X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fxtra2.c;h=a223a79cedeedfa113ac84a028e632fe2812522e;hb=924ccf7dec90442b9f1dc29743203792b11fdd3d;hp=adc34a3998a9746f68efbf2f9ea24cb92d1678d8;hpb=3936ba0bef686576dc11106acaac34c42e0de716;p=hengband%2Fhengband.git diff --git a/src/xtra2.c b/src/xtra2.c index adc34a399..a223a79ce 100644 --- a/src/xtra2.c +++ b/src/xtra2.c @@ -1,22 +1,25 @@ -/* File: xtra2.c */ - -/* - * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke - * - * This software may be copied and distributed for educational, research, - * and not for profit purposes provided that this copyright and statement - * are included in all such copies. Other copyrights may also apply. +/*! + * @file xtra2.c + * @brief 雑多なその他の処理2 / effects of various "objects" + * @date 2014/02/06 + * @author + * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke\n + * This software may be copied and distributed for educational, research, and\n + * not for profit purposes provided that this copyright and statement are\n + * included in all such copies.\n + * 2014 Deskull rearranged comment for Doxygen. */ -/* Purpose: effects of various "objects" */ #include "angband.h" #define REWARD_CHANCE 10 -/* +/*! + * @brief プレイヤーの経験値について整合性のためのチェックと調整を行う / * Advance experience levels and print experience + * @return なし */ void check_experience(void) { @@ -101,7 +104,7 @@ void check_experience(void) /* Message */ #ifdef JP -msg_format("¥ì¥Ù¥ë %d ¤Ë¤è¤¦¤³¤½¡£", p_ptr->lev); +msg_format("レベル %d にようこそ。", p_ptr->lev); #else msg_format("Welcome to level %d.", p_ptr->lev); @@ -116,7 +119,7 @@ msg_format(" /* Window stuff */ p_ptr->window |= (PW_PLAYER | PW_SPELL | PW_INVEN); - /* HP¤ÈMP¤Î¾å¾ºÎ̤òɽ¼¨ */ + /* HPとMPの上昇量を表示 */ level_up = 1; /* Handle stuff */ @@ -137,19 +140,19 @@ msg_format(" #ifdef JP cnv_stat(p_ptr->stat_max[0], tmp); - prt(format(" a) ÏÓÎÏ (¸½ºßÃÍ %s)", tmp), 2, 14); + prt(format(" a) 腕力 (現在値 %s)", tmp), 2, 14); cnv_stat(p_ptr->stat_max[1], tmp); - prt(format(" b) ÃÎǽ (¸½ºßÃÍ %s)", tmp), 3, 14); + prt(format(" b) 知能 (現在値 %s)", tmp), 3, 14); cnv_stat(p_ptr->stat_max[2], tmp); - prt(format(" c) ¸­¤µ (¸½ºßÃÍ %s)", tmp), 4, 14); + prt(format(" c) 賢さ (現在値 %s)", tmp), 4, 14); cnv_stat(p_ptr->stat_max[3], tmp); - prt(format(" d) ´ïÍÑ (¸½ºßÃÍ %s)", tmp), 5, 14); + prt(format(" d) 器用 (現在値 %s)", tmp), 5, 14); cnv_stat(p_ptr->stat_max[4], tmp); - prt(format(" e) ÂÑµ× (¸½ºßÃÍ %s)", tmp), 6, 14); + prt(format(" e) 耐久 (現在値 %s)", tmp), 6, 14); cnv_stat(p_ptr->stat_max[5], tmp); - prt(format(" f) Ì¥ÎÏ (¸½ºßÃÍ %s)", tmp), 7, 14); + prt(format(" f) 魅力 (現在値 %s)", tmp), 7, 14); prt("", 8, 14); - prt(" ¤É¤ÎǽÎÏÃͤò¾å¤²¤Þ¤¹¤«¡©", 1, 14); + prt(" どの能力値を上げますか?", 1, 14); #else cnv_stat(p_ptr->stat_max[0], tmp); prt(format(" a) Str (cur %s)", tmp), 2, 14); @@ -174,11 +177,7 @@ msg_format(" for(n = 0; n < 6; n++) if (n != choice - 'a') prt("",n+2,14); -#ifdef JP - if (get_check("¤è¤í¤·¤¤¤Ç¤¹¤«¡©")) break; -#else - if (get_check("Are you sure? ")) break; -#endif + if (get_check(_("よろしいですか?", "Are you sure? "))) break; } do_inc_stat(choice - 'a'); screen_load(); @@ -189,19 +188,14 @@ msg_format(" if (level_mutation) { -#ifdef JP -msg_print("¤¢¤Ê¤¿¤ÏÊѤï¤Ã¤¿µ¤¤¬¤¹¤ë..."); -#else - msg_print("You feel different..."); -#endif - + msg_print(_("あなたは変わった気がする...", "You feel different...")); (void)gain_random_mutation(0); level_mutation = FALSE; } /* - * Ê󽷤ǥì¥Ù¥ë¤¬¾å¤ë¤ÈºÆµ¢Åª¤Ë check_experience() ¤¬ - * ¸Æ¤Ð¤ì¤ë¤Î¤Ç½çÈÖ¤òºÇ¸å¤Ë¤¹¤ë¡£ + * 報酬でレベルが上ると再帰的に check_experience() が + * 呼ばれるので順番を最後にする。 */ if (level_reward) { @@ -227,23 +221,26 @@ msg_print(" } -/* +/*! + * @brief モンスターを倒した際の財宝svalを返す + * @param r_idx 倒したモンスターの種族ID + * @return 財宝のsval + * @details * Hack -- Return the "automatic coin type" of a monster race * Used to allocate proper treasure when "Creeping coins" die - * * XXX XXX XXX Note the use of actual "monster names" */ -static int get_coin_type(int r_idx) +static int get_coin_type(MONRACE_IDX r_idx) { /* Analyze monsters */ switch (r_idx) { - case MON_COPPER_COINS: return 2; - case MON_SILVER_COINS: return 5; - case MON_GOLD_COINS: return 10; - case MON_MITHRIL_COINS: - case MON_MITHRIL_GOLEM: return 16; - case MON_ADAMANT_COINS: return 17; + case MON_COPPER_COINS: return 2; + case MON_SILVER_COINS: return 5; + case MON_GOLD_COINS: return 10; + case MON_MITHRIL_COINS: + case MON_MITHRIL_GOLEM: return 16; + case MON_ADAMANT_COINS: return 17; } /* Assume nothing */ @@ -251,8 +248,11 @@ static int get_coin_type(int r_idx) } -/* +/*! + * @brief オブジェクトがクロークかどうかを判定する / * Hack -- determine if a template is Cloak + * @param k_idx 判定したいオブジェクトのベースアイテムID + * @return オブジェクトがクロークならばTRUEを返す */ static bool kind_is_cloak(int k_idx) { @@ -269,8 +269,11 @@ static bool kind_is_cloak(int k_idx) } -/* +/*! + * @brief オブジェクトが竿状武器かどうかを判定する / * Hack -- determine if a template is Polearm + * @param k_idx 判定したいオブジェクトのベースアイテムID + * @return オブジェクトが竿状武器ならばTRUEを返す */ static bool kind_is_polearm(int k_idx) { @@ -287,8 +290,11 @@ static bool kind_is_polearm(int k_idx) } -/* +/*! + * @brief オブジェクトが剣かどうかを判定する / * Hack -- determine if a template is Sword + * @param k_idx 判定したいオブジェクトのベースアイテムID + * @return オブジェクトが剣ならばTRUEを返す */ static bool kind_is_sword(int k_idx) { @@ -305,8 +311,11 @@ static bool kind_is_sword(int k_idx) } -/* +/*! + * @brief オブジェクトが魔法書かどうかを判定する / * Hack -- determine if a template is Book + * @param k_idx 判定したいオブジェクトのベースアイテムID + * @return オブジェクトが魔法書ならばTRUEを返す */ static bool kind_is_book(int k_idx) { @@ -323,8 +332,11 @@ static bool kind_is_book(int k_idx) } -/* +/*! + * @brief オブジェクトがベースアイテム時点でGOODかどうかを判定する / * Hack -- determine if a template is Good book + * @param k_idx 判定したいオブジェクトのベースアイテムID + * @return オブジェクトがベースアイテム時点でGOODなアイテムならばTRUEを返す */ static bool kind_is_good_book(int k_idx) { @@ -341,8 +353,11 @@ static bool kind_is_good_book(int k_idx) } -/* +/*! + * @brief オブジェクトが鎧かどうかを判定する / * Hack -- determine if a template is Armor + * @param k_idx 判定したいオブジェクトのベースアイテムID + * @return オブジェクトが鎧ならばTRUEを返す */ static bool kind_is_armor(int k_idx) { @@ -359,8 +374,11 @@ static bool kind_is_armor(int k_idx) } -/* +/*! + * @brief オブジェクトが打撃武器かどうかを判定する / * Hack -- determine if a template is hafted weapon + * @param k_idx 判定したいオブジェクトのベースアイテムID + * @return オブジェクトが打撃武器ならばTRUEを返す */ static bool kind_is_hafted(int k_idx) { @@ -376,13 +394,72 @@ static bool kind_is_hafted(int k_idx) return (FALSE); } +/*! + * @brief クエストを達成状態にする / + * @param quest_num 達成状態にしたいクエストのID + * @return なし + */ +void complete_quest(int quest_num) +{ + quest_type* const q_ptr = &quest[quest_num]; -/* + switch (q_ptr->type) + { + case QUEST_TYPE_RANDOM: + if (record_rand_quest) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, quest_num, NULL); + break; + default: + if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, quest_num, NULL); + break; + } + + q_ptr->status = QUEST_STATUS_COMPLETED; + q_ptr->complev = (byte)p_ptr->lev; + update_playtime(); + q_ptr->comptime = playtime; + + if (!(q_ptr->flags & QUEST_FLAG_SILENT)) + { + play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_QUEST_CLEAR); + msg_print(_("クエストを達成した!", "You just completed your quest!")); + msg_print(NULL); + } +} + +/*! + * @brief 現在フロアに残っている敵モンスターの数を返す / + * @return 現在の敵モンスターの数 + */ +static int count_all_hostile_monsters(void) +{ + int x, y; + int number_mon = 0; + + for (x = 0; x < cur_wid; ++ x) + { + for (y = 0; y < cur_hgt; ++ y) + { + MONSTER_IDX m_idx = cave[y][x].m_idx; + + if (m_idx > 0 && is_hostile(&m_list[m_idx])) + { + ++ number_mon; + } + } + } + + return number_mon; +} + +/*! + * @brief 特定の敵を倒した際にクエスト達成処理 / * Check for "Quest" completion when a quest monster is killed or charmed. + * @param m_ptr 撃破したモンスターの構造体参照ポインタ + * @return なし */ void check_quest_completion(monster_type *m_ptr) { - int i, j, y, x, ny, nx, i2, j2; + POSITION y, x; int quest_num; @@ -390,48 +467,53 @@ void check_quest_completion(monster_type *m_ptr) bool reward = FALSE; object_type forge; - object_type *q_ptr; + object_type *o_ptr; /* Get the location */ y = m_ptr->fy; x = m_ptr->fx; /* Inside a quest */ - quest_num = p_ptr->inside_quest; + quest_num = p_ptr->inside_quest; /* Search for an active quest on this dungeon level */ if (!quest_num) { + int i; + for (i = max_quests - 1; i > 0; i--) { + quest_type* const q_ptr = &quest[i]; + /* Quest is not active */ - if (quest[i].status != QUEST_STATUS_TAKEN) + if (q_ptr->status != QUEST_STATUS_TAKEN) continue; /* Quest is not a dungeon quest */ - if (quest[i].flags & QUEST_FLAG_PRESET) + if (q_ptr->flags & QUEST_FLAG_PRESET) continue; /* Quest is not on this level */ - if ((quest[i].level != dun_level) && - (quest[i].type != QUEST_TYPE_KILL_ANY_LEVEL)) + if ((q_ptr->level != dun_level) && + (q_ptr->type != QUEST_TYPE_KILL_ANY_LEVEL)) continue; /* Not a "kill monster" quest */ - if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) || - (quest[i].type == QUEST_TYPE_FIND_EXIT)) + if ((q_ptr->type == QUEST_TYPE_FIND_ARTIFACT) || + (q_ptr->type == QUEST_TYPE_FIND_EXIT)) continue; /* Interesting quest */ - if ((quest[i].type == QUEST_TYPE_KILL_NUMBER) || - (quest[i].type == QUEST_TYPE_KILL_ALL)) + if ((q_ptr->type == QUEST_TYPE_KILL_NUMBER) || + (q_ptr->type == QUEST_TYPE_TOWER) || + (q_ptr->type == QUEST_TYPE_KILL_ALL)) break; /* Interesting quest */ - if (((quest[i].type == QUEST_TYPE_KILL_LEVEL) || - (quest[i].type == QUEST_TYPE_KILL_ANY_LEVEL) || - (quest[i].type == QUEST_TYPE_RANDOM)) && - (quest[i].r_idx == m_ptr->r_idx)) + if (((q_ptr->type == QUEST_TYPE_KILL_LEVEL) || + (q_ptr->type == QUEST_TYPE_KILL_ANY_LEVEL) || + (q_ptr->type == QUEST_TYPE_RANDOM)) && + (q_ptr->r_idx == m_ptr->r_idx)) break; } @@ -442,68 +524,35 @@ void check_quest_completion(monster_type *m_ptr) if (quest_num && (quest[quest_num].status == QUEST_STATUS_TAKEN)) { /* Current quest */ - i = quest_num; + quest_type* const q_ptr = &quest[quest_num]; - switch (quest[i].type) + switch (q_ptr->type) { case QUEST_TYPE_KILL_NUMBER: { - quest[i].cur_num++; + q_ptr->cur_num++; - if (quest[i].cur_num >= quest[i].num_mon) + if (q_ptr->cur_num >= q_ptr->num_mon) { - if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL); - /* completed quest */ - quest[i].status = QUEST_STATUS_COMPLETED; - quest[i].complev = (byte)p_ptr->lev; - - if (!(quest[i].flags & QUEST_FLAG_SILENT)) - { -#ifdef JP -msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª"); -#else - msg_print("You just completed your quest!"); -#endif + complete_quest(quest_num); - msg_print(NULL); - } - - quest[i].cur_num = 0; + q_ptr->cur_num = 0; } break; } case QUEST_TYPE_KILL_ALL: { - int number_mon = 0; - if (!is_hostile(m_ptr)) break; - /* Count all hostile monsters */ - for (i2 = 0; i2 < cur_wid; ++i2) - for (j2 = 0; j2 < cur_hgt; j2++) - if (cave[j2][i2].m_idx > 0) - if (is_hostile(&m_list[cave[j2][i2].m_idx])) - number_mon++; - - if ((number_mon - 1) == 0) + if (count_all_hostile_monsters() == 1) { - if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL); - /* completed */ - if (quest[i].flags & QUEST_FLAG_SILENT) + if (q_ptr->flags & QUEST_FLAG_SILENT) { - quest[i].status = QUEST_STATUS_FINISHED; + q_ptr->status = QUEST_STATUS_FINISHED; } else { - quest[i].status = QUEST_STATUS_COMPLETED; - quest[i].complev = (byte)p_ptr->lev; -#ifdef JP -msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª"); -#else - msg_print("You just completed your quest!"); -#endif - - msg_print(NULL); + complete_quest(quest_num); } } break; @@ -512,70 +561,60 @@ msg_print(" case QUEST_TYPE_RANDOM: { /* Only count valid monsters */ - if (quest[i].r_idx != m_ptr->r_idx) + if (q_ptr->r_idx != m_ptr->r_idx) break; - quest[i].cur_num++; + q_ptr->cur_num++; - if (quest[i].cur_num >= quest[i].max_num) + if (q_ptr->cur_num >= q_ptr->max_num) { - if (record_fix_quest && (quest[i].type == QUEST_TYPE_KILL_LEVEL)) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL); - if (record_rand_quest && (quest[i].type == QUEST_TYPE_RANDOM)) do_cmd_write_nikki(NIKKI_RAND_QUEST_C, i, NULL); - /* completed quest */ - quest[i].status = QUEST_STATUS_COMPLETED; - quest[i].complev = (byte)p_ptr->lev; - if (!(quest[i].flags & QUEST_FLAG_PRESET)) + complete_quest(quest_num); + + if (!(q_ptr->flags & QUEST_FLAG_PRESET)) { create_stairs = TRUE; p_ptr->inside_quest = 0; } - if (!(quest[i].flags & QUEST_FLAG_SILENT)) - { -#ifdef JP -msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª"); -#else - msg_print("You just completed your quest!"); -#endif - - msg_print(NULL); - } - /* Finish the two main quests without rewarding */ - if ((i == QUEST_OBERON) || (i == QUEST_SERPENT)) + if ((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT)) { - quest[i].status = QUEST_STATUS_FINISHED; + q_ptr->status = QUEST_STATUS_FINISHED; } - if (quest[i].type == QUEST_TYPE_RANDOM) + if (q_ptr->type == QUEST_TYPE_RANDOM) { reward = TRUE; - quest[i].status = QUEST_STATUS_FINISHED; + q_ptr->status = QUEST_STATUS_FINISHED; } } break; } case QUEST_TYPE_KILL_ANY_LEVEL: { - quest[i].cur_num++; - if (quest[i].cur_num >= quest[i].max_num) + q_ptr->cur_num++; + if (q_ptr->cur_num >= q_ptr->max_num) { - if (record_fix_quest) do_cmd_write_nikki(NIKKI_FIX_QUEST_C, i, NULL); - /* completed quest */ - quest[i].status = QUEST_STATUS_COMPLETED; - quest[i].complev = (byte)p_ptr->lev; + complete_quest(quest_num); + q_ptr->cur_num = 0; + } + break; + } + case QUEST_TYPE_TOWER: + { + if (!is_hostile(m_ptr)) break; + + if (count_all_hostile_monsters() == 1) + { + q_ptr->status = QUEST_STATUS_STAGE_COMPLETED; - if (!(quest[i].flags & QUEST_FLAG_SILENT)) + if((quest[QUEST_TOWER1].status == QUEST_STATUS_STAGE_COMPLETED) && + (quest[QUEST_TOWER2].status == QUEST_STATUS_STAGE_COMPLETED) && + (quest[QUEST_TOWER3].status == QUEST_STATUS_STAGE_COMPLETED)) { -#ifdef JP -msg_print("¥¯¥¨¥¹¥È¤òãÀ®¤·¤¿¡ª"); -#else - msg_print("You just completed your quest!"); -#endif - msg_print(NULL); + complete_quest(QUEST_TOWER1); } - quest[i].cur_num = 0; } break; } @@ -585,6 +624,8 @@ msg_print(" /* Create a magical staircase */ if (create_stairs) { + POSITION ny, nx; + /* Stagger around */ while (cave_perma_bold(y, x) || cave[y][x].o_idx || (cave[y][x].info & CAVE_OBJECT) ) { @@ -596,18 +637,13 @@ msg_print(" } /* Explain the staircase */ -#ifdef JP -msg_print("ËâË¡¤Î³¬Ãʤ¬¸½¤ì¤¿..."); -#else - msg_print("A magical staircase appears..."); -#endif - + msg_print(_("魔法の階段が現れた...", "A magical staircase appears...")); /* Create stairs down */ - cave_set_feat(y, x, FEAT_MORE); + cave_set_feat(y, x, feat_down_stair); /* Remember to update everything */ - p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE); + p_ptr->update |= (PU_FLOW); } /* @@ -615,26 +651,52 @@ msg_print(" */ if (reward) { - for (j = 0; j < (dun_level / 15)+1; j++) + int i; + + for (i = 0; i < (dun_level / 15)+1; i++) { /* Get local object */ - q_ptr = &forge; + o_ptr = &forge; /* Wipe the object */ - object_wipe(q_ptr); + object_wipe(o_ptr); /* Make a great object */ - make_object(q_ptr, AM_GOOD | AM_GREAT); + make_object(o_ptr, AM_GOOD | AM_GREAT); /* Drop it in the dungeon */ - (void)drop_near(q_ptr, -1, y, x); + (void)drop_near(o_ptr, -1, y, x); + } + } +} + +/*! + * @brief 特定のアーティファクトを入手した際のクエスト達成処理 / + * Check for "Quest" completion when a quest monster is killed or charmed. + * @param o_ptr 入手したオブジェクトの構造体参照ポインタ + * @return なし + */ +void check_find_art_quest_completion(object_type *o_ptr) +{ + int i; + /* Check if completed a quest */ + for (i = 0; i < max_quests; i++) + { + if ((quest[i].type == QUEST_TYPE_FIND_ARTIFACT) && + (quest[i].status == QUEST_STATUS_TAKEN) && + (quest[i].k_idx == o_ptr->name1)) + { + complete_quest(i); } } } -/* +/*! + * @brief モンスターを撃破した際の述語メッセージを返す / * Return monster death string + * @param r_ptr 撃破されたモンスターの種族情報を持つ構造体の参照ポインタ + * @return 撃破されたモンスターの述語 */ cptr extract_note_dies(monster_race *r_ptr) { @@ -647,45 +709,35 @@ cptr extract_note_dies(monster_race *r_ptr) { if (r_ptr->blow[i].method == RBM_EXPLODE) { -#ifdef JP - return "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£"; -#else - return " explodes into tiny shreds."; -#endif + return _("は爆発して粉々になった。", " explodes into tiny shreds."); } } - -#ifdef JP - return "¤òÅݤ·¤¿¡£"; -#else - return " is destroyed."; -#endif + return _("を倒した。", " is destroyed."); } /* Assume a default death */ -#ifdef JP - return "¤Ï»à¤ó¤À¡£"; -#else - return " dies."; -#endif + return _("は死んだ。", " dies."); } -/* +/*! + * @brief モンスターが死亡した時の処理 / * Handle the "death" of a monster. - * + * @param m_idx 死亡したモンスターのID + * @param drop_item TRUEならばモンスターのドロップ処理を行う + * @return 撃破されたモンスターの述語 + * @details + *
  * Disperse treasures centered at the monster location based on the
  * various flags contained in the monster flags fields.
- *
  * Check for "Quest" completion when a quest monster is killed.
- *
  * Note that only the player can induce "monster_death()" on Uniques.
  * Thus (for now) all Quest monsters should be Uniques.
- *
  * Note that monsters can now carry objects, and when a monster dies,
  * it drops all of its objects, which may disappear in crowded rooms.
+ * 
*/ -void monster_death(int m_idx, bool drop_item) +void monster_death(MONSTER_IDX m_idx, bool drop_item) { int i, j, y, x; @@ -698,7 +750,7 @@ void monster_death(int m_idx, bool drop_item) monster_race *r_ptr = &r_info[m_ptr->r_idx]; - bool visible = (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE)); + bool visible = ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE)); u32b mo_mode = 0L; @@ -742,9 +794,9 @@ void monster_death(int m_idx, bool drop_item) { int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; int typ = mbe_info[r_ptr->blow[i].effect].explode_type; - int d_dice = r_ptr->blow[i].d_dice; - int d_side = r_ptr->blow[i].d_side; - int damage = damroll(d_dice, d_side); + DICE_NUMBER d_dice = r_ptr->blow[i].d_dice; + DICE_SID d_side = r_ptr->blow[i].d_side; + HIT_POINT damage = damroll(d_dice, d_side); project(m_idx, 3, y, x, damage, typ, flg, -1); break; @@ -767,19 +819,11 @@ void monster_death(int m_idx, bool drop_item) if (p_ptr->arena_number > MAX_ARENA_MONS) { -#ifdef JP -msg_print("ÁÇÀ²¤é¤·¤¤¡ª·¯¤³¤½¿¿¤Î¾¡Íø¼Ô¤À¡£"); -#else - msg_print("You are a Genuine Champion!"); -#endif + msg_print(_("素晴らしい!君こそ真の勝利者だ。", "You are a Genuine Champion!")); } else { -#ifdef JP -msg_print("¾¡Íø¡ª¥Á¥ã¥ó¥Ô¥ª¥ó¤Ø¤ÎÆ»¤ò¿Ê¤ó¤Ç¤¤¤ë¡£"); -#else - msg_print("Victorious! You're on your way to becoming Champion."); -#endif + msg_print(_("勝利!チャンピオンへの道を進んでいる。", "Victorious! You're on your way to becoming Champion.")); } if (arena_info[p_ptr->arena_number].tval) @@ -813,18 +857,13 @@ msg_print(" { if (rakuba(-1, FALSE)) { -#ifdef JP -msg_print("ÃÏÌ̤ËÍî¤È¤µ¤ì¤¿¡£"); -#else - msg_print("You have fallen from your riding pet."); -#endif + msg_print(_("地面に落とされた。", "You have fallen from your riding pet.")); } } /* Drop a dead corpse? */ if (one_in_(r_ptr->flags1 & RF1_UNIQUE ? 1 : 4) && - ((r_ptr->flags9 & RF9_DROP_CORPSE) || - (r_ptr->flags9 & RF9_DROP_SKELETON)) && + (r_ptr->flags9 & (RF9_DROP_CORPSE | RF9_DROP_SKELETON)) && !(p_ptr->inside_arena || p_ptr->inside_battle || cloned || ((m_ptr->r_idx == today_mon) && is_pet(m_ptr)))) { /* Assume skeleton */ @@ -836,7 +875,7 @@ msg_print(" */ if (!(r_ptr->flags9 & RF9_DROP_SKELETON)) corpse = TRUE; - else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 && RF1_UNIQUE)) + else if ((r_ptr->flags9 & RF9_DROP_CORPSE) && (r_ptr->flags1 & RF1_UNIQUE)) corpse = TRUE; /* Else, a corpse is more likely unless we did a "lot" of damage */ @@ -897,11 +936,7 @@ msg_print(" } if (notice) -#ifdef JP - msg_print("¥Ô¥ó¥¯¡¦¥Û¥é¡¼¤ÏʬÎö¤·¤¿¡ª"); -#else - msg_print("The Pink horror divides!"); -#endif + msg_print(_("ピンク・ホラーは分裂した!", "The Pink horror divides!")); } break; @@ -954,7 +989,7 @@ msg_print(" { if (!one_in_(7)) { - int wy = y, wx = x; + POSITION wy = y, wx = x; int attempts = 100; bool pet = is_pet(m_ptr); @@ -972,12 +1007,7 @@ msg_print(" if (summon_specific((pet ? -1 : m_idx), wy, wx, 100, SUMMON_DAWN, mode)) { if (player_can_see_bold(wy, wx)) -#ifdef JP - msg_print("¿·¤¿¤ÊÀï»Î¤¬¸½¤ì¤¿¡ª"); -#else - msg_print("A new warrior steps forth!"); -#endif - + msg_print(_("新たな戦士が現れた!", "A new warrior steps forth!")); } } } @@ -999,6 +1029,7 @@ msg_print(" if (p_ptr->pseikaku == SEIKAKU_NAMAKE) { int a_idx = 0; + artifact_type *a_ptr = NULL; if (!drop_chosen_item) break; @@ -1016,15 +1047,20 @@ msg_print(" a_idx = ART_NAMAKE_ARMOR; break; } + + a_ptr = &a_info[a_idx]; } - while (a_info[a_idx].cur_num); + while (a_ptr->cur_num); - if (a_info[a_idx].cur_num == 0) + /* Create the artifact */ + if (create_named_art(a_idx, y, x)) { - /* Create the artifact */ - create_named_art(a_idx, y, x); - a_info[a_idx].cur_num = 1; + a_ptr->cur_num = 1; + + /* Hack -- Memorize location of artifact in saved floors */ + if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id; } + else if (!preserve_mode) a_ptr->cur_num = 1; } break; @@ -1079,7 +1115,7 @@ msg_print(" case MON_A_GOLD: case MON_A_SILVER: if (drop_chosen_item && ((m_ptr->r_idx == MON_A_GOLD) || - ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_pkills % 5 == 0)))) + ((m_ptr->r_idx == MON_A_SILVER) && (r_ptr->r_akills % 5 == 0)))) { /* Get local object */ q_ptr = &forge; @@ -1178,7 +1214,7 @@ msg_print(" /* Activate restriction */ get_obj_num_hook = kind_is_hafted; - /* Make a poleweapon */ + /* Make a hafted weapon */ make_object(q_ptr, mo_mode); /* Drop it in the dungeon */ @@ -1215,199 +1251,52 @@ msg_print(" int a_idx = 0; int chance = 0; - switch (m_ptr->r_idx) + for(i = 0; i < 4; i++) { - case MON_OBERON: - if (one_in_(3)) - { - a_idx = ART_JUDGE; - chance = 33; - } - else - { - a_idx = ART_AMBER; - chance = 50; - } - break; - - case MON_GHB: - a_idx = ART_GHB; - chance = 100; - break; - - case MON_STORMBRINGER: - a_idx = ART_STORMBRINGER; - chance = 100; - break; - - case MON_ECHIZEN: - a_idx = ART_CRIMSON; - chance = 50; - break; - - case MON_GANDALF: - a_idx = ART_ICANUS; - chance = 20; - break; - - case MON_OROCHI: - a_idx = ART_KUSANAGI; - chance = 25; - break; - - case MON_DWORKIN: - a_idx = ART_JUDGE; - chance = 20; - break; - - case MON_SAURON: - if (one_in_(10)) - { - a_idx = ART_POWER; - chance = 100; - } - else - { - a_idx = ART_AHO; - chance = 100; - } - break; - - case MON_BRAND: - if (!one_in_(3)) - { - a_idx = ART_BRAND; - chance = 25; - } - else - { - a_idx = ART_WEREWINDLE; - chance = 33; - } - break; - - case MON_CORWIN: - if (!one_in_(3)) - { - a_idx = ART_GRAYSWANDIR; - chance = 33; - } - else - { - a_idx = ART_CORWIN; - chance = 33; - } - break; - - case MON_SURTUR: - a_idx = ART_TWILIGHT; - chance = 66; - break; - - case MON_SARUMAN: - a_idx = ART_ELENDIL; - chance = 33; - break; - - case MON_FIONA: - a_idx = ART_FIONA; - chance = 50; - break; - - case MON_JULIAN: - a_idx = ART_JULIAN; - chance = 45; - break; - - case MON_KLING: - a_idx = ART_DESTINY; - chance = 40; - break; - - case MON_GOEMON: - a_idx = ART_ZANTETSU; - chance = 75; - break; - - case MON_HAGEN: - a_idx = ART_HAGEN; - chance = 66; - break; - - case MON_CAINE: - a_idx = ART_CAINE; - chance = 50; - break; - - case MON_BULLGATES: - a_idx = ART_WINBLOWS; - chance = 66; - break; - - case MON_LUNGORTHIN: - a_idx = ART_CALRIS; - chance = 50; - break; - - case MON_JACK_SHADOWS: - a_idx = ART_JACK; - chance = 15; - break; - - case MON_DIO: - a_idx = ART_STONEMASK; - chance = 20; - break; - - case MON_BELD: - a_idx = ART_SOULCRUSH; - chance = 10; - break; - - case MON_PIP: - a_idx = ART_EXCALIBUR_J; - chance = 50; - break; - - case MON_SHUTEN: - a_idx = ART_SHUTEN_DOJI; - chance = 33; - break; - - case MON_GOTHMOG: - a_idx = ART_GOTHMOG; - chance = 33; - break; - - case MON_FUNDIN: - a_idx = ART_FUNDIN; - chance = 5; - break; + if(!r_ptr->artifact_id[i]) break; + a_idx = r_ptr->artifact_id[i]; + chance = r_ptr->artifact_percent[i]; } if ((a_idx > 0) && ((randint0(100) < chance) || p_ptr->wizard)) { - if (a_info[a_idx].cur_num == 0) + artifact_type *a_ptr = &a_info[a_idx]; + + if (!a_ptr->cur_num) { /* Create the artifact */ - create_named_art(a_idx, y, x); - a_info[a_idx].cur_num = 1; + if (create_named_art(a_idx, y, x)) + { + a_ptr->cur_num = 1; + + /* Hack -- Memorize location of artifact in saved floors */ + if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id; + } + else if (!preserve_mode) a_ptr->cur_num = 1; } } if ((r_ptr->flags7 & RF7_GUARDIAN) && (d_info[dungeon_type].final_guardian == m_ptr->r_idx)) { - int k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object + IDX k_idx = d_info[dungeon_type].final_object ? d_info[dungeon_type].final_object : lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT); if (d_info[dungeon_type].final_artifact) { - int a_idx = d_info[dungeon_type].final_artifact; - if (!a_info[a_idx].cur_num) + a_idx = d_info[dungeon_type].final_artifact; + artifact_type *a_ptr = &a_info[a_idx]; + + if (!a_ptr->cur_num) { /* Create the artifact */ - create_named_art(a_idx, y, x); - a_info[a_idx].cur_num = 1; + if (create_named_art(a_idx, y, x)) + { + a_ptr->cur_num = 1; + + /* Hack -- Memorize location of artifact in saved floors */ + if (character_dungeon) a_ptr->floor_id = p_ptr->floor_id; + } + else if (!preserve_mode) a_ptr->cur_num = 1; /* Prevent rewarding both artifact and "default" object */ if (!d_info[dungeon_type].final_object) k_idx = 0; @@ -1427,11 +1316,7 @@ msg_print(" /* Drop it in the dungeon */ (void)drop_near(q_ptr, -1, y, x); } -#ifdef JP - msg_format("¤¢¤Ê¤¿¤Ï%s¤òÀ©ÇƤ·¤¿¡ª",d_name+d_info[dungeon_type].name); -#else - msg_format("You have conquered %s!",d_name+d_info[dungeon_type].name); -#endif + msg_format(_("あなたは%sを制覇した!", "You have conquered %s!"),d_name+d_info[dungeon_type].name); } } @@ -1449,6 +1334,9 @@ msg_print(" if (is_pet(m_ptr) || p_ptr->inside_battle || p_ptr->inside_arena) number = 0; /* Pets drop no stuff */ if (!drop_item && (r_ptr->d_char != '$')) number = 0; + + if((r_ptr->flags2 & (RF2_MULTIPLY)) && (r_ptr->r_akills > 1024)) + number = 0; /* Limit of Multiply monster drop */ /* Hack -- handle creeping coins */ coin_type = force_coin; @@ -1516,74 +1404,55 @@ msg_print(" /* Redraw the "title" */ p_ptr->redraw |= (PR_TITLE); -#ifdef JP - do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "¸«»ö¤ËÊѶòÈÚÅܤξ¡Íø¼Ô¤È¤Ê¤Ã¤¿¡ª"); -#else - do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "become *WINNER* of Hengband finely!"); -#endif + play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR); + + do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!")); if ((p_ptr->pclass == CLASS_CHAOS_WARRIOR) || (p_ptr->muta2 & MUT2_CHAOS_GIFT)) { -#ifdef JP - msg_format("%s¤«¤é¤ÎÀ¼¤¬¶Á¤¤¤¿¡£", chaos_patrons[p_ptr->chaos_patron]); - msg_print("¡Ø¤è¤¯¤ä¤Ã¤¿¡¢ÄêÌ¿¤Î¼Ô¤è¡ª¡Ù"); -#else - msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); - msg_print("'Thou art donst well, mortal!'"); -#endif + msg_format(_("%sからの声が響いた。", "The voice of %s booms out:"), chaos_patrons[p_ptr->chaos_patron]); + msg_print(_("『よくやった、定命の者よ!』", "'Thou art donst well, mortal!'")); } /* Congratulations */ -#ifdef JP - msg_print("*** ¤ª¤á¤Ç¤È¤¦ ***"); -#else - msg_print("*** CONGRATULATIONS ***"); -#endif - -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï¥²¡¼¥à¤ò¥³¥ó¥×¥ê¡¼¥È¤·¤Þ¤·¤¿¡£"); -#else - msg_print("You have won the game!"); -#endif - -#ifdef JP - msg_print("½àÈ÷¤¬À°¤Ã¤¿¤é°úÂà(¼«»¦¥³¥Þ¥ó¥É)¤·¤Æ¤â·ë¹½¤Ç¤¹¡£"); -#else - msg_print("You may retire (commit suicide) when you are ready."); -#endif + msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***")); + msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!")); + msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready.")); } } -/* +/*! + * @brief モンスターに与えたダメージの修正処理 / * Modify the physical damage done to the monster. + * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ + * @param dam ダメージ基本値 + * @param is_psy_spear 攻撃手段が光の剣ならばTRUE + * @return 修正を行った結果のダメージ量 + * @details + *
  * (for example when it's invulnerable or shielded)
- *
  * ToDo: Accept a damage-type to calculate the modified damage from
  * things like fire, frost, lightning, poison, ... attacks.
- *
  * "type" is not yet used and should be 0.
+ * 
*/ -int mon_damage_mod(monster_type *m_ptr, int dam, bool is_psy_spear) +HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear) { monster_race *r_ptr = &r_info[m_ptr->r_idx]; if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0) { dam /= 100; - if((dam == 0) && one_in_(3)) dam = 1; + if ((dam == 0) && one_in_(3)) dam = 1; } - if (m_ptr->invulner) + if (MON_INVULNER(m_ptr)) { if (is_psy_spear) { - if(!p_ptr->blind && m_ptr->ml) + if (!p_ptr->blind && is_seen(m_ptr)) { -#ifdef JP -msg_print("¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¤¤¿¡ª"); -#else - msg_print("The barrier is penetrated!"); -#endif + msg_print(_("バリアを切り裂いた!", "The barrier is penetrated!")); } } else if (!one_in_(PENETRATE_INVULNERABILITY)) @@ -1595,14 +1464,19 @@ msg_print(" } -/* +/*! + * @brief モンスターに与えたダメージを元に経験値を加算する / * Calculate experience point to be get - * + * @param dam 与えたダメージ量 + * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ + * @return なし + * @details + *
  * Even the 64 bit operation is not big enough to avoid overflaw
  * unless we carefully choose orders of multiplication and division.
- *
  * Get the coefficient first, and multiply (potentially huge) base
  * experience point of a monster later.
+ * 
*/ static void get_exp_from_mon(int dam, monster_type *m_ptr) { @@ -1628,9 +1502,9 @@ static void get_exp_from_mon(int dam, monster_type *m_ptr) /* Use (average maxhp * 2) as a denominator */ if (!(r_ptr->flags1 & RF1_FORCE_MAXHP)) - s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (r_ptr->hside + 1)); + s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1)); else - s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * r_ptr->hside * 2); + s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2); /* Special penalty in the wilderness */ if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE))) @@ -1642,7 +1516,7 @@ static void get_exp_from_mon(int dam, monster_type *m_ptr) /* Special penalty for mutiply-monster */ if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN)) { - int monnum_penarty = r_ptr->r_pkills / 400; + int monnum_penarty = r_ptr->r_akills / 400; if (monnum_penarty > 8) monnum_penarty = 8; while (monnum_penarty--) @@ -1651,45 +1525,59 @@ static void get_exp_from_mon(int dam, monster_type *m_ptr) s64b_RSHIFT(new_exp, new_exp_frac, 2); } } + + /* Special penalty for rest_and_shoot exp scum */ + if ((m_ptr->dealt_damage > (u32b)m_ptr->max_maxhp) && (m_ptr->hp >= 0)) + { + int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp; + if (over_damage > 32) over_damage = 32; + + while (over_damage--) + { + /* 9/10 for once */ + s64b_mul(&new_exp, &new_exp_frac, 0, 9); + s64b_div(&new_exp, &new_exp_frac, 0, 10); + } + } + + /* Finally multiply base experience point of the monster */ + s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp); - /* Finally multiply base experience point of the monster */ - s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp); - /* Gain experience */ gain_exp_64(new_exp, new_exp_frac); } -/* +/*! + * @brief モンスターのHPをダメージに応じて減算する / * Decreases monsters hit points, handling monster death. - * + * @param dam 与えたダメージ量 + * @param m_idx ダメージを与えたモンスターのID + * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す + * @param note モンスターが倒された際の特別なメッセージ述語 + * @return なし + * @details + *
  * We return TRUE if the monster has been killed (and deleted).
- *
  * We announce monster death (using an optional "death message"
  * if given, and a otherwise a generic killed/destroyed message).
- *
  * Only "physical attacks" can induce the "You have slain" message.
  * Missile and Spell attacks will induce the "dies" message, or
  * various "specialized" messages.  Note that "You have destroyed"
  * and "is destroyed" are synonyms for "You have slain" and "dies".
- *
  * Hack -- unseen monsters yield "You have killed it." message.
- *
  * Added fear (DGK) and check whether to print fear messages -CWS
- *
  * Made name, sex, and capitalization generic -BEN-
- *
  * As always, the "ghost" processing is a total hack.
- *
  * Hack -- we "delay" fear messages by passing around a "fear" flag.
- *
  * XXX XXX XXX Consider decreasing monster experience over time, say,
  * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
  * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
  * monster worth more than subsequent monsters.  This would also need
  * to induce changes in the monster recall code.
+ * 
*/ -bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note) +bool mon_take_hit(MONSTER_IDX m_idx, int dam, bool *fear, cptr note) { monster_type *m_ptr = &m_list[m_idx]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; @@ -1700,24 +1588,23 @@ bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note) bool innocent = TRUE, thief = FALSE; int i; int expdam; + int dealt_damage; - COPY(&exp_mon, m_ptr, monster_type); - if (!(r_ptr->flags7 & RF7_KILL_EXP)) - { - expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp; - if (r_ptr->flags6 & RF6_HEAL) expdam = (expdam+1) * 2 / 3; + (void)COPY(&exp_mon, m_ptr, monster_type); + + expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp; - get_exp_from_mon(expdam, &exp_mon); - } + get_exp_from_mon(expdam, &exp_mon); + /* Genocided by chaos patron */ + if (!m_ptr->r_idx) m_idx = 0; + /* Redraw (later) if needed */ if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH); if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH); /* Wake it up */ - m_ptr->csleep = 0; - - if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE); + (void)set_monster_csleep(m_idx, 0); /* Hack - Cancel any special player stealth magics. -LM- */ if (p_ptr->special_defense & NINJA_S_STEALTH) @@ -1725,8 +1612,22 @@ bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note) set_superstealth(FALSE); } + /* Genocided by chaos patron */ + if (!m_idx) return TRUE; + + /* Remember dealt_damage before this attack*/ + dealt_damage = m_ptr->dealt_damage; + /* Hurt it */ m_ptr->hp -= dam; + + m_ptr->dealt_damage += dam; + if(m_ptr->dealt_damage > (u32b)m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100; + if (p_ptr->wizard) + { + msg_format( _("合計%d/%dのダメージを与えた。","You do %d (out of %d) damage."), + m_ptr->dealt_damage, m_ptr->maxhp); + } /* It is dead now */ if (m_ptr->hp < 0) @@ -1760,15 +1661,18 @@ bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note) { r_info[MON_BANORLUPART].max_num = 0; r_info[MON_BANORLUPART].r_pkills++; + r_info[MON_BANORLUPART].r_akills++; if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++; } else if (m_ptr->r_idx == MON_BANORLUPART) { r_info[MON_BANOR].max_num = 0; r_info[MON_BANOR].r_pkills++; + r_info[MON_BANOR].r_akills++; if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++; r_info[MON_LUPART].max_num = 0; r_info[MON_LUPART].r_pkills++; + r_info[MON_LUPART].r_akills++; if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++; } } @@ -1777,8 +1681,11 @@ bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note) else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--; } + /* Count all monsters killed */ + if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++; + /* Recall even invisible uniques or winners */ - if (m_ptr->ml || (r_ptr->flags1 & RF1_UNIQUE)) + if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE)) { /* Count kills this life */ if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++; @@ -1802,12 +1709,7 @@ bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note) bool stop_ty = FALSE; int count = 0; -#ifdef JP -msg_format("%^s¤Ï¶²¤í¤·¤¤·ì¤Î¼ö¤¤¤ò¤¢¤Ê¤¿¤Ë¤«¤±¤¿¡ª", m_name); -#else - msg_format("%^s puts a terrible blood curse on you!", m_name); -#endif - + msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた!", "%^s puts a terrible blood curse on you!"), m_name); curse_equipment(100, 50); do @@ -1822,11 +1724,7 @@ msg_format("%^s char line_got[1024]; /* Dump a message */ -#ifdef JP - if (!get_rnd_line("mondeath_j.txt", m_ptr->r_idx, line_got)) -#else - if (!get_rnd_line("mondeath.txt", m_ptr->r_idx, line_got)) -#endif + if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got)) msg_format("%^s %s", m_name, line_got); @@ -1912,7 +1810,7 @@ msg_format("%^s chg_virtue(V_HONOUR, 1); } } - if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_pkills > 1000) && one_in_(10)) + if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10)) { chg_virtue(V_VALOUR, -1); } @@ -1943,7 +1841,7 @@ msg_format("%^s chg_virtue (V_JUSTICE, -1); } - if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->flags5 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->flags6 & ~(RF6_NOMAGIC_MASK))) + if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK))) { if (one_in_(4)) chg_virtue(V_NATURE, -1); } @@ -1952,7 +1850,7 @@ msg_format("%^s { char note_buf[160]; #ifdef JP - sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(¥¯¥í¡¼¥ó)" : ""); + sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(クローン)" : ""); #else sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? "(Clone)" : ""); #endif @@ -1973,9 +1871,9 @@ msg_format("%^s { #ifdef JP if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤ò»¦¤·¤¿¡£", m_name); + msg_format("せっかくだから%sを殺した。", m_name); else -msg_format("%s¤ò»¦¤·¤¿¡£", m_name); + msg_format("%sを殺した。", m_name); #else msg_format("You have killed %s.", m_name); #endif @@ -1985,7 +1883,6 @@ msg_format("%s /* Death by Physical attack -- non-living monster */ else if (!monster_living(r_ptr)) { - int i; bool explode = FALSE; for (i = 0; i < 4; i++) @@ -1995,18 +1892,14 @@ msg_format("%s /* Special note at death */ if (explode) -#ifdef JP -msg_format("%s¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£", m_name); -#else - msg_format("%s explodes into tiny shreds.", m_name); -#endif + msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name); else { #ifdef JP if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÅݤ·¤¿¡£", m_name); + msg_format("せっかくだから%sを倒した。", m_name); else -msg_format("%s¤òÅݤ·¤¿¡£", m_name); +msg_format("%sを倒した。", m_name); #else msg_format("You have destroyed %s.", m_name); #endif @@ -2018,9 +1911,9 @@ msg_format("%s { #ifdef JP if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON)) - msg_format("¤»¤Ã¤«¤¯¤À¤«¤é%s¤òÁò¤êµî¤Ã¤¿¡£", m_name); + msg_format("せっかくだから%sを葬り去った。", m_name); else -msg_format("%s¤òÁò¤êµî¤Ã¤¿¡£", m_name); +msg_format("%sを葬り去った。", m_name); #else msg_format("You have slain %s.", m_name); #endif @@ -2032,11 +1925,7 @@ msg_format("%s { if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON)) { -#ifdef JP -msg_format("%s¤Î¼ó¤Ë¤Ï¾Þ¶â¤¬¤«¤«¤Ã¤Æ¤¤¤ë¡£", m_name); -#else - msg_format("There is a price on %s's head.", m_name); -#endif + msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name); break; } } @@ -2060,11 +1949,7 @@ msg_format("%s if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode)) { -#ifdef JP - msg_print("¡Ö¥Ï¥¡¥Ã¥Ï¥Ã¥Ï¥Ã¥Ï¡ª¡ª»ä¤¬¥Ð¥¤¥±¥¿¥ë¤À¡ª¡ª¡×"); -#else - msg_print("Uwa-hahaha! *I* am Biketal!"); -#endif + msg_print(_("「ハァッハッハッハ!!私がバイケタルだ!!」", "Uwa-hahaha! *I* am Biketal!")); } } else @@ -2073,11 +1958,7 @@ msg_format("%s delete_monster_idx(m_idx); } - /* Prevent bug of chaos patron's reward */ - if (r_ptr->flags7 & RF7_KILL_EXP) - get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon); - else - get_exp_from_mon(((long)exp_mon.max_maxhp+1L) * 9L / 10L, &exp_mon); + get_exp_from_mon((long)exp_mon.max_maxhp*2, &exp_mon); /* Not afraid */ (*fear) = FALSE; @@ -2090,35 +1971,21 @@ msg_format("%s #ifdef ALLOW_FEAR /* Mega-Hack -- Pain cancels fear */ - if (m_ptr->monfear && (dam > 0)) + if (MON_MONFEAR(m_ptr) && (dam > 0)) { - int tmp = randint1(dam); - - /* Cure a little fear */ - if (tmp < m_ptr->monfear) - { - /* Reduce fear */ - m_ptr->monfear -= tmp; - } - - /* Cure all the fear */ - else + /* Cure fear */ + if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam))) { - /* Cure fear */ - m_ptr->monfear = 0; - /* No more fear */ (*fear) = FALSE; } } /* Sometimes a monster gets scared by damage */ - if (!m_ptr->monfear && !(r_ptr->flags3 & (RF3_NO_FEAR))) + if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR))) { - int percentage; - /* Percentage of fully healthy */ - percentage = (100L * m_ptr->hp) / m_ptr->maxhp; + int percentage = (100L * m_ptr->hp) / m_ptr->maxhp; /* * Run (sometimes) if at 10% or less of max hit points, @@ -2131,9 +1998,9 @@ msg_format("%s (*fear) = TRUE; /* XXX XXX XXX Hack -- Add some timed fear */ - m_ptr->monfear = (randint1(10) + + (void)set_monster_monfear(m_idx, (randint1(10) + (((dam >= m_ptr->hp) && (percentage > 7)) ? - 20 : ((11 - percentage) * 5))); + 20 : ((11 - percentage) * 5)))); } } @@ -2150,11 +2017,7 @@ msg_format("%s if (m_ptr->hp > m_ptr->maxhp/3) dam = (dam + 1) / 2; if (rakuba((dam > 200) ? 200 : dam, FALSE)) { -#ifdef JP -msg_format("%^s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª", m_name); -#else - msg_format("%^s has thrown you off!", m_name); -#endif + msg_format(_("%^sに振り落とされた!", "%^s has thrown you off!"), m_name); } } #endif @@ -2164,8 +2027,12 @@ msg_format("%^s } -/* +/*! + * @brief 現在のコンソール表示の縦横を返す。 / * Get term size and calculate screen size + * @param wid_p コンソールの表示幅文字数を返す + * @param hgt_p コンソールの表示行数を返す + * @return なし */ void get_screen_size(int *wid_p, int *hgt_p) { @@ -2176,9 +2043,10 @@ void get_screen_size(int *wid_p, int *hgt_p) } -/* - * Calculates current boundaries - * Called below and from "do_cmd_locate()". +/*! + * @brief コンソール上におけるマップ表示の左上位置を返す / + * Calculates current boundaries Called below and from "do_cmd_locate()". + * @return なし */ void panel_bounds_center(void) { @@ -2194,8 +2062,10 @@ void panel_bounds_center(void) } -/* +/*! + * @brief コンソールのリサイズに合わせてマップを再描画する / * Map resizing whenever the main term changes size + * @return なし */ void resize_map(void) { @@ -2237,25 +2107,21 @@ void resize_map(void) * Waiting command; * Place the cursor on the player */ - if (can_save) move_cursor_relative(py, px); + if (can_save) move_cursor_relative(p_ptr->y, p_ptr->x); /* Refresh */ Term_fresh(); } -/* +/*! + * @brief コンソールを再描画する / * Redraw a term when it is resized + * @return なし */ void redraw_window(void) { /* Only if the dungeon exists */ if (!character_dungeon) return; - - /* Hack - Activate term zero for the redraw */ - Term_activate(&term_screen[0]); - - /* Hack -- react to changes */ - Term_xtra(TERM_XTRA_REACT, 0); /* Window stuff */ p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_SPELL | PW_PLAYER); @@ -2268,18 +2134,17 @@ void redraw_window(void) /* Redraw */ Term_redraw(); - - /* Refresh */ - Term_fresh(); } -/* +/*! + * @brief フォーカスを当てるべきマップ描画の基準座標を指定する(サブルーチン) + * @param dy 変更先のフロアY座標 + * @param dx 変更先のフロアX座標 * Handle a request to change the current panel - * * Return TRUE if the panel was changed. - * * Also used in do_cmd_locate + * @return 実際に再描画が必要だった場合TRUEを返す */ bool change_panel(int dy, int dx) { @@ -2328,19 +2193,48 @@ bool change_panel(int dy, int dx) return (FALSE); } +/*! + * @brief フォーカスを当てるべきマップ描画の基準座標を指定する + * @param y 変更先のフロアY座標 + * @param x 変更先のフロアX座標 + * @details + * Handle a request to change the current panel + * Return TRUE if the panel was changed. + * Also used in do_cmd_locate + * @return 実際に再描画が必要だった場合TRUEを返す + */ +bool change_panel_xy(int y, int x) +{ + int dy = 0, dx = 0; + int wid, hgt; + + /* Get size */ + get_screen_size(&wid, &hgt); + + if (y < panel_row_min) dy = -1; + if (y > panel_row_max) dy = 1; + if (x < panel_col_min) dx = -1; + if (x > panel_col_max) dx = 1; -/* + if (!dy && !dx) return (FALSE); + + return change_panel(dy, dx); +} + + +/*! + * @brief マップ描画のフォーカスを当てるべき座標を更新する + * @details * Given an row (y) and col (x), this routine detects when a move * off the screen has occurred and figures new borders. -RAK- - * * "Update" forces a "full update" to take place. - * * The map is reprinted if necessary, and "TRUE" is returned. + * @return 実際に再描画が必要だった場合TRUEを返す */ void verify_panel(void) { - int y = py; - int x = px; + int y = p_ptr->y; + int x = p_ptr->x; int wid, hgt; int prow_min; @@ -2464,7 +2358,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode) { /* No damage */ #ifdef JP - desc = living ? "̵½ý" : "̵¥À¥á¡¼¥¸"; + desc = living ? "無傷" : "無ダメージ"; #else desc = living ? "unhurt" : "undamaged"; #endif @@ -2474,7 +2368,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode) else if (perc >= 60) { #ifdef JP - desc = living ? "·Ú½ý" : "¾®¥À¥á¡¼¥¸"; + desc = living ? "軽傷" : "小ダメージ"; #else desc = living ? "somewhat wounded" : "somewhat damaged"; #endif @@ -2484,7 +2378,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode) else if (perc >= 25) { #ifdef JP - desc = living ? "Éé½ý" : "Ãæ¥À¥á¡¼¥¸"; + desc = living ? "負傷" : "中ダメージ"; #else desc = living ? "wounded" : "damaged"; #endif @@ -2494,7 +2388,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode) else if (perc >= 10) { #ifdef JP - desc = living ? "½Å½ý" : "Âç¥À¥á¡¼¥¸"; + desc = living ? "重傷" : "大ダメージ"; #else desc = living ? "badly wounded" : "badly damaged"; #endif @@ -2504,7 +2398,7 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode) else { #ifdef JP - desc = living ? "Ⱦ»àȾÀ¸" : "Åݤ줫¤±"; + desc = living ? "半死半生" : "倒れかけ"; #else desc = living ? "almost dead" : "almost destroyed"; #endif @@ -2519,27 +2413,15 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode) } else if (is_pet(m_ptr)) { -#ifdef JP - attitude = ", ¥Ú¥Ã¥È"; -#else - attitude = ", pet"; -#endif + attitude = _(", ペット", ", pet"); } else if (is_friendly(m_ptr)) { -#ifdef JP - attitude = ", ͧ¹¥Åª"; -#else - attitude = ", friendly"; -#endif + attitude = _(", 友好的", ", friendly"); } else { -#ifdef JP - attitude = ""; -#else - attitude = ""; -#endif + attitude = _("", ""); } @@ -2556,19 +2438,11 @@ cptr look_mon_desc(monster_type *m_ptr, u32b mode) /* Display monster's level --- idea borrowed from ToME */ if (ap_r_ptr->r_tkills && !(m_ptr->mflag2 & MFLAG2_KAGE)) { -#ifdef JP - return format("¥ì¥Ù¥ë%d, %s%s%s", ap_r_ptr->level, desc, attitude, clone); -#else - return format("Level %d, %s%s%s", ap_r_ptr->level, desc, attitude, clone); -#endif + return format(_("レベル%d, %s%s%s", "Level %d, %s%s%s"), ap_r_ptr->level, desc, attitude, clone); } else { -#ifdef JP - return format("¥ì¥Ù¥ë???, %s%s%s", desc, attitude, clone); -#else - return format("Level ???, %s%s%s", desc, attitude, clone); -#endif + return format(_("レベル???, %s%s%s", "Level ???, %s%s%s"), desc, attitude, clone); } } @@ -2656,7 +2530,7 @@ void ang_sort(vptr u, vptr v, int n) * Future versions may restrict the ability to target "trappers" * and "mimics", but the semantics is a little bit weird. */ -bool target_able(int m_idx) +bool target_able(MONSTER_IDX m_idx) { monster_type *m_ptr = &m_list[m_idx]; @@ -2672,7 +2546,7 @@ bool target_able(int m_idx) if (p_ptr->riding && (p_ptr->riding == m_idx)) return (TRUE); /* Monster must be projectable */ - if (!projectable(py, px, m_ptr->fy, m_ptr->fx)) return (FALSE); + if (!projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)) return (FALSE); /* XXX XXX XXX Hack -- Never target trappers */ /* if (CLEAR_ATTR && (CLEAR_CHAR)) return (FALSE); */ @@ -2716,7 +2590,6 @@ bool target_okay(void) } - /* * Sorting hook -- comp function -- by "distance to player" * @@ -2731,15 +2604,15 @@ static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b) int da, db, kx, ky; /* Absolute distance components */ - kx = x[a]; kx -= px; kx = ABS(kx); - ky = y[a]; ky -= py; ky = ABS(ky); + kx = x[a]; kx -= p_ptr->x; kx = ABS(kx); + ky = y[a]; ky -= p_ptr->y; ky = ABS(ky); /* Approximate Double Distance to the first point */ da = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx)); /* Absolute distance components */ - kx = x[b]; kx -= px; kx = ABS(kx); - ky = y[b]; ky -= py; ky = ABS(ky); + kx = x[b]; kx -= p_ptr->x; kx = ABS(kx); + ky = y[b]; ky -= p_ptr->y; ky = ABS(ky); /* Approximate Double Distance to the first point */ db = ((kx > ky) ? (kx + kx + ky) : (ky + ky + kx)); @@ -2750,6 +2623,75 @@ static bool ang_sort_comp_distance(vptr u, vptr v, int a, int b) /* + * Sorting hook -- comp function -- by importance level of grids + * + * We use "u" and "v" to point to arrays of "x" and "y" positions, + * and sort the arrays by level of monster + */ +static bool ang_sort_comp_importance(vptr u, vptr v, int a, int b) +{ + byte *x = (byte*)(u); + byte *y = (byte*)(v); + cave_type *ca_ptr = &cave[y[a]][x[a]]; + cave_type *cb_ptr = &cave[y[b]][x[b]]; + monster_type *ma_ptr = &m_list[ca_ptr->m_idx]; + monster_type *mb_ptr = &m_list[cb_ptr->m_idx]; + monster_race *ap_ra_ptr, *ap_rb_ptr; + + /* The player grid */ + if (y[a] == p_ptr->y && x[a] == p_ptr->x) return TRUE; + if (y[b] == p_ptr->y && x[b] == p_ptr->x) return FALSE; + + /* Extract monster race */ + if (ca_ptr->m_idx && ma_ptr->ml) ap_ra_ptr = &r_info[ma_ptr->ap_r_idx]; + else ap_ra_ptr = NULL; + if (cb_ptr->m_idx && mb_ptr->ml) ap_rb_ptr = &r_info[mb_ptr->ap_r_idx]; + else ap_rb_ptr = NULL; + + if (ap_ra_ptr && !ap_rb_ptr) return TRUE; + if (!ap_ra_ptr && ap_rb_ptr) return FALSE; + + /* Compare two monsters */ + if (ap_ra_ptr && ap_rb_ptr) + { + /* Unique monsters first */ + if ((ap_ra_ptr->flags1 & RF1_UNIQUE) && !(ap_rb_ptr->flags1 & RF1_UNIQUE)) return TRUE; + if (!(ap_ra_ptr->flags1 & RF1_UNIQUE) && (ap_rb_ptr->flags1 & RF1_UNIQUE)) return FALSE; + + /* Shadowers first (あやしい影) */ + if ((ma_ptr->mflag2 & MFLAG2_KAGE) && !(mb_ptr->mflag2 & MFLAG2_KAGE)) return TRUE; + if (!(ma_ptr->mflag2 & MFLAG2_KAGE) && (mb_ptr->mflag2 & MFLAG2_KAGE)) return FALSE; + + /* Unknown monsters first */ + if (!ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) return TRUE; + if (ap_ra_ptr->r_tkills && !ap_rb_ptr->r_tkills) return FALSE; + + /* Higher level monsters first (if known) */ + if (ap_ra_ptr->r_tkills && ap_rb_ptr->r_tkills) + { + if (ap_ra_ptr->level > ap_rb_ptr->level) return TRUE; + if (ap_ra_ptr->level < ap_rb_ptr->level) return FALSE; + } + + /* Sort by index if all conditions are same */ + if (ma_ptr->ap_r_idx > mb_ptr->ap_r_idx) return TRUE; + if (ma_ptr->ap_r_idx < mb_ptr->ap_r_idx) return FALSE; + } + + /* An object get higher priority */ + if (cave[y[a]][x[a]].o_idx && !cave[y[b]][x[b]].o_idx) return TRUE; + if (!cave[y[a]][x[a]].o_idx && cave[y[b]][x[b]].o_idx) return FALSE; + + /* Priority from the terrain */ + if (f_info[ca_ptr->feat].priority > f_info[cb_ptr->feat].priority) return TRUE; + if (f_info[ca_ptr->feat].priority < f_info[cb_ptr->feat].priority) return FALSE; + + /* If all conditions are same, compare distance */ + return ang_sort_comp_distance(u, v, a, b); +} + + +/* * Sorting hook -- swap function -- by "distance to player" * * We use "u" and "v" to point to arrays of "x" and "y" positions, @@ -2778,7 +2720,7 @@ static void ang_sort_swap_distance(vptr u, vptr v, int a, int b) /* * Hack -- help "select" a location (see below) */ -static s16b target_pick(int y1, int x1, int dy, int dx) +static s16b target_pick(POSITION y1, POSITION x1, POSITION dy, POSITION dx) { int i, v; @@ -2871,7 +2813,7 @@ static bool target_set_accept(int y, int x) next_o_idx = o_ptr->next_o_idx; /* Memorized object */ - if (o_ptr->marked) return (TRUE); + if (o_ptr->marked & OM_FOUND) return (TRUE); } /* Interesting memorized features */ @@ -2897,14 +2839,32 @@ static bool target_set_accept(int y, int x) static void target_set_prepare(int mode) { int y, x; + int min_hgt, max_hgt, min_wid, max_wid; + + if (mode & TARGET_KILL) + { + /* Inner range */ + min_hgt = MAX((p_ptr->y - MAX_RANGE), 0); + max_hgt = MIN((p_ptr->y + MAX_RANGE), cur_hgt - 1); + min_wid = MAX((p_ptr->x - MAX_RANGE), 0); + max_wid = MIN((p_ptr->x + MAX_RANGE), cur_wid - 1); + } + else /* not targetting */ + { + /* Inner panel */ + min_hgt = panel_row_min; + max_hgt = panel_row_max; + min_wid = panel_col_min; + max_wid = panel_col_max; + } /* Reset "temp" array */ temp_n = 0; /* Scan the current panel */ - for (y = panel_row_min; y <= panel_row_max; y++) + for (y = min_hgt; y <= max_hgt; y++) { - for (x = panel_col_min; x <= panel_col_max; x++) + for (x = min_wid; x <= max_wid; x++) { cave_type *c_ptr; @@ -2926,15 +2886,25 @@ static void target_set_prepare(int mode) } /* Set the sort hooks */ - ang_sort_comp = ang_sort_comp_distance; - ang_sort_swap = ang_sort_swap_distance; + if (mode & (TARGET_KILL)) + { + /* Target the nearest monster for shooting */ + ang_sort_comp = ang_sort_comp_distance; + ang_sort_swap = ang_sort_swap_distance; + } + else + { + /* Look important grids first in Look command */ + ang_sort_comp = ang_sort_comp_importance; + ang_sort_swap = ang_sort_swap_distance; + } /* Sort the positions */ ang_sort(temp_x, temp_y, temp_n); if (p_ptr->riding && target_pet && (temp_n > 1) && (mode & (TARGET_KILL))) { - byte tmp; + POSITION tmp; tmp = temp_y[0]; temp_y[0] = temp_y[1]; @@ -2945,6 +2915,10 @@ static void target_set_prepare(int mode) } } +void target_set_prepare_look(void){ + target_set_prepare(TARGET_LOOK); +} + /* * Evaluate number of kill needed to gain level @@ -2997,10 +2971,12 @@ static void evaluate_monster_exp(char *buf, monster_type *m_ptr) num = MIN(999, exp_adv_frac); /* Display the number */ - sprintf(buf,"%03ld", num); + sprintf(buf,"%03ld", (long int)num); } +bool show_gold_on_floor = FALSE; + /* * Examine a grid, return a keypress. * @@ -3043,11 +3019,7 @@ static int target_set_aux(int y, int x, int mode, cptr info) if (floor_num) { -#ifdef JP - x_info = "xʪ "; -#else - x_info = "x,"; -#endif + x_info = _("x物 ", "x,"); } } @@ -3058,9 +3030,9 @@ static int target_set_aux(int y, int x, int mode, cptr info) { /* Description */ #ifdef JP - s1 = "¤¢¤Ê¤¿¤Ï"; - s2 = "¤Î¾å"; - s3 = "¤Ë¤¤¤ë"; + s1 = "あなたは"; + s2 = "の上"; + s3 = "にいる"; #else s1 = "You are "; @@ -3070,22 +3042,13 @@ static int target_set_aux(int y, int x, int mode, cptr info) } else { -#ifdef JP - s1 = "¥¿¡¼¥²¥Ã¥È:"; -#else - s1 = "Target:"; -#endif + s1 = _("ターゲット:", "Target:"); } /* Hack -- hallucination */ if (p_ptr->image) { -#ifdef JP - cptr name = "²¿¤«´ñ̯¤Êʪ"; -#else - cptr name = "something strange"; -#endif - + cptr name = _("何か奇妙な物", "something strange"); /* Display a message */ #ifdef JP @@ -3144,11 +3107,7 @@ static int target_set_aux(int y, int x, int mode, cptr info) screen_roff(m_ptr->ap_r_idx, 0); /* Hack -- Complete the prompt (again) */ -#ifdef JP - Term_addstr(-1, TERM_WHITE, format(" [r»× %s%s]", x_info, info)); -#else - Term_addstr(-1, TERM_WHITE, format(" [r,%s%s]", x_info, info)); -#endif + Term_addstr(-1, TERM_WHITE, format(_(" [r思 %s%s]", " [r,%s%s]"), x_info, info)); /* Command */ query = inkey(); @@ -3172,7 +3131,7 @@ static int target_set_aux(int y, int x, int mode, cptr info) evaluate_monster_exp(acount, m_ptr); #ifdef JP - sprintf(out_val, "[%s]%s%s(%s)%s%s [r»× %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info); + sprintf(out_val, "[%s]%s%s(%s)%s%s [r思 %s%s]", acount, s1, m_name, look_mon_desc(m_ptr, 0x01), s2, s3, x_info, info); #else sprintf(out_val, "[%s]%s%s%s%s(%s) [r, %s%s]", acount, s1, s2, s3, m_name, look_mon_desc(m_ptr, 0x01), x_info, info); #endif @@ -3199,31 +3158,16 @@ static int target_set_aux(int y, int x, int mode, cptr info) if ((query == ' ') && !(mode & (TARGET_LOOK))) return query; /* Change the intro */ -#ifdef JP - s1 = "¤½¤ì¤Ï"; -#else - s1 = "It is "; -#endif - + s1 = _("それは", "It is "); /* Hack -- take account of gender */ -#ifdef JP - if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "Èà½÷¤Ï"; -#else - if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = "She is "; -#endif - -#ifdef JP - else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "Èà¤Ï"; -#else - else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = "He is "; -#endif - + if (ap_r_ptr->flags1 & (RF1_FEMALE)) s1 = _("彼女は", "She is "); + else if (ap_r_ptr->flags1 & (RF1_MALE)) s1 = _("彼は", "He is "); /* Use a preposition */ #ifdef JP - s2 = "¤ò"; - s3 = "»ý¤Ã¤Æ¤¤¤ë"; + s2 = "を"; + s3 = "持っている"; #else s2 = "carrying "; #endif @@ -3263,17 +3207,13 @@ static int target_set_aux(int y, int x, int mode, cptr info) if ((query == ' ') && !(mode & (TARGET_LOOK))) return query; /* Change the intro */ -#ifdef JP - s2 = "¤ò¤Þ¤¿"; -#else - s2 = "also carrying "; -#endif + s2 = _("をまた", "also carrying "); } /* Use a preposition */ #ifdef JP - s2 = "¤Î¾å"; - s3 = "¤Ë¤¤¤ë"; + s2 = "の上"; + s3 = "にいる"; #else s2 = "on "; #endif @@ -3323,7 +3263,7 @@ static int target_set_aux(int y, int x, int mode, cptr info) { /* Display rough information about items */ #ifdef JP - sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s ['x'¤Ç°ìÍ÷, %s]", + sprintf(out_val, "%s %d個のアイテム%s%s ['x'で一覧, %s]", s1, floor_num, s2, s3, info); #else sprintf(out_val, "%s%s%sa pile of %d items [x,%s]", @@ -3346,17 +3286,20 @@ static int target_set_aux(int y, int x, int mode, cptr info) /* Continue scrolling list if requested */ while (1) { - int i, o_idx; + int i; + IDX o_idx; /* Save screen */ screen_save(); /* Display */ + show_gold_on_floor = TRUE; (void)show_floor(0, y, x, &min_width); + show_gold_on_floor = FALSE; /* Prompt */ #ifdef JP - sprintf(out_val, "%s %d¸Ä¤Î¥¢¥¤¥Æ¥à%s%s [Enter¤Ç¼¡¤Ø, %s]", + sprintf(out_val, "%s %d個のアイテム%s%s [Enterで次へ, %s]", s1, floor_num, s2, s3, info); #else sprintf(out_val, "%s%s%sa pile of %d items [Enter,%s]", @@ -3415,7 +3358,7 @@ static int target_set_aux(int y, int x, int mode, cptr info) next_o_idx = o_ptr->next_o_idx; /* Describe it */ - if (o_ptr->marked) + if (o_ptr->marked & OM_FOUND) { char o_name[MAX_NLEN]; @@ -3443,25 +3386,15 @@ static int target_set_aux(int y, int x, int mode, cptr info) if ((query == ' ') && !(mode & TARGET_LOOK)) return query; /* Change the intro */ -#ifdef JP - s1 = "¤½¤ì¤Ï"; -#else - s1 = "It is "; -#endif - + s1 = _("それは", "It is "); /* Plurals */ -#ifdef JP - if (o_ptr->number != 1) s1 = "¤½¤ì¤é¤Ï"; -#else - if (o_ptr->number != 1) s1 = "They are "; -#endif - + if (o_ptr->number != 1) s1 = _("それらは", "They are "); /* Preposition */ #ifdef JP - s2 = "¤Î¾å"; - s3 = "¤Ë¸«¤¨¤ë"; + s2 = "の上"; + s3 = "に見える"; #else s2 = "on "; #endif @@ -3477,40 +3410,57 @@ static int target_set_aux(int y, int x, int mode, cptr info) if (!(c_ptr->info & CAVE_MARK) && !player_can_see_bold(y, x)) { /* Forget feature */ - feat = FEAT_NONE; + feat = feat_none; } f_ptr = &f_info[feat]; /* Terrain feature if needed */ - if (boring || (feat > FEAT_INVIS)) + if (boring || have_flag(f_ptr->flags, FF_REMEMBER)) { cptr name; + /* Hack -- special handling for quest entrances */ + if (have_flag(f_ptr->flags, FF_QUEST_ENTER)) + { + /* Set the quest number temporary */ + IDX old_quest = p_ptr->inside_quest; + int j; + + /* Clear the text */ + for (j = 0; j < 10; j++) quest_text[j][0] = '\0'; + quest_text_line = 0; + + p_ptr->inside_quest = c_ptr->special; + + /* Get the quest text */ + init_flags = INIT_NAME_ONLY; + + process_dungeon_file("q_info.txt", 0, 0, 0, 0); + + name = format(_("クエスト「%s」(%d階相当)", "the entrance to the quest '%s'(level %d)"), + quest[c_ptr->special].name, quest[c_ptr->special].level); + + /* Reset the old quest number */ + p_ptr->inside_quest = old_quest; + } + /* Hack -- special handling for building doors */ - if (have_flag(f_ptr->flags, FF_BLDG)) + else if (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) { - name = building[f_ptr->power].name; + name = building[f_ptr->subtype].name; } else if (have_flag(f_ptr->flags, FF_ENTRANCE)) { -#ifdef JP - name = format("%s(%d³¬ÁêÅö)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth); -#else - name = format("%s(level %d)", d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth); -#endif + name = format(_("%s(%d階相当)", "%s(level %d)"), d_text + d_info[c_ptr->special].text, d_info[c_ptr->special].mindepth); } else if (have_flag(f_ptr->flags, FF_TOWN)) { name = town[c_ptr->special].name; } - else if (p_ptr->wild_mode && (feat == FEAT_FLOOR)) + else if (p_ptr->wild_mode && (feat == feat_floor)) { -#ifdef JP - name = "Æ»"; -#else - name = "road"; -#endif + name = _("道", "road"); } else { @@ -3524,20 +3474,17 @@ static int target_set_aux(int y, int x, int mode, cptr info) (!have_flag(f_ptr->flags, FF_LOS) && !have_flag(f_ptr->flags, FF_TREE)) || have_flag(f_ptr->flags, FF_TOWN))) { -#ifdef JP - s2 = "¤ÎÃæ"; -#else - s2 = "in "; -#endif + s2 = _("の中", "in "); } /* Hack -- special introduction for store & building doors -KMW- */ if (have_flag(f_ptr->flags, FF_STORE) || - have_flag(f_ptr->flags, FF_BLDG) || + have_flag(f_ptr->flags, FF_QUEST_ENTER) || + (have_flag(f_ptr->flags, FF_BLDG) && !p_ptr->inside_arena) || have_flag(f_ptr->flags, FF_ENTRANCE)) { #ifdef JP - s2 = "¤ÎÆþ¸ý"; + s2 = "の入口"; #else s3 = ""; #endif @@ -3559,11 +3506,16 @@ static int target_set_aux(int y, int x, int mode, cptr info) /* Display a message */ if (p_ptr->wizard) + { + char f_idx_str[32]; + if (c_ptr->mimic) sprintf(f_idx_str, "%d/%d", c_ptr->feat, c_ptr->mimic); + else sprintf(f_idx_str, "%d", c_ptr->feat); #ifdef JP - sprintf(out_val, "%s%s%s%s[%s] %x %d %d %d %d (%d,%d)", s1, name, s2, s3, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when, x, y); + sprintf(out_val, "%s%s%s%s[%s] %x %s %d %d %d (%d,%d) %d", s1, name, s2, s3, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x, travel.cost[y][x]); #else - sprintf(out_val, "%s%s%s%s [%s] %x %d %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, c_ptr->feat, c_ptr->dist, c_ptr->cost, c_ptr->when, x, y); + sprintf(out_val, "%s%s%s%s [%s] %x %s %d %d %d (%d,%d)", s1, s2, s3, name, info, c_ptr->info, f_idx_str, c_ptr->dist, c_ptr->cost, c_ptr->when, y, x); #endif + } else #ifdef JP sprintf(out_val, "%s%s%s%s[%s]", s1, name, s2, s3, info); @@ -3631,8 +3583,8 @@ static int target_set_aux(int y, int x, int mode, cptr info) bool target_set(int mode) { int i, d, m, t, bd; - int y = py; - int x = px; + POSITION y = p_ptr->y; + POSITION x = p_ptr->x; bool done = FALSE; @@ -3642,11 +3594,12 @@ bool target_set(int mode) char info[80]; + char same_key; + cave_type *c_ptr; int wid, hgt; - - + /* Get size */ get_screen_size(&wid, &hgt); @@ -3657,6 +3610,14 @@ bool target_set(int mode) /* Cancel tracking */ /* health_track(0); */ + if (rogue_like_commands) + { + same_key = 'x'; + } + else + { + same_key = 'l'; + } /* Prepare the "temp" array */ target_set_prepare(mode); @@ -3673,6 +3634,9 @@ bool target_set(int mode) y = temp_y[m]; x = temp_x[m]; + /* Set forcus */ + change_panel_xy(y, x); + if (!(mode & TARGET_LOOK)) prt_path(y, x); /* Access */ @@ -3681,27 +3645,20 @@ bool target_set(int mode) /* Allow target */ if (target_able(c_ptr->m_idx)) { -#ifdef JP -strcpy(info, "q»ß t·è p¼« o¸½ +¼¡ -Á°"); -#else - strcpy(info, "q,t,p,o,+,-,"); -#endif - + strcpy(info, _("qæ­¢ t決 p自 o現 +次 -前", "q,t,p,o,+,-,")); } /* Dis-allow target */ else { -#ifdef JP -strcpy(info, "q»ß p¼« o¸½ +¼¡ -Á°"); -#else - strcpy(info, "q,p,o,+,-,"); -#endif - + strcpy(info, _("qæ­¢ p自 o現 +次 -前", "q,p,o,+,-,")); } - + /* Describe and Prompt */ - while (!(query = target_set_aux(y, x, mode, info))); + while (TRUE){ + query = target_set_aux(y, x, mode, info); + if(query)break; + } /* Cancel tracking */ /* health_track(0); */ @@ -3786,8 +3743,8 @@ strcpy(info, "q /* Recalculate interesting grids */ target_set_prepare(mode); - y = py; - x = px; + y = p_ptr->y; + x = p_ptr->x; } case 'o': @@ -3803,14 +3760,24 @@ strcpy(info, "q default: { - /* Extract the action (if any) */ - d = get_keymap_dir(query); + if(query == same_key) + { + if (++m == temp_n) + { + m = 0; + if (!expand_list) done = TRUE; + } + } + else + { + /* Extract the action (if any) */ + d = get_keymap_dir(query); - if (!d) bell(); - break; + if (!d) bell(); + break; + } } } - /* Hack -- move around */ if (d) { @@ -3923,12 +3890,7 @@ strcpy(info, "q c_ptr = &cave[y][x]; /* Default prompt */ -#ifdef JP -strcpy(info, "q»ß t·è p¼« m¶á +¼¡ -Á°"); -#else - strcpy(info, "q,t,p,m,+,-,"); -#endif - + strcpy(info, _("qæ­¢ t決 p自 m近 +次 -前", "q,t,p,m,+,-,")); /* Describe and Prompt (enable "TARGET_LOOK") */ while (!(query = target_set_aux(y, x, mode | TARGET_LOOK, info))); @@ -3986,8 +3948,8 @@ strcpy(info, "q /* Recalculate interesting grids */ target_set_prepare(mode); - y = py; - x = px; + y = p_ptr->y; + x = p_ptr->x; } case 'o': @@ -4129,12 +4091,10 @@ strcpy(info, "q * * Note that confusion over-rides any (explicit?) user choice. */ -bool get_aim_dir(int *dp) +bool get_aim_dir(DIRECTION *dp) { - int dir; - + DIRECTION dir; char command; - cptr p; /* Initialize */ @@ -4168,21 +4128,11 @@ bool get_aim_dir(int *dp) /* Choose a prompt */ if (!target_okay()) { -#ifdef JP -p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? "; -#else - p = "Direction ('*' to choose a target, Escape to cancel)? "; -#endif - + p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? "); } else { -#ifdef JP -p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? "; -#else - p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? "; -#endif - + p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? "); } /* Get a command (or Cancel) */ @@ -4254,12 +4204,7 @@ p = " if (command_dir != dir) { /* Warn the user */ -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£"); -#else - msg_print("You are confused."); -#endif - + msg_print(_("あなたは混乱している。", "You are confused.")); } /* Save direction */ @@ -4297,6 +4242,7 @@ msg_print(" bool get_rep_dir(int *dp, bool under) { int dir; + cptr prompt; /* Initialize */ (*dp) = 0; @@ -4314,24 +4260,36 @@ bool get_rep_dir(int *dp, bool under) #endif /* ALLOW_REPEAT -- TNB */ + if (under) + { + prompt = _("方向 ('.'足元, ESCで中断)? ", "Direction ('.' at feet, Escape to cancel)? "); + } + else + { + prompt = _("方向 (ESCで中断)? ", "Direction (Escape to cancel)? "); + } + /* Get a direction */ while (!dir) { char ch; /* Get a command (or Cancel) */ -#ifdef JP -if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break; -#else - if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break; -#endif - + if (!get_com(prompt, &ch, TRUE)) break; - /* Look up the direction */ - dir = get_keymap_dir(ch); + /* Look down */ + if ((under) && ((ch == '5') || (ch == '-') || (ch == '.'))) + { + dir = 5; + } + else + { + /* Look up the direction */ + dir = get_keymap_dir(ch); - /* Oops */ - if (!dir) bell(); + /* Oops */ + if (!dir) bell(); + } } /* Prevent weirdness */ @@ -4358,7 +4316,7 @@ if (!get_com(" monster_type *m_ptr = &m_list[p_ptr->riding]; monster_race *r_ptr = &r_info[m_ptr->r_idx]; - if (m_ptr->confused) + if (MON_CONFUSED(m_ptr)) { /* Standard confusion */ if (randint0(100) < 75) @@ -4385,11 +4343,7 @@ if (!get_com(" if (p_ptr->confused) { /* Warn the user */ -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£"); -#else - msg_print("You are confused."); -#endif + msg_print(_("あなたは混乱している。", "You are confused.")); } else { @@ -4397,22 +4351,13 @@ msg_print(" monster_type *m_ptr = &m_list[p_ptr->riding]; monster_desc(m_name, m_ptr, 0); - if (m_ptr->confused) + if (MON_CONFUSED(m_ptr)) { -#ifdef JP -msg_format("%s¤Ïº®Í𤷤Ƥ¤¤ë¡£", m_name); -#else - msg_format("%^s is confusing.", m_name); - -#endif + msg_format(_("%sは混乱している。", "%^s is confusing."), m_name); } else { -#ifdef JP -msg_format("%s¤Ï»×¤¤Ä̤ê¤ËÆ°¤¤¤Æ¤¯¤ì¤Ê¤¤¡£", m_name); -#else -msg_format("You cannot control %s.", m_name); -#endif + msg_format(_("%sは思い通りに動いてくれない。", "You cannot control %s."), m_name); } } } @@ -4458,12 +4403,7 @@ bool get_rep_dir2(int *dp) char ch; /* Get a command (or Cancel) */ -#ifdef JP -if (!get_com("Êý¸þ (ESC¤ÇÃæÃÇ)? ", &ch, TRUE)) break; -#else - if (!get_com("Direction (Escape to cancel)? ", &ch, TRUE)) break; -#endif - + if (!get_com(_("方向 (ESCで中断)? ", "Direction (Escape to cancel)? "), &ch, TRUE)) break; /* Look up the direction */ dir = get_keymap_dir(ch); @@ -4496,12 +4436,7 @@ if (!get_com(" if (command_dir != dir) { /* Warn the user */ -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£"); -#else - msg_print("You are confused."); -#endif - + msg_print(_("あなたは混乱している。", "You are confused.")); } /* Save direction */ @@ -4518,14 +4453,14 @@ msg_print(" return (TRUE); } - void gain_level_reward(int chosen_reward) { object_type *q_ptr; object_type forge; char wrath_reason[32] = ""; int nasty_chance = 6; - int dummy = 0, dummy2 = 0; + OBJECT_TYPE_VALUE dummy = 0; + OBJECT_SUBTYPE_VALUE dummy2 = 0; int type, effect; cptr reward = NULL; char o_name[MAX_NLEN]; @@ -4554,7 +4489,7 @@ void gain_level_reward(int chosen_reward) #ifdef JP -sprintf(wrath_reason, "%s¤ÎÅܤê", +sprintf(wrath_reason, "%sの怒り", chaos_patrons[p_ptr->chaos_patron]); #else sprintf(wrath_reason, "the Wrath of %s", @@ -4567,7 +4502,7 @@ sprintf(wrath_reason, "%s if (one_in_(6) && !chosen_reward) { #ifdef JP -msg_format("%^s¤ÏË«Èþ¤È¤·¤Æ¤¢¤Ê¤¿¤òÆÍÁ³ÊÑ°Û¤µ¤»¤¿¡£", +msg_format("%^sは褒美としてあなたを突然変異させた。", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("%^s rewards you with a mutation!", @@ -4575,11 +4510,7 @@ msg_format("%^s #endif (void)gain_random_mutation(0); -#ifdef JP - reward = "ÊÑ°Û¤·¤¿¡£"; -#else - reward = "mutation"; -#endif + reward = _("変異した。", "mutation"); } else { @@ -4587,158 +4518,102 @@ msg_format("%^s { case REW_POLY_SLF: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡ÖÆò¡¢¿·¤¿¤Ê¤ë»Ñ¤òɬÍפȤ»¤ê¡ª¡×"); -#else - msg_print("'Thou needst a new form, mortal!'"); -#endif + msg_print(_("「汝、新たなる姿を必要とせり!」", "'Thou needst a new form, mortal!'")); do_poly_self(); -#ifdef JP - reward = "ÊÑ°Û¤·¤¿¡£"; -#else - reward = "polymorphing"; -#endif + reward = _("変異した。", "polymorphing"); break; case REW_GAIN_EXP: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡ÖÆò¤ÏÎɤ¯¹Ô¤¤¤¿¤ê¡ªÂ³¤±¤è¡ª¡×"); -#else - msg_print("'Well done, mortal! Lead on!'"); -#endif + msg_print(_("「汝は良く行いたり!続けよ!」", "'Well done, mortal! Lead on!'")); if (p_ptr->prace == RACE_ANDROID) { -#ifdef JP - msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("But, nothing happen."); -#endif + msg_print(_("しかし何も起こらなかった。", "But, nothing happen.")); } else if (p_ptr->exp < PY_MAX_EXP) { s32b ee = (p_ptr->exp / 2) + 10; if (ee > 100000L) ee = 100000L; -#ifdef JP -msg_print("¹¹¤Ë·Ð¸³¤òÀѤó¤À¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£"); -#else - msg_print("You feel more experienced."); -#endif + msg_print(_("更に経験を積んだような気がする。", "You feel more experienced.")); gain_exp(ee); -#ifdef JP - reward = "·Ð¸³ÃͤòÆÀ¤¿"; -#else - reward = "experience"; -#endif + reward = _("経験値を得た", "experience"); } break; case REW_LOSE_EXP: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö²¼Ëͤ衢Æò¤½¤ì¤ËÃͤ»¤º¡£¡×"); -#else - msg_print("'Thou didst not deserve that, slave.'"); -#endif + msg_print(_("「下僕よ、汝それに値せず。」", "'Thou didst not deserve that, slave.'")); if (p_ptr->prace == RACE_ANDROID) { -#ifdef JP - msg_print("¤·¤«¤·²¿¤âµ¯¤³¤é¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("But, nothing happen."); -#endif + msg_print(_("しかし何も起こらなかった。", "But, nothing happen.")); } else { lose_exp(p_ptr->exp / 6); -#ifdef JP - reward = "·Ð¸³Ãͤò¼º¤Ã¤¿¡£"; -#else - reward = "losing experience"; -#endif + reward = _("経験値を失った。", "losing experience"); } break; case REW_GOOD_OBJ: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:", +msg_format("%sの声がささやいた:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s whispers:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×"); -#else - msg_print("'Use my gift wisely.'"); -#endif + msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'")); - acquirement(py, px, 1, FALSE, FALSE); -#ifdef JP - reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£"; -#else - reward = "a good item"; -#endif + acquirement(p_ptr->y, p_ptr->x, 1, FALSE, FALSE, FALSE); + reward = _("上質なアイテムを手に入れた。", "a good item"); break; case REW_GREA_OBJ: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö²æ¤¬Í¿¤¨¤·Êª¤ò¸­ÌÀ¤Ë»È¤¦¤Ù¤·¡£¡×"); -#else - msg_print("'Use my gift wisely.'"); -#endif + msg_print(_("「我が与えし物を賢明に使うべし。」", "'Use my gift wisely.'")); - acquirement(py, px, 1, TRUE, FALSE); -#ifdef JP - reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£"; -#else - reward = "an excellent item"; -#endif + acquirement(p_ptr->y, p_ptr->x, 1, TRUE, FALSE, FALSE); + reward = _("高級品のアイテムを手に入れた。", "an excellent item"); break; case REW_CHAOS_WP: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­·õ¤ËÃͤ»¤ê¡£¡×"); -#else - msg_print("'Thy deed hath earned thee a worthy blade.'"); -#endif + msg_print(_("「汝の行いは貴き剣に値せり。」", "'Thy deed hath earned thee a worthy blade.'")); /* Get local object */ q_ptr = &forge; @@ -4837,302 +4712,197 @@ msg_print(" q_ptr->name2 = EGO_CHAOTIC; /* Drop it in the dungeon */ - (void)drop_near(q_ptr, -1, py, px); -#ifdef JP - reward = "(º®ÆÙ)¤ÎÉð´ï¤ò¼ê¤ËÆþ¤ì¤¿¡£"; -#else - reward = "chaos weapon"; -#endif + (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x); + reward = _("(混沌)の武器を手に入れた。", "chaos weapon"); break; case REW_GOOD_OBS: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡ÖÆò¤Î¹Ô¤¤¤Ïµ®¤­Ê󤤤ËÃͤ»¤ê¡£¡×"); -#else - msg_print("'Thy deed hath earned thee a worthy reward.'"); -#endif + msg_print(_("「汝の行いは貴き報いに値せり。」", "'Thy deed hath earned thee a worthy reward.'")); - acquirement(py, px, randint1(2) + 1, FALSE, FALSE); -#ifdef JP - reward = "¾å¼Á¤Ê¥¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£"; -#else - reward = "good items"; -#endif + acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, FALSE, FALSE, FALSE); + reward = _("上質なアイテムを手に入れた。", "good items"); break; case REW_GREA_OBS: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö²¼Ëͤ衢Æò¤Î¸¥¿È¤Ø¤Î²æ¤¬Àˤ·¤ß̵¤­Ê󤤤ò¸«¤ë¤¬¤è¤¤¡£¡×"); -#else - msg_print("'Behold, mortal, how generously I reward thy loyalty.'"); -#endif + msg_print(_("「下僕よ、汝の献身への我が惜しみ無き報いを見るがよい。」", "'Behold, mortal, how generously I reward thy loyalty.'")); - acquirement(py, px, randint1(2) + 1, TRUE, FALSE); -#ifdef JP - reward = "¹âµéÉʤΥ¢¥¤¥Æ¥à¤ò¼ê¤ËÆþ¤ì¤¿¡£"; -#else - reward = "excellent items"; -#endif + acquirement(p_ptr->y, p_ptr->x, randint1(2) + 1, TRUE, FALSE, FALSE); + reward = _("高級品のアイテムを手に入れた。", "excellent items"); break; case REW_TY_CURSE: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:", +msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö²¼Ëͤ衢ÆòÐþËý¤Ê¤ê¡£¡×"); -#else - msg_print("'Thou art growing arrogant, mortal.'"); -#endif + msg_print(_("「下僕よ、汝傲慢なり。」", "'Thou art growing arrogant, mortal.'")); (void)activate_ty_curse(FALSE, &count); -#ifdef JP - reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£"; -#else - reward = "cursing"; -#endif + reward = _("禍々しい呪いをかけられた。", "cursing"); break; case REW_SUMMON_M: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö²æ¤¬²¼Ëͤ¿¤Á¤è¡¢¤«¤ÎÐþËý¤Ê¤ë¼Ô¤òÅݤ¹¤Ù¤·¡ª¡×"); -#else - msg_print("'My pets, destroy the arrogant mortal!'"); -#endif + msg_print(_("「我が下僕たちよ、かの傲慢なる者を倒すべし!」", "'My pets, destroy the arrogant mortal!'")); for (dummy = 0; dummy < randint1(5) + 1; dummy++) { - (void)summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); + (void)summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); } -#ifdef JP - reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£"; -#else - reward = "summoning hostile monsters"; -#endif + reward = _("モンスターを召喚された。", "summoning hostile monsters"); break; case REW_H_SUMMON: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡ÖÆò¡¢¤è¤ê¶¯¤­Å¨¤òɬÍפȤ»¤ê¡ª¡×"); -#else - msg_print("'Thou needst worthier opponents!'"); -#endif + msg_print(_("「汝、より強き敵を必要とせり!」", "'Thou needst worthier opponents!'")); - activate_hi_summon(py, px, FALSE); -#ifdef JP - reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£"; -#else - reward = "summoning many hostile monsters"; -#endif + activate_hi_summon(p_ptr->y, p_ptr->x, FALSE); + reward = _("モンスターを召喚された。", "summoning many hostile monsters"); break; case REW_DO_HAVOC: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×"); -#else - msg_print("'Death and destruction! This pleaseth me!'"); -#endif + msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'")); call_chaos(); -#ifdef JP - reward = "¥«¥ª¥¹¤ÎÎϤ¬±²´¬¤¤¤¿¡£"; -#else - reward = "calling chaos"; -#endif + reward = _("カオスの力が渦巻いた。", "calling chaos"); break; case REW_GAIN_ABL: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬ÌĤê¶Á¤¤¤¿:", +msg_format("%sの声が鳴り響いた:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s rings out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Öα¤Þ¤ë¤Î¤À¡¢²¼Ëͤ衣;¤¬Æò¤ÎÆùÂΤòÃ䨤󡣡×"); -#else - msg_print("'Stay, mortal, and let me mold thee.'"); -#endif + msg_print(_("「留まるのだ、下僕よ。余が汝の肉体を鍛えん。」", "'Stay, mortal, and let me mold thee.'")); if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0)) do_inc_stat(chaos_stats[p_ptr->chaos_patron]); else do_inc_stat(randint0(6)); -#ifdef JP - reward = "ǽÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£"; -#else - reward = "increasing a stat"; -#endif + reward = _("能力値が上がった。", "increasing a stat"); break; case REW_LOSE_ABL: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö²¼Ëͤ衢;¤ÏÆò¤ËË°¤ß¤¿¤ê¡£¡×"); -#else - msg_print("'I grow tired of thee, mortal.'"); -#endif + msg_print(_("「下僕よ、余は汝に飽みたり。」", "'I grow tired of thee, mortal.'")); if (one_in_(3) && !(chaos_stats[p_ptr->chaos_patron] < 0)) do_dec_stat(chaos_stats[p_ptr->chaos_patron]); else (void)do_dec_stat(randint0(6)); -#ifdef JP - reward = "ǽÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£"; -#else - reward = "decreasing a stat"; -#endif + reward = _("能力値が下がった。", "decreasing a stat"); break; case REW_RUIN_ABL: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:", +msg_format("%sの声が轟き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s thunders:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡ÖÆò¡¢¸¬µõ¤¿¤ë¤³¤È¤ò³Ø¤Ö¤Ù¤·¡ª¡×"); -msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤è¤ê¼å¤¯¤Ê¤Ã¤¿¡ª"); -#else - msg_print("'Thou needst a lesson in humility, mortal!'"); - msg_print("You feel less powerful!"); -#endif + msg_print(_("「汝、謙虚たることを学ぶべし!」", "'Thou needst a lesson in humility, mortal!'")); + msg_print(_("あなたは以前より弱くなった!", "You feel less powerful!")); for (dummy = 0; dummy < 6; dummy++) { (void)dec_stat(dummy, 10 + randint1(15), TRUE); } -#ifdef JP - reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£"; -#else - reward = "decreasing all stats"; -#endif + reward = _("全能力値が下がった。", "decreasing all stats"); break; case REW_POLY_WND: -#ifdef JP -msg_format("%s¤ÎÎϤ¬¿¨¤ì¤ë¤Î¤ò´¶¤¸¤¿¡£", -#else - msg_format("You feel the power of %s touch you.", -#endif + msg_format(_("%sの力が触れるのを感じた。", "You feel the power of %s touch you."), chaos_patrons[p_ptr->chaos_patron]); do_poly_wounds(); -#ifdef JP - reward = "½ý¤¬ÊѲ½¤·¤¿¡£"; -#else - reward = "polymorphing wounds"; -#endif + reward = _("傷が変化した。", "polymorphing wounds"); break; case REW_AUGM_ABL: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö²æ¤¬¤µ¤µ¤ä¤«¤Ê¤ë»òʪ¤ò¼õ¤±¤È¤ë¤¬¤è¤¤¡ª¡×"); -#else - msg_print("'Receive this modest gift from me!'"); -#endif + msg_print(_("「我がささやかなる賜物を受けとるがよい!」", "'Receive this modest gift from me!'")); for (dummy = 0; dummy < 6; dummy++) { (void)do_inc_stat(dummy); } -#ifdef JP - reward = "Á´Ç½ÎÏÃͤ¬¾å¤¬¤Ã¤¿¡£"; -#else - reward = "increasing all stats"; -#endif + reward = _("全能力値が上がった。", "increasing all stats"); break; case REW_HURT_LOT: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö¶ì¤·¤à¤¬¤è¤¤¡¢ÌµÇ½¤Ê¶ò¤«¼Ô¤è¡ª¡×"); -#else - msg_print("'Suffer, pathetic fool!'"); -#endif + msg_print(_("「苦しむがよい、無能な愚か者よ!」", "'Suffer, pathetic fool!'")); fire_ball(GF_DISINTEGRATE, 0, p_ptr->lev * 4, 4); take_hit(DAMAGE_NOESCAPE, p_ptr->lev * 4, wrath_reason, -1); -#ifdef JP - reward = "ʬ²ò¤Îµå¤¬È¯À¸¤·¤¿¡£"; -#else - reward = "generating disintegration ball"; -#endif + reward = _("分解の球が発生した。", "generating disintegration ball"); break; case REW_HEAL_FUL: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Öᴤ뤬¤è¤¤¡¢²æ¤¬²¼Ëͤ衪¡×"); -#else - msg_print("'Rise, my servant!'"); -#endif + msg_print(_("「甦るがよい、我が下僕よ!」", "'Rise, my servant!'")); restore_level(); (void)set_poisoned(0); @@ -5146,115 +4916,87 @@ msg_print(" { (void)do_res_stat(dummy); } -#ifdef JP - reward = "ÂÎÎϤ¬²óÉü¤·¤¿¡£"; -#else - reward = "healing"; -#endif + reward = _("体力が回復した。", "healing"); break; case REW_CURSE_WP: - if (!buki_motteruka(INVEN_RARM)) break; + if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break; #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡ÖÆò¡¢Éð´ï¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×"); -#else - msg_print("'Thou reliest too much on thy weapon.'"); -#endif + msg_print(_("「汝、武器に頼ることなかれ。」", "'Thou reliest too much on thy weapon.'")); - object_desc(o_name, &inventory[INVEN_RARM], OD_NAME_ONLY); - (void)curse_weapon(FALSE, INVEN_RARM); -#ifdef JP - reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name); -#else - reward = format("destroying %s", o_name); -#endif + dummy = INVEN_RARM; + if (buki_motteruka(INVEN_LARM)) + { + dummy = INVEN_LARM; + if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM; + } + object_desc(o_name, &inventory[dummy], OD_NAME_ONLY); + (void)curse_weapon(FALSE, dummy); + reward = format(_("%sが破壊された。", "destroying %s"), o_name); break; case REW_CURSE_AR: if (!inventory[INVEN_BODY].k_idx) break; #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡ÖÆò¡¢Ëɶñ¤ËÍê¤ë¤³¤È¤Ê¤«¤ì¡£¡×"); -#else - msg_print("'Thou reliest too much on thine equipment.'"); -#endif + msg_print(_("「汝、防具に頼ることなかれ。」", "'Thou reliest too much on thine equipment.'")); object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY); (void)curse_armor(); -#ifdef JP - reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name); -#else - reward = format("destroying %s", o_name); -#endif + reward = format(_("%sが破壊された。", "destroying %s"), o_name); break; case REW_PISS_OFF: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¤µ¤µ¤ä¤¤¤¿:", +msg_format("%sの声がささやいた:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s whispers:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö²æ¤òÅܤꤷ¤á¤¿ºá¤ò½þ¤¦¤Ù¤·¡£¡×"); -#else - msg_print("'Now thou shalt pay for annoying me.'"); -#endif + msg_print(_("「我を怒りしめた罪を償うべし。」", "'Now thou shalt pay for annoying me.'")); switch (randint1(4)) { case 1: (void)activate_ty_curse(FALSE, &count); -#ifdef JP - reward = "²Ò¡¹¤·¤¤¼ö¤¤¤ò¤«¤±¤é¤ì¤¿¡£"; -#else - reward = "cursing"; -#endif + reward = _("禍々しい呪いをかけられた。", "cursing"); break; case 2: - activate_hi_summon(py, px, FALSE); -#ifdef JP - reward = "¥â¥ó¥¹¥¿¡¼¤ò¾¤´­¤µ¤ì¤¿¡£"; -#else - reward = "summoning hostile monsters"; -#endif + activate_hi_summon(p_ptr->y, p_ptr->x, FALSE); + reward = _("モンスターを召喚された。", "summoning hostile monsters"); break; case 3: if (one_in_(2)) { - if (!buki_motteruka(INVEN_RARM)) break; - object_desc(o_name, &inventory[INVEN_RARM], OD_NAME_ONLY); - (void)curse_weapon(FALSE, INVEN_RARM); -#ifdef JP - reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name); -#else - reward = format("destroying %s", o_name); -#endif + if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) break; + dummy = INVEN_RARM; + if (buki_motteruka(INVEN_LARM)) + { + dummy = INVEN_LARM; + if (buki_motteruka(INVEN_RARM) && one_in_(2)) dummy = INVEN_RARM; + } + object_desc(o_name, &inventory[dummy], OD_NAME_ONLY); + (void)curse_weapon(FALSE, dummy); + reward = format(_("%sが破壊された。", "destroying %s"), o_name); } else { if (!inventory[INVEN_BODY].k_idx) break; object_desc(o_name, &inventory[INVEN_BODY], OD_NAME_ONLY); (void)curse_armor(); -#ifdef JP - reward = format("%s¤¬Ç˲õ¤µ¤ì¤¿¡£", o_name); -#else - reward = format("destroying %s", o_name); -#endif + reward = format(_("%sが破壊された。", "destroying %s"), o_name); } break; default: @@ -5262,107 +5004,83 @@ msg_print(" { (void)dec_stat(dummy, 10 + randint1(15), TRUE); } -#ifdef JP - reward = "Á´Ç½ÎÏÃͤ¬²¼¤¬¤Ã¤¿¡£"; -#else - reward = "decreasing all stats"; -#endif + reward = _("全能力値が下がった。", "decreasing all stats"); break; } break; case REW_WRATH: -#ifdef JP -msg_format("%s¤ÎÀ¼¤¬¹ì¤­ÅϤä¿:", -#else - msg_format("The voice of %s thunders:", -#endif + msg_format(_("%sの声が轟き渡った:", "The voice of %s thunders:"), chaos_patrons[p_ptr->chaos_patron]); -#ifdef JP -msg_print("¡Ö»à¤Ì¤¬¤è¤¤¡¢²¼Ëͤ衪¡×"); -#else - msg_print("'Die, mortal!'"); -#endif + msg_print(_("「死ぬがよい、下僕よ!」", "'Die, mortal!'")); take_hit(DAMAGE_LOSELIFE, p_ptr->lev * 4, wrath_reason, -1); for (dummy = 0; dummy < 6; dummy++) { (void)dec_stat(dummy, 10 + randint1(15), FALSE); } - activate_hi_summon(py, px, FALSE); + activate_hi_summon(p_ptr->y, p_ptr->x, FALSE); (void)activate_ty_curse(FALSE, &count); - if (one_in_(2)) (void)curse_weapon(FALSE, INVEN_RARM); + if (one_in_(2)) + { + dummy = 0; + + if (buki_motteruka(INVEN_RARM)) + { + dummy = INVEN_RARM; + if (buki_motteruka(INVEN_LARM) && one_in_(2)) dummy = INVEN_LARM; + } + else if (buki_motteruka(INVEN_LARM)) dummy = INVEN_LARM; + + if (dummy) (void)curse_weapon(FALSE, dummy); + } if (one_in_(2)) (void)curse_armor(); break; case REW_DESTRUCT: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö»à¤ÈÇ˲õ¤³¤½²æ¤¬´î¤Ó¤Ê¤ê¡ª¡×"); -#else - msg_print("'Death and destruction! This pleaseth me!'"); -#endif + msg_print(_("「死と破壊こそ我が喜びなり!」", "'Death and destruction! This pleaseth me!'")); - (void)destroy_area(py, px, 25, FALSE); -#ifdef JP - reward = "¥À¥ó¥¸¥ç¥ó¤¬*Ç˲õ*¤µ¤ì¤¿¡£"; -#else - reward = "*destruct*ing dungeon"; -#endif + (void)destroy_area(p_ptr->y, p_ptr->x, 25, FALSE); + reward = _("ダンジョンが*破壊*された。", "*destruct*ing dungeon"); break; case REW_GENOCIDE: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×"); -#else - msg_print("'Let me relieve thee of thine oppressors!'"); -#endif + msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'")); (void)symbol_genocide(0, FALSE); -#ifdef JP - reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£"; -#else - reward = "genociding monsters"; -#endif + reward = _("モンスターが抹殺された。", "genociding monsters"); break; case REW_MASS_GEN: #ifdef JP -msg_format("%s¤ÎÀ¼¤¬¶Á¤­ÅϤä¿:", +msg_format("%sの声が響き渡った:", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("The voice of %s booms out:", chaos_patrons[p_ptr->chaos_patron]); #endif -#ifdef JP -msg_print("¡Ö²æ¡¢Æò¤ÎŨ¤òËõ»¦¤»¤ó¡ª¡×"); -#else - msg_print("'Let me relieve thee of thine oppressors!'"); -#endif + msg_print(_("「我、汝の敵を抹殺せん!」", "'Let me relieve thee of thine oppressors!'")); (void)mass_genocide(0, FALSE); -#ifdef JP - reward = "¥â¥ó¥¹¥¿¡¼¤¬Ëõ»¦¤µ¤ì¤¿¡£"; -#else - reward = "genociding nearby monsters"; -#endif + reward = _("モンスターが抹殺された。", "genociding nearby monsters"); break; case REW_DISPEL_C: #ifdef JP -msg_format("%s¤ÎÎϤ¬Å¨¤ò¹¶·â¤¹¤ë¤Î¤ò´¶¤¸¤¿¡ª", +msg_format("%sの力が敵を攻撃するのを感じた!", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("You can feel the power of %s assault your enemies!", @@ -5373,7 +5091,7 @@ msg_format("%s break; case REW_IGNORE: #ifdef JP -msg_format("%s¤Ï¤¢¤Ê¤¿¤ò̵»ë¤·¤¿¡£", +msg_format("%sはあなたを無視した。", chaos_patrons[p_ptr->chaos_patron]); #else msg_format("%s ignores you.", @@ -5382,102 +5100,128 @@ msg_format("%s break; case REW_SER_DEMO: -#ifdef JP -msg_format("%s¤ÏË«Èþ¤È¤·¤Æ°­Ëâ¤Î»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]); -#else - msg_format("%s rewards you with a demonic servant!",chaos_patrons[p_ptr->chaos_patron]); -#endif + msg_format(_("%sは褒美として悪魔の使いをよこした!", "%s rewards you with a demonic servant!"),chaos_patrons[p_ptr->chaos_patron]); - if (!summon_specific(-1, py, px, dun_level, SUMMON_DEMON, PM_FORCE_PET)) -#ifdef JP -msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿..."); -#else - msg_print("Nobody ever turns up..."); -#endif + if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, PM_FORCE_PET)) + msg_print(_("何も現れなかった...", "Nobody ever turns up...")); else -#ifdef JP - reward = "°­Ë⤬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£"; -#else - reward = "a demonic servant"; -#endif + reward = _("悪魔がペットになった。", "a demonic servant"); break; case REW_SER_MONS: -#ifdef JP -msg_format("%s¤ÏË«Èþ¤È¤·¤Æ»È¤¤¤ò¤è¤³¤·¤¿¡ª",chaos_patrons[p_ptr->chaos_patron]); -#else - msg_format("%s rewards you with a servant!",chaos_patrons[p_ptr->chaos_patron]); -#endif + msg_format(_("%sは褒美として使いをよこした!", "%s rewards you with a servant!"),chaos_patrons[p_ptr->chaos_patron]); - if (!summon_specific(-1, py, px, dun_level, 0, PM_FORCE_PET)) -#ifdef JP -msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿..."); -#else - msg_print("Nobody ever turns up..."); -#endif + if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, 0, PM_FORCE_PET)) + msg_print(_("何も現れなかった...", "Nobody ever turns up...")); else -#ifdef JP - reward = "¥â¥ó¥¹¥¿¡¼¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£"; -#else - reward = "a servant"; -#endif + reward = _("モンスターがペットになった。", "a servant"); break; case REW_SER_UNDE: -#ifdef JP -msg_format("%s¤ÏË«Èþ¤È¤·¤Æ¥¢¥ó¥Ç¥Ã¥É¤Î»È¤¤¤ò¤è¤³¤·¤¿¡£",chaos_patrons[p_ptr->chaos_patron]); -#else - msg_format("%s rewards you with an undead servant!",chaos_patrons[p_ptr->chaos_patron]); -#endif + msg_format(_("%sは褒美としてアンデッドの使いをよこした。", "%s rewards you with an undead servant!"),chaos_patrons[p_ptr->chaos_patron]); - if (!summon_specific(-1, py, px, dun_level, SUMMON_UNDEAD, PM_FORCE_PET)) -#ifdef JP -msg_print("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿..."); -#else - msg_print("Nobody ever turns up..."); -#endif + if (!summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD, PM_FORCE_PET)) + msg_print(_("何も現れなかった...", "Nobody ever turns up...")); else -#ifdef JP - reward = "¥¢¥ó¥Ç¥Ã¥É¤¬¥Ú¥Ã¥È¤Ë¤Ê¤Ã¤¿¡£"; -#else - reward = "an undead servant"; -#endif + reward = _("アンデッドがペットになった。", "an undead servant"); break; default: -#ifdef JP -msg_format("%s¤ÎÀ¼¤¬¤É¤â¤Ã¤¿:", -#else - msg_format("The voice of %s stammers:", -#endif + msg_format(_("%sの声がどもった:", "The voice of %s stammers:"), chaos_patrons[p_ptr->chaos_patron]); -#ifdef JP -msg_format("¡Ö¤¢¡¼¡¢¤¢¡¼¡¢Åú¤¨¤Ï %d/%d¡£¼ÁÌä¤Ï²¿¡©¡×", type, effect); -#else - msg_format("'Uh... uh... the answer's %d/%d, what's the question?'", type, effect); -#endif + msg_format(_("「あー、あー、答えは %d/%d。質問は何?」", "'Uh... uh... the answer's %d/%d, what's the question?'"), type, effect); } } if (reward) { -#ifdef JP - do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("¥Ñ¥È¥í¥ó¤ÎÊó½·¤Ç%s", reward)); -#else - do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format("The patron rewards you with %s.", reward)); -#endif + do_cmd_write_nikki(NIKKI_BUNSHOU, 0, format(_("パトロンの報酬で%s", "The patron rewards you with %s."), reward)); + } +} + + +/* + * XAngband: determine if a given location is "interesting" + * based on target_set_accept function. + */ +static bool tgt_pt_accept(POSITION y, POSITION x) +{ + cave_type *c_ptr; + + /* Bounds */ + if (!(in_bounds(y, x))) return (FALSE); + + /* Player grid is always interesting */ + if ((y == p_ptr->y) && (x == p_ptr->x)) return (TRUE); + + /* Handle hallucination */ + if (p_ptr->image) return (FALSE); + + /* Examine the grid */ + c_ptr = &cave[y][x]; + + /* Interesting memorized features */ + if (c_ptr->info & (CAVE_MARK)) + { + /* Notice stairs */ + if (cave_have_flag_grid(c_ptr, FF_LESS)) return (TRUE); + if (cave_have_flag_grid(c_ptr, FF_MORE)) return (TRUE); + + /* Notice quest features */ + if (cave_have_flag_grid(c_ptr, FF_QUEST_ENTER)) return (TRUE); + if (cave_have_flag_grid(c_ptr, FF_QUEST_EXIT)) return (TRUE); } + + /* Nope */ + return (FALSE); } /* + * XAngband: Prepare the "temp" array for "tget_pt" + * based on target_set_prepare funciton. + */ +static void tgt_pt_prepare(void) +{ + POSITION y, x; + + /* Reset "temp" array */ + temp_n = 0; + + if (!expand_list) return; + + /* Scan the current panel */ + for (y = 1; y < cur_hgt; y++) + { + for (x = 1; x < cur_wid; x++) + { + /* Require "interesting" contents */ + if (!tgt_pt_accept(y, x)) continue; + + /* Save the location */ + temp_x[temp_n] = x; + temp_y[temp_n] = y; + temp_n++; + } + } + + /* Target the nearest monster for shooting */ + ang_sort_comp = ang_sort_comp_distance; + ang_sort_swap = ang_sort_swap_distance; + + /* Sort the positions */ + ang_sort(temp_x, temp_y, temp_n); +} + +/* * old -- from PsiAngband. */ -bool tgt_pt(int *x_ptr, int *y_ptr) +bool tgt_pt(POSITION *x_ptr, POSITION *y_ptr) { char ch = 0; - int d, x, y; + int d, n = 0; + POSITION x, y; bool success = FALSE; int wid, hgt; @@ -5485,14 +5229,15 @@ bool tgt_pt(int *x_ptr, int *y_ptr) /* Get size */ get_screen_size(&wid, &hgt); - x = px; - y = py; + x = p_ptr->x; + y = p_ptr->y; -#ifdef JP -msg_print("¾ì½ê¤òÁª¤ó¤Ç¥¹¥Ú¡¼¥¹¥­¡¼¤ò²¡¤·¤Æ²¼¤µ¤¤¡£"); -#else - msg_print("Select a point and press space."); -#endif + if (expand_list) + { + tgt_pt_prepare(); + } + + msg_print(_("場所を選んでスペースキーを押して下さい。", "Select a point and press space.")); msg_flag = FALSE; /* prevents "-more-" message. */ while ((ch != ESCAPE) && !success) @@ -5517,6 +5262,62 @@ msg_print(" else success = TRUE; break; + + /* XAngband: Move cursor to stairs */ + case '>': + case '<': + if (expand_list && temp_n) + { + int dx, dy; + int cx = (panel_col_min + panel_col_max) / 2; + int cy = (panel_row_min + panel_row_max) / 2; + + n++; + + /* Skip stairs which have defferent distance */ + for (; n < temp_n; ++ n) + { + cave_type *c_ptr = &cave[temp_y[n]][temp_x[n]]; + + if (cave_have_flag_grid(c_ptr, FF_STAIRS) && + cave_have_flag_grid(c_ptr, ch == '>' ? FF_MORE : FF_LESS)) + { + /* Found */ + break; + } + } + + if (n == temp_n) /* Loop out taget list */ + { + n = 0; + y = p_ptr->y; + x = p_ptr->x; + verify_panel(); /* Move cursor to player */ + + /* Update stuff */ + p_ptr->update |= (PU_MONSTERS); + + /* Redraw map */ + p_ptr->redraw |= (PR_MAP); + + /* Window stuff */ + p_ptr->window |= (PW_OVERHEAD); + + /* Handle stuff */ + handle_stuff(); + } + else /* move cursor to next stair and change panel */ + { + y = temp_y[n]; + x = temp_x[n]; + + dy = 2 * (y - cy) / hgt; + dx = 2 * (x - cx) / wid; + if (dy || dx) change_panel(dy, dx); + } + } + break; + default: /* Look up the direction */ d = get_keymap_dir(ch); @@ -5623,21 +5424,11 @@ bool get_hack_dir(int *dp) /* Choose a prompt */ if (!target_okay()) { -#ifdef JP -p = "Êý¸þ ('*'¤Ç¥¿¡¼¥²¥Ã¥ÈÁªÂò, ESC¤ÇÃæÃÇ)? "; -#else - p = "Direction ('*' to choose a target, Escape to cancel)? "; -#endif - + p = _("方向 ('*'でターゲット選択, ESCで中断)? ", "Direction ('*' to choose a target, Escape to cancel)? "); } else { -#ifdef JP -p = "Êý¸þ ('5'¤Ç¥¿¡¼¥²¥Ã¥È¤Ø, '*'¤Ç¥¿¡¼¥²¥Ã¥ÈºÆÁªÂò, ESC¤ÇÃæÃÇ)? "; -#else - p = "Direction ('5' for target, '*' to re-target, Escape to cancel)? "; -#endif - + p = _("方向 ('5'でターゲットへ, '*'でターゲット再選択, ESCで中断)? ", "Direction ('5' for target, '*' to re-target, Escape to cancel)? "); } /* Get a command (or Cancel) */ @@ -5705,12 +5496,7 @@ p = " if (command_dir != dir) { /* Warn the user */ -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£"); -#else - msg_print("You are confused."); -#endif - + msg_print(_("あなたは混乱している。", "You are confused.")); } /* Save direction */ @@ -5722,7 +5508,7 @@ msg_print(" /* - * ¥¨¥Í¥ë¥®¡¼¤ÎÁý²ÃÎÌ10d5¤ò®¤¯·×»»¤¹¤ë¤¿¤á¤Î´Ø¿ô + * エネルギーの増加量10d5を速く計算するための関数 */ #define Go_no_JuuJou 5*5*5*5*5*5*5*5*5*5 @@ -5747,7 +5533,7 @@ s16b gain_energy(void) /* * Return bow energy */ -s16b bow_energy(int sval) +s16b bow_energy(OBJECT_SUBTYPE_VALUE sval) { int energy = 100; @@ -5804,7 +5590,7 @@ s16b bow_energy(int sval) /* * Return bow tmul */ -int bow_tmul(int sval) +int bow_tmul(OBJECT_SUBTYPE_VALUE sval) { int tmul = 0; @@ -5863,13 +5649,13 @@ int bow_tmul(int sval) cptr your_alignment(void) { #ifdef JP - if (p_ptr->align > 150) return "ÂçÁ±"; - else if (p_ptr->align > 50) return "ÃæÁ±"; - else if (p_ptr->align > 10) return "¾®Á±"; - else if (p_ptr->align > -11) return "ÃæΩ"; - else if (p_ptr->align > -51) return "¾®°­"; - else if (p_ptr->align > -151) return "Ãæ°­"; - else return "Âç°­"; + if (p_ptr->align > 150) return "大善"; + else if (p_ptr->align > 50) return "中善"; + else if (p_ptr->align > 10) return "小善"; + else if (p_ptr->align > -11) return "中立"; + else if (p_ptr->align > -51) return "小悪"; + else if (p_ptr->align > -151) return "中悪"; + else return "大悪"; #else if (p_ptr->align > 150) return "Lawful"; else if (p_ptr->align > 50) return "Good"; @@ -5919,3 +5705,158 @@ int spell_exp_level(int spell_exp) else if (spell_exp < SPELL_EXP_MASTER) return EXP_LEVEL_EXPERT; else return EXP_LEVEL_MASTER; } + + +/* + * Display a rumor and apply its effects + */ + +IDX rumor_num(char *zz, IDX max_idx) +{ + if (strcmp(zz, "*") == 0) return randint1(max_idx - 1); + return (IDX)atoi(zz); +} + +cptr rumor_bind_name(char *base, cptr fullname) +{ + char *s, *v; + + s = strstr(base, "{Name}"); + if (s) + { + s[0] = '\0'; + v = format("%s%s%s", base, fullname, (s + 6)); + } + else + { + v = base; + } + + return v; +} + +void display_rumor(bool ex) +{ + bool err; + int section = 0; + char Rumor[1024]; + + if (ex) + { + if (randint0(3) == 0) section = 1; + } + + err = _(get_rnd_line_jonly("rumors_j.txt", section, Rumor, 10), + get_rnd_line("rumors.txt", section, Rumor)); + if (err) strcpy(Rumor, _("嘘の噂もある。", "Some rumors are wrong.")); + + err = TRUE; + + if (strncmp(Rumor, "R:", 2) == 0) + { + char *zz[4]; + cptr rumor_msg = NULL; + cptr rumor_eff_format = NULL; + char fullname[1024] = ""; + + if (tokenize(Rumor + 2, 3, zz, TOKENIZE_CHECKQUOTE) == 3) + { + if (strcmp(zz[0], "ARTIFACT") == 0) + { + IDX a_idx, k_idx; + object_type forge; + object_type *q_ptr = &forge; + artifact_type *a_ptr; + + while (1) + { + a_idx = rumor_num(zz[1], max_a_idx); + + a_ptr = &a_info[a_idx]; + if (a_ptr->name) break; + } + + k_idx = lookup_kind(a_ptr->tval, a_ptr->sval); + object_prep(q_ptr, k_idx); + q_ptr->name1 = a_idx; + q_ptr->ident = IDENT_STORE; + object_desc(fullname, q_ptr, OD_NAME_ONLY); + } + else if (strcmp(zz[0], "MONSTER") == 0) + { + MONRACE_IDX r_idx; + monster_race *r_ptr; + + while(1) + { + r_idx = rumor_num(zz[1], max_r_idx); + r_ptr = &r_info[r_idx]; + if (r_ptr->name) break; + } + + strcpy(fullname, r_name + r_ptr->name); + + /* Remember this monster */ + if (!r_ptr->r_sights) + { + r_ptr->r_sights++; + } + } + else if (strcmp(zz[0], "DUNGEON") == 0) + { + int d_idx; + dungeon_info_type *d_ptr; + + while (1) + { + d_idx = rumor_num(zz[1], max_d_idx); + d_ptr = &d_info[d_idx]; + if (d_ptr->name) break; + } + + strcpy(fullname, d_name + d_ptr->name); + + if (!max_dlv[d_idx]) + { + max_dlv[d_idx] = d_ptr->mindepth; + rumor_eff_format = _("%sに帰還できるようになった。", "You can recall to %s."); + } + } + else if (strcmp(zz[0], "TOWN") == 0) + { + IDX t_idx; + s32b visit; + + while(1) + { + t_idx = rumor_num(zz[1], NO_TOWN); + if (town[t_idx].name) break; + } + + strcpy(fullname, town[t_idx].name); + + visit = (1L << (t_idx - 1)); + if ((t_idx != SECRET_TOWN) && !(p_ptr->visit & visit)) + { + p_ptr->visit |= visit; + rumor_eff_format = _("%sに行ったことがある気がする。", "You feel you have been to %s."); + } + } + + rumor_msg = rumor_bind_name(zz[2], fullname); + msg_print(rumor_msg); + if (rumor_eff_format) + { + msg_print(NULL); + msg_format(rumor_eff_format, fullname); + } + err = FALSE; + } + /* error */ + if (err) msg_print(_("この情報は間違っている。", "This information is wrong.")); + } + else + { + msg_format("%s", Rumor); + } +}