, x + 5); + put_str(_("失率 効果", "Fail Info"), y, x + 36); /* Dump the spells */ @@ -173,7 +159,7 @@ put_str(" /* Reduce failure rate by INT/WIS adjustment */ chance -= 3 * (adj_mag_stat[p_ptr->stat_ind[spell.use_stat]] + adj_mag_stat[p_ptr->stat_ind[A_DEX]] - 2) / 2; - if (spell.manedam) chance = chance * p_ptr->mane_dam[i] / spell.manedam; + if (spell.manedam) chance = chance * (baigaesi ? p_ptr->mane_dam[i] * 2 : p_ptr->mane_dam[i]) / spell.manedam; chance += p_ptr->to_m_chance; @@ -222,7 +208,7 @@ put_str(" ask = isupper(choice); /* Lowercase */ - if (ask) choice = tolower(choice); + if (ask) choice = (char)tolower(choice); /* Extract request */ i = (islower(choice) ? A2I(choice) : -1); @@ -243,12 +229,7 @@ put_str(" char tmp_val[160]; /* Prompt */ -#ifdef JP -(void) strnfmt(tmp_val, 78, "%s¤ò¤Þ¤Í¤Þ¤¹¤«¡©", monster_powers[p_ptr->mane_spell[i]].name); -#else - (void)strnfmt(tmp_val, 78, "Use %s? ", monster_powers[p_ptr->mane_spell[i]].name); -#endif - + (void) strnfmt(tmp_val, 78, _("%sをまねますか?", "Use %s? "), monster_powers[p_ptr->mane_spell[i]].name); /* Belay that order */ if (!get_check(tmp_val)) continue; @@ -262,14 +243,10 @@ put_str(" if (redraw) screen_load(); /* Show choices */ - if (show_choices) - { - /* Update */ - p_ptr->window |= (PW_SPELL); + p_ptr->window |= (PW_SPELL); - /* Window stuff */ - window_stuff(); - } + /* Window stuff */ + window_stuff(); /* Abort if needed */ if (!flag) return (FALSE); @@ -284,16 +261,18 @@ put_str(" } -/* - * do_cmd_cast calls this function if the player's class - * is 'imitator'. +/*! + * @brief ものまね処理の発動 / + * do_cmd_cast calls this function if the player's class is 'imitator'. + * @param spell 発動するモンスター攻撃のID + * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。 */ static bool use_mane(int spell) { - int dir; - int plev = p_ptr->lev; - u32b mode = (PM_ALLOW_GROUP | PM_FORCE_PET); - u32b u_mode = 0L; + DIRECTION dir; + PLAYER_LEVEL plev = p_ptr->lev; + BIT_FLAGS mode = (PM_ALLOW_GROUP | PM_FORCE_PET); + BIT_FLAGS u_mode = 0L; if (randint1(50+plev) < plev/10) u_mode = PM_ALLOW_UNIQUE; @@ -301,413 +280,249 @@ static bool use_mane(int spell) /* spell code */ switch (spell) { - case MS_SHRIEK: -#ifdef JP -msg_print("¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£"); -#else - msg_print("You make a high pitched shriek."); -#endif + case MS_SHRIEK: + msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek.")); aggravate_monsters(0); break; + case MS_XXX1: break; + case MS_DISPEL: { - monster_type *m_ptr; - char m_name[80]; + MONSTER_IDX m_idx; if (!target_set(TARGET_KILL)) return FALSE; - if (!cave[target_row][target_col].m_idx) break; - if (!los(py, px, target_row, target_col)) break; - m_ptr = &m_list[cave[target_row][target_col].m_idx]; - monster_desc(m_name, m_ptr, 0); - if (m_ptr->invulner) - { - m_ptr->invulner = 0; -#ifdef JP -msg_format("%s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ï¤Ê¤¤¡£", m_name); -#else - msg_format("%^s is no longer invulnerable.", m_name); -#endif - m_ptr->energy_need += ENERGY_NEED(); - } - if (m_ptr->fast) - { - m_ptr->fast = 0; -#ifdef JP -msg_format("%s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name); -#else - msg_format("%^s is no longer fast.", m_name); -#endif - } - if (m_ptr->slow) - { - m_ptr->slow = 0; -#ifdef JP -msg_format("%s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name); -#else - msg_format("%^s is no longer slow.", m_name); -#endif - } - p_ptr->redraw |= (PR_HEALTH); - if (p_ptr->riding == cave[target_row][target_col].m_idx) p_ptr->redraw |= (PR_HEALTH); - + m_idx = cave[target_row][target_col].m_idx; + if (!m_idx) break; + if (!player_has_los_bold(target_row, target_col)) break; + if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break; + dispel_monster_status(m_idx); break; } + case MS_ROCKET: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£"); -#else - else msg_print("You fire a rocket."); -#endif - + else msg_print(_("ロケットを発射した。", "You fire a rocket.")); fire_rocket(GF_ROCKET, dir, damage, 2); break; + case MS_SHOOT: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("Ìð¤òÊü¤Ã¤¿¡£"); -#else - else msg_print("You fire an arrow."); -#endif - + else msg_print(_("矢を放った。", "You fire an arrow.")); fire_bolt(GF_ARROW, dir, damage); break; + case MS_XXX2: break; + case MS_XXX3: break; + case MS_XXX4: break; + case MS_BR_ACID: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe acid."); -#endif - - fire_ball(GF_ACID, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("酸のブレスを吐いた。", "You breathe acid.")); + fire_breath(GF_ACID, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_ELEC: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe lightning."); -#endif - - fire_ball(GF_ELEC, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning.")); + fire_breath(GF_ELEC, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_FIRE: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe fire."); -#endif - - fire_ball(GF_FIRE, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("火炎のブレスを吐いた。", "You breathe fire.")); + fire_breath(GF_FIRE, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_COLD: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe frost."); -#endif - - fire_ball(GF_COLD, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("冷気のブレスを吐いた。", "You breathe frost.")); + fire_breath(GF_COLD, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_POIS: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe gas."); -#endif - - fire_ball(GF_POIS, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("ガスのブレスを吐いた。", "You breathe gas.")); + fire_breath(GF_POIS, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_NETHER: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe nether."); -#endif - - fire_ball(GF_NETHER, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("地獄のブレスを吐いた。", "You breathe nether.")); + fire_breath(GF_NETHER, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_LITE: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe light."); -#endif - - fire_ball(GF_LITE, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("閃光のブレスを吐いた。", "You breathe light.")); + fire_breath(GF_LITE, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_DARK: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe darkness."); -#endif - - fire_ball(GF_DARK, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness.")); + fire_breath(GF_DARK, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_CONF: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe confusion."); -#endif - - fire_ball(GF_CONFUSION, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("混乱のブレスを吐いた。", "You breathe confusion.")); + fire_breath(GF_CONFUSION, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_SOUND: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe sound."); -#endif - - fire_ball(GF_SOUND, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("轟音のブレスを吐いた。", "You breathe sound.")); + fire_breath(GF_SOUND, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_CHAOS: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe chaos."); -#endif - - fire_ball(GF_CHAOS, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("カオスのブレスを吐いた。", "You breathe chaos.")); + fire_breath(GF_CHAOS, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_DISEN: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe disenchantment."); -#endif - - fire_ball(GF_DISENCHANT, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment.")); + fire_breath(GF_DISENCHANT, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_NEXUS: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe nexus."); -#endif - - fire_ball(GF_NEXUS, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus.")); + fire_breath(GF_NEXUS, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_TIME: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe time."); -#endif - - fire_ball(GF_TIME, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("時間逆転のブレスを吐いた。", "You breathe time.")); + fire_breath(GF_TIME, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_INERTIA: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe inertia."); -#endif - - fire_ball(GF_INERTIA, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia.")); + fire_breath(GF_INERTIAL, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_GRAVITY: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe gravity."); -#endif - - fire_ball(GF_GRAVITY, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("重力のブレスを吐いた。", "You breathe gravity.")); + fire_breath(GF_GRAVITY, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_SHARDS: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe shards."); -#endif - - fire_ball(GF_SHARDS, dir, damage, (plev > 35 ? -3 : -2)); + else msg_print(_("破片のブレスを吐いた。", "You breathe shards.")); + fire_breath(GF_SHARDS, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_PLASMA: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe plasma."); -#endif + else msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma.")); - fire_ball(GF_PLASMA, dir, damage, (plev > 35 ? -3 : -2)); + fire_breath(GF_PLASMA, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_FORCE: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe force."); -#endif + else msg_print(_("フォースのブレスを吐いた。", "You breathe force.")); - fire_ball(GF_FORCE, dir, damage, (plev > 35 ? -3 : -2)); + fire_breath(GF_FORCE, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BR_MANA: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe mana."); -#endif + else msg_print(_("魔力のブレスを吐いた。", "You breathe mana.")); - fire_ball(GF_MANA, dir, damage, (plev > 35 ? -3 : -2)); + fire_breath(GF_MANA, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BALL_NUKE: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("Êü¼Íǽµå¤òÊü¤Ã¤¿¡£"); -#else - else msg_print("You cast a ball of radiation."); -#endif + else msg_print(_("放射能球を放った。", "You cast a ball of radiation.")); fire_ball(GF_NUKE, dir, damage, 2); break; + case MS_BR_NUKE: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("Êü¼ÍÀ­ÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe toxic waste."); -#endif + else msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste.")); - fire_ball(GF_NUKE, dir, damage, (plev > 35 ? -3 : -2)); + fire_breath(GF_NUKE, dir, damage, (plev > 35 ? 3 : 2)); break; + case MS_BALL_CHAOS: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£"); -#else - else msg_print("You invoke a raw Logrus."); -#endif + else msg_print(_("純ログルスを放った。", "You invoke a raw Logrus.")); fire_ball(GF_CHAOS, dir, damage, 4); break; case MS_BR_DISI: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("ʬ²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - else msg_print("You breathe disintegration."); -#endif + else msg_print(_("分解のブレスを吐いた。", "You breathe disintegration.")); - fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 35 ? -3 : -2)); + fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 35 ? 3 : 2)); break; case MS_BALL_ACID: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast an acid ball."); -#endif + else msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball.")); fire_ball(GF_ACID, dir, damage, 2); break; case MS_BALL_ELEC: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a lightning ball."); -#endif + else msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball.")); fire_ball(GF_ELEC, dir, damage, 2); break; case MS_BALL_FIRE: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a fire ball."); -#endif + else msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball.")); fire_ball(GF_FIRE, dir, damage, 2); break; case MS_BALL_COLD: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a frost ball."); -#endif + else msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball.")); fire_ball(GF_COLD, dir, damage, 2); break; case MS_BALL_POIS: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("°­½­±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a stinking cloud."); -#endif + else msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud.")); fire_ball(GF_POIS, dir, damage, 2); break; case MS_BALL_NETHER: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a nether ball."); -#endif + else msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball.")); fire_ball(GF_NETHER, dir, damage, 2); break; case MS_BALL_WATER: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("ή¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£"); -#else - else msg_print("You gesture fluidly."); -#endif + else msg_print(_("流れるような身振りをした。", "You gesture fluidly.")); fire_ball(GF_WATER, dir, damage, 4); break; case MS_BALL_MANA: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£"); -#else - else msg_print("You invoke a mana storm."); -#endif + else msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm.")); fire_ball(GF_MANA, dir, damage, 4); break; case MS_BALL_DARK: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£"); -#else - else msg_print("You invoke a darkness storm."); -#endif + else msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm.")); fire_ball(GF_DARK, dir, damage, 4); break; @@ -741,121 +556,73 @@ else msg_print(" break; case MS_BOLT_ACID: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast an acid bolt."); -#endif + else msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt.")); fire_bolt(GF_ACID, dir, damage); break; case MS_BOLT_ELEC: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a lightning bolt."); -#endif + else msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt.")); fire_bolt(GF_ELEC, dir, damage); break; case MS_BOLT_FIRE: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a fire bolt."); -#endif + else msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt.")); fire_bolt(GF_FIRE, dir, damage); break; case MS_BOLT_COLD: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a frost bolt."); -#endif + else msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt.")); fire_bolt(GF_COLD, dir, damage); break; case MS_STARBURST: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£"); -#else - else msg_print("You invoke a starburst."); -#endif + else msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst.")); fire_ball(GF_LITE, dir, damage, 4); break; case MS_BOLT_NETHER: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a nether bolt."); -#endif + else msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt.")); fire_bolt(GF_NETHER, dir, damage); break; case MS_BOLT_WATER: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a water bolt."); -#endif + else msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt.")); fire_bolt(GF_WATER, dir, damage); break; case MS_BOLT_MANA: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a mana bolt."); -#endif + else msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt.")); fire_bolt(GF_MANA, dir, damage); break; case MS_BOLT_PLASMA: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a plasma bolt."); -#endif + else msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt.")); fire_bolt(GF_PLASMA, dir, damage); break; case MS_BOLT_ICE: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a ice bolt."); -#endif + else msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt.")); fire_bolt(GF_ICE, dir, damage); break; case MS_MAGIC_MISSILE: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - else msg_print("You cast a magic missile."); -#endif + else msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile.")); fire_bolt(GF_MISSILE, dir, damage); break; case MS_SCARE: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£"); -#else - else msg_print("You cast a fearful illusion."); -#endif + else msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion.")); fear_monster(dir, plev+10); break; @@ -865,21 +632,17 @@ else msg_print(" break; case MS_CONF: if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("ͶÏÇŪ¤Ê¸¸³Ð¤ò¤Ä¤¯¤ê½Ð¤·¤¿¡£"); -#else - else msg_print("You cast a mesmerizing illusion."); -#endif + else msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion.")); confuse_monster(dir, plev * 2); break; case MS_SLOW: if (!get_aim_dir(&dir)) return FALSE; - slow_monster(dir); + slow_monster(dir, plev); break; case MS_SLEEP: if (!get_aim_dir(&dir)) return FALSE; - sleep_monster(dir); + sleep_monster(dir, plev); break; case MS_SPEED: (void)set_fast(randint1(20 + plev) + plev, FALSE); @@ -887,53 +650,33 @@ else msg_print("Ͷ case MS_HAND_DOOM: { if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP -else msg_print("<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª"); -#else - else msg_print("You invoke the Hand of Doom!"); -#endif + else msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!")); fire_ball_hide(GF_HAND_DOOM, dir, 200, 0); break; } case MS_HEAL: -#ifdef JP -msg_print("¼«Ê¬¤Î½ý¤ËÇ°¤ò½¸Ã椷¤¿¡£"); -#else - msg_print("You concentrate on your wounds!"); -#endif + msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!")); (void)hp_player(plev*6); (void)set_stun(0); (void)set_cut(0); break; case MS_INVULNER: -#ifdef JP -msg_print("̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - msg_print("You cast a Globe of Invulnerability."); -#endif + msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability.")); (void)set_invuln(randint1(7) + 7, FALSE); break; case MS_BLINK: - teleport_player(10); + teleport_player(10, 0L); break; case MS_TELEPORT: - teleport_player(plev * 5); + teleport_player(plev * 5, 0L); break; case MS_WORLD: world_player = TRUE; if (damage == 1 || damage == 2) -#ifdef JP - msg_print("¡Ö¡Ø¥¶¡¦¥ï¡¼¥ë¥É¡Ù¡ª»þ¤Ï»ß¤Þ¤Ã¤¿¡ª¡×"); -#else - msg_print("You yell 'The World! Time has stopped!'"); -#endif + msg_print(_("「『ザ・ワールド』!時は止まった!」", "You yell 'The World! Time has stopped!'")); else if (damage == 3 || damage == 6) -#ifdef JP - msg_print("¡Ö»þ¤è¡ª¡×"); -#else - msg_print("You yell 'Time!'"); -#endif + msg_print(_("「時よ!」", "You yell 'Time!'")); else msg_print("hek!"); msg_print(NULL); @@ -963,6 +706,7 @@ msg_print("̵ if (!target_set(TARGET_KILL)) return FALSE; if (!cave[target_row][target_col].m_idx) break; if (!player_has_los_bold(target_row, target_col)) break; + if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break; m_ptr = &m_list[cave[target_row][target_col].m_idx]; r_ptr = &r_info[m_ptr->r_idx]; monster_desc(m_name, m_ptr, 0); @@ -970,34 +714,22 @@ msg_print("̵ { if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL)) { - if (is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE; -#ifdef JP - msg_format("%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", m_name); -#else - msg_format("%s is unaffected!", m_name); -#endif + if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE; + msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name); break; } else if (r_ptr->level > randint1(100)) { - if (is_original_ap(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE; -#ifdef JP - msg_format("%s¤Ë¤ÏÂÑÀ­¤¬¤¢¤ë¡ª", m_name); -#else - msg_format("%s resists!", m_name); -#endif + if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE; + msg_format(_("%sには耐性がある!", "%s resists!"), m_name); break; } } -#ifdef JP -msg_format("%s¤ò°ú¤­Ìᤷ¤¿¡£", m_name); -#else - msg_format("You command %s to return.", m_name); -#endif + msg_format(_("%sを引き戻した。", "You command %s to return."), m_name); - teleport_to_player(cave[target_row][target_col].m_idx, 100); + teleport_monster_to(cave[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE); break; } case MS_TELE_AWAY: @@ -1007,103 +739,59 @@ msg_format("%s break; case MS_TELE_LEVEL: { + IDX target_m_idx; monster_type *m_ptr; monster_race *r_ptr; char m_name[80]; if (!target_set(TARGET_KILL)) return FALSE; - if (!cave[target_row][target_col].m_idx) break; - if (!los(py, px, target_row, target_col)) break; - m_ptr = &m_list[cave[target_row][target_col].m_idx]; + target_m_idx = cave[target_row][target_col].m_idx; + if (!target_m_idx) break; + if (!player_has_los_bold(target_row, target_col)) break; + if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break; + m_ptr = &m_list[target_m_idx]; r_ptr = &r_info[m_ptr->r_idx]; monster_desc(m_name, m_ptr, 0); -#ifdef JP - msg_format("%s¤Î­¤ò»Ø¤µ¤·¤¿¡£", m_name); -#else - msg_format("You gesture at %s's feet.", m_name); -#endif + msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name); if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) || (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60))) { -#ifdef JP - msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª"); -#else - msg_format("%s are unaffected!", m_name); -#endif - } - else if (!dun_level || one_in_(2)) - { -#ifdef JP - msg_format("%s¤Ï¾²¤òÆͤ­ÇˤäÆÄÀ¤ó¤Ç¤¤¤Ã¤¿¡£", m_name); -#else - msg_format("%s sink through the floor.", m_name); -#endif - delete_monster_idx(cave[target_row][target_col].m_idx); - } - else - { -#ifdef JP - msg_format("%s¤ÏÅ·°æ¤òÆͤ­ÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤Ã¤¿¡£",m_name); -#else - msg_format("%s rise up through the ceiling.", m_name); -#endif - delete_monster_idx(cave[target_row][target_col].m_idx); + msg_print(_("しかし効果がなかった!", "%^s is unaffected!")); } + else teleport_level(target_m_idx); break; } + case MS_PSY_SPEAR: if (!get_aim_dir(&dir)) return FALSE; - -#ifdef JP -else msg_print("¸÷¤Î·õ¤òÊü¤Ã¤¿¡£"); -#else - else msg_print("You throw a psycho-spear."); -#endif + else msg_print(_("光の剣を放った。", "You throw a psycho-spear.")); (void)fire_beam(GF_PSY_SPEAR, dir, damage); break; + case MS_DARKNESS: -#ifdef JP -msg_print("°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£"); -#else - msg_print("You gesture in shadow."); -#endif + msg_print(_("暗闇の中で手を振った。", "You gesture in shadow.")); (void)unlite_area(10, 3); break; + case MS_MAKE_TRAP: if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("¼öʸ¤ò¾§¤¨¤Æ¼Ù°­¤ËÈù¾Ð¤ó¤À¡£"); -#else - msg_print("You cast a spell and cackles evilly."); -#endif + msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackles evilly.")); trap_creation(target_row, target_col); break; case MS_FORGET: -#ifdef JP -msg_print("¤·¤«¤·²¿¤âµ¯¤­¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("Nothing happen."); -#endif + msg_print(_("しかし何も起きなかった。", "Nothing happen.")); break; case MS_RAISE_DEAD: -#ifdef JP -msg_print("»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£"); -#else - msg_print("You cast a animate dead."); -#endif - (void)animate_dead(0, py, px); + msg_print(_("死者復活の呪文を唱えた。", "You cast a animate dead.")); + (void)animate_dead(0, p_ptr->y, p_ptr->x); break; case MS_S_KIN: { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("±ç·³¤ò¾¤´­¤·¤¿¡£"); -#else - msg_print("You summon minions."); -#endif + msg_print(_("援軍を召喚した。", "You summon minions.")); for (k = 0;k < 4; k++) { (void)summon_kin_player(plev, target_row, target_col, (PM_FORCE_PET | PM_ALLOW_GROUP)); @@ -1115,11 +803,7 @@ msg_print(" int k; int max_cyber = (dun_level / 50) + randint1(3); if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon Cyberdemons!"); -#endif + msg_print(_("サイバーデーモンを召喚した!", "You summon Cyberdemons!")); if (max_cyber > 4) max_cyber = 4; for (k = 0;k < max_cyber; k++) summon_specific(-1, target_row, target_col, plev, SUMMON_CYBER, mode); @@ -1129,11 +813,7 @@ msg_print(" { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("Ãç´Ö¤ò¾¤´­¤·¤¿¡£"); -#else - msg_print("You summon help."); -#endif + msg_print(_("仲間を召喚した。", "You summon help.")); for (k = 0;k < 1; k++) summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode)); break; @@ -1142,11 +822,7 @@ msg_print(" { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon monsters!"); -#endif + msg_print(_("モンスターを召喚した!", "You summon monsters!")); for (k = 0;k < 6; k++) summon_specific(-1, target_row, target_col, plev, 0, (mode | u_mode)); break; @@ -1155,11 +831,7 @@ msg_print(" { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("¥¢¥ê¤ò¾¤´­¤·¤¿¡£"); -#else - msg_print("You summon ants."); -#endif + msg_print(_("アリを召喚した。", "You summon ants.")); for (k = 0;k < 6; k++) summon_specific(-1, target_row, target_col, plev, SUMMON_ANT, mode); break; @@ -1168,11 +840,7 @@ msg_print(" { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("ÃØéá¤ò¾¤´­¤·¤¿¡£"); -#else - msg_print("You summon spiders."); -#endif + msg_print(_("蜘蛛を召喚した。", "You summon spiders.")); for (k = 0;k < 6; k++) summon_specific(-1, target_row, target_col, plev, SUMMON_SPIDER, mode); break; @@ -1181,11 +849,7 @@ msg_print(" { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("¥Ï¥¦¥ó¥É¤ò¾¤´­¤·¤¿¡£"); -#else - msg_print("You summon hounds."); -#endif + msg_print(_("ハウンドを召喚した。", "You summon hounds.")); for (k = 0;k < 4; k++) summon_specific(-1, target_row, target_col, plev, SUMMON_HOUND, mode); break; @@ -1194,11 +858,7 @@ msg_print(" { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("¥Ò¥É¥é¤ò¾¤´­¤·¤¿¡£"); -#else - msg_print("You summon hydras."); -#endif + msg_print(_("ヒドラを召喚した。", "You summon hydras.")); for (k = 0;k < 4; k++) summon_specific(-1, target_row, target_col, plev, SUMMON_HYDRA, mode); break; @@ -1207,11 +867,7 @@ msg_print(" { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("Å·»È¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon angel!"); -#endif + msg_print(_("天使を召喚した!", "You summon angel!")); for (k = 0;k < 1; k++) summon_specific(-1, target_row, target_col, plev, SUMMON_ANGEL, mode); break; @@ -1220,11 +876,7 @@ msg_print("Å· { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("º®Æ٤εÜÄ¤é°­Ëâ¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon a demon from the Courts of Chaos!"); -#endif + msg_print(_("混沌の宮廷から悪魔を召喚した!", "You summon a demon from the Courts of Chaos!")); for (k = 0;k < 1; k++) summon_specific(-1, target_row, target_col, plev, SUMMON_DEMON, (mode | u_mode)); break; @@ -1233,11 +885,7 @@ msg_print(" { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon an undead adversary!"); -#endif + msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!")); for (k = 0;k < 1; k++) summon_specific(-1, target_row, target_col, plev, SUMMON_UNDEAD, (mode | u_mode)); break; @@ -1246,11 +894,7 @@ msg_print(" { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("¥É¥é¥´¥ó¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon dragon!"); -#endif + msg_print(_("ドラゴンを召喚した!", "You summon dragon!")); for (k = 0;k < 1; k++) summon_specific(-1, target_row, target_col, plev, SUMMON_DRAGON, (mode | u_mode)); break; @@ -1259,11 +903,7 @@ msg_print(" { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon greater undead!"); -#endif + msg_print(_("強力なアンデッドを召喚した!", "You summon greater undead!")); for (k = 0;k < 6; k++) summon_specific(-1, target_row, target_col, plev, SUMMON_HI_UNDEAD, (mode | u_mode)); break; @@ -1272,11 +912,7 @@ msg_print(" { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon ancient dragons!"); -#endif + msg_print(_("古代ドラゴンを召喚した!", "You summon ancient dragons!")); for (k = 0;k < 4; k++) summon_specific(-1, target_row, target_col, plev, SUMMON_HI_DRAGON, (mode | u_mode)); break; @@ -1285,11 +921,7 @@ msg_print(" { int k; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon Lords of Amber!"); -#endif + msg_print(_("アンバーの王族を召喚した!", "You summon Lords of Amber!")); for (k = 0;k < 4; k++) summon_specific(-1, target_row, target_col, plev, SUMMON_AMBERITES, (mode | PM_ALLOW_UNIQUE)); break; @@ -1298,11 +930,7 @@ msg_print(" { int k, count = 0; if (!target_set(TARGET_KILL)) return FALSE; -#ifdef JP -msg_print("ÆÃÊ̤ʶ¯Å¨¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon special opponents!"); -#endif + msg_print(_("特別な強敵を召喚した!", "You summon special opponents!")); for (k = 0;k < 4; k++) if (summon_specific(-1, target_row, target_col, plev, SUMMON_UNIQUE, (mode | PM_ALLOW_UNIQUE))) count++; for (k = count;k < 4; k++) @@ -1317,9 +945,22 @@ msg_print(" } -/* - * do_cmd_cast calls this function if the player's class - * is 'imitator'. +/*! + * @brief ものまねコマンドのメインルーチン / + * do_cmd_cast calls this function if the player's class is 'imitator'. + * @param baigaesi TRUEならば倍返し上の処理として行う + * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。 + * @details + * If a valid spell is chosen, saves it in '*sn' and returns TRUE + * If the user hits escape, returns FALSE, and set '*sn' to -1 + * If there are no legal choices, returns FALSE, and sets '*sn' to -2 + * + * The "prompt" should be "cast", "recite", or "study" + * The "known" should be TRUE for cast/pray, FALSE for study + * + * nb: This function has a (trivial) display bug which will be obvious + * when you run it. It's probably easy to fix but I haven't tried, + * sorry. */ bool do_cmd_mane(bool baigaesi) { @@ -1334,23 +975,13 @@ bool do_cmd_mane(bool baigaesi) /* not if confused */ if (p_ptr->confused) { -#ifdef JP -msg_print("º®Í𤷤Ƥ¤¤Æ½¸Ãæ¤Ç¤­¤Ê¤¤¡ª"); -#else - msg_print("You are too confused!"); -#endif - + msg_print(_("混乱していて集中できない!", "You are too confused!")); return TRUE; } if (!p_ptr->mane_num) { -#ifdef JP -msg_print("¤Þ¤Í¤é¤ì¤ë¤â¤Î¤¬²¿¤â¤Ê¤¤¡ª"); -#else - msg_print("You don't remember any action!"); -#endif - + msg_print(_("まねられるものが何もない!", "You don't remember any action!")); return FALSE; } @@ -1389,12 +1020,7 @@ msg_print(" if (randint0(100) < chance) { if (flush_failure) flush(); -#ifdef JP -msg_print("¤â¤Î¤Þ¤Í¤Ë¼ºÇÔ¤·¤¿¡ª"); -#else - msg_print("You failed to concentrate hard enough!"); -#endif - + msg_print(_("ものまねに失敗した!", "You failed to concentrate hard enough!")); sound(SOUND_FAIL); } else @@ -1415,10 +1041,10 @@ msg_print(" } /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Window stuff */ - p_ptr->redraw |= (PR_MANE); + p_ptr->redraw |= (PR_IMITATION); p_ptr->window |= (PW_PLAYER); p_ptr->window |= (PW_SPELL);