#include "angband.h"
#include "history.h"
+#include "monsterrace-hook.h"
+#include "store.h"
/*!
* オートローラーの内容を描画する間隔 /
*/
static void show_help(cptr helpfile)
{
- /* Save screen */
screen_save();
/* Peruse the help file */
(void)show_file(TRUE, helpfile, NULL, 0, 0);
-
- /* Load screen */
screen_load();
}
/* Never happened */
else
{
-#ifdef JP
- c_put_str(TERM_RED, "(なし)", 3+i, col+13);
-#else
- c_put_str(TERM_RED, "(NONE)", 3+i, col+13);
-#endif
-
+ c_put_str(TERM_RED, _("(なし)", "(NONE)"), 3+i, col+13);
}
}
}
/*!
- * @brief モンスターがクエストの討伐対象に成り得るかを返す / Hook function for quest monsters
- * @param r_idx モンスターID
- * @return 討伐対象にできるならTRUEを返す。
- */
-static bool mon_hook_quest(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- /* Random quests are in the dungeon */
- if (r_ptr->flags8 & RF8_WILD_ONLY) return FALSE;
-
- /* No random quests for aquatic monsters */
- if (r_ptr->flags7 & RF7_AQUATIC) return FALSE;
-
- /* No random quests for multiplying monsters */
- if (r_ptr->flags2 & RF2_MULTIPLY) return FALSE;
-
- /* No quests to kill friendly monsters */
- if (r_ptr->flags7 & RF7_FRIENDLY) return FALSE;
-
- return TRUE;
-}
-
-
-/*!
* @brief ランダムクエストの討伐ユニークを決める / Determine the random quest uniques
* @param q_ptr クエスト構造体の参照ポインタ
* @return なし
r_ptr = &r_info[r_idx];
if (!(r_ptr->flags1 & RF1_UNIQUE)) continue;
-
if (r_ptr->flags1 & RF1_QUESTOR) continue;
-
if (r_ptr->rarity > 100) continue;
-
if (r_ptr->flags7 & RF7_FRIENDLY) continue;
-
if (r_ptr->flags7 & RF7_AQUATIC) continue;
-
if (r_ptr->flags8 & RF8_WILD_ONLY) continue;
-
if (no_questor_or_bounty_uniques(r_idx)) continue;
/*
if (r_ptr->level > (q_ptr->level + (q_ptr->level / 20))) break;
}
- q_ptr->r_idx = (s16b)r_idx;
+ q_ptr->r_idx = r_idx;
}
/*!
object_type object_type_body;
int slot;
- int item;
+ INVENTORY_IDX item;
/* Scan through the slots backwards */
for (item = INVEN_PACK - 1; item >= 0; item--)
object_type forge;
object_type *q_ptr;
-
- /* Get local object */
q_ptr = &forge;
/* Give the player some food */
}
break;
-#if 0
- case RACE_SKELETON:
- /* Some Skeletons */
- object_prep(q_ptr, lookup_kind(TV_SKELETON, SV_ANY));
- q_ptr->number = (byte)rand_range(7, 12);
- add_outfit(q_ptr);
- break;
-#endif
case RACE_SKELETON:
case RACE_GOLEM:
case RACE_ZOMBIE:
add_outfit(q_ptr);
}
-
- /* Get local object */
q_ptr = &forge;
if ((p_ptr->prace == RACE_VAMPIRE) && (p_ptr->pclass != CLASS_NINJA))
add_outfit(q_ptr);
}
-
- /* Get local object */
q_ptr = &forge;
if ((p_ptr->pclass == CLASS_RANGER) || (p_ptr->pclass == CLASS_CAVALRY))
tv = TV_POTION;
sv = SV_POTION_RESTORE_MANA;
}
-
- /* Get local object */
q_ptr = &forge;
/* Hack -- Give the player an object */
/* Extra info */
clear_from(10);
-#ifdef JP
- put_str("注意:《種族》によってキャラクターの先天的な資質やボーナスが変化します。", 23, 5);
-#else
- put_str("Note: Your 'race' determines various intrinsic factors and bonuses.", 23 ,5);
-#endif
+ put_str(_("注意:《種族》によってキャラクターの先天的な資質やボーナスが変化します。",
+ "Note: Your 'race' determines various intrinsic factors and bonuses."), 23, 5);
/* Dump races */
for (n = 0; n < MAX_RACES; n++)
}
-#ifdef JP
- sprintf(cur, "%c%c%s", '*', p2, "ランダム");
-#else
- sprintf(cur, "%c%c %s", '*', p2, "Random");
-#endif
+ sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
/* Choose */
k = -1;
if (k >= 0) break;
-#ifdef JP
- sprintf(buf, "種族を選んで下さい (%c-%c) ('='初期オプション設定): ", sym[0], sym[MAX_RACES-1]);
-#else
- sprintf(buf, "Choose a race (%c-%c) ('=' for options): ", sym[0], sym[MAX_RACES-1]);
-#endif
+ sprintf(buf, _("種族を選んで下さい (%c-%c) ('='初期オプション設定): ", "Choose a race (%c-%c) ('=' for options): "), sym[0], sym[MAX_RACES-1]);
put_str(buf, 10, 10);
c = inkey();
else if (c == '=')
{
screen_save();
-#ifdef JP
- do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
-#else
- do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
-#endif
+ do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
screen_load();
}
else if (c !='2' && c !='4' && c !='6' && c !='8') bell();
/* Extra info */
clear_from(10);
-#ifdef JP
- put_str("注意:《職業》によってキャラクターの先天的な能力やボーナスが変化します。", 23, 5);
-#else
- put_str("Note: Your 'class' determines various intrinsic abilities and bonuses.", 23, 5);
-#endif
+ put_str(_("注意:《職業》によってキャラクターの先天的な能力やボーナスが変化します。",
+ "Note: Your 'class' determines various intrinsic abilities and bonuses."), 23, 5);
-#ifdef JP
- put_str("()で囲まれた選択肢はこの種族には似合わない職業です。", 11, 10);
-#else
- put_str("Any entries in parentheses should only be used by advanced players.", 11, 5);
-#endif
+ put_str(_("()で囲まれた選択肢はこの種族には似合わない職業です。",
+ "Any entries in parentheses should only be used by advanced players."), 11, 5);
/* Dump classes */
if (k >= 0) break;
-#ifdef JP
- sprintf(buf, "職業を選んで下さい (%c-%c) ('='初期オプション設定): ", sym[0], sym[MAX_CLASS_CHOICE-1]);
-#else
- sprintf(buf, "Choose a class (%c-%c) ('=' for options): ", sym[0], sym[MAX_CLASS_CHOICE-1]);
-#endif
+ sprintf(buf, _("職業を選んで下さい (%c-%c) ('='初期オプション設定): ", "Choose a class (%c-%c) ('=' for options): "), sym[0], sym[MAX_CLASS_CHOICE-1]);
put_str(buf, 10, 10);
c = inkey();
else if (c == '=')
{
screen_save();
-#ifdef JP
- do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
-#else
- do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
-#endif
-
+ do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
screen_load();
}
else if (c !='2' && c !='4' && c !='6' && c !='8') bell();
static void edit_history(void)
{
char old_history[4][60];
- int y = 0, x = 0;
+ TERM_LEN y = 0, x = 0;
int i, j;
/* Edit character background */
auto_round = 0L;
}
- /* Initialize */
if (autoroller)
{
if (!get_stat_limits()) return FALSE;
/* Calculate the bonuses and hitpoints */
p_ptr->update |= (PU_BONUS | PU_HP);
- /* Update stuff */
update_stuff();
/* Fully healed */
/* Prepare a prompt (must squeeze everything in) */
Term_gotoxy(2, 23);
Term_addch(TERM_WHITE, b1);
-#ifdef JP
- Term_addstr(-1, TERM_WHITE, "'r' 次の数値");
-#else
- Term_addstr(-1, TERM_WHITE, "'r'eroll");
-#endif
-
-#ifdef JP
- if (prev) Term_addstr(-1, TERM_WHITE, ", 'p' 前の数値");
-#else
- if (prev) Term_addstr(-1, TERM_WHITE, ", 'p'previous");
-#endif
-
-#ifdef JP
- if (mode) Term_addstr(-1, TERM_WHITE, ", 'h' その他の情報");
-#else
- if (mode) Term_addstr(-1, TERM_WHITE, ", 'h' Misc.");
-#endif
-
-#ifdef JP
- else Term_addstr(-1, TERM_WHITE, ", 'h' 生い立ちを表示");
-#else
- else Term_addstr(-1, TERM_WHITE, ", 'h'istory");
-#endif
-
-#ifdef JP
- Term_addstr(-1, TERM_WHITE, ", Enter この数値に決定");
-#else
- Term_addstr(-1, TERM_WHITE, ", or Enter to accept");
-#endif
+ Term_addstr(-1, TERM_WHITE, _("'r' 次の数値", "'r'eroll"));
+ if (prev) Term_addstr(-1, TERM_WHITE, _(", 'p' 前の数値", "'p'previous"));
+ if (mode) Term_addstr(-1, TERM_WHITE, _(", 'h' その他の情報", ", 'h' Misc."));
+ else Term_addstr(-1, TERM_WHITE, _(", 'h' 生い立ちを表示", ", 'h'istory"));
+ Term_addstr(-1, TERM_WHITE, _(", Enter この数値に決定", ", or Enter to accept"));
Term_addch(TERM_WHITE, b2);
/* Prompt and get a command */
else if (c == '=')
{
screen_save();
-#ifdef JP
- do_cmd_options_aux(OPT_PAGE_BIRTH, "初期オプション((*)はスコアに影響)");
-#else
- do_cmd_options_aux(OPT_PAGE_BIRTH, "Birth Option((*)s effect score)");
-#endif
-
+ do_cmd_options_aux(OPT_PAGE_BIRTH, _("初期オプション((*)はスコアに影響)", "Birth Option((*)s effect score)"));
screen_load();
continue;
}
/* Warning */
-#ifdef JP
- bell();
-#else
bell();
-#endif
-
}
/* Are we done? */
{
char c;
-#ifdef JP
- put_str("クイック・スタートを使いますか?[y/N]", 14, 10);
-#else
- put_str("Use quick start? [y/N]", 14, 10);
-#endif
+ put_str(_("クイック・スタートを使いますか?[y/N]", "Use quick start? [y/N]"), 14, 10);
c = inkey();
if (c == 'Q') quit(NULL);
/* Calculate the bonuses and hitpoints */
p_ptr->update |= (PU_BONUS | PU_HP);
- /* Update stuff */
update_stuff();
/* Fully healed */
{
for (j = 0; j < MAX_STORES; j++)
{
- /* Initialize */
store_init(i, j);
}
}