X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fmspells3.c;h=6eebf3bff7007a35dc4172c18ef12a87259208b7;hb=ce135fa63c3eb78d8c8bac6a6bc61e1e8f2d0f0b;hp=636a82733e9c0361c6d93b0c3a7340e676be2324;hpb=1b4939aa68153d1b7eb52309508727c2a6700ae0;p=hengband%2Fhengband.git diff --git a/src/mspells3.c b/src/mspells3.c index 636a82733..6eebf3bff 100644 --- a/src/mspells3.c +++ b/src/mspells3.c @@ -1,34 +1,60 @@ -/* File: mspells3.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 mspells3.c + * @brief 青魔法の処理実装 / Blue magic + * @date 2014/01/15 + * @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" -#define pseudo_plev() (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 130) +#define pseudo_plev() (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 130) /*!< モンスター魔法をプレイヤーが使用する場合の換算レベル */ + +/*! +* @brief 文字列に青魔導師の呪文の攻撃力を加える +* @param SPELL_NUM 呪文番号 +* @param plev プレイヤーレベル +* @param msg 表示する文字列 +* @param tmp 返すメッセージを格納する配列 +* @return なし +*/ +void set_bluemage_damage(int SPELL_NUM, int plev, cptr msg, char* tmp) +{ + int base_damage = monspell_bluemage_damage(SPELL_NUM, plev, BASE_DAM); + int dice_num = monspell_bluemage_damage(SPELL_NUM, plev, DICE_NUM); + int dice_side = monspell_bluemage_damage(SPELL_NUM, plev, DICE_SIDE); + int dice_mult = monspell_bluemage_damage(SPELL_NUM, plev, DICE_MULT); + int dice_div = monspell_bluemage_damage(SPELL_NUM, plev, DICE_DIV); + char dmg_str[80]; + dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str); + sprintf(tmp, msg, dmg_str); +} + +/*! + * @brief 受け取ったモンスター魔法のIDに応じて青魔法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 モンスター魔法のID + * @return なし + */ static void learned_info(char *p, int power) { int plev = pseudo_plev(); - int hp = p_ptr->chp; #ifdef JP - cptr s_dam = "»½ý:"; - cptr s_dur = "´ü´Ö:"; - cptr s_range = "ÈÏ°Ï:"; - cptr s_heal = "²óÉü:"; + cptr s_dam = " 損傷:%s"; + cptr s_dur = "期間:"; + cptr s_range = "範囲:"; + cptr s_heal = " 回復:%s"; #else - cptr s_dam = "dam "; + cptr s_dam = " dam %s"; cptr s_dur = "dur "; cptr s_range = "range "; - cptr s_heal = "heal "; + cptr s_heal = " heal %s"; #endif strcpy(p, ""); @@ -71,149 +97,70 @@ static void learned_info(char *p, int power) case MS_S_AMBERITE: case MS_S_UNIQUE: break; - case MS_BALL_MANA: - case MS_BALL_DARK: - case MS_STARBURST: - sprintf(p, " %s%d+10d10", s_dam, plev * 8 + 50); - break; + case MS_BALL_MANA: + case MS_BALL_DARK: + case MS_STARBURST: + set_bluemage_damage((power), plev, s_dam, p); break; case MS_DISPEL: break; - case MS_ROCKET: - sprintf(p, " %s%d", s_dam, hp/4); - break; - case MS_SHOOT: - { - object_type *o_ptr = NULL; - if (buki_motteruka(INVEN_RARM)) o_ptr = &inventory[INVEN_RARM]; - else if (buki_motteruka(INVEN_LARM)) o_ptr = &inventory[INVEN_LARM]; - else - sprintf(p, " %s1", s_dam); - if (o_ptr) - sprintf(p, " %s%dd%d+%d", s_dam, o_ptr->dd, o_ptr->ds, o_ptr->to_d); - break; - } - case MS_BR_ACID: - case MS_BR_ELEC: - case MS_BR_FIRE: - case MS_BR_COLD: - case MS_BR_POIS: - case MS_BR_NUKE: - sprintf(p, " %s%d", s_dam, hp/3); - break; - case MS_BR_NEXUS: - sprintf(p, " %s%d", s_dam, MIN(hp/3, 250)); - break; - case MS_BR_TIME: - sprintf(p, " %s%d", s_dam, MIN(hp/3, 150)); - break; - case MS_BR_GRAVITY: - sprintf(p, " %s%d", s_dam, MIN(hp/3, 200)); - break; - case MS_BR_MANA: - sprintf(p, " %s%d", s_dam, MIN(hp/3, 250)); - break; - case MS_BR_NETHER: - case MS_BR_LITE: - case MS_BR_DARK: - case MS_BR_CONF: - case MS_BR_SOUND: - case MS_BR_CHAOS: - case MS_BR_DISEN: - case MS_BR_SHARDS: - case MS_BR_PLASMA: - sprintf(p, " %s%d", s_dam, hp/6); - break; - case MS_BR_INERTIA: - case MS_BR_FORCE: - sprintf(p, " %s%d", s_dam, MIN(hp/6, 200)); - break; - case MS_BR_DISI: - sprintf(p, " %s%d", s_dam, MIN(hp/6, 150)); - break; - case MS_BALL_NUKE: - sprintf(p, " %s%d+10d6", s_dam, plev * 2); - break; - case MS_BALL_CHAOS: - sprintf(p, " %s%d+10d10", s_dam, plev * 4); - break; - case MS_BALL_ACID: - sprintf(p, " %s15+d%d", s_dam, plev * 6); - break; - case MS_BALL_ELEC: - sprintf(p, " %s8+d%d", s_dam, plev * 3); - break; - case MS_BALL_FIRE: - sprintf(p, " %s10+d%d", s_dam, plev * 7); - break; - case MS_BALL_COLD: - sprintf(p, " %s10+d%d", s_dam, plev * 3); - break; - case MS_BALL_POIS: - sprintf(p, " %s12d2", s_dam); - break; - case MS_BALL_NETHER: - sprintf(p, " %s%d+10d10", s_dam, plev * 2 + 50); - break; - case MS_BALL_WATER: - sprintf(p, " %s50+d%d", s_dam, plev * 4); - break; - case MS_DRAIN_MANA: - sprintf(p, " %sd%d+%d", s_heal, plev, plev); - break; - case MS_MIND_BLAST: - sprintf(p, " %s8d8", s_dam); - break; - case MS_BRAIN_SMASH: - sprintf(p, " %s12d15", s_dam); - break; - case MS_CAUSE_1: - sprintf(p, " %s3d8", s_dam); - break; - case MS_CAUSE_2: - sprintf(p, " %s8d8", s_dam); - break; - case MS_CAUSE_3: - sprintf(p, " %s10d15", s_dam); - break; - case MS_CAUSE_4: - sprintf(p, " %s15d15", s_dam); - break; - case MS_BOLT_ACID: - sprintf(p, " %s%d+7d8", s_dam, plev * 2 / 3); - break; - case MS_BOLT_ELEC: - sprintf(p, " %s%d+4d8", s_dam, plev * 2 / 3); - break; - case MS_BOLT_FIRE: - sprintf(p, " %s%d+9d8", s_dam, plev * 2 / 3); - break; - case MS_BOLT_COLD: - sprintf(p, " %s%d+6d8", s_dam, plev * 2 / 3); - break; - case MS_BOLT_NETHER: - sprintf(p, " %s%d+5d5", s_dam, 30 + plev * 8 / 3); - break; - case MS_BOLT_WATER: - sprintf(p, " %s%d+10d10", s_dam, plev * 2); - break; - case MS_BOLT_MANA: - sprintf(p, " %s50+d%d", s_dam, plev * 7); - break; - case MS_BOLT_PLASMA: - sprintf(p, " %s%d+8d7", s_dam, plev * 2 + 10); - break; - case MS_BOLT_ICE: - sprintf(p, " %s%d+6d6", s_dam, plev * 2); - break; - case MS_MAGIC_MISSILE: - sprintf(p, " %s%d+2d6", s_dam, plev * 2 / 3); - break; + case MS_ROCKET: + case MS_SHOOT: + case MS_BR_ACID: + case MS_BR_ELEC: + case MS_BR_FIRE: + case MS_BR_COLD: + case MS_BR_POIS: + case MS_BR_NUKE: + case MS_BR_NEXUS: + case MS_BR_TIME: + case MS_BR_GRAVITY: + case MS_BR_MANA: + case MS_BR_NETHER: + case MS_BR_LITE: + case MS_BR_DARK: + case MS_BR_CONF: + case MS_BR_SOUND: + case MS_BR_CHAOS: + case MS_BR_DISEN: + case MS_BR_SHARDS: + case MS_BR_PLASMA: + case MS_BR_INERTIA: + case MS_BR_FORCE: + case MS_BR_DISI: + case MS_BALL_NUKE: + case MS_BALL_CHAOS: + case MS_BALL_ACID: + case MS_BALL_ELEC: + case MS_BALL_FIRE: + case MS_BALL_COLD: + case MS_BALL_POIS: + case MS_BALL_NETHER: + case MS_BALL_WATER: + set_bluemage_damage((power), plev, s_dam, p); break; + case MS_DRAIN_MANA: + set_bluemage_damage((power), plev, s_heal, p); break; + case MS_MIND_BLAST: + case MS_BRAIN_SMASH: + case MS_CAUSE_1: + case MS_CAUSE_2: + case MS_CAUSE_3: + case MS_CAUSE_4: + case MS_BOLT_ACID: + case MS_BOLT_ELEC: + case MS_BOLT_FIRE: + case MS_BOLT_COLD: + case MS_BOLT_NETHER: + case MS_BOLT_WATER: + case MS_BOLT_MANA: + case MS_BOLT_PLASMA: + case MS_BOLT_ICE: + case MS_MAGIC_MISSILE: + set_bluemage_damage((power), plev, s_dam, p); break; case MS_SPEED: sprintf(p, " %sd%d+%d", s_dur, 20+plev, plev); break; - case MS_HEAL: - sprintf(p, " %s%d", s_heal, plev*4); - break; + case MS_HEAL: + set_bluemage_damage((power), plev, s_heal, p); break; case MS_INVULNER: sprintf(p, " %sd7+7", s_dur); break; @@ -223,8 +170,8 @@ static void learned_info(char *p, int power) case MS_TELEPORT: sprintf(p, " %s%d", s_range, plev * 5); break; - case MS_PSY_SPEAR: - sprintf(p, " %s100+d%d", s_dam, plev * 3); + case MS_PSY_SPEAR: + set_bluemage_damage((power), plev, s_dam, p); break; break; case MS_RAISE_DEAD: sprintf(p, " %s5", s_range); @@ -235,21 +182,24 @@ static void learned_info(char *p, int power) } -/* +/*! + * @brief 使用可能な青魔法を選択する / * Allow user to choose a imitation. - * - * 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. + * @param sn 選択したモンスター攻撃ID、キャンセルの場合-1、不正な選択の場合-2を返す + * @return 発動可能な魔法を選択した場合TRUE、キャンセル処理か不正な選択が行われた場合FALSEを返す。 + * @details + * If a valid spell is chosen, saves it in '*sn' and returns TRUE\n + * If the user hits escape, returns FALSE, and set '*sn' to -1\n + * If there are no legal choices, returns FALSE, and sets '*sn' to -2\n + *\n + * The "prompt" should be "cast", "recite", or "study"\n + * The "known" should be TRUE for cast/pray, FALSE for study\n + *\n + * nb: This function has a (trivial) display bug which will be obvious\n + * when you run it. It's probably easy to fix but I haven't tried,\n + * sorry.\n */ -static int get_learned_power(int *sn) +static int get_learned_power(SPELL_IDX *sn) { int i = 0; int num = 0; @@ -265,11 +215,7 @@ static int get_learned_power(int *sn) char out_val[160]; char comment[80]; s32b f4 = 0, f5 = 0, f6 = 0; -#ifdef JP -cptr p = "ËâË¡"; -#else - cptr p = "magic"; -#endif + cptr p = _("魔法", "magic"); monster_power spell; bool flag, redraw; @@ -302,12 +248,12 @@ cptr p = " while(!mode) { #ifdef JP - prt(format(" %s ¥Ü¥ë¥È", (menu_line == 1) ? "¡Õ" : " "), 2, 14); - prt(format(" %s ¥Ü¡¼¥ë", (menu_line == 2) ? "¡Õ" : " "), 3, 14); - prt(format(" %s ¥Ö¥ì¥¹", (menu_line == 3) ? "¡Õ" : " "), 4, 14); - prt(format(" %s ¾¤´­", (menu_line == 4) ? "¡Õ" : " "), 5, 14); - prt(format(" %s ¤½¤Î¾", (menu_line == 5) ? "¡Õ" : " "), 6, 14); - prt("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", 0, 0); + prt(format(" %s ボルト", (menu_line == 1) ? "》" : " "), 2, 14); + prt(format(" %s ボール", (menu_line == 2) ? "》" : " "), 3, 14); + prt(format(" %s ブレス", (menu_line == 3) ? "》" : " "), 4, 14); + prt(format(" %s 召喚", (menu_line == 4) ? "》" : " "), 5, 14); + prt(format(" %s その他", (menu_line == 5) ? "》" : " "), 6, 14); + prt("どの種類の魔法を使いますか?", 0, 0); #else prt(format(" %s bolt", (menu_line == 1) ? "> " : " "), 2, 14); prt(format(" %s ball", (menu_line == 2) ? "> " : " "), 3, 14); @@ -346,11 +292,7 @@ cptr p = " } else { -#ifdef JP - sprintf(comment, "[A]¥Ü¥ë¥È, [B]¥Ü¡¼¥ë, [C]¥Ö¥ì¥¹, [D]¾¤´­, [E]¤½¤Î¾:"); -#else - sprintf(comment, "[A] bolt, [B] ball, [C] breath, [D] summoning, [E] others:"); -#endif + sprintf(comment, _("[A]ボルト, [B]ボール, [C]ブレス, [D]召喚, [E]その他:", "[A] bolt, [B] ball, [C] breath, [D] summoning, [E] others:")); while (TRUE) { if (!get_com(comment, &ch, TRUE)) @@ -409,21 +351,13 @@ cptr p = " } if (i == num) { -#ifdef JP - msg_print("¤½¤Î¼ïÎà¤ÎËâË¡¤Ï³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª"); -#else - msg_print("You don't know any spell of this type."); -#endif + msg_print(_("その種類の魔法は覚えていない!", "You don't know any spell of this type.")); return (FALSE); } /* Build a prompt (accept all spells) */ (void)strnfmt(out_val, 78, -#ifdef JP - "(%c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò¾§¤¨¤Þ¤¹¤«¡©", -#else - "(%c-%c, *=List, ESC=exit) Use which %s? ", -#endif + _("(%c-%c, '*'で一覧, ESC) どの%sを唱えますか?", "(%c-%c, *=List, ESC=exit) Use which %s? "), I2A(0), I2A(num - 1), p); if (use_menu) screen_save(); @@ -514,17 +448,8 @@ cptr p = " /* 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("MP ¼ºÎ¨ ¸ú²Ì", y, x + 33); -#else - put_str("SP Fail Info", y, x + 32); -#endif + put_str(_("名前", "Name"), y, x + 5); + put_str(_("MP 失率 効果", "SP Fail Info"), y, x + 33); /* Dump the spells */ @@ -577,11 +502,7 @@ put_str("MP if (use_menu) { -#ifdef JP - if (i == (menu_line-1)) strcpy(psi_desc, " ¡Õ"); -#else - if (i == (menu_line-1)) strcpy(psi_desc, " > "); -#endif + if (i == (menu_line-1)) strcpy(psi_desc, _(" 》", " > ")); else strcpy(psi_desc, " "); } else sprintf(psi_desc, " %c)", I2A(i)); @@ -617,7 +538,7 @@ put_str("MP ask = isupper(choice); /* Lowercase */ - if (ask) choice = tolower(choice); + if (ask) choice = (char)tolower(choice); /* Extract request */ i = (islower(choice) ? A2I(choice) : -1); @@ -639,12 +560,7 @@ put_str("MP char tmp_val[160]; /* Prompt */ -#ifdef JP - (void) strnfmt(tmp_val, 78, "%s¤ÎËâË¡¤ò¾§¤¨¤Þ¤¹¤«¡©", monster_powers[spellnum[i]].name); -#else - (void)strnfmt(tmp_val, 78, "Use %s? ", monster_powers[spellnum[i]].name); -#endif - + (void) strnfmt(tmp_val, 78, _("%sの魔法を唱えますか?", "Use %s? "), monster_powers[spellnum[i]].name); /* Belay that order */ if (!get_check(tmp_val)) continue; @@ -680,16 +596,18 @@ put_str("MP } -/* - * do_cmd_cast calls this function if the player's class - * is 'imitator'. +/*! + * @brief 青魔法の発動 / + * do_cmd_cast calls this function if the player's class is 'blue-mage'. + * @param spell 発動するモンスター攻撃のID + * @param success TRUEは成功時、FALSEは失敗時の処理を行う + * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。 */ static bool cast_learned_spell(int spell, bool success) { int dir; int plev = pseudo_plev(); int summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2); - int hp = p_ptr->chp; int damage = 0; bool pet = success; bool no_trump = FALSE; @@ -712,101 +630,37 @@ static bool cast_learned_spell(int spell, bool success) switch (spell) { case MS_SHRIEK: -#ifdef JP -msg_print("¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£"); -#else - msg_print("You make a high pitched shriek."); -#endif - + 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; - int m_idx; - char m_name[80]; + MONSTER_IDX m_idx; if (!target_set(TARGET_KILL)) return FALSE; 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(py, px, target_row, target_col)) break; - m_ptr = &m_list[m_idx]; - monster_desc(m_name, m_ptr, 0); - if (m_ptr->invulner) - { - m_ptr->invulner = 0; - mproc_remove(m_idx, m_ptr->mproc_idx[MPROC_INVULNER], MPROC_INVULNER); - if (m_ptr->ml) - { -#ifdef JP - msg_format("%s¤Ï¤â¤¦ÌµÅ¨¤Ç¤Ï¤Ê¤¤¡£", m_name); -#else - msg_format("%^s is no longer invulnerable.", m_name); -#endif - p_ptr->redraw |= (PR_HEALTH); - if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH); - } - m_ptr->energy_need += ENERGY_NEED(); - } - if (m_ptr->fast) - { - m_ptr->fast = 0; - mproc_remove(m_idx, m_ptr->mproc_idx[MPROC_FAST], MPROC_FAST); -#ifdef JP - if (m_ptr->ml) msg_format("%s¤Ï¤â¤¦²Ã®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name); -#else - if (m_ptr->ml) msg_format("%^s is no longer fast.", m_name); -#endif - } - if (m_ptr->slow) - { - m_ptr->slow = 0; - mproc_remove(m_idx, m_ptr->mproc_idx[MPROC_SLOW], MPROC_SLOW); -#ifdef JP - if (m_ptr->ml) msg_format("%s¤Ï¤â¤¦¸ºÂ®¤µ¤ì¤Æ¤¤¤Ê¤¤¡£", m_name); -#else - if (m_ptr->ml) msg_format("%^s is no longer slow.", m_name); -#endif - } + 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; - else -#ifdef JP -msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£"); -#else - msg_print("You fire a rocket."); -#endif - damage = hp / 4; - fire_rocket(GF_ROCKET, dir, damage, 2); + + msg_print(_("ロケットを発射した。", "You fire a rocket.")); + damage = monspell_bluemage_damage((MS_ROCKET), plev, DAM_ROLL); + fire_rocket(GF_ROCKET, dir, damage, 2); break; case MS_SHOOT: { - object_type *o_ptr = NULL; - if (!get_aim_dir(&dir)) return FALSE; - else - { -#ifdef JP -msg_print("Ìð¤òÊü¤Ã¤¿¡£"); -#else - msg_print("You fire an arrow."); -#endif - if (buki_motteruka(INVEN_RARM)) o_ptr = &inventory[INVEN_RARM]; - else if (buki_motteruka(INVEN_LARM)) o_ptr = &inventory[INVEN_LARM]; - else - damage = 1; - if (o_ptr) - { - damage = damroll(o_ptr->dd, o_ptr->ds)+ o_ptr->to_d; - if (damage < 1) damage = 1; - } - fire_bolt(GF_ARROW, dir, damage); - } + + msg_print(_("矢を放った。", "You fire an arrow.")); + damage = monspell_bluemage_damage((MS_SHOOT), plev, DAM_ROLL); + fire_bolt(GF_ARROW, dir, damage); break; } case MS_XXX2: @@ -817,487 +671,358 @@ msg_print(" 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 - damage = hp / 3; + + msg_print(_("酸のブレスを吐いた。", "You breathe acid.")); + damage = monspell_bluemage_damage((MS_BR_ACID), plev, DAM_ROLL); fire_ball(GF_ACID, dir, damage, (plev > 40 ? -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 - damage = hp / 3; + + msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning.")); + damage = monspell_bluemage_damage((MS_BR_ELEC), plev, DAM_ROLL); fire_ball(GF_ELEC, dir, damage, (plev > 40 ? -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 - damage = hp / 3; + + msg_print(_("火炎のブレスを吐いた。", "You breathe fire.")); + damage = monspell_bluemage_damage((MS_BR_FIRE), plev, DAM_ROLL); fire_ball(GF_FIRE, dir, damage, (plev > 40 ? -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 - damage = hp / 3; + if (!get_aim_dir(&dir)) return FALSE; + + msg_print(_("冷気のブレスを吐いた。", "You breathe frost.")); + damage = monspell_bluemage_damage((MS_BR_COLD), plev, DAM_ROLL); fire_ball(GF_COLD, dir, damage, (plev > 40 ? -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 - damage = hp / 3; + if (!get_aim_dir(&dir)) return FALSE; + + msg_print(_("ガスのブレスを吐いた。", "You breathe gas.")); + damage = monspell_bluemage_damage((MS_BR_POIS), plev, DAM_ROLL); fire_ball(GF_POIS, dir, damage, (plev > 40 ? -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 - damage = hp / 6; + if (!get_aim_dir(&dir)) return FALSE; + + msg_print(_("地獄のブレスを吐いた。", "You breathe nether.")); + damage = monspell_bluemage_damage((MS_BR_NETHER), plev, DAM_ROLL); fire_ball(GF_NETHER, dir, damage, (plev > 40 ? -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 - damage = hp / 6; + + msg_print(_("閃光のブレスを吐いた。", "You breathe light.")); + damage = monspell_bluemage_damage((MS_BR_LITE), plev, DAM_ROLL); fire_ball(GF_LITE, dir, damage, (plev > 40 ? -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 - damage = hp / 6; + + msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness.")); + damage = monspell_bluemage_damage((MS_BR_DARK), plev, DAM_ROLL); fire_ball(GF_DARK, dir, damage, (plev > 40 ? -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 - damage = hp / 6; + + msg_print(_("混乱のブレスを吐いた。", "You breathe confusion.")); + damage = monspell_bluemage_damage((MS_BR_CONF), plev, DAM_ROLL); fire_ball(GF_CONFUSION, dir, damage, (plev > 40 ? -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 - damage = hp / 6; + + msg_print(_("轟音のブレスを吐いた。", "You breathe sound.")); + damage = monspell_bluemage_damage((MS_BR_SOUND), plev, DAM_ROLL); fire_ball(GF_SOUND, dir, damage, (plev > 40 ? -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 - damage = hp / 6; + + msg_print(_("カオスのブレスを吐いた。", "You breathe chaos.")); + damage = monspell_bluemage_damage((MS_BR_CHAOS), plev, DAM_ROLL); fire_ball(GF_CHAOS, dir, damage, (plev > 40 ? -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 - damage = hp / 6; + + msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment.")); + damage = monspell_bluemage_damage((MS_BR_DISEN), plev, DAM_ROLL); fire_ball(GF_DISENCHANT, dir, damage, (plev > 40 ? -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 - damage = MIN(hp / 3, 250); + + msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus.")); + damage = monspell_bluemage_damage((MS_BR_NEXUS), plev, DAM_ROLL); fire_ball(GF_NEXUS, dir, damage, (plev > 40 ? -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 - damage = MIN(hp / 3, 150); + + msg_print(_("時間逆転のブレスを吐いた。", "You breathe time.")); + damage = monspell_bluemage_damage((MS_BR_TIME), plev, DAM_ROLL); fire_ball(GF_TIME, dir, damage, (plev > 40 ? -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 - damage = MIN(hp / 6, 200); - fire_ball(GF_INERTIA, dir, damage, (plev > 40 ? -3 : -2)); + + msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia.")); + damage = monspell_bluemage_damage((MS_BR_INERTIA), plev, DAM_ROLL); + fire_ball(GF_INERTIAL, dir, damage, (plev > 40 ? -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 - damage = MIN(hp / 3, 200); + + msg_print(_("重力のブレスを吐いた。", "You breathe gravity.")); + damage = monspell_bluemage_damage((MS_BR_GRAVITY), plev, DAM_ROLL); fire_ball(GF_GRAVITY, dir, damage, (plev > 40 ? -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 - damage = hp / 6; + if (!get_aim_dir(&dir)) return FALSE; + + msg_print(_("破片のブレスを吐いた。", "You breathe shards.")); + damage = monspell_bluemage_damage((MS_BR_SHARDS), plev, DAM_ROLL); fire_ball(GF_SHARDS, dir, damage, (plev > 40 ? -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 - damage = MIN(hp / 6, 150); + if (!get_aim_dir(&dir)) return FALSE; + + msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma.")); + damage = monspell_bluemage_damage((MS_BR_PLASMA), plev, DAM_ROLL); fire_ball(GF_PLASMA, dir, damage, (plev > 40 ? -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 - damage = MIN(hp / 6, 200); + if (!get_aim_dir(&dir)) return FALSE; + + msg_print(_("フォースのブレスを吐いた。", "You breathe force.")); + damage = monspell_bluemage_damage((MS_BR_FORCE), plev, DAM_ROLL); fire_ball(GF_FORCE, dir, damage, (plev > 40 ? -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 - - damage = MIN(hp / 3, 250); + + msg_print(_("魔力のブレスを吐いた。", "You breathe mana.")); + damage = monspell_bluemage_damage((MS_BR_MANA), plev, DAM_ROLL); fire_ball(GF_MANA, dir, damage, (plev > 40 ? -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 - damage = plev * 2 + damroll(10, 6); + + msg_print(_("放射能球を放った。", "You cast a ball of radiation.")); + damage = monspell_bluemage_damage((MS_BALL_NUKE), plev, DAM_ROLL); 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 - damage = hp / 3; + + msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste.")); + damage = monspell_bluemage_damage((MS_BR_NUKE), plev, DAM_ROLL); fire_ball(GF_NUKE, dir, damage, (plev > 40 ? -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 - damage = plev * 4 + damroll(10, 10); + + msg_print(_("純ログルスを放った。", "You invoke a raw Logrus.")); + damage = monspell_bluemage_damage((MS_BALL_CHAOS), plev, DAM_ROLL); 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 - damage = MIN(hp / 6, 150); + + msg_print(_("分解のブレスを吐いた。", "You breathe disintegration.")); + damage = monspell_bluemage_damage((MS_BR_DISI), plev, DAM_ROLL); fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 40 ? -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 - damage = randint1(plev * 6) + 15; + + msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball.")); + damage = monspell_bluemage_damage((MS_BALL_ACID), plev, DAM_ROLL); 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 - damage = randint1(plev * 3) + 8; + if (!get_aim_dir(&dir)) return FALSE; + + msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball.")); + damage = monspell_bluemage_damage((MS_BALL_ELEC), plev, DAM_ROLL); 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 - damage = randint1(plev * 7) + 10; + + msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball.")); + damage = monspell_bluemage_damage((MS_BALL_FIRE), plev, DAM_ROLL); 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 - damage = randint1(plev * 3) + 10; + if (!get_aim_dir(&dir)) return FALSE; + + msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball.")); + damage = monspell_bluemage_damage((MS_BALL_COLD), plev, DAM_ROLL); 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 - damage = damroll(12,2); + + msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud.")); + damage = monspell_bluemage_damage((MS_BALL_POIS), plev, DAM_ROLL); 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 - damage = plev * 2 + 50 + damroll(10, 10); + if (!get_aim_dir(&dir)) return FALSE; + + msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball.")); + damage = monspell_bluemage_damage((MS_BALL_NETHER), plev, DAM_ROLL); 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 - damage = randint1(plev * 4) + 50; + + msg_print(_("流れるような身振りをした。", "You gesture fluidly.")); + damage = monspell_bluemage_damage((MS_BALL_WATER), plev, DAM_ROLL); 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 - damage = plev * 8 + 50 + damroll(10, 10); + if (!get_aim_dir(&dir)) return FALSE; + + msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm.")); + damage = monspell_bluemage_damage((MS_BALL_MANA), plev, DAM_ROLL); 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 - damage = plev * 8 + 50 + damroll(10, 10); + + msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm.")); + damage = monspell_bluemage_damage((MS_BALL_DARK), plev, DAM_ROLL); fire_ball(GF_DARK, dir, damage, 4); break; case MS_DRAIN_MANA: if (!get_aim_dir(&dir)) return FALSE; - fire_ball_hide(GF_DRAIN_MANA, dir, randint1(plev)+plev, 0); + + damage = monspell_bluemage_damage((MS_DRAIN_MANA), plev, DAM_ROLL); + fire_ball_hide(GF_DRAIN_MANA, dir, damage, 0); break; case MS_MIND_BLAST: if (!get_aim_dir(&dir)) return FALSE; - damage = damroll(7, 7); + + damage = monspell_bluemage_damage((MS_MIND_BLAST), plev, DAM_ROLL); fire_ball_hide(GF_MIND_BLAST, dir, damage, 0); break; case MS_BRAIN_SMASH: - if (!get_aim_dir(&dir)) return FALSE; - damage = damroll(12, 12); + if (!get_aim_dir(&dir)) return FALSE; + + damage = monspell_bluemage_damage((MS_BRAIN_SMASH), plev, DAM_ROLL); fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0); break; case MS_CAUSE_1: if (!get_aim_dir(&dir)) return FALSE; - damage = damroll(3, 8); + + damage = monspell_bluemage_damage((MS_CAUSE_1), plev, DAM_ROLL); fire_ball_hide(GF_CAUSE_1, dir, damage, 0); break; case MS_CAUSE_2: if (!get_aim_dir(&dir)) return FALSE; - damage = damroll(8, 8); + + damage = monspell_bluemage_damage((MS_CAUSE_2), plev, DAM_ROLL); fire_ball_hide(GF_CAUSE_2, dir, damage, 0); break; case MS_CAUSE_3: if (!get_aim_dir(&dir)) return FALSE; - damage = damroll(10, 15); + + damage = monspell_bluemage_damage((MS_CAUSE_3), plev, DAM_ROLL); fire_ball_hide(GF_CAUSE_3, dir, damage, 0); break; case MS_CAUSE_4: if (!get_aim_dir(&dir)) return FALSE; - damage = damroll(15, 15); + + damage = monspell_bluemage_damage((MS_CAUSE_4), plev, DAM_ROLL); fire_ball_hide(GF_CAUSE_4, dir, damage, 0); 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 - damage = damroll(7, 8) + plev * 2 / 3; - fire_bolt(GF_ACID, dir, damage); + + msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt.")); + damage = monspell_bluemage_damage((MS_BOLT_ACID), plev, DAM_ROLL); + 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 - damage = damroll(4, 8) + plev * 2 / 3; + + msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt.")); + damage = monspell_bluemage_damage((MS_BOLT_ELEC), plev, DAM_ROLL); 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 - damage = damroll(9, 8) + plev * 2 / 3; + + msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt.")); + damage = monspell_bluemage_damage((MS_BOLT_FIRE), plev, DAM_ROLL); 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 - damage = damroll(6, 8) + plev * 2 / 3; + + msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt.")); + damage = monspell_bluemage_damage((MS_BOLT_COLD), plev, DAM_ROLL); fire_bolt(GF_COLD, dir, damage); break; case MS_STARBURST: if (!get_aim_dir(&dir)) return FALSE; - else -#ifdef JP -msg_print("¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£"); -#else - msg_print("You invoke a starburst."); -#endif - damage = plev * 8 + 50 + damroll(10, 10); + + msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst.")); + damage = monspell_bluemage_damage((MS_STARBURST), plev, DAM_ROLL); 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 - damage = 30 + damroll(5, 5) + plev * 8 / 3; + + msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt.")); + damage = monspell_bluemage_damage((MS_BOLT_NETHER), plev, DAM_ROLL); 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 - damage = damroll(10, 10) + plev * 2; + + msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt.")); + damage = monspell_bluemage_damage((MS_BOLT_WATER), plev, DAM_ROLL); 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 - damage = randint1(plev * 7) + 50; + + msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt.")); + damage = monspell_bluemage_damage((MS_BOLT_MANA), plev, DAM_ROLL); 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 - damage = 10 + damroll(8, 7) + plev * 2; + + msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt.")); + damage = monspell_bluemage_damage((MS_BOLT_PLASMA), plev, DAM_ROLL); 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 - damage = damroll(6, 6) + plev * 2; + + msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt.")); + damage = monspell_bluemage_damage((MS_BOLT_ICE), plev, DAM_ROLL); 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 - damage = damroll(2, 6) + plev * 2 / 3; + + msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile.")); + damage = monspell_bluemage_damage((MS_MAGIC_MISSILE), plev, DAM_ROLL); 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 + + 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; case MS_BLIND: @@ -1306,20 +1031,17 @@ 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 + + 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); @@ -1327,46 +1049,30 @@ 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 + msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!")); fire_ball_hide(GF_HAND_DOOM, dir, plev * 3, 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*4); (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(4) + 4, FALSE); break; case MS_BLINK: - teleport_player(10, FALSE); + teleport_player(10, 0L); break; case MS_TELEPORT: - teleport_player(plev * 5, FALSE); + teleport_player(plev * 5, 0L); break; case MS_WORLD: - world_player = TRUE; -#ifdef JP - msg_print("¡Ö»þ¤è¡ª¡×"); -#else - msg_print("'Time!'"); -#endif + world_player = TRUE; + msg_print(_("「時よ!」", "'Time!'")); msg_print(NULL); /* Hack */ @@ -1394,7 +1100,7 @@ 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(py, px, 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); @@ -1403,33 +1109,18 @@ msg_print("̵ if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL)) { if (is_original_ap_and_seen(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 - + 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_and_seen(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 - + 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 - - teleport_monster_to(cave[target_row][target_col].m_idx, py, px, 100, TRUE); + msg_format(_("%sを引き戻した。", "You command %s to return."), m_name); + teleport_monster_to(cave[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE); break; } case MS_TELE_AWAY: @@ -1439,7 +1130,7 @@ msg_format("%s break; case MS_TELE_LEVEL: { - int target_m_idx; + MONSTER_IDX target_m_idx; monster_type *m_ptr; monster_race *r_ptr; char m_name[80]; @@ -1448,24 +1139,16 @@ msg_format("%s 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(py, px, 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 is unaffected!", m_name); -#endif + msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name); } else teleport_level(target_m_idx); break; @@ -1473,64 +1156,38 @@ msg_format("%s 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 - damage = randint1(plev * 3) + 100; + msg_print(_("光の剣を放った。", "You throw a psycho-spear.")); + damage = monspell_bluemage_damage((MS_PSY_SPEAR), plev, DAM_ROLL); (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 cackle evilly."); -#endif + + msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle 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); + case MS_RAISE_DEAD: + 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; -#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 < 1; k++) { - if (summon_kin_player(summon_lev, py, px, (pet ? PM_FORCE_PET : 0L))) + if (summon_kin_player(summon_lev, p_ptr->y, p_ptr->x, (pet ? PM_FORCE_PET : 0L))) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿Ãç´Ö¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned fellows are angry!"); -#endif + if (!pet) msg_print(_("召喚された仲間は怒っている!", "Summoned fellows are angry!")); } else { @@ -1542,20 +1199,13 @@ msg_print("Summoned fellows are angry!"); case MS_S_CYBER: { int k; -#ifdef JP -msg_print("¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon a Cyberdemon!"); -#endif + + msg_print(_("サイバーデーモンを召喚した!", "You summon a Cyberdemon!")); for (k = 0 ;k < 1 ; k++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_CYBER, p_mode)) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_CYBER, p_mode)) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("The summoned Cyberdemon are angry!"); -#endif + if (!pet) + msg_print(_("召喚されたサイバーデーモンは怒っている!", "The summoned Cyberdemon are angry!")); } else { @@ -1566,20 +1216,12 @@ msg_print("The summoned Cyberdemon are angry!"); case MS_S_MONSTER: { int k; -#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++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, p_mode)) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, p_mode)) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("The summoned monster is angry!"); -#endif + if (!pet) + msg_print(_("召喚されたモンスターは怒っている!", "The summoned monster is angry!")); } else { @@ -1590,20 +1232,12 @@ msg_print("The summoned monster is angry!"); case MS_S_MONSTERS: { int k; -#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 < plev / 15 + 2; k++) - if(summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, (p_mode | u_mode))) + if(summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, (p_mode | u_mode))) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned monsters are angry!"); -#endif + if (!pet) + msg_print(_("召喚されたモンスターは怒っている!", "The summoned monsters are angry!")); } else { @@ -1614,20 +1248,12 @@ msg_print("Summoned monsters are angry!"); case MS_S_ANT: { int k; -#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 < 1; k++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode))) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode))) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¥¢¥ê¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned ants are angry!"); -#endif + if (!pet) + msg_print(_("召喚されたアリは怒っている!", "The summoned ants are angry!")); } else { @@ -1638,20 +1264,12 @@ msg_print("Summoned ants are angry!"); case MS_S_SPIDER: { int k; -#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 < 1; k++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode))) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode))) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿ÃØéá¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned spiders are angry!"); -#endif + if (!pet) + msg_print(_("召喚された蜘蛛は怒っている!", "Summoned spiders are angry!")); } else { @@ -1662,20 +1280,12 @@ msg_print("Summoned spiders are angry!"); case MS_S_HOUND: { int k; -#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 < 1; k++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode))) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode))) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¥Ï¥¦¥ó¥É¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned hounds are angry!"); -#endif + if (!pet) + msg_print(_("召喚されたハウンドは怒っている!", "Summoned hounds are angry!")); } else { @@ -1686,20 +1296,12 @@ msg_print("Summoned hounds are angry!"); case MS_S_HYDRA: { int k; -#ifdef JP -msg_print("¥Ò¥É¥é¤ò¾¤´­¤·¤¿¡£"); -#else - msg_print("You summon a hydras."); -#endif + msg_print(_("ヒドラを召喚した。", "You summon a hydras.")); for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HYDRA, (g_mode | p_mode))) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HYDRA, (g_mode | p_mode))) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¥Ò¥É¥é¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned hydras are angry!"); -#endif + if (!pet) + msg_print(_("召喚されたヒドラは怒っている!", "Summoned hydras are angry!")); } else { @@ -1710,20 +1312,12 @@ msg_print("Summoned hydras are angry!"); case MS_S_ANGEL: { int k; -#ifdef JP -msg_print("Å·»È¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon an angel!"); -#endif + msg_print(_("天使を召喚した!", "You summon an angel!")); for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANGEL, (g_mode | p_mode))) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANGEL, (g_mode | p_mode))) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿Å·»È¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned angels are angry!"); -#endif + if (!pet) + msg_print(_("召喚された天使は怒っている!", "Summoned angels are angry!")); } else { @@ -1734,20 +1328,12 @@ msg_print("Summoned angels are angry!"); case MS_S_DEMON: { int k; -#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++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DEMON, (g_mode | p_mode))) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DEMON, (g_mode | p_mode))) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned demons are angry!"); -#endif + if (!pet) + msg_print(_("召喚されたデーモンは怒っている!", "Summoned demons are angry!")); } else { @@ -1758,20 +1344,12 @@ msg_print("Summoned demons are angry!"); case MS_S_UNDEAD: { int k; -#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++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode))) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode))) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned undeads are angry!"); -#endif + if (!pet) + msg_print(_("召喚されたアンデッドは怒っている!", "Summoned undeads are angry!")); } else { @@ -1782,20 +1360,12 @@ msg_print("Summoned undeads are angry!"); case MS_S_DRAGON: { int k; -#ifdef JP -msg_print("¥É¥é¥´¥ó¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon a dragon!"); -#endif + msg_print(_("ドラゴンを召喚した!", "You summon a dragon!")); for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DRAGON, (g_mode | p_mode))) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DRAGON, (g_mode | p_mode))) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned dragons are angry!"); -#endif + if (!pet) + msg_print(_("召喚されたドラゴンは怒っている!", "Summoned dragons are angry!")); } else { @@ -1806,20 +1376,12 @@ msg_print("Summoned dragons are angry!"); case MS_S_HI_UNDEAD: { int k; -#ifdef JP -msg_print("¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon a greater undead!"); -#endif + msg_print(_("強力なアンデッドを召喚した!", "You summon a greater undead!")); for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode))) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode))) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned greater undeads are angry!"); -#endif + if (!pet) + msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!")); } else { @@ -1830,20 +1392,12 @@ msg_print("Summoned greater undeads are angry!"); case MS_S_HI_DRAGON: { int k; -#ifdef JP -msg_print("¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon an ancient dragon!"); -#endif + msg_print(_("古代ドラゴンを召喚した!", "You summon an ancient dragon!")); for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode))) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode))) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¸ÅÂå¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned ancient dragons are angry!"); -#endif + if (!pet) + msg_print(_("召喚された古代ドラゴンは怒っている!", "Summoned ancient dragons are angry!")); } else { @@ -1854,20 +1408,12 @@ msg_print("Summoned ancient dragons are angry!"); case MS_S_AMBERITE: { int k; -#ifdef JP -msg_print("¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon a Lord of Amber!"); -#endif + msg_print(_("アンバーの王族を召喚した!", "You summon a Lord of Amber!")); for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode))) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode))) { - if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned Lords of Amber are angry!"); -#endif + if (!pet) + msg_print(_("召喚されたアンバーの王族は怒っている!", "Summoned Lords of Amber are angry!")); } else { @@ -1878,32 +1424,20 @@ msg_print("Summoned Lords of Amber are angry!"); case MS_S_UNIQUE: { int k, count = 0; -#ifdef JP -msg_print("ÆÃÊ̤ʶ¯Å¨¤ò¾¤´­¤·¤¿¡ª"); -#else - msg_print("You summon a special opponent!"); -#endif + msg_print(_("特別な強敵を召喚した!", "You summon a special opponent!")); for (k = 0;k < 1; k++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE))) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE))) { count++; if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned special opponents are angry!"); -#endif + msg_print(_("召喚されたユニーク・モンスターは怒っている!", "Summoned special opponents are angry!")); } for (k = count;k < 1; k++) - if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE))) + if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE))) { count++; if (!pet) -#ifdef JP -msg_print("¾¤´­¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª"); -#else -msg_print("Summoned greater undeads are angry!"); -#endif + msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!")); } if (!count) { @@ -1915,25 +1449,21 @@ msg_print("Summoned greater undeads are angry!"); msg_print("hoge?"); } if (no_trump) - { -#ifdef JP -msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿¡£"); -#else -msg_print("No one have appeared."); -#endif + { + msg_print(_("何も現れなかった。", "No one have appeared.")); } return TRUE; } - -/* - * do_cmd_cast calls this function if the player's class - * is 'Blue-Mage'. +/*! + * @brief 青魔法コマンドのメインルーチン / + * do_cmd_cast calls this function if the player's class is 'Blue-Mage'. + * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。 */ bool do_cmd_cast_learned(void) { - int n = 0; + SPELL_IDX n = 0; int chance; int minfail = 0; int plev = p_ptr->lev; @@ -1945,12 +1475,7 @@ bool do_cmd_cast_learned(void) /* not if confused */ if (p_ptr->confused) { -#ifdef JP -msg_print("º®Í𤷤Ƥ¤¤Æ¾§¤¨¤é¤ì¤Ê¤¤¡ª"); -#else - msg_print("You are too confused!"); -#endif - + msg_print(_("混乱していて唱えられない!", "You are too confused!")); return TRUE; } @@ -1965,22 +1490,12 @@ msg_print(" if (need_mana > p_ptr->csp) { /* Warning */ -#ifdef JP -msg_print("£Í£Ð¤¬Â­¤ê¤Þ¤»¤ó¡£"); -#else - msg_print("You do not have enough mana to use this power."); -#endif - + msg_print(_("MPが足りません。", "You do not have enough mana to use this power.")); if (!over_exert) return FALSE; /* Verify */ -#ifdef JP -if (!get_check("¤½¤ì¤Ç¤âÄ©À路¤Þ¤¹¤«? ")) return FALSE; -#else - if (!get_check("Attempt it anyway? ")) return FALSE; -#endif - + if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return FALSE; } /* Spell failure chance */ @@ -2020,11 +1535,7 @@ if (!get_check(" if (randint0(100) < chance) { if (flush_failure) flush(); -#ifdef JP -msg_print("ËâË¡¤ò¤¦¤Þ¤¯¾§¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You failed to concentrate hard enough!"); -#endif + msg_print(_("魔法をうまく唱えられなかった。", "You failed to concentrate hard enough!")); sound(SOUND_FAIL); @@ -2057,12 +1568,7 @@ msg_print(" p_ptr->csp_frac = 0; /* Message */ -#ifdef JP -msg_print("Àº¿À¤ò½¸Ã椷¤¹¤®¤Æµ¤¤ò¼º¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª"); -#else - msg_print("You faint from the effort!"); -#endif - + msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!")); /* Hack -- Bypass free action */ (void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1)); @@ -2075,12 +1581,7 @@ msg_print(" bool perm = (randint0(100) < 25); /* Message */ -#ifdef JP -msg_print("ÂΤò°­¤¯¤·¤Æ¤·¤Þ¤Ã¤¿¡ª"); -#else - msg_print("You have damaged your health!"); -#endif - + msg_print(_("体を悪くしてしまった!", "You have damaged your health!")); /* Reduce constitution */ (void)dec_stat(A_CON, 15 + randint1(10), perm); @@ -2088,7 +1589,7 @@ msg_print(" } /* Take a turn */ - energy_use = 100; + p_ptr->energy_use = 100; /* Window stuff */ p_ptr->redraw |= (PR_MANA); @@ -2098,6 +1599,11 @@ msg_print(" return TRUE; } +/*! + * @brief 青魔法のラーニング判定と成功した場合のラーニング処理 + * @param monspell ラーニングを試みるモンスター攻撃のID + * @return なし + */ void learn_spell(int monspell) { if (p_ptr->action != ACTION_LEARN) return; @@ -2107,11 +1613,7 @@ void learn_spell(int monspell) if (randint1(p_ptr->lev + 70) > monster_powers[monspell].level + 40) { p_ptr->magic_num2[monspell] = 1; -#ifdef JP - msg_format("%s¤ò³Ø½¬¤·¤¿¡ª", monster_powers[monspell].name); -#else - msg_format("You have learned %s!", monster_powers[monspell].name); -#endif + msg_format(_("%sを学習した!", "You have learned %s!"), monster_powers[monspell].name); gain_exp(monster_powers[monspell].level * monster_powers[monspell].smana); /* Sound */ @@ -2123,8 +1625,16 @@ void learn_spell(int monspell) } -/* +/*! + * @brief モンスター特殊能力のフラグ配列から特定条件の魔法だけを抜き出す処理 * Extract monster spells mask for the given mode + * @param f4 モンスター特殊能力の4番目のフラグ配列 + * @param f5 モンスター特殊能力の5番目のフラグ配列 + * @param f6 モンスター特殊能力の6番目のフラグ配列 + * @param mode 抜き出したい条件 + * @return なし + */ +/* */ void set_rf_masks(s32b *f4, s32b *f5, s32b *f6, int mode) {