#include "angband.h"
#include "history.h"
-#include "monster-hook.h"
+#include "monsterrace-hook.h"
#include "store.h"
/*!
{
int i, j, m, p;
int col;
- byte attr;
+ TERM_COLOR attr;
char buf[80];
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;
}
/*!
/* Generate quests */
for (i = MIN_RANDOM_QUEST + number_of_quests - 1; i >= MIN_RANDOM_QUEST; i--)
{
- quest_type *q_ptr = &quest[i];
- monster_race *quest_r_ptr;
+ quest_type *q_ptr = &quest[i];
+ monster_race *quest_r_ptr;
q_ptr->status = QUEST_STATUS_TAKEN;
determine_random_questor(q_ptr);
if (slot == INVEN_LITE) continue; /* Does not wield toaches because buys a lantern soon */
if (inventory[slot].k_idx) continue;
- /* Get local object */
i_ptr = &object_type_body;
object_copy(i_ptr, o_ptr);
-
- /* Modify quantity */
i_ptr->number = 1;
/* Decrease the item (from the pack) */
floor_item_optimize(0 - item);
}
- /* Get the wield slot */
o_ptr = &inventory[slot];
-
- /* Wear the new stuff */
- object_copy(o_ptr, i_ptr);
-
- /* Increase the weight */
- p_ptr->total_weight += i_ptr->weight;
+ object_copy(o_ptr, i_ptr);
+ p_ptr->total_weight += i_ptr->weight;
/* Increment the equip counter by hand */
equip_cnt++;
};
/*!
- * @brief バルログが死体を食べられるモンスターかの判定 / Hook function for human corpses
- * @param r_idx モンスターID
- * @return 死体を食べられるならTRUEを返す。
- */
-static bool monster_hook_human(MONRACE_IDX r_idx)
-{
- monster_race *r_ptr = &r_info[r_idx];
-
- if (r_ptr->flags1 & (RF1_UNIQUE)) return FALSE;
-
- if (my_strchr("pht", r_ptr->d_char)) return TRUE;
-
- return FALSE;
-}
-
-/*!
* @brief 初期所持アイテムの処理 / Add an outfit object
* @details アイテムを既知のものとした上でwield_all()関数により装備させる。
* @param o_ptr 処理したいオブジェクト構造体の参照ポインタ
{
object_prep(q_ptr, lookup_kind(TV_CORPSE, SV_CORPSE));
q_ptr->pval = get_mon_num(2);
- q_ptr->number = 1;
- add_outfit(q_ptr);
+ if(q_ptr->pval)
+ {
+ q_ptr->number = 1;
+ add_outfit(q_ptr);
+ }
}
break;
/* Hack -- Give the player scrolls of DARKNESS! */
object_prep(q_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_DARKNESS));
- q_ptr->number = (byte)rand_range(2, 5);
+ q_ptr->number = rand_range(2, 5);
add_outfit(q_ptr);
}
{
/* Hack -- Give the player some torches */
object_prep(q_ptr, lookup_kind(TV_LITE, SV_LITE_TORCH));
- q_ptr->number = (byte)rand_range(3, 7);
+ q_ptr->number = rand_range(3, 7);
q_ptr->xtra4 = rand_range(3, 7) * 500;
add_outfit(q_ptr);
{
/* Hack -- Give the player some arrows */
object_prep(q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
- q_ptr->number = (byte)rand_range(15, 20);
+ q_ptr->number = rand_range(15, 20);
add_outfit(q_ptr);
}
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
- q_ptr->number = (byte)rand_range(2, 4);
+ q_ptr->number = rand_range(2, 4);
add_outfit(q_ptr);
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
- q_ptr->number = (byte)rand_range(2, 4);
+ q_ptr->number = rand_range(2, 4);
add_outfit(q_ptr);
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
- q_ptr->number = (byte)rand_range(1, 3);
+ q_ptr->number = rand_range(1, 3);
add_outfit(q_ptr);
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
- q_ptr->number = (byte)rand_range(2, 4);
+ q_ptr->number = rand_range(2, 4);
add_outfit(q_ptr);
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
- q_ptr->number = (byte)rand_range(2, 4);
+ q_ptr->number = rand_range(2, 4);
add_outfit(q_ptr);
}
{
/* Hack -- Give the player some arrows */
object_prep(q_ptr, lookup_kind(TV_SPIKE, 0));
- q_ptr->number = (byte)rand_range(15, 20);
+ q_ptr->number = rand_range(15, 20);
add_outfit(q_ptr);
}
{
/* Hack -- Give the player some bolts */
object_prep(q_ptr, lookup_kind(TV_BOLT, SV_AMMO_NORMAL));
- q_ptr->number = (byte)rand_range(15, 20);
+ q_ptr->number = rand_range(15, 20);
add_outfit(q_ptr);
}
/* Barbarians do not need a ring of resist fear */
sv = SV_RING_SUSTAIN_STR;
- else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT &&
- p_ptr->prace == RACE_MIND_FLAYER)
- {
+ else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT && p_ptr->prace == RACE_MIND_FLAYER)
+ {
tv = TV_POTION;
sv = SV_POTION_RESTORE_MANA;
- }
+ }
q_ptr = &forge;
/* Hack -- Give the player an object */
char p2 = ')';
char buf[80], cur[80];
-
/* Extra info */
clear_from(10);
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);
+ "Note: Your 'race' determines various intrinsic factors and bonuses."), 23, 5);
/* Dump races */
for (n = 0; n < MAX_RACES; n++)
sym[n] = I2A(n);
else
sym[n] = ('A' + n - 26);
-#ifdef JP
sprintf(buf, "%c%c%s", sym[n], p2, str);
-#else
- sprintf(buf, "%c%c %s", sym[n], p2, str);
-#endif
- put_str(buf, 12 + (n/5), 1 + 16 * (n%5));
+ put_str(buf, 12 + (n / 5), 1 + 16 * (n % 5));
}
- sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random");
+ sprintf(cur, "%c%c%s", '*', p2, _("ランダム", "Random"));
/* Choose */
k = -1;
put_str(" ", 3, 40);
if(cs == MAX_RACES)
{
-#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"));
put_str(" ", 4, 40);
put_str(" ", 5, 40);
}
{
rp_ptr = &race_info[cs];
str = rp_ptr->title;
-#ifdef JP
sprintf(cur, "%c%c%s", sym[cs], p2, str);
c_put_str(TERM_L_BLUE, rp_ptr->title, 3, 40);
- put_str("の種族修正", 3, 40+strlen(rp_ptr->title));
- put_str("腕力 知能 賢さ 器用 耐久 魅力 経験 ", 4, 40);
-#else
- sprintf(cur, "%c%c %s", sym[cs], p2, str);
- c_put_str(TERM_L_BLUE, rp_ptr->title, 3, 40);
- put_str(": Race modification", 3, 40+strlen(rp_ptr->title));
- put_str("Str Int Wis Dex Con Chr EXP ", 4, 40);
-#endif
+ put_str(_("腕力 知能 賢さ 器用 耐久 魅力 経験 ", "Str Int Wis Dex Con Chr EXP "), 4, 40);
+ put_str(_("の種族修正", ": Race modification"), 3, 40 + strlen(rp_ptr->title));
+
sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d %+4d%% ",
rp_ptr->r_adj[0], rp_ptr->r_adj[1], rp_ptr->r_adj[2], rp_ptr->r_adj[3],
rp_ptr->r_adj[4], rp_ptr->r_adj[5], (rp_ptr->r_exp - 100));
/* Display */
if (!(rp_ptr->choice & (1L << n)))
-#ifdef JP
sprintf(buf, "%c%c(%s)", sym[n], p2, str);
-#else
- sprintf(buf, "%c%c (%s)", sym[n], p2, str);
-#endif
else
-#ifdef JP
sprintf(buf, "%c%c%s", sym[n], p2, str);
-#else
- sprintf(buf, "%c%c %s", sym[n], p2, str);
-#endif
put_str(buf, 13+ (n/4), 2 + 19 * (n%4));
}
-#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"));
/* Get a class */
k = -1;
put_str(" ", 3, 40);
if(cs == MAX_CLASS_CHOICE)
{
-#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"));
put_str(" ", 4, 40);
put_str(" ", 5, 40);
}
mp_ptr = &m_info[cs];
str = cp_ptr->title;
if (!(rp_ptr->choice & (1L << cs)))
-#ifdef JP
sprintf(cur, "%c%c(%s)", sym[cs], p2, str);
-#else
- sprintf(cur, "%c%c (%s)", sym[cs], p2, str);
-#endif
else
-#ifdef JP
sprintf(cur, "%c%c%s", sym[cs], p2, str);
-#else
- sprintf(cur, "%c%c %s", sym[cs], p2, str);
-#endif
-#ifdef JP
- c_put_str(TERM_L_BLUE, cp_ptr->title, 3, 40);
- put_str("の職業修正", 3, 40+strlen(cp_ptr->title));
- put_str("腕力 知能 賢さ 器用 耐久 魅力 経験 ", 4, 40);
-#else
+
c_put_str(TERM_L_BLUE, cp_ptr->title, 3, 40);
- put_str(": Class modification", 3, 40+strlen(cp_ptr->title));
- put_str("Str Int Wis Dex Con Chr EXP ", 4, 40);
-#endif
+ put_str(_("の職業修正", ": Class modification"), 3, 40+strlen(cp_ptr->title));
+ put_str(_("腕力 知能 賢さ 器用 耐久 魅力 経験 ", "Str Int Wis Dex Con Chr EXP "), 4, 40);
sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d %+4d%% ",
cp_ptr->c_adj[0], cp_ptr->c_adj[1], cp_ptr->c_adj[2], cp_ptr->c_adj[3],
cp_ptr->c_adj[4], cp_ptr->c_adj[5], cp_ptr->c_exp);
c_put_str(TERM_L_BLUE, buf, 5, 40);
}
- c_put_str(TERM_YELLOW, cur, 13 + (cs/4), 2 + 19 * (cs%4));
+ c_put_str(TERM_YELLOW, cur, 13 + (cs / 4), 2 + 19 * (cs % 4));
os = cs;
}
cp_ptr = &class_info[p_ptr->pclass];
mp_ptr = &m_info[p_ptr->pclass];
-
/* Display */
c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 15);
*/
static bool get_player_seikaku(void)
{
- int k, n, os, cs;
- char c;
- char sym[MAX_SEIKAKU];
- char p2 = ')';
- char buf[80], cur[80];
- char tmp[64];
- cptr str;
-
+ int k;
+ int n, os, cs;
+ char c;
+ char sym[MAX_SEIKAKU];
+ char p2 = ')';
+ char buf[80], cur[80];
+ char tmp[64];
+ cptr str;
/* Extra info */
clear_from(10);
-#ifdef JP
- put_str("注意:《性格》によってキャラクターの能力やボーナスが変化します。", 23, 5);
-#else
- put_str("Note: Your personality determines various intrinsic abilities and bonuses.", 23, 5);
-#endif
+ put_str(_("注意:《性格》によってキャラクターの能力やボーナスが変化します。", "Note: Your personality determines various intrinsic abilities and bonuses."), 23, 5);
/* Dump seikakus */
for (n = 0; n < MAX_SEIKAKU; n++)
sym[n] = ('A' + n - 26);
/* Display */
- /* Display */
-#ifdef JP
sprintf(buf, "%c%c%s", I2A(n), p2, str);
-#else
- sprintf(buf, "%c%c %s", I2A(n), p2, str);
-#endif
put_str(buf, 12 + (n/4), 2 + 18 * (n%4));
}
-#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"));
/* Get a seikaku */
k = -1;
put_str(" ", 3, 40);
if(cs == MAX_SEIKAKU)
{
-#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"));
put_str(" ", 4, 40);
put_str(" ", 5, 40);
}
{
ap_ptr = &seikaku_info[cs];
str = ap_ptr->title;
-#ifdef JP
- sprintf(cur, "%c%c%s", sym[cs], p2, str);
-#else
- sprintf(cur, "%c%c %s", sym[cs], p2, str);
-#endif
-#ifdef JP
- c_put_str(TERM_L_BLUE, ap_ptr->title, 3, 40);
- put_str("の性格修正", 3, 40+strlen(ap_ptr->title));
- put_str("腕力 知能 賢さ 器用 耐久 魅力 ", 4, 40);
-#else
- c_put_str(TERM_L_BLUE, ap_ptr->title, 3, 40);
- put_str(": Personality modification", 3, 40+strlen(ap_ptr->title));
- put_str("Str Int Wis Dex Con Chr ", 4, 40);
-#endif
- sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d ",
- ap_ptr->a_adj[0], ap_ptr->a_adj[1], ap_ptr->a_adj[2], ap_ptr->a_adj[3],
- ap_ptr->a_adj[4], ap_ptr->a_adj[5]);
- c_put_str(TERM_L_BLUE, buf, 5, 40);
+ sprintf(cur, "%c%c%s", sym[cs], p2, str);
+ c_put_str(TERM_L_BLUE, ap_ptr->title, 3, 40);
+ put_str(_("の性格修正", ": Personality modification"), 3, 40+strlen(ap_ptr->title));
+ put_str(_("腕力 知能 賢さ 器用 耐久 魅力 ", "Str Int Wis Dex Con Chr "), 4, 40);
+ sprintf(buf, "%+3d %+3d %+3d %+3d %+3d %+3d ",
+ ap_ptr->a_adj[0], ap_ptr->a_adj[1], ap_ptr->a_adj[2], ap_ptr->a_adj[3],
+ ap_ptr->a_adj[4], ap_ptr->a_adj[5]);
+ c_put_str(TERM_L_BLUE, buf, 5, 40);
}
c_put_str(TERM_YELLOW, cur, 12 + (cs/4), 2 + 18 * (cs%4));
os = cs;
if (k >= 0) break;
-#ifdef JP
- sprintf(buf, "性格を選んで下さい (%c-%c) ('='初期オプション設定): ", sym[0], sym[MAX_SEIKAKU-1]);
-#else
- sprintf(buf, "Choose a personality (%c-%c) ('=' for options): ", sym[0], sym[MAX_SEIKAKU-1]);
-#endif
+ sprintf(buf, _("性格を選んで下さい (%c-%c) ('='初期オプション設定): ", "Choose a personality (%c-%c) ('=' for options): "), sym[0], sym[MAX_SEIKAKU-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();
}
/* Set seikaku */
- p_ptr->pseikaku = (byte_hack)k;
+ p_ptr->pseikaku = (CHARACTER_IDX)k;
ap_ptr = &seikaku_info[p_ptr->pseikaku];
#ifdef JP
strcpy(tmp, ap_ptr->title);
#endif
strcat(tmp,p_ptr->name);
-
- /* Display */
c_put_str(TERM_L_BLUE, tmp, 1, 34);
return TRUE;
clear_from(10);
/* Extra infomation */
-#ifdef JP
- put_str("最低限得たい能力値を設定して下さい。", 10, 10);
- put_str("2/8で項目選択、4/6で値の増減、Enterで次へ", 11, 10);
-#else
- put_str("Set minimum stats.", 10, 10);
- put_str("2/8 for Select, 4/6 for Change value, Enter for Goto next", 11, 10);
-#endif
+ put_str(_("最低限得たい能力値を設定して下さい。", "Set minimum stats."), 10, 10);
+ put_str(_("2/8で項目選択、4/6で値の増減、Enterで次へ", "2/8 for Select, 4/6 for Change value, Enter for Goto next"), 11, 10);
-#ifdef JP
- put_str(" 基本値 種族 職業 性格 合計値 最大値", 13, 10);
-#else
- put_str(" Base Rac Cla Per Total Maximum", 13, 10);
-#endif
+ put_str(_(" 基本値 種族 職業 性格 合計値 最大値", " Base Rac Cla Per Total Maximum"), 13, 10);
/* Output the maximum stats */
for (i = 0; i < 6; i++)
_("社会的地位", "social class")
};
- /* Clean up */
clear_from(10);
/* Prompt for the minimum stats */
-#ifdef JP
- put_str("2/4/6/8で項目選択、+/-で値の増減、Enterで次へ", 11, 10);
- put_str("注意:身長と体重の最大値/最小値ぎりぎりの値は非常に出現確率が低くなります。", 23, 2);
-#else
- put_str("2/4/6/8 for Select, +/- for Change value, Enter for Goto next", 11, 10);
- put_str("Caution: Values near minimum or maximum is extremery rare.", 23, 5);
-#endif
+ put_str(_("2/4/6/8で項目選択、+/-で値の増減、Enterで次へ", "2/4/6/8 for Select, +/- for Change value, Enter for Goto next"), 11, 10);
+ put_str(_("注意:身長と体重の最大値/最小値ぎりぎりの値は非常に出現確率が低くなります。", "Caution: Values near minimum or maximum is extremery rare."), 23, 2);
if (p_ptr->psex == SEX_MALE)
{
min_percent = (int)(rp_ptr->f_b_ht-rp_ptr->f_m_ht*4+1) * 100 / (int)(rp_ptr->f_b_ht);
}
-#ifdef JP
- put_str("体格/地位の最小値/最大値を設定して下さい。", 10, 10);
- put_str(" 項 目 最小値 最大値", 13,20);
-#else
- put_str(" Parameter Min Max", 13,20);
- put_str("Set minimum/maximum attribute.", 10, 10);
-#endif
+ put_str(_("体格/地位の最小値/最大値を設定して下さい。", "Set minimum/maximum attribute."), 10, 10);
+ put_str(_(" 項 目 最小値 最大値", " Parameter Min Max"), 13,20);
/* Output the maximum stats */
for (i = 0; i < MAXITEMS; i++)
break;
case '=':
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();
break;
default:
char temp[64 * 4];
char histbuf[HISTPREF_LIMIT];
-#ifdef JP
- if (!get_check("生い立ち設定ファイルをロードしますか? ")) return FALSE;
-#else
- if (!get_check("Load background history preference file? ")) return FALSE;
-#endif
+ if (!get_check(_("生い立ち設定ファイルをロードしますか? ", "Load background history preference file? "))) return FALSE;
/* Prepare the buffer */
histbuf[0] = '\0';
if (err)
{
-#ifdef JP
- msg_print("生い立ち設定ファイルの読み込みに失敗しました。");
-#else
- msg_print("Failed to load background history preference.");
-#endif
+ msg_print(_("生い立ち設定ファイルの読み込みに失敗しました。", "Failed to load background history preference."));
msg_print(NULL);
/* Kill the buffer */
}
else if (!histpref_buf[0])
{
-#ifdef JP
- msg_print("有効な生い立ち設定はこのファイルにありません。");
-#else
- msg_print("There does not exist valid background history preference.");
-#endif
+ msg_print(_("有効な生い立ち設定はこのファイルにありません。", "There does not exist valid background history preference."));
msg_print(NULL);
/* Kill the buffer */
/*** Intro ***/
-
- /* Clear screen */
Term_clear();
/* Title everything */
-#ifdef JP
- put_str("名前 :", 1,26);
-#else
- put_str("Name :", 1,26);
-#endif
-
-#ifdef JP
- put_str("性別 :", 3, 1);
-#else
- put_str("Sex :", 3, 1);
-#endif
-
-#ifdef JP
- put_str("種族 :", 4, 1);
-#else
- put_str("Race :", 4, 1);
-#endif
-
-#ifdef JP
- put_str("職業 :", 5, 1);
-#else
- put_str("Class :", 5, 1);
-#endif
-
+ put_str(_("名前 :", "Name :"), 1,26);
+ put_str(_("性別 :", "Sex :"), 3, 1);
+ put_str(_("種族 :", "Race :"), 4, 1);
+ put_str(_("職業 :", "Class :"), 5, 1);
/* Dump the default name */
c_put_str(TERM_L_BLUE, p_ptr->name, 1, 34);
-
/*** Instructions ***/
/* Display some helpful information */
-#ifdef JP
- put_str("キャラクターを作成します。('S'やり直す, 'Q'終了, '?'ヘルプ)", 8, 10);
-#else
- put_str("Make your charactor. ('S' Restart, 'Q' Quit, '?' Help)", 8, 10);
-#endif
-
+ put_str(_("キャラクターを作成します。('S'やり直す, 'Q'終了, '?'ヘルプ)", "Make your charactor. ('S' Restart, 'Q' Quit, '?' Help)"), 8, 10);
/*** Player sex ***/
/* Extra info */
-#ifdef JP
- put_str("注意:《性別》の違いはゲーム上ほとんど影響を及ぼしません。", 23, 5);
-#else
- put_str("Note: Your 'sex' does not have any significant gameplay effects.", 23, 5);
-#endif
-
+ put_str(_("注意:《性別》の違いはゲーム上ほとんど影響を及ぼしません。", "Note: Your 'sex' does not have any significant gameplay effects."), 23, 5);
/* Prompt for "Sex" */
for (n = 0; n < MAX_SEXES; n++)
/* Flush input */
flush();
-
/*** Display ***/
/* Mode */
{
/* Calculate the bonuses and hitpoints */
p_ptr->update |= (PU_BONUS | PU_HP);
+ update_creature(p_ptr);
- update_stuff();
-
- /* Fully healed */
p_ptr->chp = p_ptr->mhp;
-
- /* Fully rested */
p_ptr->csp = p_ptr->msp;
/* Display the player */
/* Doesn't have previous data */
if (!previous_char.quick_ok) return FALSE;
-
- /* Clear screen */
Term_clear();
/* Extra info */
-#ifdef JP
- put_str("クイック・スタートを使うと以前と全く同じキャラクターで始められます。", 11, 5);
-#else
- put_str("Do you want to use the quick start function(same character as your last one).", 11, 2);
-#endif
+ put_str(_("クイック・スタートを使うと以前と全く同じキャラクターで始められます。", "Do you want to use the quick start function(same character as your last one)."), 11, 2);
/* Choose */
while (1)
/* Calc hitdie, but don't roll */
get_extra(FALSE);
- /* Calculate the bonuses and hitpoints */
p_ptr->update |= (PU_BONUS | PU_HP);
-
- update_stuff();
-
- /* Fully healed */
+ update_creature(p_ptr);
p_ptr->chp = p_ptr->mhp;
-
- /* Fully rested */
p_ptr->csp = p_ptr->msp;
/* Process the player name */
message_add(" ");
message_add(" ");
-#ifdef JP
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, "-------- 新規ゲーム開始 --------");
-#else
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, "-------- Start New Game --------");
-#endif
+ do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- 新規ゲーム開始 --------", "-------- Start New Game --------"));
do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
-#ifdef JP
- sprintf(buf," 性別に%sを選択した。", sex_info[p_ptr->psex].title);
-#else
- sprintf(buf," choose %s personality.", sex_info[p_ptr->psex].title);
-#endif
+ sprintf(buf,_(" 性別に%sを選択した。", " choose %s personality."), sex_info[p_ptr->psex].title);
do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
-#ifdef JP
- sprintf(buf," 種族に%sを選択した。", race_info[p_ptr->prace].title);
-#else
- sprintf(buf," choose %s race.", race_info[p_ptr->prace].title);
-#endif
+ sprintf(buf,_(" 種族に%sを選択した。", " choose %s race."), race_info[p_ptr->prace].title);
do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
-#ifdef JP
- sprintf(buf," 職業に%sを選択した。", class_info[p_ptr->pclass].title);
-#else
- sprintf(buf," choose %s class.", class_info[p_ptr->pclass].title);
-#endif
+ sprintf(buf,_(" 職業に%sを選択した。", " choose %s class."), class_info[p_ptr->pclass].title);
do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
if (p_ptr->realm1)
{
-#ifdef JP
- sprintf(buf," 魔法の領域に%s%sを選択した。",realm_names[p_ptr->realm1], p_ptr->realm2 ? format("と%s",realm_names[p_ptr->realm2]) : "");
-#else
- sprintf(buf," choose %s%s realm.",realm_names[p_ptr->realm1], p_ptr->realm2 ? format(" realm and %s",realm_names[p_ptr->realm2]) : "");
-#endif
+ sprintf(buf,_(" 魔法の領域に%s%sを選択した。", " choose %s%s realm."),realm_names[p_ptr->realm1], p_ptr->realm2 ? format("と%s",realm_names[p_ptr->realm2]) : "");
do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
}
-#ifdef JP
- sprintf(buf," 性格に%sを選択した。", seikaku_info[p_ptr->pseikaku].title);
-#else
- sprintf(buf," choose %s.", seikaku_info[p_ptr->pseikaku].title);
-#endif
+ sprintf(buf,_(" 性格に%sを選択した。", " choose %s."), seikaku_info[p_ptr->pseikaku].title);
do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
/* Init the shops */
roff_to_buf(race_jouhou[p_ptr->prace], 78, temp, sizeof(temp));
fprintf(fff, "\n\n");
-#ifdef JP
- fprintf(fff, "種族: %s\n", race_info[p_ptr->prace].title);
-#else
- fprintf(fff, "Race: %s\n", race_info[p_ptr->prace].title);
-#endif
+ fprintf(fff, _("種族: %s\n", "Race: %s\n"), race_info[p_ptr->prace].title);
+
t = temp;
for (i = 0; i < 10; i++)
{
}
roff_to_buf(class_jouhou[p_ptr->pclass], 78, temp, sizeof(temp));
fprintf(fff, "\n");
-#ifdef JP
- fprintf(fff, "職業: %s\n", class_info[p_ptr->pclass].title);
-#else
- fprintf(fff, "Class: %s\n", class_info[p_ptr->pclass].title);
-#endif
+ fprintf(fff, _("職業: %s\n", "Class: %s\n"), class_info[p_ptr->pclass].title);
+
t = temp;
for (i = 0; i < 10; i++)
{
}
roff_to_buf(seikaku_jouhou[p_ptr->pseikaku], 78, temp, sizeof(temp));
fprintf(fff, "\n");
-#ifdef JP
- fprintf(fff, "性格: %s\n", seikaku_info[p_ptr->pseikaku].title);
-#else
- fprintf(fff, "Pesonality: %s\n", seikaku_info[p_ptr->pseikaku].title);
-#endif
+ fprintf(fff, _("性格: %s\n", "Pesonality: %s\n"), seikaku_info[p_ptr->pseikaku].title);
+
t = temp;
for (i = 0; i < 6; i++)
{
if (p_ptr->realm1)
{
roff_to_buf(realm_jouhou[technic2magic(p_ptr->realm1)-1], 78, temp, sizeof(temp));
-#ifdef JP
- fprintf(fff, "魔法: %s\n", realm_names[p_ptr->realm1]);
-#else
- fprintf(fff, "Realm: %s\n", realm_names[p_ptr->realm1]);
-#endif
+ fprintf(fff, _("魔法: %s\n", "Realm: %s\n"), realm_names[p_ptr->realm1]);
+
t = temp;
for (i = 0; i < 6; i++)
{
if (p_ptr->realm2)
{
roff_to_buf(realm_jouhou[technic2magic(p_ptr->realm2)-1], 78, temp, sizeof(temp));
-#ifdef JP
- fprintf(fff, "魔法: %s\n", realm_names[p_ptr->realm2]);
-#else
- fprintf(fff, "Realm: %s\n", realm_names[p_ptr->realm2]);
-#endif
+ fprintf(fff, _("魔法: %s\n", "Realm: %s\n"), realm_names[p_ptr->realm2]);
+
t = temp;
for (i = 0; i < 6; i++)
{