-/* File: cmd2.c */
-
-/*
+/*!
+ * @file cmd2.c
+ * @brief プレイヤーのコマンド処理2 / Movement commands (part 2)
+ * @date 2014/01/02
+ * @author
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
*
* This software may be copied and distributed for educational, research,
* are included in all such copies. Other copyrights may also apply.
*/
-/* Purpose: Movement commands (part 2) */
-
#include "angband.h"
-/*
- * Go up one level
+/*!
+ * @brief フロア脱出時に出戻りが不可能だった場合に警告を加える処理
+ * @param down_stair TRUEならば階段を降りる処理、FALSEなら階段を昇る処理による内容
+ * @return フロア移動を実際に行うならTRUE、キャンセルする場合はFALSE
+ */
+bool confirm_leave_level(bool down_stair)
+{
+ quest_type *q_ptr = &quest[p_ptr->inside_quest];
+
+ /* Confirm leaving from once only quest */
+ if (confirm_quest && p_ptr->inside_quest &&
+ (q_ptr->type == QUEST_TYPE_RANDOM ||
+ (q_ptr->flags & QUEST_FLAG_ONCE &&
+ q_ptr->status != QUEST_STATUS_COMPLETED) ||
+ (q_ptr->flags & QUEST_FLAG_TOWER &&
+ ((q_ptr->status != QUEST_STATUS_STAGE_COMPLETED) ||
+ (down_stair && (quest[QUEST_TOWER1].status != QUEST_STATUS_COMPLETED))))))
+ {
+#ifdef JP
+ msg_print("この階を一度去ると二度と戻って来られません。");
+ if (get_check("本当にこの階を去りますか?")) return TRUE;
+#else
+ msg_print("You can't come back here once you leave this floor.");
+ if (get_check("Really leave this floor? ")) return TRUE;
+#endif
+ }
+ else
+ {
+ return TRUE;
+ }
+ return FALSE;
+}
+
+/*!
+ * @brief 階段を使って階層を昇る処理 / Go up one level
+ * @return なし
*/
void do_cmd_go_up(void)
{
bool go_up = FALSE;
- cave_type *c_ptr;
+
+ /* Player grid */
+ cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
int up_num = 0;
if (p_ptr->special_defense & KATA_MUSOU)
set_action(ACTION_NONE);
}
- /* Player grid */
- c_ptr = &cave[py][px];
+ /* Verify stairs */
+ if (!have_flag(f_ptr->flags, FF_LESS))
+ {
+ msg_print(_("ここには上り階段が見当たらない。", "I see no up staircase here."));
+ return;
+ }
/* Quest up stairs */
- if (c_ptr->feat == FEAT_QUEST_UP)
+ if (have_flag(f_ptr->flags, FF_QUEST))
{
+ /* Cancel the command */
+ if (!confirm_leave_level(FALSE)) return;
+
+
/* Success */
#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+ msg_print("なんだこの階段は!");
else
- msg_print("¾å¤Î³¬¤ËÅФä¿¡£");
+ msg_print("上の階に登った。");
#else
msg_print("You enter the up staircase.");
#endif
/* Activate the quest */
if (!quest[p_ptr->inside_quest].status)
{
+ if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
+ {
+ init_flags = INIT_ASSIGN;
+ process_dungeon_file("q_info.txt", 0, 0, 0, 0);
+ }
quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
}
/* Leaving */
p_ptr->leaving = TRUE;
- p_ptr->leftbldg = TRUE;
p_ptr->oldpx = 0;
p_ptr->oldpy = 0;
+
+ /* Hack -- take a turn */
+ p_ptr->energy_use = 100;
/* End the command */
return;
}
- /* Normal up stairs? */
- if (c_ptr->feat != FEAT_LESS && c_ptr->feat != FEAT_LESS_LESS)
- {
-#ifdef JP
- msg_print("¤³¤³¤Ë¤Ï¾å¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
- msg_print("I see no up staircase here.");
-#endif
-
- return;
- }
-
if (!dun_level)
{
go_up = TRUE;
}
else
{
- quest_type *q_ptr = &quest[p_ptr->inside_quest];
-
- /* Confirm leaving from once only quest */
- if (confirm_quest && p_ptr->inside_quest &&
- (q_ptr->type == QUEST_TYPE_RANDOM ||
- (q_ptr->flags & QUEST_FLAG_ONCE &&
- q_ptr->status != QUEST_STATUS_COMPLETED)))
- {
-#ifdef JP
- msg_print("¤³¤Î³¬¤ò°ìÅÙµî¤ë¤ÈÆóÅÙ¤ÈÌá¤Ã¤ÆÍè¤é¤ì¤Þ¤»¤ó¡£");
- if (get_check("ËÜÅö¤Ë¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©")) go_up = TRUE;
-#else
- msg_print("You can't come back here once you leave this floor.");
- if (get_check("Really leave this floor? ")) go_up = TRUE;
-#endif
- }
- else
- {
- go_up = TRUE;
- }
+ go_up = confirm_leave_level(FALSE);
}
/* Cancel the command */
if (!go_up) return;
/* Hack -- take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (autosave_l) do_cmd_save_game(TRUE);
- if (p_ptr->inside_quest)
+ /* For a random quest */
+ if (p_ptr->inside_quest &&
+ quest[p_ptr->inside_quest].type == QUEST_TYPE_RANDOM)
{
leave_quest_check();
- if (quest[leaving_quest].type != QUEST_TYPE_RANDOM)
- {
- p_ptr->inside_quest = c_ptr->special;
- dun_level = 0;
- }
- else
- {
- p_ptr->inside_quest = 0;
- }
+ p_ptr->inside_quest = 0;
+ }
+ /* For a fixed quest */
+ if (p_ptr->inside_quest &&
+ quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
+ {
+ leave_quest_check();
+
+ p_ptr->inside_quest = c_ptr->special;
+ dun_level = 0;
up_num = 0;
}
+
+ /* For normal dungeon and random quest */
else
{
/* New depth */
- if (c_ptr->feat == FEAT_LESS_LESS)
+ if (have_flag(f_ptr->flags, FF_SHAFT))
{
/* Create a way back */
- prepare_change_floor_mode(CFM_UP | CFM_SHAFT);
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP | CFM_SHAFT);
up_num = 2;
}
else
{
/* Create a way back */
- prepare_change_floor_mode(CFM_UP);
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_UP);
up_num = 1;
}
if (dun_level - up_num < d_info[dungeon_type].mindepth)
up_num = dun_level;
}
-
-#ifdef JP
- if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "³¬Ãʤò¾å¤Ã¤¿");
-#else
- if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, "climbed up the stairs to");
-#endif
+ if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
/* Success */
-#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+ msg_print(_("なんだこの階段は!", ""));
else if (up_num == dun_level)
- msg_print("ÃϾå¤ËÌá¤Ã¤¿¡£");
- else
- msg_print("³¬Ãʤò¾å¤Ã¤Æ¿·¤¿¤Ê¤ë̵ܤؤȤòƧ¤ßÆþ¤ì¤¿¡£");
-#else
- if (up_num == dun_level)
- msg_print("You go back to the surface.");
+ msg_print(_("地上に戻った。", "You go back to the surface."));
else
- msg_print("You enter a maze of up staircases.");
-#endif
+ msg_print(_("階段を上って新たなる迷宮へと足を踏み入れた。", "You enter a maze of up staircases."));
/* Leaving */
p_ptr->leaving = TRUE;
}
-/*
- * Go down one level
+/*!
+ * @brief 階段を使って階層を降りる処理 / Go down one level
+ * @return なし
*/
void do_cmd_go_down(void)
{
- cave_type *c_ptr;
+ /* Player grid */
+ cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
bool fall_trap = FALSE;
int down_num = 0;
set_action(ACTION_NONE);
}
- /* Player grid */
- c_ptr = &cave[py][px];
+ /* Verify stairs */
+ if (!have_flag(f_ptr->flags, FF_MORE))
+ {
+ msg_print(_("ここには下り階段が見当たらない。", "I see no down staircase here."));
+ return;
+ }
+
+ if (have_flag(f_ptr->flags, FF_TRAP)) fall_trap = TRUE;
- if (c_ptr->feat == (FEAT_TRAP_TRAPDOOR)) fall_trap = TRUE;
+ /* Quest entrance */
+ if (have_flag(f_ptr->flags, FF_QUEST_ENTER))
+ {
+ do_cmd_quest();
+ }
/* Quest down stairs */
- if (c_ptr->feat == FEAT_QUEST_DOWN)
+ else if (have_flag(f_ptr->flags, FF_QUEST))
{
+ /* Confirm Leaving */
+ if(!confirm_leave_level(TRUE)) return;
+
#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+ msg_print("なんだこの階段は!");
else
- msg_print("²¼¤Î³¬¤Ë¹ß¤ê¤¿¡£");
+ msg_print("下の階に降りた。");
#else
msg_print("You enter the down staircase.");
#endif
-
leave_quest_check();
+ leave_tower_check();
p_ptr->inside_quest = c_ptr->special;
/* Activate the quest */
if (!quest[p_ptr->inside_quest].status)
{
+ if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM)
+ {
+ init_flags = INIT_ASSIGN;
+ process_dungeon_file("q_info.txt", 0, 0, 0, 0);
+ }
quest[p_ptr->inside_quest].status = QUEST_STATUS_TAKEN;
}
/* Leaving */
p_ptr->leaving = TRUE;
- p_ptr->leftbldg = TRUE;
p_ptr->oldpx = 0;
p_ptr->oldpy = 0;
+
+
+ /* Hack -- take a turn */
+ p_ptr->energy_use = 100;
}
- /* Verify stairs */
- else if ((c_ptr->feat != FEAT_MORE) && (c_ptr->feat != FEAT_MORE_MORE) && (c_ptr->feat != FEAT_ENTRANCE) && !fall_trap)
- {
-#ifdef JP
- msg_print("¤³¤³¤Ë¤Ï²¼¤ê³¬Ãʤ¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
- msg_print("I see no down staircase here.");
-#endif
- return;
- }
else
{
+ int target_dungeon = 0;
+
if (!dun_level)
{
- if (ironman_downward && (c_ptr->special != DUNGEON_ANGBAND))
+ target_dungeon = have_flag(f_ptr->flags, FF_ENTRANCE) ? c_ptr->special : DUNGEON_ANGBAND;
+
+ if (ironman_downward && (target_dungeon != DUNGEON_ANGBAND))
{
-#ifdef JP
- msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÆþ¸ý¤ÏºÉ¤¬¤ì¤Æ¤¤¤ë¡ª");
-#else
- msg_print("The entrance of this dungeon is closed!");
-#endif
+ msg_print(_("ダンジョンの入口は塞がれている!", "The entrance of this dungeon is closed!"));
return;
}
- if (!max_dlv[c_ptr->special])
+ if (!max_dlv[target_dungeon])
{
-#ifdef JP
- msg_format("¤³¤³¤Ë¤Ï%s¤ÎÆþ¤ê¸ý(%d³¬ÁêÅö)¤¬¤¢¤ê¤Þ¤¹", d_name+d_info[c_ptr->special].name, d_info[c_ptr->special].mindepth);
- if (!get_check("ËÜÅö¤Ë¤³¤Î¥À¥ó¥¸¥ç¥ó¤ËÆþ¤ê¤Þ¤¹¤«¡©")) return;
-#else
- msg_format("There is the entrance of %s (Danger level: %d)", d_name+d_info[c_ptr->special].name, d_info[c_ptr->special].mindepth);
- if (!get_check("Do you really get in this dungeon? ")) return;
-#endif
+ msg_format(_("ここには%sの入り口(%d階相当)があります", "There is the entrance of %s (Danger level: %d)"),
+ d_name+d_info[target_dungeon].name, d_info[target_dungeon].mindepth);
+ if (!get_check(_("本当にこのダンジョンに入りますか?", "Do you really get in this dungeon? "))) return;
}
/* Save old player position */
- p_ptr->oldpx = px;
- p_ptr->oldpy = py;
- dungeon_type = (byte)c_ptr->special;
+ p_ptr->oldpx = p_ptr->x;
+ p_ptr->oldpy = p_ptr->y;
+ dungeon_type = (byte)target_dungeon;
+
+ /*
+ * Clear all saved floors
+ * and create a first saved floor
+ */
+ prepare_change_floor_mode(CFM_FIRST_FLOOR);
}
/* Hack -- take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
if (autosave_l) do_cmd_save_game(TRUE);
/* Go down */
- if (c_ptr->feat == FEAT_MORE_MORE) down_num += 2;
+ if (have_flag(f_ptr->flags, FF_SHAFT)) down_num += 2;
else down_num += 1;
-
if (!dun_level)
{
/* Enter the dungeon just now */
p_ptr->enter_dungeon = TRUE;
- down_num = d_info[c_ptr->special].mindepth;
+ down_num = d_info[dungeon_type].mindepth;
}
if (record_stair)
{
-#ifdef JP
- if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "Í¸Í¤ËÍî¤Á¤¿");
- else do_cmd_write_nikki(NIKKI_STAIR, down_num, "³¬Ãʤò²¼¤ê¤¿");
-#else
- if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, "fell through a trap door");
- else do_cmd_write_nikki(NIKKI_STAIR, down_num, "climbed down the stairs to");
-#endif
+ if (fall_trap) do_cmd_write_nikki(NIKKI_STAIR, down_num, _("落とし戸に落ちた", "fell through a trap door"));
+ else do_cmd_write_nikki(NIKKI_STAIR, down_num, _("階段を下りた", "climbed down the stairs to"));
}
if (fall_trap)
{
-#ifdef JP
- msg_print("¤ï¤¶¤ÈÍ¸Í¤ËÍî¤Á¤¿¡£");
-#else
- msg_print("You deliberately jump through the trap door.");
-#endif
+ msg_print(_("わざと落とし戸に落ちた。", "You deliberately jump through the trap door."));
}
else
{
/* Success */
- if(c_ptr->feat == FEAT_ENTRANCE)
+ if (target_dungeon)
{
-#ifdef JP
- msg_format("%s¤ØÆþ¤Ã¤¿¡£", d_text + d_info[dungeon_type].text);
-#else
- msg_format("You entered %s.", d_text + d_info[dungeon_type].text);
-#endif
+ msg_format(_("%sへ入った。", "You entered %s."), d_text + d_info[dungeon_type].text);
}
else
{
-#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("¤Ê¤ó¤À¤³¤Î³¬Ãʤϡª");
+ msg_print(_("なんだこの階段は!", ""));
else
- msg_print("³¬Ãʤò²¼¤ê¤Æ¿·¤¿¤Ê¤ë̵ܤؤȤòƧ¤ßÆþ¤ì¤¿¡£");
-#else
- msg_print("You enter a maze of down staircases.");
-#endif
+ msg_print(_("階段を下りて新たなる迷宮へと足を踏み入れた。", "You enter a maze of down staircases."));
}
}
if (fall_trap)
{
- prepare_change_floor_mode(CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_RAND_PLACE | CFM_RAND_CONNECT);
}
else
{
- if (c_ptr->feat == FEAT_MORE_MORE)
+ if (have_flag(f_ptr->flags, FF_SHAFT))
{
/* Create a way back */
- prepare_change_floor_mode(CFM_DOWN | CFM_SHAFT);
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN | CFM_SHAFT);
}
else
{
/* Create a way back */
- prepare_change_floor_mode(CFM_DOWN);
+ prepare_change_floor_mode(CFM_SAVE_FLOORS | CFM_DOWN);
}
}
}
}
-
-/*
- * Simple command to "search" for one turn
+/*!
+ * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn
+ * @return なし
*/
void do_cmd_search(void)
{
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Search */
search();
}
-/*
- * Determine if a grid contains a chest
+/*!
+ * @brief 該当のマスに存在している箱のオブジェクトIDを返す。
+ * @param y 走査対象にしたいマスのY座標
+ * @param x 走査対象にしたいマスのX座標
+ * @param trapped TRUEならばトラップが存在する箱のみ、FALSEならば空でない箱全てを対象にする
+ * @return 箱が存在する場合そのオブジェクトID、存在しない場合0を返す。
*/
-static s16b chest_check(int y, int x)
+static s16b chest_check(int y, int x, bool trapped)
{
cave_type *c_ptr = &cave[y][x];
next_o_idx = o_ptr->next_o_idx;
/* Skip unknown chests XXX XXX */
- /* if (!o_ptr->marked) continue; */
+ /* if (!(o_ptr->marked & OM_FOUND)) continue; */
- /* Check for chest */
- if (o_ptr->tval == TV_CHEST) return (this_o_idx);
+ /* Check for non empty chest */
+ if ((o_ptr->tval == TV_CHEST) &&
+ (((!trapped) && (o_ptr->pval)) || /* non empty */
+ ((trapped) && (o_ptr->pval > 0)))) /* trapped only */
+ {
+ return (this_o_idx);
+ }
}
/* No chest */
}
-/*
+/*!
+ * @brief 箱からアイテムを引き出す /
* Allocates objects upon opening a chest -BEN-
- *
+ * @param scatter TRUEならばトラップによるアイテムの拡散処理
+ * @param y 箱の存在するマスのY座標
+ * @param x 箱の存在するマスのX座標
+ * @param o_idx 箱のオブジェクトID
+ * @return なし
+ * @details
+ * <pre>
* Disperse treasures from the given chest, centered at (x,y).
*
* Small chests often contain "gold", while Large chests always contain
* and Steel chests contain 6 items. The "value" of the items in a
* chest is based on the "power" of the chest, which is in turn based
* on the level on which the chest is generated.
+ * </pre>
*/
static void chest_death(bool scatter, int y, int x, s16b o_idx)
{
}
-/*
+/*!
+ * @brief 箱のトラップ処理 /
* Chests have traps too.
- *
+ * @param y 箱の存在するマスのY座標
+ * @param x 箱の存在するマスのX座標
+ * @param o_idx 箱のオブジェクトID
+ * @return なし
+ * @details
+ * <pre>
* Exploding chest destroys contents (and traps).
* Note that the chest itself is never destroyed.
+ * </pre>
*/
static void chest_trap(int y, int x, s16b o_idx)
{
if (trap & (CHEST_LOSE_STR))
{
#ifdef JP
- msg_print("»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¾®¤µ¤Ê¿Ë¤Ë»É¤µ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
- take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "ÆÇ¿Ë", -1);
+ msg_print("仕掛けられていた小さな針に刺されてしまった!");
+ take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "毒針", -1);
#else
msg_print("A small needle has pricked you!");
take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
if (trap & (CHEST_LOSE_CON))
{
#ifdef JP
- msg_print("»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¾®¤µ¤Ê¿Ë¤Ë»É¤µ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
- take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "ÆÇ¿Ë", -1);
+ msg_print("仕掛けられていた小さな針に刺されてしまった!");
+ take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "毒針", -1);
#else
msg_print("A small needle has pricked you!");
take_hit(DAMAGE_NOESCAPE, damroll(1, 4), "a poison needle", -1);
/* Poison */
if (trap & (CHEST_POISON))
{
-#ifdef JP
- msg_print("ÆÍÇ¡¿á¤½Ð¤·¤¿Îп§¤Î¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("A puff of green gas surrounds you!");
-#endif
-
+ msg_print(_("突如吹き出した緑色のガスに包み込まれた!", "A puff of green gas surrounds you!"));
if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
{
(void)set_poisoned(p_ptr->poisoned + 10 + randint1(20));
/* Paralyze */
if (trap & (CHEST_PARALYZE))
{
-#ifdef JP
- msg_print("ÆÍÇ¡¿á¤½Ð¤·¤¿²«¿§¤¤¥¬¥¹¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("A puff of yellow gas surrounds you!");
-#endif
-
-
+ msg_print(_("突如吹き出した黄色いガスに包み込まれた!", "A puff of yellow gas surrounds you!"));
if (!p_ptr->free_act)
{
(void)set_paralyzed(p_ptr->paralyzed + 10 + randint1(20));
if (trap & (CHEST_SUMMON))
{
int num = 2 + randint1(3);
-#ifdef JP
- msg_print("ÆÍÇ¡¿á¤½Ð¤·¤¿±ì¤ËÊñ¤ß¹þ¤Þ¤ì¤¿¡ª");
-#else
- msg_print("You are enveloped in a cloud of smoke!");
-#endif
-
-
+ msg_print(_("突如吹き出した煙に包み込まれた!", "You are enveloped in a cloud of smoke!"));
for (i = 0; i < num; i++)
{
if (randint1(100)<dun_level)
- activate_hi_summon(py, px, FALSE);
+ activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
else
(void)summon_specific(0, y, x, mon_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
/* Elemental summon. */
if (trap & (CHEST_E_SUMMON))
{
-#ifdef JP
- msg_print("Êõ¤ò¼é¤ë¤¿¤á¤Ë¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿¡ª");
-#else
- msg_print("Elemental beings appear to protect their treasures!");
-#endif
+ msg_print(_("宝を守るためにエレメンタルが現れた!", "Elemental beings appear to protect their treasures!"));
for (i = 0; i < randint1(3) + 5; i++)
{
(void)summon_specific(0, y, x, mon_level, SUMMON_ELEMENTAL, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
/* Force clouds, then summon birds. */
if (trap & (CHEST_BIRD_STORM))
{
-#ifdef JP
- msg_print("Ä»¤Î·²¤ì¤¬¤¢¤Ê¤¿¤ò¼è¤ê´¬¤¤¤¿¡ª");
-#else
- msg_print("A storm of birds swirls around you!");
-#endif
+ msg_print(_("鳥の群れがあなたを取り巻いた!", "A storm of birds swirls around you!"));
for (i = 0; i < randint1(3) + 3; i++)
(void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
/* Summon demons. */
if (one_in_(4))
{
-#ifdef JP
- msg_print("±ê¤Èⲫ¤Î±À¤ÎÃæ¤Ë°Ë⤬»Ñ¤ò¸½¤·¤¿¡ª");
-#else
- msg_print("Demons materialize in clouds of fire and brimstone!");
-#endif
-
+ msg_print(_("炎と硫黄の雲の中に悪魔が姿を現した!", "Demons materialize in clouds of fire and brimstone!"));
for (i = 0; i < randint1(3) + 2; i++)
{
(void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
/* Summon dragons. */
else if (one_in_(3))
{
-#ifdef JP
- msg_print("°Å°Ç¤Ë¥É¥é¥´¥ó¤Î±Æ¤¬¤Ü¤ó¤ä¤ê¤È¸½¤ì¤¿¡ª");
-#else
- msg_print("Draconic forms loom out of the darkness!");
-#endif
-
+ msg_print(_("暗闇にドラゴンの影がぼんやりと現れた!", "Draconic forms loom out of the darkness!"));
for (i = 0; i < randint1(3) + 2; i++)
{
(void)summon_specific(0, y, x, mon_level, SUMMON_DRAGON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
/* Summon hybrids. */
else if (one_in_(2))
{
-#ifdef JP
- msg_print("´ñ̯¤Ê»Ñ¤Î²øʪ¤¬½±¤Ã¤ÆÍ褿¡ª");
-#else
- msg_print("Creatures strange and twisted assault you!");
-#endif
-
+ msg_print(_("奇妙な姿の怪物が襲って来た!", "Creatures strange and twisted assault you!"));
for (i = 0; i < randint1(5) + 3; i++)
{
(void)summon_specific(0, y, x, mon_level, SUMMON_HYBRID, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
/* Summon vortices (scattered) */
else
{
-#ifdef JP
- msg_print("±²´¬¤«¹çÂΤ·¡¢ÇËÎö¤·¤¿¡ª");
-#else
- msg_print("Vortices coalesce and wreak destruction!");
-#endif
-
+ msg_print(_("渦巻が合体し、破裂した!", "Vortices coalesce and wreak destruction!"));
for (i = 0; i < randint1(3) + 2; i++)
{
(void)summon_specific(0, y, x, mon_level, SUMMON_VORTEX, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
int nasty_tricks_count = 4 + randint0(3);
/* Message. */
-#ifdef JP
- msg_print("¶²¤·¤¤À¼¤¬¶Á¤¤¤¿: ¡Ö°Å°Ç¤¬Æò¤ò¤Ä¤Ä¤Þ¤ó¡ª¡×");
-#else
- msg_print("Hideous voices bid: 'Let the darkness have thee!'");
-#endif
-
+ msg_print(_("恐ろしい声が響いた: 「暗闇が汝をつつまん!」", "Hideous voices bid: 'Let the darkness have thee!'"));
/* This is gonna hurt... */
for (; nasty_tricks_count > 0; nasty_tricks_count--)
{
/* ...but a high saving throw does help a little. */
if (randint1(100+o_ptr->pval*2) > p_ptr->skill_sav)
{
-#ifdef JP
- if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "ÇËÌǤΥȥé¥Ã¥×¤ÎÊõÈ¢", -1);
-#else
- if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), "a chest dispel-player trap", -1);
-#endif
+ if (one_in_(6)) take_hit(DAMAGE_NOESCAPE, damroll(5, 20), _("破滅のトラップの宝箱", "a chest dispel-player trap"), -1);
else if (one_in_(5)) (void)set_cut(p_ptr->cut + 200);
else if (one_in_(4))
{
/* Aggravate monsters. */
if (trap & (CHEST_ALARM))
{
-#ifdef JP
- msg_print("¤±¤¿¤¿¤Þ¤·¤¤²»¤¬ÌĤê¶Á¤¤¤¿¡ª");
-#else
- msg_print("An alarm sounds!");
-#endif
+ msg_print(_("けたたましい音が鳴り響いた!", "An alarm sounds!"));
aggravate_monsters(0);
}
/* Explode */
if ((trap & (CHEST_EXPLODE)) && o_ptr->k_idx)
{
-#ifdef JP
- msg_print("ÆÍÁ³¡¢È¢¤¬Çúȯ¤·¤¿¡ª");
- msg_print("È¢¤ÎÃæ¤Îʪ¤Ï¤¹¤Ù¤ÆÊ´¡¹¤ËºÕ¤±»¶¤Ã¤¿¡ª");
-#else
- msg_print("There is a sudden explosion!");
- msg_print("Everything inside the chest is destroyed!");
-#endif
-
+ msg_print(_("突然、箱が爆発した!", "There is a sudden explosion!"));
+ msg_print(_("箱の中の物はすべて粉々に砕け散った!", "Everything inside the chest is destroyed!"));
o_ptr->pval = 0;
sound(SOUND_EXPLODE);
-#ifdef JP
- take_hit(DAMAGE_ATTACK, damroll(5, 8), "Çúȯ¤¹¤ëÈ¢", -1);
-#else
- take_hit(DAMAGE_ATTACK, damroll(5, 8), "an exploding chest", -1);
-#endif
-
+ take_hit(DAMAGE_ATTACK, damroll(5, 8), _("爆発する箱", "an exploding chest"), -1);
}
/* Scatter contents. */
if ((trap & (CHEST_SCATTER)) && o_ptr->k_idx)
{
-#ifdef JP
- msg_print("ÊõÈ¢¤ÎÃæ¿È¤Ï¥À¥ó¥¸¥ç¥ó¤¸¤å¤¦¤Ë»¶Í𤷤¿¡ª");
-#else
- msg_print("The contents of the chest scatter all over the dungeon!");
-#endif
+ msg_print(_("宝箱の中身はダンジョンじゅうに散乱した!", "The contents of the chest scatter all over the dungeon!"));
chest_death(TRUE, y, x, o_idx);
o_ptr->pval = 0;
}
}
-/*
+/*!
+ * @brief 箱を開けるコマンドのメインルーチン /
* Attempt to open the given chest at the given location
- *
+ * @param y 箱の存在するマスのY座標
+ * @param x 箱の存在するマスのX座標
+ * @param o_idx 箱のオブジェクトID
+ * @return 箱が開かなかった場合TRUE / Returns TRUE if repeated commands may continue
+ * @details
* Assume there is no monster blocking the destination
- *
- * Returns TRUE if repeated commands may continue
*/
static bool do_cmd_open_chest(int y, int x, s16b o_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Attempt to unlock it */
if (o_ptr->pval > 0)
/* Success -- May still have traps */
if (randint0(100) < j)
{
-#ifdef JP
- msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
-#else
- msg_print("You have picked the lock.");
-#endif
-
+ msg_print(_("鍵をはずした。", "You have picked the lock."));
gain_exp(1);
flag = TRUE;
}
/* We may continue repeating */
more = TRUE;
if (flush_failure) flush();
-#ifdef JP
- msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You failed to pick the lock.");
-#endif
+ msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
}
}
#if defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) /* TNB */
-/*
- * Return TRUE if the given feature is an open door
+/*!
+ * @brief 地形は開くものであって、かつ開かれているかを返す /
+ * Attempt to open the given chest at the given location
+ * @param feat 地形ID
+ * @return 開いた地形である場合TRUEを返す / Return TRUE if the given feature is an open door
*/
-static bool is_open(int feat)
+static bool is_open(IDX feat)
{
- return (feat == FEAT_OPEN);
+ return have_flag(f_info[feat].flags, FF_CLOSE) && (feat != feat_state(feat, FF_CLOSE));
}
-/*
- * Return the number of features around (or under) the character.
+/*!
+ * @brief プレイヤーの周辺9マスに該当する地形がいくつあるかを返す /
+ * Attempt to open the given chest at the given location
+ * @param y 該当する地形の中から1つのY座標を返す参照ポインタ
+ * @param x 該当する地形の中から1つのX座標を返す参照ポインタ
+ * @param test 地形条件を判定するための関数ポインタ
+ * @param under TRUEならばプレイヤーの直下の座標も走査対象にする
+ * @return 該当する地形の数
+ * @details Return the number of features around (or under) the character.
* Usually look for doors and floor traps.
*/
-static int count_dt(int *y, int *x, bool (*test)(int feat), bool under)
+static int count_dt(POSITION *y, POSITION *x, bool (*test)(IDX feat), bool under)
{
int d, count, xx, yy;
for (d = 0; d < 9; d++)
{
cave_type *c_ptr;
- byte feat;
+ s16b feat;
/* if not searching under player continue */
if ((d == 8) && !under) continue;
/* Extract adjacent (legal) location */
- yy = py + ddy_ddd[d];
- xx = px + ddx_ddd[d];
+ yy = p_ptr->y + ddy_ddd[d];
+ xx = p_ptr->x + ddx_ddd[d];
/* Get the cave */
c_ptr = &cave[yy][xx];
if (!(c_ptr->info & (CAVE_MARK))) continue;
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-
+ feat = get_feat_mimic(c_ptr);
+
/* Not looking for this feature */
if (!((*test)(feat))) continue;
}
-/*
+/*!
+ * @brief プレイヤーの周辺9マスに箱のあるマスがいくつあるかを返す /
* Return the number of chests around (or under) the character.
+ * @param y 該当するマスの中から1つのY座標を返す参照ポインタ
+ * @param x 該当するマスの中から1つのX座標を返す参照ポインタ
+ * @param trapped TRUEならばトラップの存在が判明している箱のみ対象にする
+ * @return 該当する地形の数
+ * @details
* If requested, count only trapped chests.
*/
-static int count_chests(int *y, int *x, bool trapped)
+static int count_chests(POSITION *y, POSITION *x, bool trapped)
{
- int d, count, o_idx;
+ int d, count;
+ IDX o_idx;
object_type *o_ptr;
for (d = 0; d < 9; d++)
{
/* Extract adjacent (legal) location */
- int yy = py + ddy_ddd[d];
- int xx = px + ddx_ddd[d];
+ int yy = p_ptr->y + ddy_ddd[d];
+ int xx = p_ptr->x + ddx_ddd[d];
/* No (visible) chest is there */
- if ((o_idx = chest_check(yy, xx)) == 0) continue;
+ if ((o_idx = chest_check(yy, xx, FALSE)) == 0) continue;
/* Grab the object */
o_ptr = &o_list[o_idx];
if (o_ptr->pval == 0) continue;
/* No (known) traps here */
- if (trapped && (!object_known_p(o_ptr) ||
+ if (trapped && (!object_is_known(o_ptr) ||
!chest_traps[o_ptr->pval])) continue;
/* OK */
}
-/*
+/*!
+ * @brief プレイヤーから指定の座標がどの方角にあるかを返す /
* Convert an adjacent location to a direction.
+ * @param y 方角を確認したY座標
+ * @param x 方角を確認したX座標
+ * @return 方向ID
*/
-static int coords_to_dir(int y, int x)
+static DIRECTION coords_to_dir(POSITION y, POSITION x)
{
int d[3][3] = { {7, 4, 1}, {8, 5, 2}, {9, 6, 3} };
int dy, dx;
- dy = y - py;
- dx = x - px;
+ dy = y - p_ptr->y;
+ dx = x - p_ptr->x;
/* Paranoia */
if (ABS(dx) > 1 || ABS(dy) > 1) return (0);
#endif /* defined(ALLOW_EASY_OPEN) || defined(ALLOW_EASY_DISARM) -- TNB */
-/*
+/*!
+ * @brief 「開ける」動作コマンドのサブルーチン /
* Perform the basic "open" command on doors
- *
+ * @param y 対象を行うマスのY座標
+ * @param x 対象を行うマスのX座標
+ * @return 実際に処理が行われた場合TRUEを返す。
+ * @details
* Assume destination is a closed/locked/jammed door
- *
* Assume there is no monster blocking the destination
- *
* Returns TRUE if repeated commands may continue
*/
static bool do_cmd_open_aux(int y, int x)
{
int i, j;
- cave_type *c_ptr;
+ /* Get requested grid */
+ cave_type *c_ptr = &cave[y][x];
+
+ feature_type *f_ptr = &f_info[c_ptr->feat];
bool more = FALSE;
/* Take a turn */
- energy_use = 100;
-
- /* Get requested grid */
- c_ptr = &cave[y][x];
+ p_ptr->energy_use = 100;
/* Seeing true feature code (ignore mimic) */
-
+
/* Jammed door */
- if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x08)
+ if (!have_flag(f_ptr->flags, FF_OPEN))
{
/* Stuck */
-#ifdef JP
- msg_print("¥É¥¢¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
- msg_print("The door appears to be stuck.");
-#endif
-
+ msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name);
}
/* Locked door */
- else if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x01)
+ else if (f_ptr->power)
{
/* Disarm factor */
i = p_ptr->skill_dis;
if (p_ptr->confused || p_ptr->image) i = i / 10;
/* Extract the lock power */
- j = c_ptr->feat - FEAT_DOOR_HEAD;
+ j = f_ptr->power;
/* Extract the difficulty XXX XXX XXX */
j = i - (j * 4);
if (randint0(100) < j)
{
/* Message */
-#ifdef JP
- msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
-#else
- msg_print("You have picked the lock.");
-#endif
-
+ msg_print(_("鍵をはずした。", "You have picked the lock."));
/* Open the door */
- cave_set_feat(y, x, FEAT_OPEN);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+ cave_alter_feat(y, x, FF_OPEN);
/* Sound */
sound(SOUND_OPENDOOR);
if (flush_failure) flush();
/* Message */
-#ifdef JP
- msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You failed to pick the lock.");
-#endif
-
+ msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
/* We may keep trying */
more = TRUE;
}
/* Closed door */
- else if (c_ptr->feat == FEAT_DOOR_HEAD)
+ else
{
/* Open the door */
- cave_set_feat(y, x, FEAT_OPEN);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+ cave_alter_feat(y, x, FF_OPEN);
/* Sound */
sound(SOUND_OPENDOOR);
return (more);
}
-
-
-/*
+/*!
+ * @brief 「開ける」コマンドのメインルーチン /
* Open a closed/locked/jammed door or a closed/locked chest.
- *
+ * @return なし
+ * @details
* Unlocking a locked door/chest is worth one experience point.
*/
void do_cmd_open(void)
{
- int y, x, dir;
-
- s16b o_idx;
+ POSITION y, x;
+ DIRECTION dir;
+ IDX o_idx;
bool more = FALSE;
/* Get a "repeated" direction */
if (get_rep_dir(&dir, TRUE))
{
- byte feat;
+ s16b feat;
cave_type *c_ptr;
/* Get requested location */
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
/* Get requested grid */
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-
+ feat = get_feat_mimic(c_ptr);
+
/* Check for chest */
- o_idx = chest_check(y, x);
+ o_idx = chest_check(y, x, FALSE);
/* Nothing useful */
- if (!is_closed_door(feat) && !o_idx)
+ if (!have_flag(f_info[feat].flags, FF_OPEN) && !o_idx)
{
/* Message */
-#ifdef JP
- msg_print("¤½¤³¤Ë¤Ï³«¤±¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
- msg_print("You see nothing there to open.");
-#endif
-
+ msg_print(_("そこには開けるものが見当たらない。", "You see nothing there to open."));
}
/* Monster in the way */
else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Message */
-#ifdef JP
- msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
-#else
- msg_print("There is a monster in the way!");
-#endif
-
-
+ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
+
/* Attack */
py_attack(y, x, 0);
}
-/*
+/*!
+ * @brief 「閉じる」動作コマンドのサブルーチン /
* Perform the basic "close" command
- *
+ * @param y 対象を行うマスのY座標
+ * @param x 対象を行うマスのX座標
+ * @return 実際に処理が行われた場合TRUEを返す。
+ * @details
* Assume destination is an open/broken door
- *
* Assume there is no monster blocking the destination
- *
* Returns TRUE if repeated commands may continue
*/
static bool do_cmd_close_aux(int y, int x)
{
- cave_type *c_ptr;
- bool more = FALSE;
+ /* Get grid and contents */
+ cave_type *c_ptr = &cave[y][x];
+ s16b old_feat = c_ptr->feat;
+ bool more = FALSE;
/* Take a turn */
- energy_use = 100;
-
- /* Get grid and contents */
- c_ptr = &cave[y][x];
+ p_ptr->energy_use = 100;
/* Seeing true feature code (ignore mimic) */
- /* Broken door */
- if (c_ptr->feat == FEAT_BROKEN)
- {
- /* Message */
-#ifdef JP
- msg_print("¥É¥¢¤Ï²õ¤ì¤Æ¤·¤Þ¤Ã¤Æ¤¤¤ë¡£");
-#else
- msg_print("The door appears to be broken.");
-#endif
-
- }
-
/* Open door */
- else if (c_ptr->feat == FEAT_OPEN)
+ if (have_flag(f_info[old_feat].flags, FF_CLOSE))
{
- /* Close the door */
- cave_set_feat(y, x, FEAT_DOOR_HEAD + 0x00);
+ s16b closed_feat = feat_state(old_feat, FF_CLOSE);
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+ /* Hack -- object in the way */
+ if ((c_ptr->o_idx || (c_ptr->info & CAVE_OBJECT)) &&
+ (closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
+ {
+ /* Message */
+ msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
+ }
+ else
+ {
+ /* Close the door */
+ cave_alter_feat(y, x, FF_CLOSE);
- /* Sound */
- sound(SOUND_SHUTDOOR);
+ /* Broken door */
+ if (old_feat == c_ptr->feat)
+ {
+ /* Message */
+ msg_print(_("ドアは壊れてしまっている。", "The door appears to be broken."));
+ }
+ else
+ {
+ /* Sound */
+ sound(SOUND_SHUTDOOR);
+ }
+ }
}
/* Result */
}
-/*
+/*!
+ * @brief 「閉じる」コマンドのメインルーチン /
* Close an open door.
+ * @return なし
+ * @details
+ * Unlocking a locked door/chest is worth one experience point.
*/
void do_cmd_close(void)
{
- int y, x, dir;
+ POSITION y, x;
+ DIRECTION dir;
bool more = FALSE;
if (get_rep_dir(&dir,FALSE))
{
cave_type *c_ptr;
- byte feat;
+ s16b feat;
/* Get requested location */
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
/* Get grid and contents */
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
-
+ feat = get_feat_mimic(c_ptr);
+
/* Require open/broken door */
- if ((feat != FEAT_OPEN) && (feat != FEAT_BROKEN))
+ if (!have_flag(f_info[feat].flags, FF_CLOSE))
{
/* Message */
-#ifdef JP
- msg_print("¤½¤³¤Ë¤ÏÊĤ¸¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
- msg_print("You see nothing there to close.");
-#endif
-
+ msg_print(_("そこには閉じるものが見当たらない。", "You see nothing there to close."));
}
/* Monster in the way */
else if (c_ptr->m_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Message */
-#ifdef JP
- msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
-#else
- msg_print("There is a monster in the way!");
-#endif
-
+ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
py_attack(y, x, 0);
}
-/*
+/*!
+ * @brief 「掘る」コマンドを該当のマスに行えるかの判定と結果メッセージの表示 /
* Determine if a given grid may be "tunneled"
+ * @param y 対象を行うマスのY座標
+ * @param x 対象を行うマスのX座標
+ * @return
*/
static bool do_cmd_tunnel_test(int y, int x)
{
+ cave_type *c_ptr = &cave[y][x];
+
/* Must have knowledge */
- if (!(cave[y][x].info & (CAVE_MARK)))
+ if (!(c_ptr->info & CAVE_MARK))
{
/* Message */
-#ifdef JP
- msg_print("¤½¤³¤Ë¤Ï²¿¤â¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
- msg_print("You see nothing there.");
-#endif
-
+ msg_print(_("そこには何も見当たらない。", "You see nothing there."));
/* Nope */
return (FALSE);
}
/* Must be a wall/door/etc */
- if (cave_floor_bold(y, x))
+ if (!cave_have_flag_grid(c_ptr, FF_TUNNEL))
{
/* Message */
-#ifdef JP
- msg_print("¤½¤³¤Ë¤Ï·¡¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
- msg_print("You see nothing there to tunnel.");
-#endif
-
+ msg_print(_("そこには掘るものが見当たらない。", "You see nothing there to tunnel."));
/* Nope */
return (FALSE);
}
-
-/*
- * Tunnel through wall. Assumes valid location.
- *
- * Note that it is impossible to "extend" rooms past their
- * outer walls (which are actually part of the room).
- *
- * This will, however, produce grids which are NOT illuminated
- * (or darkened) along with the rest of the room.
- */
-static bool twall(int y, int x, byte feat)
-{
- cave_type *c_ptr = &cave[y][x];
-
- /* Paranoia -- Require a wall or door or some such */
- if (cave_floor_bold(y, x)) return (FALSE);
-
- /* Forget the wall */
- c_ptr->info &= ~(CAVE_MARK);
-
- /* Remove the feature */
- cave_set_feat(y, x, feat);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MONSTERS | PU_MON_LITE);
-
- /* Result */
- return (TRUE);
-}
-
-
-
-/*
+/*!
+ * @brief 「掘る」動作コマンドのサブルーチン /
* Perform the basic "tunnel" command
- *
- * Assumes that the destination is a wall, a vein, a secret
- * door, or rubble.
- *
+ * @param y 対象を行うマスのY座標
+ * @param x 対象を行うマスのX座標
+ * @return 実際に処理が行われた場合TRUEを返す。
+ * @details
* Assumes that no monster is blocking the destination
- *
+ * Do not use twall anymore
* Returns TRUE if repeated commands may continue
*/
static bool do_cmd_tunnel_aux(int y, int x)
{
cave_type *c_ptr;
- byte feat;
-
+ feature_type *f_ptr, *mimic_f_ptr;
+ int power;
+ cptr name;
bool more = FALSE;
/* Verify legality */
if (!do_cmd_tunnel_test(y, x)) return (FALSE);
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Get grid */
c_ptr = &cave[y][x];
+ f_ptr = &f_info[c_ptr->feat];
+ power = f_ptr->power;
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ mimic_f_ptr = &f_info[get_feat_mimic(c_ptr)];
+
+ name = f_name + mimic_f_ptr->name;
/* Sound */
sound(SOUND_DIG);
- /* Titanium */
- if ((feat >= FEAT_PERM_EXTRA) &&
- (feat <= FEAT_PERM_SOLID))
- {
-#ifdef JP
- msg_print("¤³¤Î´ä¤Ï¹Å¤¹¤®¤Æ·¡¤ì¤Ê¤¤¤è¤¦¤À¡£");
-#else
- msg_print("This seems to be permanent rock.");
-#endif
-
- }
-
- /* Map border (mimiccing Permanent wall) */
- else if ((c_ptr->feat >= FEAT_PERM_EXTRA &&
- c_ptr->feat <= FEAT_PERM_SOLID) ||
- c_ptr->feat == FEAT_MOUNTAIN)
- {
-#ifdef JP
- msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤!");
-#else
- msg_print("You can't tunnel through that!");
-#endif
-
- }
-
- else if (feat == FEAT_TREES) /* -KMW- */
- {
- /* Chop Down */
- if ((p_ptr->skill_dig > 10 + randint0(400)) && twall(y, x, FEAT_GRASS))
- {
-#ifdef JP
- msg_print("ÌÚ¤òÀÚ¤êʧ¤Ã¤¿¡£");
-#else
- msg_print("You have cleared away the trees.");
-#endif
- chg_virtue(V_DILIGENCE, 1);
- chg_virtue(V_NATURE, -1);
- }
-
- /* Keep trying */
- else
- {
- /* We may continue chopping */
-#ifdef JP
- msg_print("ÌÚ¤òÀڤäƤ¤¤ë¡£");
-#else
- msg_print("You chop away at the tree.");
-#endif
-
- more = TRUE;
-
- /* Occasional Search XXX XXX */
- if (randint0(100) < 25) search();
- }
- }
-
-
- /* Granite */
- else if ((feat >= FEAT_WALL_EXTRA) &&
- (feat <= FEAT_WALL_SOLID))
+ if (have_flag(f_ptr->flags, FF_PERMANENT))
{
- /* Tunnel */
- if ((p_ptr->skill_dig > 40 + randint0(1600)) && twall(y, x, floor_type[randint0(100)]))
+ /* Titanium */
+ if (have_flag(mimic_f_ptr->flags, FF_PERMANENT))
{
-#ifdef JP
- msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
-#else
- msg_print("You have finished the tunnel.");
-#endif
- chg_virtue(V_DILIGENCE, 1);
- chg_virtue(V_NATURE, -1);
+ msg_print(_("この岩は硬すぎて掘れないようだ。", "This seems to be permanent rock."));
}
- /* Keep trying */
+ /* Map border (mimiccing Permanent wall) */
else
{
- /* We may continue tunelling */
-#ifdef JP
- msg_print("²ÖÖ¾´ä¤ÎÊɤ˷ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
-#else
- msg_print("You tunnel into the granite wall.");
-#endif
-
- more = TRUE;
+ msg_print(_("そこは掘れない!", "You can't tunnel through that!"));
}
}
-
- /* Quartz / Magma */
- else if ((feat >= FEAT_MAGMA) &&
- (feat <= FEAT_QUARTZ_K))
+ /* Dig or tunnel */
+ else if (have_flag(f_ptr->flags, FF_CAN_DIG))
{
- bool okay = FALSE;
- bool gold = FALSE;
- bool hard = FALSE;
-
- /* Found gold (ignore mimic; maybe a hidden treasure) */
- if (c_ptr->feat >= FEAT_MAGMA_H &&
- c_ptr->feat <= FEAT_QUARTZ_K) gold = TRUE;
-
- /* Extract "quartz" flag XXX XXX XXX */
- if ((feat - FEAT_MAGMA) & 0x01) hard = TRUE;
-
- /* Quartz */
- if (hard)
- {
- okay = (p_ptr->skill_dig > 20 + randint0(800));
- }
-
- /* Magma */
- else
- {
- okay = (p_ptr->skill_dig > 10 + randint0(400));
- }
-
- /* Success */
- if (okay && twall(y, x, floor_type[randint0(100)]))
- {
- /* Found treasure */
- if (gold)
- {
- /* Place some gold */
- place_gold(y, x);
-
- /* Message */
-#ifdef JP
- msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
-#else
- msg_print("You have found something!");
-#endif
-
- }
-
- /* Found nothing */
- else
- {
- /* Message */
-#ifdef JP
- msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
-#else
- msg_print("You have finished the tunnel.");
-#endif
- chg_virtue(V_DILIGENCE, 1);
- chg_virtue(V_NATURE, -1);
- }
- }
-
- /* Failure (quartz) */
- else if (hard)
- {
- /* Message, continue digging */
-#ifdef JP
- msg_print("ÀбѤιÛÌ®¤Ë·ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
-#else
- msg_print("You tunnel into the quartz vein.");
-#endif
-
- more = TRUE;
- }
-
- /* Failure (magma) */
- else
- {
- /* Message, continue digging */
-#ifdef JP
- msg_print("ÍÏ´ä¤Î¹ÛÌ®¤Ë·ê¤ò·¡¤Ã¤Æ¤¤¤ë¡£");
-#else
- msg_print("You tunnel into the magma vein.");
-#endif
-
- more = TRUE;
- }
- }
-
- /* Rubble */
- else if (feat == FEAT_RUBBLE)
- {
- /* Remove the rubble */
- if ((p_ptr->skill_dig > randint0(200)) && twall(y, x, floor_type[randint0(100)]))
+ /* Dig */
+ if (p_ptr->skill_dig > randint0(20 * power))
{
/* Message */
-#ifdef JP
- msg_print("´äÀФò¤¯¤º¤·¤¿¡£");
-#else
- msg_print("You have removed the rubble.");
-#endif
-
- /* Hack -- place an object */
- if (randint0(100) < (15 - dun_level/2))
- {
- /* Create a simple object */
- place_object(y, x, 0L);
+ msg_format(_("%sをくずした。", "You have removed the %s."), name);
- /* Observe new object */
- if (player_can_see_bold(y, x))
- {
-#ifdef JP
- msg_print("²¿¤«¤òȯ¸«¤·¤¿¡ª");
-#else
- msg_print("You have found something!");
-#endif
+ /* Remove the feature */
+ cave_alter_feat(y, x, FF_TUNNEL);
- }
- }
+ /* Update some things */
+ p_ptr->update |= (PU_FLOW);
}
-
else
{
/* Message, keep digging */
-#ifdef JP
- msg_print("´äÀФò¤¯¤º¤·¤Æ¤¤¤ë¡£");
-#else
- msg_print("You dig in the rubble.");
-#endif
-
+ msg_format(_("%sをくずしている。", "You dig into the %s."), name);
+
more = TRUE;
}
}
- /* Doors */
else
{
+ bool tree = have_flag(mimic_f_ptr->flags, FF_TREE);
+
/* Tunnel */
- if ((p_ptr->skill_dig > 30 + randint0(1200)) && twall(y, x, floor_type[randint1(100)]))
+ if (p_ptr->skill_dig > power + randint0(40 * power))
{
-#ifdef JP
- msg_print("·ê¤ò·¡¤ê½ª¤¨¤¿¡£");
-#else
- msg_print("You have finished the tunnel.");
-#endif
+ if (tree) msg_format(_("%sを切り払った。", "You have cleared away the %s."), name);
+ else
+ {
+ msg_print(_("穴を掘り終えた。", "You have finished the tunnel."));
+ p_ptr->update |= (PU_FLOW);
+ }
+
+ /* Sound */
+ if (have_flag(f_ptr->flags, FF_GLASS)) sound(SOUND_GLASS);
+
+ /* Remove the feature */
+ cave_alter_feat(y, x, FF_TUNNEL);
+ chg_virtue(V_DILIGENCE, 1);
+ chg_virtue(V_NATURE, -1);
}
/* Keep trying */
else
{
- /* We may continue tunelling */
-#ifdef JP
- msg_print("¥É¥¢¤Ë·ê¤ò³«¤±¤Æ¤¤¤ë¡£");
-#else
- msg_print("You tunnel into the door.");
-#endif
+ if (tree)
+ {
+ /* We may continue chopping */
+ msg_format(_("%sを切っている。", "You chop away at the %s."), name);
+ /* Occasional Search XXX XXX */
+ if (randint0(100) < 25) search();
+ }
+ else
+ {
+ /* We may continue tunelling */
+ msg_format(_("%sに穴を掘っている。", "You tunnel into the %s."), name);
+ }
more = TRUE;
}
}
/* Result */
- return (more);
+ return more;
}
-/*
+/*!
+ * @brief 「掘る」動作コマンドのメインルーチン /
* Tunnels through "walls" (including rubble and closed doors)
- *
+ * @return なし
+ * @details
+ * <pre>
* Note that you must tunnel in order to hit invisible monsters
* in walls, though moving into walls still takes a turn anyway.
*
* Digging is very difficult without a "digger" weapon, but can be
* accomplished by strong players using heavy weapons.
+ * </pre>
*/
void do_cmd_tunnel(void)
{
int y, x, dir;
cave_type *c_ptr;
- byte feat;
+ s16b feat;
bool more = FALSE;
if (get_rep_dir(&dir,FALSE))
{
/* Get location */
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
/* Get grid */
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
/* No tunnelling through doors */
- if (((feat >= FEAT_DOOR_HEAD) && (feat <= FEAT_DOOR_TAIL)) ||
- ((feat >= FEAT_BLDG_HEAD) && (feat <= FEAT_BLDG_TAIL)) ||
- ((feat >= FEAT_SHOP_HEAD) && (feat <= FEAT_SHOP_TAIL)) ||
- (feat == FEAT_MUSEUM))
+ if (have_flag(f_info[feat].flags, FF_DOOR))
{
/* Message */
-#ifdef JP
- msg_print("¥É¥¢¤Ï·¡¤ì¤Ê¤¤¡£");
-#else
- msg_print("You cannot tunnel through doors.");
-#endif
-
- }
-
- /* No tunnelling through air */
- else if (cave_floor_grid(c_ptr) || ((feat >= FEAT_MINOR_GLYPH) &&
- (feat <= FEAT_PATTERN_XTRA2)))
- {
- /* Message */
-#ifdef JP
- msg_print("¶õµ¤¤Ï·¡¤ì¤Ê¤¤¡£");
-#else
- msg_print("You cannot tunnel through air.");
-#endif
-
+ msg_print(_("ドアは掘れない。", "You cannot tunnel through doors."));
}
- /* No tunnelling through mountains */
- else if (feat == FEAT_MOUNTAIN)
+ /* No tunnelling through most features */
+ else if (!have_flag(f_info[feat].flags, FF_TUNNEL))
{
-#ifdef JP
- msg_print("¤½¤³¤Ï·¡¤ì¤Ê¤¤¡£");
-#else
- msg_print("You can't tunnel through that!");
-#endif
-
+ msg_print(_("そこは掘れない。", "You can't tunnel through that."));
}
/* A monster is in the way */
else if (c_ptr->m_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Message */
-#ifdef JP
- msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
-#else
- msg_print("There is a monster in the way!");
-#endif
-
+ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
py_attack(y, x, 0);
#ifdef ALLOW_EASY_OPEN /* TNB */
-/*
+/*!
+ * @brief 移動処理による簡易な「開く」処理 /
* easy_open_door --
- *
+ * @return 開く処理が実際に試みられた場合TRUEを返す
+ * @details
+ * <pre>
* If there is a jammed/closed/locked door at the given location,
* then attempt to unlock/open it. Return TRUE if an attempt was
* made (successful or not), otherwise return FALSE.
*
* The code here should be nearly identical to that in
* do_cmd_open_test() and do_cmd_open_aux().
+ * </pre>
*/
bool easy_open_door(int y, int x)
{
int i, j;
cave_type *c_ptr = &cave[y][x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
/* Must be a closed door */
- if (!((c_ptr->feat >= FEAT_DOOR_HEAD) &&
- (c_ptr->feat <= FEAT_DOOR_TAIL)))
+ if (!is_closed_door(c_ptr->feat))
{
/* Nope */
return (FALSE);
}
/* Jammed door */
- if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x08)
+ if (!have_flag(f_ptr->flags, FF_OPEN))
{
/* Stuck */
-#ifdef JP
- msg_print("¥É¥¢¤Ï¤¬¤Ã¤Á¤ê¤ÈÊĤ¸¤é¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
- msg_print("The door appears to be stuck.");
-#endif
+ msg_format(_("%sはがっちりと閉じられているようだ。", "The %s appears to be stuck."), f_name + f_info[get_feat_mimic(c_ptr)].name);
}
/* Locked door */
- else if (c_ptr->feat >= FEAT_DOOR_HEAD + 0x01)
+ else if (f_ptr->power)
{
/* Disarm factor */
i = p_ptr->skill_dis;
if (p_ptr->confused || p_ptr->image) i = i / 10;
/* Extract the lock power */
- j = c_ptr->feat - FEAT_DOOR_HEAD;
+ j = f_ptr->power;
/* Extract the difficulty XXX XXX XXX */
j = i - (j * 4);
if (randint0(100) < j)
{
/* Message */
-#ifdef JP
- msg_print("¸°¤ò¤Ï¤º¤·¤¿¡£");
-#else
- msg_print("You have picked the lock.");
-#endif
-
+ msg_print(_("鍵をはずした。", "You have picked the lock."));
/* Open the door */
- cave_set_feat(y, x, FEAT_OPEN);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+ cave_alter_feat(y, x, FF_OPEN);
/* Sound */
sound(SOUND_OPENDOOR);
if (flush_failure) flush();
/* Message */
-#ifdef JP
- msg_print("¸°¤ò¤Ï¤º¤»¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You failed to pick the lock.");
-#endif
+ msg_print(_("鍵をはずせなかった。", "You failed to pick the lock."));
}
}
else
{
/* Open the door */
- cave_set_feat(y, x, FEAT_OPEN);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MONSTERS | PU_MON_LITE);
+ cave_alter_feat(y, x, FF_OPEN);
/* Sound */
sound(SOUND_OPENDOOR);
#endif /* ALLOW_EASY_OPEN -- TNB */
-/*
+/*!
+ * @brief 箱のトラップを解除するコマンドのメインルーチン /
* Perform the basic "disarm" command
- *
+ * @param y 解除を行うマスのY座標
+ * @param x 解除を行うマスのX座標
+ * @param o_idx 箱のオブジェクトID
+ * @return ターンを消費する処理が行われた場合TRUEを返す
+ * @details
+ * <pre>
* Assume destination is a visible trap
- *
* Assume there is no monster blocking the destination
- *
* Returns TRUE if repeated commands may continue
+ * </pre>
*/
static bool do_cmd_disarm_chest(int y, int x, s16b o_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Get the "disarm" factor */
i = p_ptr->skill_dis;
if (j < 2) j = 2;
/* Must find the trap first. */
- if (!object_known_p(o_ptr))
+ if (!object_is_known(o_ptr))
{
-#ifdef JP
- msg_print("¥È¥é¥Ã¥×¤¬¸«¤¢¤¿¤é¤Ê¤¤¡£");
-#else
- msg_print("I don't see any traps.");
-#endif
+ msg_print(_("トラップが見あたらない。", "I don't see any traps."));
}
/* Already disarmed/unlocked */
else if (o_ptr->pval <= 0)
{
-#ifdef JP
- msg_print("È¢¤Ë¤Ï¥È¥é¥Ã¥×¤¬»Å³Ý¤±¤é¤ì¤Æ¤¤¤Ê¤¤¡£");
-#else
- msg_print("The chest is not trapped.");
-#endif
-
+ msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
}
/* No traps to find. */
else if (!chest_traps[o_ptr->pval])
{
-#ifdef JP
- msg_print("È¢¤Ë¤Ï¥È¥é¥Ã¥×¤¬»Å³Ý¤±¤é¤ì¤Æ¤¤¤Ê¤¤¡£");
-#else
- msg_print("The chest is not trapped.");
-#endif
-
+ msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
}
/* Success (get a lot of experience) */
else if (randint0(100) < j)
{
-#ifdef JP
- msg_print("È¢¤Ë»Å³Ý¤±¤é¤ì¤Æ¤¤¤¿¥È¥é¥Ã¥×¤ò²ò½ü¤·¤¿¡£");
-#else
- msg_print("You have disarmed the chest.");
-#endif
-
+ msg_print(_("箱に仕掛けられていたトラップを解除した。", "You have disarmed the chest."));
gain_exp(o_ptr->pval);
o_ptr->pval = (0 - o_ptr->pval);
}
/* We may keep trying */
more = TRUE;
if (flush_failure) flush();
-#ifdef JP
- msg_print("È¢¤Î¥È¥é¥Ã¥×²ò½ü¤Ë¼ºÇÔ¤·¤¿¡£");
-#else
- msg_print("You failed to disarm the chest.");
-#endif
-
+ msg_print(_("箱のトラップ解除に失敗した。", "You failed to disarm the chest."));
}
/* Failure -- Set off the trap */
else
{
-#ifdef JP
- msg_print("¥È¥é¥Ã¥×¤òºîÆ°¤µ¤»¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You set off a trap!");
-#endif
-
+ msg_print(_("トラップを作動させてしまった!", "You set off a trap!"));
sound(SOUND_FAIL);
chest_trap(y, x, o_idx);
}
}
-/*
+/*!
+ * @brief 箱のトラップを解除するコマンドのサブルーチン /
* Perform the basic "disarm" command
- *
+ * @param y 解除を行うマスのY座標
+ * @param x 解除を行うマスのX座標
+ * @param dir プレイヤーからみた方向ID
+ * @return ターンを消費する処理が行われた場合TRUEを返す
+ * @details
+ * <pre>
* Assume destination is a visible trap
- *
* Assume there is no monster blocking the destination
- *
* Returns TRUE if repeated commands may continue
+ * </pre>
*/
#ifdef ALLOW_EASY_DISARM /* TNB */
#endif /* ALLOW_EASY_DISARM -- TNB */
{
- int i, j, power;
-
- cave_type *c_ptr;
+ /* Get grid and contents */
+ cave_type *c_ptr = &cave[y][x];
- cptr name;
+ /* Get feature */
+ feature_type *f_ptr = &f_info[c_ptr->feat];
- bool more = FALSE;
+ /* Access trap name */
+ cptr name = (f_name + f_ptr->name);
+ /* Extract trap "power" */
+ int power = f_ptr->power;
- /* Take a turn */
- energy_use = 100;
+ bool more = FALSE;
- /* Get grid and contents */
- c_ptr = &cave[y][x];
+ /* Get the "disarm" factor */
+ int i = p_ptr->skill_dis;
- /* Access trap name */
- name = (f_name + f_info[c_ptr->feat].name);
+ int j;
- /* Get the "disarm" factor */
- i = p_ptr->skill_dis;
+ /* Take a turn */
+ p_ptr->energy_use = 100;
/* Penalize some conditions */
if (p_ptr->blind || no_lite()) i = i / 10;
if (p_ptr->confused || p_ptr->image) i = i / 10;
- /* Variable power! */
-
- /* Extract trap "power" */
- switch (c_ptr->feat)
- {
- case FEAT_TRAP_OPEN:
- case FEAT_TRAP_ARMAGEDDON:
- case FEAT_TRAP_PIRANHA:
- /* Special traps are very difficult to disarm */
- power = 100;
- break;
- default:
- power = 5;
- break;
- }
-
/* Extract the difficulty */
j = i - power;
if (randint0(100) < j)
{
/* Message */
-#ifdef JP
- msg_format("%s¤ò²ò½ü¤·¤¿¡£", name);
-#else
- msg_format("You have disarmed the %s.", name);
-#endif
-
-
+ msg_format(_("%sを解除した。", "You have disarmed the %s."), name);
+
/* Reward */
gain_exp(power);
- /* Forget the trap */
- c_ptr->info &= ~(CAVE_MARK);
-
/* Remove the trap */
- cave_set_feat(y, x, floor_type[randint0(100)]);
+ cave_alter_feat(y, x, FF_DISARM);
#ifdef ALLOW_EASY_DISARM /* TNB */
if (flush_failure) flush();
/* Message */
-#ifdef JP
- msg_format("%s¤Î²ò½ü¤Ë¼ºÇÔ¤·¤¿¡£", name);
-#else
- msg_format("You failed to disarm the %s.", name);
-#endif
-
+ msg_format(_("%sの解除に失敗した。", "You failed to disarm the %s."), name);
/* We may keep trying */
more = TRUE;
else
{
/* Message */
-#ifdef JP
- msg_format("%s¤òºîÆ°¤µ¤»¤Æ¤·¤Þ¤Ã¤¿¡ª", name);
-#else
- msg_format("You set off the %s!", name);
-#endif
-
+ msg_format(_("%sを作動させてしまった!", "You set off the %s!"), name);
#ifdef ALLOW_EASY_DISARM /* TNB */
}
-/*
+/*!
+ * @brief 箱、床のトラップ解除処理双方の統合メインルーチン /
* Disarms a trap, or chest
+ * @return なし
*/
void do_cmd_disarm(void)
{
- int y, x, dir;
-
+ POSITION y, x;
+ DIRECTION dir;
s16b o_idx;
bool more = FALSE;
/* See if only one target */
if (num_traps || num_chests)
{
- bool too_many = (num_traps && num_chests) || (num_traps > 1) ||
- (num_chests > 1);
+ bool too_many = (num_traps && num_chests) || (num_traps > 1) || (num_chests > 1);
if (!too_many) command_dir = coords_to_dir(y, x);
}
}
if (get_rep_dir(&dir,TRUE))
{
cave_type *c_ptr;
- byte feat;
+ s16b feat;
/* Get location */
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
/* Get grid and contents */
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
/* Check for chests */
- o_idx = chest_check(y, x);
+ o_idx = chest_check(y, x, TRUE);
/* Disarm a trap */
if (!is_trap(feat) && !o_idx)
{
/* Message */
-#ifdef JP
- msg_print("¤½¤³¤Ë¤Ï²ò½ü¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
- msg_print("You see nothing there to disarm.");
-#endif
-
+ msg_print(_("そこには解除するものが見当たらない。", "You see nothing there to disarm."));
}
/* Monster in the way */
else if (c_ptr->m_idx && p_ptr->riding != c_ptr->m_idx)
{
/* Message */
-#ifdef JP
- msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
-#else
- msg_print("There is a monster in the way!");
-#endif
-
+ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
py_attack(y, x, 0);
}
-/*
+/*!
+ * @brief 「打ち破る」動作コマンドのサブルーチン /
* Perform the basic "bash" command
- *
+ * @param y 対象を行うマスのY座標
+ * @param x 対象を行うマスのX座標
+ * @param dir プレイヤーから見たターゲットの方角ID
+ * @return 実際に処理が行われた場合TRUEを返す。
+ * @details
+ * <pre>
* Assume destination is a closed/locked/jammed door
- *
* Assume there is no monster blocking the destination
- *
* Returns TRUE if repeated commands may continue
+ * </pre>
*/
static bool do_cmd_bash_aux(int y, int x, int dir)
{
- int bash, temp;
+ /* Get grid */
+ cave_type *c_ptr = &cave[y][x];
- cave_type *c_ptr;
+ /* Get feature */
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
+ /* Hack -- Bash power based on strength */
+ /* (Ranges from 3 to 20 to 100 to 200) */
+ int bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
+
+ /* Extract door power */
+ int temp = f_ptr->power;
bool more = FALSE;
+ cptr name = f_name + f_info[get_feat_mimic(c_ptr)].name;
/* Take a turn */
- energy_use = 100;
-
- /* Get grid */
- c_ptr = &cave[y][x];
+ p_ptr->energy_use = 100;
/* Message */
-#ifdef JP
- msg_print("¥É¥¢¤ËÂÎÅö¤¿¤ê¤ò¤·¤¿¡ª");
-#else
- msg_print("You smash into the door!");
-#endif
-
-
- /* Hack -- Bash power based on strength */
- /* (Ranges from 3 to 20 to 100 to 200) */
- bash = adj_str_blow[p_ptr->stat_ind[A_STR]];
-
- /* Extract door power */
- temp = ((c_ptr->feat - FEAT_DOOR_HEAD) & 0x07);
+ msg_format(_("%sに体当たりをした!", "You smash into the %s!"), name);
/* Compare bash power to door power XXX XXX XXX */
temp = (bash - (temp * 10));
if (randint0(100) < temp)
{
/* Message */
-#ifdef JP
- msg_print("¥É¥¢¤ò²õ¤·¤¿¡ª");
-#else
- msg_print("The door crashes open!");
-#endif
+ msg_format(_("%sを壊した!", "The %s crashes open!"), name);
+ /* Sound */
+ sound(have_flag(f_ptr->flags, FF_GLASS) ? SOUND_GLASS : SOUND_OPENDOOR);
/* Break down the door */
- if (randint0(100) < 50)
+ if ((randint0(100) < 50) || (feat_state(c_ptr->feat, FF_OPEN) == c_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS))
{
- cave_set_feat(y, x, FEAT_BROKEN);
+ cave_alter_feat(y, x, FF_BASH);
}
/* Open the door */
else
{
- cave_set_feat(y, x, FEAT_OPEN);
+ cave_alter_feat(y, x, FF_OPEN);
}
- /* Sound */
- sound(SOUND_OPENDOOR);
-
/* Hack -- Fall through the door */
move_player(dir, FALSE, FALSE);
-
- /* Update some things */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
- p_ptr->update |= (PU_DISTANCE);
}
/* Saving throw against stun */
p_ptr->lev)
{
/* Message */
-#ifdef JP
- msg_print("¤³¤Î¥É¥¢¤Ï´è¾æ¤À¡£");
-#else
- msg_print("The door holds firm.");
-#endif
-
+ msg_format(_("この%sは頑丈だ。", "The %s holds firm."), name);
/* Allow repeated bashing */
more = TRUE;
else
{
/* Message */
-#ifdef JP
- msg_print("ÂΤΥХé¥ó¥¹¤ò¤¯¤º¤·¤Æ¤·¤Þ¤Ã¤¿¡£");
-#else
- msg_print("You are off-balance.");
-#endif
-
+ msg_print(_("体のバランスをくずしてしまった。", "You are off-balance."));
/* Hack -- Lose balance ala paralysis */
(void)set_paralyzed(p_ptr->paralyzed + 2 + randint0(2));
}
-/*
+/*!
+ * @brief 「打ち破る」動作コマンドのメインルーチン /
* Bash open a door, success based on character strength
- *
+ * @return なし
+ * @details
+ * <pre>
* For a closed door, pval is positive if locked; negative if stuck.
*
* For an open door, pval is positive for a broken door.
* be bashed. A closed door can be jammed (see do_cmd_spike()).
*
* Creatures can also open or bash doors, see elsewhere.
+ * </pre>
*/
void do_cmd_bash(void)
{
/* Get a "repeated" direction */
if (get_rep_dir(&dir,FALSE))
{
- byte feat;
+ s16b feat;
/* Bash location */
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
/* Get grid */
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
/* Nothing useful */
- if (!((feat >= FEAT_DOOR_HEAD) &&
- (feat <= FEAT_DOOR_TAIL)))
+ if (!have_flag(f_info[feat].flags, FF_BASH))
{
/* Message */
-#ifdef JP
- msg_print("¤½¤³¤Ë¤ÏÂÎÅö¤¿¤ê¤¹¤ë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
- msg_print("You see nothing there to bash.");
-#endif
-
+ msg_print(_("そこには体当たりするものが見当たらない。", "You see nothing there to bash."));
}
/* Monster in the way */
else if (c_ptr->m_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Message */
-#ifdef JP
- msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
-#else
- msg_print("There is a monster in the way!");
-#endif
-
+ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
py_attack(y, x, 0);
}
-/*
+/*!
+ * @brief 特定のマスに影響を及ぼすための汎用的コマンド
+ * @return なし
+ * @details
+ * <pre>
* Manipulate an adjacent grid in some way
*
* Attack monsters, tunnel through walls, disarm traps, open doors.
*
* This command must always take a turn, to prevent free detection
* of invisible monsters.
+ * </pre>
*/
void do_cmd_alter(void)
{
/* Get a direction */
if (get_rep_dir(&dir,TRUE))
{
- byte feat;
+ s16b feat;
+ feature_type *f_ptr;
/* Get location */
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
/* Get grid */
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
+ f_ptr = &f_info[feat];
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Attack monsters */
if (c_ptr->m_idx)
py_attack(y, x, 0);
}
- /* Tunnel through walls */
- else if (((feat >= FEAT_RUBBLE) &&
- (feat < FEAT_MINOR_GLYPH)) ||
- ((feat == FEAT_TREES) ||
- (feat == FEAT_MOUNTAIN)))
+ /* Locked doors */
+ else if (have_flag(f_ptr->flags, FF_OPEN))
{
- more = do_cmd_tunnel_aux(y, x);
+ more = do_cmd_open_aux(y, x);
}
- else if (is_closed_door(feat))
+ /* Bash jammed doors */
+ else if (have_flag(f_ptr->flags, FF_BASH))
{
- /* Bash jammed doors */
- if (feat >= FEAT_DOOR_HEAD + 0x08)
- {
- more = do_cmd_bash_aux(y, x, dir);
- }
+ more = do_cmd_bash_aux(y, x, dir);
+ }
- /* Locked doors */
- else
- {
- more = do_cmd_open_aux(y, x);
- }
+ /* Tunnel through walls */
+ else if (have_flag(f_ptr->flags, FF_TUNNEL))
+ {
+ more = do_cmd_tunnel_aux(y, x);
}
/* Close open doors */
- else if ((feat == FEAT_OPEN) ||
- (feat == FEAT_BROKEN))
+ else if (have_flag(f_ptr->flags, FF_CLOSE))
{
more = do_cmd_close_aux(y, x);
}
/* Disarm traps */
- else if (is_trap(feat))
+ else if (have_flag(f_ptr->flags, FF_DISARM))
{
more = do_cmd_disarm_aux(y, x, dir);
}
/* Oops */
else
- {
- /* Oops */
-#ifdef JP
- msg_print("²¿¤â¤Ê¤¤¶õÃæ¤ò¹¶·â¤·¤¿¡£");
-#else
- msg_print("You attack the empty air.");
-#endif
-
+ {
+ /* Oops */
+ msg_print(_("何もない空中を攻撃した。", "You attack the empty air."));
}
}
}
-/*
+
+/*!
+ * @brief 「くさびを打つ」ために必要なオブジェクトがあるかどうかの判定を返す /
* Find the index of some "spikes", if possible.
- *
+ * @param ip くさびとして打てるオブジェクトのID
+ * @return オブジェクトがある場合TRUEを返す
+ * @details
+ * <pre>
* XXX XXX XXX Let user choose a pile of spikes, perhaps?
+ * </pre>
*/
static bool get_spike(int *ip)
{
}
-/*
+/*!
+ * @brief 「くさびを打つ」動作コマンドのメインルーチン /
* Jam a closed door with a spike
- *
+ * @return なし
+ * @details
+ * <pre>
* This command may NOT be repeated
+ * </pre>
*/
void do_cmd_spike(void)
{
{
int y, x, item;
cave_type *c_ptr;
- byte feat;
+ s16b feat;
/* Get location */
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
/* Get grid and contents */
c_ptr = &cave[y][x];
/* Feature code (applying "mimic" field) */
- feat = c_ptr->mimic ? c_ptr->mimic : f_info[c_ptr->feat].mimic;
+ feat = get_feat_mimic(c_ptr);
/* Require closed door */
- if (!((feat >= FEAT_DOOR_HEAD) &&
- (feat <= FEAT_DOOR_TAIL)))
+ if (!have_flag(f_info[feat].flags, FF_SPIKE))
{
/* Message */
-#ifdef JP
- msg_print("¤½¤³¤Ë¤Ï¤¯¤µ¤Ó¤òÂǤƤë¤â¤Î¤¬¸«Åö¤¿¤é¤Ê¤¤¡£");
-#else
- msg_print("You see nothing there to spike.");
-#endif
-
+ msg_print(_("そこにはくさびを打てるものが見当たらない。", "You see nothing there to spike."));
}
/* Get a spike */
else if (!get_spike(&item))
{
/* Message */
-#ifdef JP
- msg_print("¤¯¤µ¤Ó¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡ª");
-#else
- msg_print("You have no spikes!");
-#endif
-
+ msg_print(_("くさびを持っていない!", "You have no spikes!"));
}
/* Is a monster in the way? */
else if (c_ptr->m_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Message */
-#ifdef JP
- msg_print("¥â¥ó¥¹¥¿¡¼¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª");
-#else
- msg_print("There is a monster in the way!");
-#endif
-
+ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
/* Attack */
py_attack(y, x, 0);
else
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Successful jamming */
-#ifdef JP
- msg_print("¥É¥¢¤Ë¤¯¤µ¤Ó¤òÂǤÁ¹þ¤ó¤À¡£");
-#else
- msg_print("You jam the door with a spike.");
-#endif
-
-
- /* Convert "locked" to "stuck" XXX XXX XXX */
- if (c_ptr->feat < FEAT_DOOR_HEAD + 0x08) c_ptr->feat += 0x08;
-
- /* Add one spike to the door */
- if (c_ptr->feat < FEAT_DOOR_TAIL) c_ptr->feat++;
+ msg_format(_("%sにくさびを打ち込んだ。", "You jam the %s with a spike."), f_name + f_info[feat].name);
+ cave_alter_feat(y, x, FF_SPIKE);
/* Use up, and describe, a single spike, from the bottom */
inven_item_increase(item, -1);
-/*
+/*!
+ * @brief 「歩く」動作コマンドのメインルーチン /
* Support code for the "Walk" and "Jump" commands
+ * @param pickup アイテムの自動拾いを行うならTRUE
+ * @return なし
*/
-void do_cmd_walk(int pickup)
+void do_cmd_walk(bool pickup)
{
int dir;
if (get_rep_dir(&dir,FALSE))
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
if ((dir != 5) && (p_ptr->special_defense & KATA_MUSOU))
{
}
/* Hack -- In small scale wilderness it takes MUCH more time to move */
- if (p_ptr->wild_mode) energy_use *= ((MAX_HGT + MAX_WID) / 2);
- if (p_ptr->action == ACTION_HAYAGAKE) energy_use = energy_use * (45-(p_ptr->lev/2)) / 100;
+ if (p_ptr->wild_mode) p_ptr->energy_use *= ((MAX_HGT + MAX_WID) / 2);
+ if (p_ptr->action == ACTION_HAYAGAKE) p_ptr->energy_use = p_ptr->energy_use * (45-(p_ptr->lev/2)) / 100;
/* Actually move the character */
move_player(dir, pickup, FALSE);
}
/* Hack again -- Is there a special encounter ??? */
- if(p_ptr->wild_mode && (cave[py][px].feat != FEAT_TOWN))
+ if (p_ptr->wild_mode && !cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_TOWN))
{
- int tmp = 120 + p_ptr->lev*10 - wilderness[py][px].level + 5;
+ int tmp = 120 + p_ptr->lev*10 - wilderness[p_ptr->y][p_ptr->x].level + 5;
if (tmp < 1)
tmp = 1;
- if (((wilderness[py][px].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
+ if (((wilderness[p_ptr->y][p_ptr->x].level + 5) > (p_ptr->lev / 2)) && randint0(tmp) < (21-p_ptr->skill_stl))
{
/* Inform the player of his horrible fate :=) */
-#ifdef JP
- msg_print("½±·â¤À¡ª");
-#else
- msg_print("You are ambushed !");
-#endif
+ msg_print(_("襲撃だ!", "You are ambushed !"));
/* Go into large wilderness view */
- p_ptr->wilderness_x = px;
- p_ptr->wilderness_y = py;
p_ptr->oldpy = randint1(MAX_HGT-2);
p_ptr->oldpx = randint1(MAX_WID-2);
- energy_use = 100;
change_wild_mode();
+ /* Give first move to monsters */
+ p_ptr->energy_use = 100;
+
/* HACk -- set the encouter flag for the wilderness generation */
generate_encounter = TRUE;
}
}
-
-/*
+/*!
+ * @brief 「走る」動作コマンドのメインルーチン /
* Start running.
+ * @return なし
*/
void do_cmd_run(void)
{
/* Hack -- no running when confused */
if (p_ptr->confused)
{
-#ifdef JP
- msg_print("º®Í𤷤Ƥ¤¤ÆÁö¤ì¤Ê¤¤¡ª");
-#else
- msg_print("You are too confused!");
-#endif
-
+ msg_print(_("混乱していて走れない!", "You are too confused!"));
return;
}
}
-
-/*
+/*!
+ * @brief 「留まる」動作コマンドのメインルーチン /
* Stay still. Search. Enter stores.
* Pick up treasure if "pickup" is true.
+ * @param pickup アイテムの自動拾いを行うならTRUE
+ * @return なし
*/
-void do_cmd_stay(int pickup)
+void do_cmd_stay(bool pickup)
{
- cave_type *c_ptr = &cave[py][px];
-
+ u32b mpe_mode = MPE_STAYING | MPE_ENERGY_USE;
/* Allow repeated command */
if (command_arg)
command_arg = 0;
}
-
/* Take a turn */
- energy_use = 100;
-
-
- /* Spontaneous Searching */
- if ((p_ptr->skill_fos >= 50) || (0 == randint0(50 - p_ptr->skill_fos)))
- {
- search();
- }
-
- /* Continuous Searching */
- if (p_ptr->action == ACTION_SEARCH)
- {
- search();
- }
-
-
- /* Handle "objects" */
- carry(pickup);
-
-
- /* Hack -- enter a store if we are on one */
- if (((c_ptr->feat >= FEAT_SHOP_HEAD) &&
- (c_ptr->feat <= FEAT_SHOP_TAIL)) ||
- (c_ptr->feat == FEAT_MUSEUM))
- {
- /* Disturb */
- disturb(0, 0);
-
- energy_use = 0;
- /* Hack -- enter store */
- command_new = SPECIAL_KEY_STORE;
- }
-
- /* Hack -- enter a building if we are on one -KMW- */
- else if ((c_ptr->feat >= FEAT_BLDG_HEAD) &&
- (c_ptr->feat <= FEAT_BLDG_TAIL))
- {
- /* Disturb */
- disturb(0, 0);
-
- energy_use = 0;
- /* Hack -- enter building */
- command_new = SPECIAL_KEY_BUILDING;
- }
-
- /* Exit a quest if reach the quest exit */
- else if (c_ptr->feat == FEAT_QUEST_EXIT)
- {
- int q_index = p_ptr->inside_quest;
-
- /* Was quest completed? */
- if (quest[q_index].type == QUEST_TYPE_FIND_EXIT)
- {
- quest[q_index].status = QUEST_STATUS_COMPLETED;
- quest[q_index].complev = (byte)p_ptr->lev;
-#ifdef JP
- msg_print("¥¯¥¨¥¹¥È¤ò´°Î»¤·¤¿¡ª");
-#else
- msg_print("You accomplished your quest!");
-#endif
-
- msg_print(NULL);
- }
+ p_ptr->energy_use = 100;
- leave_quest_check();
-
- p_ptr->inside_quest = cave[py][px].special;
- dun_level = 0;
- p_ptr->oldpx = 0;
- p_ptr->oldpy = 0;
- p_ptr->leaving = TRUE;
- }
+ if (pickup) mpe_mode |= MPE_DO_PICKUP;
+ (void)move_player_effect(p_ptr->y, p_ptr->x, mpe_mode);
}
-
-/*
+/*!
+ * @brief 「休む」動作コマンドのメインルーチン /
* Resting allows a player to safely restore his hp -RAK-
+ * @return なし
*/
void do_cmd_rest(void)
{
stop_singing();
}
+ /* Hex */
+ if (hex_spelling_any()) stop_hex_spell_all();
+
/* Prompt for time if needed */
if (command_arg <= 0)
{
-#ifdef JP
- cptr p = "µÙ·Æ (0-9999, '*' ¤Ç HP/MPÁ´²÷, '&' ¤ÇɬÍפʤÀ¤±): ";
-#else
- cptr p = "Rest (0-9999, '*' for HP/SP, '&' as needed): ";
-#endif
+ cptr p = _("休憩 (0-9999, '*' で HP/MP全快, '&' で必要なだけ): ",
+ "Rest (0-9999, '*' for HP/SP, '&' as needed): ");
char out_val[80];
/* Rest some */
else
{
- command_arg = atoi(out_val);
+ command_arg = (COMMAND_ARG)atoi(out_val);
if (command_arg <= 0) return;
}
}
if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
/* Take a turn XXX XXX XXX (?) */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* The sin of sloth */
if (command_arg > 100)
}
-/*
+/*!
+ * @brief 矢弾を射撃した場合の破損確率を返す /
* Determines the odds of an object breaking when thrown at a monster
- *
+ * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
+ * @return 破損確率(%)
+ * @details
* Note that artifacts never break, see the "drop_near()" function.
*/
static int breakage_chance(object_type *o_ptr)
{
int archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (p_ptr->lev-1)/7 + 4: 0);
+ /* Examine the snipe type */
+ if (snipe_type)
+ {
+ if (snipe_type == SP_KILL_WALL) return (100);
+ if (snipe_type == SP_EXPLODE) return (100);
+ if (snipe_type == SP_PIERCE) return (100);
+ if (snipe_type == SP_FINAL) return (100);
+ if (snipe_type == SP_NEEDLE) return (100);
+ if (snipe_type == SP_EVILNESS) return (40);
+ if (snipe_type == SP_HOLYNESS) return (40);
+ }
+
/* Examine the item type */
switch (o_ptr->tval)
{
}
+/*!
+ * @brief 矢弾を射撃した際のスレイ倍率をかけた結果を返す /
+ * Determines the odds of an object breaking when thrown at a monster
+ * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
+ * @param tdam 計算途中のダメージ量
+ * @param m_ptr 目標モンスターの構造体参照ポインタ
+ * @return スレイ倍率をかけたダメージ量
+ */
static s16b tot_dam_aux_shot(object_type *o_ptr, int tdam, monster_type *m_ptr)
{
int mult = 10;
if ((have_flag(flgs, TR_SLAY_ANIMAL)) &&
(r_ptr->flags3 & RF3_ANIMAL))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_ANIMAL;
}
if ((have_flag(flgs, TR_KILL_ANIMAL)) &&
(r_ptr->flags3 & RF3_ANIMAL))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_ANIMAL;
}
if ((have_flag(flgs, TR_SLAY_EVIL)) &&
(r_ptr->flags3 & RF3_EVIL))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_EVIL;
}
if ((have_flag(flgs, TR_KILL_EVIL)) &&
(r_ptr->flags3 & RF3_EVIL))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_EVIL;
}
if ((have_flag(flgs, TR_SLAY_HUMAN)) &&
(r_ptr->flags2 & RF2_HUMAN))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags2 |= RF2_HUMAN;
}
if ((have_flag(flgs, TR_KILL_HUMAN)) &&
(r_ptr->flags2 & RF2_HUMAN))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags2 |= RF2_HUMAN;
}
if ((have_flag(flgs, TR_SLAY_UNDEAD)) &&
(r_ptr->flags3 & RF3_UNDEAD))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_UNDEAD;
}
if ((have_flag(flgs, TR_KILL_UNDEAD)) &&
(r_ptr->flags3 & RF3_UNDEAD))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_UNDEAD;
}
if ((have_flag(flgs, TR_SLAY_DEMON)) &&
(r_ptr->flags3 & RF3_DEMON))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_DEMON;
}
if ((have_flag(flgs, TR_KILL_DEMON)) &&
(r_ptr->flags3 & RF3_DEMON))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_DEMON;
}
if ((have_flag(flgs, TR_SLAY_ORC)) &&
(r_ptr->flags3 & RF3_ORC))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_ORC;
}
if ((have_flag(flgs, TR_KILL_ORC)) &&
(r_ptr->flags3 & RF3_ORC))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_ORC;
}
if ((have_flag(flgs, TR_SLAY_TROLL)) &&
(r_ptr->flags3 & RF3_TROLL))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_TROLL;
}
if ((have_flag(flgs, TR_KILL_TROLL)) &&
(r_ptr->flags3 & RF3_TROLL))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_TROLL;
}
if ((have_flag(flgs, TR_SLAY_GIANT)) &&
(r_ptr->flags3 & RF3_GIANT))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_GIANT;
}
if ((have_flag(flgs, TR_KILL_GIANT)) &&
(r_ptr->flags3 & RF3_GIANT))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_GIANT;
}
if ((have_flag(flgs, TR_SLAY_DRAGON)) &&
(r_ptr->flags3 & RF3_DRAGON))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_DRAGON;
}
if ((have_flag(flgs, TR_KILL_DRAGON)) &&
(r_ptr->flags3 & RF3_DRAGON))
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
r_ptr->r_flags3 |= RF3_DRAGON;
}
}
/* Brand (Acid) */
- if ((have_flag(flgs, TR_BRAND_ACID)) || (p_ptr->special_attack & (ATTACK_ACID)))
+ if (have_flag(flgs, TR_BRAND_ACID))
{
/* Notice immunity */
- if (r_ptr->flags3 & RF3_EFF_IM_ACID_MASK)
+ if (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK)
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
- r_ptr->r_flags3 |= (r_ptr->flags3 & RF3_EFF_IM_ACID_MASK);
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ACID_MASK);
}
}
}
/* Brand (Elec) */
- if ((have_flag(flgs, TR_BRAND_ELEC)) || (p_ptr->special_attack & (ATTACK_ELEC)))
+ if (have_flag(flgs, TR_BRAND_ELEC))
{
/* Notice immunity */
- if (r_ptr->flags3 & RF3_EFF_IM_ELEC_MASK)
+ if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK)
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
- r_ptr->r_flags3 |= (r_ptr->flags3 & RF3_EFF_IM_ELEC_MASK);
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
}
}
}
/* Brand (Fire) */
- if ((have_flag(flgs, TR_BRAND_FIRE)) || (p_ptr->special_attack & (ATTACK_FIRE)))
+ if (have_flag(flgs, TR_BRAND_FIRE))
{
/* Notice immunity */
- if (r_ptr->flags3 & RF3_EFF_IM_FIRE_MASK)
+ if (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK)
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
- r_ptr->r_flags3 |= (r_ptr->flags3 & RF3_EFF_IM_FIRE_MASK);
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_FIRE_MASK);
}
}
/* Otherwise, take the damage */
else
{
- if (mult < 17) mult = 17;
+ if (r_ptr->flags3 & RF3_HURT_FIRE)
+ {
+ if (mult < 25) mult = 25;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_FIRE;
+ }
+ }
+ else if (mult < 17) mult = 17;
}
}
/* Brand (Cold) */
- if ((have_flag(flgs, TR_BRAND_COLD)) || (p_ptr->special_attack & (ATTACK_COLD)))
+ if (have_flag(flgs, TR_BRAND_COLD))
{
/* Notice immunity */
- if (r_ptr->flags3 & RF3_EFF_IM_COLD_MASK)
+ if (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK)
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
- r_ptr->r_flags3 |= (r_ptr->flags3 & RF3_EFF_IM_COLD_MASK);
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_COLD_MASK);
}
}
/* Otherwise, take the damage */
else
{
- if (mult < 17) mult = 17;
+ if (r_ptr->flags3 & RF3_HURT_COLD)
+ {
+ if (mult < 25) mult = 25;
+ if (is_original_ap_and_seen(m_ptr))
+ {
+ r_ptr->r_flags3 |= RF3_HURT_COLD;
+ }
+ }
+ else if (mult < 17) mult = 17;
}
}
/* Brand (Poison) */
- if ((have_flag(flgs, TR_BRAND_POIS)) || (p_ptr->special_attack & (ATTACK_POIS)))
+ if (have_flag(flgs, TR_BRAND_POIS))
{
/* Notice immunity */
- if (r_ptr->flags3 & RF3_EFF_IM_POIS_MASK)
+ if (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK)
{
- if (m_ptr->ml)
+ if (is_original_ap_and_seen(m_ptr))
{
- r_ptr->r_flags3 |= (r_ptr->flags3 & RF3_EFF_IM_POIS_MASK);
+ r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_POIS_MASK);
}
}
}
}
+ /* Sniper */
+ if (snipe_type) mult = tot_dam_aux_snipe(mult, m_ptr);
+
/* Return the total damage */
return (tdam * mult / 10);
}
-/*
+/*!
+ * @brief 射撃処理のサブルーチン /
* Fire an object from the pack or floor.
- *
+ * @param item 射撃するオブジェクトの所持ID
+ * @param j_ptr 射撃武器のオブジェクト参照ポインタ
+ * @return なし
+ * @details
+ * <pre>
* You may only fire items that "match" your missile launcher.
*
* You must use slings + pebbles/shots, bows + arrows, xbows + bolts.
* for the damage multiplier.
*
* Note that Bows of "Extra Shots" give an extra shot.
+ * </pre>
*/
void do_cmd_fire_aux(int item, object_type *j_ptr)
{
int dir;
- int j, y, x, ny, nx, ty, tx;
- int tdam, tdis, thits, tmul;
+ int i, j, y, x, ny, nx, ty, tx, prev_y, prev_x;
+ int tdam_base, tdis, thits, tmul;
int bonus, chance;
int cur_dis, visible;
char o_name[MAX_NLEN];
+ u16b path_g[512]; /* For calcuration of path length */
+
int msec = delay_factor * delay_factor * delay_factor;
/* STICK TO */
o_ptr = &o_list[0 - item];
}
- /* Describe the object */
- object_desc(o_name, o_ptr, FALSE, 3);
+ /* Sniper - Cannot shot a single arrow twice */
+ if ((snipe_type == SP_DOUBLE) && (o_ptr->number < 2)) snipe_type = SP_NONE;
+ /* Describe the object */
+ object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
/* Use the proper number of shots */
thits = p_ptr->num_fire;
tdis = 10;
/* Base damage from thrown object plus launcher bonus */
- tdam = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
+ tdam_base = damroll(o_ptr->dd, o_ptr->ds) + o_ptr->to_d + j_ptr->to_d;
/* Actually "fire" the object */
bonus = (p_ptr->to_h_b + o_ptr->to_h + j_ptr->to_h);
else
chance = (p_ptr->skill_thb + ((p_ptr->weapon_exp[0][j_ptr->sval] - (WEAPON_EXP_MASTER / 2)) / 200 + bonus) * BTH_PLUS_ADJ);
- energy_use = bow_energy(j_ptr->sval);
+ p_ptr->energy_use = bow_energy(j_ptr->sval);
tmul = bow_tmul(j_ptr->sval);
/* Get extra "power" from "extra might" */
tmul = tmul * (100 + (int)(adj_str_td[p_ptr->stat_ind[A_STR]]) - 128);
/* Boost the damage */
- tdam *= tmul;
- tdam /= 100;
+ tdam_base *= tmul;
+ tdam_base /= 100;
/* Base range */
- tdis = 10 + tmul/40;
+ tdis = 13 + tmul/80;
if ((j_ptr->sval == SV_LIGHT_XBOW) || (j_ptr->sval == SV_HEAVY_XBOW))
- tdis -= 5;
+ {
+ if (p_ptr->concent)
+ tdis -= (5 - (p_ptr->concent + 1) / 2);
+ else
+ tdis -= 5;
+ }
project_length = tdis + 1;
/* Get a direction (or cancel) */
if (!get_aim_dir(&dir))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
+
+ if (snipe_type == SP_AWAY) snipe_type = SP_NONE;
/* need not to reset project_length (already did)*/
return;
}
+ /* Predict the "target" location */
+ tx = p_ptr->x + 99 * ddx[dir];
+ ty = p_ptr->y + 99 * ddy[dir];
+
+ /* Check for "target request" */
+ if ((dir == 5) && target_okay())
+ {
+ tx = target_col;
+ ty = target_row;
+ }
+
+ /* Get projection path length */
+ tdis = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_PATH|PROJECT_THRU) - 1;
+
+ project_length = 0; /* reset to default */
+
+ /* Don't shoot at my feet */
+ if (tx == p_ptr->x && ty == p_ptr->y)
+ {
+ p_ptr->energy_use = 0;
+
+ /* project_length is already reset to 0 */
+
+ return;
+ }
+
+
+ /* Take a (partial) turn */
+ p_ptr->energy_use = (p_ptr->energy_use / thits);
+ is_fired = TRUE;
+
+ /* Sniper - Difficult to shot twice at 1 turn */
+ if (snipe_type == SP_DOUBLE) p_ptr->concent = (p_ptr->concent + 1) / 2;
+
+ /* Sniper - Repeat shooting when double shots */
+ for (i = 0; i < ((snipe_type == SP_DOUBLE) ? 2 : 1); i++)
+ {
+
+ /* Start at the player */
+ y = p_ptr->y;
+ x = p_ptr->x;
+
/* Get local object */
q_ptr = &forge;
floor_item_optimize(0 - item);
}
-
/* Sound */
sound(SOUND_SHOOT);
-
- /* Take a (partial) turn */
- energy_use = (energy_use / thits);
-
-
- /* Start at the player */
- y = py;
- x = px;
-
- /* Predict the "target" location */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
-
- /* Check for "target request" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
-
- project_length = 0; /* reset to default */
-
/* Hack -- Handle stuff */
handle_stuff();
+ /* Save the old location */
+ prev_y = y;
+ prev_x = x;
+
+ /* The shot does not hit yet */
+ hit_body = FALSE;
/* Travel until stopped */
for (cur_dis = 0; cur_dis <= tdis; )
{
+ cave_type *c_ptr;
+
/* Hack -- Stop at the target */
if ((y == ty) && (x == tx)) break;
/* Calculate the new location (see "project()") */
ny = y;
nx = x;
- mmove2(&ny, &nx, py, px, ty, tx);
+ mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
+
+ /* Shatter Arrow */
+ if (snipe_type == SP_KILL_WALL)
+ {
+ c_ptr = &cave[ny][nx];
+
+ if (cave_have_flag_grid(c_ptr, FF_HURT_ROCK) && !c_ptr->m_idx)
+ {
+ if (c_ptr->info & (CAVE_MARK)) msg_print(_("岩が砕け散った。", "Wall rocks were shattered."));
+ /* Forget the wall */
+ c_ptr->info &= ~(CAVE_MARK);
+
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
+
+ /* Destroy the wall */
+ cave_alter_feat(ny, nx, FF_HURT_ROCK);
+
+ hit_body = TRUE;
+ break;
+ }
+ }
/* Stopped by walls/doors */
- if (!cave_floor_bold(ny, nx) && !cave[ny][nx].m_idx) break;
+ if (!cave_have_flag_bold(ny, nx, FF_PROJECT) && !cave[ny][nx].m_idx) break;
/* Advance the distance */
cur_dis++;
+ /* Sniper */
+ if (snipe_type == SP_LITE)
+ {
+ cave[ny][nx].info |= (CAVE_GLOW);
+
+ /* Notice */
+ note_spot(ny, nx);
+
+ /* Redraw */
+ lite_spot(ny, nx);
+ }
/* The player can see the (on screen) missile */
if (panel_contains(ny, nx) && player_can_see_bold(ny, nx))
Term_xtra(TERM_XTRA_DELAY, msec);
}
+ /* Sniper */
+ if (snipe_type == SP_KILL_TRAP)
+ {
+ project(0, 0, ny, nx, 0, GF_KILL_TRAP,
+ (PROJECT_JUMP | PROJECT_HIDE | PROJECT_GRID | PROJECT_ITEM), -1);
+ }
+
+ /* Sniper */
+ if (snipe_type == SP_EVILNESS)
+ {
+ cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
+
+ /* Notice */
+ note_spot(ny, nx);
+
+ /* Redraw */
+ lite_spot(ny, nx);
+ }
+
+ /* Save the old location */
+ prev_y = y;
+ prev_x = x;
+
/* Save the new location */
x = nx;
y = ny;
/* Monster here, Try to hit it */
if (cave[y][x].m_idx)
{
- cave_type *c_ptr = &cave[y][x];
+ cave_type *c_mon_ptr = &cave[y][x];
- monster_type *m_ptr = &m_list[c_ptr->m_idx];
+ monster_type *m_ptr = &m_list[c_mon_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Check the visibility */
/* Note the collision */
hit_body = TRUE;
- if (m_ptr->csleep)
+ if (MON_CSLEEP(m_ptr))
{
if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_COMPASSION, -1);
if (!(r_ptr->flags3 & RF3_EVIL) || one_in_(5)) chg_virtue(V_HONOUR, -1);
int now_exp = p_ptr->weapon_exp[0][j_ptr->sval];
if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
{
- int amount = 0;
- if (now_exp < SPELL_EXP_BEGINNER) amount = 80;
- else if (now_exp < SPELL_EXP_SKILLED) amount = 25;
- else if ((now_exp < SPELL_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
+ SUB_EXP amount = 0;
+ if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
+ else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
+ else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
else if (p_ptr->lev > 34) amount = 2;
p_ptr->weapon_exp[0][j_ptr->sval] += amount;
p_ptr->update |= (PU_BONUS);
}
/* Did we hit it (penalize range) */
- if (test_hit_fire(chance - cur_dis, r_ptr->ac, m_ptr->ml))
+ if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
{
bool fear = FALSE;
+ int tdam = tdam_base;
- /* Assume a default death */
-#ifdef JP
- cptr note_dies = "¤Ï»à¤ó¤À¡£";
-#else
- cptr note_dies = " dies.";
-#endif
-
- /* Some monsters get "destroyed" */
- if (!monster_living(r_ptr))
- {
- int i;
- bool explode = FALSE;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
- }
-
- /* Special note at death */
- if (explode)
-#ifdef JP
-note_dies = "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
-#else
- note_dies = " explodes into tiny shreds.";
-#endif
- else
-#ifdef JP
- note_dies = "¤òÅݤ·¤¿¡£";
-#else
- note_dies = " is destroyed.";
-#endif
-
- }
+ /* Get extra damage from concentration */
+ if (p_ptr->concent) tdam = boost_concentration_damage(tdam);
/* Handle unseen monster */
if (!visible)
{
/* Invisible monster */
-#ifdef JP
- msg_format("%s¤¬Å¨¤òÊ᪤·¤¿¡£", o_name);
-#else
- msg_format("The %s finds a mark.", o_name);
-#endif
-
+ msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
}
/* Handle visible monster */
monster_desc(m_name, m_ptr, 0);
/* Message */
-#ifdef JP
- msg_format("%s¤¬%s¤ËÌ¿Ã椷¤¿¡£", o_name, m_name);
-#else
- msg_format("The %s hits %s.", o_name, m_name);
-#endif
+ msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
+
+ if (m_ptr->ml)
+ {
+ /* Hack -- Track this monster race */
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
+
+ /* Hack -- Track this monster */
+ health_track(c_mon_ptr->m_idx);
+ }
+ }
+ if (snipe_type == SP_NEEDLE)
+ {
+ if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
+ && !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
+ {
+ char m_name[80];
- /* Hack -- Track this monster race */
- if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
+ /* Get "the monster" or "it" */
+ monster_desc(m_name, m_ptr, 0);
- /* Hack -- Track this monster */
- if (m_ptr->ml) health_track(c_ptr->m_idx);
+ tdam = m_ptr->hp + 1;
+ msg_format(_("%sの急所に突き刺さった!", "Your shot sticked on a fatal spot of %s!"), m_name);
+ }
+ else tdam = 1;
}
+ else
+ {
+ /* Apply special damage XXX XXX XXX */
+ tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
+ tdam = critical_shot(q_ptr->weight, q_ptr->to_h, j_ptr->to_h, tdam);
- /* Apply special damage XXX XXX XXX */
- tdam = tot_dam_aux_shot(q_ptr, tdam, m_ptr);
- tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
+ /* No negative damage */
+ if (tdam < 0) tdam = 0;
- /* No negative damage */
- if (tdam < 0) tdam = 0;
+ /* Modify the damage */
+ tdam = mon_damage_mod(m_ptr, tdam, FALSE);
+ }
- /* Modify the damage */
- tdam = mon_damage_mod(m_ptr, tdam, FALSE);
+ msg_format_wizard(CHEAT_MONSTER,
+ _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
+ tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
- /* Complex message */
- if (p_ptr->wizard || cheat_xtra)
+ /* Sniper */
+ if (snipe_type == SP_EXPLODE)
{
-#ifdef JP
- msg_format("%d/%d ¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
- tdam, m_ptr->hp);
-#else
- msg_format("You do %d (out of %d) damage.",
- tdam, m_ptr->hp);
-#endif
+ u16b flg = (PROJECT_STOP | PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID);
+
+ sound(SOUND_EXPLODE); /* No explode sound - use breath fire instead */
+ project(0, ((p_ptr->concent + 1) / 2 + 1), ny, nx, tdam, GF_MISSILE, flg, -1);
+ break;
+ }
+
+ /* Sniper */
+ if (snipe_type == SP_HOLYNESS)
+ {
+ cave[ny][nx].info |= (CAVE_GLOW);
+
+ /* Notice */
+ note_spot(ny, nx);
+ /* Redraw */
+ lite_spot(ny, nx);
}
/* Hit the monster, check for death */
- if (mon_take_hit(c_ptr->m_idx, tdam, &fear, note_dies))
+ if (mon_take_hit(c_mon_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
{
/* Dead monster */
}
else
{
/* STICK TO */
- if (q_ptr->name1)
+ if (object_is_fixed_artifact(q_ptr) &&
+ (p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
{
char m_name[80];
monster_desc(m_name, m_ptr, 0);
stick_to = TRUE;
-#ifdef JP
- msg_format("%s¤Ï%s¤ËÆͤ»É¤µ¤Ã¤¿¡ª",o_name, m_name);
-#else
- msg_format("%^s have stuck into %s!",o_name, m_name);
-#endif
+ msg_format(_("%sは%sに突き刺さった!", "%^s have stuck into %s!"),o_name, m_name);
}
/* Message */
- message_pain(c_ptr->m_idx, tdam);
+ message_pain(c_mon_ptr->m_idx, tdam);
/* Anger the monster */
if (tdam > 0) anger_monster(m_ptr);
/* Sound */
sound(SOUND_FLEE);
- /* Get the monster name (or "it") */
- monster_desc(m_name, m_ptr, 0);
+ /* Get the monster name (or "it") */
+ monster_desc(m_name, m_ptr, 0);
+
+ /* Message */
+ msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
+ }
+
+ set_target(m_ptr, p_ptr->y, p_ptr->x);
+
+ /* Sniper */
+ if (snipe_type == SP_RUSH)
+ {
+ int n = randint1(5) + 3;
+ MONSTER_IDX m_idx = c_mon_ptr->m_idx;
+
+ for ( ; cur_dis <= tdis; )
+ {
+ POSITION ox = nx;
+ POSITION oy = ny;
+
+ if (!n) break;
+
+ /* Calculate the new location (see "project()") */
+ mmove2(&ny, &nx, p_ptr->y, p_ptr->x, ty, tx);
+
+ /* Stopped by wilderness boundary */
+ if (!in_bounds2(ny, nx)) break;
+
+ /* Stopped by walls/doors */
+ if (!player_can_enter(cave[ny][nx].feat, 0)) break;
+
+ /* Stopped by monsters */
+ if (!cave_empty_bold(ny, nx)) break;
+
+ cave[ny][nx].m_idx = m_idx;
+ cave[oy][ox].m_idx = 0;
+
+ m_ptr->fx = nx;
+ m_ptr->fy = ny;
+
+ /* Update the monster (new location) */
+ update_mon(c_mon_ptr->m_idx, TRUE);
+
+ lite_spot(ny, nx);
+ lite_spot(oy, ox);
- /* Message */
-#ifdef JP
- msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
-#else
- msg_format("%^s flees in terror!", m_name);
-#endif
+ Term_fresh();
+ Term_xtra(TERM_XTRA_DELAY, msec);
- }
- if (!projectable(m_ptr->fy, m_ptr->fx, py, px))
- {
- set_target(m_ptr, py, px);
+ x = nx;
+ y = ny;
+ cur_dis++;
+ n--;
+ }
}
}
}
+ /* Sniper */
+ if (snipe_type == SP_PIERCE)
+ {
+ if(p_ptr->concent < 1) break;
+ p_ptr->concent--;
+ continue;
+ }
+
/* Stop looking */
break;
}
/* Chance of breakage (during attacks) */
j = (hit_body ? breakage_chance(q_ptr) : 0);
- if(stick_to)
+ if (stick_to)
{
- int m_idx = cave[y][x].m_idx;
+ MONSTER_IDX m_idx = cave[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
- int o_idx = o_pop();
+ IDX o_idx = o_pop();
if (!o_idx)
- {
-#ifdef JP
- msg_format("%s¤Ï¤É¤³¤«¤Ø¹Ô¤Ã¤¿¡£", o_name);
-#else
- msg_format("The %s have gone to somewhere.", o_name);
-#endif
- if (q_ptr->name1)
- {
- a_info[j_ptr->name1].cur_num = 0;
- }
- return;
- }
-
- o_ptr = &o_list[ o_idx ];
+ {
+ msg_format(_("%sはどこかへ行った。", "The %s have gone to somewhere."), o_name);
+ if (object_is_fixed_artifact(q_ptr))
+ {
+ a_info[j_ptr->name1].cur_num = 0;
+ }
+ return;
+ }
+
+ o_ptr = &o_list[o_idx];
object_copy(o_ptr, q_ptr);
/* Forget mark */
- o_ptr->marked = 0;
+ o_ptr->marked &= OM_TOUCHED;
/* Forget location */
o_ptr->iy = o_ptr->ix = 0;
/* Carry object */
m_ptr->hold_o_idx = o_idx;
-
}
- else
+ else if (cave_have_flag_bold(y, x, FF_PROJECT))
+ {
/* Drop (or break) near that location */
(void)drop_near(q_ptr, j, y, x);
-}
+ }
+ else
+ {
+ /* Drop (or break) near that location */
+ (void)drop_near(q_ptr, j, prev_y, prev_x);
+ }
+
+ /* Sniper - Repeat shooting when double shots */
+ }
+ /* Sniper - Loose his/her concentration after any shot */
+ if (p_ptr->concent) reset_concentration(FALSE);
+}
+/*!
+ * @brief 射撃処理のメインルーチン
+ * @return なし
+ */
void do_cmd_fire(void)
{
- int item;
+ OBJECT_IDX item;
object_type *j_ptr;
cptr q, s;
+ is_fired = FALSE; /* not fired yet */
+
/* Get the "bow" (if any) */
j_ptr = &inventory[INVEN_BOW];
/* Require a launcher */
if (!j_ptr->tval)
{
-#ifdef JP
- msg_print("¼Í·âÍѤÎÉð´ï¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£");
-#else
- msg_print("You have nothing to fire with.");
-#endif
+ msg_print(_("射撃用の武器を持っていない。", "You have nothing to fire with."));
flush();
return;
}
if (j_ptr->sval == SV_CRIMSON)
{
-#ifdef JP
- msg_print("¤³¤ÎÉð´ï¤Ïȯư¤·¤Æ»È¤¦¤â¤Î¤Î¤è¤¦¤À¡£");
-#else
- msg_print("Do activate.");
-#endif
+ msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
+ flush();
+ return;
+ }
+
+ if (j_ptr->sval == SV_HARP)
+ {
+ msg_print(_("この武器で射撃はできない。", "It's not for firing."));
flush();
return;
}
item_tester_tval = p_ptr->tval_ammo;
/* Get an item */
-#ifdef JP
- q = "¤É¤ì¤ò·â¤Á¤Þ¤¹¤«? ";
- s = "ȯ¼Í¤µ¤ì¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
- q = "Fire which item? ";
- s = "You have nothing to fire.";
-#endif
-
+ q = _("どれを撃ちますか? ", "Fire which item? ");
+ s = _("発射されるアイテムがありません。", "You have nothing to fire.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
{
flush();
/* Fire the item */
do_cmd_fire_aux(item, j_ptr);
-}
+ if (!is_fired || p_ptr->pclass != CLASS_SNIPER) return;
+
+ /* Sniper actions after some shootings */
+ if (snipe_type == SP_AWAY)
+ {
+ teleport_player(10 + (p_ptr->concent * 2), 0L);
+ }
+ if (snipe_type == SP_FINAL)
+ {
+ msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
+ (void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
+ (void)set_stun(p_ptr->stun + randint1(25));
+ }
+}
+/*!
+ * @brief オブジェクトが投射可能な武器かどうかを返す。
+ * @param o_ptr 判定するオブジェクトの構造体参照ポインタ
+ * @return 投射可能な武器ならばTRUE
+ */
static bool item_tester_hook_boomerang(object_type *o_ptr)
{
if ((o_ptr->tval==TV_DIGGING) || (o_ptr->tval == TV_SWORD) || (o_ptr->tval == TV_POLEARM) || (o_ptr->tval == TV_HAFTED)) return (TRUE);
}
-/*
+/*!
+ * @brief 投射処理のサブルーチン /
* Throw an object from the pack or floor.
- *
+ * @param mult 威力の倍率
+ * @param boomerang ブーメラン処理ならばTRUE
+ * @param shuriken 忍者の手裏剣処理ならばTRUE
+ * @return ターンを消費した場合TRUEを返す
+ * @details
+ * <pre>
* Note: "unseen" monsters are very hard to hit.
*
* Should throwing a weapon do full damage? Should it allow the magic
* to hit bonus of the weapon to have an effect? Should it ever cause
* the item to be destroyed? Should it do any damage at all?
+ * </pre>
*/
-bool do_cmd_throw_aux(int mult, bool boomerang, int shuriken)
+bool do_cmd_throw_aux(int mult, bool boomerang, OBJECT_IDX shuriken)
{
- int dir, item;
- int i, j, y, x, ty, tx;
+ DIRECTION dir;
+ OBJECT_IDX item;
+ int i, j, y, x, ty, tx, prev_y, prev_x;
int ny[19], nx[19];
int chance, tdam, tdis;
- int mul, div;
+ int mul, div, dd, ds;
int cur_dis, visible;
object_type forge;
set_action(ACTION_NONE);
}
- if (shuriken)
+ if (shuriken >= 0)
{
item = shuriken;
}
else if (boomerang)
{
- if (buki_motteruka(INVEN_LARM))
+ if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
{
item_tester_hook = item_tester_hook_boomerang;
-#ifdef JP
- q = "¤É¤ÎÉð´ï¤òÅꤲ¤Þ¤¹¤«? ";
- s = "Åꤲ¤ëÉð´ï¤¬¤Ê¤¤¡£";
-#else
- q = "Throw which item? ";
- s = "You have nothing to throw.";
-#endif
-
+ q = _("どの武器を投げますか? ", "Throw which item? ");
+ s = _("投げる武器がない。", "You have nothing to throw.");
if (!get_item(&item, q, s, (USE_EQUIP)))
{
flush();
return FALSE;
}
}
- else
- {
- item = INVEN_RARM;
- }
+ else if (buki_motteruka(INVEN_LARM)) item = INVEN_LARM;
+ else item = INVEN_RARM;
}
else
{
/* Get an item */
-#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÅꤲ¤Þ¤¹¤«? ";
- s = "Åꤲ¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
-#else
- q = "Throw which item? ";
- s = "You have nothing to throw.";
-#endif
-
+ q = _("どのアイテムを投げますか? ", "Throw which item? ");
+ s = _("投げるアイテムがない。", "You have nothing to throw.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR | USE_EQUIP)))
{
flush();
/* Item is cursed */
- if (cursed_p(o_ptr) && (item >= INVEN_RARM))
+ if (object_is_cursed(o_ptr) && (item >= INVEN_RARM))
{
/* Oops */
-#ifdef JP
- msg_print("¤Õ¡¼¤à¡¢¤É¤¦¤ä¤é¼ö¤ï¤ì¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
- msg_print("Hmmm, it seems to be cursed.");
-#endif
+ msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
/* Nope */
return FALSE;
}
- if (p_ptr->inside_arena)
+ if (p_ptr->inside_arena && !boomerang)
{
- if (o_ptr->tval != 5)
+ if (o_ptr->tval != TV_SPIKE)
{
-#ifdef JP
- msg_print("¥¢¥ê¡¼¥Ê¤Ç¤Ï¥¢¥¤¥Æ¥à¤ò»È¤¨¤Ê¤¤¡ª");
-#else
- msg_print("You're in the arena now. This is hand-to-hand!");
-#endif
+ msg_print(_("アリーナではアイテムを使えない!", "You're in the arena now. This is hand-to-hand!"));
msg_print(NULL);
/* Nope */
/* Extract the thrown object's flags. */
object_flags(q_ptr, flgs);
+ torch_flags(q_ptr, flgs);
/* Distribute the charges of rods/wands between the stacks */
distribute_charges(o_ptr, q_ptr, 1);
q_ptr->number = 1;
/* Description */
- object_desc(o_name, q_ptr, FALSE, 3);
+ object_desc(o_name, q_ptr, OD_OMIT_PREFIX);
if (p_ptr->mighty_throw) mult += 3;
/* Max distance of 10-18 */
if (tdis > mul) tdis = mul;
- if (shuriken)
+ if (shuriken >= 0)
{
- ty = randint0(101)-50+py;
- tx = randint0(101)-50+px;
+ ty = randint0(101)-50+p_ptr->y;
+ tx = randint0(101)-50+p_ptr->x;
}
else
{
if (!get_aim_dir(&dir)) return FALSE;
/* Predict the "target" location */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
+ tx = p_ptr->x + 99 * ddx[dir];
+ ty = p_ptr->y + 99 * ddy[dir];
/* Check for "target request" */
if ((dir == 5) && target_okay())
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Rogue and Ninja gets bonus */
if ((p_ptr->pclass == CLASS_ROGUE) || (p_ptr->pclass == CLASS_NINJA))
- energy_use -= p_ptr->lev;
+ p_ptr->energy_use -= p_ptr->lev;
/* Start at the player */
- y = py;
- x = px;
+ y = p_ptr->y;
+ x = p_ptr->x;
/* Hack -- Handle stuff */
if (shuriken) chance *= 2;
+ /* Save the old location */
+ prev_y = y;
+ prev_x = x;
+
/* Travel until stopped */
for (cur_dis = 0; cur_dis <= tdis; )
{
/* Calculate the new location (see "project()") */
ny[cur_dis] = y;
nx[cur_dis] = x;
- mmove2(&ny[cur_dis], &nx[cur_dis], py, px, ty, tx);
+ mmove2(&ny[cur_dis], &nx[cur_dis], p_ptr->y, p_ptr->x, ty, tx);
/* Stopped by walls/doors */
- if (!cave_floor_bold(ny[cur_dis], nx[cur_dis]))
+ if (!cave_have_flag_bold(ny[cur_dis], nx[cur_dis], FF_PROJECT))
{
hit_wall = TRUE;
- break;
+ if ((q_ptr->tval == TV_FIGURINE) || object_is_potion(q_ptr) || !cave[ny[cur_dis]][nx[cur_dis]].m_idx) break;
}
- /* Advance the distance */
- cur_dis++;
-
/* The player can see the (on screen) missile */
- if (panel_contains(ny[cur_dis-1], nx[cur_dis-1]) && player_can_see_bold(ny[cur_dis-1], nx[cur_dis-1]))
+ if (panel_contains(ny[cur_dis], nx[cur_dis]) && player_can_see_bold(ny[cur_dis], nx[cur_dis]))
{
char c = object_char(q_ptr);
byte a = object_attr(q_ptr);
/* Draw, Hilite, Fresh, Pause, Erase */
- print_rel(c, a, ny[cur_dis-1], nx[cur_dis-1]);
- move_cursor_relative(ny[cur_dis-1], nx[cur_dis-1]);
+ print_rel(c, a, ny[cur_dis], nx[cur_dis]);
+ move_cursor_relative(ny[cur_dis], nx[cur_dis]);
Term_fresh();
Term_xtra(TERM_XTRA_DELAY, msec);
- lite_spot(ny[cur_dis-1], nx[cur_dis-1]);
+ lite_spot(ny[cur_dis], nx[cur_dis]);
Term_fresh();
}
Term_xtra(TERM_XTRA_DELAY, msec);
}
+ /* Save the old location */
+ prev_y = y;
+ prev_x = x;
+
/* Save the new location */
- x = nx[cur_dis-1];
- y = ny[cur_dis-1];
+ x = nx[cur_dis];
+ y = ny[cur_dis];
+ /* Advance the distance */
+ cur_dis++;
/* Monster here, Try to hit it */
if (cave[y][x].m_idx)
cave_type *c_ptr = &cave[y][x];
monster_type *m_ptr = &m_list[c_ptr->m_idx];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Check the visibility */
visible = m_ptr->ml;
hit_body = TRUE;
/* Did we hit it (penalize range) */
- if (test_hit_fire(chance - cur_dis, r_ptr->ac, m_ptr->ml))
+ if (test_hit_fire(chance - cur_dis, m_ptr, m_ptr->ml, o_name))
{
bool fear = FALSE;
- /* Assume a default death */
-#ifdef JP
- cptr note_dies = "¤Ï»à¤ó¤À¡£";
-#else
- cptr note_dies = " dies.";
-#endif
-
-
- /* Some monsters get "destroyed" */
- if (!monster_living(r_ptr))
- {
- int i;
- bool explode = FALSE;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
- }
-
- /* Special note at death */
- if (explode)
-#ifdef JP
-note_dies = "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
-#else
- note_dies = " explodes into tiny shreds.";
-#endif
- else
-#ifdef JP
- note_dies = "¤òÅݤ·¤¿¡£";
-#else
- note_dies = " is destroyed.";
-#endif
-
- }
-
-
/* Handle unseen monster */
if (!visible)
{
/* Invisible monster */
-#ifdef JP
- msg_format("%s¤¬Å¨¤òÊ᪤·¤¿¡£", o_name);
-#else
- msg_format("The %s finds a mark.", o_name);
-#endif
-
+ msg_format(_("%sが敵を捕捉した。", "The %s finds a mark."), o_name);
}
/* Handle visible monster */
monster_desc(m_name, m_ptr, 0);
/* Message */
-#ifdef JP
- msg_format("%s¤¬%s¤ËÌ¿Ã椷¤¿¡£", o_name, m_name);
-#else
- msg_format("The %s hits %s.", o_name, m_name);
-#endif
+ msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
+ if (m_ptr->ml)
+ {
+ /* Hack -- Track this monster race */
+ if (!p_ptr->image) monster_race_track(m_ptr->ap_r_idx);
- /* Hack -- Track this monster race */
- if (m_ptr->ml) monster_race_track(m_ptr->ap_r_idx);
-
- /* Hack -- Track this monster */
- if (m_ptr->ml) health_track(c_ptr->m_idx);
+ /* Hack -- Track this monster */
+ health_track(c_ptr->m_idx);
+ }
}
/* Hack -- Base damage from thrown object */
- tdam = damroll(q_ptr->dd, q_ptr->ds);
+ dd = q_ptr->dd;
+ ds = q_ptr->ds;
+ torch_dice(q_ptr, &dd, &ds); /* throwing a torch */
+ tdam = damroll(dd, ds);
/* Apply special damage XXX XXX XXX */
- tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0);
- tdam = critical_shot(q_ptr->weight, q_ptr->to_h, tdam);
+ tdam = tot_dam_aux(q_ptr, tdam, m_ptr, 0, TRUE);
+ tdam = critical_shot(q_ptr->weight, q_ptr->to_h, 0, tdam);
if (q_ptr->to_d > 0)
tdam += q_ptr->to_d;
else
/* Modify the damage */
tdam = mon_damage_mod(m_ptr, tdam, FALSE);
- /* Complex message */
- if (p_ptr->wizard)
- {
-#ifdef JP
- msg_format("%d/%d¤Î¥À¥á¡¼¥¸¤òÍ¿¤¨¤¿¡£",
- tdam, m_ptr->hp);
-#else
- msg_format("You do %d (out of %d) damage.",
- tdam, m_ptr->hp);
-#endif
-
- }
+ msg_format_wizard(CHEAT_MONSTER, _("%dのダメージを与えた。(残りHP %d/%d(%d))", "You do %d damage. (left HP %d/%d(%d))"),
+ tdam, m_ptr->hp - tdam, m_ptr->maxhp, m_ptr->max_maxhp);
/* Hit the monster, check for death */
- if (mon_take_hit(c_ptr->m_idx, tdam, &fear, note_dies))
+ if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
{
/* Dead monster */
}
monster_desc(m_name, m_ptr, 0);
/* Message */
-#ifdef JP
- msg_format("%^s¤Ï¶²Éݤ·¤Æƨ¤²½Ð¤·¤¿¡ª", m_name);
-#else
- msg_format("%^s flees in terror!", m_name);
-#endif
-
+ msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
}
}
}
}
+ /* decrease toach's fuel */
+ if (hit_body) torch_lost_fuel(q_ptr);
+
/* Chance of breakage (during attacks) */
j = (hit_body ? breakage_chance(q_ptr) : 0);
j = 100;
if (!(summon_named_creature(0, y, x, q_ptr->pval,
- !(cursed_p(q_ptr)) ? PM_FORCE_PET : 0L)))
-#ifdef JP
-msg_print("¿Í·Á¤ÏDZ¤¸¶Ê¤¬¤êºÕ¤±»¶¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("The Figurine writhes and then shatters.");
-#endif
-
- else if (cursed_p(q_ptr))
-#ifdef JP
-msg_print("¤³¤ì¤Ï¤¢¤Þ¤êÎɤ¯¤Ê¤¤µ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You have a bad feeling about this.");
-#endif
+ !(object_is_cursed(q_ptr)) ? PM_FORCE_PET : 0L)))
+ msg_print(_("人形は捻じ曲がり砕け散ってしまった!", "The Figurine writhes and then shatters."));
+ else if (object_is_cursed(q_ptr))
+ msg_print(_("これはあまり良くない気がする。", "You have a bad feeling about this."));
}
if (hit_body || hit_wall || (randint1(100) < j))
{
/* Message */
-#ifdef JP
- msg_format("%s¤ÏºÕ¤±»¶¤Ã¤¿¡ª", o_name);
-#else
- msg_format("The %s shatters!", o_name);
-#endif
-
+ msg_format(_("%sは砕け散った!", "The %s shatters!"), o_name);
if (potion_smash_effect(0, y, x, q_ptr->k_idx))
{
/* ToDo (Robert): fix the invulnerability */
if (cave[y][x].m_idx &&
is_friendly(&m_list[cave[y][x].m_idx]) &&
- !(m_ptr->invulner))
+ !MON_INVULNER(m_ptr))
{
char m_name[80];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
-#ifdef JP
- msg_format("%s¤ÏÅܤä¿¡ª", m_name);
-#else
- msg_format("%^s gets angry!", m_name);
-#endif
-
+ msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
set_hostile(&m_list[cave[y][x].m_idx]);
}
}
j = -1;
if (boomerang) back_chance += 4+randint1(5);
if (super_boomerang) back_chance += 100;
- object_desc(o2_name, q_ptr, FALSE, 0);
+ object_desc(o2_name, q_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if((back_chance > 30) && (!one_in_(100) || super_boomerang))
{
- for (i = cur_dis-1;i>0;i--)
+ for (i = cur_dis - 1; i > 0; i--)
{
if (panel_contains(ny[i], nx[i]) && player_can_see_bold(ny[i], nx[i]))
{
}
if((back_chance > 37) && !p_ptr->blind && (item >= 0))
{
-#ifdef JP
- msg_format("%s¤¬¼ê¸µ¤ËÊ֤äƤ¤¿¡£", o2_name);
-#else
- msg_format("%s comes back to you.", o2_name);
-#endif
+ msg_format(_("%sが手元に返ってきた。", "%s comes back to you."), o2_name);
come_back = TRUE;
}
else
{
if (item >= 0)
{
-#ifdef JP
- msg_format("%s¤ò¼õ¤±Â»¤Í¤¿¡ª", o2_name);
-#else
- msg_format("%s backs, but you can't catch!", o2_name);
-#endif
+ msg_format(_("%sを受け損ねた!", "%s backs, but you can't catch!"), o2_name);
}
else
{
-#ifdef JP
- msg_format("%s¤¬Ê֤äƤ¤¿¡£", o2_name);
-#else
- msg_format("%s comes back.", o2_name);
-#endif
+ msg_format(_("%sが返ってきた。", "%s comes back."), o2_name);
}
- y = py;
- x = px;
+ y = p_ptr->y;
+ x = p_ptr->x;
}
}
else
{
-#ifdef JP
- msg_format("%s¤¬Ê֤äƤ³¤Ê¤«¤Ã¤¿¡ª", o2_name);
-#else
- msg_format("%s doesn't back!", o2_name);
-#endif
+ msg_format(_("%sが返ってこなかった!", "%s doesn't back!"), o2_name);
}
}
}
/* Drop (or break) near that location */
- if (do_drop) (void)drop_near(q_ptr, j, y, x);
+ if (do_drop)
+ {
+ if (cave_have_flag_bold(y, x, FF_PROJECT))
+ {
+ /* Drop (or break) near that location */
+ (void)drop_near(q_ptr, j, y, x);
+ }
+ else
+ {
+ /* Drop (or break) near that location */
+ (void)drop_near(q_ptr, j, prev_y, prev_x);
+ }
+ }
return TRUE;
}
-/*
+/*!
+ * @brief 投射処理のメインルーチン /
* Throw an object from the pack or floor.
+ * @return なし
*/
void do_cmd_throw(void)
{
- do_cmd_throw_aux(1, FALSE, 0);
+ do_cmd_throw_aux(1, FALSE, -1);
+}
+
+
+#ifdef TRAVEL
+/*
+ * Hack: travel command
+ */
+#define TRAVEL_UNABLE 9999
+
+static int flow_head = 0;
+static int flow_tail = 0;
+static POSITION temp2_x[MAX_SHORT];
+static POSITION temp2_y[MAX_SHORT];
+
+/*!
+ * @brief トラベル処理の記憶配列を初期化する Hack: forget the "flow" information
+ * @return なし
+ */
+void forget_travel_flow(void)
+{
+ int x, y;
+
+ /* Check the entire dungeon */
+ for (y = 0; y < cur_hgt; y++)
+ {
+ for (x = 0; x < cur_wid; x++)
+ {
+ /* Forget the old data */
+ travel.cost[y][x] = MAX_SHORT;
+ }
+ }
+
+ travel.y = travel.x = 0;
+}
+
+/*!
+ * @brief トラベル処理中に地形に応じた移動コスト基準を返す
+ * @param y 該当地点のY座標
+ * @param x 該当地点のX座標
+ * @return コスト値
+ */
+static int travel_flow_cost(int y, int x)
+{
+ feature_type *f_ptr = &f_info[cave[y][x].feat];
+ int cost = 1;
+
+ /* Avoid obstacles (ex. trees) */
+ if (have_flag(f_ptr->flags, FF_AVOID_RUN)) cost += 1;
+
+ /* Water */
+ if (have_flag(f_ptr->flags, FF_WATER))
+ {
+ if (have_flag(f_ptr->flags, FF_DEEP) && !p_ptr->levitation) cost += 5;
+ }
+
+ /* Lava */
+ if (have_flag(f_ptr->flags, FF_LAVA))
+ {
+ int lava = 2;
+ if (!p_ptr->resist_fire) lava *= 2;
+ if (!p_ptr->levitation) lava *= 2;
+ if (have_flag(f_ptr->flags, FF_DEEP)) lava *= 2;
+
+ cost += lava;
+ }
+
+ /* Detected traps and doors */
+ if (cave[y][x].info & (CAVE_MARK))
+ {
+ if (have_flag(f_ptr->flags, FF_DOOR)) cost += 1;
+ if (have_flag(f_ptr->flags, FF_TRAP)) cost += 10;
+ }
+
+ return (cost);
+}
+
+/*!
+ * @brief トラベル処理の到達地点までの行程を得る処理のサブルーチン
+ * @param y 目標地点のY座標
+ * @param x 目標地点のX座標
+ * @param n 現在のコスト
+ * @param wall プレイヤーが壁の中にいるならばTRUE
+ * @return なし
+ */
+static void travel_flow_aux(POSITION y, POSITION x, int n, bool wall)
+{
+ cave_type *c_ptr = &cave[y][x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+ int old_head = flow_head;
+ int add_cost = 1;
+ int base_cost = (n % TRAVEL_UNABLE);
+ int from_wall = (n / TRAVEL_UNABLE);
+ int cost;
+
+ /* Ignore out of bounds */
+ if (!in_bounds(y, x)) return;
+
+ /* Ignore unknown grid except in wilderness */
+ if (dun_level > 0 && !(c_ptr->info & CAVE_KNOWN)) return;
+
+ /* Ignore "walls" and "rubble" (include "secret doors") */
+ if (have_flag(f_ptr->flags, FF_WALL) ||
+ have_flag(f_ptr->flags, FF_CAN_DIG) ||
+ (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic) ||
+ (!have_flag(f_ptr->flags, FF_MOVE) && have_flag(f_ptr->flags, FF_CAN_FLY) && !p_ptr->levitation))
+ {
+ if (!wall || !from_wall) return;
+ add_cost += TRAVEL_UNABLE;
+ }
+ else
+ {
+ add_cost = travel_flow_cost(y, x);
+ }
+
+ cost = base_cost + add_cost;
+
+ /* Ignore lower cost entries */
+ if (travel.cost[y][x] <= cost) return;
+
+ /* Save the flow cost */
+ travel.cost[y][x] = cost;
+
+ /* Enqueue that entry */
+ temp2_y[flow_head] = y;
+ temp2_x[flow_head] = x;
+
+ /* Advance the queue */
+ if (++flow_head == MAX_SHORT) flow_head = 0;
+
+ /* Hack -- notice overflow by forgetting new entry */
+ if (flow_head == flow_tail) flow_head = old_head;
+
+ return;
+}
+
+/*!
+ * @brief トラベル処理の到達地点までの行程を得る処理のメインルーチン
+ * @param ty 目標地点のY座標
+ * @param tx 目標地点のX座標
+ * @return なし
+ */
+static void travel_flow(int ty, int tx)
+{
+ int x, y, d;
+ bool wall = FALSE;
+ feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
+
+ /* Reset the "queue" */
+ flow_head = flow_tail = 0;
+
+ /* is player in the wall? */
+ if (!have_flag(f_ptr->flags, FF_MOVE)) wall = TRUE;
+
+ /* Start at the target grid */
+ travel_flow_aux(ty, tx, 0, wall);
+
+ /* Now process the queue */
+ while (flow_head != flow_tail)
+ {
+ /* Extract the next entry */
+ y = temp2_y[flow_tail];
+ x = temp2_x[flow_tail];
+
+ /* Forget that entry */
+ if (++flow_tail == MAX_SHORT) flow_tail = 0;
+
+ /* Ignore too far entries */
+ //if (distance(ty, tx, y, x) > 100) continue;
+
+ /* Add the "children" */
+ for (d = 0; d < 8; d++)
+ {
+ /* Add that child if "legal" */
+ travel_flow_aux(y + ddy_ddd[d], x + ddx_ddd[d], travel.cost[y][x], wall);
+ }
+ }
+
+ /* Forget the flow info */
+ flow_head = flow_tail = 0;
+}
+
+/*!
+ * @brief トラベル処理のメインルーチン
+ * @return なし
+ */
+void do_cmd_travel(void)
+{
+ POSITION x, y;
+ int i;
+ int dx, dy, sx, sy;
+ feature_type *f_ptr;
+
+ if (travel.x != 0 && travel.y != 0 &&
+ get_check(_("トラベルを継続しますか?", "Do you continue to travel?")))
+ {
+ y = travel.y;
+ x = travel.x;
+ }
+ else if (!tgt_pt(&x, &y)) return;
+
+ if ((x == p_ptr->x) && (y == p_ptr->y))
+ {
+ msg_print(_("すでにそこにいます!", "You are already there!!"));
+ return;
+ }
+
+ f_ptr = &f_info[cave[y][x].feat];
+
+ if ((cave[y][x].info & CAVE_MARK) &&
+ (have_flag(f_ptr->flags, FF_WALL) ||
+ have_flag(f_ptr->flags, FF_CAN_DIG) ||
+ (have_flag(f_ptr->flags, FF_DOOR) && cave[y][x].mimic)))
+ {
+ msg_print(_("そこには行くことができません!", "You cannot travel there!"));
+ return;
+ }
+
+ forget_travel_flow();
+ travel_flow(y, x);
+
+ travel.x = x;
+ travel.y = y;
+
+ /* Travel till 255 steps */
+ travel.run = 255;
+
+ /* Paranoia */
+ travel.dir = 0;
+
+ /* Decides first direction */
+ dx = abs(p_ptr->x - x);
+ dy = abs(p_ptr->y - y);
+ sx = ((x == p_ptr->x) || (dx < dy)) ? 0 : ((x > p_ptr->x) ? 1 : -1);
+ sy = ((y == p_ptr->y) || (dy < dx)) ? 0 : ((y > p_ptr->y) ? 1 : -1);
+
+ for (i = 1; i <= 9; i++)
+ {
+ if ((sx == ddx[i]) && (sy == ddy[i])) travel.dir = i;
+ }
}
+#endif