X-Git-Url: http://git.osdn.net/view?p=hengband%2Fhengband.git;a=blobdiff_plain;f=src%2Fracial.c;h=347f65c20e483ff7b9dc33f15b6006478f3c14a7;hp=549cdcd6e59a0dddf51ae6bd226e49c58a38ca4b;hb=97c7a62d7abe963c7a9abcb22a35273101a09081;hpb=98efd7cc529c6f85016c44eccf9e8a296b309a65 diff --git a/src/racial.c b/src/racial.c index 549cdcd6e..347f65c20 100644 --- a/src/racial.c +++ b/src/racial.c @@ -1,19 +1,22 @@ -/* File: racial.c */ - -/* Purpose: Racial powers (and mutations) */ - -/* - * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke - * - * This software may be copied and distributed for educational, research, and - * not for profit purposes provided that this copyright and statement are - * included in all such copies. +/*! + * @file racial.c + * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations) + * @date 2014/01/08 + * @author + * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n + * This software may be copied and distributed for educational, research,\n + * and not for profit purposes provided that this copyright and statement\n + * are included in all such copies. Other copyrights may also apply.\n + * 2014 Deskull rearranged comment for Doxygen. \n */ #include "angband.h" -/* +/*! + * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/ * Hook to determine if an object is contertible in an arrow/bolt + * @param o_ptr オブジェクトの構造体の参照ポインタ。 + * @return 材料にできるならTRUEを返す */ static bool item_tester_hook_convertible(object_type *o_ptr) { @@ -24,10 +27,10 @@ static bool item_tester_hook_convertible(object_type *o_ptr) return (FALSE); } - -/* - * do_cmd_cast calls this function if the player's class - * is 'archer'. +/*! + * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'. + * Hook to determine if an object is contertible in an arrow/bolt + * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す */ static bool do_cmd_archer(void) { @@ -43,41 +46,21 @@ static bool do_cmd_archer(void) q_ptr = &forge; if(p_ptr->lev >= 20) -#ifdef JP - sprintf(com, "[S]ÃÆ, [A]Ìð, [B]¥¯¥í¥¹¥Ü¥¦¤ÎÌð :"); -#else - sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?"); -#endif + sprintf(com, _("[S]å¼¾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?")); else if(p_ptr->lev >= 10) -#ifdef JP - sprintf(com, "[S]ÃÆ, [A]Ìð:"); -#else - sprintf(com, "Create [S]hots or Create [A]rrow ?"); -#endif + sprintf(com, _("[S]å¼¾, [A]矢:", "Create [S]hots or Create [A]rrow ?")); else -#ifdef JP - sprintf(com, "[S]ÃÆ:"); -#else - sprintf(com, "Create [S]hots ?"); -#endif + sprintf(com, _("[S]å¼¾:", "Create [S]hots ?")); if (p_ptr->confused) { -#ifdef JP - msg_print("º®Í𤷤Ƥ롪"); -#else - msg_print("You are too confused!"); -#endif + msg_print(_("混乱してる!", "You are too confused!")); return FALSE; } if (p_ptr->blind) { -#ifdef JP - msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª"); -#else - msg_print("You are blind!"); -#endif + msg_print(_("目が見えない!", "You are blind!")); return FALSE; } @@ -111,61 +94,60 @@ static bool do_cmd_archer(void) cave_type *c_ptr; if (!get_rep_dir(&dir, FALSE)) return FALSE; - y = py + ddy[dir]; - x = px + ddx[dir]; + y = p_ptr->y + ddy[dir]; + x = p_ptr->x + ddx[dir]; c_ptr = &cave[y][x]; - if (c_ptr->feat == FEAT_RUBBLE) + + if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG)) + { + msg_print(_("そこには岩石がない。", "You need pile of rubble.")); + return FALSE; + } + else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK)) + { + msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo.")); + } + else { + s16b slot; + /* Get local object */ q_ptr = &forge; /* Hack -- Give the player some small firestones */ - object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1)); + object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1)); q_ptr->number = (byte)rand_range(15,30); object_aware(q_ptr); object_known(q_ptr); - apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE); + apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART); q_ptr->discount = 99; - (void)inven_carry(q_ptr); + slot = inven_carry(q_ptr); - object_desc(o_name, q_ptr, TRUE, 2); -#ifdef JP - msg_format("´äÀФòºï¤Ã¤Æ%s¤òºî¤Ã¤¿¡£",o_name); -#else - msg_print("You make some ammo."); -#endif + object_desc(o_name, q_ptr, 0); + msg_format(_("%sを作った。", "You make some ammo."), o_name); - (void)wall_to_mud(dir); - p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW); - p_ptr->window |= (PW_OVERHEAD); - } - else - { -#ifdef JP - msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£"); -#else - msg_print("You need pile of rubble."); -#endif + /* Auto-inscription */ + if (slot >= 0) autopick_alter_item(slot, FALSE); + + /* Destroy the wall */ + cave_alter_feat(y, x, FF_HURT_ROCK); + + p_ptr->update |= (PU_FLOW); } } /**********Create arrows*********/ else if (ext == 2) { - int item; - + OBJECT_IDX item; cptr q, s; + s16b slot; item_tester_hook = item_tester_hook_convertible; /* Get an item */ -#ifdef JP - q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© "; - s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£"; -#else - q = "Convert which item? "; - s = "You have no item to convert."; -#endif + q = _("どのアイテムから作りますか? ", "Convert which item? "); + s = _("材料を持っていない。", "You have no item to convert."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE; /* Get the item (in the pack) */ @@ -178,26 +160,22 @@ static bool do_cmd_archer(void) else { q_ptr = &o_list[0 - item]; - } + } /* Get local object */ q_ptr = &forge; /* Hack -- Give the player some small firestones */ - object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1)); - q_ptr->number = (byte)rand_range(5,10); + object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1)); + q_ptr->number = (byte)rand_range(5, 10); object_aware(q_ptr); object_known(q_ptr); - apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE); + apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART); q_ptr->discount = 99; - object_desc(o_name, q_ptr, TRUE, 2); -#ifdef JP - msg_format("%s¤òºî¤Ã¤¿¡£", o_name); -#else - msg_print("You make some ammo."); -#endif + object_desc(o_name, q_ptr, 0); + msg_format(_("%sを作った。", "You make some ammo."), o_name); if (item >= 0) { @@ -211,25 +189,24 @@ static bool do_cmd_archer(void) floor_item_describe(0 - item); floor_item_optimize(0 - item); } - (void)inven_carry(q_ptr); + + slot = inven_carry(q_ptr); + + /* Auto-inscription */ + if (slot >= 0) autopick_alter_item(slot, FALSE); } /**********Create bolts*********/ else if (ext == 3) { - int item; - + OBJECT_IDX item; cptr q, s; + s16b slot; item_tester_hook = item_tester_hook_convertible; /* Get an item */ -#ifdef JP - q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© "; - s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£"; -#else - q = "Convert which item? "; - s = "You have no item to convert."; -#endif + q = _("どのアイテムから作りますか? ", "Convert which item? "); + s = _("材料を持っていない。", "You have no item to convert."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE; /* Get the item (in the pack) */ @@ -242,26 +219,22 @@ static bool do_cmd_archer(void) else { q_ptr = &o_list[0 - item]; - } + } /* Get local object */ q_ptr = &forge; /* Hack -- Give the player some small firestones */ - object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1)); - q_ptr->number = (byte)rand_range(4,8); + object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1)); + q_ptr->number = (byte)rand_range(4, 8); object_aware(q_ptr); object_known(q_ptr); - apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE); + apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART); q_ptr->discount = 99; - object_desc(o_name, q_ptr, TRUE, 2); -#ifdef JP - msg_format("%s¤òºî¤Ã¤¿¡£", o_name); -#else - msg_print("You make some ammo."); -#endif + object_desc(o_name, q_ptr, 0); + msg_format(_("%sを作った。", "You make some ammo."), o_name); if (item >= 0) { @@ -276,15 +249,22 @@ static bool do_cmd_archer(void) floor_item_optimize(0 - item); } - (void)inven_carry(q_ptr); + slot = inven_carry(q_ptr); + + /* Auto-inscription */ + if (slot >= 0) autopick_alter_item(slot, FALSE); } return TRUE; } +/*! + * @brief 魔道具術師の魔力取り込み処理 + * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す + */ bool gain_magic(void) { - int item; - int pval; + OBJECT_IDX item; + PARAMETER_VALUE pval; int ext = 0; cptr q, s; object_type *o_ptr; @@ -294,13 +274,8 @@ bool gain_magic(void) item_tester_hook = item_tester_hook_recharge; /* Get an item */ -#ifdef JP -q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? "; -s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£"; -#else - q = "Gain power of which item? "; - s = "You have nothing to gain power."; -#endif + q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? "); + s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power."); if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE); @@ -316,23 +291,22 @@ s = " o_ptr = &o_list[0 - item]; } - if (!object_known_p(o_ptr)) + if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING) { -#ifdef JP - msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£"); -#else - msg_print("You need to identify before absorbing."); -#endif + msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability.")); + return FALSE; + } + + + if (!object_is_known(o_ptr)) + { + msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing.")); return FALSE; } if (o_ptr->timeout) { -#ifdef JP - msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£"); -#else - msg_print("This item is still charging."); -#endif + msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging.")); return FALSE; } @@ -344,7 +318,7 @@ s = " if (o_ptr->tval == TV_ROD) { - p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number; + p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number; if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99; } else @@ -360,7 +334,7 @@ s = " gain_num = (gain_num/3 + randint0(gain_num/3)) / 256; if (gain_num < 1) gain_num = 1; } - p_ptr->magic_num2[o_ptr->sval + ext] += gain_num; + p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num; if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99; p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000; if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000; @@ -369,13 +343,9 @@ s = " } } - object_desc(o_name, o_ptr, TRUE, 3); + object_desc(o_name, o_ptr, 0); /* Message */ -#ifdef JP - msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name); -#else - msg_format("You absorb magic of %s.", o_name); -#endif + msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name); /* Eliminate the item (from the pack) */ if (item >= 0) @@ -392,11 +362,40 @@ s = " floor_item_describe(0 - item); floor_item_optimize(0 - item); } - energy_use = 100; + p_ptr->energy_use = 100; return TRUE; } +/*! + * @brief 魔法系コマンドを実行できるかの判定を返す + * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。 + */ +static bool can_do_cmd_cast(void) +{ + if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC)) + { + msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!")); + msg_print(NULL); + return FALSE; + } + else if (p_ptr->anti_magic) + { + msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!")); + return FALSE; + } + else if (p_ptr->shero) + { + msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!")); + return FALSE; + } + else + return TRUE; +} +/*! + * @brief 修行僧の構え設定処理 + * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。 + */ static bool choose_kamae(void) { char choice; @@ -406,22 +405,13 @@ static bool choose_kamae(void) if (p_ptr->confused) { -#ifdef JP - msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª"); -#else - msg_print("Too confused."); -#endif + msg_print(_("混乱していて構えられない!", "Too confused.")); return FALSE; } /* Save screen */ screen_save(); - -#ifdef JP - prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20); -#else - prt(" a) No form", 2, 20); -#endif + prt(_(" a) 構えをとく", " a) No form"), 2, 20); for (i = 0; i < MAX_KAMAE; i++) { @@ -433,11 +423,7 @@ static bool choose_kamae(void) } prt("", 1, 0); -#ifdef JP - prt(" ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14); -#else - prt(" Choose Form: ", 1, 14); -#endif + prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14); while(1) { @@ -448,18 +434,14 @@ static bool choose_kamae(void) screen_load(); return FALSE; } - else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE)) + else if ((choice == 'a') || (choice == 'A')) { if (p_ptr->action == ACTION_KAMAE) { set_action(ACTION_NONE); } else -#ifdef JP - msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£"); -#else - msg_print("You are not assuming a posture."); -#endif + msg_print(_("もともと構えていない。", "You are not assuming a posture.")); screen_load(); return TRUE; } @@ -488,22 +470,14 @@ static bool choose_kamae(void) if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae)) { -#ifdef JP - msg_print("¹½¤¨Ä¾¤·¤¿¡£"); -#else - msg_print("You reassume a posture."); -#endif + msg_print(_("構え直した。", "You reassume a posture.")); } else { p_ptr->special_defense &= ~(KAMAE_MASK); p_ptr->update |= (PU_BONUS); p_ptr->redraw |= (PR_STATE); -#ifdef JP - msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc); -#else - msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc); -#endif + msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc); p_ptr->special_defense |= (KAMAE_GENBU << new_kamae); } p_ptr->redraw |= PR_STATE; @@ -511,6 +485,10 @@ static bool choose_kamae(void) return TRUE; } +/*! + * @brief 剣術家の型設定処理 + * @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。 + */ static bool choose_kata(void) { char choice; @@ -520,62 +498,37 @@ static bool choose_kata(void) if (p_ptr->confused) { -#ifdef JP - msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª"); -#else - msg_print("Too confused."); -#endif + msg_print(_("混乱していて構えられない!", "Too confused.")); return FALSE; } if (p_ptr->stun) { -#ifdef JP - msg_print("°Õ¼±¤¬¤Ï¤Ã¤­¤ê¤È¤·¤Ê¤¤¡£"); -#else - msg_print("You are not clear headed"); -#endif + msg_print(_("意識がはっきりとしない。", "You are not clear headed")); return FALSE; } if (p_ptr->afraid) { -#ifdef JP - msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª"); -#else - msg_print("You are trembling with fear!"); -#endif + msg_print(_("体が震えて構えられない!", "You are trembling with fear!")); return FALSE; } /* Save screen */ screen_save(); - -#ifdef JP - prt(" a) ·¿¤òÊø¤¹", 2, 20); -#else - prt(" a) No Form", 2, 20); -#endif + prt(_(" a) 型を崩す", " a) No Form"), 2, 20); for (i = 0; i < MAX_KATA; i++) { if (p_ptr->lev >= kata_shurui[i].min_level) { -#ifdef JP - sprintf(buf," %c) %s¤Î·¿ %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info); -#else - sprintf(buf," %c) Form of %-12s %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info); -#endif + sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info); prt(buf, 3+i, 20); } } prt("", 1, 0); -#ifdef JP - prt(" ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14); -#else - prt(" Choose Form: ", 1, 14); -#endif + prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14); while(1) { @@ -586,18 +539,14 @@ static bool choose_kata(void) screen_load(); return FALSE; } - else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE)) + else if ((choice == 'a') || (choice == 'A')) { if (p_ptr->action == ACTION_KATA) { set_action(ACTION_NONE); } else -#ifdef JP - msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£"); -#else - msg_print("You are not assuming posture."); -#endif + msg_print(_("もともと構えていない。", "You are not assuming posture.")); screen_load(); return TRUE; } @@ -626,22 +575,14 @@ static bool choose_kata(void) if (p_ptr->special_defense & (KATA_IAI << new_kata)) { -#ifdef JP - msg_print("¹½¤¨Ä¾¤·¤¿¡£"); -#else - msg_print("You reassume a posture."); -#endif + msg_print(_("構え直した。", "You reassume a posture.")); } else { p_ptr->special_defense &= ~(KATA_MASK); p_ptr->update |= (PU_BONUS); p_ptr->update |= (PU_MONSTERS); -#ifdef JP - msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc); -#else - msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc); -#endif + msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc); p_ptr->special_defense |= (KATA_IAI << new_kata); } p_ptr->redraw |= (PR_STATE); @@ -651,15 +592,39 @@ static bool choose_kata(void) } -/* - * Returns the chance to activate a racial power/mutation +/*! + * @brief レイシャル・パワー情報のtypedef + */ +typedef struct power_desc_type power_desc_type; + +/*! + * @brief レイシャル・パワー情報の構造体定義 + */ +struct power_desc_type +{ + char name[40]; + PLAYER_LEVEL level; + int cost; + int stat; + int fail; + int number; +}; + + +/*! + * @brief レイシャル・パワーの発動成功率を計算する / Returns the chance to activate a racial power/mutation + * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ + * @return 成功率(%)を返す */ -static int racial_chance(s16b min_level, int use_stat, int difficulty) +static int racial_chance(power_desc_type *pd_ptr) { + PLAYER_LEVEL min_level = pd_ptr->level; + int difficulty = pd_ptr->fail; + int i; int val; int sum = 0; - int stat = p_ptr->stat_cur[use_stat]; + int stat = p_ptr->stat_cur[pd_ptr->stat]; /* No chance for success */ if ((p_ptr->lev < min_level) || p_ptr->confused) @@ -700,53 +665,52 @@ static int racial_chance(s16b min_level, int use_stat, int difficulty) } -/* Note: return value indicates that we have succesfully used the power */ +static int racial_cost; -bool racial_aux(s16b min_level, int cost, int use_stat, int difficulty) +/*! + * @brief レイシャル・パワーの発動の判定処理 + * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ + * @return + * 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。 + * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed + */ +static int racial_aux(power_desc_type *pd_ptr) { - bool use_hp = FALSE; + s16b min_level = pd_ptr->level; + int use_stat = pd_ptr->stat; + int difficulty = pd_ptr->fail; + int use_hp = 0; + + racial_cost = pd_ptr->cost; /* Not enough mana - use hp */ - if (p_ptr->csp < cost) use_hp = TRUE; + if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp; /* Power is not available yet */ if (p_ptr->lev < min_level) { -#ifdef JP -msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level); -#else - msg_format("You need to attain level %d to use this power.", min_level); -#endif + msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。", + "You need to attain level %d to use this power."), min_level); - energy_use = 0; - return FALSE; + p_ptr->energy_use = 0; + return 0; } /* Too confused */ else if (p_ptr->confused) { -#ifdef JP -msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£"); -#else - msg_print("You are too confused to use this power."); -#endif - - energy_use = 0; - return FALSE; + msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power.")); + p_ptr->energy_use = 0; + return 0; } /* Risk death? */ - else if (use_hp && (p_ptr->chp < cost)) + else if (p_ptr->chp < use_hp) { -#ifdef JP -if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©")) -#else - if (!get_check("Really use the power in your weakened state? ")) -#endif - + if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? "))) { - energy_use = 0; - return FALSE; + p_ptr->energy_use = 0; + return 0; } } @@ -769,52 +733,36 @@ if (!get_check(" } /* take time and pay the price */ - energy_use = 100; - - if (cost) - { - if (use_hp) - { -#ifdef JP - take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2), - "²áÅ٤ν¸Ãæ", -1); -#else - take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2), - "concentrating too hard", -1); -#endif - - } - else - { - p_ptr->csp -= (cost / 2) + randint1(cost / 2); - } - } - - - /* Redraw mana and hp */ - p_ptr->redraw |= (PR_HP | PR_MANA); - - /* Window stuff */ - p_ptr->window |= (PW_PLAYER | PW_SPELL); + p_ptr->energy_use = 100; /* Success? */ if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2))) { - return TRUE; + return 1; } -#ifdef JP -msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤­¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You've failed to concentrate hard enough."); -#endif if (flush_failure) flush(); + msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough.")); - return FALSE; + return -1; } +/*! + * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する + * @return なし + */ +void ratial_stop_mouth(void) +{ + if (music_singing_any()) stop_singing(); + if (hex_spelling_any()) stop_hex_spell_all(); +} +/*! + * @brief レイシャル・パワー発動処理 + * @param command 発動するレイシャルのID + * @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。 + */ static bool cmd_racial_power_aux(s32b command) { s16b plev = p_ptr->lev; @@ -826,270 +774,183 @@ static bool cmd_racial_power_aux(s32b command) { case CLASS_WARRIOR: { - if (racial_aux(40, 75, A_DEX, 35)) + int y = 0, x = 0, i; + cave_type *c_ptr; + + for (i = 0; i < 6; i++) { - int y = 0, x = 0, i; - cave_type *c_ptr; - monster_type *m_ptr; + dir = randint0(8); + y = p_ptr->y + ddy_ddd[dir]; + x = p_ptr->x + ddx_ddd[dir]; + c_ptr = &cave[y][x]; - for (i = 0; i < 6; i++) + /* Hack -- attack monsters */ + if (c_ptr->m_idx) + py_attack(y, x, 0); + else { - dir = randint0(8); - y = py + ddy_ddd[dir]; - x = px + ddx_ddd[dir]; - c_ptr = &cave[y][x]; - - /* Get the monster */ - m_ptr = &m_list[c_ptr->m_idx]; - - /* Hack -- attack monsters */ - if (c_ptr->m_idx) - py_attack(y, x, 0); - else - { -#ifdef JP -msg_print("¹¶·â¤¬¶õ¤ò¤­¤Ã¤¿¡£"); -#else - msg_print("You attack the empty air."); -#endif - } + msg_print(_("攻撃が空をきった。", "You attack the empty air.")); } } break; } - case CLASS_MAGE: case CLASS_HIGH_MAGE: + if (p_ptr->realm1 == REALM_HEX) + { + bool retval = stop_hex_spell(); + if (retval) p_ptr->energy_use = 10; + return (retval); + } + case CLASS_MAGE: + /* case CLASS_HIGH_MAGE: */ case CLASS_SORCERER: { - if (racial_aux(25, 1, A_INT, 25)) - { - if (!eat_magic(p_ptr->lev * 2)) return FALSE; - } + if (!eat_magic(p_ptr->lev * 2)) return FALSE; break; } case CLASS_PRIEST: { if (is_good_realm(p_ptr->realm1)) { - if (racial_aux(35, 70, A_WIS, 50)) - { - if (!bless_weapon()) return FALSE; - } + if (!bless_weapon()) return FALSE; } else { - if (racial_aux(42, 40, A_WIS, 30)) - { - (void)dispel_monsters(plev * 4); - turn_monsters(plev * 4); - banish_monsters(plev * 4); - } + (void)dispel_monsters(plev * 4); + turn_monsters(plev * 4); + banish_monsters(plev * 4); } break; } case CLASS_ROGUE: { - if (racial_aux(8, 12, A_DEX, 14)) - { - int x, y; - - if (!get_rep_dir(&dir, FALSE)) return FALSE; - y = py + ddy[dir]; - x = px + ddx[dir]; - if (cave[y][x].m_idx) - { - py_attack(y, x, 0); - if (randint0(p_ptr->skill_dis) < 7) -#ifdef JP -msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("You are failed to run away."); -#endif - else teleport_player(30); - } - else - { -#ifdef JP -msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£"); -#else - msg_print("You don't see any monster in this direction"); -#endif + int x, y; - msg_print(NULL); - } + if (!get_rep_dir(&dir, FALSE)) return FALSE; + y = p_ptr->y + ddy[dir]; + x = p_ptr->x + ddx[dir]; + if (cave[y][x].m_idx) + { + py_attack(y, x, 0); + if (randint0(p_ptr->skill_dis) < 7) + msg_print(_("うまく逃げられなかった。", "You are failed to run away.")); + else teleport_player(30, 0L); + } + else + { + msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction")); + msg_print(NULL); } break; } case CLASS_RANGER: + case CLASS_SNIPER: { - if (racial_aux(15, 20, A_INT, 12)) - { -#ifdef JP -msg_print("Ũ¤òÄ´ºº¤·¤¿..."); -#else - msg_print("You examine your foes..."); -#endif - - probing(); - } + msg_print(_("敵を調査した...", "You examine your foes...")); + probing(); break; } case CLASS_PALADIN: { - if (is_good_realm(p_ptr->realm1)) - { - if (racial_aux(30, 30, A_WIS, 20)) - { - if (!get_aim_dir(&dir)) return FALSE; - fire_beam(GF_HOLY_FIRE, dir, plev * 3); - } - } - else - { - if (racial_aux(30, 30, A_WIS, 20)) - { - if (!get_aim_dir(&dir)) return FALSE; - fire_beam(GF_HELL_FIRE, dir, plev * 3); - } - } + if (!get_aim_dir(&dir)) return FALSE; + fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE, + dir, plev * 3); break; } case CLASS_WARRIOR_MAGE: { if (command == -3) { - if (racial_aux(25, 0, A_INT, 10)) + int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, + _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5; + if (gain_sp) { - int gain_sp; - if ((gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, -#ifdef JP -"£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1))) -#else -"thoughtless convertion from HP to SP", -1))) -#endif + p_ptr->csp += gain_sp; + if (p_ptr->csp > p_ptr->msp) { - p_ptr->csp += gain_sp / 5; - if (p_ptr->csp > p_ptr->msp) - { - p_ptr->csp = p_ptr->msp; - p_ptr->csp_frac = 0; - } - } - else -#ifdef JP -msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£"); -#else - msg_print("You failed to convert."); -#endif + p_ptr->csp = p_ptr->msp; + p_ptr->csp_frac = 0; + } + } + else + { + msg_print(_("変換に失敗した。", "You failed to convert.")); } } else if (command == -4) { - if (racial_aux(25, 0, A_INT, 10)) + if (p_ptr->csp >= p_ptr->lev / 5) { - if (p_ptr->csp >= p_ptr->lev/5) - { - p_ptr->csp -= p_ptr->lev / 5; - hp_player(p_ptr->lev); - } - else -#ifdef JP -msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£"); -#else - msg_print("You failed to convert."); -#endif + p_ptr->csp -= p_ptr->lev / 5; + hp_player(p_ptr->lev); + } + else + { + msg_print(_("変換に失敗した。", "You failed to convert.")); } } + + /* Redraw mana and hp */ + p_ptr->redraw |= (PR_HP | PR_MANA); + break; } case CLASS_CHAOS_WARRIOR: { - if (racial_aux(40, 50, A_INT, 25)) - { -#ifdef JP -msg_print("ÊÕ¤ê¤òâˤó¤À..."); -#else - msg_print("You glare nearby monsters..."); -#endif - slow_monsters(); - stun_monsters(p_ptr->lev * 4); - confuse_monsters(p_ptr->lev * 4); - turn_monsters(p_ptr->lev * 4); - stasis_monsters(p_ptr->lev * 4); - } + msg_print(_("辺りを睨んだ...", "You glare nearby monsters...")); + slow_monsters(p_ptr->lev); + stun_monsters(p_ptr->lev * 4); + confuse_monsters(p_ptr->lev * 4); + turn_monsters(p_ptr->lev * 4); + stasis_monsters(p_ptr->lev * 4); break; } case CLASS_MONK: { + if (!(empty_hands(TRUE) & EMPTY_HAND_RARM)) + { + msg_print(_("素手じゃないとできません。", "You need to be bare hand.")); + return FALSE; + } + if (p_ptr->riding) + { + msg_print(_("乗馬中はできません。", "You need to get off a pet.")); + return FALSE; + } + if (command == -3) { - if (empty_hands(TRUE) < 2) - { -#ifdef JP -msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£"); -#else - msg_print("You need to be bare hands."); -#endif - return FALSE; - } - if (racial_aux(25, 0, A_DEX, 0)) - { - if (choose_kamae()) energy_use = 100; - else energy_use = 0; - p_ptr->update |= (PU_BONUS); - p_ptr->redraw |= (PR_ARMOR); - } + if (!choose_kamae()) return FALSE; + p_ptr->update |= (PU_BONUS); } - if (command == -4) + else if (command == -4) { - if (empty_hands(TRUE) < 2) - { -#ifdef JP -msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤­¤Þ¤»¤ó¡£"); -#else - msg_print("You need to be bare hand."); -#endif - return FALSE; - } - if (racial_aux(30, 30, A_STR, 20)) + int x, y; + + if (!get_rep_dir(&dir, FALSE)) return FALSE; + y = p_ptr->y + ddy[dir]; + x = p_ptr->x + ddx[dir]; + if (cave[y][x].m_idx) { - int x, y; + if (one_in_(2)) + msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!", + "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!")); + else + msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!", + "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!")); - if (!get_rep_dir(&dir, FALSE)) return FALSE; - y = py + ddy[dir]; - x = px + ddx[dir]; + py_attack(y, x, 0); if (cave[y][x].m_idx) { - if (one_in_(2)) -#ifdef JP -msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª"); -#else -msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"); -#endif - else -#ifdef JP -msg_print("¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¡ª¡ª¡ª"); -#else -msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"); -#endif + handle_stuff(); py_attack(y, x, 0); - if (cave[y][x].m_idx) - { - handle_stuff(); - py_attack(y, x, 0); - } - p_ptr->energy_need += ENERGY_NEED(); - } - else - { -#ifdef JP -msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£"); -#else - msg_print("You don't see any monster in this direction"); -#endif - - msg_print(NULL); } + p_ptr->energy_need += ENERGY_NEED(); + } + else + { + msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction")); + msg_print(NULL); } } break; @@ -1099,275 +960,196 @@ msg_print(" { if (total_friends) { -#ifdef JP -msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£"); -#else - msg_print("You need concentration on the pets now."); -#endif + msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now.")); return FALSE; } - if (racial_aux(15, 0, A_WIS, 10)) - { -#ifdef JP -msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£"); -#else - msg_print("You feel your head clear a little."); -#endif + msg_print(_("少し頭がハッキリした。", "You feel your head clear a little.")); - p_ptr->csp += (3 + p_ptr->lev/20); - if (p_ptr->csp >= p_ptr->msp) - { - p_ptr->csp = p_ptr->msp; - p_ptr->csp_frac = 0; - } + p_ptr->csp += (3 + p_ptr->lev/20); + if (p_ptr->csp >= p_ptr->msp) + { + p_ptr->csp = p_ptr->msp; + p_ptr->csp_frac = 0; } + + /* Redraw mana */ + p_ptr->redraw |= (PR_MANA); break; } case CLASS_TOURIST: { if (command == -3) { - if (racial_aux(1, 0, A_DEX, 0)) - { - if (!get_aim_dir(&dir)) return FALSE; - project_length = 1; - fire_beam(GF_PHOTO, dir, 1); - } + if (!get_aim_dir(&dir)) return FALSE; + project_length = 1; + fire_beam(GF_PHOTO, dir, 1); } else if (command == -4) { - if (racial_aux(25, 20, A_INT, 20)) - { - if (!identify_fully(FALSE, FALSE)) return FALSE; - } + if (!identify_fully(FALSE)) return FALSE; } break; } case CLASS_IMITATOR: { - if (racial_aux(30, 100, A_DEX, 30)) - { - handle_stuff(); - if (!do_cmd_mane(TRUE)) return FALSE; - } + handle_stuff(); + if (!do_cmd_mane(TRUE)) return FALSE; break; } case CLASS_BEASTMASTER: { if (command == -3) { - if (racial_aux(1, (p_ptr->lev+3) / 4, A_CHR, 10)) - { - if (!get_aim_dir(&dir)) return FALSE; - (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0); - } - break; + if (!get_aim_dir(&dir)) return FALSE; + (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0); } else if (command == -4) { - if (racial_aux(30, (p_ptr->lev+20) / 2, A_CHR, 10)) - { - project_hack(GF_CONTROL_LIVING, p_ptr->lev); - } - break; + project_hack(GF_CONTROL_LIVING, p_ptr->lev); } + break; } case CLASS_ARCHER: { - if (racial_aux(1, 0, A_DEX, 0)) - { - if (!do_cmd_archer()) return FALSE; - } + if (!do_cmd_archer()) return FALSE; break; } case CLASS_MAGIC_EATER: { - if (racial_aux(1, 0, A_INT, 0)) - { + if (command == -3) { if (!gain_magic()) return FALSE; + } else if (command == -4) { + if (!can_do_cmd_cast()) return FALSE; + if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE; } break; } case CLASS_BARD: { - if (racial_aux(1, 0, A_CHR, 0)) - { - stop_singing(); - energy_use = 10; - return FALSE; - } + /* Singing is already stopped */ + if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE; + + stop_singing(); + p_ptr->energy_use = 10; break; } case CLASS_RED_MAGE: { - if (racial_aux(48, 20, A_INT, 0)) - { - handle_stuff(); + if (!can_do_cmd_cast()) return FALSE; + handle_stuff(); + do_cmd_cast(); + handle_stuff(); + if (!p_ptr->paralyzed && can_do_cmd_cast()) do_cmd_cast(); - handle_stuff(); - if (!p_ptr->paralyzed) - do_cmd_cast(); - } break; } case CLASS_SAMURAI: { - if (total_friends) - { -#ifdef JP -msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£"); -#else -msg_print("You need concentration on the pets now."); -#endif - return FALSE; - } if (command == -3) { - if (p_ptr->special_defense & KATA_MASK) + int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5); + + if (total_friends) { -#ifdef JP -msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£"); -#else - msg_print("You need concentration on your form."); -#endif + msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now.")); return FALSE; } - if (racial_aux(1, 0, A_WIS, 0)) + if (p_ptr->special_defense & KATA_MASK) { - int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5); -#ifdef JP -msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£"); -#else - msg_print("You concentrate to charge your power."); -#endif + msg_print(_("今は構えに集中している。", "You need concentration on your form.")); + return FALSE; + } + msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power.")); - p_ptr->csp += p_ptr->msp / 2; - if (p_ptr->csp >= max_csp) - { - p_ptr->csp = max_csp; - p_ptr->csp_frac = 0; - } + p_ptr->csp += p_ptr->msp / 2; + if (p_ptr->csp >= max_csp) + { + p_ptr->csp = max_csp; + p_ptr->csp_frac = 0; } + + /* Redraw mana */ + p_ptr->redraw |= (PR_MANA); } - if (command == -4) + else if (command == -4) { - if (!buki_motteruka(INVEN_RARM)) + if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM)) { -#ifdef JP -msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£"); -#else - msg_print("You need to wield a weapon."); -#endif + msg_print(_("武器を持たないといけません。", "You need to wield a weapon.")); return FALSE; } - if (racial_aux(25, 0, A_DEX, 0)) - { - if (choose_kata()) energy_use = 100; - else energy_use = 0; - p_ptr->update |= (PU_BONUS); - p_ptr->redraw |= (PR_ARMOR); - } + if (!choose_kata()) return FALSE; + p_ptr->update |= (PU_BONUS); } break; } case CLASS_BLUE_MAGE: { - if (racial_aux(1, 0, A_INT, 0)) + if (p_ptr->action == ACTION_LEARN) { - if (p_ptr->action == ACTION_LEARN) - { - set_action(ACTION_NONE); - } - else - { - set_action(ACTION_LEARN); - } - energy_use = 0; + set_action(ACTION_NONE); } + else + { + set_action(ACTION_LEARN); + } + p_ptr->energy_use = 0; break; } case CLASS_CAVALRY: { - if (racial_aux(10, 0, A_STR, 10)) + char m_name[80]; + monster_type *m_ptr; + monster_race *r_ptr; + int rlev; + + if (p_ptr->riding) { - char m_name[80]; - monster_type *m_ptr; - monster_race *r_ptr; - int rlev; + msg_print(_("今は乗馬中だ。", "You ARE riding.")); + return FALSE; + } + if (!do_riding(TRUE)) return TRUE; + m_ptr = &m_list[p_ptr->riding]; + r_ptr = &r_info[m_ptr->r_idx]; + monster_desc(m_name, m_ptr, 0); + msg_format(_("%sに乗った。", "You ride on %s."),m_name); + if (is_pet(m_ptr)) break; + rlev = r_ptr->level; + if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2; + if (rlev > 60) rlev = 60+(rlev-60)/2; + if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev) + && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle + && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR)) + && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5))) + { + msg_format(_("%sを手なずけた。", "You tame %s."),m_name); + set_pet(m_ptr); + } + else + { + msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name); + rakuba(1,TRUE); - if (p_ptr->riding) - { -#ifdef JP - msg_print("º£¤Ï¾èÇÏÃæ¤À¡£"); -#else - msg_print("You ARE riding."); -#endif - return FALSE; - } - if (!do_riding(TRUE)) return TRUE; - m_ptr = &m_list[p_ptr->riding]; - r_ptr = &r_info[m_ptr->r_idx]; - monster_desc(m_name, m_ptr, 0); -#ifdef JP - msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name); -#else - msg_format("You ride on %s.",m_name); -#endif - if (is_pet(m_ptr)) break; - rlev = r_ptr->level; - if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2; - if (rlev > 60) rlev = 60+(rlev-60)/2; - if ((randint1(p_ptr->skill_exp[GINOU_RIDING]/120+p_ptr->lev*2/3) > rlev) && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR)) && (rlev < p_ptr->lev*3/2+randint0(p_ptr->lev/5))) - { -#ifdef JP - msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name); -#else - msg_format("You tame %s.",m_name); -#endif - set_pet(m_ptr); - } - else - { -#ifdef JP - msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name); -#else - msg_format("You have thrown off by %s.",m_name); -#endif - rakuba(1,TRUE); - } + /* Paranoia */ + /* 落馬処理に失敗してもとにかく乗馬解除 */ + p_ptr->riding = 0; } break; } case CLASS_BERSERKER: { - if (command == -3) - { - if (racial_aux(5, 5, A_DEX, 10)) - { - (void)set_food(PY_FOOD_MAX - 1); - } - } - else if (command == -4) - { - if (racial_aux(10, 10, A_DEX, 20)) - { - if (!word_of_recall()) return FALSE; - } - } + if (!word_of_recall()) return FALSE; break; } case CLASS_SMITH: { - if (racial_aux(5, 15, A_INT, 20)) + if (p_ptr->lev > 29) { - if (p_ptr->lev > 29) - { - if (!identify_fully(TRUE, FALSE)) return FALSE; - } - else - { - if (!ident_spell(TRUE, FALSE)) return FALSE; - } + if (!identify_fully(TRUE)) return FALSE; + } + else + { + if (!ident_spell(TRUE)) return FALSE; } break; } @@ -1375,70 +1157,64 @@ msg_print(" { if (command == -3) { - if (racial_aux(1, 0, A_INT, 0)){ - int x,y; - for( x=0 ; x < cur_wid ;x++){ - for( y=0 ; y < cur_hgt ;y++){ - if( (cave[y][x].info & CAVE_IN_MIRROR)){ - remove_mirror(y,x); - project(0,2,y,x, p_ptr->lev /2 +5 ,GF_SHARDS,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_REF|PROJECT_NO_HANGEKI),-1); - } - } - } - } + /* Explode all mirrors */ + remove_all_mirrors(TRUE); } else if (command == -4) { - if (total_friends) - { -#ifdef JP -msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£"); -#else - msg_print("You need concentration on the pets now."); -#endif - return FALSE; - } - if (racial_aux(30, 0, A_INT, 20)){ - if( (cave[py][px].info & CAVE_IN_MIRROR)) + if (total_friends) { -#ifdef JP -msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥­¥ê¤·¤¿¡£"); -#else - msg_print("You feel your head clear a little."); -#endif + msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now.")); + return FALSE; + } + if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x])) + { + msg_print(_("少し頭がハッキリした。", "You feel your head clear a little.")); - p_ptr->csp += ( 5 + (p_ptr->lev)*(p_ptr->lev)/100); + p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100); if (p_ptr->csp >= p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; } - } - else { -#ifdef JP -msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤­¤Ê¤¤¡ª"); -#else - msg_print("Here are not any mirrors!"); -#endif + /* Redraw mana */ + p_ptr->redraw |= (PR_MANA); + } + else + { + msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!")); } - } } break; } case CLASS_NINJA: { - if (command == -3) + if (p_ptr->action == ACTION_HAYAGAKE) + { + set_action(ACTION_NONE); + } + else { - if (racial_aux(20, 0, A_DEX, 0)) + cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x]; + feature_type *f_ptr = &f_info[c_ptr->feat]; + + if (!have_flag(f_ptr->flags, FF_PROJECT) || + (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP))) { - if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE); - else set_action(ACTION_HAYAGAKE); - energy_use = 0; + msg_print(_("ここでは素早く動けない。", "You cannot run in here.")); + } + else + { + set_action(ACTION_HAYAGAKE); } } + + + p_ptr->energy_use = 0; break; } + } } else if (p_ptr->mimic_form) @@ -1447,90 +1223,67 @@ msg_print(" { case MIMIC_DEMON: case MIMIC_DEMON_LORD: - if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20)) - { - int type = (one_in_(2) ? GF_NETHER : GF_FIRE); - if (!get_aim_dir(&dir)) break; + { + int type = (one_in_(2) ? GF_NETHER : GF_FIRE); + if (!get_aim_dir(&dir)) return FALSE; + ratial_stop_mouth(); #ifdef JP -msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê")); + msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎")); #else - msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire")); + msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire")); #endif - fire_ball(type, dir, plev * 3, - -(plev / 15) - 1); - } + fire_breath(type, dir, plev * 3, (plev / 15) + 1); break; + } case MIMIC_VAMPIRE: if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) { -#ifdef JP - msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£"); -#else - msg_print("Something prevent you from attacking."); -#endif + msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking.")); return FALSE; } - if (racial_aux(2, (1 + (plev / 3)), A_CON, 9)) + else { int y, x, dummy = 0; cave_type *c_ptr; /* Only works on adjacent monsters */ - if (!get_rep_dir(&dir,FALSE)) break; /* was get_aim_dir */ - y = py + ddy[dir]; - x = px + ddx[dir]; + if (!get_rep_dir(&dir, FALSE)) return FALSE; /* was get_aim_dir */ + y = p_ptr->y + ddy[dir]; + x = p_ptr->x + ddx[dir]; c_ptr = &cave[y][x]; + ratial_stop_mouth(); + if (!c_ptr->m_idx) { -#ifdef JP -msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª"); -#else - msg_print("You bite into thin air!"); -#endif - + msg_print(_("何もない場所に噛みついた!", "You bite into thin air!")); break; } -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿..."); -#else - msg_print("You grin and bare your fangs..."); -#endif - + msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs...")); dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */ - if (drain_life(dir, dummy)) + if (hypodynamic_bolt(dir, dummy)) { if (p_ptr->food < PY_FOOD_FULL) /* No heal if we are "full" */ (void)hp_player(dummy); else -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£"); -#else - msg_print("You were not hungry."); -#endif + msg_print(_("あなたは空腹ではありません。", "You were not hungry.")); - /* Gain nutritional sustenance: 150/hp drained */ - /* A Food ration gives 5000 food points (by contrast) */ - /* Don't ever get more than "Full" this way */ - /* But if we ARE Gorged, it won't cure us */ - dummy = p_ptr->food + MIN(5000, 100 * dummy); + /* Gain nutritional sustenance: 150/hp drained */ + /* A Food ration gives 5000 food points (by contrast) */ + /* Don't ever get more than "Full" this way */ + /* But if we ARE Gorged, it won't cure us */ + dummy = p_ptr->food + MIN(5000, 100 * dummy); if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */ (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy); } else -#ifdef JP -msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£"); -#else - msg_print("Yechh. That tastes foul."); -#endif - + msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul.")); } break; } - } else @@ -1539,22 +1292,13 @@ msg_print(" switch (p_ptr->prace) { case RACE_DWARF: - if (racial_aux(5, 5, A_WIS, 12)) - { -#ifdef JP -msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£"); -#else - msg_print("You examine your surroundings."); -#endif - - (void)detect_traps(DETECT_RAD_DEFAULT); - (void)detect_doors(DETECT_RAD_DEFAULT); - (void)detect_stairs(DETECT_RAD_DEFAULT); - } + msg_print(_("周囲を調べた。", "You examine your surroundings.")); + (void)detect_traps(DETECT_RAD_DEFAULT, TRUE); + (void)detect_doors(DETECT_RAD_DEFAULT); + (void)detect_stairs(DETECT_RAD_DEFAULT); break; case RACE_HOBBIT: - if (racial_aux(15, 10, A_INT, 10)) { object_type *q_ptr; object_type forge; @@ -1563,277 +1307,130 @@ msg_print(" q_ptr = &forge; /* Create the food ration */ - object_prep(q_ptr, 21); + object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION)); /* Drop the object from heaven */ - (void)drop_near(q_ptr, -1, py, px); -#ifdef JP -msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£"); -#else - msg_print("You cook some food."); -#endif - + (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x); + msg_print(_("食事を料理して作った。", "You cook some food.")); } break; case RACE_GNOME: - if (racial_aux(5, 5, A_INT, 12)) - { -#ifdef JP -msg_print("¥Ñ¥Ã¡ª"); -#else - msg_print("Blink!"); -#endif - - teleport_player(10); - } + msg_print(_("パッ!", "Blink!")); + teleport_player(10, 0L); break; case RACE_HALF_ORC: - if (racial_aux(3, 5, A_WIS, - ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 5 : 10))) - { -#ifdef JP -msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£"); -#else - msg_print("You play tough."); -#endif - - (void)set_afraid(0); - } + msg_print(_("勇気を出した。", "You play tough.")); + (void)set_afraid(0); break; case RACE_HALF_TROLL: - if (racial_aux(10, 12, A_STR, - ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12))) - { -#ifdef JP -msg_print("¤¦¤¬¤¡¤¡¡ª"); -#else - msg_print("RAAAGH!"); -#endif - - (void)set_afraid(0); - - (void)set_shero(10 + randint1(plev), FALSE); - (void)hp_player(30); - } + msg_print(_("うがぁぁ!", "RAAAGH!")); + (void)set_afraid(0); + (void)set_shero(10 + randint1(plev), FALSE); + (void)hp_player(30); break; case RACE_AMBERITE: - if (command == -2) + if (command == -1) { - if (racial_aux(40, 75, A_WIS, 50)) - { -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿..."); -#else - msg_print("You picture the Pattern in your mind and walk it..."); -#endif - - (void)set_poisoned(0); - (void)set_image(0); - (void)set_stun(0); - (void)set_cut(0); - (void)set_blind(0); - (void)set_afraid(0); - (void)do_res_stat(A_STR); - (void)do_res_stat(A_INT); - (void)do_res_stat(A_WIS); - (void)do_res_stat(A_DEX); - (void)do_res_stat(A_CON); - (void)do_res_stat(A_CHR); - (void)restore_level(); - } + msg_print(_("あなたは歩き周り始めた。", "You start walking around. ")); + alter_reality(); } - - else if (command == -1) + else if (command == -2) { - if (racial_aux(30, 50, A_INT, 50)) - { - /* No effect in arena or quest */ - if (p_ptr->inside_arena || p_ptr->inside_quest) - { -#ifdef JP -msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("There is no effect."); -#endif - - } - else - { -#ifdef JP -msg_print("¤¢¤Ê¤¿¤ÏÊ⤭¼þ¤ê»Ï¤á¤¿¡£¼þ°Ï¤¬ÊѲ½¤·¤Æ¤¤¤ë¡£"); -#else - msg_print("You start walking around. Your surroundings change."); -#endif + msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it...")); - - if (autosave_l) do_cmd_save_game(TRUE); - - /* Leaving */ - p_ptr->leaving = TRUE; - } - } + (void)set_poisoned(0); + (void)set_image(0); + (void)set_stun(0); + (void)set_cut(0); + (void)set_blind(0); + (void)set_afraid(0); + (void)do_res_stat(A_STR); + (void)do_res_stat(A_INT); + (void)do_res_stat(A_WIS); + (void)do_res_stat(A_DEX); + (void)do_res_stat(A_CON); + (void)do_res_stat(A_CHR); + (void)restore_level(); } break; case RACE_BARBARIAN: - if (racial_aux(8, 10, A_STR, ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12))) - { -#ifdef JP -msg_print("¤¦¤©¤©¤ª¤ª¡ª"); -#else - msg_print("Raaagh!"); -#endif - - (void)set_afraid(0); - - (void)set_shero(10 + randint1(plev), FALSE); - (void)hp_player(30); - } + msg_print(_("うぉぉおお!", "Raaagh!")); + (void)set_afraid(0); + (void)set_shero(10 + randint1(plev), FALSE); + (void)hp_player(30); break; case RACE_HALF_OGRE: - if (racial_aux(25, 35, A_INT, 15)) - { -#ifdef JP -msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿..."); -#else - msg_print("You carefully set an explosive rune..."); -#endif - - explosive_rune(); - } + msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune...")); + explosive_rune(); break; case RACE_HALF_GIANT: - if (racial_aux(20, 10, A_STR, 12)) - { - if (!get_aim_dir(&dir)) break; -#ifdef JP -msg_print("ÀФÎÊɤò᤭¤Ä¤±¤¿¡£"); -#else - msg_print("You bash at a stone wall."); -#endif - - (void)wall_to_mud(dir); - } + if (!get_aim_dir(&dir)) return FALSE; + (void)wall_to_mud(dir, 20 + randint1(30)); break; case RACE_HALF_TITAN: - if (racial_aux(15, 10, A_INT, 12)) - { -#ifdef JP -msg_print("Ũ¤òÄ´ºº¤·¤¿..."); -#else - msg_print("You examine your foes..."); -#endif - - probing(); - } + msg_print(_("敵を調査した...", "You examine your foes...")); + probing(); break; case RACE_CYCLOPS: - if (racial_aux(20, 15, A_STR, 12)) - { - if (!get_aim_dir(&dir)) break; -#ifdef JP -msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£"); -#else - msg_print("You throw a huge boulder."); -#endif - - fire_bolt(GF_MISSILE, dir, (3 * plev) / 2); - } + if (!get_aim_dir(&dir)) return FALSE; + msg_print(_("巨大な岩を投げた。", "You throw a huge boulder.")); + fire_bolt(GF_MISSILE, dir, (3 * plev) / 2); break; case RACE_YEEK: - if (racial_aux(15, 15, A_WIS, 10)) - { - if (!get_aim_dir(&dir)) break; -#ifdef JP -msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª"); -#else - msg_print("You make a horrible scream!"); -#endif - - (void)fear_monster(dir, plev); - } + if (!get_aim_dir(&dir)) return FALSE; + ratial_stop_mouth(); + msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!")); + (void)fear_monster(dir, plev); break; case RACE_KLACKON: - if (racial_aux(9, 9, A_DEX, 14)) - { - if (!get_aim_dir(&dir)) break; -#ifdef JP -msg_print("»À¤òÅǤ¤¤¿¡£"); -#else - msg_print("You spit acid."); -#endif - - if (plev < 25) - fire_bolt(GF_ACID, dir, plev); - else - fire_ball(GF_ACID, dir, plev, 2); - } + if (!get_aim_dir(&dir)) return FALSE; + ratial_stop_mouth(); + msg_print(_("酸を吐いた。", "You spit acid.")); + if (plev < 25) fire_bolt(GF_ACID, dir, plev); + else fire_ball(GF_ACID, dir, plev, 2); break; case RACE_KOBOLD: - if (racial_aux(12, 8, A_DEX, 14)) - { - if(!get_aim_dir(&dir)) break; -#ifdef JP -msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£"); -#else - msg_print("You throw a dart of poison."); -#endif - - fire_bolt(GF_POIS, dir, plev); - } + if (!get_aim_dir(&dir)) return FALSE; + msg_print(_("毒のダーツを投げた。", "You throw a dart of poison.")); + fire_bolt(GF_POIS, dir, plev); break; case RACE_NIBELUNG: - if (racial_aux(10, 5, A_WIS, 10)) - { -#ifdef JP -msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£"); -#else - msg_print("You examine your surroundings."); -#endif - - (void)detect_traps(DETECT_RAD_DEFAULT); - (void)detect_doors(DETECT_RAD_DEFAULT); - (void)detect_stairs(DETECT_RAD_DEFAULT); - } + msg_print(_("周囲を調査した。", "You examine your surroundings.")); + (void)detect_traps(DETECT_RAD_DEFAULT, TRUE); + (void)detect_doors(DETECT_RAD_DEFAULT); + (void)detect_stairs(DETECT_RAD_DEFAULT); break; case RACE_DARK_ELF: - if (racial_aux(2, 2, A_INT, 9)) - { - if (!get_aim_dir(&dir)) break; -#ifdef JP -msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£"); -#else - msg_print("You cast a magic missile."); -#endif - - fire_bolt_or_beam(10, GF_MISSILE, dir, - damroll(3 + ((plev - 1) / 5), 4)); - } + if (!get_aim_dir(&dir)) return FALSE; + msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile.")); + fire_bolt_or_beam(10, GF_MISSILE, dir, + damroll(3 + ((plev - 1) / 5), 4)); break; case RACE_DRACONIAN: - if (racial_aux(1, plev, A_CON, 12)) { int Type = (one_in_(3) ? GF_COLD : GF_FIRE); #ifdef JP -cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê"); + cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎"); #else cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire"); #endif + if (!get_aim_dir(&dir)) return FALSE; if (randint1(100) < plev) { @@ -1849,22 +1446,12 @@ cptr Type_desc = ((Type == GF_COLD) ? " if (one_in_(3)) { Type = GF_MISSILE; -#ifdef JP -Type_desc = "¥¨¥ì¥á¥ó¥È"; -#else - Type_desc = "the elements"; -#endif - + Type_desc = _("エレメント", "the elements"); } else { Type = GF_SHARDS; -#ifdef JP -Type_desc = "ÇËÊÒ"; -#else - Type_desc = "shards"; -#endif - + Type_desc = _("破片", "shards"); } break; case CLASS_MAGE: @@ -1878,44 +1465,24 @@ Type_desc = " if (one_in_(3)) { Type = GF_MANA; -#ifdef JP -Type_desc = "ËâÎÏ"; -#else - Type_desc = "mana"; -#endif - + Type_desc = _("魔力", "mana"); } else { Type = GF_DISENCHANT; -#ifdef JP -Type_desc = "Îô²½"; -#else - Type_desc = "disenchantment"; -#endif - + Type_desc = _("劣化", "disenchantment"); } break; case CLASS_CHAOS_WARRIOR: if (!one_in_(3)) { Type = GF_CONFUSION; -#ifdef JP -Type_desc = "º®Íð"; -#else - Type_desc = "confusion"; -#endif - + Type_desc = _("æ··ä¹±", "confusion"); } else { Type = GF_CHAOS; -#ifdef JP -Type_desc = "¥«¥ª¥¹"; -#else - Type_desc = "chaos"; -#endif - + Type_desc = _("カオス", "chaos"); } break; case CLASS_MONK: @@ -1924,44 +1491,24 @@ Type_desc = " if (!one_in_(3)) { Type = GF_CONFUSION; -#ifdef JP -Type_desc = "º®Íð"; -#else - Type_desc = "confusion"; -#endif - + Type_desc = _("æ··ä¹±", "confusion"); } else { Type = GF_SOUND; -#ifdef JP -Type_desc = "¹ì²»"; -#else - Type_desc = "sound"; -#endif - + Type_desc = _("轟音", "sound"); } break; case CLASS_MINDCRAFTER: if (!one_in_(3)) { Type = GF_CONFUSION; -#ifdef JP -Type_desc = "º®Íð"; -#else - Type_desc = "confusion"; -#endif - + Type_desc = _("æ··ä¹±", "confusion"); } else { Type = GF_PSI; -#ifdef JP -Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼"; -#else - Type_desc = "mental energy"; -#endif - + Type_desc = _("精神エネルギー", "mental energy"); } break; case CLASS_PRIEST: @@ -1969,22 +1516,12 @@ Type_desc = " if (one_in_(3)) { Type = GF_HELL_FIRE; -#ifdef JP -Type_desc = "ÃϹö¤Î¹å²Ð"; -#else - Type_desc = "hellfire"; -#endif - + Type_desc = _("地獄の劫火", "hellfire"); } else { Type = GF_HOLY_FIRE; -#ifdef JP -Type_desc = "À»¤Ê¤ë±ê"; -#else - Type_desc = "holy fire"; -#endif - + Type_desc = _("聖なる炎", "holy fire"); } break; case CLASS_ROGUE: @@ -1992,55 +1529,31 @@ Type_desc = " if (one_in_(3)) { Type = GF_DARK; -#ifdef JP -Type_desc = "°Å¹õ"; -#else - Type_desc = "darkness"; -#endif - + Type_desc = _("暗黒", "darkness"); } else { Type = GF_POIS; -#ifdef JP -Type_desc = "ÆÇ"; -#else - Type_desc = "poison"; -#endif - + Type_desc = _("毒", "poison"); } break; case CLASS_BARD: if (!one_in_(3)) { Type = GF_SOUND; -#ifdef JP -Type_desc = "¹ì²»"; -#else - Type_desc = "sound"; -#endif - + Type_desc = _("轟音", "sound"); } else { Type = GF_CONFUSION; -#ifdef JP -Type_desc = "º®Íð"; -#else - Type_desc = "confusion"; -#endif - + Type_desc = _("æ··ä¹±", "confusion"); } break; } } - if (!get_aim_dir(&dir)) break; -#ifdef JP -msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc); -#else - msg_format("You breathe %s.", Type_desc); -#endif + ratial_stop_mouth(); + msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc); fire_ball(Type, dir, plev * 2, -(plev / 15) - 1); @@ -2048,296 +1561,164 @@ msg_format(" break; case RACE_MIND_FLAYER: - if (racial_aux(15, 12, A_INT, 14)) - { - if (!get_aim_dir(&dir)) break; - else - { -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿..."); -#else - msg_print("You concentrate and your eyes glow red..."); -#endif - - fire_bolt(GF_PSI, dir, plev); - } - } + if (!get_aim_dir(&dir)) return FALSE; + msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red...")); + fire_bolt(GF_PSI, dir, plev); break; case RACE_IMP: - if (racial_aux(9, 15, A_WIS, 15)) + if (!get_aim_dir(&dir)) return FALSE; + if (plev >= 30) { - if (!get_aim_dir(&dir)) break; - if (plev >= 30) - { -#ifdef JP -msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£"); -#else - msg_print("You cast a ball of fire."); -#endif - - fire_ball(GF_FIRE, dir, plev, 2); - } - else - { -#ifdef JP -msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£"); -#else - msg_print("You cast a bolt of fire."); -#endif - - fire_bolt(GF_FIRE, dir, plev); - } + msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire.")); + fire_ball(GF_FIRE, dir, plev, 2); + } + else + { + msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire.")); + fire_bolt(GF_FIRE, dir, plev); } break; case RACE_GOLEM: - if (racial_aux(20, 15, A_CON, 8)) - { - (void)set_shield(randint1(20) + 30, FALSE); - } + (void)set_shield(randint1(20) + 30, FALSE); break; case RACE_SKELETON: case RACE_ZOMBIE: - if (racial_aux(30, 30, A_WIS, 18)) - { -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£"); -#else - msg_print("You attempt to restore your lost energies."); -#endif - - (void)restore_level(); - } + msg_print(_("あなたは失ったエネルギーを取り戻そうと試みた。", "You attempt to restore your lost energies.")); + (void)restore_level(); break; case RACE_VAMPIRE: if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) { -#ifdef JP - msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤­¤Ê¤¤¡£"); -#else - msg_print("Something prevent you from attacking."); -#endif + msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking.")); return FALSE; } - if (racial_aux(2, (1 + (plev / 3)), A_CON, 9)) + else { int y, x, dummy = 0; cave_type *c_ptr; /* Only works on adjacent monsters */ - if (!get_rep_dir(&dir,FALSE)) break; /* was get_aim_dir */ - y = py + ddy[dir]; - x = px + ddx[dir]; + if (!get_rep_dir(&dir,FALSE)) return FALSE; /* was get_aim_dir */ + y = p_ptr->y + ddy[dir]; + x = p_ptr->x + ddx[dir]; c_ptr = &cave[y][x]; + ratial_stop_mouth(); + if (!c_ptr->m_idx) { -#ifdef JP -msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª"); -#else - msg_print("You bite into thin air!"); -#endif - + msg_print(_("何もない場所に噛みついた!", "You bite into thin air!")); break; } -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿..."); -#else - msg_print("You grin and bare your fangs..."); -#endif - + msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs...")); dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */ - if (drain_life(dir, dummy)) + if (hypodynamic_bolt(dir, dummy)) { if (p_ptr->food < PY_FOOD_FULL) /* No heal if we are "full" */ (void)hp_player(dummy); else -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£"); -#else - msg_print("You were not hungry."); -#endif + msg_print(_("あなたは空腹ではありません。", "You were not hungry.")); - /* Gain nutritional sustenance: 150/hp drained */ - /* A Food ration gives 5000 food points (by contrast) */ - /* Don't ever get more than "Full" this way */ - /* But if we ARE Gorged, it won't cure us */ - dummy = p_ptr->food + MIN(5000, 100 * dummy); + /* Gain nutritional sustenance: 150/hp drained */ + /* A Food ration gives 5000 food points (by contrast) */ + /* Don't ever get more than "Full" this way */ + /* But if we ARE Gorged, it won't cure us */ + dummy = p_ptr->food + MIN(5000, 100 * dummy); if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */ (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy); } else -#ifdef JP -msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£"); -#else - msg_print("Yechh. That tastes foul."); -#endif - - } - break; - - case RACE_SPECTRE: - if (racial_aux(4, 6, A_INT, 3)) - { -#ifdef JP -msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª"); -#else - msg_print("You emit an eldritch howl!"); -#endif - - if (!get_aim_dir(&dir)) break; - (void)fear_monster(dir, plev); + msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul.")); } break; - case RACE_SPRITE: - if (racial_aux(12, 12, A_INT, 15)) - { -#ifdef JP -msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿..."); -#else - msg_print("You throw some magic dust..."); -#endif + case RACE_SPECTRE: + if (!get_aim_dir(&dir)) return FALSE; + ratial_stop_mouth(); + msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!")); + (void)fear_monster(dir, plev); + break; - if (plev < 25) - sleep_monsters_touch(); - else - (void)sleep_monsters(); - } + case RACE_SPRITE: + msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust...")); + if (plev < 25) sleep_monsters_touch(); + else (void)sleep_monsters(plev); break; case RACE_DEMON: - if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20)) { int type = (one_in_(2) ? GF_NETHER : GF_FIRE); - if (!get_aim_dir(&dir)) break; + if (!get_aim_dir(&dir)) return FALSE; + ratial_stop_mouth(); #ifdef JP -msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê")); + msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎")); #else msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire")); #endif - fire_ball(type, dir, plev * 3, - -(plev / 15) - 1); + fire_breath(type, dir, plev * 3, (plev / 15) + 1); } break; - case RACE_KUTA: - if (racial_aux(20, 15, A_CHR, 8)) - { - (void)set_tsubureru(randint1(20) + 30, FALSE); - } + case RACE_KUTAR: + (void)set_tsubureru(randint1(20) + 30, FALSE); break; case RACE_ANDROID: + if (!get_aim_dir(&dir)) return FALSE; if (plev < 10) { - if (racial_aux(1, 7, A_STR, 8)) - { - if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£"); -#else - msg_print("You fire your ray gun."); -#endif - fire_bolt(GF_MISSILE, dir, (plev+1) / 2); - } + msg_print(_("レイガンを発射した。", "You fire your ray gun.")); + fire_bolt(GF_MISSILE, dir, (plev+1) / 2); } else if (plev < 25) { - if (racial_aux(10, 13, A_STR, 10)) - { - if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£"); -#else - msg_print("You fire your blaster."); -#endif - fire_bolt(GF_MISSILE, dir, plev); - } + msg_print(_("ブラスターを発射した。", "You fire your blaster.")); + fire_bolt(GF_MISSILE, dir, plev); } else if (plev < 35) { - if (racial_aux(25, 26, A_STR, 12)) - { - if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£"); -#else - msg_print("You fire your bazooka."); -#endif - fire_ball(GF_MISSILE, dir, plev * 2, 2); - } + msg_print(_("バズーカを発射した。", "You fire your bazooka.")); + fire_ball(GF_MISSILE, dir, plev * 2, 2); } else if (plev < 45) { - if (racial_aux(35, 40, A_STR, 15)) - { - if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("¥Ó¡¼¥à¥­¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£"); -#else - msg_print("You fire a beam cannon."); -#endif - fire_beam(GF_MISSILE, dir, plev * 2); - } + msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon.")); + fire_beam(GF_MISSILE, dir, plev * 2); } else { - if (racial_aux(45, 60, A_STR, 18)) - { - if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£"); -#else - msg_print("You fire a rocket."); -#endif - fire_ball(GF_ROCKET, dir, plev * 5, 2); - } + msg_print(_("ロケットを発射した。", "You fire a rocket.")); + fire_rocket(GF_ROCKET, dir, plev * 5, 2); } break; default: -#ifdef JP -msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£"); -#else - msg_print("This race has no bonus power."); -#endif - - energy_use = 0; + msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power.")); + p_ptr->energy_use = 0; } } return TRUE; } - -typedef struct power_desc_type power_desc_type; - -struct power_desc_type -{ - char name[40]; - int level; - int cost; - int fail; - int number; -}; - - -/* - * Allow user to choose a power (racial / mutation) to activate +/*! + * @brief レイシャル・パワーコマンドのメインルーチン / Allow user to choose a power (racial / mutation) to activate + * @return なし */ void do_cmd_racial_power(void) { power_desc_type power_desc[36]; - int num, i = 0; - int ask = TRUE; - int lvl = p_ptr->lev; - bool flag, redraw; + int num; + COMMAND_CODE i = 0; + int ask = TRUE; + PLAYER_LEVEL lvl = p_ptr->lev; + bool flag, redraw, cast = FALSE; bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE); char choice; char out_val[160]; @@ -2354,13 +1735,8 @@ void do_cmd_racial_power(void) if (p_ptr->confused) { -#ifdef JP -msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª"); -#else - msg_print("You are too confused to use any powers!"); -#endif - - energy_use = 0; + msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!")); + p_ptr->energy_use = 0; return; } @@ -2373,31 +1749,34 @@ msg_print(" { case CLASS_WARRIOR: { -#ifdef JP -strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤"); -#else - strcpy(power_desc[num].name, "Sword Dancing"); -#endif - + strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing")); power_desc[num].level = 40; power_desc[num].cost = 75; - power_desc[num].fail = 100 - racial_chance(40, A_DEX, 35); + power_desc[num].stat = A_DEX; + power_desc[num].fail = 35; power_desc[num++].number = -3; break; } - case CLASS_MAGE: case CLASS_HIGH_MAGE: + if (p_ptr->realm1 == REALM_HEX) + { + strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling")); + power_desc[num].level = 1; + power_desc[num].cost = 0; + power_desc[num].stat = A_INT; + power_desc[num].fail = 0; + power_desc[num++].number = -3; + break; + } + case CLASS_MAGE: + /* case CLASS_HIGH_MAGE: */ case CLASS_SORCERER: { -#ifdef JP -strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤"); -#else - strcpy(power_desc[num].name, "Eat Magic"); -#endif - + strcpy(power_desc[num].name, _("魔力食い", "Eat Magic")); power_desc[num].level = 25; power_desc[num].cost = 1; - power_desc[num].fail = 100 - racial_chance(25, A_INT, 25); + power_desc[num].stat = A_INT; + power_desc[num].fail = 25; power_desc[num++].number = -3; break; } @@ -2405,57 +1784,42 @@ strcpy(power_desc[num].name, " { if (is_good_realm(p_ptr->realm1)) { -#ifdef JP -strcpy(power_desc[num].name, "Éð´ï½ËÊ¡"); -#else - strcpy(power_desc[num].name, "Bless Weapon"); -#endif - + strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon")); power_desc[num].level = 35; power_desc[num].cost = 70; - power_desc[num].fail = 100 - racial_chance(35, A_WIS, 50); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 50; power_desc[num++].number = -3; } else { -#ifdef JP -strcpy(power_desc[num].name, "¾¤º²"); -#else - strcpy(power_desc[num].name, "Evocation"); -#endif - + strcpy(power_desc[num].name, _("召魂", "Evocation")); power_desc[num].level = 42; power_desc[num].cost = 40; - power_desc[num].fail = 100 - racial_chance(42, A_WIS, 35); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 35; power_desc[num++].number = -3; } break; } case CLASS_ROGUE: { -#ifdef JP -strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤"); -#else - strcpy(power_desc[num].name, "Hit and Away"); -#endif - + strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away")); power_desc[num].level = 8; power_desc[num].cost = 12; - power_desc[num].fail = 100 - racial_chance(8, A_DEX, 14); + power_desc[num].stat = A_DEX; + power_desc[num].fail = 14; power_desc[num++].number = -3; break; } case CLASS_RANGER: + case CLASS_SNIPER: { -#ifdef JP -strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº"); -#else - strcpy(power_desc[num].name, "Probe Monster"); -#endif - + strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster")); power_desc[num].level = 15; power_desc[num].cost = 20; - power_desc[num].fail = 100 - racial_chance(15, A_INT, 12); + power_desc[num].stat = A_INT; + power_desc[num].fail = 12; power_desc[num++].number = -3; break; } @@ -2463,362 +1827,256 @@ strcpy(power_desc[num].name, " { if (is_good_realm(p_ptr->realm1)) { -#ifdef JP -strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹"); -#else - strcpy(power_desc[num].name, "Holy Lance"); -#endif - + strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance")); power_desc[num].level = 30; power_desc[num].cost = 30; - power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 30; power_desc[num++].number = -3; } else { -#ifdef JP -strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹"); -#else - strcpy(power_desc[num].name, "Hell Lance"); -#endif - + strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance")); power_desc[num].level = 30; power_desc[num].cost = 30; - power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 30; power_desc[num++].number = -3; } break; } case CLASS_WARRIOR_MAGE: { -#ifdef JP -strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð"); -#else - strcpy(power_desc[num].name, "Convert HP to SP"); -#endif - + strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP")); power_desc[num].level = 25; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(25, A_INT, 10); + power_desc[num].stat = A_INT; + power_desc[num].fail = 10; power_desc[num++].number = -3; -#ifdef JP -strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð"); -#else - strcpy(power_desc[num].name, "Convert SP to HP"); -#endif - + + strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP")); power_desc[num].level = 25; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(25, A_INT, 10); + power_desc[num].stat = A_INT; + power_desc[num].fail = 10; power_desc[num++].number = -4; break; } case CLASS_CHAOS_WARRIOR: { -#ifdef JP -strcpy(power_desc[num].name, "¸¸ÏǤθ÷"); -#else - strcpy(power_desc[num].name, "Confusing Light"); -#endif - + strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light")); power_desc[num].level = 40; power_desc[num].cost = 50; - power_desc[num].fail = 100 - racial_chance(40, A_INT, 25); + power_desc[num].stat = A_INT; + power_desc[num].fail = 25; power_desc[num++].number = -3; break; } case CLASS_MONK: { -#ifdef JP -strcpy(power_desc[num].name, "¹½¤¨¤ë"); -#else - strcpy(power_desc[num].name, "Assume a Posture"); -#endif - + strcpy(power_desc[num].name, _("構える", "Assume a Posture")); power_desc[num].level = 25; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0); + power_desc[num].stat = A_DEX; + power_desc[num].fail = 0; power_desc[num++].number = -3; -#ifdef JP -strcpy(power_desc[num].name, "É´Îö·ý"); -#else - strcpy(power_desc[num].name, "Double Attack"); -#endif - + + strcpy(power_desc[num].name, _("百裂拳", "Double Attack")); power_desc[num].level = 30; power_desc[num].cost = 30; - power_desc[num].fail = 100 - racial_chance(30, A_STR, 20); + power_desc[num].stat = A_STR; + power_desc[num].fail = 20; power_desc[num++].number = -4; break; } case CLASS_MINDCRAFTER: case CLASS_FORCETRAINER: { -#ifdef JP -strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å"); -#else - strcpy(power_desc[num].name, "Clear Mind"); -#endif - + strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind")); power_desc[num].level = 15; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 10; power_desc[num++].number = -3; break; } case CLASS_TOURIST: { -#ifdef JP -strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ"); -#else - strcpy(power_desc[num].name, "Take a Photograph"); -#endif - + strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph")); power_desc[num].level = 1; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(1, A_DEX, 0); + power_desc[num].stat = A_DEX; + power_desc[num].fail = 0; power_desc[num++].number = -3; -#ifdef JP -strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê"); -#else - strcpy(power_desc[num].name, "Identify True"); -#endif - + + strcpy(power_desc[num].name, _("真・鑑定", "Identify True")); power_desc[num].level = 25; power_desc[num].cost = 20; - power_desc[num].fail = 100 - racial_chance(25, A_INT, 20); + power_desc[num].stat = A_INT; + power_desc[num].fail = 20; power_desc[num++].number = -4; break; } case CLASS_IMITATOR: { -#ifdef JP -strcpy(power_desc[num].name, "ÇÜÊÖ¤·"); -#else - strcpy(power_desc[num].name, "Double Revenge"); -#endif - + strcpy(power_desc[num].name, _("倍返し", "Double Revenge")); power_desc[num].level = 30; power_desc[num].cost = 100; - power_desc[num].fail = 100 - racial_chance(30, A_DEX, 30); + power_desc[num].stat = A_DEX; + power_desc[num].fail = 30; power_desc[num++].number = -3; break; } case CLASS_BEASTMASTER: { -#ifdef JP -strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ"); -#else - strcpy(power_desc[num].name, "Dominate a Living Thing"); -#endif - + strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing")); power_desc[num].level = 1; power_desc[num].cost = (p_ptr->lev+3)/4; - power_desc[num].fail = 100 - racial_chance(1, A_CHR, 10); + power_desc[num].stat = A_CHR; + power_desc[num].fail = 10; power_desc[num++].number = -3; -#ifdef JP -strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ"); -#else - strcpy(power_desc[num].name, "Dominate Living Things"); -#endif - + + strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things")); power_desc[num].level = 30; power_desc[num].cost = (p_ptr->lev+20)/2; - power_desc[num].fail = 100 - racial_chance(30, A_CHR, 10); + power_desc[num].stat = A_CHR; + power_desc[num].fail = 10; power_desc[num++].number = -4; break; } case CLASS_ARCHER: { -#ifdef JP -strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤"); -#else - strcpy(power_desc[num].name, "Create Ammo"); -#endif - + strcpy(power_desc[num].name, _("å¼¾/矢の製造", "Create Ammo")); power_desc[num].level = 1; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(0, A_DEX, 0); + power_desc[num].stat = A_DEX; + power_desc[num].fail = 0; power_desc[num++].number = -3; break; } case CLASS_MAGIC_EATER: { -#ifdef JP -strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß"); -#else - strcpy(power_desc[num].name, "Absorb Magic"); -#endif - + strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic")); power_desc[num].level = 1; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(0, A_INT, 0); + power_desc[num].stat = A_INT; + power_desc[num].fail = 0; power_desc[num++].number = -3; + + strcpy(power_desc[num].name, _("強力発動", "Powerful Activation")); + power_desc[num].level = 10; + power_desc[num].cost = 10 + (lvl - 10) / 2; + power_desc[num].stat = A_INT; + power_desc[num].fail = 0; + power_desc[num++].number = -4; break; } case CLASS_BARD: { -#ifdef JP -strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë"); -#else - strcpy(power_desc[num].name, "Stop Singing"); -#endif - + strcpy(power_desc[num].name, _("歌を止める", "Stop Singing")); power_desc[num].level = 1; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(0, A_CHR, 0); + power_desc[num].stat = A_CHR; + power_desc[num].fail = 0; power_desc[num++].number = -3; break; } case CLASS_RED_MAGE: { -#ifdef JP -strcpy(power_desc[num].name, "Ϣ³Ëâ"); -#else - strcpy(power_desc[num].name, "Double Magic"); -#endif - + strcpy(power_desc[num].name, _("連続魔", "Double Magic")); power_desc[num].level = 48; power_desc[num].cost = 20; - power_desc[num].fail = 100 - racial_chance(48, A_INT, 0); + power_desc[num].stat = A_INT; + power_desc[num].fail = 0; power_desc[num++].number = -3; break; } case CLASS_SAMURAI: { -#ifdef JP -strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á"); -#else - strcpy(power_desc[num].name, "Concentration"); -#endif - + strcpy(power_desc[num].name, _("気合いため", "Concentration")); power_desc[num].level = 1; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(1, A_WIS, 0); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 0; power_desc[num++].number = -3; -#ifdef JP -strcpy(power_desc[num].name, "·¿"); -#else - strcpy(power_desc[num].name, "Assume a Posture"); -#endif - + + strcpy(power_desc[num].name, _("型", "Assume a Posture")); power_desc[num].level = 25; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0); + power_desc[num].stat = A_DEX; + power_desc[num].fail = 0; power_desc[num++].number = -4; break; } case CLASS_BLUE_MAGE: { -#ifdef JP -strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°"); -#else - strcpy(power_desc[num].name, "Learning"); -#endif - + strcpy(power_desc[num].name, _("ラーニング", "Learning")); power_desc[num].level = 1; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(1, A_INT, 0); + power_desc[num].stat = A_INT; + power_desc[num].fail = 0; power_desc[num++].number = -3; break; } case CLASS_CAVALRY: { -#ifdef JP -strcpy(power_desc[num].name, "¹ÓÇϤʤ餷"); -#else - strcpy(power_desc[num].name, "Rodeo"); -#endif - + strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo")); power_desc[num].level = 10; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(10, A_STR, 10); + power_desc[num].stat = A_STR; + power_desc[num].fail = 10; power_desc[num++].number = -3; break; } case CLASS_BERSERKER: { -#ifdef JP -strcpy(power_desc[num].name, "¶õÊ¢½¼Â­"); -#else - strcpy(power_desc[num].name, "Satisfy Hunger"); -#endif - - power_desc[num].level = 5; - power_desc[num].cost = 5; - power_desc[num].fail = 100 - racial_chance(5, A_DEX, 10); - power_desc[num++].number = -3; -#ifdef JP -strcpy(power_desc[num].name, "µ¢´Ô"); -#else - strcpy(power_desc[num].name, "Recall"); -#endif - + strcpy(power_desc[num].name, _("帰還", "Recall")); power_desc[num].level = 10; power_desc[num].cost = 10; - power_desc[num].fail = 100 - racial_chance(10, A_DEX, 20); - power_desc[num++].number = -4; + power_desc[num].stat = A_DEX; + power_desc[num].fail = 20; + power_desc[num++].number = -3; break; } case CLASS_MIRROR_MASTER: { -#ifdef JP -strcpy(power_desc[num].name, "¶À³ä¤ê"); -#else - strcpy(power_desc[num].name, "Break Mirrors"); -#endif - + strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors")); power_desc[num].level = 1; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(1, A_INT, 0); + power_desc[num].stat = A_INT; + power_desc[num].fail = 0; power_desc[num++].number = -3; -#ifdef JP -strcpy(power_desc[num].name, "ÀÅ¿å"); -#else - strcpy(power_desc[num].name, "Mirror Concentration"); -#endif - + + strcpy(power_desc[num].name, _("静水", "Mirror Concentration")); power_desc[num].level = 30; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(30, A_INT, 20); + power_desc[num].stat = A_INT; + power_desc[num].fail = 20; power_desc[num++].number = -4; break; } case CLASS_SMITH: { -#ifdef JP -strcpy(power_desc[num].name, "ÌÜÍø¤­"); -#else - strcpy(power_desc[num].name, "Judgment"); -#endif - + strcpy(power_desc[num].name, _("目利き", "Judgment")); power_desc[num].level = 5; power_desc[num].cost = 15; - power_desc[num].fail = 100 - racial_chance(5, A_INT, 20); + power_desc[num].stat = A_INT; + power_desc[num].fail = 20; power_desc[num++].number = -3; break; } case CLASS_NINJA: { -#ifdef JP -strcpy(power_desc[num].name, "®¶î¤±"); -#else - strcpy(power_desc[num].name, "Quick Walk"); -#endif - + strcpy(power_desc[num].name, _("速駆け", "Quick Walk")); power_desc[num].level = 20; power_desc[num].cost = 0; - power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0); + power_desc[num].stat = A_DEX; + power_desc[num].fail = 0; power_desc[num++].number = -3; break; } default: -#ifdef JP -strcpy(power_desc[0].name, "(¤Ê¤·)"); -#else - strcpy(power_desc[0].name, "(none)"); -#endif - + strcpy(power_desc[0].name, _("(なし)", "(none)")); } if (p_ptr->mimic_form) @@ -2827,27 +2085,19 @@ strcpy(power_desc[0].name, "( { case MIMIC_DEMON: case MIMIC_DEMON_LORD: -#ifdef JP -sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3); -#else - sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3); -#endif - + sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3); power_desc[num].level = 15; power_desc[num].cost = 10+lvl/3; - power_desc[num].fail = 100 - racial_chance(15, A_CON, 20); + power_desc[num].stat = A_CON; + power_desc[num].fail = 20; power_desc[num++].number = -1; break; case MIMIC_VAMPIRE: -#ifdef JP -strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý"); -#else - strcpy(power_desc[num].name, "Drain Life"); -#endif - + strcpy(power_desc[num].name, _("吸血", "Vampiric Drain")); power_desc[num].level = 2; power_desc[num].cost = 1 + (lvl / 3); - power_desc[num].fail = 100 - racial_chance(2, A_CON, 9); + power_desc[num].stat = A_CON; + power_desc[num].fail = 9; power_desc[num++].number = -1; break; } @@ -2857,389 +2107,258 @@ strcpy(power_desc[num].name, " switch (p_ptr->prace) { case RACE_DWARF: -#ifdef JP -strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ"); -#else - strcpy(power_desc[num].name, "Detect Doors+Traps"); -#endif - + strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps")); power_desc[num].level = 5; power_desc[num].cost = 5; - power_desc[num].fail = 100 - racial_chance(5, A_WIS, 12); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 12; power_desc[num++].number = -1; break; case RACE_NIBELUNG: -#ifdef JP -strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ"); -#else - strcpy(power_desc[num].name, "Detect Doors+Traps"); -#endif - + strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps")); power_desc[num].level = 10; power_desc[num].cost = 5; - power_desc[num].fail = 100 - racial_chance(10, A_WIS, 10); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 10; power_desc[num++].number = -1; break; case RACE_HOBBIT: -#ifdef JP -strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®"); -#else - strcpy(power_desc[num].name, "Create Food"); -#endif - + strcpy(power_desc[num].name, _("食糧生成", "Create Food")); power_desc[num].level = 15; power_desc[num].cost = 10; - power_desc[num].fail = 100 - racial_chance(15, A_INT, 10); + power_desc[num].stat = A_INT; + power_desc[num].fail = 10; power_desc[num++].number = -1; break; case RACE_GNOME: -#ifdef JP -sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È"); -#else - sprintf(power_desc[num].name, "Blink"); -#endif - + sprintf(power_desc[num].name, _("ショート・テレポート", "Blink")); power_desc[num].level = 5; power_desc[num].cost = 5; - power_desc[num].fail = 100 - racial_chance(5, A_INT, 12); + power_desc[num].stat = A_INT; + power_desc[num].fail = 12; power_desc[num++].number = -1; break; case RACE_HALF_ORC: -#ifdef JP -strcpy(power_desc[num].name, "¶²Éݽüµî"); -#else - strcpy(power_desc[num].name, "Remove Fear"); -#endif - + strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear")); power_desc[num].level = 3; power_desc[num].cost = 5; - power_desc[num].fail = 100 - racial_chance(3, A_WIS, (warrior ? 5 : 10)); + power_desc[num].stat = A_WIS; + power_desc[num].fail = warrior ? 5 : 10; power_desc[num++].number = -1; break; case RACE_HALF_TROLL: -#ifdef JP -strcpy(power_desc[num].name, "¶¸Àï»Î²½"); -#else - strcpy(power_desc[num].name, "Berserk"); -#endif - + strcpy(power_desc[num].name, _("狂戦士化", "Berserk")); power_desc[num].level = 10; power_desc[num].cost = 12; - power_desc[num].fail = 100 - racial_chance(10, A_STR, (warrior ? 6 : 12)); + power_desc[num].stat = A_STR; + power_desc[num].fail = warrior ? 6 : 12; power_desc[num++].number = -1; break; case RACE_BARBARIAN: -#ifdef JP -strcpy(power_desc[num].name, "¶¸Àï»Î²½"); -#else - strcpy(power_desc[num].name, "Berserk"); -#endif - + strcpy(power_desc[num].name, _("狂戦士化", "Berserk")); power_desc[num].level = 8; power_desc[num].cost = 10; - power_desc[num].fail = 100 - racial_chance(8, A_STR, (warrior ? 6 : 12)); + power_desc[num].stat = A_STR; + power_desc[num].fail = warrior ? 6 : 12; power_desc[num++].number = -1; break; case RACE_AMBERITE: -#ifdef JP -strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È"); -#else - strcpy(power_desc[num].name, "Shadow Shifting"); -#endif - - power_desc[num].level = 30; - power_desc[num].cost = 50; - power_desc[num].fail = 100 - racial_chance(30, A_INT, 50); - power_desc[num++].number = -1; -#ifdef JP -strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯"); -#else - strcpy(power_desc[num].name, "Pattern Mindwalking"); -#endif - + strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting")); + power_desc[num].level = 30; + power_desc[num].cost = 50; + power_desc[num].stat = A_INT; + power_desc[num].fail = 50; + power_desc[num++].number = -1; + + strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking")); power_desc[num].level = 40; power_desc[num].cost = 75; - power_desc[num].fail = 100 - racial_chance(40, A_WIS, 50); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 50; power_desc[num++].number = -2; break; case RACE_HALF_OGRE: -#ifdef JP -strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó"); -#else - strcpy(power_desc[num].name, "Explosive Rune"); -#endif - + strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune")); power_desc[num].level = 25; power_desc[num].cost = 35; - power_desc[num].fail = 100 - racial_chance(25, A_INT, 15); + power_desc[num].stat = A_INT; + power_desc[num].fail = 15; power_desc[num++].number = -1; break; case RACE_HALF_GIANT: -#ifdef JP -strcpy(power_desc[num].name, "´äÀÐÍϲò"); -#else - strcpy(power_desc[num].name, "Stone to Mud"); -#endif - + strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud")); power_desc[num].level = 20; power_desc[num].cost = 10; - power_desc[num].fail = 100 - racial_chance(20, A_STR, 12); + power_desc[num].stat = A_STR; + power_desc[num].fail = 12; power_desc[num++].number = -1; break; case RACE_HALF_TITAN: -#ifdef JP -strcpy(power_desc[num].name, "¥¹¥­¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼"); -#else - strcpy(power_desc[num].name, "Probing"); -#endif - + strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing")); power_desc[num].level = 15; power_desc[num].cost = 10; - power_desc[num].fail = 100 - racial_chance(15, A_INT, 12); + power_desc[num].stat = A_INT; + power_desc[num].fail = 12; power_desc[num++].number = -1; break; case RACE_CYCLOPS: -#ifdef JP -sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2); -#else - sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2); -#endif - + sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2); power_desc[num].level = 20; power_desc[num].cost = 15; - power_desc[num].fail = 100 - racial_chance(20, A_STR, 12); + power_desc[num].stat = A_STR; + power_desc[num].fail = 12; power_desc[num++].number = -1; break; case RACE_YEEK: -#ifdef JP -strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²"); -#else - strcpy(power_desc[num].name, "Scare Monster"); -#endif - + strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster")); power_desc[num].level = 15; power_desc[num].cost = 15; - power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 10; power_desc[num++].number = -1; break; case RACE_SPECTRE: -#ifdef JP -strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²"); -#else - strcpy(power_desc[num].name, "Scare Monster"); -#endif - + strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster")); power_desc[num].level = 4; power_desc[num].cost = 6; - power_desc[num].fail = 100 - racial_chance(4, A_INT, 3); + power_desc[num].stat = A_INT; + power_desc[num].fail = 3; power_desc[num++].number = -1; break; case RACE_KLACKON: -#ifdef JP -sprintf(power_desc[num].name, "»À¤ÎÂà (¥À¥á¡¼¥¸ %d)", lvl); -#else - sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl); -#endif - + sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl); power_desc[num].level = 9; power_desc[num].cost = 9; - power_desc[num].fail = 100 - racial_chance(9, A_DEX, 14); + power_desc[num].stat = A_DEX; + power_desc[num].fail = 14; power_desc[num++].number = -1; break; case RACE_KOBOLD: -#ifdef JP -sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl); -#else - sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl); -#endif - + sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl); power_desc[num].level = 12; power_desc[num].cost = 8; - power_desc[num].fail = 100 - racial_chance(12, A_DEX, 14); + power_desc[num].stat = A_DEX; + power_desc[num].fail = 14; power_desc[num++].number = -1; break; case RACE_DARK_ELF: -#ifdef JP -sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4); -#else - sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4); -#endif - + sprintf(power_desc[num].name, _("マジック・ミサイル (ダメージ %dd%d)", "Magic Missile (dm %dd%d)"), 3 + ((lvl - 1) / 5), 4); power_desc[num].level = 2; power_desc[num].cost = 2; - power_desc[num].fail = 100 - racial_chance(2, A_INT, 9); + power_desc[num].stat = A_INT; + power_desc[num].fail = 9; power_desc[num++].number = -1; break; case RACE_DRACONIAN: -#ifdef JP -sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2); -#else - sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2); -#endif - + sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2); power_desc[num].level = 1; power_desc[num].cost = lvl; - power_desc[num].fail = 100 - racial_chance(1, A_CON, 12); + power_desc[num].stat = A_CON; + power_desc[num].fail = 12; power_desc[num++].number = -1; break; case RACE_MIND_FLAYER: -#ifdef JP -sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl); -#else - sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl); -#endif - + sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl); power_desc[num].level = 15; power_desc[num].cost = 12; - power_desc[num].fail = 100 - racial_chance(15, A_INT, 14); + power_desc[num].stat = A_INT; + power_desc[num].fail = 14; power_desc[num++].number = -1; break; case RACE_IMP: -#ifdef JP -sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl); -#else - sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl); -#endif - + sprintf(power_desc[num].name, _("ファイア・ボルト/ボール (ダメージ %d)", "Fire Bolt/Ball (dam %d)"), lvl); power_desc[num].level = 9; power_desc[num].cost = 15; - power_desc[num].fail = 100 - racial_chance(9, A_WIS, 15); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 15; power_desc[num++].number = -1; break; case RACE_GOLEM: -#ifdef JP -strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)"); -#else - strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)"); -#endif - + strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)")); power_desc[num].level = 20; power_desc[num].cost = 15; - power_desc[num].fail = 100 - racial_chance(20, A_CON, 8); + power_desc[num].stat = A_CON; + power_desc[num].fail = 8; power_desc[num++].number = -1; break; case RACE_SKELETON: case RACE_ZOMBIE: -#ifdef JP -strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è"); -#else - strcpy(power_desc[num].name, "Restore Life"); -#endif - + strcpy(power_desc[num].name, _("経験値復活", "Restore Experience")); power_desc[num].level = 30; power_desc[num].cost = 30; - power_desc[num].fail = 100 - racial_chance(30, A_WIS, 18); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 18; power_desc[num++].number = -1; break; case RACE_VAMPIRE: -#ifdef JP -strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý"); -#else - strcpy(power_desc[num].name, "Drain Life"); -#endif - + strcpy(power_desc[num].name, _("吸血", "Vampiric Drain")); power_desc[num].level = 2; power_desc[num].cost = 1 + (lvl / 3); - power_desc[num].fail = 100 - racial_chance(2, A_CON, 9); + power_desc[num].stat = A_CON; + power_desc[num].fail = 9; power_desc[num++].number = -1; break; case RACE_SPRITE: -#ifdef JP -strcpy(power_desc[num].name, "̲¤êÊ´"); -#else - strcpy(power_desc[num].name, "Sleeping Dust"); -#endif - + strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust")); power_desc[num].level = 12; power_desc[num].cost = 12; - power_desc[num].fail = 100 - racial_chance(12, A_INT, 15); + power_desc[num].stat = A_INT; + power_desc[num].fail = 15; power_desc[num++].number = -1; break; case RACE_DEMON: -#ifdef JP -sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3); -#else - sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3); -#endif - + sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3); power_desc[num].level = 15; power_desc[num].cost = 10+lvl/3; - power_desc[num].fail = 100 - racial_chance(15, A_CON, 20); + power_desc[num].stat = A_CON; + power_desc[num].fail = 20; power_desc[num++].number = -1; break; - case RACE_KUTA: -#ifdef JP -strcpy(power_desc[num].name, "²£¤Ë¿­¤Ó¤ë"); -#else - strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)"); -#endif - + case RACE_KUTAR: + strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)")); power_desc[num].level = 20; power_desc[num].cost = 15; - power_desc[num].fail = 100 - racial_chance(15, A_CHR, 8); + power_desc[num].stat = A_CHR; + power_desc[num].fail = 8; power_desc[num++].number = -1; break; case RACE_ANDROID: if (p_ptr->lev < 10) { -#ifdef JP -strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó"); -#else - strcpy(power_desc[num].name, "Ray Gun"); -#endif - + strcpy(power_desc[num].name, _("レイガン", "Ray Gun")); power_desc[num].level = 1; power_desc[num].cost = 7; - power_desc[num].fail = 100 - racial_chance(1, A_STR, 8); + power_desc[num].fail = 8; } else if (p_ptr->lev < 25) { -#ifdef JP -strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼"); -#else - strcpy(power_desc[num].name, "Blaster"); -#endif - + strcpy(power_desc[num].name, _("ブラスター", "Blaster")); power_desc[num].level = 10; power_desc[num].cost = 13; - power_desc[num].fail = 100 - racial_chance(10, A_STR, 10); + power_desc[num].fail = 10; } else if (p_ptr->lev < 35) { -#ifdef JP -strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«"); -#else - strcpy(power_desc[num].name, "Bazooka"); -#endif - + strcpy(power_desc[num].name, _("バズーカ", "Bazooka")); power_desc[num].level = 25; power_desc[num].cost = 26; - power_desc[num].fail = 100 - racial_chance(25, A_STR, 12); + power_desc[num].fail = 12; } else if (p_ptr->lev < 45) { -#ifdef JP -strcpy(power_desc[num].name, "¥Ó¡¼¥à¥­¥ã¥Î¥ó"); -#else - strcpy(power_desc[num].name, "Beam Cannon"); -#endif - + strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon")); power_desc[num].level = 35; power_desc[num].cost = 40; - power_desc[num].fail = 100 - racial_chance(35, A_STR, 15); + power_desc[num].fail = 15; } else { -#ifdef JP -strcpy(power_desc[num].name, "¥í¥±¥Ã¥È"); -#else - strcpy(power_desc[num].name, "Rocket"); -#endif - + strcpy(power_desc[num].name, _("ロケット", "Rocket")); power_desc[num].level = 45; power_desc[num].cost = 60; - power_desc[num].fail = 100 - racial_chance(45, A_STR, 18); + power_desc[num].fail = 18; } + power_desc[num].stat = A_STR; power_desc[num++].number = -1; break; default: @@ -3253,449 +2372,321 @@ strcpy(power_desc[num].name, " { if (p_ptr->muta1 & MUT1_SPIT_ACID) { -#ifdef JP -strcpy(power_desc[num].name, "»À¤ÎÂÃ"); -#else - strcpy(power_desc[num].name, "Spit Acid"); -#endif - + strcpy(power_desc[num].name, _("酸の唾", "Spit Acid")); power_desc[num].level = 9; power_desc[num].cost = 9; - power_desc[num].fail = 100 - racial_chance(9, A_DEX, 15); + power_desc[num].stat = A_DEX; + power_desc[num].fail = 15; power_desc[num++].number = MUT1_SPIT_ACID; } if (p_ptr->muta1 & MUT1_BR_FIRE) { -#ifdef JP -strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹"); -#else - strcpy(power_desc[num].name, "Fire Breath"); -#endif - + strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath")); power_desc[num].level = 20; power_desc[num].cost = lvl; - power_desc[num].fail = 100 - racial_chance(20, A_CON, 18); + power_desc[num].stat = A_CON; + power_desc[num].fail = 18; power_desc[num++].number = MUT1_BR_FIRE; } if (p_ptr->muta1 & MUT1_HYPN_GAZE) { -#ifdef JP -strcpy(power_desc[num].name, "ºÅ̲âˤß"); -#else - strcpy(power_desc[num].name, "Hypnotic Gaze"); -#endif - + strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze")); power_desc[num].level = 12; power_desc[num].cost = 12; - power_desc[num].fail = 100 - racial_chance(12, A_CHR, 18); + power_desc[num].stat = A_CHR; + power_desc[num].fail = 18; power_desc[num++].number = MUT1_HYPN_GAZE; } if (p_ptr->muta1 & MUT1_TELEKINES) { -#ifdef JP -strcpy(power_desc[num].name, "Ç°Æ°ÎÏ"); -#else - strcpy(power_desc[num].name, "Telekinesis"); -#endif - + strcpy(power_desc[num].name, _("念動力", "Telekinesis")); power_desc[num].level = 9; power_desc[num].cost = 9; - power_desc[num].fail = 100 - racial_chance(9, A_WIS, 14); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 14; power_desc[num++].number = MUT1_TELEKINES; } if (p_ptr->muta1 & MUT1_VTELEPORT) { -#ifdef JP -strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È"); -#else - strcpy(power_desc[num].name, "Teleport"); -#endif - + strcpy(power_desc[num].name, _("テレポート", "Teleport")); power_desc[num].level = 7; power_desc[num].cost = 7; - power_desc[num].fail = 100 - racial_chance(7, A_WIS, 15); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 15; power_desc[num++].number = MUT1_VTELEPORT; } if (p_ptr->muta1 & MUT1_MIND_BLST) { -#ifdef JP -strcpy(power_desc[num].name, "Àº¿À¹¶·â"); -#else - strcpy(power_desc[num].name, "Mind Blast"); -#endif - + strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast")); power_desc[num].level = 5; power_desc[num].cost = 3; - power_desc[num].fail = 100 - racial_chance(5, A_WIS, 15); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 15; power_desc[num++].number = MUT1_MIND_BLST; } if (p_ptr->muta1 & MUT1_RADIATION) { -#ifdef JP -strcpy(power_desc[num].name, "Êü¼Íǽ"); -#else - strcpy(power_desc[num].name, "Emit Radiation"); -#endif - + strcpy(power_desc[num].name, _("放射能", "Emit Radiation")); power_desc[num].level = 15; power_desc[num].cost = 15; - power_desc[num].fail = 100 - racial_chance(15, A_CON, 14); + power_desc[num].stat = A_CON; + power_desc[num].fail = 14; power_desc[num++].number = MUT1_RADIATION; } if (p_ptr->muta1 & MUT1_VAMPIRISM) { -#ifdef JP -strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó"); -#else - strcpy(power_desc[num].name, "Vampiric Drain"); -#endif - + strcpy(power_desc[num].name, _("吸血", "Vampiric Drain")); power_desc[num].level = 2; power_desc[num].cost = (1 + (lvl / 3)); - power_desc[num].fail = 100 - racial_chance(2, A_CON, 9); + power_desc[num].stat = A_CON; + power_desc[num].fail = 9; power_desc[num++].number = MUT1_VAMPIRISM; } if (p_ptr->muta1 & MUT1_SMELL_MET) { -#ifdef JP -strcpy(power_desc[num].name, "¶â°Ó̳Ð"); -#else - strcpy(power_desc[num].name, "Smell Metal"); -#endif - + strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal")); power_desc[num].level = 3; power_desc[num].cost = 2; - power_desc[num].fail = 100 - racial_chance(3, A_INT, 12); + power_desc[num].stat = A_INT; + power_desc[num].fail = 12; power_desc[num++].number = MUT1_SMELL_MET; } if (p_ptr->muta1 & MUT1_SMELL_MON) { -#ifdef JP -strcpy(power_desc[num].name, "Ũ½­Ó̳Ð"); -#else - strcpy(power_desc[num].name, "Smell Monsters"); -#endif - + strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters")); power_desc[num].level = 5; power_desc[num].cost = 4; - power_desc[num].fail = 100 - racial_chance(5, A_INT, 15); + power_desc[num].stat = A_INT; + power_desc[num].fail = 15; power_desc[num++].number = MUT1_SMELL_MON; } if (p_ptr->muta1 & MUT1_BLINK) { -#ifdef JP -strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È"); -#else - strcpy(power_desc[num].name, "Blink"); -#endif - + strcpy(power_desc[num].name, _("ショート・テレポート", "Blink")); power_desc[num].level = 3; power_desc[num].cost = 3; - power_desc[num].fail = 100 - racial_chance(3, A_WIS, 12); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 12; power_desc[num++].number = MUT1_BLINK; } if (p_ptr->muta1 & MUT1_EAT_ROCK) { -#ifdef JP -strcpy(power_desc[num].name, "´ä¿©¤¤"); -#else - strcpy(power_desc[num].name, "Eat Rock"); -#endif - + strcpy(power_desc[num].name, _("岩食い", "Eat Rock")); power_desc[num].level = 8; power_desc[num].cost = 12; - power_desc[num].fail = 100 - racial_chance(8, A_CON, 18); + power_desc[num].stat = A_CON; + power_desc[num].fail = 18; power_desc[num++].number = MUT1_EAT_ROCK; } if (p_ptr->muta1 & MUT1_SWAP_POS) { -#ifdef JP -strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹"); -#else - strcpy(power_desc[num].name, "Swap Position"); -#endif - + strcpy(power_desc[num].name, _("位置交換", "Swap Position")); power_desc[num].level = 15; power_desc[num].cost = 12; - power_desc[num].fail = 100 - racial_chance(15, A_DEX, 16); + power_desc[num].stat = A_DEX; + power_desc[num].fail = 16; power_desc[num++].number = MUT1_SWAP_POS; } if (p_ptr->muta1 & MUT1_SHRIEK) { -#ifdef JP -strcpy(power_desc[num].name, "¶«¤Ó"); -#else - strcpy(power_desc[num].name, "Shriek"); -#endif - + strcpy(power_desc[num].name, _("叫び", "Shriek")); power_desc[num].level = 20; power_desc[num].cost = 14; - power_desc[num].fail = 100 - racial_chance(20, A_CON, 16); + power_desc[num].stat = A_CON; + power_desc[num].fail = 16; power_desc[num++].number = MUT1_SHRIEK; } if (p_ptr->muta1 & MUT1_ILLUMINE) { -#ifdef JP -strcpy(power_desc[num].name, "¾ÈÌÀ"); -#else - strcpy(power_desc[num].name, "Illuminate"); -#endif - + strcpy(power_desc[num].name, _("照明", "Illuminate")); power_desc[num].level = 3; power_desc[num].cost = 2; - power_desc[num].fail = 100 - racial_chance(3, A_INT, 10); + power_desc[num].stat = A_INT; + power_desc[num].fail = 10; power_desc[num++].number = MUT1_ILLUMINE; } if (p_ptr->muta1 & MUT1_DET_CURSE) { -#ifdef JP -strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ"); -#else - strcpy(power_desc[num].name, "Detect Curses"); -#endif - + strcpy(power_desc[num].name, _("呪い感知", "Detect Curses")); power_desc[num].level = 7; power_desc[num].cost = 14; - power_desc[num].fail = 100 - racial_chance(7, A_WIS, 14); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 14; power_desc[num++].number = MUT1_DET_CURSE; } if (p_ptr->muta1 & MUT1_BERSERK) { -#ifdef JP -strcpy(power_desc[num].name, "¶¸Àï»Î²½"); -#else - strcpy(power_desc[num].name, "Berserk"); -#endif - + strcpy(power_desc[num].name, _("狂戦士化", "Berserk")); power_desc[num].level = 8; power_desc[num].cost = 8; - power_desc[num].fail = 100 - racial_chance(8, A_STR, 14); + power_desc[num].stat = A_STR; + power_desc[num].fail = 14; power_desc[num++].number = MUT1_BERSERK; } if (p_ptr->muta1 & MUT1_POLYMORPH) { -#ifdef JP -strcpy(power_desc[num].name, "ÊÑ¿È"); -#else - strcpy(power_desc[num].name, "Polymorph"); -#endif - + strcpy(power_desc[num].name, _("変身", "Polymorph")); power_desc[num].level = 18; power_desc[num].cost = 20; - power_desc[num].fail = 100 - racial_chance(18, A_CON, 18); + power_desc[num].stat = A_CON; + power_desc[num].fail = 18; power_desc[num++].number = MUT1_POLYMORPH; } if (p_ptr->muta1 & MUT1_MIDAS_TCH) { -#ifdef JP -strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê"); -#else - strcpy(power_desc[num].name, "Midas Touch"); -#endif - + strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch")); power_desc[num].level = 10; power_desc[num].cost = 5; - power_desc[num].fail = 100 - racial_chance(10, A_INT, 12); + power_desc[num].stat = A_INT; + power_desc[num].fail = 12; power_desc[num++].number = MUT1_MIDAS_TCH; } if (p_ptr->muta1 & MUT1_GROW_MOLD) { -#ifdef JP -strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸"); -#else - strcpy(power_desc[num].name, "Grow Mold"); -#endif - + strcpy(power_desc[num].name, _("カビ発生", "Grow Mold")); power_desc[num].level = 1; power_desc[num].cost = 6; - power_desc[num].fail = 100 - racial_chance(1, A_CON, 14); + power_desc[num].stat = A_CON; + power_desc[num].fail = 14; power_desc[num++].number = MUT1_GROW_MOLD; } if (p_ptr->muta1 & MUT1_RESIST) { -#ifdef JP -strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ­"); -#else - strcpy(power_desc[num].name, "Resist Elements"); -#endif - + strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements")); power_desc[num].level = 10; power_desc[num].cost = 12; - power_desc[num].fail = 100 - racial_chance(10, A_CON, 12); + power_desc[num].stat = A_CON; + power_desc[num].fail = 12; power_desc[num++].number = MUT1_RESIST; } if (p_ptr->muta1 & MUT1_EARTHQUAKE) { -#ifdef JP -strcpy(power_desc[num].name, "ÃÏ¿Ì"); -#else - strcpy(power_desc[num].name, "Earthquake"); -#endif - + strcpy(power_desc[num].name, _("地震", "Earthquake")); power_desc[num].level = 12; power_desc[num].cost = 12; - power_desc[num].fail = 100 - racial_chance(12, A_STR, 16); + power_desc[num].stat = A_STR; + power_desc[num].fail = 16; power_desc[num++].number = MUT1_EARTHQUAKE; } if (p_ptr->muta1 & MUT1_EAT_MAGIC) { -#ifdef JP -strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤"); -#else - strcpy(power_desc[num].name, "Eat Magic"); -#endif - + strcpy(power_desc[num].name, _("魔力食い", "Eat Magic")); power_desc[num].level = 17; power_desc[num].cost = 1; - power_desc[num].fail = 100 - racial_chance(17, A_WIS, 15); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 15; power_desc[num++].number = MUT1_EAT_MAGIC; } if (p_ptr->muta1 & MUT1_WEIGH_MAG) { -#ifdef JP -strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ"); -#else - strcpy(power_desc[num].name, "Weigh Magic"); -#endif - + strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic")); power_desc[num].level = 6; power_desc[num].cost = 6; - power_desc[num].fail = 100 - racial_chance(6, A_INT, 10); + power_desc[num].stat = A_INT; + power_desc[num].fail = 10; power_desc[num++].number = MUT1_WEIGH_MAG; } if (p_ptr->muta1 & MUT1_STERILITY) { -#ifdef JP -strcpy(power_desc[num].name, "Áý¿£ÁË»ß"); -#else - strcpy(power_desc[num].name, "Sterilize"); -#endif - + strcpy(power_desc[num].name, _("増殖阻止", "Sterilize")); power_desc[num].level = 12; power_desc[num].cost = 23; - power_desc[num].fail = 100 - racial_chance(12, A_CHR, 15); + power_desc[num].stat = A_CHR; + power_desc[num].fail = 15; power_desc[num++].number = MUT1_STERILITY; } if (p_ptr->muta1 & MUT1_PANIC_HIT) { -#ifdef JP -strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤"); -#else - strcpy(power_desc[num].name, "Panic Hit"); -#endif - + strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit")); power_desc[num].level = 10; power_desc[num].cost = 12; - power_desc[num].fail = 100 - racial_chance(10, A_DEX, 14); + power_desc[num].stat = A_DEX; + power_desc[num].fail = 14; power_desc[num++].number = MUT1_PANIC_HIT; } if (p_ptr->muta1 & MUT1_DAZZLE) { -#ifdef JP -strcpy(power_desc[num].name, "âÁÏÇ"); -#else - strcpy(power_desc[num].name, "Dazzle"); -#endif - + strcpy(power_desc[num].name, _("眩惑", "Dazzle")); power_desc[num].level = 7; power_desc[num].cost = 15; - power_desc[num].fail = 100 - racial_chance(7, A_CHR, 8); + power_desc[num].stat = A_CHR; + power_desc[num].fail = 8; power_desc[num++].number = MUT1_DAZZLE; } if (p_ptr->muta1 & MUT1_LASER_EYE) { -#ifdef JP -strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤"); -#else - strcpy(power_desc[num].name, "Laser Eye"); -#endif - + strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye")); power_desc[num].level = 7; power_desc[num].cost = 10; - power_desc[num].fail = 100 - racial_chance(7, A_WIS, 9); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 9; power_desc[num++].number = MUT1_LASER_EYE; } if (p_ptr->muta1 & MUT1_RECALL) { -#ifdef JP -strcpy(power_desc[num].name, "µ¢´Ô"); -#else - strcpy(power_desc[num].name, "Recall"); -#endif - + strcpy(power_desc[num].name, _("帰還", "Recall")); power_desc[num].level = 17; power_desc[num].cost = 50; - power_desc[num].fail = 100 - racial_chance(17, A_INT, 16); + power_desc[num].stat = A_INT; + power_desc[num].fail = 16; power_desc[num++].number = MUT1_RECALL; } if (p_ptr->muta1 & MUT1_BANISH) { -#ifdef JP -strcpy(power_desc[num].name, "¼Ù°­¾ÃÌÇ"); -#else - strcpy(power_desc[num].name, "Banish Evil"); -#endif - + strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil")); power_desc[num].level = 25; power_desc[num].cost = 25; - power_desc[num].fail = 100 - racial_chance(25, A_WIS, 18); + power_desc[num].stat = A_WIS; + power_desc[num].fail = 18; power_desc[num++].number = MUT1_BANISH; } if (p_ptr->muta1 & MUT1_COLD_TOUCH) { -#ifdef JP -strcpy(power_desc[num].name, "Åà·ë¤Î¼ê"); -#else - strcpy(power_desc[num].name, "Cold Touch"); -#endif - + strcpy(power_desc[num].name, _("凍結の手", "Cold Touch")); power_desc[num].level = 2; power_desc[num].cost = 2; - power_desc[num].fail = 100 - racial_chance(2, A_CON, 11); + power_desc[num].stat = A_CON; + power_desc[num].fail = 11; power_desc[num++].number = MUT1_COLD_TOUCH; } if (p_ptr->muta1 & MUT1_LAUNCHER) { -#ifdef JP -strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ"); -#else - strcpy(power_desc[num].name, "Throw Object"); -#endif - + strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object")); power_desc[num].level = 1; power_desc[num].cost = lvl; - power_desc[num].fail = 100 - racial_chance(1, A_STR, 6); + power_desc[num].stat = A_STR; + power_desc[num].fail = 6; /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */ power_desc[num++].number = 3; } @@ -3708,13 +2699,9 @@ strcpy(power_desc[num].name, " redraw = FALSE; /* Build a prompt */ -#ifdef JP -(void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©", -#else - (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ", -#endif - - I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27); + (void) strnfmt(out_val, 78, + _("(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?", "(Powers %c-%c, *=List, ESC=exit) Use which power? "), + I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27); #ifdef ALLOW_REPEAT if (!repeat_pull(&i) || i<0 || i>=num) { @@ -3722,9 +2709,9 @@ if (!repeat_pull(&i) || i<0 || i>=num) { if (use_menu) screen_save(); /* Get a spell from the user */ - choice = (always_show_list || use_menu) ? ESCAPE:1; - while (!flag) - { + choice = (always_show_list || use_menu) ? ESCAPE:1; + while (!flag) + { if( choice==ESCAPE ) choice = ' '; else if( !get_com(out_val, &choice, FALSE) )break; @@ -3735,9 +2722,8 @@ if (!repeat_pull(&i) || i<0 || i>=num) { case '0': { screen_load(); - energy_use = 0; + p_ptr->energy_use = 0; return; - break; } case '8': @@ -3803,18 +2789,10 @@ if (!repeat_pull(&i) || i<0 || i>=num) { /* Print header(s) */ if (num < 18) -#ifdef JP -prt(" Lv MP ¼ºÎ¨", y++, x); -#else - prt(" Lv Cost Fail", y++, x); -#endif - + prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x); else -#ifdef JP -prt(" Lv MP ¼ºÎ¨ Lv MP ¼ºÎ¨", y++, x); -#else - prt(" Lv Cost Fail Lv Cost Fail", y++, x); -#endif + prt(_(" Lv MP 失率 Lv MP 失率", + " Lv Cost Fail Lv Cost Fail"), y++, x); /* Print list */ @@ -3825,11 +2803,7 @@ prt(" Lv MP if (use_menu) { -#ifdef JP - if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ "); -#else - if (ctr == (menu_line-1)) strcpy(dummy, " > "); -#endif + if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > ")); else strcpy(dummy, " "); } else @@ -3841,7 +2815,9 @@ prt(" Lv MP letter = '0' + ctr - 26; sprintf(dummy, " %c) ",letter); } - strcat(dummy, format("%-23.23s %2d %4d %3d%%", power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost, power_desc[ctr].fail)); + strcat(dummy, format("%-23.23s %2d %4d %3d%%", + power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost, + 100 - racial_chance(&power_desc[ctr]))); prt(dummy, y1, x1); ctr++; } @@ -3874,7 +2850,7 @@ prt(" Lv MP ask = (isupper(choice)); /* Lowercase */ - if (ask) choice = tolower(choice); + if (ask) choice = (char)tolower(choice); /* Extract request */ i = (islower(choice) ? A2I(choice) : -1); @@ -3900,12 +2876,7 @@ prt(" Lv MP char tmp_val[160]; /* Prompt */ -#ifdef JP -(void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name); -#else - (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name); -#endif - + (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name); /* Belay that order */ if (!get_check(tmp_val)) continue; @@ -3921,27 +2892,52 @@ prt(" Lv MP /* Abort if needed */ if (!flag) { - energy_use = 0; + p_ptr->energy_use = 0; return; } #ifdef ALLOW_REPEAT repeat_push(i); } /*if (!repeat_pull(&i) || ...)*/ #endif /* ALLOW_REPEAT */ - if (power_desc[i].number < 0) + switch (racial_aux(&power_desc[i])) { - if (!cmd_racial_power_aux(power_desc[i].number)) energy_use = 0; + case 1: + if (power_desc[i].number < 0) + cast = cmd_racial_power_aux(power_desc[i].number); + else + cast = mutation_power_aux(power_desc[i].number); + break; + case 0: + cast = FALSE; + break; + case -1: + cast = TRUE; + break; } - else + + if (cast) { - mutation_power_aux(power_desc[i].number); - } + if (racial_cost) + { + int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2); + + /* If mana is not enough, player consumes hit point! */ + if (p_ptr->csp < actual_racial_cost) + { + actual_racial_cost -= p_ptr->csp; + p_ptr->csp = 0; + take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1); + } + else p_ptr->csp -= actual_racial_cost; - /* Redraw mana and hp */ - p_ptr->redraw |= (PR_HP | PR_MANA); + /* Redraw mana and hp */ + p_ptr->redraw |= (PR_HP | PR_MANA); - /* Window stuff */ - p_ptr->window |= (PW_PLAYER | PW_SPELL); + /* Window stuff */ + p_ptr->window |= (PW_PLAYER | PW_SPELL); + } + } + else p_ptr->energy_use = 0; /* Success */ return;