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sounds.c

/*    SCCS Id: @(#)sounds.c   3.2   96/05/04    */
/*    Copyright (c) 1989 Janet Walz, Mike Threepoint */
/* NetHack may be freely redistributed.  See license for details. */

/*
**    Japanese version Copyright
**    (c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000
**    changing point is marked `JP' (94/6/7)
**    JNetHack may be freely redistributed.  See license for details. 
*/

#include "hack.h"
#include "edog.h"

#ifdef OVLB

static int FDECL(domonnoise,(struct monst *));
static int NDECL(dochat);

#endif /* OVLB */

#ifdef OVL0

static int FDECL(mon_in_room, (struct monst *,int));

/* this easily could be a macro, but it might overtax dumb compilers */
static int
mon_in_room(mon, rmtyp)
struct monst *mon;
int rmtyp;
{
    int rno = levl[mon->mx][mon->my].roomno;

    return rooms[rno - ROOMOFFSET].rtype == rmtyp;
}

void
dosounds()
{
    register struct mkroom *sroom;
    register int hallu, vx, vy;
#if defined(AMIGA) && defined(AZTEC_C_WORKAROUND)
    int xx;
#endif
    struct monst *mtmp;

    if (!flags.soundok || u.uswallow || Underwater) return;

    hallu = Hallucination ? 1 : 0;

    if (level.flags.nfountains && !rn2(400)) {
      static const char *fountain_msg[4] = {
/*JP
            "bubbling water.",
            "water falling on coins.",
            "the splashing of a naiad.",
            "a soda fountain!",
*/
              "ゴボゴボという音を聞いた.",
            "ピチャピチャという音を聞いた.",
            "バシャバシャという音を聞いた.",
            "炭酸入り噴水のシューという音を聞いた."
      };
      You_hear(fountain_msg[rn2(3)+hallu]);
    }
#ifdef SINK
    if (level.flags.nsinks && !rn2(300)) {
      static const char *sink_msg[3] = {
/*JP
            "a slow drip.",
            "a gurgling noise.",
            "dishes being washed!",
*/
              "水がぽたぽたと落ちる音を聞いた.",
            "がらがらという音を聞いた.",
            "皿を洗う音を聞いた.",
      };
      You_hear(sink_msg[rn2(2)+hallu]);
    }
#endif
    if (level.flags.has_court && !rn2(200)) {
      static const char *throne_msg[4] = {
/*JP
            "the tones of courtly conversation.",
            "a sceptre pounded in judgment.",
            "Someone shouts \"Off with %s head!\"",
            "Queen Beruthiel's cats!",
*/
              "上品な話し声を聞いた.",
            "裁判で笏を突く音を聞いた.",
            "だれかが「そのものの首を跳ねよ」と叫ぶ声を聞いた.",
            "ベルサイユ女王の猫の声を聞いた.",
      };
      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
          if ((mtmp->msleep ||
                  is_lord(mtmp->data) || is_prince(mtmp->data)) &&
            !is_animal(mtmp->data) &&
            mon_in_room(mtmp, COURT)) {
            /* finding one is enough, at least for now */
            int which = rn2(3)+hallu;

            if (which != 2) You_hear(throne_msg[which]);
            else        pline(throne_msg[2], his[flags.female]);
            return;
          }
    }
    if (level.flags.has_swamp && !rn2(200)) {
      static const char *swamp_msg[3] = {
/*JP        "hear mosquitoes!",
            "smell marsh gas!",     * so it's a smell...*
            "hear Donald Duck!",*/
            "蚊の羽音を聞いた.",
            "腐った匂いがした!",   /* so it's a smell...*/
            "ドナルドダックの声を聞いた!",
      };
      You_hear(swamp_msg[rn2(2)+hallu]);
      return;
    }
    if (level.flags.has_vault && !rn2(200)) {
      if (!(sroom = search_special(VAULT))) {
          /* strange ... */
          level.flags.has_vault = 0;
          return;
      }
      if(gd_sound())
          switch (rn2(2)+hallu) {
            case 1: {
                boolean gold_in_vault = FALSE;

                for (vx = sroom->lx;vx <= sroom->hx; vx++)
                  for (vy = sroom->ly; vy <= sroom->hy; vy++)
                      if (g_at(vx, vy))
                        gold_in_vault = TRUE;
#if defined(AMIGA) && defined(AZTEC_C_WORKAROUND)
                /* Bug in aztec assembler here. Workaround below */
                xx = ROOM_INDEX(sroom) + ROOMOFFSET;
                xx = (xx != vault_occupied(u.urooms));
                if(xx)
#else
                if (vault_occupied(u.urooms) !=
                   (ROOM_INDEX(sroom) + ROOMOFFSET))
#endif /* AZTEC_C_WORKAROUND */
                {
                  if (gold_in_vault)
/*JP                  You_hear(!hallu ? "someone counting money." :
                        "the quarterback calling the play.");*/
                      You_hear(!hallu ? "誰かがお金を数えている音を聞いた." :
                        "クォータバックが指示をする声を聞いた.");
                  else
/*JP                  You_hear("someone searching.");*/
                      You_hear("誰かが捜索している音を聞いた.");
                  break;
                }
                /* fall into... (yes, even for hallucination) */
            }
            case 0:
/*JP            You_hear("the footsteps of a guard on patrol.");*/
                You_hear("警備員のパトロールする音を聞いた.");
                break;
            case 2:
/*JP            You_hear("Ebenezer Scrooge!");*/
                You_hear("こち亀の両さんの声を聞いた!");
                break;
          }
      return;
    }
    if (level.flags.has_beehive && !rn2(200)) {
      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
          if ((mtmp->data->mlet == S_ANT && is_flyer(mtmp->data)) &&
            mon_in_room(mtmp, BEEHIVE)) {
            switch (rn2(2)+hallu) {
                case 0:
/*JP              You_hear("a low buzzing.");*/
                  You_hear("ぶーんという音を聞いた.");
                  break;
                case 1:
/*JP              You_hear("an angry drone.");*/
                  You_hear("興奮した雄バチの音を聞いた.");
                  break;
                case 2:
/*JP              You_hear("bees in your %sbonnet!",
                      uarmh ? "" : "(nonexistent) ");*/
                  You_hear("ハチがあなたの帽子%sの中にいる音を聞いた!",
                      uarmh ? "" : "(被ってないけど)");
                  break;
            }
            return;
          }
    }
    if (level.flags.has_morgue && !rn2(200)) {
      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
          if (is_undead(mtmp->data) &&
            mon_in_room(mtmp, MORGUE)) {
            switch (rn2(2)+hallu) {
                case 0:
/*JP              You("suddenly realize it is unnaturally quiet.");*/
                  You("不自然なくらい静かなのに気づいた.");
                  break;
                case 1:
/*JP              pline_The("%s on the back of your %s stands up.",
                        body_part(HAIR), body_part(NECK));*/
                  pline("あなたの%sのうしろの%sが逆だった.",
                        body_part(NECK), body_part(HAIR));
                  break;
                case 2:
/*JP              pline_The("%s on your %s seems to stand up.",
                        body_part(HAIR), body_part(HEAD));*/
                  pline("あなたの%sの%sは逆だった.",
                        body_part(NECK), body_part(HAIR));
                  break;
            }
            return;
          }
    }
    if (level.flags.has_barracks && !rn2(200)) {
      static const char *barracks_msg[4] = {
/*JP        "blades being honed.",
            "loud snoring.",
            "dice being thrown.",
            "General MacArthur!",*/
              "刃物を研ぐ音を聞いた.",
            "大きないびきを聞いた.",
            "ダイスが振られる音を聞いた.",
            "マッカーサー提督の声を聞いた.",
      };
      int count = 0;

      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
          if (is_mercenary(mtmp->data) &&
#if 0       /* don't bother excluding these */
            !strstri(mtmp->data->mname, "watch") &&
            !strstri(mtmp->data->mname, "guard") &&
#endif
            mon_in_room(mtmp, BARRACKS) &&
            /* sleeping implies not-yet-disturbed (usually) */
            (mtmp->msleep || ++count > 5)) {
            You_hear(barracks_msg[rn2(3)+hallu]);
            return;
          }
    }
    if (level.flags.has_zoo && !rn2(200)) {
      static const char *zoo_msg[3] = {
/*JP        "a sound reminiscent of an elephant stepping on a peanut.",
            "a sound reminiscent of a seal barking.",
            "Doctor Doolittle!",*/
              "象がピーナッツの上で踊るような音を聞いた.",
            "アシカが吠えるような音を聞いた.",
            "ドリトル先生の声を聞いた.",
      };
      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
          if ((mtmp->msleep || is_animal(mtmp->data)) &&
            mon_in_room(mtmp, ZOO)) {
            You_hear(zoo_msg[rn2(2)+hallu]);
            return;
          }
    }
    if (level.flags.has_shop && !rn2(200)) {
      if (!(sroom = search_special(ANY_SHOP))) {
          /* strange... */
          level.flags.has_shop = 0;
          return;
      }
      if (tended_shop(sroom) &&
            !index(u.ushops, ROOM_INDEX(sroom) + ROOMOFFSET)) {
          static const char *shop_msg[3] = {
/*JP            "someone cursing shoplifters.",
                "the chime of a cash register.",
                "Neiman and Marcus arguing!",*/
            "誰かが泥棒をののしる声を聞いた.",
            "レジのチーンという音を聞いた.",
            "イトーとヨーカドーの議論を聞いた!",
          };
          You_hear(shop_msg[rn2(2)+hallu]);
      }
      return;
    }
    if (Is_oracle_level(&u.uz) && !rn2(400)) {
      /* make sure the Oracle is still here */
      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
          if (mtmp->data == &mons[PM_ORACLE])
            break;
      /* and don't produce silly effects when she's clearly visible */
      if (mtmp && (hallu || !canseemon(mtmp))) {
          static const char *ora_msg[5] = {
#if 0 /*JP*/
                "a strange wind.",        /* Jupiter at Dodona */
                "convulsive ravings.",    /* Apollo at Delphi */
                "snoring snakes.",        /* AEsculapius at Epidaurus */
                "someone say \"No more woodchucks!\"",
                "a loud ZOT!"       /* both rec.humor.oracle */
#endif /*JP*/
            "奇妙な風の音を聞いた.",
            "半狂乱の声を聞いた.",
            "蛇の咆哮を聞いた.",
            "誰かが「もうウッドチャックはいらない」と言っている声を聞いた.",
            "大きなZOTを聞いた!"
          };
          You_hear(ora_msg[rn2(3)+hallu*2]);
      }
      return;
    }
}

#endif /* OVL0 */
#ifdef OVLB

static const char *h_sounds[] = {
/*JP    "beep", "boing", "sing", "belche", "creak", "cough", "rattle",
    "ululate", "pop", "jingle", "sniffle", "tinkle", "eep"*/
    "ピーッと鳴いた","騒ぎたてた","歌った","キーキーと鳴いた",
    "せき込んだ","ゴロゴロ鳴った","ホーホー鳴いた","ポンと鳴いた",
    "ガランガランと鳴いた","クンクン鳴いた","チリンチリンと鳴いた",
    "イーッと鳴いた"
};

const char *
growl_sound(mtmp)
register struct monst *mtmp;
{
      const char *ret;

      switch (mtmp->data->msound) {
      case MS_MEW:
      case MS_HISS:
/*JP      ret = "hiss";*/
          ret = "シーッと鳴いた";
          break;
      case MS_BARK:
      case MS_GROWL:
/*JP      ret = "growl";*/
          ret = "はげしく吠えた";
          break;
      case MS_ROAR:
/*JP      ret = "roar";*/
          ret = "吠えた";
          break;
      case MS_BUZZ:
/*JP      ret = "buzz";*/
          ret = "ブーッと鳴いた";
          break;
      case MS_SQEEK:
/*JP      ret = "squeal";*/
          ret = "キーキー鳴いた";
          break;
      case MS_SQAWK:
/*JP      ret = "screech";*/
          ret = "金切り声を立てた";
          break;
      case MS_NEIGH:
/*JP      ret = "neigh";*/
          ret = "いなないた";
          break;
      case MS_WAIL:
/*JP      ret = "wail";*/
          ret = "悲しく鳴いた";
          break;
      case MS_SILENT:
/*JP        ret = "commotion";*/
            ret = "興奮した";
            break;
      default:
/*JP        ret = "scream";*/
            ret = "金切り声をあげた";
      }
      return ret;
}

/* the sounds of a seriously abused pet, including player attacking it */
void
growl(mtmp)
register struct monst *mtmp;
{
    register const char *growl_verb = 0;

    if (mtmp->msleep || !mtmp->mcanmove || !mtmp->data->msound) return;

    /* presumably nearness and soundok checks have already been made */
    if (Hallucination)
      growl_verb = h_sounds[rn2(SIZE(h_sounds))];
    else
      growl_verb = growl_sound(mtmp);
    if (growl_verb) {
/*JP  pline("%s %s!", Monnam(mtmp), makeplural(growl_verb));*/
      pline("%sは%s!", Monnam(mtmp), makeplural(growl_verb));
      if(flags.run) nomul(0);
      wake_nearto(mtmp->mx, mtmp->my, mtmp->data->mlevel * 18);
    }
}

/* the sounds of mistreated pets */
void
yelp(mtmp)
register struct monst *mtmp;
{
    register const char *yelp_verb = 0;

    if (mtmp->msleep || !mtmp->mcanmove || !mtmp->data->msound) return;

    /* presumably nearness and soundok checks have already been made */
    if (Hallucination)
      yelp_verb = h_sounds[rn2(SIZE(h_sounds))];
    else switch (mtmp->data->msound) {
      case MS_MEW:
/*JP      yelp_verb = "yowl";*/
          yelp_verb = "悲しく鳴いた";
          break;
      case MS_BARK:
      case MS_GROWL:
/*JP      yelp_verb = "yelp";*/
          yelp_verb = "キャンキャン鳴いた";
          break;
      case MS_ROAR:
/*JP      yelp_verb = "snarl";*/
          yelp_verb = "うなった";
          break;
      case MS_SQEEK:
/*JP      yelp_verb = "squeal";*/
          yelp_verb = "キーキー鳴いた";
          break;
      case MS_SQAWK:
/*JP      yelp_verb = "screak";*/
          yelp_verb = "金切り声を立てた";
          break;
      case MS_WAIL:
/*JP      yelp_verb = "wail";*/
          yelp_verb = "悲しく鳴いた";
          break;
    }
    if (yelp_verb) {
/*JP  pline("%s %ss!", Monnam(mtmp), yelp_verb);*/
      pline("%sは%s!", Monnam(mtmp), yelp_verb);
      if(flags.run) nomul(0);
      wake_nearto(mtmp->mx, mtmp->my, mtmp->data->mlevel * 12);
    }
}

/* the sounds of distressed pets */
void
whimper(mtmp)
register struct monst *mtmp;
{
    register const char *whimper_verb = 0;

    if (mtmp->msleep || !mtmp->mcanmove || !mtmp->data->msound) return;

    /* presumably nearness and soundok checks have already been made */
    if (Hallucination)
      whimper_verb = h_sounds[rn2(SIZE(h_sounds))];
    else switch (mtmp->data->msound) {
      case MS_MEW:
      case MS_GROWL:
/*JP      whimper_verb = "whimper";*/
          whimper_verb = "クンクン鳴いた";
          break;
      case MS_BARK:
/*JP      whimper_verb = "whine";*/
          whimper_verb = "クーンと鳴いた";
          break;
      case MS_SQEEK:
/*JP      whimper_verb = "squeal";*/
          whimper_verb = "キーキー鳴いた";
          break;
    }
    if (whimper_verb) {
/*JP  pline("%s %ss.", Monnam(mtmp), whimper_verb);*/
      pline("%sは%s.", Monnam(mtmp), whimper_verb);
      if(flags.run) nomul(0);
      wake_nearto(mtmp->mx, mtmp->my, mtmp->data->mlevel * 6);
    }
}

/* pet makes "I'm hungry" noises */
void
beg(mtmp)
register struct monst *mtmp;
{
    if (mtmp->msleep || !mtmp->mcanmove ||
      !(carnivorous(mtmp->data) || herbivorous(mtmp->data))) return;
    /* presumably nearness and soundok checks have already been made */
    if (mtmp->data->msound != MS_SILENT && mtmp->data->msound <= MS_ANIMAL)
      (void) domonnoise(mtmp);
    else if (mtmp->data->msound >= MS_HUMANOID)
      verbalize("はらぺこだ.");
}

static int
domonnoise(mtmp)
register struct monst *mtmp;
{
    register const char *pline_msg = 0,   /* Monnam(mtmp) will be prepended */
                  *verbl_msg = 0;   /* verbalize() */
    struct permonst *ptr = mtmp->data;

    /* presumably nearness and sleep checks have already been made */
    if (!flags.soundok) return(0);

    switch (ptr->msound) {
      case MS_ORACLE:
          return doconsult(mtmp);
      case MS_PRIEST:
          priest_talk(mtmp);
          break;
      case MS_LEADER:
      case MS_NEMESIS:
      case MS_GUARDIAN:
          quest_chat(mtmp);
          break;
      case MS_SELL: /* pitch, pay, total */
          shk_chat(mtmp);
          break;
      case MS_VAMPIRE:
          /* [bug: vampire case missing here] */
          break;
      case MS_WERE:
          if (flags.moonphase == FULL_MOON && (night() ^ !rn2(13))) {
/*JP        pline("%s throws back %s head and lets out a blood curdling %s!",
                  Monnam(mtmp), his[pronoun_gender(mtmp)],
                  ptr == &mons[PM_HUMAN_WERERAT] ? "shriek" : "howl");*/
            pline("%sは頭をのけぞらし背筋が氷るような%sをあげた!",
                  Monnam(mtmp),
                  ptr == &mons[PM_HUMAN_WERERAT] ? "金切り声" : "咆哮");
            wake_nearto(mtmp->mx, mtmp->my, 11*11);
          }else
/*JP        pline_msg =
                 "whispers inaudibly.  All you can make out is \"moon\".";*/
            pline_msg = "聞きとれないような声でささやいた.かろうじて『月』という言葉だけが聞きとれた.";
          break;
      case MS_SILENT:
          break;
      case MS_BARK:
          if (flags.moonphase == FULL_MOON && night()) {
/*JP        pline_msg = "howls.";*/
            pline_msg = "吠えた.";
          } else if (mtmp->mpeaceful) {
            if (mtmp->mtame &&
                  (mtmp->mconf || mtmp->mflee || mtmp->mtrapped ||
                   moves > EDOG(mtmp)->hungrytime || mtmp->mtame < 5))
/*JP            pline_msg = "whines.";*/
                pline_msg = "クンクン鳴いた.";
            else if (mtmp->mtame && EDOG(mtmp)->hungrytime > moves + 1000)
/*JP            pline_msg = "yips.";*/
                pline_msg = "キャンキャン鳴いた.";
            else
/*JP            pline_msg = "barks.";*/
                pline_msg = "ワンワン吠えた.";
          } else {
/*JP        pline_msg = "growls.";*/
            pline_msg = "激しく吠えた.";
          }
          break;
      case MS_MEW:
          if (mtmp->mtame) {
            if (mtmp->mconf || mtmp->mflee || mtmp->mtrapped ||
                  mtmp->mtame < 5)
/*JP            pline_msg = "yowls.";*/
                pline_msg = "悲しく鳴いた.";
            else if (moves > EDOG(mtmp)->hungrytime)
/*JP            pline_msg = "miaos.";*/
                pline_msg = "ニャーンと鳴いた.";
            else if (EDOG(mtmp)->hungrytime > moves + 1000)
/*JP            pline_msg = "purrs.";*/
                pline_msg = "ゴロゴロと鳴いた.";
            else
/*JP            pline_msg = "mews.";*/
                pline_msg = "ニャーニャー鳴いた.";
            break;
          } /* else FALLTHRU */
      case MS_GROWL:
/*JP      pline_msg = mtmp->mpeaceful ? "snarls." : "growls!";*/
          pline_msg = mtmp->mpeaceful ? "うなった." : "激しく吠えた.";
          break;
      case MS_ROAR:
/*JP      pline_msg = mtmp->mpeaceful ? "snarls." : "roars!";*/
          pline_msg = mtmp->mpeaceful ? "うなった." : "とても激しく吠えた.";
          break;
      case MS_SQEEK:
/*JP      pline_msg = "squeaks.";*/
          pline_msg = "キーキー鳴いた.";
          break;
      case MS_SQAWK:
/*JP      pline_msg = "squawks.";*/
          pline_msg = "キーキー鳴いた.";
          break;
      case MS_HISS:
          if (!mtmp->mpeaceful)
/*JP        pline_msg = "hisses!";*/
            pline_msg = "シーッと鳴いた!";
          else return 0;      /* no sound */
          break;
      case MS_BUZZ:
/*JP      pline_msg = mtmp->mpeaceful ? "drones." : "buzzes angrily.";*/
          pline_msg = mtmp->mpeaceful ? "ぶーんと鳴った." : "ぶんぶん鳴った.";
          break;
      case MS_GRUNT:
/*JP      pline_msg = "grunts.";*/
          pline_msg = "ぶーぶー鳴いた.";
          break;
      case MS_NEIGH:
          if (mtmp->mtame < 5)
/*JP        pline_msg = "neighs.";*/
              pline_msg = "いなないた.";
          else if (moves > EDOG(mtmp)->hungrytime)
/*JP        pline_msg = "whinnies.";*/
            pline_msg = "ヒヒーンと鳴いた.";
          else
/*JP        pline_msg = "whickers.";*/
            pline_msg = "ヒヒヒーンと鳴いた.";
          break;
      case MS_WAIL:
/*JP      pline_msg = "wails mournfully.";*/
          pline_msg = "悲しげに鳴いた.";
          break;
      case MS_GURGLE:
/*JP      pline_msg = "gurgles.";*/
          pline_msg = "ごろごろ喉を鳴らした.";
          break;
      case MS_BURBLE:
/*JP      pline_msg = "burbles.";*/
          pline_msg = "ぺちゃくちゃしゃべった.";
          break;
      case MS_SHRIEK:
/*JP      pline_msg = "shrieks.";*/
          pline_msg = "金切り声をあげた.";
          aggravate();
          break;
      case MS_IMITATE:
/*JP      pline_msg = "imitates you.";*/
          pline_msg = "あなたの真似をした.";
          break;
      case MS_BONES:
/*JP      pline("%s rattles noisily.", Monnam(mtmp));
          You("freeze for a moment.");*/
          pline("%sはガタガタと騒ぎだした.",Monnam(mtmp));
          You("しばらく動けない.");
          nomul(-2);
          break;
      case MS_LAUGH:
          {
            static const char *laugh_msg[4] = {
/*JP            "giggles.", "chuckles.", "snickers.", "laughs.",*/
                "くすくす笑った.", "くすっすと笑った.",
                "ばかにしたように笑った.", "笑った.",
            };
            pline_msg = laugh_msg[rn2(4)];
          }
          break;
      case MS_MUMBLE:
/*JP      pline_msg = "mumbles incomprehensibly.";*/
          pline_msg = "不可解な言葉をつぶやいた.";
          break;
      case MS_DJINNI:
/*JP      if (mtmp->mtame) verbl_msg = "Thank you for freeing me!";
          else if (mtmp->mpeaceful) verbl_msg = "I'm free!";
          else verbl_msg = "This will teach you not to disturb me!";*/
          if (mtmp->mtame) verbl_msg = "私を助けてくれたことを感謝する!";
          else if (mtmp->mpeaceful) verbl_msg = "やっと自由になった!";
          else verbl_msg = "じゃまをしないでくれ!";
          break;
      case MS_BOAST:    /* giants */
          if (!mtmp->mpeaceful) {
            switch (rn2(4)) {
/*JP        case 0: pline("%s boasts about %s gem collection.",
                        Monnam(mtmp), his[pronoun_gender(mtmp)]);*/
            case 0: pline("%sは自分の宝石のコレクションを自慢した.",
                        Monnam(mtmp));
                  break;
/*JP        case 1: pline_msg = "complains about a diet of mutton.";*/
            case 1: pline_msg = "羊のダイエットについての不満を述べた.";
                  break;
/*JP         default: pline_msg = "shouts \"Fee Fie Foe Foo!\" and guffaws.";*/
             default: pline_msg = "『わっはっはっは!』とばか笑いした.";
                  wake_nearto(mtmp->mx, mtmp->my, 7*7);
                  break;
            }
            break;
          }
          /* else FALLTHRU */
      case MS_HUMANOID:
          if (!mtmp->mpeaceful) {
            if (In_endgame(&u.uz) && is_mplayer(ptr)) {
                mplayer_talk(mtmp);
                break;
            } else {
                return 0;     /* no sound */
            }
          }
          /* Generic peaceful humanoid behaviour. */
          if (mtmp->mflee)
/*JP        pline_msg = "wants nothing to do with you.";*/
            pline_msg = "あなたと関係を持ちたくないようだ.";
          else if (mtmp->mhp < mtmp->mhpmax/4)
/*JP        pline_msg = "moans.";*/
            pline_msg = "うめき声をあげた.";
          else if (mtmp->mconf || mtmp->mstun)
/*JP        verbl_msg = !rn2(3) ? "Huh?" : rn2(2) ? "What?" : "Eh?";*/
            verbl_msg = !rn2(3) ? "へ?" : rn2(2) ? "何?" : "え?";
          else if (!mtmp->mcansee)
/*JP        verbl_msg = "I can't see!";*/
            verbl_msg = "何も見えない!";
          else if (mtmp->mtrapped)
/*JP        verbl_msg = "I'm trapped!";*/
              verbl_msg = "罠にはまってしまった!";
          else if (mtmp->mhp < mtmp->mhpmax/2)
/*JP        pline_msg = "asks for a potion of healing.";*/
            pline_msg = "回復の薬を持ってないか尋ねた.";
          else if (mtmp->mtame && moves > EDOG(mtmp)->hungrytime)
/*JP        verbl_msg = "I'm hungry.";*/
            verbl_msg = "腹が減ったな.";
          /* Specific monsters' interests */
          else if (is_elf(ptr))
/*JP        pline_msg = "curses orcs.";*/
            pline_msg = "オークを呪った.";
          else if (is_dwarf(ptr))
/*JP        pline_msg = "talks about mining.";*/
            pline_msg = "採掘について話した.";
          else if (likes_magic(ptr))
/*JP        pline_msg = "talks about spellcraft.";*/
            pline_msg = "魔力について話した.";
          else if (ptr->mlet == S_CENTAUR)
/*JP        pline_msg = "discusses hunting.";*/
            pline_msg = "猟について議論した.";

          else switch (monsndx(ptr)) {
            case PM_HOBBIT:
                pline_msg = (mtmp->mhpmax - mtmp->mhp >= 10) ?
/*JP                    "complains about unpleasant dungeon conditions."
                        : "asks you about the One Ring.";*/
                        "不愉快な迷宮の状態について不満を述べた."
                        : "「一つの指輪」について尋ねた.";
                break;
            case PM_ARCHEOLOGIST:
/*JP    pline_msg = "describes a recent article in \"Spelunker Today\" magazine.";*/
                pline_msg = "「日刊洞窟」の最新の記事を執筆している.";
                break;
#ifdef TOURIST
            case PM_TOURIST:
/*JP            verbl_msg = "Aloha.";*/
                verbl_msg = "アローハ.";
                break;
#endif
            default:
/*JP            pline_msg = "discusses dungeon exploration.";*/
                pline_msg = "迷宮探検について議論した.";
                break;
          }
          break;
      case MS_SEDUCE:
#ifdef SEDUCE
          if (ptr->mlet != S_NYMPH &&
            could_seduce(mtmp, &youmonst, (struct attack *)0) == 1) {
                  (void) doseduce(mtmp);
                  break;
          }
          switch ((poly_gender() != (int) mtmp->female) ? rn2(3) : 0) {
#else
/*        switch ((poly_gender() == 0) ? rn2(3) : 0) {*/
#endif
            case 2:
/*JP              verbl_msg = "Hello, sailor.";*/
                  switch(poly_gender()){
                  case 0:           
                    verbl_msg = "こんにちは.あらいい男ね.";
                    break;
                  case 1:
                    verbl_msg = "こんにちは,お嬢さん.";
                    break;
                  default:
                    verbl_msg = "こんにちは.";
                    break;
                  }
                  break;
            case 1:
/*JP              pline_msg = "comes on to you.";*/
                  pline_msg = "あなたのほうへやってきた.";
                  break;
            default:
/*JP              pline_msg = "cajoles you.";*/
                  pline_msg = "あなたをおだてた.";
          }
          break;
#ifdef KOPS
      case MS_ARREST:
          if (mtmp->mpeaceful)
/*JP        verbalize("Just the facts, %s.",
                  flags.female ? "Ma'am" : "Sir");*/
            verbalize("これが現実だよ%s.",
                  flags.female ? "お嬢さん" : "きみ");
          else {
            static const char *arrest_msg[3] = {
/*JP            "Anything you say can be used against you.",
                "You're under arrest!",
                "Stop in the name of the Law!",*/
                "おまえの言うことはおまえにとって不利な証拠となることがある!",
                "おまえを逮捕する!",
                "法の名のもと直ちに中止せよ!",
            };
            verbl_msg = arrest_msg[rn2(3)];
          }
          break;
#endif
      case MS_BRIBE:
          if (mtmp->mpeaceful && !mtmp->mtame) {
            (void) demon_talk(mtmp);
            break;
          }
          /* fall through */
      case MS_CUSS:
          if (!mtmp->mpeaceful)
            cuss(mtmp);
          break;
      case MS_SPELL:
          /* deliberately vague, since it's not actually casting any spell */
/*JP      pline_msg = "seems to mutter a cantrip.";*/
          pline_msg = "ぶつぶつとつぶやいている.";
          break;
      case MS_NURSE:
          if (uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep)))
/*JP        verbl_msg = "Put that weapon away before you hurt someone!";*/
            verbl_msg = "武器をおさめなさい!それは人を傷つけるものよ!";
          else if (uarmc || uarm || uarmh || uarms || uarmg || uarmf)
            verbl_msg = Role_is('H') ?
/*JP                "Doc, I can't help you unless you cooperate." :
                    "Please undress so I can examine you.";*/
                    "先生,あなたの協力なしではどうしようもありませんわ." :
                    "服を脱いでください.あなたを診察しますわ.";
#ifdef TOURIST
          else if (uarmu)
/*JP        verbl_msg = "Take off your shirt, please.";*/
            verbl_msg = "シャツを脱いでください.";
#endif
/*JP      else verbl_msg = "Relax, this won't hurt a bit.";*/
          else verbl_msg = "おちついて.ちっとも痛くないわよ.";
          break;
      case MS_GUARD:
          if (u.ugold)
/*JP        verbl_msg = "Please drop that gold and follow me.";*/
            verbl_msg = "金を置いてついてこい.";
          else
/*JP        verbl_msg = "Please follow me.";*/
            verbl_msg = "ついてこい.";
          break;
      case MS_SOLDIER:
          {
            static const char *soldier_foe_msg[3] = {
/*JP            "Resistance is useless!",
                "You're dog meat!",
                "Surrender!",*/
                "抵抗はやめろ!",
                "犬に喰われちまえ!",
                "降伏しろ!",
            },            *soldier_pax_msg[3] = {
/*JP            "What lousy pay we're getting here!",
                "The food's not fit for Orcs!",
                "My feet hurt, I've been on them all day!",*/
                "たっぷり金を置いてゆけ!",
                "なんだい?オークでも喰えねぇぜ!",
                "足を怪我した,どうしてくれる!",
            };
            verbl_msg = mtmp->mpeaceful ? soldier_pax_msg[rn2(3)]
                                  : soldier_foe_msg[rn2(3)];
          }
          break;
      case MS_RIDER:
          if (ptr == &mons[PM_DEATH] && mtmp->mpeaceful)
/*JP        pline_msg = "is busy reading a copy of Sandman #9.";*/
            pline_msg = "Sandmanの9章を読むのに忙しい";
/*JP      else verbl_msg = "Who do you think you are, War?";*/
          else verbl_msg = "自分が何物か考えたことがあるか?";
          break;
    }

/*JP    if (pline_msg) pline("%s %s", Monnam(mtmp), pline_msg);*/
    if (pline_msg) pline("%sは%s", Monnam(mtmp), pline_msg);
    else if (verbl_msg) verbalize(verbl_msg);
    return(1);
}


int
dotalk()
{
    int result;
    boolean save_soundok = flags.soundok;
    flags.soundok = 1;  /* always allow sounds while chatting */
    result = dochat();
    flags.soundok = save_soundok;
    return result;
}

static int
dochat()
{
    register struct monst *mtmp;
    register int tx,ty;
    struct obj *otmp;

    if (uasmon->msound == MS_SILENT) {
/*JP  pline("As %s, you cannot speak.", an(uasmon->mname));*/
      pline("あなたは%sなので,話すことができない.", jtrns_mon(uasmon->mname, flags.female));
      return(0);
    }
    if (Strangled) {
/*JP  You_cant("speak.  You're choking!");*/
      You("話せない.あなたは首を絞められている!");
      return(0);
    }
    if (u.uswallow) {
/*JP  pline("They won't hear you out there.");*/
        You("外へ向って話をしたが,誰も聞きいれなかった.");
      return(0);
    }
    if (Underwater) {
/*JP  Your("speech is unintelligible underwater.");*/
      pline("水面下では,あなたの話はろくに理解されない.");
      return(0);
    }

    if (!Blind && (otmp = shop_object(u.ux, u.uy)) != (struct obj *)0) {
      /* standing on something in a shop and chatting causes the shopkeeper
         to describe the price(s).  This can inhibit other chatting inside
         a shop, but that shouldn't matter much.  shop_object() returns an
         object iff inside a shop and the shopkeeper is present and willing
         (not angry) and able (not asleep) to speak and the position contains
         any objects other than just gold.
      */
      price_quote(otmp);
      return(1);
    }

/*JP    (void) getdir("Talk to whom? [in what direction]");*/
    (void) getdir("誰と話しますか?[どの方向]");

    if (u.dz) {
/*JP  pline("They won't hear you %s there.", u.dz < 0 ? "up" : "down");*/
      pline("%s向って話をしても意味がない.",
            u.dz < 0 ? "上へ" : "下へ");
      return(0);
    }

    if (u.dx == 0 && u.dy == 0) {
/*
 * Let's not include this.  It raises all sorts of questions: can you wear
 * 2 helmets, 2 amulets, 3 pairs of gloves or 6 rings as a marilith,
 * etc...  --KAA
      if (u.umonnum == PM_ETTIN) {
JP        You("discover that your other head makes boring conversation.");
          You("他の頭が会話をしているのに気がついた.");
          return(1);
      }
*/
/*JP  pline("Talking to yourself is a bad habit for a dungeoneer.");*/
      pline("迷宮探検者にとって一人言は悪い癖だ.");
      return(0);
    }

    tx = u.ux+u.dx; ty = u.uy+u.dy;
    mtmp = m_at(tx, ty);
    if ((Blind && !Telepat) || !mtmp || mtmp->mundetected ||
            mtmp->m_ap_type == M_AP_FURNITURE ||
            mtmp->m_ap_type == M_AP_OBJECT) {
/*JP  pline("I see nobody there.");*/
      pline("そこには何もない.");
      return(0);
    }
    /* sleeping monsters won't talk, except priests (who wake up) */
    if ((!mtmp->mcanmove || mtmp->msleep) && !mtmp->ispriest) {
/*JP  pline("%s seems not to notice you.", Monnam(mtmp));*/
      pline("%sはあなたに気がついていないようだ.", Monnam(mtmp));
      return(0);
    }

    if (mtmp->mtame && mtmp->meating) {
/*JP  pline("%s is eating noisily.", Monnam(mtmp));*/
      pline("%sはバリバリと物を食べている.", Monnam(mtmp));
      return (0);
    }

    return domonnoise(mtmp);
}

#endif /* OVLB */

/*sounds.c*/

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