{
switch (feel)
{
- case FEEL_TERRIBLE:
- {
- feel = FEEL_SPECIAL;
- break;
- }
- case FEEL_WORTHLESS:
- {
- feel = FEEL_EXCELLENT;
- break;
- }
- case FEEL_CURSED:
- {
- feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
- break;
- }
- case FEEL_AVERAGE:
- {
- feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
- break;
- }
- case FEEL_GOOD:
- {
- feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
- break;
- }
- case FEEL_EXCELLENT:
- {
- feel = FEEL_WORTHLESS;
- break;
- }
- case FEEL_SPECIAL:
- {
- feel = FEEL_TERRIBLE;
- break;
- }
+ case FEEL_TERRIBLE:
+ {
+ feel = FEEL_SPECIAL;
+ break;
+ }
+ case FEEL_WORTHLESS:
+ {
+ feel = FEEL_EXCELLENT;
+ break;
+ }
+ case FEEL_CURSED:
+ {
+ feel = randint0(3) ? FEEL_GOOD : FEEL_AVERAGE;
+ break;
+ }
+ case FEEL_AVERAGE:
+ {
+ feel = randint0(2) ? FEEL_CURSED : FEEL_GOOD;
+ break;
+ }
+ case FEEL_GOOD:
+ {
+ feel = randint0(3) ? FEEL_CURSED : FEEL_AVERAGE;
+ break;
+ }
+ case FEEL_EXCELLENT:
+ {
+ feel = FEEL_WORTHLESS;
+ break;
+ }
+ case FEEL_SPECIAL:
+ {
+ feel = FEEL_TERRIBLE;
+ break;
+ }
}
}
if (slot >= INVEN_RARM)
{
#ifdef JP
- msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
- describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
+msg_format("%s%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
+describe_use(slot),o_name, index_to_label(slot),game_inscriptions[feel]);
#else
msg_format("You feel the %s (%c) you are %s %s %s...",
o_name, index_to_label(slot), describe_use(slot),
((o_ptr->number == 1) ? "is" : "are"),
- game_inscriptions[feel]);
+ game_inscriptions[feel]);
#endif
}
else
{
#ifdef JP
- msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
- o_name, index_to_label(slot),game_inscriptions[feel]);
+msg_format("¥¶¥Ã¥¯¤ÎÃæ¤Î%s(%c)¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
+o_name, index_to_label(slot),game_inscriptions[feel]);
#else
msg_format("You feel the %s (%c) in your pack %s %s...",
o_name, index_to_label(slot),
((o_ptr->number == 1) ? "is" : "are"),
- game_inscriptions[feel]);
+ game_inscriptions[feel]);
#endif
}
/* Analyze the class */
switch (p_ptr->pclass)
{
- case CLASS_WARRIOR:
- case CLASS_ARCHER:
- case CLASS_SAMURAI:
- case CLASS_CAVALRY:
- {
- /* Good sensing */
- if (0 != randint0(9000L / (plev * plev + 40))) return;
+ case CLASS_WARRIOR:
+ case CLASS_ARCHER:
+ case CLASS_SAMURAI:
+ case CLASS_CAVALRY:
+ {
+ /* Good sensing */
+ if (0 != randint0(9000L / (plev * plev + 40))) return;
- /* Heavy sensing */
- heavy = TRUE;
+ /* Heavy sensing */
+ heavy = TRUE;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_SMITH:
- {
- /* Good sensing */
- if (0 != randint0(6000L / (plev * plev + 50))) return;
+ case CLASS_SMITH:
+ {
+ /* Good sensing */
+ if (0 != randint0(6000L / (plev * plev + 50))) return;
- /* Heavy sensing */
- heavy = TRUE;
+ /* Heavy sensing */
+ heavy = TRUE;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_MAGE:
- case CLASS_HIGH_MAGE:
- case CLASS_SORCERER:
- case CLASS_MAGIC_EATER:
- {
- /* Very bad (light) sensing */
- if (0 != randint0(240000L / (plev + 5))) return;
+ case CLASS_MAGE:
+ case CLASS_HIGH_MAGE:
+ case CLASS_SORCERER:
+ case CLASS_MAGIC_EATER:
+ {
+ /* Very bad (light) sensing */
+ if (0 != randint0(240000L / (plev + 5))) return;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_PRIEST:
- case CLASS_BARD:
- {
- /* Good (light) sensing */
- if (0 != randint0(10000L / (plev * plev + 40))) return;
+ case CLASS_PRIEST:
+ case CLASS_BARD:
+ {
+ /* Good (light) sensing */
+ if (0 != randint0(10000L / (plev * plev + 40))) return;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_ROGUE:
- case CLASS_NINJA:
- {
- /* Okay sensing */
- if (0 != randint0(20000L / (plev * plev + 40))) return;
+ case CLASS_ROGUE:
+ case CLASS_NINJA:
+ {
+ /* Okay sensing */
+ if (0 != randint0(20000L / (plev * plev + 40))) return;
- /* Heavy sensing */
- heavy = TRUE;
+ /* Heavy sensing */
+ heavy = TRUE;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_RANGER:
- {
- /* Bad sensing */
- if (0 != randint0(95000L / (plev * plev + 40))) return;
+ case CLASS_RANGER:
+ {
+ /* Bad sensing */
+ if (0 != randint0(95000L / (plev * plev + 40))) return;
- /* Changed! */
- heavy = TRUE;
+ /* Changed! */
+ heavy = TRUE;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_PALADIN:
- {
- /* Bad sensing */
- if (0 != randint0(77777L / (plev * plev + 40))) return;
+ case CLASS_PALADIN:
+ {
+ /* Bad sensing */
+ if (0 != randint0(77777L / (plev * plev + 40))) return;
- /* Heavy sensing */
- heavy = TRUE;
+ /* Heavy sensing */
+ heavy = TRUE;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_WARRIOR_MAGE:
- case CLASS_RED_MAGE:
- {
- /* Bad sensing */
- if (0 != randint0(75000L / (plev * plev + 40))) return;
+ case CLASS_WARRIOR_MAGE:
+ case CLASS_RED_MAGE:
+ {
+ /* Bad sensing */
+ if (0 != randint0(75000L / (plev * plev + 40))) return;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_MINDCRAFTER:
- case CLASS_MIRROR_MASTER:
- {
- /* Bad sensing */
- if (0 != randint0(55000L / (plev * plev + 40))) return;
+ case CLASS_MINDCRAFTER:
+ case CLASS_MIRROR_MASTER:
+ {
+ /* Bad sensing */
+ if (0 != randint0(55000L / (plev * plev + 40))) return;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_CHAOS_WARRIOR:
- {
- /* Bad sensing */
- if (0 != randint0(80000L / (plev * plev + 40))) return;
+ case CLASS_CHAOS_WARRIOR:
+ {
+ /* Bad sensing */
+ if (0 != randint0(80000L / (plev * plev + 40))) return;
- /* Changed! */
- heavy = TRUE;
+ /* Changed! */
+ heavy = TRUE;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_MONK:
- case CLASS_FORCETRAINER:
- {
- /* Okay sensing */
- if (0 != randint0(20000L / (plev * plev + 40))) return;
+ case CLASS_MONK:
+ case CLASS_FORCETRAINER:
+ {
+ /* Okay sensing */
+ if (0 != randint0(20000L / (plev * plev + 40))) return;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_TOURIST:
- {
- /* Good sensing */
- if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
+ case CLASS_TOURIST:
+ {
+ /* Good sensing */
+ if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
- /* Heavy sensing */
- heavy = TRUE;
+ /* Heavy sensing */
+ heavy = TRUE;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_IMITATOR:
- case CLASS_BLUE_MAGE:
- {
- /* Bad sensing */
- if (0 != randint0(55000L / (plev * plev + 40))) return;
+ case CLASS_IMITATOR:
+ case CLASS_BLUE_MAGE:
+ {
+ /* Bad sensing */
+ if (0 != randint0(55000L / (plev * plev + 40))) return;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_BEASTMASTER:
- {
- /* Bad sensing */
- if (0 != randint0(65000L / (plev * plev + 40))) return;
+ case CLASS_BEASTMASTER:
+ {
+ /* Bad sensing */
+ if (0 != randint0(65000L / (plev * plev + 40))) return;
- /* Done */
- break;
- }
- case CLASS_BERSERKER:
- {
- /* Heavy sensing */
- heavy = TRUE;
+ /* Done */
+ break;
+ }
+ case CLASS_BERSERKER:
+ {
+ /* Heavy sensing */
+ heavy = TRUE;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
}
if (compare_virtue(V_KNOWLEDGE, 100, VIRTUE_LARGE)) heavy = TRUE;
/* Valid "tval" codes */
switch (o_ptr->tval)
{
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- case TV_BOW:
- case TV_DIGGING:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_SWORD:
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_HELM:
- case TV_CROWN:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_SOFT_ARMOR:
- case TV_HARD_ARMOR:
- case TV_DRAG_ARMOR:
- case TV_CARD:
- {
- okay = TRUE;
- break;
- }
+ case TV_SHOT:
+ case TV_ARROW:
+ case TV_BOLT:
+ case TV_BOW:
+ case TV_DIGGING:
+ case TV_HAFTED:
+ case TV_POLEARM:
+ case TV_SWORD:
+ case TV_BOOTS:
+ case TV_GLOVES:
+ case TV_HELM:
+ case TV_CROWN:
+ case TV_SHIELD:
+ case TV_CLOAK:
+ case TV_SOFT_ARMOR:
+ case TV_HARD_ARMOR:
+ case TV_DRAG_ARMOR:
+ case TV_CARD:
+ {
+ okay = TRUE;
+ break;
+ }
}
/* Skip non-sense machines */
/* Analyze the class */
switch (p_ptr->pclass)
{
- case CLASS_WARRIOR:
- case CLASS_ARCHER:
- case CLASS_SAMURAI:
- case CLASS_CAVALRY:
- case CLASS_BERSERKER:
- {
- return;
- }
+ case CLASS_WARRIOR:
+ case CLASS_ARCHER:
+ case CLASS_SAMURAI:
+ case CLASS_CAVALRY:
+ case CLASS_BERSERKER:
+ {
+ return;
+ }
- case CLASS_SMITH:
- case CLASS_PALADIN:
- case CLASS_CHAOS_WARRIOR:
- case CLASS_IMITATOR:
- case CLASS_BEASTMASTER:
- case CLASS_NINJA:
- {
- /* Very bad (light) sensing */
- if (0 != randint0(240000L / (plev + 5))) return;
+ case CLASS_SMITH:
+ case CLASS_PALADIN:
+ case CLASS_CHAOS_WARRIOR:
+ case CLASS_IMITATOR:
+ case CLASS_BEASTMASTER:
+ case CLASS_NINJA:
+ {
+ /* Very bad (light) sensing */
+ if (0 != randint0(240000L / (plev + 5))) return;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_RANGER:
- case CLASS_WARRIOR_MAGE:
- case CLASS_RED_MAGE:
- case CLASS_MONK:
- {
- /* Bad sensing */
- if (0 != randint0(95000L / (plev * plev + 40))) return;
+ case CLASS_RANGER:
+ case CLASS_WARRIOR_MAGE:
+ case CLASS_RED_MAGE:
+ case CLASS_MONK:
+ {
+ /* Bad sensing */
+ if (0 != randint0(95000L / (plev * plev + 40))) return;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_PRIEST:
- case CLASS_BARD:
- case CLASS_ROGUE:
- case CLASS_FORCETRAINER:
- case CLASS_MINDCRAFTER:
- {
- /* Good sensing */
- if (0 != randint0(20000L / (plev * plev + 40))) return;
+ case CLASS_PRIEST:
+ case CLASS_BARD:
+ case CLASS_ROGUE:
+ case CLASS_FORCETRAINER:
+ case CLASS_MINDCRAFTER:
+ {
+ /* Good sensing */
+ if (0 != randint0(20000L / (plev * plev + 40))) return;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_MAGE:
- case CLASS_HIGH_MAGE:
- case CLASS_SORCERER:
- case CLASS_MAGIC_EATER:
- case CLASS_MIRROR_MASTER:
- case CLASS_BLUE_MAGE:
- {
- /* Good sensing */
- if (0 != randint0(9000L / (plev * plev + 40))) return;
+ case CLASS_MAGE:
+ case CLASS_HIGH_MAGE:
+ case CLASS_SORCERER:
+ case CLASS_MAGIC_EATER:
+ case CLASS_MIRROR_MASTER:
+ case CLASS_BLUE_MAGE:
+ {
+ /* Good sensing */
+ if (0 != randint0(9000L / (plev * plev + 40))) return;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
- case CLASS_TOURIST:
- {
- /* Good sensing */
- if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
+ case CLASS_TOURIST:
+ {
+ /* Good sensing */
+ if (0 != randint0(20000L / ((plev+50)*(plev+50)))) return;
- /* Done */
- break;
- }
+ /* Done */
+ break;
+ }
}
/*** Sense everything ***/
/* Valid "tval" codes */
switch (o_ptr->tval)
{
- case TV_RING:
- case TV_AMULET:
- case TV_LITE:
- case TV_FIGURINE:
- {
- okay = TRUE;
- break;
- }
+ case TV_RING:
+ case TV_AMULET:
+ case TV_LITE:
+ case TV_FIGURINE:
+ {
+ okay = TRUE;
+ break;
+ }
}
/* Skip non-sense machines */
/* Ask for level */
#ifdef JP
- if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
+if (get_check("¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©"))
#else
- if (get_check("Teleport level? "))
+ if (get_check("Teleport level? "))
#endif
- {
- char ppp[80];
- char tmp_val[160];
+ {
+ char ppp[80];
+ char tmp_val[160];
- /* Only downward in ironman mode */
- if (ironman_downward)
- min_level = dun_level;
+ /* Only downward in ironman mode */
+ if (ironman_downward)
+ min_level = dun_level;
- /* Maximum level */
- if (dungeon_type == DUNGEON_ANGBAND)
- {
- if (dun_level > 100)
- max_level = MAX_DEPTH - 1;
- else if (dun_level == 100)
- max_level = 100;
- }
- else
- {
- max_level = d_info[dungeon_type].maxdepth;
- min_level = d_info[dungeon_type].mindepth;
- }
+ /* Maximum level */
+ if (dungeon_type == DUNGEON_ANGBAND)
+ {
+ if (dun_level > 100)
+ max_level = MAX_DEPTH - 1;
+ else if (dun_level == 100)
+ max_level = 100;
+ }
+ else
+ {
+ max_level = d_info[dungeon_type].maxdepth;
+ min_level = d_info[dungeon_type].mindepth;
+ }
- /* Prompt */
+ /* Prompt */
#ifdef JP
- sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
+sprintf(ppp, "¥Æ¥ì¥Ý¡¼¥ÈÀè:(%d-%d)", min_level, max_level);
#else
- sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
+ sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
#endif
- /* Default */
- sprintf(tmp_val, "%d", dun_level);
+ /* Default */
+ sprintf(tmp_val, "%d", dun_level);
- /* Ask for a level */
- if (!get_string(ppp, tmp_val, 10)) return;
+ /* Ask for a level */
+ if (!get_string(ppp, tmp_val, 10)) return;
- /* Extract request */
- command_arg = atoi(tmp_val);
- }
+ /* Extract request */
+ command_arg = atoi(tmp_val);
+ }
#ifdef JP
- else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
+else if (get_check("Ä̾ï¥Æ¥ì¥Ý¡¼¥È¡©"))
#else
- else if (get_check("Normal teleport? "))
+ else if (get_check("Normal teleport? "))
#endif
- {
- teleport_player(200);
- return;
- }
- else
- {
- return;
- }
+ {
+ teleport_player(200);
+ return;
+ }
+ else
+ {
+ return;
+ }
/* Paranoia */
if (command_arg < min_level) command_arg = min_level;
/* Accept request */
#ifdef JP
- msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
+msg_format("%d ³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤·¤¿¡£", command_arg);
#else
msg_format("You teleport to dungeon level %d.", command_arg);
#endif
}
#ifdef JP
- msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
- msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
+msg_print("¥Ñ¥¿¡¼¥ó¤ò·ì¤Ç±ø¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
+msg_print("²¿¤«¶²¤í¤·¤¤»ö¤¬µ¯¤³¤Ã¤¿¡ª");
#else
msg_print("You bleed on the Pattern!");
msg_print("Something terrible happens!");
if (!p_ptr->invuln)
#ifdef JP
- take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
+take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "¥Ñ¥¿¡¼¥ó»²õ", -1);
#else
- take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
+ take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
#endif
(void)hp_player(1000);
cave_set_feat(py, px, FEAT_PATTERN_OLD);
#ifdef JP
- msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
+msg_print("¡Ö¥Ñ¥¿¡¼¥ó¡×¤Î¤³¤ÎÉôʬ¤Ï¾¤ÎÉôʬ¤è¤ê¶¯ÎϤǤʤ¤¤è¤¦¤À¡£");
#else
msg_print("This section of the Pattern looks less powerful.");
#endif
{
if (!p_ptr->invuln)
#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
+take_hit(DAMAGE_NOESCAPE, 200, "²õ¤ì¤¿¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
#else
take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
#endif
return TRUE;
else if (!p_ptr->invuln)
#ifdef JP
- take_hit(DAMAGE_NOESCAPE, damroll(1,3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
+take_hit(DAMAGE_NOESCAPE, damroll(1,3), "¡Ö¥Ñ¥¿¡¼¥ó¡×¤òÊ⤤¤¿¥À¥á¡¼¥¸", -1);
#else
- take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
+ take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
#endif
}
{
disturb(0, 0);
#ifdef JP
- msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
+msg_print("ÌÀ¤«¤ê¤¬¾Ã¤¨¤Æ¤·¤Þ¤Ã¤¿¡ª");
#else
msg_print("Your light has gone out!");
#endif
{
if (disturb_minor) disturb(0, 0);
#ifdef JP
- msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
+msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
#else
msg_print("Your light is growing faint.");
#endif
{
if (disturb_minor) disturb(0, 0);
#ifdef JP
- msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
+msg_print("ÌÀ¤«¤ê¤¬Èù¤«¤Ë¤Ê¤Ã¤Æ¤¤Æ¤¤¤ë¡£");
#else
msg_print("Your light is growing faint.");
#endif
item_tester_no_ryoute = TRUE;
/* Get an item */
#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
- s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
+q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
+s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
#else
q = "Meditate on which item? ";
s = "You have nothing appropriate.";
if (object_known_p(o_ptr))
{
#ifdef JP
- msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
+msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
#else
msg_print("You cannot find out anything more about that.");
#endif
if (!feel)
{
#ifdef JP
- msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
+msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
#else
msg_format("You do not perceive anything unusual about the %s.", o_name);
#endif
}
#ifdef JP
- msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
- o_name, game_inscriptions[feel]);
+msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
+ o_name, game_inscriptions[feel]);
#else
msg_format("You feel that the %s %s %s...",
- o_name, ((o_ptr->number == 1) ? "is" : "are"),
- game_inscriptions[feel]);
+ o_name, ((o_ptr->number == 1) ? "is" : "are"),
+ game_inscriptions[feel]);
#endif
{
switch(music)
{
- case MUSIC_SLOW:
- slow_monsters();
- break;
- case MUSIC_STUN:
- stun_monsters(damroll(p_ptr->lev/10,2));
- break;
- case MUSIC_L_LIFE:
- hp_player(damroll(2,6));
- break;
- case MUSIC_FEAR:
- project_hack(GF_TURN_ALL, p_ptr->lev);
- break;
- case MUSIC_PSI:
- project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
- break;
- case MUSIC_ID:
- project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
- break;
- case MUSIC_CONF:
- confuse_monsters(p_ptr->lev * 2);
- break;
- case MUSIC_SOUND:
- project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
- break;
- case MUSIC_CHARM:
- charm_monsters(damroll(10 + p_ptr->lev/15,6));
- break;
- case MUSIC_WALL:
- project(0, 0, py, px,
- 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
- break;
- case MUSIC_DISPEL:
- dispel_monsters(randint1(p_ptr->lev * 3));
- dispel_evil(randint1(p_ptr->lev * 3));
- break;
- case MUSIC_SARUMAN:
- slow_monsters();
- sleep_monsters();
- break;
- case MUSIC_QUAKE:
- earthquake(py, px, 10);
- break;
- case MUSIC_STASIS:
- stasis_monsters(p_ptr->lev * 4);
- break;
- case MUSIC_SHERO:
- dispel_monsters(randint1(p_ptr->lev * 3));
- break;
- case MUSIC_H_LIFE:
- hp_player(damroll(15,10));
- set_stun(0);
- set_cut(0);
- break;
- case MUSIC_DETECT+19:
- wiz_lite(FALSE, FALSE);
- case MUSIC_DETECT+11:
- case MUSIC_DETECT+12:
- case MUSIC_DETECT+13:
- case MUSIC_DETECT+14:
- case MUSIC_DETECT+15:
- case MUSIC_DETECT+16:
- case MUSIC_DETECT+17:
- case MUSIC_DETECT+18:
- map_area(DETECT_RAD_MAP);
- if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
- case MUSIC_DETECT+6:
- case MUSIC_DETECT+7:
- case MUSIC_DETECT+8:
- case MUSIC_DETECT+9:
- case MUSIC_DETECT+10:
- detect_treasure(DETECT_RAD_DEFAULT);
- detect_objects_gold(DETECT_RAD_DEFAULT);
- detect_objects_normal(DETECT_RAD_DEFAULT);
- if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
- case MUSIC_DETECT+3:
- case MUSIC_DETECT+4:
- case MUSIC_DETECT+5:
- detect_monsters_invis(DETECT_RAD_DEFAULT);
- detect_monsters_normal(DETECT_RAD_DEFAULT);
- if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
- case MUSIC_DETECT:
- case MUSIC_DETECT+1:
- case MUSIC_DETECT+2:
- detect_traps(DETECT_RAD_DEFAULT, TRUE);
- detect_doors(DETECT_RAD_DEFAULT);
- detect_stairs(DETECT_RAD_DEFAULT);
- if ((p_ptr->lev > 14) && (music < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
- break;
+ case MUSIC_SLOW:
+ slow_monsters();
+ break;
+ case MUSIC_STUN:
+ stun_monsters(damroll(p_ptr->lev/10,2));
+ break;
+ case MUSIC_L_LIFE:
+ hp_player(damroll(2,6));
+ break;
+ case MUSIC_FEAR:
+ project_hack(GF_TURN_ALL, p_ptr->lev);
+ break;
+ case MUSIC_PSI:
+ project_hack(GF_PSI, randint1(p_ptr->lev * 3 / 2));
+ break;
+ case MUSIC_ID:
+ project(0, 1, py, px, 0, GF_IDENTIFY, PROJECT_ITEM, -1);
+ break;
+ case MUSIC_CONF:
+ confuse_monsters(p_ptr->lev * 2);
+ break;
+ case MUSIC_SOUND:
+ project_hack(GF_SOUND, damroll(10 + p_ptr->lev/5,7));
+ break;
+ case MUSIC_CHARM:
+ charm_monsters(damroll(10 + p_ptr->lev/15,6));
+ break;
+ case MUSIC_WALL:
+ project(0, 0, py, px,
+ 0, GF_DISINTEGRATE, PROJECT_KILL | PROJECT_ITEM | PROJECT_HIDE, -1);
+ break;
+ case MUSIC_DISPEL:
+ dispel_monsters(randint1(p_ptr->lev * 3));
+ dispel_evil(randint1(p_ptr->lev * 3));
+ break;
+ case MUSIC_SARUMAN:
+ slow_monsters();
+ sleep_monsters();
+ break;
+ case MUSIC_QUAKE:
+ earthquake(py, px, 10);
+ break;
+ case MUSIC_STASIS:
+ stasis_monsters(p_ptr->lev * 4);
+ break;
+ case MUSIC_SHERO:
+ dispel_monsters(randint1(p_ptr->lev * 3));
+ break;
+ case MUSIC_H_LIFE:
+ hp_player(damroll(15,10));
+ set_stun(0);
+ set_cut(0);
+ break;
+ case MUSIC_DETECT+19:
+ wiz_lite(FALSE, FALSE);
+ case MUSIC_DETECT+11:
+ case MUSIC_DETECT+12:
+ case MUSIC_DETECT+13:
+ case MUSIC_DETECT+14:
+ case MUSIC_DETECT+15:
+ case MUSIC_DETECT+16:
+ case MUSIC_DETECT+17:
+ case MUSIC_DETECT+18:
+ map_area(DETECT_RAD_MAP);
+ if ((p_ptr->lev > 39) && (music < MUSIC_DETECT+19)) p_ptr->magic_num1[0] = music+1;
+ case MUSIC_DETECT+6:
+ case MUSIC_DETECT+7:
+ case MUSIC_DETECT+8:
+ case MUSIC_DETECT+9:
+ case MUSIC_DETECT+10:
+ detect_treasure(DETECT_RAD_DEFAULT);
+ detect_objects_gold(DETECT_RAD_DEFAULT);
+ detect_objects_normal(DETECT_RAD_DEFAULT);
+ if ((p_ptr->lev > 24) && (music < MUSIC_DETECT+11)) p_ptr->magic_num1[0] = music+1;
+ case MUSIC_DETECT+3:
+ case MUSIC_DETECT+4:
+ case MUSIC_DETECT+5:
+ detect_monsters_invis(DETECT_RAD_DEFAULT);
+ detect_monsters_normal(DETECT_RAD_DEFAULT);
+ if ((p_ptr->lev > 19) && (music < MUSIC_DETECT+6)) p_ptr->magic_num1[0] = music+1;
+ case MUSIC_DETECT:
+ case MUSIC_DETECT+1:
+ case MUSIC_DETECT+2:
+ detect_traps(DETECT_RAD_DEFAULT, TRUE);
+ detect_doors(DETECT_RAD_DEFAULT);
+ detect_stairs(DETECT_RAD_DEFAULT);
+ if ((p_ptr->lev > 14) && (music < MUSIC_DETECT+3)) p_ptr->magic_num1[0] = music+1;
+ break;
}
}
/* Notify the player */
if (o_ptr->number > 1)
#ifdef JP
- msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
- else msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
+msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
+else msg_format("%s¤ÏºÆ½¼Å¶¤µ¤ì¤¿¡£", o_name);
#else
- msg_format("Your %s are recharged.", o_name);
+ msg_format("Your %s are recharged.", o_name);
else msg_format("Your %s is recharged.", o_name);
#endif
}
else
{
- p_ptr->csp -= (u16b) (shouhimana / 0x10000);
- shouhimana = (shouhimana & 0xffff);
- if (p_ptr->csp_frac < shouhimana)
+ p_ptr->csp -= (u16b) (shouhimana / 0x10000);
+ shouhimana = (shouhimana & 0xffff);
+ if (p_ptr->csp_frac < shouhimana)
{
p_ptr->csp--;
p_ptr->csp_frac += (u16b)(0x10000L - shouhimana);
if (p_ptr->spell_exp[p_ptr->magic_num2[0]] < 900)
p_ptr->spell_exp[p_ptr->magic_num2[0]]+=5;
else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1200)
- {if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
+ {if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1400)
- {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
+ {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
else if(p_ptr->spell_exp[p_ptr->magic_num2[0]] < 1600)
- {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
+ {if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[p_ptr->magic_num2[0]]+=1;}
gere_music(p_ptr->magic_num1[0]);
}
if (number_mon == 0)
{
#ifdef JP
- msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
+msg_print("ÁêÂǤÁ¤Ë½ª¤ï¤ê¤Þ¤·¤¿¡£");
#else
msg_print("They have kill each other at the same time.");
#endif
monster_desc(m_name, wm_ptr, 0);
#ifdef JP
- msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
+msg_format("%s¤¬¾¡Íø¤·¤¿¡ª", m_name);
#else
msg_format("%s is winner!", m_name);
#endif
if (win_m_idx == (sel_monster+1))
{
#ifdef JP
- msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
+msg_print("¤ª¤á¤Ç¤È¤¦¤´¤¶¤¤¤Þ¤¹¡£");
#else
msg_print("Congratulations.");
#endif
#ifdef JP
- msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
+msg_format("%d¡ð¤ò¼õ¤±¼è¤Ã¤¿¡£", battle_odds);
#else
msg_format("You received %d gold.", battle_odds);
#endif
- p_ptr->au += battle_odds;
+ p_ptr->au += battle_odds;
}
else
{
#ifdef JP
- msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
+msg_print("»ÄÇ°¤Ç¤·¤¿¡£");
#else
msg_print("You lost gold.");
#endif
else if(turn - old_turn == 150*TURNS_PER_TICK)
{
#ifdef JP
- msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
+msg_print("¿½¤·Ê¬¤±¤¢¤ê¤Þ¤»¤ó¤¬¡¢¤³¤Î¾¡Éé¤Ï°ú¤Ê¬¤±¤È¤µ¤»¤Æ¤¤¤¿¤À¤¤Þ¤¹¡£");
#else
msg_format("This battle have ended in a draw.");
#endif
/* Message */
#ifdef JP
- msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
- msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
+msg_print("¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¸¤«¤«¤Ã¤Æ¤¤¤Þ¤¹...");
+msg_print("¥²¡¼¥à¤ò½ªÎ»¤¹¤ë¤«¥»¡¼¥Ö¤¹¤ë¤«¤·¤Æ²¼¤µ¤¤¡£");
#else
msg_print("The gates to ANGBAND are closing...");
msg_print("Please finish up and/or save your game.");
{
/* Message */
#ifdef JP
- msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
+msg_print("º£¡¢¥¢¥ó¥°¥Ð¥ó¥É¤Ø¤ÎÌ礬ÊĤ¶¤µ¤ì¤Þ¤·¤¿¡£");
#else
msg_print("The gates to ANGBAND are now closed.");
#endif
{
/* Message */
#ifdef JP
- msg_print("Ì뤬ÌÀ¤±¤¿¡£");
+msg_print("Ì뤬ÌÀ¤±¤¿¡£");
#else
msg_print("The sun has risen.");
#endif
{
/* Message */
#ifdef JP
- msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
+msg_print("Æü¤¬ÄÀ¤ó¤À¡£");
#else
msg_print("The sun has fallen.");
#endif
/* Darken "boring" features */
if ((c_ptr->feat <= FEAT_INVIS) ||
((c_ptr->feat >= FEAT_DEEP_WATER) &&
- (c_ptr->feat <= FEAT_MOUNTAIN) &&
+ (c_ptr->feat <= FEAT_MOUNTAIN) &&
(c_ptr->feat != FEAT_MUSEUM)) ||
(x == 0) || (x == cur_wid-1) ||
(y == 0) || (y == cur_hgt-1))
/* Message */
#ifdef JP
- if (cheat_xtra) msg_print("Êó½·¤ò¥ê¥»¥Ã¥È");
+if (cheat_xtra) msg_print("Êó½·¤ò¥ê¥»¥Ã¥È");
#else
if (cheat_xtra) msg_print("Rewards reset.");
#endif
{
/* Take damage */
#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
+take_hit(DAMAGE_NOESCAPE, 1, "ÆÇ", -1);
#else
take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
#endif
{
/* Take damage */
#ifdef JP
- msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
- take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
+msg_print("Æü¸÷¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª");
+take_hit(DAMAGE_NOESCAPE, 1, "Æü¸÷", -1);
#else
msg_print("The sun's rays scorch your undead flesh!");
take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
object_desc(o_name, o_ptr, FALSE, 0);
#ifdef JP
- msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
+msg_format("%s¤¬¤¢¤Ê¤¿¤Î¥¢¥ó¥Ç¥Ã¥É¤ÎÆùÂΤò¾Æ¤¾Ç¤¬¤·¤¿¡ª", o_name);
#else
msg_format("The %s scorches your undead flesh!", o_name);
#endif
object_desc(o_name, o_ptr, TRUE, 0);
#ifdef JP
- sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
+sprintf(ouch, "%s¤òÁõÈ÷¤·¤¿¥À¥á¡¼¥¸", o_name);
#else
sprintf(ouch, "wielding %s", o_name);
#endif
}
if ((cave[py][px].feat == FEAT_SHAL_LAVA) &&
- !p_ptr->invuln && !p_ptr->immune_fire && !p_ptr->ffall)
+ !p_ptr->invuln && !p_ptr->immune_fire && !p_ptr->ffall)
{
int damage = 3000 + randint0(2000);
{
/* Take damage */
#ifdef JP
- msg_print("ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª");
- take_hit(DAMAGE_NOESCAPE, damage, "Àõ¤¤ÍÏ´äή", -1);
+msg_print("ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª");
+take_hit(DAMAGE_NOESCAPE, damage, "Àõ¤¤ÍÏ´äή", -1);
#else
msg_print("The lava burns you!");
take_hit(DAMAGE_NOESCAPE, damage, "shallow lava", -1);
}
else if ((cave[py][px].feat == FEAT_DEEP_LAVA) &&
- !p_ptr->invuln && !p_ptr->immune_fire)
+ !p_ptr->invuln && !p_ptr->immune_fire)
{
int damage = 6000 + randint0(4000);
damage = damage / 5;
#ifdef JP
- message = "Ç®¤Ç²Ð½ý¤·¤¿¡ª";
- hit_from = "¿¼¤¤ÍÏ´äή¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸";
+message = "Ç®¤Ç²Ð½ý¤·¤¿¡ª";
+hit_from = "¿¼¤¤ÍÏ´äή¤Î¾å¤ËÉâÍ·¤·¤¿¥À¥á¡¼¥¸";
#else
message = "The heat burns you!";
hit_from = "flying over deep lava";
else
{
#ifdef JP
- message = "ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª";
- hit_from = "¿¼¤¤ÍÏ´äή";
+message = "ÍÏ´ä¤Ç²Ð½ý¤·¤¿¡ª";
+hit_from = "¿¼¤¤ÍÏ´äή";
#else
message = "The lava burns you!";
hit_from = "deep lava";
{
/* Take damage */
#ifdef JP
- msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
+msg_print("Å®¤ì¤Æ¤¤¤ë¡ª");
+take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "Å®¤ì", -1);
#else
msg_print("You are drowning!");
take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
if (p_ptr->resist_fire) damage = damage / 3;
if (p_ptr->oppose_fire) damage = damage / 3;
#ifdef JP
- msg_print("Ç®¤¤¡ª");
- take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
+msg_print("Ç®¤¤¡ª");
+take_hit(DAMAGE_NOESCAPE, damage, "±ê¤Î¥ª¡¼¥é", -1);
#else
msg_print("It's hot!");
take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
if (p_ptr->resist_elec) damage = damage / 3;
if (p_ptr->oppose_elec) damage = damage / 3;
#ifdef JP
- msg_print("Äˤ¤¡ª");
- take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
+msg_print("Äˤ¤¡ª");
+take_hit(DAMAGE_NOESCAPE, damage, "Åŵ¤¤Î¥ª¡¼¥é", -1);
#else
msg_print("It hurts!");
take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
if (p_ptr->resist_cold) damage = damage / 3;
if (p_ptr->oppose_cold) damage = damage / 3;
#ifdef JP
- msg_print("Î䤿¤¤¡ª");
- take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
+msg_print("Î䤿¤¤¡ª");
+take_hit(DAMAGE_NOESCAPE, damage, "Î䵤¤Î¥ª¡¼¥é", -1);
#else
msg_print("It's cold!");
take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
/* Do nothing */
}
else if (!p_ptr->invuln && !p_ptr->wraith_form && !p_ptr->kabenuke &&
- ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
+ ((p_ptr->chp > (p_ptr->lev / 5)) || !p_ptr->pass_wall))
{
cptr dam_desc;
if (p_ptr->pass_wall)
{
#ifdef JP
- msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
- dam_desc = "Ì©ÅÙ";
+msg_print("ÂΤÎʬ»Ò¤¬Ê¬²ò¤·¤¿µ¤¤¬¤¹¤ë¡ª");
+dam_desc = "Ì©ÅÙ";
#else
msg_print("Your molecules feel disrupted!");
dam_desc = "density";
else
{
#ifdef JP
- msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
- dam_desc = "¹Å¤¤´ä";
+msg_print("Êø¤ì¤¿´ä¤Ë²¡¤·ÄÙ¤µ¤ì¤¿¡ª");
+dam_desc = "¹Å¤¤´ä";
#else
msg_print("You are being crushed!");
dam_desc = "solid rock";
switch (min / 15)
{
- case 0:
- {
+ case 0:
+ {
#ifdef JP
- msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
+msg_print("±ó¤¯¤ÇÉÔµ¤Ì£¤Ê¾â¤Î²»¤¬ÌĤä¿¡£");
#else
- msg_print("You hear a distant bell toll ominously.");
+ msg_print("You hear a distant bell toll ominously.");
#endif
- break;
- }
- case 1:
- {
+ break;
+ }
+ case 1:
+ {
#ifdef JP
- msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
+msg_print("±ó¤¯¤Ç¾â¤¬Æó²óÌĤä¿¡£");
#else
- msg_print("A distant bell sounds twice.");
+ msg_print("A distant bell sounds twice.");
#endif
- break;
- }
- case 2:
- {
+ break;
+ }
+ case 2:
+ {
#ifdef JP
- msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
+msg_print("±ó¤¯¤Ç¾â¤¬»°²óÌĤä¿¡£");
#else
- msg_print("A distant bell sounds three times.");
+ msg_print("A distant bell sounds three times.");
#endif
- break;
- }
- case 3:
- {
+ break;
+ }
+ case 3:
+ {
#ifdef JP
- msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
+msg_print("±ó¤¯¤Ç¾â¤¬»Í²óÌĤä¿¡£");
#else
- msg_print("A distant bell tolls four times.");
+ msg_print("A distant bell tolls four times.");
#endif
- break;
- }
+ break;
+ }
}
}
disturb(1, 0);
#ifdef JP
- msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
+msg_print("±ó¤¯¤Ç¾â¤¬²¿²ó¤âÌĤꡢ»à¤ó¤À¤è¤¦¤ÊÀŤ±¤µ¤ÎÃæ¤Ø¾Ã¤¨¤Æ¤¤¤Ã¤¿¡£");
#else
msg_print("A distant bell tolls many times, fading into an deathly silence.");
#endif
- activate_ty_curse(FALSE, &count);
- }
+ activate_ty_curse(FALSE, &count);
+ }
}
}
/* Take damage */
#ifdef JP
- take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
+take_hit(DAMAGE_NOESCAPE, i, "Ã×Ì¿½ý", -1);
#else
take_hit(DAMAGE_NOESCAPE, i, "a fatal wound", -1);
#endif
{
/* Basic digestion rate based on speed */
i = /* extract_energy[p_ptr->pspeed] * 2;*/
- ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ?
- 1 : extract_energy[p_ptr->pspeed]));
+ ((p_ptr->pspeed > 199) ? 49 : ((p_ptr->pspeed < 0) ?
+ 1 : extract_energy[p_ptr->pspeed]));
/* Regeneration takes more food */
if (p_ptr->regenerate) i += 20;
/* Take damage */
#ifdef JP
- if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
+if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "¶õÊ¢", -1);
#else
if (!p_ptr->invuln) take_hit(DAMAGE_LOSELIFE, i, "starvation", -1);
#endif
{
/* Message */
#ifdef JP
- msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
+msg_print("¤¢¤Þ¤ê¤Ë¤â¶õÊ¢¤Çµ¤À䤷¤Æ¤·¤Þ¤Ã¤¿¡£");
#else
msg_print("You faint from the lack of food.");
#endif
if (p_ptr->wizard)
{
#ifdef JP
- msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
+msg_format("£Í£Ð²óÉü: %d/%d", upkeep_regen, regen_amount);
#else
msg_format("Regen: %d/%d", upkeep_regen, regen_amount);
#endif
while (upkeep_factor > 100)
{
#ifdef JP
- msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
+msg_print("¤³¤ó¤Ê¤Ë¿¤¯¤Î¥Ú¥Ã¥È¤òÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
#else
msg_print("Such much pets cannot be controled at once!");
#endif
/* Not save-and-quit and not dead? */
if (p_ptr->playing && !p_ptr->is_dead)
{
- /* Clear at fist */
for(num = 0; num < 21; num++)
{
party_mon[num].r_idx = 0;
if (!m_ptr->nickname) continue;
if (p_ptr->riding == i) continue;
- /* Lost sight of a pet */
monster_desc(m_name, m_ptr, 0x88);
do_cmd_write_nikki(NIKKI_NAMED_PET, 4, m_name);
}