#include "angband.h"
+static int suppression_evil_dam(object_type *o_ptr);
+static int weakening_artifact(object_type *o_ptr);
+
/* Chance of using syllables to form the name instead of the "template" files */
#define SINDARIN_NAME 10 /*!< ランダムアーティファクトにシンダリン銘をつける確率 */
{
switch (randint1(10))
{
- case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
- case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
- case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
- case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
- case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
- case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
- case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
- case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
- case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
- case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
+ case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
+ case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
+ case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
+ case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
+ case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
+ case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
+ case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
+ case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
+ case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
+ case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
}
}
}
/* A type was chosen... */
- o_ptr->xtra2 = type;
+ o_ptr->xtra2 = (byte_hack)type;
add_flag(o_ptr->art_flags, TR_ACTIVATE);
o_ptr->timeout = 0;
}
case 28:
case 29:
{
- int bonus_h, bonus_d;
+ HIT_PROB bonus_h;
+ HIT_POINT bonus_d;
add_flag(o_ptr->art_flags, TR_SHOW_MODS);
- bonus_h = 4 + (randint1(11));
- bonus_d = 4 + (randint1(11));
+ bonus_h = 4 + (HIT_PROB)(randint1(11));
+ bonus_d = 4 + (HIT_POINT)(randint1(11));
if ((o_ptr->tval != TV_SWORD) && (o_ptr->tval != TV_POLEARM) && (o_ptr->tval != TV_HAFTED) && (o_ptr->tval != TV_DIGGING) && (o_ptr->tval != TV_GLOVES) && (o_ptr->tval != TV_RING))
{
bonus_h /= 2;
int idx[3];
int n = randint1(3);
- idx[0] = randint1(8);
+ idx[0] = randint1(10);
- idx[1] = randint1(7);
+ idx[1] = randint1(9);
if (idx[1] >= idx[0]) idx[1]++;
- idx[2] = randint1(6);
+ idx[2] = randint1(8);
if (idx[2] >= idx[0]) idx[2]++;
if (idx[2] >= idx[1]) idx[2]++;
add_flag(o_ptr->art_flags, TR_ESP_GIANT);
break;
case 7:
+ add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
+ break;
+ case 8:
add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
if (!artifact_bias && one_in_(6))
artifact_bias = BIAS_ROGUE;
break;
- case 8:
+ case 9:
add_flag(o_ptr->art_flags, TR_ESP_GOOD);
if (!artifact_bias && one_in_(3))
artifact_bias = BIAS_LAW;
break;
- case 9:
+ case 10:
add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
if (!artifact_bias && one_in_(3))
artifact_bias = BIAS_LAW;
{
case 1:
case 2:
- add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
+ }
break;
case 3:
case 4:
- add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_EVIL);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
+ }
if (!artifact_bias && one_in_(2))
artifact_bias = BIAS_LAW;
else if (!artifact_bias && one_in_(9))
break;
case 5:
case 6:
- add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
+ }
if (!artifact_bias && one_in_(9))
artifact_bias = BIAS_PRIESTLY;
break;
case 7:
case 8:
- add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_DEMON);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
+ }
if (!artifact_bias && one_in_(9))
artifact_bias = BIAS_PRIESTLY;
break;
case 9:
case 10:
- add_flag(o_ptr->art_flags, TR_SLAY_ORC);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_ORC);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_ORC);
+ }
break;
case 11:
case 12:
- add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_TROLL);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_TROLL);
+ }
break;
case 13:
case 14:
- add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_GIANT);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_GIANT);
+ }
break;
case 15:
case 16:
break;
case 33:
case 34:
- add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ if (one_in_(4))
+ {
+ add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
+ }
+ else
+ {
+ add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
+ }
break;
default:
add_flag(o_ptr->art_flags, TR_CHAOTIC);
}
/* A type was chosen... */
- o_ptr->xtra2 = type;
+ o_ptr->xtra2 = (byte_hack)type;
add_flag(o_ptr->art_flags, TR_ACTIVATE);
o_ptr->timeout = 0;
}
switch (power)
{
case 0:
-#ifdef JP
- filename = "a_cursed_j.txt";
-#else
- filename = "a_cursed.txt";
-#endif
+ filename = _("a_cursed_j.txt", "a_cursed.txt");
break;
case 1:
-#ifdef JP
- filename = "a_low_j.txt";
-#else
- filename = "a_low.txt";
-#endif
+ filename = _("a_low_j.txt", "a_low.txt");
break;
case 2:
-#ifdef JP
- filename = "a_med_j.txt";
-#else
- filename = "a_med.txt";
-#endif
+ filename = _("a_med_j.txt", "a_med.txt");
break;
default:
-#ifdef JP
- filename = "a_high_j.txt";
-#else
- filename = "a_high.txt";
-#endif
+ filename = _("a_high_j.txt", "a_high.txt");
}
break;
default:
switch (power)
{
case 0:
-#ifdef JP
- filename = "w_cursed_j.txt";
-#else
- filename = "w_cursed.txt";
-#endif
+ filename = _("w_cursed_j.txt", "w_cursed.txt");
break;
case 1:
-#ifdef JP
- filename = "w_low_j.txt";
-#else
- filename = "w_low.txt";
-#endif
+ filename = _("w_low_j.txt", "w_low.txt");
break;
case 2:
-#ifdef JP
- filename = "w_med_j.txt";
-#else
- filename = "w_med.txt";
-#endif
+ filename = _("w_med_j.txt", "w_med.txt");
break;
default:
-#ifdef JP
- filename = "w_high_j.txt";
-#else
- filename = "w_high.txt";
-#endif
+ filename = _("w_high_j.txt", "w_high.txt");
}
}
o_ptr->pval = 4;
}
+
/* give it some plusses... */
if (object_is_armour(o_ptr))
o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
else power_level = 3;
}
+ /* 平均対邪ダメージが一定以上なら11/12(WEIRD_LUCK)でダメージ抑制処理を行う */
+ if(suppression_evil_dam(o_ptr) && !one_in_(WEIRD_LUCK) && object_is_weapon(o_ptr))
+ {
+ msg_format_wizard(CHEAT_OBJECT, "アーティファクトの抑制処理を行います。");
+ do
+ {
+ if (weakening_artifact(o_ptr) == 0) break;
+ } while (suppression_evil_dam(o_ptr));
+ }
+
if (a_scroll)
{
char dummy_name[80] = "";
-#ifdef JP
- cptr ask_msg = "このアーティファクトを何と名付けますか?";
-#else
- cptr ask_msg = "What do you want to call the artifact? ";
-#endif
+ cptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
/* Identify it fully */
object_aware(o_ptr);
get_table_name_aux(dummy_name);
}
}
-
-#ifdef JP
- sprintf(new_name, "《%s》", dummy_name);
-#else
- sprintf(new_name, "'%s'", dummy_name);
-#endif
-
+ sprintf(new_name, _("《%s》", "'%s'"), dummy_name);
chg_virtue(V_INDIVIDUALISM, 2);
chg_virtue(V_ENCHANT, 5);
}
/* Save the inscription */
o_ptr->art_name = quark_add(new_name);
- if (cheat_xtra)
- {
- char o_name[MAX_NLEN];
-
- object_aware(o_ptr);
- object_known(o_ptr);
-
- /* Mark the item as fully known */
- o_ptr->ident |= (IDENT_MENTAL);
-
- /* Description */
- object_desc(o_name, o_ptr, 0);
-
-#ifdef JP
- msg_format("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」:", max_powers, total_flags, artifact_bias_name[artifact_bias]);
-#else
- msg_format("Random artifact generated '%s'. (Power:%d, Value:%ld) :", artifact_bias_name[artifact_bias], max_powers, total_flags);
-#endif
- msg_format("%s", o_name);
- }
+ msg_format_wizard(CHEAT_OBJECT, _("パワー %d で 価値%ld のランダムアーティファクト生成 バイアスは「%s」",
+ "Random artifact generated - Power:%d Value:%d Bias:%s."), max_powers, total_flags, artifact_bias_name[artifact_bias]);
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
/* Give priority to weaponsmith's essential activations */
if (object_is_smith(o_ptr))
{
- switch (o_ptr->xtra3-1)
+ switch (o_ptr->xtra3 - 1)
{
case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
*/
bool activate_random_artifact(object_type *o_ptr)
{
- int plev = p_ptr->lev;
- int k, dir, dummy = 0;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ int k, dummy = 0;
+ DIRECTION dir;
cptr name = k_name + k_info[o_ptr->k_idx].name;
const activation_type* const act_ptr = find_activation_info(o_ptr);
for (dir = 0; dir <= 9; dir++)
{
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
c_ptr = &cave[y][x];
/* Get the monster */
case ACT_CAST_BA_STAR:
{
- int num = damroll(5, 3);
- int y, x;
+ HIT_POINT num = damroll(5, 3);
+ POSITION y = 0, x = 0;
int attempts;
msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
for (k = 0; k < num; k++)
while (attempts--)
{
- scatter(&y, &x, py, px, 4, 0);
+ scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0);
if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
case ACT_QUAKE:
{
- earthquake(py, px, 5);
+ earthquake(p_ptr->y, p_ptr->x, 5);
break;
}
case ACT_SUMMON_ANIMAL:
{
- (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
case ACT_SUMMON_PHANTOM:
{
msg_print(_("幻霊を召喚した。", "You summon a phantasmal servant."));
- (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
if (pet) mode |= PM_FORCE_PET;
else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
{
msg_print(_("エレメンタルが現れた...", "An elemental materializes..."));
if (pet)
if (pet) mode |= PM_FORCE_PET;
else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), SUMMON_DEMON, mode))
{
msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
if (pet)
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((plev * 3) / 2), type, mode))
{
msg_print(_("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...",
"Cold winds begin to blow around you, carrying with them the stench of decay..."));
if (pet) mode |= PM_FORCE_PET;
else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
{
if (pet)
case ACT_SUMMON_DAWN:
{
msg_print(_("暁の師団を召喚した。","You summon the Legion of the Dawn."));
- (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ (void)summon_specific(-1, p_ptr->y, p_ptr->x, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
bool pet = !one_in_(5);
if (pet) mode |= PM_FORCE_PET;
- if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_JIZOTAKO, mode))
{
if (pet)
msg_print(_("蛸があなたの下僕として出現した。", "A group of octopuses appear as your servant."));
}
for (; i < EATER_EXT*3; i++)
{
- int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
+ KIND_OBJECT_IDX k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
}
case ACT_LIGHT:
{
-#ifdef JP
- msg_format("%sから澄んだ光があふれ出た...", name);
-#else
- msg_format("The %s wells with clear light...", name);
-#endif
+ msg_format(_("%sから澄んだ光があふれ出た...", "The %s wells with clear light..."), name);
lite_area(damroll(2, 15), 3);
break;
}
case ACT_MAP_LIGHT:
{
-#ifdef JP
- msg_print("眩しく輝いた...");
-#else
- msg_print("It shines brightly...");
-#endif
+ msg_print(_("眩しく輝いた...", "It shines brightly..."));
map_area(DETECT_RAD_MAP);
lite_area(damroll(2, 15), 3);
break;
case ACT_DETECT_ALL:
{
-#ifdef JP
- msg_print("白く明るく輝いている...");
- msg_print("心にイメージが浮かんできた...");
-#else
- msg_print("It glows bright white...");
- msg_print("An image forms in your mind...");
-#endif
+ msg_print(_("白く明るく輝いている...", "It glows bright white..."));
+ msg_print(_("心にイメージが浮かんできた...", "An image forms in your mind..."));
detect_all(DETECT_RAD_DEFAULT);
break;
}
case ACT_DETECT_XTRA:
{
-#ifdef JP
- msg_print("明るく輝いている...");
-#else
- msg_print("It glows brightly...");
-#endif
+ msg_print(_("明るく輝いている...", "It glows brightly..."));
detect_all(DETECT_RAD_DEFAULT);
probing();
identify_fully(FALSE);
case ACT_ID_FULL:
{
-#ifdef JP
- msg_print("黄色く輝いている...");
-#else
- msg_print("It glows yellow...");
-#endif
+ msg_print(_("黄色く輝いている...", "It glows yellow..."));
identify_fully(FALSE);
break;
}
case ACT_RUNE_EXPLO:
{
-#ifdef JP
- msg_print("明るい赤色に輝いている...");
-#else
- msg_print("It glows bright red...");
-#endif
+ msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
explosive_rune();
break;
}
case ACT_RUNE_PROT:
{
-#ifdef JP
- msg_print("ブルーに明るく輝いている...");
-#else
- msg_print("It glows light blue...");
-#endif
+ msg_print(_("ブルーに明るく輝いている...", "It glows light blue..."));
warding_glyph();
break;
}
case ACT_DEST_DOOR:
{
-#ifdef JP
- msg_print("明るい赤色に輝いている...");
-#else
- msg_print("It glows bright red...");
-#endif
+ msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
destroy_doors_touch();
break;
}
case ACT_STONE_MUD:
{
-#ifdef JP
- msg_print("鼓動している...");
-#else
- msg_print("It pulsates...");
-#endif
+ msg_print(_("鼓動している...", "It pulsates..."));
if (!get_aim_dir(&dir)) return FALSE;
wall_to_mud(dir, 20 + randint1(30));
break;
case ACT_ALCHEMY:
{
-#ifdef JP
- msg_print("明るい黄色に輝いている...");
-#else
- msg_print("It glows bright yellow...");
-#endif
+ msg_print(_("明るい黄色に輝いている...", "It glows bright yellow..."));
(void)alchemy();
break;
}
case ACT_DIM_DOOR:
{
-#ifdef JP
- msg_print("次元の扉が開いた。目的地を選んで下さい。");
-#else
- msg_print("You open a dimensional gate. Choose a destination.");
-#endif
+ msg_print(_("次元の扉が開いた。目的地を選んで下さい。", "You open a dimensional gate. Choose a destination."));
if (!dimension_door()) return FALSE;
break;
}
case ACT_TELEPORT:
{
-#ifdef JP
- msg_print("周りの空間が歪んでいる...");
-#else
- msg_print("It twists space around you...");
-#endif
+ msg_print(_("周りの空間が歪んでいる...", "It twists space around you..."));
teleport_player(100, 0L);
break;
}
case ACT_RECALL:
{
-#ifdef JP
- msg_print("やわらかな白色に輝いている...");
-#else
- msg_print("It glows soft white...");
-#endif
+ msg_print(_("やわらかな白色に輝いている...", "It glows soft white..."));
if (!word_of_recall()) return FALSE;
break;
}
case ACT_JUDGE:
{
-#ifdef JP
- msg_format("%sは赤く明るく光った!", name);
-#else
- msg_format("The %s flashes bright red!", name);
-#endif
+ msg_format(_("%sは赤く明るく光った!", "The %s flashes bright red!"), name);
chg_virtue(V_KNOWLEDGE, 1);
chg_virtue(V_ENLIGHTEN, 1);
wiz_lite(FALSE);
-#ifdef JP
- msg_format("%sはあなたの体力を奪った...", name);
- take_hit(DAMAGE_LOSELIFE, damroll(3,8), "審判の宝石", -1);
-#else
- msg_format("The %s drains your vitality...", name);
- take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
-#endif
+
+ msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
+ take_hit(DAMAGE_LOSELIFE, damroll(3,8), _("審判の宝石", "the Jewel of Judgement"), -1);
+
(void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
-#ifdef JP
- if (get_check("帰還の力を使いますか?"))
-#else
- if (get_check("Activate recall? "))
-#endif
+
+ if (get_check(_("帰還の力を使いますか?", "Activate recall? ")))
{
(void)word_of_recall();
}
case ACT_TELEKINESIS:
{
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_format("%sを伸ばした。", name);
-#else
- msg_format("You stretched your %s.", name);
-#endif
+ msg_format(_("%sを伸ばした。", "You stretched your %s."), name);
fetch(dir, 500, TRUE);
break;
}
int i;
monster_type *m_ptr;
monster_race *r_ptr;
-#ifdef JP
- msg_print("奇妙な場所が頭の中に浮かんだ...");
-#else
- msg_print("Some strange places show up in your mind. And you see ...");
-#endif
+ msg_print(_("奇妙な場所が頭の中に浮かんだ...", "Some strange places show up in your mind. And you see ..."));
/* Process the monsters (backwards) */
for (i = m_max - 1; i >= 1; i--)
{
if(r_ptr->flags1 & RF1_UNIQUE)
{
-#ifdef JP
- msg_format("%s. ",r_name + r_ptr->name);
-#else
- msg_format("%s. ",r_name + r_ptr->name);
-#endif
+ msg_format(_("%s. ", "%s. "),r_name + r_ptr->name);
}
}
break;
(void)stair_creation();
break;
default:
-#ifdef JP
- if (get_check("この階を去りますか?"))
-#else
- if (get_check("Leave this level? "))
-#endif
+ if (get_check(_("この階を去りますか?", "Leave this level? ")))
{
if (autosave_l) do_cmd_save_game(TRUE);
case ACT_DISP_CURSE_XTRA:
{
-#ifdef JP
- msg_format("%sが真実を照らし出す...", name);
-#else
- msg_format("The %s exhibits the truth...", name);
-#endif
+ msg_format(_("%sが真実を照らし出す...", "The %s exhibits the truth..."), name);
if (remove_all_curse())
{
-#ifdef JP
- msg_print("誰かに見守られているような気がする。");
-#else
- msg_print("You feel as if someone is watching over you.");
-#endif
+ msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
}
(void)probing();
break;
case ACT_BRAND_FIRE_BOLTS:
{
-#ifdef JP
- msg_format("%sが深紅に輝いた...", name);
-#else
- msg_format("Your %s glows deep red...", name);
-#endif
+ msg_format(_("%sが深紅に輝いた...", "Your %s glows deep red..."), name);
(void)brand_bolts();
break;
}
case ACT_RECHARGE_XTRA:
{
-#ifdef JP
- msg_format("%sが白く輝いた...", name);
-#else
- msg_format("The %s gleams with blinding light...", name);
-#endif
+ msg_format(_("%sが白く輝いた...", "The %s gleams with blinding light..."), name);
if (!recharge(1000)) return FALSE;
break;
}
case ACT_LORE:
{
-#ifdef JP
- msg_print("石が隠された秘密を写し出した...");
-#else
- msg_print("The stone reveals hidden mysteries...");
-#endif
+ msg_print(_("石が隠された秘密を写し出した...", "The stone reveals hidden mysteries..."));
if (!ident_spell(FALSE)) return FALSE;
if (mp_ptr->spell_book)
p_ptr->csp_frac = 0;
/* Message */
-#ifdef JP
- msg_print("石を制御できない!");
-#else
- msg_print("You are too weak to control the stone!");
-#endif
+ msg_print(_("石を制御できない!", "You are too weak to control the stone!"));
/* Hack -- Bypass free action */
(void)set_paralyzed(p_ptr->paralyzed +
randint1(5 * oops + 1));
/* Redraw mana */
p_ptr->redraw |= (PR_MANA);
}
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "危険な秘密", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
-#endif
+ take_hit(DAMAGE_LOSELIFE, damroll(1, 12), _("危険な秘密", "perilous secrets"), -1);
/* Confusing. */
if (one_in_(5)) (void)set_confused(p_ptr->confused +
randint1(10));
/* Exercise a little care... */
if (one_in_(20))
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "危険な秘密", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
-#endif
+ take_hit(DAMAGE_LOSELIFE, damroll(4, 10), _("危険な秘密", "perilous secrets"), -1);
break;
}
case ACT_SHIKOFUMI:
{
-#ifdef JP
- msg_print("力強く四股を踏んだ。");
-#else
- msg_print("You stamp. (as if you are in a ring.)");
-#endif
+ msg_print(_("力強く四股を踏んだ。", "You stamp. (as if you are in a ring.)"));
(void)set_afraid(0);
(void)set_hero(randint1(20) + 20, FALSE);
dispel_evil(p_ptr->lev * 3);
case ACT_ULTIMATE_RESIST:
{
- int v = randint1(25)+25;
+ TIME_EFFECT v = randint1(25)+25;
(void)set_afraid(0);
(void)set_hero(v, FALSE);
(void)hp_player(10);
/* Unique activation */
case ACT_CAST_OFF:
{
- int inv, o_idx, t;
+ int inv, t;
+ OBJECT_IDX o_idx;
char o_name[MAX_NLEN];
object_type forge;
object_copy(&forge, o_ptr);
inven_item_increase(inv, (0 - o_ptr->number));
inven_item_optimize(inv);
- o_idx = drop_near(&forge, 0, py, px);
+ o_idx = drop_near(&forge, 0, p_ptr->y, p_ptr->x);
o_ptr = &o_list[o_idx];
object_desc(o_name, o_ptr, OD_NAME_ONLY);
(void)set_shero(p_ptr->shero + t, FALSE);
if (p_ptr->pclass == CLASS_FORCETRAINER)
{
- p_ptr->magic_num1[0] = plev * 5 + 190;
+ P_PTR_KI = plev * 5 + 190;
msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
}
{
msg_print(_("あなたは妖刀に魅入られた…", "You are enchanted by cursed blade..."));
msg_print(_("「狂ほしく 血のごとき 月はのぼれり 秘めおきし 魔剣 いずこぞや」", "'Behold the blade arts.'"));
- massacre(py, px);
+ massacre();
break;
}
case ACT_GRAND_CROSS:
{
msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
- project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
+ project(0, 8, p_ptr->y, p_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
break;
}
case ACT_TELEPORT_LEVEL:
{
-#ifdef JP
- if (!get_check("本当に他の階にテレポートしますか?")) return FALSE;
-#else
- if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
-#endif
+ if (!get_check(_("本当に他の階にテレポートしますか?", "Are you sure? (Teleport Level)"))) return FALSE;
teleport_level(0);
break;
}
case ACT_STRAIN_HASTE:
{
int t;
-#ifdef JP
- msg_format("%sはあなたの体力を奪った...", name);
- take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "加速した疲労", -1);
-#else
- msg_format("The %s drains your vitality...", name);
- take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1);
-#endif
+ msg_format(_("%sはあなたの体力を奪った...", "The %s drains your vitality..."), name);
+ take_hit(DAMAGE_LOSELIFE, damroll(3, 8), _("加速した疲労", "the strain of haste"), -1);
t = 25 + randint1(25);
(void)set_fast(p_ptr->fast + t, FALSE);
break;
int x, y;
if (!get_rep_dir2(&dir)) return FALSE;
- y = py+ddy[dir];
- x = px+ddx[dir];
+ y = p_ptr->y+ddy[dir];
+ x = p_ptr->x+ddx[dir];
tsuri_dir = dir;
if (!cave_have_flag_bold(y, x, FF_WATER))
{
-#ifdef JP
- msg_print("そこは水辺ではない。");
-#else
- msg_print("There is no fishing place.");
-#endif
+ msg_print(_("そこは水辺ではない。", "There is no fishing place."));
return FALSE;
}
else if (cave[y][x].m_idx)
{
char m_name[80];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
-#ifdef JP
- msg_format("%sが邪魔だ!", m_name);
-#else
- msg_format("%^s is stand in your way.", m_name);
-#endif
- energy_use = 0;
+ msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
+ p_ptr->energy_use = 0;
return FALSE;
}
set_action(ACTION_FISH);
{
int count = 0, i;
monster_type *m_ptr;
-#ifndef JP
cptr kakusan = "";
-#endif
- if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
+
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_SUKE, PM_FORCE_PET))
{
-#ifdef JP
- msg_print("『助さん』が現れた。");
-#else
- msg_print("Suke-san apperars.");
+ msg_print(_("『助さん』が現れた。", "Suke-san apperars."));
kakusan = "Suke-san";
-#endif
count++;
}
- if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
+ if (summon_named_creature(0, p_ptr->y, p_ptr->x, MON_KAKU, PM_FORCE_PET))
{
-#ifdef JP
- msg_print("『格さん』が現れた。");
-#else
- msg_print("Kaku-san appears.");
+ msg_print(_("『格さん』が現れた。", "Kaku-san appears."));
kakusan = "Kaku-san";
-#endif
count++;
}
if (!count)
m_ptr = &m_list[i];
if (!m_ptr->r_idx) continue;
if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
- if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
- if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
+ if (!los(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
+ if (!projectable(m_ptr->fy, m_ptr->fx, p_ptr->y, p_ptr->x)) continue;
count++;
break;
}
if (count)
{
-#ifdef JP
- msg_print("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」");
-#else
- msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
-#endif
+ msg_format(_("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」",
+ "%^s says 'WHO do you think this person is! Bow your head, down your knees!'"), kakusan);
sukekaku = TRUE;
stun_monsters(120);
confuse_monsters(120);
}
else
{
-#ifdef JP
- msg_print("しかし、何も起きなかった。");
-#else
- msg_print("Nothing happen.");
-#endif
+ msg_print(_("しかし、何も起きなかった。", "Nothing happen."));
}
break;
}
{
/* Only for Muramasa */
if (o_ptr->name1 != ART_MURAMASA) return FALSE;
-#ifdef JP
- if (get_check("本当に使いますか?"))
-#else
- if (get_check("Are you sure?!"))
-#endif
+ if (get_check(_("本当に使いますか?", "Are you sure?!")))
{
-#ifdef JP
- msg_print("村正が震えた...");
-#else
- msg_print("The Muramasa pulsates...");
-#endif
+ msg_print(_("村正が震えた...", "The Muramasa pulsates..."));
do_inc_stat(A_STR);
if (one_in_(2))
{
-#ifdef JP
- msg_print("村正は壊れた!");
-#else
- msg_print("The Muramasa is destroyed!");
-#endif
+ msg_print(_("村正は壊れた!", "The Muramasa is destroyed!"));
curse_weapon_object(TRUE, o_ptr);
}
}
{
/* Only for Bloody Moon */
if (o_ptr->name1 != ART_BLOOD) return FALSE;
-#ifdef JP
- msg_print("鎌が明るく輝いた...");
-#else
- msg_print("Your scythe glows brightly!");
-#endif
+ msg_print(_("鎌が明るく輝いた...", "Your scythe glows brightly!"));
get_bloody_moon_flags(o_ptr);
if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
p_ptr->update |= (PU_BONUS | PU_HP);
/* Only for Crimson */
if (o_ptr->name1 != ART_CRIMSON) return FALSE;
-#ifdef JP
- msg_print("せっかくだから『クリムゾン』をぶっぱなすぜ!");
-#else
- msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
-#endif
+ msg_print(_("せっかくだから『クリムゾン』をぶっぱなすぜ!", "I'll fire CRIMSON! SEKKAKUDAKARA!"));
if (!get_aim_dir(&dir)) return FALSE;
/* Use the given direction */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
+ tx = p_ptr->x + 99 * ddx[dir];
+ ty = p_ptr->y + 99 * ddy[dir];
/* Hack -- Use an actual "target" */
if ((dir == 5) && target_okay())
default:
{
-#ifdef JP
- msg_format("Unknown activation effect: %d.", act_ptr->index);
-#else
- msg_format("Unknown activation effect: %d.", act_ptr->index);
-#endif
+ msg_format(_("Unknown activation effect: %d.", "Unknown activation effect: %d."), act_ptr->index);
return FALSE;
}
}
/* Set activation timeout */
if (act_ptr->timeout.constant >= 0) {
- o_ptr->timeout = act_ptr->timeout.constant;
+ o_ptr->timeout = (s16b)act_ptr->timeout.constant;
if (act_ptr->timeout.dice > 0) {
o_ptr->timeout += randint1(act_ptr->timeout.dice);
}
* @attention この処理はdrop_near()内で普通の固定アーティファクトが重ならない性質に依存する.
* 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
* drop_near()関数の返り値は信用できなくなる.
-
*/
bool create_named_art(int a_idx, int y, int x)
{
object_type forge;
object_type *q_ptr;
- int i;
+ IDX i;
artifact_type *a_ptr = &a_info[a_idx];
object_prep(q_ptr, i);
/* Save the name */
- q_ptr->name1 = a_idx;
+ q_ptr->name1 = (byte_hack)a_idx;
/* Extract the fields */
q_ptr->pval = a_ptr->pval;
/* Drop the artifact from heaven */
return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
}
+/*対邪平均ダメージの計算処理*/
+int calc_arm_avgdamage(object_type *o_ptr)
+{
+ u32b flgs[TR_FLAG_SIZE];
+ object_flags(o_ptr, flgs);
+
+ HIT_POINT dam, base, s_evil, forced, vorpal;
+ dam = base = s_evil = forced = vorpal = 0;
+
+ dam = base = (o_ptr->dd * o_ptr->ds + o_ptr->dd) / 2;
+
+ if(have_flag(flgs, TR_KILL_EVIL))
+ {
+ dam = s_evil = dam * 7 / 2;
+ }
+ else if(!have_flag(flgs, TR_KILL_EVIL) && have_flag(flgs, TR_SLAY_EVIL))
+ {
+ dam = s_evil = dam * 2;
+ }
+ else s_evil = dam;
+
+ if (have_flag(flgs, TR_FORCE_WEAPON))
+ {
+ dam = forced = dam * 3 / 2 + (o_ptr->dd * o_ptr->ds + o_ptr->dd);
+ }
+ else forced = dam;
+
+ if(have_flag(flgs, TR_VORPAL))
+ {
+ dam = vorpal = dam * 11 / 9;
+ }
+ else vorpal = dam;
+
+ dam = dam + o_ptr->to_d;
+
+ msg_format_wizard(CHEAT_OBJECT,"素:%d> 対邪:%d> 理力:%d> 切:%d> 最終:%d",
+ base, s_evil, forced, vorpal, dam);
+
+ return(dam);
+}
+
+static int suppression_evil_dam(object_type *o_ptr)
+{
+ int num = FALSE;
+ u32b flgs[TR_FLAG_SIZE];
+ object_flags(o_ptr, flgs);
+
+ if (have_flag(flgs, TR_VAMPIRIC))
+ {
+ if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 52))
+ {
+ num = TRUE;
+ }
+ else if(have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 43))
+ {
+ num = TRUE;
+ }
+ else if( have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 33))
+ {
+ num = TRUE;
+ }
+ else if (calc_arm_avgdamage(o_ptr) > 63)
+ {
+ num = TRUE;
+ }
+ }
+ else
+ {
+ if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 1) && (calc_arm_avgdamage(o_ptr) > 65))
+ {
+ num = TRUE;
+ }
+ else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 2) && (calc_arm_avgdamage(o_ptr) > 52))
+ {
+ num = TRUE;
+ }
+ else if (have_flag(flgs, TR_BLOWS) && (o_ptr->pval == 3) && (calc_arm_avgdamage(o_ptr) > 40))
+ {
+ num = TRUE;
+ }
+ else if (calc_arm_avgdamage(o_ptr) > 75)
+ {
+ num = TRUE;
+ }
+ }
+ return(num);
+}
+
+static int weakening_artifact(object_type *o_ptr)
+{
+ KIND_OBJECT_IDX k_idx = lookup_kind(o_ptr->sval, o_ptr->tval);
+ object_kind *k_ptr = &k_info[k_idx];
+
+ if ((k_ptr->dd < o_ptr->dd) || (k_ptr->ds < o_ptr->ds))
+ {
+ int pre_dd = o_ptr->dd;
+ int pre_ds = o_ptr->ds;
+
+ if (o_ptr->dd > o_ptr->ds)
+ {
+ o_ptr->dd--;
+ }
+ else
+ {
+ o_ptr->ds--;
+ }
+
+ msg_format_wizard(CHEAT_OBJECT,
+ _("ダイスが抑制されました。%dd%d -> %dd%d", "Dice Supress %dd%d -> %dd%d"),
+ pre_dd, pre_ds, o_ptr->dd, o_ptr->ds);
+ return 1;
+ }
+
+ if (o_ptr->to_d > 10)
+ {
+ int pre_damage = o_ptr->to_d;
+
+ o_ptr->to_d = o_ptr->to_d - damroll(1, 6);
+ if (o_ptr->to_d < 10)
+ {
+ o_ptr->to_d = 10;
+ }
+
+ msg_format_wizard(CHEAT_OBJECT,
+ _("ダメージ修正が抑制されました。 %d -> %d", "Plus-Damage Supress %d -> %d"),
+ pre_damage, o_ptr->to_d);
+
+ return 1;
+ }
+ return 0;
+}
\ No newline at end of file