-/* File: object1.c */
-
-/*
- * Copyright (c) 1997 Ben Harrison, 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. Other copyrights may also apply.
+/*!
+ * @file object1.c
+ * @brief オブジェクトの実装 / Object code, part 1
+ * @date 2014/01/10
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ *\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
*/
-/* Purpose: Object code, part 1 */
-
#include "angband.h"
-#ifdef MACINTOSH
+#if defined(MACINTOSH) || defined(MACH_O_CARBON)
#ifdef verify
#undef verify
#endif
#endif
-/*
- * Reset the "visual" lists
- *
- * This involves resetting various things to their "default" state.
- *
- * If the "prefs" flag is TRUE, then we will also load the appropriate
- * "user pref file" based on the current setting of the "use_graphics"
- * flag. This is useful for switching "graphics" on/off.
- *
- * The features, objects, and monsters, should all be encoded in the
- * relevant "font.pref" and/or "graf.prf" files. XXX XXX XXX
- *
- * The "prefs" parameter is no longer meaningful. XXX XXX XXX
+
+/*!
+ * @brief オブジェクト、地形の表示シンボルなど初期化する / Reset the "visual" lists
+ * @return なし
+ * This involves resetting various things to their "default" state.\n
+ *\n
+ * If the "prefs" flag is TRUE, then we will also load the appropriate\n
+ * "user pref file" based on the current setting of the "use_graphics"\n
+ * flag. This is useful for switching "graphics" on/off.\n
+ *\n
+ * The features, objects, and monsters, should all be encoded in the\n
+ * relevant "font.pref" and/or "graf.prf" files. XXX XXX XXX\n
+ *\n
+ * The "prefs" parameter is no longer meaningful. XXX XXX XXX\n
*/
void reset_visuals(void)
{
- int i;
+ int i, j;
/* Extract some info about terrain features */
for (i = 0; i < max_f_idx; i++)
feature_type *f_ptr = &f_info[i];
/* Assume we will use the underlying values */
- f_ptr->x_attr = f_ptr->d_attr;
- f_ptr->x_char = f_ptr->d_char;
+ for (j = 0; j < F_LIT_MAX; j++)
+ {
+ f_ptr->x_attr[j] = f_ptr->d_attr[j];
+ f_ptr->x_char[j] = f_ptr->d_char[j];
+ }
}
/* Extract default attr/char code for objects */
}
}
-
-/*
+/*!
+ * @brief オブジェクトのフラグ類を配列に与える
* Obtain the "flags" for an item
+ * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
+ * @param flgs フラグ情報を受け取る配列
+ * @return なし
*/
void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
{
flgs[i] = k_ptr->flags[i];
/* Artifact */
- if (o_ptr->name1)
+ if (object_is_fixed_artifact(o_ptr))
{
artifact_type *a_ptr = &a_info[o_ptr->name1];
}
/* Ego-item */
- if (o_ptr->name2)
+ if (object_is_ego(o_ptr))
{
ego_item_type *e_ptr = &e_info[o_ptr->name2];
for (i = 0; i < TR_FLAG_SIZE; i++)
flgs[i] |= o_ptr->art_flags[i];
- if (item_tester_hook_smith(o_ptr))
+ if (object_is_smith(o_ptr))
{
int add = o_ptr->xtra3 - 1;
}
}
-
-
-/*
+/*!
+ * @brief オブジェクトの明示されているフラグ類を取得する
* Obtain the "flags" for an item which are known to the player
+ * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
+ * @param flgs フラグ情報を受け取る配列
+ * @return なし
*/
void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
{
for (i = 0; i < TR_FLAG_SIZE; i++)
flgs[i] = 0;
- if (!object_aware_p(o_ptr)) return;
+ if (!object_is_aware(o_ptr)) return;
/* Base object */
for (i = 0; i < TR_FLAG_SIZE; i++)
flgs[i] = k_ptr->flags[i];
/* Must be identified */
- if (!object_known_p(o_ptr)) return;
+ if (!object_is_known(o_ptr)) return;
/* Ego-item (known basic flags) */
- if (o_ptr->name2)
+ if (object_is_ego(o_ptr))
{
ego_item_type *e_ptr = &e_info[o_ptr->name2];
#ifdef SPOIL_ARTIFACTS
/* Full knowledge for some artifacts */
- if (artifact_p(o_ptr) || o_ptr->art_name) spoil = TRUE;
+ if (object_is_artifact(o_ptr)) spoil = TRUE;
#endif /* SPOIL_ARTIFACTS */
#ifdef SPOIL_EGO_ITEMS
/* Full knowledge for some ego-items */
- if (ego_item_p(o_ptr)) spoil = TRUE;
+ if (object_is_ego(o_ptr)) spoil = TRUE;
#endif /* SPOIL_EGO_ITEMS */
/* Need full knowledge or spoilers */
if (spoil || (o_ptr->ident & IDENT_MENTAL))
{
/* Artifact */
- if (o_ptr->name1)
+ if (object_is_fixed_artifact(o_ptr))
{
artifact_type *a_ptr = &a_info[o_ptr->name1];
flgs[i] |= o_ptr->art_flags[i];
}
- if (item_tester_hook_smith(o_ptr))
+ if (object_is_smith(o_ptr))
{
int add = o_ptr->xtra3 - 1;
}
}
-
-/*
- * Hack -- describe an item currently in a store's inventory
- * This allows an item to *look* like the player is "aware" of it
+/*!
+ * @brief オブジェクトの発動効果名称を返す(サブルーチン/ブレス)
+ * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
+ * @return cptr 発動名称を返す文字列ポインタ
*/
-void object_desc_store(char *buf, object_type *o_ptr, int pref, int mode)
+static cptr item_activation_dragon_breath(object_type *o_ptr)
{
- /* Save the "aware" flag */
- bool hack_aware = object_aware_p(o_ptr);
-
- /* Save the "known" flag */
- bool hack_known = (o_ptr->ident & (IDENT_KNOWN)) ? TRUE : FALSE;
+ static char desc[256];
+ u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
+ int i, n = 0;
+ object_flags(o_ptr, flgs);
+ strcpy(desc, _("", "breath "));
- /* Set the "known" flag */
- o_ptr->ident |= (IDENT_KNOWN);
+ for (i = 0; dragonbreath_info[i].flag != 0; i++)
+ {
+ if (have_flag(flgs, dragonbreath_info[i].flag))
+ {
+ if (n > 0) strcat(desc, _("、", ", "));
+ strcat(desc, dragonbreath_info[i].name);
+ n++;
+ }
+ }
- /* Force "aware" for description */
- k_info[o_ptr->k_idx].aware = TRUE;
+ strcat(desc, _("のブレス(250)", ""));
+ return (desc);
+}
- /* Describe the object */
- object_desc(buf, o_ptr, pref, mode);
+/*!
+ * @brief オブジェクトの発動効果名称を返す(サブルーチン/汎用)
+ * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
+ * @return cptr 発動名称を返す文字列ポインタ
+ */
+static cptr item_activation_aux(object_type *o_ptr)
+{
+ static char activation_detail[256];
+ cptr desc;
+ char timeout[32];
+ int constant, dice;
+ const activation_type* const act_ptr = find_activation_info(o_ptr);
+ if (!act_ptr) return _("未定義", "something undefined");
- /* Restore "aware" flag */
- k_info[o_ptr->k_idx].aware = hack_aware;
+ desc = act_ptr->desc;
- /* Clear the known flag */
- if (!hack_known) o_ptr->ident &= ~(IDENT_KNOWN);
-}
+ /* Overwrite description if it is special */
+ switch (act_ptr->index) {
+ case ACT_BR_FIRE:
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+ desc = _("火炎のブレス (200) と火への耐性", "breath of fire (200) and resist fire");
+ break;
+ case ACT_BR_COLD:
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+ desc = _("冷気のブレス (200) と冷気への耐性", "breath of cold (200) and resist cold");
+ break;
+ case ACT_BR_DRAGON:
+ desc = item_activation_dragon_breath(o_ptr);
+ break;
+ case ACT_AGGRAVATE:
+ if (o_ptr->name1 == ART_HYOUSIGI)
+ desc = _("拍子木を打ちならす", "beat wooden clappers");
+ break;
+ case ACT_RESIST_ACID:
+ if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID))
+ desc = _("アシッド・ボール (100) と酸への耐性", "ball of acid (100) and resist acid");
+ break;
+ case ACT_RESIST_FIRE:
+ if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE))
+ desc = _("ファイア・ボール (100) と火への耐性", "ball of fire (100) and resist fire");
+ break;
+ case ACT_RESIST_COLD:
+ if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD))
+ desc = _("アイス・ボール (100) と冷気への耐性", "ball of cold (100) and resist cold");
+ break;
+ case ACT_RESIST_ELEC:
+ if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC))
+ desc = _("サンダー・ボール (100) と電撃への耐性", "ball of elec (100) and resist elec");
+ break;
+ case ACT_RESIST_POIS:
+ if (o_ptr->name2 == EGO_BRAND_POIS)
+ desc = _("悪臭雲 (100) と毒への耐性", "ball of poison (100) and resist elec");
+ break;
+ }
+ /* Timeout description */
+ constant = act_ptr->timeout.constant;
+ dice = act_ptr->timeout.dice;
+ if (constant == 0 && dice == 0) {
+ /* We can activate it every turn */
+ strcpy(timeout, _("いつでも", "every turn"));
+ } else if (constant < 0) {
+ /* Activations that have special timeout */
+ switch (act_ptr->index) {
+ case ACT_BR_FIRE:
+ sprintf(timeout, _("%d ターン毎", "every %d turns"),
+ ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250);
+ break;
+ case ACT_BR_COLD:
+ sprintf(timeout, _("%d ターン毎", "every %d turns"),
+ ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250);
+ break;
+ case ACT_TERROR:
+ strcpy(timeout, _("3*(レベル+10) ターン毎", "every 3 * (level+10) turns"));
+ break;
+ case ACT_MURAMASA:
+ strcpy(timeout, _("確率50%で壊れる", "(destroyed 50%)"));
+ break;
+ default:
+ strcpy(timeout, "undefined");
+ break;
+ }
+ } else {
+ /* Normal timeout activations */
+ char constant_str[16], dice_str[16];
+ sprintf(constant_str, "%d", constant);
+ sprintf(dice_str, "d%d", dice);
+ sprintf(timeout, _("%s%s%s ターン毎", "every %s%s%s turns"),
+ (constant > 0) ? constant_str : "",
+ (constant > 0 && dice > 0) ? "+" : "",
+ (dice > 0) ? dice_str : "");
+ }
+ /* Build detail activate description */
+ sprintf(activation_detail, _("%s : %s", "%s %s"), desc, timeout);
+ return activation_detail;
+}
-/*
- * Determine the "Activation" (if any) for an artifact
- * Return a string, or NULL for "no activation"
+/*!
+ * @brief オブジェクトの発動効果名称を返す(メインルーチン) /
+ * Determine the "Activation" (if any) for an artifact Return a string, or NULL for "no activation"
+ * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
+ * @return cptr 発動名称を返す文字列ポインタ
*/
cptr item_activation(object_type *o_ptr)
{
object_flags(o_ptr, flgs);
/* Require activation ability */
-#ifdef JP
-if (!(have_flag(flgs, TR_ACTIVATE))) return ("¤Ê¤·");
-#else
- if (!(have_flag(flgs, TR_ACTIVATE))) return ("nothing");
-#endif
-
+ if (!(have_flag(flgs, TR_ACTIVATE))) return (_("なし", "nothing"));
+ /* Get an explain of an activation */
+ if (activation_index(o_ptr))
+ {
+ return item_activation_aux(o_ptr);
+ }
- /*
- * We need to deduce somehow that it is a random artifact -- one
- * problem: It could be a random artifact which has NOT YET received
- * a name. Thus we eliminate other possibilities instead of checking
- * for art_name
- */
+ /* Special items */
+ if (o_ptr->tval == TV_WHISTLE)
+ {
+ return _("ペット呼び寄せ : 100+d100ターン毎", "call pet every 100+d100 turns");
+ }
- if (!(o_ptr->name1) &&
- !(o_ptr->name2) &&
- !(o_ptr->xtra1) &&
- (o_ptr->xtra2))
+ if (o_ptr->tval == TV_CAPTURE)
{
- switch (o_ptr->xtra2)
- {
- case ACT_SUNLIGHT:
- {
-#ifdef JP
-return "ÂÀÍÛ¸÷Àþ : 10 ¥¿¡¼¥óËè";
-#else
- return "beam of sunlight every 10 turns";
-#endif
+ return _("モンスターを捕える、又は解放する。", "captures or releases a monster.");
+ }
- }
- case ACT_BO_MISS_1:
- {
-#ifdef JP
-return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
-#else
- return "magic missile (2d6) every 2 turns";
-#endif
+ /* Oops */
+ return _("何も起きない", "Nothing");
+}
- }
- case ACT_BA_POIS_1:
- {
-#ifdef JP
-return "°½±À (12), Ⱦ·Â 3 , 4+d4 ¥¿¡¼¥óËè";
-#else
- return "stinking cloud (12), rad. 3, every 4+d4 turns";
-#endif
- }
- case ACT_BO_ELEC_1:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "lightning bolt (4d8) every 5+d5 turns";
-#endif
+/*!
+ * @brief オブジェクトの*鑑定*内容を詳述して表示する /
+ * Describe a "fully identified" item
+ * @param o_ptr *鑑定*情報を取得する元のオブジェクト構造体参照ポインタ
+ * @param mode 表示オプション
+ * @return 特筆すべき情報が一つでもあった場合TRUE、一つもなく表示がキャンセルされた場合FALSEを返す。
+ */
+bool screen_object(object_type *o_ptr, u32b mode)
+{
+ int i = 0, j, k;
- }
- case ACT_BO_ACID_1:
- {
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
-#else
- return "acid bolt (5d8) every 6+d6 turns";
-#endif
+ u32b flgs[TR_FLAG_SIZE];
- }
- case ACT_BO_COLD_1:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
- return "frost bolt (6d8) every 7+d7 turns";
-#endif
+ char temp[70 * 20];
+ cptr info[128];
+ char o_name[MAX_NLEN];
+ int wid, hgt;
+ int rad;
+ char desc[256];
- }
- case ACT_BO_FIRE_1:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
- return "fire bolt (9d8) every 8+d8 turns";
-#endif
+ int trivial_info = 0;
- }
- case ACT_BA_COLD_1:
- {
-#ifdef JP
-return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (48) : 400 ¥¿¡¼¥óËè";
-#else
- return "ball of cold (48) every 400 turns";
-#endif
+ /* Extract the flags */
+ object_flags(o_ptr, flgs);
- }
- case ACT_BA_FIRE_1:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (72) : 400 ¥¿¡¼¥óËè";
-#else
- return "ball of fire (72) every 400 turns";
-#endif
+ /* Extract the description */
+ {
+ roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
+ (k_text + k_info[o_ptr->k_idx].text),
+ 77 - 15, temp, sizeof(temp));
+ for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
+ { info[i] = &temp[j]; i++;}
+ }
- }
- case ACT_DRAIN_1:
- {
-#ifdef JP
-return "¥Ò¥Ã¥È¥Ý¥¤¥ó¥ÈµÛ¼ý (100) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "drain life (100) every 100+d100 turns";
-#endif
+ if (object_is_equipment(o_ptr))
+ {
+ /* Descriptions of a basic equipment is just a flavor */
+ trivial_info = i;
+ }
- }
- case ACT_BA_COLD_2:
- {
-#ifdef JP
-return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) : 300 ¥¿¡¼¥óËè";
-#else
- return "ball of cold (100) every 300 turns";
-#endif
+ /* Mega-Hack -- describe activation */
+ if (have_flag(flgs, TR_ACTIVATE))
+ {
+ info[i++] = _("始動したときの効果...", "It can be activated for...");
+ info[i++] = item_activation(o_ptr);
+ info[i++] = _("...ただし装備していなければならない。", "...if it is being worn.");
+ }
- }
- case ACT_BA_ELEC_2:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 500 ¥¿¡¼¥óËè";
-#else
- return "ball of lightning (100) every 500 turns";
-#endif
+ /* Figurines, a hack */
+ if (o_ptr->tval == TV_FIGURINE)
+ {
+ info[i++] = _("それは投げた時ペットに変化する。", "It will transform into a pet when thrown.");
+ }
- }
- case ACT_DRAIN_2:
- {
-#ifdef JP
-return "¥Ò¥Ã¥È¥Ý¥¤¥ó¥ÈµÛ¼ý(120) : 400 ¥¿¡¼¥óËè";
-#else
- return "drain life (120) every 400 turns";
-#endif
+ /* Figurines, a hack */
+ if (o_ptr->name1 == ART_STONEMASK)
+ {
+ info[i++] = _("それを装備した者は吸血鬼になる。", "It makes you turn into a vampire permanently.");
+ }
- }
- case ACT_VAMPIRE_1:
- {
-#ifdef JP
-return "µÛ·ì¥É¥ì¥¤¥ó (3*50) : 400 ¥¿¡¼¥óËè";
-#else
- return "vampiric drain (3*50) every 400 turns";
-#endif
+ if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
+ {
+ info[i++] = _("それは相手を一撃で倒すことがある。", "It will attempt to kill a monster instantly.");
+ }
- }
- case ACT_BO_MISS_2:
- {
-#ifdef JP
-return "Ìð (150) : 90+d90 ¥¿¡¼¥óËè";
-#else
- return "arrows (150) every 90+d90 turns";
-#endif
+ if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
+ {
+ info[i++] = _("それは自分自身に攻撃が返ってくることがある。", "It causes you to strike yourself sometimes.");
+ info[i++] = _("それは無敵のバリアを切り裂く。", "It always penetrates invulnerability barriers.");
+ }
- }
- case ACT_BA_FIRE_2:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (120) : 225+d225 ¥¿¡¼¥óËè";
-#else
- return "fire ball (120) every 225+d225 turns";
-#endif
+ if (o_ptr->name2 == EGO_2WEAPON)
+ {
+ info[i++] = _("それは二刀流での命中率を向上させる。", "It affects your ability to hit when you are wielding two weapons.");
+ }
- }
- case ACT_BA_COLD_3:
- {
-#ifdef JP
-return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (200) : 325+d325 ¥¿¡¼¥óËè";
-#else
- return "ball of cold (200) every 325+d325 turns";
-#endif
+ if (have_flag(flgs, TR_EASY_SPELL))
+ {
+ info[i++] = _("それは魔法の難易度を下げる。", "It affects your ability to cast spells.");
+ }
- }
- case ACT_BA_ELEC_3:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (250) : 425+d425 ¥¿¡¼¥óËè";
-#else
- return "ball of lightning (250) every 425+d425 turns";
-#endif
+ if (o_ptr->name2 == EGO_AMU_FOOL)
+ {
+ info[i++] = _("それは魔法の難易度を上げる。", "It interferes with casting spells.");
+ }
- }
- case ACT_WHIRLWIND:
- {
-#ifdef JP
-return "¥«¥Þ¥¤¥¿¥Á : 250 ¥¿¡¼¥óËè";
-#else
- return "whirlwind attack every 250 turns";
-#endif
+ if (o_ptr->name2 == EGO_RING_THROW)
+ {
+ info[i++] = _("それは物を強く投げることを可能にする。", "It provides great strength when you throw an item.");
+ }
- }
- case ACT_VAMPIRE_2:
- {
-#ifdef JP
-return "µÛ·ì¥É¥ì¥¤¥ó (3*100) : 400 ¥¿¡¼¥óËè";
-#else
- return "vampiric drain (3*100) every 400 turns";
-#endif
+ if (o_ptr->name2 == EGO_AMU_NAIVETY)
+ {
+ info[i++] = _("それは魔法抵抗力を下げる。", "It decreases your magic resistance.");
+ }
- }
- case ACT_CALL_CHAOS:
- {
-#ifdef JP
-return "call chaos : 350 ¥¿¡¼¥óËè"; /*nuke me*/
-#else
- return "call chaos every 350 turns";
-#endif
+ if (o_ptr->tval == TV_STATUE)
+ {
+ monster_race *r_ptr = &r_info[o_ptr->pval];
- }
- case ACT_ROCKET:
- {
-#ifdef JP
-return "¥í¥±¥Ã¥È (120+level) : 400 ¥¿¡¼¥óËè";
-#else
- return "launch rocket (120+level) every 400 turns";
-#endif
-
- }
- case ACT_DISP_EVIL:
- {
-#ifdef JP
-return "¼Ù°Â໶ (level*5) : 300+d300 ¥¿¡¼¥óËè";
-#else
- return "dispel evil (level*5) every 300+d300 turns";
-#endif
-
- }
- case ACT_BA_MISS_3:
- {
-#ifdef JP
-return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300) : 500 ¥¿¡¼¥óËè";
-#else
- return "elemental breath (300) every 500 turns";
-#endif
-
- }
- case ACT_DISP_GOOD:
- {
-#ifdef JP
-return "Á±ÎÉÂ໶ (level*5) : 300+d300 ¥¿¡¼¥óËè";
-#else
- return "dispel good (level*5) every 300+d300 turns";
-#endif
-
- }
- case ACT_CONFUSE:
- {
-#ifdef JP
-return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
-#else
- return "confuse monster every 15 turns";
-#endif
-
- }
- case ACT_SLEEP:
- {
-#ifdef JP
-return "¼þ°Ï¤Î¥â¥ó¥¹¥¿¡¼¤ò̲¤é¤»¤ë : 55 ¥¿¡¼¥óËè";
-#else
- return "sleep nearby monsters every 55 turns";
-#endif
-
- }
- case ACT_QUAKE:
- {
-#ifdef JP
-return "ÃÏ¿Ì (Ⱦ·Â 10) : 50 ¥¿¡¼¥óËè";
-#else
- return "earthquake (rad 10) every 50 turns";
-#endif
-
- }
- case ACT_TERROR:
- {
-#ifdef JP
-return "¶²¹² : 3 * (level+10) ¥¿¡¼¥óËè";
-#else
- return "terror every 3 * (level+10) turns";
-#endif
-
- }
- case ACT_TELE_AWAY:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
-#else
- return "teleport away every 200 turns";
-#endif
-
- }
- case ACT_BANISH_EVIL:
- {
-#ifdef JP
-return "¼Ù°¾ÃÌÇ : 250+d250 ¥¿¡¼¥óËè";
-#else
- return "banish evil every 250+d250 turns";
-#endif
-
- }
- case ACT_GENOCIDE:
- {
-#ifdef JP
-return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
-#else
- return "genocide every 500 turns";
-#endif
-
- }
- case ACT_MASS_GENO:
- {
-#ifdef JP
-return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
-#else
- return "mass genocide every 1000 turns";
-#endif
-
- }
- case ACT_CHARM_ANIMAL:
- {
-#ifdef JP
-return "ưʪ̥λ : 300 ¥¿¡¼¥óËè";
-#else
- return "charm animal every 300 turns";
-#endif
-
- }
- case ACT_CHARM_UNDEAD:
- {
-#ifdef JP
-return "ÉԻཾ° : 333 ¥¿¡¼¥óËè";
-#else
- return "enslave undead every 333 turns";
-#endif
-
- }
- case ACT_CHARM_OTHER:
- {
-#ifdef JP
-return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 400 ¥¿¡¼¥óËè";
-#else
- return "charm monster every 400 turns";
-#endif
-
- }
- case ACT_CHARM_ANIMALS:
- {
-#ifdef JP
-return "ưʪͧÏ : 500 ¥¿¡¼¥óËè";
-#else
- return "animal friendship every 500 turns";
-#endif
-
- }
- case ACT_CHARM_OTHERS:
- {
-#ifdef JP
-return "¼þÊÕ̥λ : 750 ¥¿¡¼¥óËè";
-#else
- return "mass charm every 750 turns";
-#endif
-
- }
- case ACT_SUMMON_ANIMAL:
- {
-#ifdef JP
-return "ưʪ¾¤´ : 200+d300 ¥¿¡¼¥óËè";
-#else
- return "summon animal every 200+d300 turns";
-#endif
-
- }
- case ACT_SUMMON_PHANTOM:
- {
-#ifdef JP
-return "»È¤¤Î´ : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "summon phantasmal servant every 200+d200 turns";
-#endif
-
- }
- case ACT_SUMMON_ELEMENTAL:
- {
-#ifdef JP
-return "¥¨¥ì¥á¥ó¥¿¥ë¾¤´ : 750 ¥¿¡¼¥óËè";
-#else
- return "summon elemental every 750 turns";
-#endif
-
- }
- case ACT_SUMMON_DEMON:
- {
-#ifdef JP
-return "°Ë⾤´ : 666+d333 ¥¿¡¼¥óËè";
-#else
- return "summon demon every 666+d333 turns";
-#endif
-
- }
- case ACT_SUMMON_UNDEAD:
- {
-#ifdef JP
-return "ÉԻྤ´ : 666+d333 ¥¿¡¼¥óËè";
-#else
- return "summon undead every 666+d333 turns";
-#endif
-
- }
- case ACT_CURE_LW:
- {
-#ifdef JP
-return "ͦµ¤²óÉü & 30 hp ²óÉü : 10 ¥¿¡¼¥óËè";
-#else
- return "remove fear & heal 30 hp every 10 turns";
-#endif
-
- }
- case ACT_CURE_MW:
- {
-#ifdef JP
-return "4d8 hp & ½ý²óÉü : 3+d3 ¥¿¡¼¥óËè";
-#else
- return "heal 4d8 & wounds every 3+d3 turns";
-#endif
-
- }
- case ACT_CURE_POISON:
- {
-#ifdef JP
-return "ͦµ¤²óÉü/ÆǾä· : 5 ¥¿¡¼¥óËè";
-#else
- return "remove fear and cure poison every 5 turns";
-#endif
-
- }
- case ACT_REST_LIFE:
- {
-#ifdef JP
-return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
-#else
- return "restore life levels every 450 turns";
-#endif
-
- }
- case ACT_REST_ALL:
- {
-#ifdef JP
-return "Á´¥¹¥Æ¡¼¥¿¥¹¤È·Ð¸³ÃͲóÉü : 750 ¥¿¡¼¥óËè";
-#else
- return "restore stats and life levels every 750 turns";
-#endif
-
- }
- case ACT_CURE_700:
- {
-#ifdef JP
-return "700 hp ²óÉü : 250 ¥¿¡¼¥óËè";
-#else
- return "heal 700 hit points every 250 turns";
-#endif
-
- }
- case ACT_CURE_1000:
- {
-#ifdef JP
-return "1000 hp ²óÉü : 888 ¥¿¡¼¥óËè";
-#else
- return "heal 1000 hit points every 888 turns";
-#endif
-
- }
- case ACT_ESP:
- {
-#ifdef JP
-return "°ì»þŪ¤Ê ESP (´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè";
-#else
- return "temporary ESP (dur 25+d30) every 200 turns";
-#endif
-
- }
- case ACT_BERSERK:
- {
-#ifdef JP
-return "»Îµ¤¹âÍȤȽËÊ¡ (´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "heroism and blessed (dur 50+d50) every 100+d100 turns";
-#endif
-
- }
- case ACT_PROT_EVIL:
- {
-#ifdef JP
-return "Âмٰ·ë³¦ (´ü´Ö level*3 + d25) : 225+d225 ¥¿¡¼¥óËè";
-#else
- return "protect evil (dur level*3 + d25) every 225+d225 turns";
-#endif
-
- }
- case ACT_RESIST_ALL:
- {
-#ifdef JP
-return "±êÎä»ÀÅÅÆǤؤÎÂÑÀ (´ü´Ö 40+d40) : 200 ¥¿¡¼¥óËè";
-#else
- return "resist elements (dur 40+d40) every 200 turns";
-#endif
-
- }
- case ACT_SPEED:
- {
-#ifdef JP
-return "²Ã® (´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè";
-#else
- return "speed (dur 20+d20) every 250 turns";
-#endif
-
- }
- case ACT_XTRA_SPEED:
- {
-#ifdef JP
-return "²Ã® (´ü´Ö 75+d75) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "speed (dur 75+d75) every 200+d200 turns";
-#endif
-
- }
- case ACT_WRAITH:
- {
-#ifdef JP
-return "¥ì¥¤¥¹²½ (level/2 + d(level/2)) : 1000 ¥¿¡¼¥óËè";
-#else
- return "wraith form (level/2 + d(level/2)) every 1000 turns";
-#endif
-
- }
- case ACT_INVULN:
- {
-#ifdef JP
-return "̵Ũ (´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè";
-#else
- return "invulnerability (dur 8+d8) every 1000 turns";
-#endif
-
- }
- case ACT_LIGHT:
- {
-#ifdef JP
-return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) : 10+d10 ¥¿¡¼¥óËè";
-#else
- return "light area (dam 2d15) every 10+d10 turns";
-#endif
-
- }
- case ACT_MAP_LIGHT:
- {
-#ifdef JP
-return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) & ¼þÊÕ¥Þ¥Ã¥× : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "light (dam 2d15) & map area every 50+d50 turns";
-#endif
-
- }
- case ACT_DETECT_ALL:
- {
-#ifdef JP
-return "Á´´¶ÃÎ : 55+d55 ¥¿¡¼¥óËè";
-#else
- return "detection every 55+d55 turns";
-#endif
-
- }
- case ACT_DETECT_XTRA:
- {
-#ifdef JP
-return "Á´´¶ÃΡ¢Ãµº÷¡¢*´ÕÄê* : 1000 ¥¿¡¼¥óËè";
-#else
- return "detection, probing and identify true every 1000 turns";
-#endif
-
- }
- case ACT_ID_FULL:
- {
-#ifdef JP
-return "*´ÕÄê* : 750 ¥¿¡¼¥óËè";
-#else
- return "identify true every 750 turns";
-#endif
-
- }
- case ACT_ID_PLAIN:
- {
-#ifdef JP
-return "´ÕÄê : 10 ¥¿¡¼¥óËè";
-#else
- return "identify spell every 10 turns";
-#endif
-
- }
- case ACT_RUNE_EXPLO:
- {
-#ifdef JP
-return "Çúȯ¥ë¡¼¥ó : 200 ¥¿¡¼¥óËè";
-#else
- return "explosive rune every 200 turns";
-#endif
-
- }
- case ACT_RUNE_PROT:
- {
-#ifdef JP
-return "¼é¤ê¤Î¥ë¡¼¥ó : 400 ¥¿¡¼¥óËè";
-#else
- return "rune of protection every 400 turns";
-#endif
-
- }
- case ACT_SATIATE:
- {
-#ifdef JP
-return "¶õÊ¢½¼Â : 200 ¥¿¡¼¥óËè";
-#else
- return "satisfy hunger every 200 turns";
-#endif
-
- }
- case ACT_DEST_DOOR:
- {
-#ifdef JP
-return "¥É¥¢Ç˲õ : 10 ¥¿¡¼¥óËè";
-#else
- return "destroy doors every 10 turns";
-#endif
-
- }
- case ACT_STONE_MUD:
- {
-#ifdef JP
-return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè";
-#else
- return "stone to mud every 5 turns";
-#endif
-
- }
- case ACT_RECHARGE:
- {
-#ifdef JP
-return "ºÆ½¼Å¶ : 70 ¥¿¡¼¥óËè";
-#else
- return "recharging every 70 turns";
-#endif
-
- }
- case ACT_ALCHEMY:
- {
-#ifdef JP
-return "Ï£¶â½Ñ : 500 ¥¿¡¼¥óËè";
-#else
- return "alchemy every 500 turns";
-#endif
-
- }
- case ACT_DIM_DOOR:
- {
-#ifdef JP
-return "¼¡¸µ¤ÎÈâ : 100 ¥¿¡¼¥óËè";
-#else
- return "dimension door every 100 turns";
-#endif
-
- }
- case ACT_TELEPORT:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È (range 100) : 45 ¥¿¡¼¥óËè";
-#else
- return "teleport (range 100) every 45 turns";
-#endif
-
- }
- case ACT_RECALL:
- {
-#ifdef JP
-return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
-#else
- return "word of recall every 200 turns";
-#endif
-
- }
- default:
- {
-#ifdef JP
-return "̤ÄêµÁ";
-#else
- return "something undefined";
-#endif
-
- }
- }
- }
-
- /* Some artifacts can be activated */
- switch (o_ptr->name1)
- {
- case ART_NARTHANC:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
- return "fire bolt (9d8) every 8+d8 turns";
-#endif
-
- }
- case ART_NIMTHANC:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
- return "frost bolt (6d8) every 7+d7 turns";
-#endif
-
- }
- case ART_DETHANC:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "lightning bolt (4d8) every 6+d6 turns";
-#endif
-
- }
- case ART_RILIA:
- {
-#ifdef JP
-return "°½±À(12) : 4+d4 ¥¿¡¼¥óËè";
-#else
- return "stinking cloud (12) every 4+d4 turns";
-#endif
-
- }
- case ART_FIONA:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(48) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "frost ball (48) every 5+d5 turns";
-#endif
-
- }
- case ART_FLORA:
- {
-#ifdef JP
-return "¶²Éݽüµî/ÆǾä· : 5 ¥¿¡¼¥óËè";
-#else
- return "remove fear and cure poison every 5 turns";
-#endif
-
- }
- case ART_RINGIL:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100) : 200 ¥¿¡¼¥óËè";
-#else
- return "frost ball (100) every 200 turns";
-#endif
-
- }
- case ART_DAWN:
- {
-#ifdef JP
-return "¶Ç¤Î»ÕÃľ¤´ : 500+d500 ¥¿¡¼¥óËè";
-#else
- return "summon the Legion of the Dawn every 500+d500 turns";
-#endif
-
- }
- case ART_ANDURIL:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 400 ¥¿¡¼¥óËè";
-#else
- return "fire ball (72) every 400 turns";
-#endif
-
- }
- case ART_FIRESTAR:
- {
-#ifdef JP
-return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 100 ¥¿¡¼¥óËè";
-#else
- return "large fire ball (72) every 100 turns";
-#endif
-
- }
- case ART_GOTHMOG:
- {
-#ifdef JP
-return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(120) : 15 ¥¿¡¼¥óËè";
-#else
- return "large fire ball (120) every 15 turns";
-#endif
-
- }
- case ART_FEANOR:
- {
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 200 ¥¿¡¼¥óËè";
-#else
- return "haste self (20+d20 turns) every 200 turns";
-#endif
-
- }
- case ART_THEODEN:
- {
-#ifdef JP
-return "À¸Ì¿Îϵۼý(120) : 400 ¥¿¡¼¥óËè";
-#else
- return "drain life (120) every 400 turns";
-#endif
-
- }
- case ART_TURMIL:
- {
-#ifdef JP
-return "À¸Ì¿Îϵۼý(90) : 70 ¥¿¡¼¥óËè";
-#else
- return "drain life (90) every 70 turns";
-#endif
-
- }
- case ART_CASPANION:
- {
-#ifdef JP
-return "¥É¥¢/¥È¥é¥Ã¥×Ê´ºÕ : 10 ¥¿¡¼¥óËè";
-#else
- return "door and trap destruction every 10 turns";
-#endif
-
- }
- case ART_AVAVIR:
- case ART_MAGATAMA:
- {
-#ifdef JP
-return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
-#else
- return "word of recall every 200 turns";
-#endif
-
- }
- case ART_TARATOL:
- {
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "haste self (20+d20 turns) every 100+d100 turns";
-#endif
-
- }
- case ART_ERIRIL:
- {
-#ifdef JP
-return "´ÕÄê : 10 ¥¿¡¼¥óËè";
-#else
- return "identify every 10 turns";
-#endif
-
- }
- case ART_GANDALF:
- {
-#ifdef JP
-return "õº÷¡¢Á´´¶ÃΡ¢Á´´ÕÄê : 1000 ¥¿¡¼¥óËè";
-#else
- return "probing, detection and full id every 1000 turns";
-#endif
-
- }
- case ART_EONWE:
- {
-#ifdef JP
-return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
-#else
- return "mass genocide every 1000 turns";
-#endif
-
- }
- case ART_LOTHARANG:
- {
-#ifdef JP
-return "½ý¤Î¼£Ìþ(4d7) : 3+d3 ¥¿¡¼¥óËè";
-#else
- return "cure wounds (4d7) every 3+d3 turns";
-#endif
-
- }
- case ART_BRAND:
- {
-#ifdef JP
-return "¿ÏÀè¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È : 999 ¥¿¡¼¥óËè";
-#else
- return "fire branding of bolts every 999 turns";
-#endif
-
- }
- case ART_CRIMSON:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡ª : 15 ¥¿¡¼¥óËè";
-#else
- return "fire! every 15 turns";
-#endif
-
- }
- case ART_KUSANAGI:
- case ART_WEREWINDLE:
- {
-#ifdef JP
-return "ƨÁö : 35 ¥¿¡¼¥óËè";
-#else
- return "a getaway every 35 turns";
-#endif
-
- }
- case ART_KAMUI:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È : 25 ¥¿¡¼¥óËè";
-#else
- return "a teleport every 25 turns";
-#endif
-
- }
- case ART_RUNESPEAR:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè";
-#else
- return "lightning ball (100) every 200 turns";
-#endif
-
- }
- case ART_AEGLOS:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè";
-#else
- return "Frost ball (100) every 200 turns";
-#endif
-
- }
- case ART_DESTINY:
- {
-#ifdef JP
-return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè";
-#else
- return "stone to mud every 5 turns";
-#endif
-
- }
- case ART_NAIN:
- {
-#ifdef JP
-return "´äÀÐÍϲò : 2 ¥¿¡¼¥óËè";
-#else
- return "stone to mud every 2 turns";
-#endif
-
- }
- case ART_SOULKEEPER:
- {
-#ifdef JP
-return "ÂÎÎϲóÉü(1000) : 888 ¥¿¡¼¥óËè";
-#else
- return "heal (1000) every 888 turns";
-#endif
-
- }
- case ART_LOHENGRIN:
- {
-#ifdef JP
-return ("²óÉü (777)¡¢Ìþ¤·¡¢»Îµ¤¹âÍÈ : 300 ¥¿¡¼¥óËè");
-#else
- return ("heal (777), curing and heroism every 300 turns");
-#endif
-
- }
- case ART_JULIAN:
- {
-#ifdef JP
-return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
-#else
- return "genocide every 500 turns";
-#endif
-
- }
- case ART_LUTHIEN:
- {
-#ifdef JP
-return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
-#else
- return "restore life levels every 450 turns";
-#endif
-
- }
- case ART_ULMO:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
-#else
- return "teleport away every 150 turns";
-#endif
-
- }
- case ART_COLLUIN:
- case ART_SEIRYU:
- {
-#ifdef JP
-return "Á´ÂÑÀ(20+d20¥¿¡¼¥ó) : 111 ¥¿¡¼¥óËè";
-#else
- return "resistance (20+d20 turns) every 111 turns";
-#endif
-
- }
- case ART_HOLCOLLETH:
- {
-#ifdef JP
-return "¥¹¥ê¡¼¥×(II) : 55 ¥¿¡¼¥óËè";
-#else
- return "Sleep II every 55 turns";
-#endif
-
- }
- case ART_THINGOL:
- {
-#ifdef JP
-return "ËâÎϽ¼Å¶ : 70 ¥¿¡¼¥óËè";
-#else
- return "recharge item I every 70 turns";
-#endif
-
- }
- case ART_COLANNON:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È : 45 ¥¿¡¼¥óËè";
-#else
- return "teleport every 45 turns";
-#endif
-
- }
- case ART_TOTILA:
- {
-#ifdef JP
-return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
-#else
- return "confuse monster every 15 turns";
-#endif
-
- }
- case ART_CAMMITHRIM:
- {
-#ifdef JP
-return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
-#else
- return "magic missile (2d6) every 2 turns";
-#endif
-
- }
- case ART_PAURHACH:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
- return "fire bolt (9d8) every 8+d8 turns";
-#endif
-
- }
- case ART_PAURNIMMEN:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
- return "frost bolt (6d8) every 7+d7 turns";
-#endif
-
- }
- case ART_PAURAEGEN:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "lightning bolt (4d8) every 5+d5 turns";
-#endif
-
- }
- case ART_PAURNEN:
- {
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
-#else
- return "acid bolt (5d8) every 6+d6 turns";
-#endif
-
- }
- case ART_FINGOLFIN:
- {
-#ifdef JP
-return "ËâË¡¤ÎÌð(150) : 90+d90 ¥¿¡¼¥óËè";
-#else
- return "a magical arrow (150) every 90+d90 turns";
-#endif
-
- }
- case ART_HOLHENNETH:
- {
-#ifdef JP
-return "Á´´¶ÃÎ : 55+d55 ¥¿¡¼¥óËè";
-#else
- return "detection every 55+d55 turns";
-#endif
-
- }
- case ART_AMBER:
- {
-#ifdef JP
-return "ÂÎÎϲóÉü(700) : 250 ¥¿¡¼¥óËè";
-#else
- return "heal (700) every 250 turns";
-#endif
-
- }
- case ART_RAZORBACK:
- {
-#ifdef JP
-return "¥¹¥¿¡¼¡¦¥Ü¡¼¥ë(150) : 1000 ¥¿¡¼¥óËè";
-#else
- return "star ball (150) every 1000 turns";
-#endif
-
- }
- case ART_BLADETURNER:
- {
-#ifdef JP
-return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ";
-#else
- return "breathe elements (300), hero, bless, and resistance";
-#endif
-
- }
- case ART_GALADRIEL:
- {
-#ifdef JP
-return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
-#else
- return "illumination every 10+d10 turns";
-#endif
-
- }
- case ART_ELENDIL:
- {
-#ifdef JP
-return "ËâË¡¤ÎÃϿޤȸ÷ : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "magic mapping and light every 50+d50 turns";
-#endif
-
- }
- case ART_JUDGE:
- {
-#ifdef JP
-return "ÂÎÎϤȰú¤Âؤ¨¤ËÀéΤ´ã¤Èµ¢´Ô : 20+d20 ¥¿¡¼¥óËè";
-#else
- return "clairvoyance and recall, draining you every 20+d20 turns";
-#endif
-
- }
- case ART_INGWE:
- case ART_YATA:
- {
-#ifdef JP
-return "¼Ù°Â໶(x5) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "dispel evil (x5) every 200+d200 turns";
-#endif
-
- }
- case ART_FUNDIN:
- {
-#ifdef JP
-return "¼Ù°Â໶(x5) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "dispel evil (x5) every 100+d100 turns";
-#endif
-
- }
- case ART_CARLAMMAS:
- case ART_HERMIT:
- {
-#ifdef JP
-return "Âмٰ·ë³¦ : 225+d225 ¥¿¡¼¥óËè";
-#else
- return "protection from evil every 225+d225 turns";
-#endif
-
- }
- case ART_FRAKIR:
- {
-#ifdef JP
-return "Ã⩹¶·â(100) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "a strangling attack (100) every 100+d100 turns";
-#endif
-
- }
- case ART_TULKAS:
- {
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(75+d75¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "haste self (75+d75 turns) every 150+d150 turns";
-#endif
-
- }
- case ART_NARYA:
- {
-#ifdef JP
-return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300) : 225+d225 ¥¿¡¼¥óËè";
-#else
- return "large fire ball (300) every 225+d225 turns";
-#endif
-
- }
- case ART_NENYA:
- {
-#ifdef JP
-return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400) : 325+d325 ¥¿¡¼¥óËè";
-#else
- return "large frost ball (400) every 325+d325 turns";
-#endif
-
- }
- case ART_VILYA:
- case ART_GOURYU:
- {
-#ifdef JP
-return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500) : 425+d425 ¥¿¡¼¥óËè";
-#else
- return "large lightning ball (500) every 425+d425 turns";
-#endif
-
- }
- case ART_POWER:
- case ART_AHO:
- {
-#ifdef JP
-return "¿®¤¸Æñ¤¤¤³¤È : 450+d450 ¥¿¡¼¥óËè";
-#else
- return "bizarre things every 450+d450 turns";
-#endif
-
- }
- case ART_DOR: case ART_TERROR: case ART_STONEMASK:
- {
-#ifdef JP
- return "Á´Êý¸þ¤Ø¤Î¶²Éݤθ÷Àþ : 3*(¥ì¥Ù¥ë+10) ¥¿¡¼¥óËè";
-#else
- return "rays of fear in every direction every 3*(level+10) turns";
-#endif
-
- }
- case ART_PALANTIR:
- {
-#ifdef JP
-return "¤³¤Î³¬¤Ë¤¤¤ë¥æ¥Ë¡¼¥¯¥â¥ó¥¹¥¿¡¼¤òɽ¼¨ : 200¥¿¡¼¥óËè";
-#else
- return "list of the uniques on the level every 200 turns";
-#endif
- }
- case ART_STONE_LORE:
- {
-#ifdef JP
-return "´í¸±¤òȼ¤¦´ÕÄê : ¤¤¤Ä¤Ç¤â";
-#else
- return "perilous identify every turn";
-#endif
- }
- case ART_FARAMIR:
- {
-#ifdef JP
-return "³²Ãî¤Î¶î½ü : 55+d55¥¿¡¼¥óËè";
-#else
- return "dispel small life every 55+d55 turns";
-#endif
- }
- case ART_BOROMIR:
- {
-#ifdef JP
-return "¥â¥ó¥¹¥¿¡¼¶²¹² : 40+d40¥¿¡¼¥óËè";
-#else
- return "frighten monsters every 40+d40 turns";
-#endif
- }
- case ART_HIMRING:
- {
-#ifdef JP
-return "Âмٰ·ë³¦ : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "protection from evil every 200 + d200 turns";
-#endif
- }
- case ART_ICANUS:
- {
-#ifdef JP
-return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
-#else
- return "a mana bolt (120) every 120+d120 turns";
-#endif
- }
- case ART_HURIN:
- {
-#ifdef JP
-return "»Îµ¤¹âÍÈ, ¥¹¥Ô¡¼¥É(50+d50¥¿¡¼¥ó) : 100+d200 ¥¿¡¼¥óËè";
-#else
- return "hero and +10 to speed (50) every 100+200d turns";
-#endif
- }
- case ART_GIL_GALAD:
- {
-#ifdef JP
-return "âÁ¤·¤¤¸÷ : 250 ¥¿¡¼¥óËè";
-#else
- return "blinding light every 250 turns";
-#endif
- }
- case ART_YENDOR:
- {
-#ifdef JP
-return "ËâÎϽ¼Å¶ : 200 ¥¿¡¼¥óËè";
-#else
- return "Recharge item every 200 turns";
-#endif
- }
- case ART_MURAMASA:
- {
-#ifdef JP
-return "ÏÓÎϤξ徺 : ³ÎΨ50%¤Ç²õ¤ì¤ë¡£";
-#else
- return "Increase STR (destroyed 50%)";
-#endif
- }
- case ART_FLY_STONE:
- {
-#ifdef JP
-return "ËâÎϤÎÍò(400) : 250+d250¥¿¡¼¥óËè";
-#else
- return "a mana storm every 250+d250 turns";
-#endif
- }
- case ART_JONES:
- {
-#ifdef JP
-return "ʪÂΤò°ú¤´ó¤»¤ë(½ÅÎÌ25kg¤Þ¤Ç) : 25+d25¥¿¡¼¥óËè";
-#else
- return "a telekinesis (500 lb) every 25+d25 turns";
-#endif
- }
- case ART_ARRYU:
- {
-#ifdef JP
-return "¥Ï¥¦¥ó¥É¾¤´ : 300+d150¥¿¡¼¥óËè";
-#else
- return "summon hound every 300+d150 turns";
-#endif
- }
- case ART_GAEBOLG:
- {
-#ifdef JP
-return "µðÂ祹¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "large star ball (200) every 200+d200 turns";
-#endif
-
- }
- case ART_INROU:
- {
-#ifdef JP
-return "Îã¤Î¥¢¥ì : 150+d150 ¥¿¡¼¥óËè";
-#else
- return "reveal your identity every 150+d150 turns";
-#endif
-
- }
- case ART_HYOUSIGI:
- {
-#ifdef JP
-return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â";
-#else
- return "beat wooden clappers every turn";
-#endif
-
- }
- case ART_MATOI:
- case ART_AEGISFANG:
- {
-#ifdef JP
-return "»Îµ¤¹âÍÈ : 30+d30¥¿¡¼¥óËè";
-#else
- return "heroism every 30+d30 turns";
-#endif
-
- }
-
- case ART_EARENDIL:
- {
-#ifdef JP
-return "Ìþ¤· : 100¥¿¡¼¥óËè";
-#else
- return "curing every 100 turns";
-#endif
-
- }
-
- case ART_BOLISHOI:
- {
-#ifdef JP
-return "ưʪ̥λ : 200¥¿¡¼¥óËè";
-#else
- return "charm animal every 200 turns";
-#endif
-
- }
- case ART_ARUNRUTH:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(12d8) : 50 ¥¿¡¼¥óËè";
-#else
- return "frost bolt (12d8) every 50 turns";
-#endif
-
- }
- case ART_BLOOD:
- {
-#ifdef JP
-return "°ÀÊѹ¹ : 3333 ¥¿¡¼¥óËè";
-#else
- return "change zokusei every 3333 turns";
-#endif
-
- }
- case ART_NUMAHOKO:
- {
-#ifdef JP
-return "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 250 ¥¿¡¼¥óËè";
-#else
- return "water ball (200) every 250 turns";
-#endif
-
- }
- case ART_KESHO:
- {
-#ifdef JP
-return "»Í¸ÔƧ¤ß : 100+d100¥¿¡¼¥óËè";
-#else
- return "shiko every 100+d100 turns";
-#endif
-
- }
- case ART_MOOK:
- {
-#ifdef JP
-return "Î䵤¤ÎÂÑÀ : 40+d40¥¿¡¼¥óËè";
-#else
- return "resist cold every 40+d40 turns";
-#endif
-
- }
- case ART_JIZO:
- {
-#ifdef JP
-return "Âý¤ÎÂç·²¾¤´ : 300+d150¥¿¡¼¥óËè";
-#else
- return "summon octopus every 300+d150 turns";
-#endif
- }
- case ART_NIGHT:
- case ART_HELL:
- {
-#ifdef JP
-return "°Å¹õ¤ÎÍò(250) : 150+d150 ¥¿¡¼¥óËè";
-#else
- return "darkness storm (250) every 150+d150 turns";
-#endif
-
- }
- case ART_SACRED_KNIGHTS:
- {
-#ifdef JP
-return "*²ò¼ö*¤ÈÄ´ºº: ¤¤¤Ä¤Ç¤â";
-#else
- return "Dispel Curse and Probing every turn";
-#endif
-
- }
- case ART_CHARMED:
- {
-#ifdef JP
-return "ËâÎϤÎÍò(200) : 150+d150 ¥¿¡¼¥óËè";
-#else
- return "mana storm (200) every 150+d150 turns";
-#endif
-
- }
- }
-
-
- if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_TSURIZAO))
- {
-#ifdef JP
-return "Äà¤ê¤ò¤¹¤ë : ¤¤¤Ä¤Ç¤â";
-#else
- return "fishing : every time";
-#endif
-
- }
-
- if (item_tester_hook_smith(o_ptr))
- {
- switch (o_ptr->xtra3 - 1)
- {
- case ESSENCE_TMP_RES_ACID:
-#ifdef JP
- return "»À¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist acid every 50+d50 turns";
-#endif
-
- case ESSENCE_TMP_RES_ELEC:
-#ifdef JP
- return "ÅÅ·â¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist elec every 50+d50 turns";
-#endif
-
- case ESSENCE_TMP_RES_FIRE:
-#ifdef JP
- return "²Ð¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist fire every 50+d50 turns";
-#endif
-
- case ESSENCE_TMP_RES_COLD:
-#ifdef JP
- return "Î䵤¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist cold every 50+d50 turns";
-#endif
-
- case TR_IMPACT:
-#ifdef JP
- return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "earthquake every 100+d100 turns";
-#endif
- }
- }
-
- if (o_ptr->name2 == EGO_TRUMP)
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "teleport every 50+d50 turns";
-#endif
-
- }
-
- if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
- {
-#ifdef JP
-return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
-#else
- return "illumination every 10+d10 turns";
-#endif
- }
-
- else if (o_ptr->name2 == EGO_EARTHQUAKES)
- {
-#ifdef JP
-return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "earthquake every 100+d100 turns";
-#endif
-
- }
-
- else if (o_ptr->name2 == EGO_JUMP)
- {
-#ifdef JP
-return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
-#else
- return "blink every 10+d10 turns";
-#endif
-
- }
-
- if (o_ptr->tval == TV_RING)
- {
- if (o_ptr->name2)
- {
- switch (o_ptr->name2)
- {
- case EGO_RING_HERO:
-#ifdef JP
-return "»Îµ¤¹âÍÈ : 100+d100¥¿¡¼¥óËè";
-#else
- return "heroism every 100+d100 turns";
-#endif
- case EGO_RING_MAGIC_MIS:
-#ifdef JP
-return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
-#else
- return "magic missile (2d6) every 2 turns";
-#endif
- case EGO_RING_FIRE_BOLT:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
- return "fire bolt (9d8) every 8+d8 turns";
-#endif
- case EGO_RING_COLD_BOLT:
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
- return "frost bolt (6d8) every 7+d7 turns";
-#endif
- case EGO_RING_ELEC_BOLT:
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "lightning bolt (4d8) every 5+d5 turns";
-#endif
- case EGO_RING_ACID_BOLT:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
-#else
- return "acid bolt (5d8) every 6+d6 turns";
-#endif
- case EGO_RING_MANA_BOLT:
-#ifdef JP
-return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
-#else
- return "a mana bolt (120) every 120+d120 turns";
-#endif
- case EGO_RING_FIRE_BALL:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
- return "fire ball (100) every 80+d80 turns";
-#endif
- case EGO_RING_COLD_BALL:
-#ifdef JP
-return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
- return "cold ball (100) every 80+d80 turns";
-#endif
- case EGO_RING_ELEC_BALL:
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
- return "elec ball (100) every 80+d80 turns";
-#endif
- case EGO_RING_ACID_BALL:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
- return "acid ball (100) every 80+d80 turns";
-#endif
- case EGO_RING_MANA_BALL:
-#ifdef JP
-return "ËâÎϤÎÍò (250) : 300 ¥¿¡¼¥óËè";
-#else
- return "mana storm (250) every 300 turns";
-#endif
- case EGO_RING_DRAGON_F:
- if (o_ptr->sval == SV_RING_FLAMES)
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ : 200 ¥¿¡¼¥óËè";
-#else
- return "breath of fire (200) and resist fire every 200 turns";
-#endif
- else
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
-#else
- return "fire breath (200) every 250 turns";
-#endif
- case EGO_RING_DRAGON_C:
- if (o_ptr->sval == SV_RING_ICE)
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ : 200 ¥¿¡¼¥óËè";
-#else
- return "breath of cold (200) and resist cold every 200 turns";
-#endif
- else
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
-#else
- return "cold breath (200) every 250 turns";
-#endif
- case EGO_RING_M_DETECT:
-#ifdef JP
-return "Á´¥â¥ó¥¹¥¿¡¼´¶ÃÎ : 150 ¥¿¡¼¥óËè";
-#else
- return "detect all monsters every 150 turns";
-#endif
- case EGO_RING_D_SPEED:
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(15+d30¥¿¡¼¥ó) : 100 ¥¿¡¼¥óËè";
-#else
- return "haste self (15+d30 turns) every 100 turns";
-#endif
- case EGO_RING_BERSERKER:
-#ifdef JP
-return "¶¸Àï»Î²½(25+d25¥¿¡¼¥ó) : 75+d75 ¥¿¡¼¥óËè";
-#else
- return "berserk (25+d25 turns) every 75+d75 turns";
-#endif
- case EGO_RING_TELE_AWAY:
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
-#else
- return "teleport away every 150 turns";
-#endif
- case EGO_RING_TRUE:
-#ifdef JP
-return "»Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢µæ¶Ë¤ÎÂÑÀ : 777 ¥¿¡¼¥óËè";
-#else
- return "hero, bless, and ultimate resistance every 777 turns";
-#endif
- }
- }
- switch (o_ptr->sval)
- {
- case SV_RING_FLAMES:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "ball of fire (100) and resist fire every 50+d50 turns";
-#endif
-
- case SV_RING_ICE:
-#ifdef JP
-return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "ball of cold (100) and resist cold every 50+d50 turns";
-#endif
-
- case SV_RING_ACID:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "ball of acid (100) and resist acid every 50+d50 turns";
-#endif
-
- case SV_RING_ELEC:
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "ball of elec (100) and resist elec every 50+d50 turns";
-#endif
-
- default:
- return NULL;
- }
- }
-
- if (o_ptr->tval == TV_AMULET)
- {
- if (o_ptr->name2)
- {
- switch (o_ptr->name2)
- {
- case EGO_AMU_IDENT:
-#ifdef JP
- return "´ÕÄê : 10 ¥¿¡¼¥óËè";
-#else
- return "identify every 10 turns";
-#endif
- case EGO_AMU_CHARM:
-#ifdef JP
- return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 200 ¥¿¡¼¥óËè";
-#else
- return "charm monster every 200 turns";
-#endif
- case EGO_AMU_JUMP:
-#ifdef JP
- return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
-#else
- return "blink every 10+d10 turns";
-#endif
- case EGO_AMU_TELEPORT:
-#ifdef JP
- return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "teleport every 50+d50 turns";
-#endif
- case EGO_AMU_D_DOOR:
-#ifdef JP
- return "¼¡¸µ¤ÎÈâ : 200 ¥¿¡¼¥óËè";
-#else
- return "dimension door every 200 turns";
-#endif
- case EGO_AMU_RES_FIRE_:
-#ifdef JP
- return "²Ð±ê¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist fire every 50+d50 turns";
-#endif
- case EGO_AMU_RES_COLD_:
-#ifdef JP
- return "Î䵤¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist cold every 50+d50 turns";
-#endif
- case EGO_AMU_RES_ELEC_:
-#ifdef JP
- return "ÅÅ·â¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist elec every 50+d50 turns";
-#endif
- case EGO_AMU_RES_ACID_:
-#ifdef JP
- return "»À¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist acid every 50+d50 turns";
-#endif
- case EGO_AMU_DETECTION:
-#ifdef JP
- return "Á´´¶ÃÎ : 55+d55¥¿¡¼¥óËè";
-#else
- return "detect all floor every 55+d55 turns";
-#endif
- }
- }
- }
-
- if (o_ptr->tval == TV_WHISTLE)
- {
-#ifdef JP
-return "¥Ú¥Ã¥È¸Æ¤Ó´ó¤» : 100+d100¥¿¡¼¥óËè";
-#else
- return "call pet every 100+d100 turns";
-#endif
- }
-
- if (o_ptr->tval == TV_CAPTURE)
- {
-#ifdef JP
-return "¥â¥ó¥¹¥¿¡¼¤òÊᤨ¤ë¡¢Ëô¤Ï²òÊü¤¹¤ë¡£";
-#else
- return "captures or releases a monster.";
-#endif
- }
-
- /* Require dragon scale mail */
-#ifdef JP
-if (o_ptr->tval != TV_DRAG_ARMOR) return ("´ñ̯¤Ê¸÷");
-#else
- if (o_ptr->tval != TV_DRAG_ARMOR) return ("a strange glow");
-#endif
-
-
- /* Branch on the sub-type */
- switch (o_ptr->sval)
- {
- case SV_DRAGON_BLUE:
- {
-#ifdef JP
-return "°ðºÊ¤Î¥Ö¥ì¥¹(100) : 150+d150 ¥¿¡¼¥óËè";
-#else
- return "breathe lightning (100) every 150+d150 turns";
-#endif
-
- }
- case SV_DRAGON_WHITE:
- {
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹(110) : 150+d150 ¥¿¡¼¥óËè";
-#else
- return "breathe frost (110) every 150+d150 turns";
-#endif
-
- }
- case SV_DRAGON_BLACK:
- {
-#ifdef JP
-return "»À¤Î¥Ö¥ì¥¹(130) : 150+d150 ¥¿¡¼¥óËè";
-#else
- return "breathe acid (130) every 150+d150 turns";
-#endif
-
- }
- case SV_DRAGON_GREEN:
- {
-#ifdef JP
-return "ÆǤΥ¬¥¹¤Î¥Ö¥ì¥¹(150) : 180+d180 ¥¿¡¼¥óËè";
-#else
- return "breathe poison gas (150) every 180+d180 turns";
-#endif
-
- }
- case SV_DRAGON_RED:
- {
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe fire (200) every 200+d200 turns";
-#endif
-
- }
- case SV_DRAGON_MULTIHUED:
- {
-#ifdef JP
-return "Ëü¿§¤Î¥Ö¥ì¥¹(250) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe multi-hued (250) every 200+d200 turns";
-#endif
-
- }
- case SV_DRAGON_BRONZE:
- {
-#ifdef JP
-return "º®Íð¤Î¥Ö¥ì¥¹(120) : 180+d180 ¥¿¡¼¥óËè";
-#else
- return "breathe confusion (120) every 180+d180 turns";
-#endif
-
- }
- case SV_DRAGON_GOLD:
- {
-#ifdef JP
-return "¹ì²»¤Î¥Ö¥ì¥¹(130) : 180+d180 ¥¿¡¼¥óËè";
-#else
- return "breathe sound (130) every 180+d180 turns";
-#endif
-
- }
- case SV_DRAGON_CHAOS:
- {
-#ifdef JP
-return "¥«¥ª¥¹/Îô²½¤Î¥Ö¥ì¥¹(220) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe chaos/disenchant (220) every 200+d200 turns";
-#endif
-
- }
- case SV_DRAGON_LAW:
- {
-#ifdef JP
-return "¹ì²»/ÇËÊҤΥ֥쥹(230) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe sound/shards (230) every 200+d200 turns";
-#endif
-
- }
- case SV_DRAGON_BALANCE:
- {
-#ifdef JP
-return "¥Ð¥é¥ó¥¹¤Î¥Ö¥ì¥¹ (250) 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe balance (250) every 200+d200 turns";
-#endif
-
- }
- case SV_DRAGON_SHINING:
- {
-#ifdef JP
-return "Á®¸÷/°Å¹õ¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe light/darkness (200) every 200+d200 turns";
-#endif
-
- }
- case SV_DRAGON_POWER:
- {
-#ifdef JP
-return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "breathe the elements (300) every 200+d200 turns";
-#endif
-
- }
- }
-
- /* Oops */
-#ifdef JP
-return "¶õµ¤¤Î©";
-#else
- return "breathe air";
-#endif
-
-}
-
-
-/*
- * Describe a "fully identified" item
- */
-bool screen_object(object_type *o_ptr, bool real)
-{
- int i = 0, j, k;
-
- u32b flgs[TR_FLAG_SIZE];
-
- cptr info[128];
- char o_name[MAX_NLEN];
- int wid, hgt;
-
- /* Extract the flags */
- object_flags(o_ptr, flgs);
-
- /* Extract the description */
- {
- char temp[70 * 20];
-
- roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
- (k_text + k_info[lookup_kind(o_ptr->tval, o_ptr->sval)].text),
- 77 - 15, temp, sizeof(temp));
- for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
- { info[i] = &temp[j]; i++;}
- }
-
- /* Mega-Hack -- describe activation */
- if (have_flag(flgs, TR_ACTIVATE))
- {
-#ifdef JP
-info[i++] = "»ÏÆ°¤·¤¿¤È¤¤Î¸ú²Ì...";
-#else
- info[i++] = "It can be activated for...";
-#endif
-
- info[i++] = item_activation(o_ptr);
-#ifdef JP
-info[i++] = "...¤¿¤À¤·ÁõÈ÷¤·¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£";
-#else
- info[i++] = "...if it is being worn.";
-#endif
-
- }
-
- /* Figurines, a hack */
- if (o_ptr->tval == TV_FIGURINE)
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÅꤲ¤¿»þ¥Ú¥Ã¥È¤ËÊѲ½¤¹¤ë¡£";
-#else
- info[i++] = "It will transform into a pet when thrown.";
-#endif
-
- }
-
- /* Figurines, a hack */
- if (o_ptr->name1 == ART_STONEMASK)
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤òÁõÈ÷¤·¤¿¼Ô¤ÏµÛ·ìµ´¤Ë¤Ê¤ë¡£";
-#else
- info[i++] = "It makes you turn into a vampire permanently.";
-#endif
-
- }
-
- if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÁê¼ê¤ò°ì·â¤ÇÅݤ¹¤³¤È¤¬¤¢¤ë¡£";
-#else
- info[i++] = "It will attempt to kill a monster instantly.";
-#endif
-
- }
-
- if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¼«Ê¬¼«¿È¤Ë¹¶·â¤¬Ê֤äƤ¯¤ë¤³¤È¤¬¤¢¤ë¡£";
-#else
- info[i++] = "It causes you to strike yourself sometimes.";
-#endif
-
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï̵Ũ¤Î¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¯¡£";
-#else
- info[i++] = "It always penetrates invulnerability barriers.";
-#endif
- }
-
- if (o_ptr->name2 == EGO_2WEAPON)
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÆóÅáή¤Ç¤ÎÌ¿ÃæΨ¤ò¸þ¾å¤µ¤»¤ë¡£";
-#else
- info[i++] = "It affects your ability to hit when you are wielding two weapons.";
-#endif
-
- }
-
- if (have_flag(flgs, TR_EASY_SPELL))
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò²¼¤²¤ë¡£";
-#else
- info[i++] = "It affects your ability to cast spells.";
-#endif
- }
-
- if (o_ptr->name2 == EGO_AMU_FOOL)
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò¾å¤²¤ë¡£";
-#else
- info[i++] = "It interferes with casting spells.";
-#endif
- }
-
- if (o_ptr->name2 == EGO_RING_THROW)
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤Ïʪ¤ò¶¯¤¯Åꤲ¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
-#else
- info[i++] = "It provides great strength when you throw an item.";
-#endif
- }
-
- if (o_ptr->name2 == EGO_AMU_NAIVETY)
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏËâË¡Äñ¹³ÎϤò²¼¤²¤ë¡£";
-#else
- info[i++] = "It decreases your magic resistance.";
-#endif
- }
-
- if (o_ptr->tval == TV_STATUE)
- {
- monster_race *r_ptr = &r_info[o_ptr->pval];
-
- if (o_ptr->pval == MON_BULLGATES)
-#ifdef JP
- info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤ÈÃѤº¤«¤·¤¤¡£";
-#else
- info[i++] = "It is shameful.";
-#endif
- else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR))
-#ifdef JP
- info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È¶²¤¤¡£";
-#else
- info[i++] = "It is fearful.";
-#endif
- else
-#ifdef JP
- info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È³Ú¤·¤¤¡£";
-#else
- info[i++] = "It is cheerful.";
-#endif
- }
-
- /* Hack -- describe lite's */
- if (o_ptr->tval == TV_LITE)
- {
- if (o_ptr->name2 == EGO_LITE_DARKNESS)
- {
-#ifdef JP
- info[i++] = "¤½¤ì¤ÏÁ´¤¯¸÷¤é¤Ê¤¤¡£";
-#else
- info[i++] = "It provides no light.";
-#endif
-
- if (o_ptr->sval == SV_LITE_FEANOR ||
- o_ptr->sval == SV_LITE_LANTERN)
- {
-#ifdef JP
- info[i++] = "¤½¤ì¤ÏÌÀ¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-2)¡£";
-#else
- info[i++] = "It decreases radius of light source by 2.";
-#endif
- }
- else
- {
-#ifdef JP
- info[i++] = "¤½¤ì¤ÏÌÀ¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£";
-#else
- info[i++] = "It decreases radius of light source by 1.";
-#endif
- }
- }
- else if (artifact_p(o_ptr))
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides light (radius 3) forever.";
-#endif
-
- }
- else if (o_ptr->name2 == EGO_LITE_SHINE)
- {
- if (o_ptr->sval == SV_LITE_FEANOR)
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides light (radius 3) forever.";
-#endif
-
- }
- else if (o_ptr->sval == SV_LITE_LANTERN)
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides light (radius 3) when fueled.";
-#endif
-
- }
- else
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides light (radius 2) when fueled.";
-#endif
-
- }
- }
- else
- {
- if (o_ptr->sval == SV_LITE_FEANOR)
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides light (radius 2) forever.";
-#endif
-
- }
- else if (o_ptr->sval == SV_LITE_LANTERN)
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides light (radius 2) when fueled.";
-#endif
-
- }
- else
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 1)¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides light (radius 1) when fueled.";
-#endif
-
- }
- }
- if (o_ptr->name2 == EGO_LITE_LONG)
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏŤ¤¥¿¡¼¥óÌÀ¤«¤ê¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides light for much longer time.";
-#endif
- }
- }
+ if (o_ptr->pval == MON_BULLGATES)
+ info[i++] = _("それは部屋に飾ると恥ずかしい。", "It is shameful.");
+ else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR))
+ info[i++] = _("それは部屋に飾ると恐い。", "It is fearful.");
+ else
+ info[i++] = _("それは部屋に飾ると楽しい。", "It is cheerful.");
+ }
+
+ /* Hack -- describe lite's */
+
+ if (o_ptr->name2 == EGO_LITE_DARKNESS) info[i++] = _("それは全く光らない。", "It provides no light.");
+
+ rad = 0;
+ if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
+ if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
+ if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
+ if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
+ if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
+ if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
+
+ if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
+
+ if (have_flag(flgs, TR_LITE_FUEL) && o_ptr->name2 != EGO_LITE_DARKNESS)
+ {
+ if(rad > 0) sprintf(desc, _("それは燃料補給によって明かり(半径 %d)を授ける。", "It provides light (radius %d) when fueled."), rad);
+ }
+ else
+ {
+ if(rad > 0) sprintf(desc, _("それは永遠なる明かり(半径 %d)を授ける。", "It provides light (radius %d) forever."), rad);
+ if(rad < 0) sprintf(desc, _("それは明かりの半径を狭める(半径に-%d)。", "It decreases radius of light source by %d."), -rad);
+ }
+
+ if(rad != 0) info[i++] = desc;
+
+ if (o_ptr->name2 == EGO_LITE_LONG)
+ {
+ info[i++] = _("それは長いターン明かりを授ける。", "It provides light for much longer time.");
+ }
/* And then describe it fully */
if (have_flag(flgs, TR_RIDING))
{
if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¾èÇÏÃæ¤ÏÈó¾ï¤Ë»È¤¤¤ä¤¹¤¤¡£";
-#else
- info[i++] = "It is made for use while riding.";
-#endif
+ info[i++] = _("それは乗馬中は非常に使いやすい。", "It is made for use while riding.");
else
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¾èÇÏÃæ¤Ç¤â»È¤¤¤ä¤¹¤¤¡£";
-#else
- info[i++] = "It is suitable for use while riding.";
-#endif
-
+ {
+ info[i++] = _("それは乗馬中でも使いやすい。", "It is suitable for use while riding.");
+ /* This information is not important enough */
+ trivial_info++;
+ }
}
if (have_flag(flgs, TR_STR))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÏÓÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
-#else
- info[i++] = "It affects your strength.";
-#endif
-
+ info[i++] = _("それは腕力に影響を及ぼす。", "It affects your strength.");
}
if (have_flag(flgs, TR_INT))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÃÎǽ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
-#else
- info[i++] = "It affects your intelligence.";
-#endif
-
+ info[i++] = _("それは知能に影響を及ぼす。", "It affects your intelligence.");
}
if (have_flag(flgs, TR_WIS))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¸¤µ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
-#else
- info[i++] = "It affects your wisdom.";
-#endif
-
+ info[i++] = _("それは賢さに影響を及ぼす。", "It affects your wisdom.");
}
if (have_flag(flgs, TR_DEX))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï´ïÍѤµ¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
-#else
- info[i++] = "It affects your dexterity.";
-#endif
-
+ info[i++] = _("それは器用さに影響を及ぼす。", "It affects your dexterity.");
}
if (have_flag(flgs, TR_CON))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÂѵ×ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
-#else
- info[i++] = "It affects your constitution.";
-#endif
-
+ info[i++] = _("それは耐久力に影響を及ぼす。", "It affects your constitution.");
}
if (have_flag(flgs, TR_CHR))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÌ¥ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
-#else
- info[i++] = "It affects your charisma.";
-#endif
-
+ info[i++] = _("それは魅力に影響を及ぼす。", "It affects your charisma.");
}
if (have_flag(flgs, TR_MAGIC_MASTERY))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏËâË¡Æ»¶ñ»ÈÍÑǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
-#else
- info[i++] = "It affects your ability to use magic devices.";
-#endif
+ info[i++] = _("それは魔法道具使用能力に影響を及ぼす。", "It affects your ability to use magic devices.");
}
if (have_flag(flgs, TR_STEALTH))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï±£Ì©¹ÔưǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
-#else
- info[i++] = "It affects your stealth.";
-#endif
-
+ info[i++] = _("それは隠密行動能力に影響を及ぼす。", "It affects your stealth.");
}
if (have_flag(flgs, TR_SEARCH))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ïõº÷ǽÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
-#else
- info[i++] = "It affects your searching.";
-#endif
-
+ info[i++] = _("それは探索能力に影響を及ぼす。", "It affects your searching.");
}
if (have_flag(flgs, TR_INFRA))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÀÖ³°Àþ»ëÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
-#else
- info[i++] = "It affects your infravision.";
-#endif
-
+ info[i++] = _("それは赤外線視力に影響を及ぼす。", "It affects your infravision.");
}
if (have_flag(flgs, TR_TUNNEL))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏºÎ·¡Ç½ÎϤ˱ƶÁ¤òµÚ¤Ü¤¹";
-#else
- info[i++] = "It affects your ability to tunnel.";
-#endif
-
+ info[i++] = _("それは採掘能力に影響を及ぼす。", "It affects your ability to tunnel.");
}
if (have_flag(flgs, TR_SPEED))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥¹¥Ô¡¼¥É¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
-#else
- info[i++] = "It affects your speed.";
-#endif
-
+ info[i++] = _("それはスピードに影響を及ぼす。", "It affects your speed.");
}
if (have_flag(flgs, TR_BLOWS))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÂÇ·â²ó¿ô¤Ë±Æ¶Á¤òµÚ¤Ü¤¹";
-#else
- info[i++] = "It affects your attack speed.";
-#endif
-
+ info[i++] = _("それは打撃回数に影響を及ぼす。", "It affects your attack speed.");
}
if (have_flag(flgs, TR_BRAND_ACID))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï»À¤Ë¤è¤Ã¤ÆÂ礤ʥÀ¥á¡¼¥¸¤òÍ¿¤¨¤ë";
-#else
- info[i++] = "It does extra damage from acid.";
-#endif
-
+ info[i++] = _("それは酸によって大きなダメージを与える。", "It does extra damage from acid.");
}
if (have_flag(flgs, TR_BRAND_ELEC))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ë¤è¤Ã¤ÆÂ礤ʥÀ¥á¡¼¥¸¤òÍ¿¤¨¤ë";
-#else
- info[i++] = "It does extra damage from electricity.";
-#endif
-
+ info[i++] = _("それは電撃によって大きなダメージを与える。", "It does extra damage from electricity.");
}
if (have_flag(flgs, TR_BRAND_FIRE))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï²Ð±ê¤Ë¤è¤Ã¤ÆÂ礤ʥÀ¥á¡¼¥¸¤òÍ¿¤¨¤ë";
-#else
- info[i++] = "It does extra damage from fire.";
-#endif
-
+ info[i++] = _("それは火炎によって大きなダメージを与える。", "It does extra damage from fire.");
}
if (have_flag(flgs, TR_BRAND_COLD))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÎ䵤¤Ë¤è¤Ã¤ÆÂ礤ʥÀ¥á¡¼¥¸¤òÍ¿¤¨¤ë";
-#else
- info[i++] = "It does extra damage from frost.";
-#endif
-
+ info[i++] = _("それは冷気によって大きなダメージを与える。", "It does extra damage from frost.");
}
if (have_flag(flgs, TR_BRAND_POIS))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏŨ¤òÆǤ¹¤ë¡£";
-#else
- info[i++] = "It poisons your foes.";
-#endif
-
+ info[i++] = _("それは敵を毒する。", "It poisons your foes.");
}
if (have_flag(flgs, TR_CHAOTIC))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥«¥ª¥¹Åª¤Ê¸ú²Ì¤òµÚ¤Ü¤¹¡£";
-#else
- info[i++] = "It produces chaotic effects.";
-#endif
-
+ info[i++] = _("それはカオス的な効果を及ぼす。", "It produces chaotic effects.");
}
if (have_flag(flgs, TR_VAMPIRIC))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏŨ¤«¤é¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤òµÛ¼ý¤¹¤ë¡£";
-#else
- info[i++] = "It drains life from your foes.";
-#endif
-
+ info[i++] = _("それは敵から生命力を吸収する。", "It drains life from your foes.");
}
if (have_flag(flgs, TR_IMPACT))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÃϿ̤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
-#else
- info[i++] = "It can cause earthquakes.";
-#endif
-
+ info[i++] = _("それは地震を起こすことができる。", "It can cause earthquakes.");
}
if (have_flag(flgs, TR_VORPAL))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÈó¾ï¤ËÀÚ¤ìÌ£¤¬±Ô¤¯Å¨¤òÀÚÃǤ¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
-#else
- info[i++] = "It is very sharp and can cut your foes.";
-#endif
-
+ info[i++] = _("それは非常に切れ味が鋭く敵を切断することができる。", "It is very sharp and can cut your foes.");
}
if (have_flag(flgs, TR_KILL_DRAGON))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
-#else
- info[i++] = "It is a great bane of dragons.";
-#endif
-
+ info[i++] = _("それはドラゴンにとっての天敵である。", "It is a great bane of dragons.");
}
else if (have_flag(flgs, TR_SLAY_DRAGON))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤ÎϤòȯ´ø¤¹¤ë¡£";
-#else
- info[i++] = "It is especially deadly against dragons.";
-#endif
-
+ info[i++] = _("それはドラゴンに対して特に恐るべき力を発揮する。", "It is especially deadly against dragons.");
}
if (have_flag(flgs, TR_KILL_ORC))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
-#else
- info[i++] = "It is a great bane of orcs.";
-#endif
-
+ info[i++] = _("それはオークにとっての天敵である。", "It is a great bane of orcs.");
}
if (have_flag(flgs, TR_SLAY_ORC))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤ÎϤòȯ´ø¤¹¤ë¡£";
-#else
- info[i++] = "It is especially deadly against orcs.";
-#endif
-
+ info[i++] = _("それはオークに対して特に恐るべき力を発揮する。", "It is especially deadly against orcs.");
}
if (have_flag(flgs, TR_KILL_TROLL))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
-#else
- info[i++] = "It is a great bane of trolls.";
-#endif
-
+ info[i++] = _("それはトロルにとっての天敵である。", "It is a great bane of trolls.");
}
if (have_flag(flgs, TR_SLAY_TROLL))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤ÎϤòȯ´ø¤¹¤ë¡£";
-#else
- info[i++] = "It is especially deadly against trolls.";
-#endif
-
+ info[i++] = _("それはトロルに対して特に恐るべき力を発揮する。", "It is especially deadly against trolls.");
}
if (have_flag(flgs, TR_KILL_GIANT))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ïµð¿Í¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
-#else
- info[i++] = "It is a great bane of giants.";
-#endif
+ info[i++] = _("それは巨人にとっての天敵である。", "It is a great bane of giants.");
}
else if (have_flag(flgs, TR_SLAY_GIANT))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤ÎϤòȯ´ø¤¹¤ë¡£";
-#else
- info[i++] = "It is especially deadly against giants.";
-#endif
-
+ info[i++] = _("それはジャイアントに対して特に恐るべき力を発揮する。", "It is especially deadly against giants.");
}
if (have_flag(flgs, TR_KILL_DEMON))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥Ç¡¼¥â¥ó¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
-#else
- info[i++] = "It is a great bane of demons.";
-#endif
-
+ info[i++] = _("それはデーモンにとっての天敵である。", "It is a great bane of demons.");
}
if (have_flag(flgs, TR_SLAY_DEMON))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
-#else
- info[i++] = "It strikes at demons with holy wrath.";
-#endif
-
+ info[i++] = _("それはデーモンに対して聖なる力を発揮する。", "It strikes at demons with holy wrath.");
}
if (have_flag(flgs, TR_KILL_UNDEAD))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
-#else
- info[i++] = "It is a great bane of undead.";
-#endif
-
+ info[i++] = _("それはアンデッドにとっての天敵である。", "It is a great bane of undead.");
}
if (have_flag(flgs, TR_SLAY_UNDEAD))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
-#else
- info[i++] = "It strikes at undead with holy wrath.";
-#endif
-
+ info[i++] = _("それはアンデッドに対して聖なる力を発揮する。", "It strikes at undead with holy wrath.");
}
if (have_flag(flgs, TR_KILL_EVIL))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¼Ù°¤Ê¤ë¸ºß¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
-#else
- info[i++] = "It is a great bane of evil monsters.";
-#endif
-
+ info[i++] = _("それは邪悪なる存在にとっての天敵である。", "It is a great bane of evil monsters.");
}
if (have_flag(flgs, TR_SLAY_EVIL))
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¼Ù°¤Ê¤ë¸ºß¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤǹ¶·â¤¹¤ë¡£";
-#else
- info[i++] = "It fights against evil with holy fury.";
-#endif
-
+ {
+ info[i++] = _("それは邪悪なる存在に対して聖なる力で攻撃する。", "It fights against evil with holy fury.");
}
if (have_flag(flgs, TR_KILL_ANIMAL))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤Îưʪ¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
-#else
- info[i++] = "It is a great bane of natural creatures.";
-#endif
-
+ info[i++] = _("それは自然界の動物にとっての天敵である。", "It is a great bane of natural creatures.");
}
if (have_flag(flgs, TR_SLAY_ANIMAL))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤Îưʪ¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤ÎϤòȯ´ø¤¹¤ë¡£";
-#else
- info[i++] = "It is especially deadly against natural creatures.";
-#endif
-
+ info[i++] = _("それは自然界の動物に対して特に恐るべき力を発揮する。", "It is especially deadly against natural creatures.");
}
if (have_flag(flgs, TR_KILL_HUMAN))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¿Í´Ö¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£";
-#else
- info[i++] = "It is a great bane of humans.";
-#endif
-
+ info[i++] = _("それは人間にとっての天敵である。", "It is a great bane of humans.");
}
if (have_flag(flgs, TR_SLAY_HUMAN))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤ÎϤòȯ´ø¤¹¤ë¡£";
-#else
- info[i++] = "It is especially deadly against humans.";
-#endif
-
+ info[i++] = _("それは人間に対して特に恐るべき力を発揮する。", "It is especially deadly against humans.");
}
if (have_flag(flgs, TR_FORCE_WEAPON))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï»ÈÍѼԤÎËâÎϤò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
-#else
- info[i++] = "It powerfully strikes at a monster using your mana.";
-#endif
-
+ info[i++] = _("それは使用者の魔力を使って攻撃する。", "It powerfully strikes at a monster using your mana.");
}
if (have_flag(flgs, TR_DEC_MANA))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏËâÎϤξÃÈñ¤ò²¡¤µ¤¨¤ë¡£";
-#else
- info[i++] = "It decreases your mana consumption.";
-#endif
-
+ info[i++] = _("それは魔力の消費を押さえる。", "It decreases your mana consumption.");
}
if (have_flag(flgs, TR_SUST_STR))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÏÓÎϤò°Ý»ý¤¹¤ë¡£";
-#else
- info[i++] = "It sustains your strength.";
-#endif
-
+ info[i++] = _("それはあなたの腕力を維持する。", "It sustains your strength.");
}
if (have_flag(flgs, TR_SUST_INT))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÃÎǽ¤ò°Ý»ý¤¹¤ë¡£";
-#else
- info[i++] = "It sustains your intelligence.";
-#endif
-
+ info[i++] = _("それはあなたの知能を維持する。", "It sustains your intelligence.");
}
if (have_flag(flgs, TR_SUST_WIS))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¸¤µ¤ò°Ý»ý¤¹¤ë¡£";
-#else
- info[i++] = "It sustains your wisdom.";
-#endif
-
+ info[i++] = _("それはあなたの賢さを維持する。", "It sustains your wisdom.");
}
if (have_flag(flgs, TR_SUST_DEX))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î´ïÍѤµ¤ò°Ý»ý¤¹¤ë¡£";
-#else
- info[i++] = "It sustains your dexterity.";
-#endif
-
+ info[i++] = _("それはあなたの器用さを維持する。", "It sustains your dexterity.");
}
if (have_flag(flgs, TR_SUST_CON))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂѵ×ÎϤò°Ý»ý¤¹¤ë¡£";
-#else
- info[i++] = "It sustains your constitution.";
-#endif
-
+ info[i++] = _("それはあなたの耐久力を維持する。", "It sustains your constitution.");
}
if (have_flag(flgs, TR_SUST_CHR))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÌ¥ÎϤò°Ý»ý¤¹¤ë¡£";
-#else
- info[i++] = "It sustains your charisma.";
-#endif
-
+ info[i++] = _("それはあなたの魅力を維持する。", "It sustains your charisma.");
}
if (have_flag(flgs, TR_IM_ACID))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï»À¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides immunity to acid.";
-#endif
-
+ info[i++] = _("それは酸に対する完全な免疫を授ける。", "It provides immunity to acid.");
}
if (have_flag(flgs, TR_IM_ELEC))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides immunity to electricity.";
-#endif
-
+ info[i++] = _("それは電撃に対する完全な免疫を授ける。", "It provides immunity to electricity.");
}
if (have_flag(flgs, TR_IM_FIRE))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides immunity to fire.";
-#endif
-
+ info[i++] = _("それは火に対する完全な免疫を授ける。", "It provides immunity to fire.");
}
if (have_flag(flgs, TR_IM_COLD))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï´¨¤µ¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides immunity to cold.";
-#endif
-
+ info[i++] = _("それは寒さに対する完全な免疫を授ける。", "It provides immunity to cold.");
}
if (have_flag(flgs, TR_THROW))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏŨ¤ËÅꤲ¤ÆÂ礤ʥÀ¥á¡¼¥¸¤òÍ¿¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
-#else
- info[i++] = "It is perfectly balanced for throwing.";
-#endif
+ info[i++] = _("それは敵に投げて大きなダメージを与えることができる。", "It is perfectly balanced for throwing.");
}
if (have_flag(flgs, TR_FREE_ACT))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏËãáã¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides immunity to paralysis.";
-#endif
-
+ info[i++] = _("それは麻痺に対する完全な免疫を授ける。", "It provides immunity to paralysis.");
}
- if (have_flag(flgs, TR_HOLD_LIFE))
+ if (have_flag(flgs, TR_HOLD_EXP))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÀ¸Ì¿Îϵۼý¤ËÂФ¹¤ëÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to life draining.";
-#endif
-
+ info[i++] = _("それは経験値吸収に対する耐性を授ける。", "It provides resistance to experience draining.");
}
if (have_flag(flgs, TR_RES_FEAR))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¶²Éݤؤδ°Á´¤ÊÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It makes you completely fearless.";
-#endif
-
+ info[i++] = _("それは恐怖への完全な耐性を授ける。", "It makes you completely fearless.");
}
if (have_flag(flgs, TR_RES_ACID))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï»À¤Ø¤ÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to acid.";
-#endif
-
+ info[i++] = _("それは酸への耐性を授ける。", "It provides resistance to acid.");
}
if (have_flag(flgs, TR_RES_ELEC))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to electricity.";
-#endif
-
+ info[i++] = _("それは電撃への耐性を授ける。", "It provides resistance to electricity.");
}
if (have_flag(flgs, TR_RES_FIRE))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to fire.";
-#endif
-
+ info[i++] = _("それは火への耐性を授ける。", "It provides resistance to fire.");
}
if (have_flag(flgs, TR_RES_COLD))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï´¨¤µ¤Ø¤ÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to cold.";
-#endif
-
+ info[i++] = _("それは寒さへの耐性を授ける。", "It provides resistance to cold.");
}
if (have_flag(flgs, TR_RES_POIS))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÆǤؤÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to poison.";
-#endif
-
+ info[i++] = _("それは毒への耐性を授ける。", "It provides resistance to poison.");
}
if (have_flag(flgs, TR_RES_LITE))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to light.";
-#endif
-
+ info[i++] = _("それは閃光への耐性を授ける。", "It provides resistance to light.");
}
if (have_flag(flgs, TR_RES_DARK))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï°Å¹õ¤Ø¤ÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to dark.";
-#endif
-
+ info[i++] = _("それは暗黒への耐性を授ける。", "It provides resistance to dark.");
}
if (have_flag(flgs, TR_RES_BLIND))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÌÕÌܤؤÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to blindness.";
-#endif
-
+ info[i++] = _("それは盲目への耐性を授ける。", "It provides resistance to blindness.");
}
if (have_flag(flgs, TR_RES_CONF))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ïº®Íð¤Ø¤ÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to confusion.";
-#endif
-
+ info[i++] = _("それは混乱への耐性を授ける。", "It provides resistance to confusion.");
}
if (have_flag(flgs, TR_RES_SOUND))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¹ì²»¤Ø¤ÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to sound.";
-#endif
-
+ info[i++] = _("それは轟音への耐性を授ける。", "It provides resistance to sound.");
}
if (have_flag(flgs, TR_RES_SHARDS))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÇËÊҤؤÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to shards.";
-#endif
-
+ info[i++] = _("それは破片への耐性を授ける。", "It provides resistance to shards.");
}
if (have_flag(flgs, TR_RES_NETHER))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÃϹö¤Ø¤ÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to nether.";
-#endif
-
+ info[i++] = _("それは地獄への耐性を授ける。", "It provides resistance to nether.");
}
if (have_flag(flgs, TR_RES_NEXUS))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï°ø²Ìº®Íð¤Ø¤ÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to nexus.";
-#endif
-
+ info[i++] = _("それは因果混乱への耐性を授ける。", "It provides resistance to nexus.");
}
if (have_flag(flgs, TR_RES_CHAOS))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥«¥ª¥¹¤Ø¤ÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to chaos.";
-#endif
-
+ info[i++] = _("それはカオスへの耐性を授ける。", "It provides resistance to chaos.");
}
if (have_flag(flgs, TR_RES_DISEN))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÎô²½¤Ø¤ÎÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides resistance to disenchantment.";
-#endif
-
+ info[i++] = _("それは劣化への耐性を授ける。", "It provides resistance to disenchantment.");
}
- if (have_flag(flgs, TR_FEATHER))
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÃè¤ËÉ⤯¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
-#else
- info[i++] = "It allows you to levitate.";
-#endif
-
- }
- if (have_flag(flgs, TR_LITE))
+ if (have_flag(flgs, TR_LEVITATION))
{
- if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT))
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£";
-#else
- info[i++] = "It decreases radius of your light source by 1.";
-#endif
- else
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï±Ê±ó¤ÎÌÀ¤«¤ê¤ò¼ø¤±¤ë(Ⱦ·Â¤Ë+1)¡£";
-#else
- info[i++] = "It provides permanent light. (radius +1)";
-#endif
-
+ info[i++] = _("それは宙に浮くことを可能にする。", "It allows you to levitate.");
}
+
if (have_flag(flgs, TR_SEE_INVIS))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
-#else
- info[i++] = "It allows you to see invisible monsters.";
-#endif
-
+ info[i++] = _("それは透明なモンスターを見ることを可能にする。", "It allows you to see invisible monsters.");
}
if (have_flag(flgs, TR_TELEPATHY))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It gives telepathic powers.";
-#endif
-
+ info[i++] = _("それはテレパシー能力を授ける。", "It gives telepathic powers.");
}
if (have_flag(flgs, TR_ESP_ANIMAL))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤ÎÀ¸Êª¤ò´¶ÃΤ¹¤ë¡£";
-#else
- info[i++] = "It senses natural creatures.";
-#endif
-
+ info[i++] = _("それは自然界の生物を感知する。", "It senses natural creatures.");
}
if (have_flag(flgs, TR_ESP_UNDEAD))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤ò´¶ÃΤ¹¤ë¡£";
-#else
- info[i++] = "It senses undead.";
-#endif
-
+ info[i++] = _("それはアンデッドを感知する。", "It senses undead.");
}
if (have_flag(flgs, TR_ESP_DEMON))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï°Ëâ¤ò´¶ÃΤ¹¤ë¡£";
-#else
- info[i++] = "It senses demons.";
-#endif
-
+ info[i++] = _("それは悪魔を感知する。", "It senses demons.");
}
if (have_flag(flgs, TR_ESP_ORC))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤ò´¶ÃΤ¹¤ë¡£";
-#else
- info[i++] = "It senses orcs.";
-#endif
-
+ info[i++] = _("それはオークを感知する。", "It senses orcs.");
}
if (have_flag(flgs, TR_ESP_TROLL))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤ò´¶ÃΤ¹¤ë¡£";
-#else
- info[i++] = "It senses trolls.";
-#endif
-
+ info[i++] = _("それはトロルを感知する。", "It senses trolls.");
}
if (have_flag(flgs, TR_ESP_GIANT))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ïµð¿Í¤ò´¶ÃΤ¹¤ë¡£";
-#else
- info[i++] = "It senses giants.";
-#endif
-
+ info[i++] = _("それは巨人を感知する。", "It senses giants.");
}
if (have_flag(flgs, TR_ESP_DRAGON))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ò´¶ÃΤ¹¤ë¡£";
-#else
- info[i++] = "It senses dragons.";
-#endif
-
+ info[i++] = _("それはドラゴンを感知する。", "It senses dragons.");
}
if (have_flag(flgs, TR_ESP_HUMAN))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¿Í´Ö¤ò´¶ÃΤ¹¤ë¡£";
-#else
- info[i++] = "It senses humans.";
-#endif
-
+ info[i++] = _("それは人間を感知する。", "It senses humans.");
}
if (have_flag(flgs, TR_ESP_EVIL))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¼Ù°¤Ê¸ºß¤ò´¶ÃΤ¹¤ë¡£";
-#else
- info[i++] = "It senses evil creatures.";
-#endif
-
+ info[i++] = _("それは邪悪な存在を感知する。", "It senses evil creatures.");
}
if (have_flag(flgs, TR_ESP_GOOD))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÁ±Îɤʸºß¤ò´¶ÃΤ¹¤ë¡£";
-#else
- info[i++] = "It senses good creatures.";
-#endif
-
+ info[i++] = _("それは善良な存在を感知する。", "It senses good creatures.");
}
if (have_flag(flgs, TR_ESP_NONLIVING))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤò´¶ÃΤ¹¤ë¡£";
-#else
- info[i++] = "It senses non-living creatures.";
-#endif
-
+ info[i++] = _("それは活動する無生物体を感知する。", "It senses non-living creatures.");
}
if (have_flag(flgs, TR_ESP_UNIQUE))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÆÃÊ̤ʶ¯Å¨¤ò´¶ÃΤ¹¤ë¡£";
-#else
- info[i++] = "It senses unique monsters.";
-#endif
-
+ info[i++] = _("それは特別な強敵を感知する。", "It senses unique monsters.");
}
if (have_flag(flgs, TR_SLOW_DIGEST))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤òÃÙ¤¯¤¹¤ë¡£";
-#else
- info[i++] = "It slows your metabolism.";
-#endif
-
+ info[i++] = _("それはあなたの新陳代謝を遅くする。", "It slows your metabolism.");
}
if (have_flag(flgs, TR_REGEN))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÂÎÎϲóÉüÎϤò¶¯²½¤¹¤ë¡£";
-#else
- info[i++] = "It speeds your regenerative powers.";
-#endif
-
+ info[i++] = _("それは体力回復力を強化する。", "It speeds your regenerative powers.");
}
if (have_flag(flgs, TR_WARNING))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï´í¸±¤ËÂФ·¤Æ·Ù¹ð¤òȯ¤¹¤ë¡£";
-#else
- info[i++] = "It warns you of danger";
-#endif
-
+ info[i++] = _("それは危険に対して警告を発する。", "It warns you of danger");
}
if (have_flag(flgs, TR_REFLECT))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
-#else
- info[i++] = "It reflects bolts and arrows.";
-#endif
-
+ info[i++] = _("それは矢の呪文を反射する。", "It reflects bolt spells.");
}
if (have_flag(flgs, TR_SH_FIRE))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï±ê¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
-#else
- info[i++] = "It produces a fiery sheath.";
-#endif
-
+ info[i++] = _("それは炎のバリアを張る。", "It produces a fiery sheath.");
}
if (have_flag(flgs, TR_SH_ELEC))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÅŵ¤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
-#else
- info[i++] = "It produces an electric sheath.";
-#endif
-
+ info[i++] = _("それは電気のバリアを張る。", "It produces an electric sheath.");
}
if (have_flag(flgs, TR_SH_COLD))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÎ䵤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
-#else
- info[i++] = "It produces a sheath of coldness.";
-#endif
-
+ info[i++] = _("それは冷気のバリアを張る。", "It produces a sheath of coldness.");
}
if (have_flag(flgs, TR_NO_MAGIC))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÈ¿ËâË¡¥Ð¥ê¥¢¤òÄ¥¤ë¡£";
-#else
- info[i++] = "It produces an anti-magic shell.";
-#endif
-
+ info[i++] = _("それは反魔法バリアを張る。", "It produces an anti-magic shell.");
}
if (have_flag(flgs, TR_NO_TELE))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤹¤ë¡£";
-#else
- info[i++] = "It prevents teleportation.";
-#endif
-
+ info[i++] = _("それはテレポートを邪魔する。", "It prevents teleportation.");
}
if (have_flag(flgs, TR_XTRA_MIGHT))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÌ𡿥ܥë¥È¡¿ÃƤò¤è¤ê¶¯ÎϤËȯ¼Í¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
-#else
- info[i++] = "It fires missiles with extra might.";
-#endif
-
+ info[i++] = _("それは矢/ボルト/弾をより強力に発射することができる。", "It fires missiles with extra might.");
}
- if (have_flag(flgs, TR_XTRA_SHOTS))
- {
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÌ𡿥ܥë¥È¡¿ÃƤòÈó¾ï¤ËÁ᤯ȯ¼Í¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
-#else
- info[i++] = "It fires missiles excessively fast.";
-#endif
-
+ if (have_flag(flgs, TR_XTRA_SHOTS))
+ {
+ info[i++] = _("それは矢/ボルト/弾を非常に早く発射することができる。", "It fires missiles excessively fast.");
}
if (have_flag(flgs, TR_BLESSED))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¿À¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "It has been blessed by the gods.";
-#endif
-
+ info[i++] = _("それは神に祝福されている。", "It has been blessed by the gods.");
}
- if (cursed_p(o_ptr))
+ if (object_is_cursed(o_ptr))
{
if (o_ptr->curse_flags & TRC_PERMA_CURSE)
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï±Ê±ó¤Î¼ö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "It is permanently cursed.";
-#endif
-
+ info[i++] = _("それは永遠の呪いがかけられている。", "It is permanently cursed.");
}
else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "It is heavily cursed.";
-#endif
-
+ info[i++] = _("それは強力な呪いがかけられている。", "It is heavily cursed.");
}
else
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "It is cursed.";
-#endif
+ info[i++] = _("それは呪われている。", "It is cursed.");
+ /*
+ * It's a trivial infomation since there is
+ * fake inscription {cursed}
+ */
+ trivial_info++;
}
}
if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÂÀ¸Å¤Î²Ò¡¹¤·¤¤±åÇ°¤¬½É¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "It carries an ancient foul curse.";
-#endif
-
+ info[i++] = _("それは太古の禍々しい怨念が宿っている。", "It carries an ancient foul curse.");
}
if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÉÕ¶á¤Î¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤ë¡£";
-#else
- info[i++] = "It aggravates nearby creatures.";
-#endif
-
+ info[i++] = _("それは付近のモンスターを怒らせる。", "It aggravates nearby creatures.");
}
if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï·Ð¸³ÃͤòµÛ¤¤¼è¤ë¡£";
-#else
- info[i++] = "It drains experience.";
-#endif
-
+ info[i++] = _("それは経験値を吸い取る。", "It drains experience.");
}
if (o_ptr->curse_flags & TRC_SLOW_REGEN)
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï²óÉüÎϤò¼å¤á¤ë¡£";
-#else
- info[i++] = "It slows your regenerative powers.";
-#endif
-
+ info[i++] = _("それは回復力を弱める。", "It slows your regenerative powers.");
}
- if (o_ptr->curse_flags & TRC_ADD_L_CURSE)
+ if ((o_ptr->curse_flags & TRC_ADD_L_CURSE) || have_flag(flgs, TR_ADD_L_CURSE))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¼å¤¤¼ö¤¤¤òÁý¤ä¤¹¡£";
-#else
- info[i++] = "It adds weak curses.";
-#endif
-
+ info[i++] = _("それは弱い呪いを増やす。","It adds weak curses.");
}
- if (o_ptr->curse_flags & TRC_ADD_H_CURSE)
+ if ((o_ptr->curse_flags & TRC_ADD_H_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤òÁý¤ä¤¹¡£";
-#else
- info[i++] = "It adds heavy curses.";
-#endif
-
+ info[i++] = _("それは強力な呪いを増やす。","It adds heavy curses.");
}
- if (o_ptr->curse_flags & TRC_CALL_ANIMAL)
+ if ((have_flag(flgs, TR_CALL_ANIMAL)) || (o_ptr->curse_flags & TRC_CALL_ANIMAL))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ïưʪ¤ò¸Æ¤Ó´ó¤»¤ë¡£";
-#else
- info[i++] = "It attracts animals.";
-#endif
-
+ info[i++] = _("それは動物を呼び寄せる。", "It attracts animals.");
}
- if (o_ptr->curse_flags & TRC_CALL_DEMON)
+ if ((have_flag(flgs, TR_CALL_DEMON)) || (o_ptr->curse_flags & TRC_CALL_DEMON))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï°Ëâ¤ò¸Æ¤Ó´ó¤»¤ë¡£";
-#else
- info[i++] = "It attracts demons.";
-#endif
-
+ info[i++] = _("それは悪魔を呼び寄せる。", "It attracts demons.");
}
- if (o_ptr->curse_flags & TRC_CALL_DRAGON)
+ if ((have_flag(flgs, TR_CALL_DRAGON)) || (o_ptr->curse_flags & TRC_CALL_DRAGON))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ò¸Æ¤Ó´ó¤»¤ë¡£";
-#else
- info[i++] = "It attracts dragons.";
-#endif
-
+ info[i++] = _("それはドラゴンを呼び寄せる。", "It attracts dragons.");
}
- if (o_ptr->curse_flags & TRC_COWARDICE)
+ if ((have_flag(flgs, TR_CALL_UNDEAD)) || (o_ptr->curse_flags & TRC_CALL_UNDEAD))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¶²ÉÝ´¶¤ò°ú¤µ¯¤³¤¹¡£";
-#else
- info[i++] = "It makes you subject to cowardice.";
-#endif
-
+ info[i++] = _("それは死霊を呼び寄せる。", "It attracts undeads.");
+ }
+ if ((have_flag(flgs, TR_COWARDICE)) || (o_ptr->curse_flags & TRC_COWARDICE))
+ {
+ info[i++] = _("それは恐怖感を引き起こす。", "It makes you subject to cowardice.");
}
if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¥é¥ó¥À¥à¤Ê¥Æ¥ì¥Ý¡¼¥È¤ò°ú¤µ¯¤³¤¹¡£";
-#else
- info[i++] = "It induces random teleportation.";
-#endif
-
+ info[i++] = _("それはランダムなテレポートを引き起こす。", "It induces random teleportation.");
}
- if (o_ptr->curse_flags & TRC_LOW_MELEE)
+ if ((have_flag(flgs, TR_LOW_MELEE)) || o_ptr->curse_flags & TRC_LOW_MELEE)
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
-#else
- info[i++] = "It causes you to miss blows.";
-#endif
-
+ info[i++] = _("それは攻撃を外しやすい。", "It causes you to miss blows.");
}
- if (o_ptr->curse_flags & TRC_LOW_AC)
+ if ((have_flag(flgs, TR_LOW_AC)) || (o_ptr->curse_flags & TRC_LOW_AC))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
-#else
- info[i++] = "It helps your enemies' blows.";
-#endif
-
+ info[i++] = _("それは攻撃を受けやすい。", "It helps your enemies' blows.");
}
- if (o_ptr->curse_flags & TRC_LOW_MAGIC)
+ if ((have_flag(flgs, TR_LOW_MAGIC)) || (o_ptr->curse_flags & TRC_LOW_MAGIC))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏËâË¡¤ò¾§¤¨¤Ë¤¯¤¯¤¹¤ë¡£";
-#else
- info[i++] = "It encumbers you while spellcasting.";
-#endif
-
+ info[i++] = _("それは魔法を唱えにくくする。", "It encumbers you while spellcasting.");
}
- if (o_ptr->curse_flags & TRC_FAST_DIGEST)
+ if ((have_flag(flgs, TR_FAST_DIGEST)) || (o_ptr->curse_flags & TRC_FAST_DIGEST))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤ò®¤¯¤¹¤ë¡£";
-#else
- info[i++] = "It speeds your metabolism.";
-#endif
-
+ info[i++] = _("それはあなたの新陳代謝を速くする。", "It speeds your metabolism.");
}
- if (o_ptr->curse_flags & TRC_DRAIN_HP)
+ if ((have_flag(flgs, TR_DRAIN_HP)) || (o_ptr->curse_flags & TRC_DRAIN_HP))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¤¤¼è¤ë¡£";
-#else
- info[i++] = "It drains you.";
-#endif
-
+ info[i++] = _("それはあなたの体力を吸い取る。", "It drains you.");
}
- if (o_ptr->curse_flags & TRC_DRAIN_MANA)
+ if ((have_flag(flgs, TR_DRAIN_MANA)) || (o_ptr->curse_flags & TRC_DRAIN_MANA))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¤¤¼è¤ë¡£";
-#else
- info[i++] = "It drains your mana.";
-#endif
-
+ info[i++] = _("それはあなたの魔力を吸い取る。", "It drains your mana.");
}
/* Describe about this kind of object instead of THIS fake object */
- if (!real)
+ if (mode & SCROBJ_FAKE_OBJECT)
{
switch (o_ptr->tval)
{
switch (o_ptr->sval)
{
case SV_RING_LORDLY:
-#ifdef JP
- info[i++] = "¤½¤ì¤Ï´ö¤Ä¤«¤Î¥é¥ó¥À¥à¤ÊÂÑÀ¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides some random resistances.";
-#endif
+ info[i++] = _("それは幾つかのランダムな耐性を授ける。", "It provides some random resistances.");
break;
case SV_RING_WARNING:
-#ifdef JP
- info[i++] = "¤½¤ì¤Ï¤Ò¤È¤Ä¤ÎÄãµé¤ÊESP¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
-#else
- info[i++] = "It may provide a low rank ESP.";
-#endif
+ info[i++] = _("それはひとつの低級なESPを授ける事がある。", "It may provide a low rank ESP.");
break;
}
break;
switch (o_ptr->sval)
{
case SV_AMULET_RESISTANCE:
-#ifdef JP
- info[i++] = "¤½¤ì¤ÏÆǤؤÎÂÑÀ¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
-#else
- info[i++] = "It may provides resistance to poison.";
-#endif
-#ifdef JP
- info[i++] = "¤½¤ì¤Ï¥é¥ó¥À¥à¤ÊÂÑÀ¤ò¼ø¤±¤ë»ö¤¬¤¢¤ë¡£";
-#else
- info[i++] = "It may provide a random resistances.";
-#endif
+ info[i++] = _("それは毒への耐性を授ける事がある。", "It may provides resistance to poison.");
+ info[i++] = _("それはランダムな耐性を授ける事がある。", "It may provide a random resistances.");
break;
case SV_AMULET_THE_MAGI:
-#ifdef JP
- info[i++] = "¤½¤ì¤ÏºÇÂç¤Ç£³¤Ä¤Þ¤Ç¤ÎÄãµé¤ÊESP¤ò¼ø¤±¤ë¡£";
-#else
- info[i++] = "It provides up to three low rank ESPs.";
-#endif
+ info[i++] = _("それは最大で3つまでの低級なESPを授ける。", "It provides up to three low rank ESPs.");
break;
}
break;
have_flag(flgs, TR_IGNORE_FIRE) &&
have_flag(flgs, TR_IGNORE_COLD))
{
-#ifdef JP
- info[i++] = "¤½¤ì¤Ï»À¡¦Åŷ⡦²Ð±ê¡¦Î䵤¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
-#else
- info[i++] = "It cannot be harmed by the elements.";
-#endif
+ info[i++] = _("それは酸・電撃・火炎・冷気では傷つかない。", "It cannot be harmed by the elements.");
}
else
{
if (have_flag(flgs, TR_IGNORE_ACID))
{
-#ifdef JP
- info[i++] = "¤½¤ì¤Ï»À¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
-#else
- info[i++] = "It cannot be harmed by acid.";
-#endif
+ info[i++] = _("それは酸では傷つかない。", "It cannot be harmed by acid.");
}
if (have_flag(flgs, TR_IGNORE_ELEC))
{
-#ifdef JP
- info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
-#else
- info[i++] = "It cannot be harmed by electricity.";
-#endif
+ info[i++] = _("それは電撃では傷つかない。", "It cannot be harmed by electricity.");
}
if (have_flag(flgs, TR_IGNORE_FIRE))
{
-#ifdef JP
- info[i++] = "¤½¤ì¤Ï²Ð±ê¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
-#else
- info[i++] = "It cannot be harmed by fire.";
-#endif
+ info[i++] = _("それは火炎では傷つかない。", "It cannot be harmed by fire.");
}
if (have_flag(flgs, TR_IGNORE_COLD))
{
-#ifdef JP
- info[i++] = "¤½¤ì¤ÏÎ䵤¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£";
-#else
- info[i++] = "It cannot be harmed by cold.";
-#endif
+ info[i++] = _("それは冷気では傷つかない。", "It cannot be harmed by cold.");
}
}
- /* No special effects */
- if (!i) return (FALSE);
+ if (mode & SCROBJ_FORCE_DETAIL) trivial_info = 0;
+
+ /* No relevant informations */
+ if (i <= trivial_info) return (FALSE);
/* Save the screen */
screen_save();
Term_get_size(&wid, &hgt);
/* Display Item name */
- if (real)
- object_desc(o_name, o_ptr, TRUE, 3);
+ if (!(mode & SCROBJ_FAKE_OBJECT))
+ object_desc(o_name, o_ptr, 0);
else
- object_desc_store(o_name, o_ptr, TRUE, 0);
+ object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
prt(o_name, 0, 0);
monster_race *r_ptr = &r_info[o_ptr->pval];
int namelen = strlen(r_name + r_ptr->name);
prt(format("%s: '", r_name + r_ptr->name), 1, 15);
- c_prt(r_ptr->d_attr, format("%c", r_ptr->d_char), 1, 18+namelen);
- prt("'", 1, 19+namelen);
+ Term_queue_bigchar(18 + namelen, 1, r_ptr->x_attr, r_ptr->x_char, 0, 0);
+ prt("'", 1, (use_bigtile ? 20 : 19) + namelen);
}
else
-#ifdef JP
-prt(" ¥¢¥¤¥Æ¥à¤ÎǽÎÏ:", 1, 15);
-#else
- prt(" Item Attributes:", 1, 15);
-#endif
+ {
+ prt(_(" アイテムの能力:", " Item Attributes:"), 1, 15);
+ }
/* We will print on top of the map (column 13) */
for (k = 2, j = 0; j < i; j++)
/* Every 20 entries (lines 2 to 21), start over */
if ((k == hgt - 2) && (j+1 < i))
{
-#ifdef JP
-prt("-- ³¤¯ --", k, 15);
-#else
- prt("-- more --", k, 15);
-#endif
+ prt(_("-- 続く --", "-- more --"), k, 15);
inkey();
for (; k > 2; k--) prt("", k, 15);
}
}
/* Wait for it */
-#ifdef JP
-prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 15);
-#else
- prt("[Press any key to continue]", k, 15);
-#endif
+ prt(_("[何かキーを押すとゲームに戻ります]", "[Press any key to continue]"), k, 15);
inkey();
-/*
+/*!
+ * @brief オブジェクト選択時の選択アルファベットラベルを返す /
* Convert an inventory index into a one character label
- * Note that the label does NOT distinguish inven/equip.
+ * @param i プレイヤーの所持/装備オブジェクトID
+ * @return 対応するアルファベット
+ * @details Note that the label does NOT distinguish inven/equip.
*/
char index_to_label(int i)
{
return (I2A(i - INVEN_RARM));
}
-
-/*
+/*!
+ * @brief 選択アルファベットラベルからプレイヤーの所持オブジェクトIDを返す /
* Convert a label into the index of an item in the "inven"
- * Return "-1" if the label does not indicate a real item
+ * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item
+ * @details Note that the label does NOT distinguish inven/equip.
*/
-s16b label_to_inven(int c)
+INVENTORY_IDX label_to_inven(int c)
{
- int i;
+ INVENTORY_IDX i;
/* Convert */
- i = (islower(c) ? A2I(c) : -1);
+ i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1);
/* Verify the index */
if ((i < 0) || (i > INVEN_PACK)) return (-1);
}
-/*
+/*! See cmd5.c */
+extern bool select_ring_slot;
+
+
+/*!
+ * @brief プレイヤーの所持/装備オブジェクトIDが指輪枠かを返す /
+ * @param i プレイヤーの所持/装備オブジェクトID
+ * @return 指輪枠ならばTRUEを返す。
+ */
+static bool is_ring_slot(int i)
+{
+ return (i == INVEN_RIGHT) || (i == INVEN_LEFT);
+}
+
+
+/*!
+ * @brief 選択アルファベットラベルからプレイヤーの装備オブジェクトIDを返す /
* Convert a label into the index of a item in the "equip"
- * Return "-1" if the label does not indicate a real item
+ * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item
*/
-s16b label_to_equip(int c)
+INVENTORY_IDX label_to_equip(int c)
{
- int i;
+ INVENTORY_IDX i;
/* Convert */
- i = (islower(c) ? A2I(c) : -1) + INVEN_RARM;
+ i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1) + INVEN_RARM;
/* Verify the index */
if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
+ if (select_ring_slot) return is_ring_slot(i) ? i : -1;
+
/* Empty slots can never be chosen */
if (!inventory[i].k_idx) return (-1);
-/*
+/*!
+ * @brief オブジェクトの該当装備部位IDを返す /
* Determine which equipment slot (if any) an item likes
+ * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
+ * @return 対応する装備部位ID
*/
s16b wield_slot(object_type *o_ptr)
{
case TV_RING:
{
/* Use the right hand first */
- if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
-
- /* Use the left hand for swapping (by default) */
- return (INVEN_LEFT);
- }
-
- case TV_AMULET:
- case TV_WHISTLE:
- {
- return (INVEN_NECK);
- }
-
- case TV_LITE:
- {
- return (INVEN_LITE);
- }
-
- case TV_DRAG_ARMOR:
- case TV_HARD_ARMOR:
- case TV_SOFT_ARMOR:
- {
- return (INVEN_BODY);
- }
-
- case TV_CLOAK:
- {
- return (INVEN_OUTER);
- }
-
- case TV_CROWN:
- case TV_HELM:
- {
- return (INVEN_HEAD);
- }
-
- case TV_GLOVES:
- {
- return (INVEN_HANDS);
- }
-
- case TV_BOOTS:
- {
- return (INVEN_FEET);
- }
- }
-
- /* No slot available */
- return (-1);
-}
-
-
-/*
- * Return a string mentioning how a given item is carried
- */
-cptr mention_use(int i)
-{
- cptr p;
-
- /* Examine the location */
- switch (i)
- {
-#ifdef JP
-case INVEN_RARM: p = p_ptr->ryoute ? " ξ¼ê" : (left_hander ? " º¸¼ê" : " ±¦¼ê"); break;
-#else
- case INVEN_RARM: p = "Wielding"; break;
-#endif
-
-#ifdef JP
-case INVEN_LARM: p = (left_hander ? " ±¦¼ê" : " º¸¼ê"); break;
-#else
- case INVEN_LARM: p = "On arm"; break;
-#endif
-
-#ifdef JP
-case INVEN_BOW: p = "¼Í·âÍÑ"; break;
-#else
- case INVEN_BOW: p = "Shooting"; break;
-#endif
-
-#ifdef JP
-case INVEN_LEFT: p = (left_hander ? "±¦¼ê»Ø" : "º¸¼ê»Ø"); break;
-#else
- case INVEN_LEFT: p = "On left hand"; break;
-#endif
-
-#ifdef JP
-case INVEN_RIGHT: p = (left_hander ? "º¸¼ê»Ø" : "±¦¼ê»Ø"); break;
-#else
- case INVEN_RIGHT: p = "On right hand"; break;
-#endif
-
-#ifdef JP
-case INVEN_NECK: p = " ¼ó"; break;
-#else
- case INVEN_NECK: p = "Around neck"; break;
-#endif
-
-#ifdef JP
-case INVEN_LITE: p = " ¸÷¸»"; break;
-#else
- case INVEN_LITE: p = "Light source"; break;
-#endif
-
-#ifdef JP
-case INVEN_BODY: p = " ÂÎ"; break;
-#else
- case INVEN_BODY: p = "On body"; break;
-#endif
-
-#ifdef JP
-case INVEN_OUTER: p = "ÂΤξå"; break;
-#else
- case INVEN_OUTER: p = "About body"; break;
-#endif
-
-#ifdef JP
-case INVEN_HEAD: p = " Ƭ"; break;
-#else
- case INVEN_HEAD: p = "On head"; break;
-#endif
-
-#ifdef JP
-case INVEN_HANDS: p = " ¼ê"; break;
-#else
- case INVEN_HANDS: p = "On hands"; break;
-#endif
-
-#ifdef JP
-case INVEN_FEET: p = " "; break;
-#else
- case INVEN_FEET: p = "On feet"; break;
-#endif
-
-#ifdef JP
-default: p = "¥¶¥Ã¥¯"; break;
-#else
- default: p = "In pack"; break;
-#endif
+ if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
- }
+ /* Use the left hand for swapping (by default) */
+ return (INVEN_LEFT);
+ }
- /* Hack -- Heavy weapon */
- if (i == INVEN_RARM)
- {
- if (p_ptr->heavy_wield[0])
+ case TV_AMULET:
+ case TV_WHISTLE:
{
-#ifdef JP
-p = "±¿ÈÂÃæ";
-#else
- p = "Just lifting";
-#endif
+ return (INVEN_NECK);
+ }
+ case TV_LITE:
+ {
+ return (INVEN_LITE);
}
- }
- /* Hack -- Heavy weapon */
- if (i == INVEN_LARM)
- {
- if (p_ptr->heavy_wield[1])
+ case TV_DRAG_ARMOR:
+ case TV_HARD_ARMOR:
+ case TV_SOFT_ARMOR:
{
-#ifdef JP
-p = "±¿ÈÂÃæ";
-#else
- p = "Just lifting";
-#endif
+ return (INVEN_BODY);
+ }
+ case TV_CLOAK:
+ {
+ return (INVEN_OUTER);
}
- }
- /* Hack -- Heavy bow */
- if (i == INVEN_BOW)
- {
- object_type *o_ptr;
- o_ptr = &inventory[i];
- if (adj_str_hold[p_ptr->stat_ind[A_STR]] < o_ptr->weight / 10)
+ case TV_CROWN:
+ case TV_HELM:
{
-#ifdef JP
-p = "±¿ÈÂÃæ";
-#else
- p = "Just holding";
-#endif
+ return (INVEN_HEAD);
+ }
+ case TV_GLOVES:
+ {
+ return (INVEN_HANDS);
+ }
+
+ case TV_BOOTS:
+ {
+ return (INVEN_FEET);
}
}
- /* Return the result */
- return (p);
+ /* No slot available */
+ return (-1);
}
-
-/*
- * Return a string describing how a given item is being worn.
- * Currently, only used for items in the equipment, not inventory.
+/*!
+ * @brief 所持/装備オブジェクトIDの部位表現を返す /
+ * Return a string mentioning how a given item is carried
+ * @param i 部位表現を求めるプレイヤーの所持/装備オブジェクトID
+ * @return 部位表現の文字列ポインタ
*/
-cptr describe_use(int i)
+cptr mention_use(int i)
{
cptr p;
+ /* Examine the location */
switch (i)
{
#ifdef JP
-case INVEN_RARM: p = p_ptr->ryoute ? " ξ¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : (left_hander ? " º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : " ±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë"); break;
-#else
- case INVEN_RARM: p = "attacking monsters with"; break;
-#endif
-
-#ifdef JP
-case INVEN_LARM: p = (left_hander ? " ±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : " º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë"); break;
+ case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "運搬中" : ((p_ptr->ryoute && p_ptr->migite) ? " 両手" : (left_hander ? " 左手" : " 右手")); break;
#else
- case INVEN_LARM: p = "wearing on your arm"; break;
+ case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "Just lifting" : (p_ptr->migite ? "Wielding" : "On arm"); break;
#endif
#ifdef JP
-case INVEN_BOW: p = "¼Í·âÍѤËÁõÈ÷¤·¤Æ¤¤¤ë"; break;
+ case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "運搬中" : ((p_ptr->ryoute && p_ptr->hidarite) ? " 両手" : (left_hander ? " 右手" : " 左手")); break;
#else
- case INVEN_BOW: p = "shooting missiles with"; break;
+ case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break;
#endif
#ifdef JP
-case INVEN_LEFT: p = (left_hander ? "±¦¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë" : "º¸¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë"); break;
+ case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "運搬中" : "射撃用"; break;
#else
- case INVEN_LEFT: p = "wearing on your left hand"; break;
+ case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "Just holding" : "Shooting"; break;
#endif
#ifdef JP
-case INVEN_RIGHT: p = (left_hander ? "º¸¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë" : "±¦¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë"); break;
+ case INVEN_RIGHT: p = (left_hander ? "左手指" : "右手指"); break;
#else
- case INVEN_RIGHT: p = "wearing on your right hand"; break;
+ case INVEN_RIGHT: p = (left_hander ? "On left hand" : "On right hand"); break;
#endif
#ifdef JP
-case INVEN_NECK: p = "¼ó¤Ë¤«¤±¤Æ¤¤¤ë"; break;
+ case INVEN_LEFT: p = (left_hander ? "右手指" : "左手指"); break;
#else
- case INVEN_NECK: p = "wearing around your neck"; break;
+ case INVEN_LEFT: p = (left_hander ? "On right hand" : "On left hand"); break;
#endif
-#ifdef JP
-case INVEN_LITE: p = "¸÷¸»¤Ë¤·¤Æ¤¤¤ë"; break;
-#else
- case INVEN_LITE: p = "using to light the way"; break;
-#endif
+ case INVEN_NECK: p = _(" 首", "Around neck"); break;
+ case INVEN_LITE: p = _(" 光源", "Light source"); break;
+ case INVEN_BODY: p = _(" 体", "On body"); break;
+ case INVEN_OUTER: p = _("体の上", "About body"); break;
+ case INVEN_HEAD: p = _(" 頭", "On head"); break;
+ case INVEN_HANDS: p = _(" 手", "On hands"); break;
+ case INVEN_FEET: p = _(" 足", "On feet"); break;
+ default: p = _("ザック", "In pack"); break;
+ }
-#ifdef JP
-case INVEN_BODY: p = "ÂΤËÃå¤Æ¤¤¤ë"; break;
-#else
- case INVEN_BODY: p = "wearing on your body"; break;
-#endif
+ /* Return the result */
+ return p;
+}
-#ifdef JP
-case INVEN_OUTER: p = "¿È¤Ë¤Þ¤È¤Ã¤Æ¤¤¤ë"; break;
-#else
- case INVEN_OUTER: p = "wearing on your back"; break;
-#endif
-#ifdef JP
-case INVEN_HEAD: p = "Ƭ¤Ë¤«¤Ö¤Ã¤Æ¤¤¤ë"; break;
-#else
- case INVEN_HEAD: p = "wearing on your head"; break;
-#endif
+/*!
+ * @brief 所持/装備オブジェクトIDの現在の扱い方の状態表現を返す /
+ * Return a string describing how a given item is being worn.
+ * @param i 状態表現を求めるプレイヤーの所持/装備オブジェクトID
+ * @return 状態表現内容の文字列ポインタ
+ * @details
+ * Currently, only used for items in the equipment, not inventory.
+ */
+cptr describe_use(int i)
+{
+ cptr p;
+ switch (i)
+ {
#ifdef JP
-case INVEN_HANDS: p = "¼ê¤Ë¤Ä¤±¤Æ¤¤¤ë"; break;
+ case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "運搬中の" : ((p_ptr->ryoute && p_ptr->migite) ? "両手に装備している" : (left_hander ? "左手に装備している" : "右手に装備している")); break;
#else
- case INVEN_HANDS: p = "wearing on your hands"; break;
+ case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "just lifting" : (p_ptr->migite ? "attacking monsters with" : "wearing on your arm"); break;
#endif
#ifdef JP
-case INVEN_FEET: p = "¤ˤϤ¤¤Æ¤¤¤ë"; break;
+ case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "運搬中の" : ((p_ptr->ryoute && p_ptr->hidarite) ? "両手に装備している" : (left_hander ? "右手に装備している" : "左手に装備している")); break;
#else
- case INVEN_FEET: p = "wearing on your feet"; break;
+ case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break;
#endif
#ifdef JP
-default: p = "¥¶¥Ã¥¯¤ËÆþ¤Ã¤Æ¤¤¤ë"; break;
+ case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "持つだけで精一杯の" : "射撃用に装備している"; break;
#else
- default: p = "carrying in your pack"; break;
+ case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "just holding" : "shooting missiles with"; break;
#endif
- }
-
- /* Hack -- Heavy weapon */
- if (i == INVEN_RARM)
- {
- object_type *o_ptr;
- int hold = adj_str_hold[p_ptr->stat_ind[A_STR]];
-
- if (p_ptr->ryoute) hold *= 2;
- o_ptr = &inventory[i];
- if (hold < o_ptr->weight / 10)
- {
#ifdef JP
-p = "±¿ÈÂÃæ¤Î";
+ case INVEN_RIGHT: p = (left_hander ? "左手の指にはめている" : "右手の指にはめている"); break;
#else
- p = "just lifting";
+ case INVEN_RIGHT: p = (left_hander ? "wearing on your left hand" : "wearing on your right hand"); break;
#endif
- }
- }
-
- /* Hack -- Heavy bow */
- if (i == INVEN_BOW)
- {
- object_type *o_ptr;
- o_ptr = &inventory[i];
- if (adj_str_hold[p_ptr->stat_ind[A_STR]] < o_ptr->weight / 10)
- {
#ifdef JP
-p = "»ý¤Ä¤À¤±¤ÇÀº°ìÇÕ¤Î";
+ case INVEN_LEFT: p = (left_hander ? "右手の指にはめている" : "左手の指にはめている"); break;
#else
- p = "just holding";
+ case INVEN_LEFT: p = (left_hander ? "wearing on your right hand" : "wearing on your left hand"); break;
#endif
- }
+ case INVEN_NECK: p = _("首にかけている", "wearing around your neck"); break;
+ case INVEN_LITE: p = _("光源にしている", "using to light the way"); break;
+ case INVEN_BODY: p = _("体に着ている", "wearing on your body"); break;
+ case INVEN_OUTER: p = _("身にまとっている", "wearing on your back"); break;
+ case INVEN_HEAD: p = _("頭にかぶっている", "wearing on your head"); break;
+ case INVEN_HANDS: p = _("手につけている", "wearing on your hands"); break;
+ case INVEN_FEET: p = _("足にはいている", "wearing on your feet"); break;
+ default: p = _("ザックに入っている", "carrying in your pack"); break;
}
/* Return the result */
}
-/* Hack: Check if a spellbook is one of the realms we can use. -- TY */
+/*!
+ * @brief tval/sval指定のベースアイテムがプレイヤーの使用可能な魔法書かどうかを返す /
+ * Hack: Check if a spellbook is one of the realms we can use. -- TY
+ * @param book_tval ベースアイテムのtval
+ * @param book_sval ベースアイテムのsval
+ * @return 使用可能な魔法書ならばTRUEを返す。
+ */
-bool check_book_realm(const byte book_tval, const byte book_sval)
+bool check_book_realm(const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval)
{
if (book_tval < TV_LIFE_BOOK) return FALSE;
if (p_ptr->pclass == CLASS_SORCERER)
return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
}
-
-/*
+/*!
+ * @brief アイテムがitem_tester_hookグローバル関数ポインタの条件を満たしているかを返す汎用関数
* Check an item against the item tester info
+ * @param o_ptr 判定を行いたいオブジェクト構造体参照ポインタ
+ * @return item_tester_hookの参照先、その他いくつかの例外に応じてTRUE/FALSEを返す。
*/
bool item_tester_okay(object_type *o_ptr)
{
if (!o_ptr->k_idx) return (FALSE);
/* Hack -- ignore "gold" */
- if (o_ptr->tval == TV_GOLD) return (FALSE);
+ if (o_ptr->tval == TV_GOLD)
+ {
+ /* See xtra2.c */
+ extern bool show_gold_on_floor;
+
+ if (!show_gold_on_floor) return (FALSE);
+ }
/* Check the tval */
if (item_tester_tval)
}
-
-
-/*
+/*!
+ * @brief 所持アイテム一覧を表示する /
* Choice window "shadow" of the "show_inven()" function
+ * @return なし
*/
void display_inven(void)
{
Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
/* Obtain an item description */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Obtain the length of the description */
n = strlen(o_name);
Term_erase(3+n, i, 255);
/* Display the weight if needed */
- if (show_weights && o_ptr->weight)
+ if (show_weights)
{
int wgt = o_ptr->weight * o_ptr->number;
#ifdef JP
-/*
+/*!
+ * @brief 装備アイテム一覧を表示する /
* Choice window "shadow" of the "show_equip()" function
+ * @return なし
*/
void display_equip(void)
{
tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
/* Is this item "acceptable"? */
- if (item_tester_okay(o_ptr))
+ if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr))
{
/* Prepare an "index" */
tmp_val[0] = index_to_label(i);
Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
/* Obtain an item description */
- if ((i == INVEN_LARM) && p_ptr->ryoute)
+ if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
{
-#ifdef JP
- strcpy(o_name, "(Éð´ï¤òξ¼ê»ý¤Á)");
-#else
- strcpy(o_name, "(wielding with two-hands)");
-#endif
- attr = 1;
+ strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
+ attr = TERM_WHITE;
}
else
{
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
attr = tval_to_attr[o_ptr->tval % 128];
}
Term_erase(3+n, i - INVEN_RARM, 255);
/* Display the weight (if needed) */
- if (show_weights && o_ptr->weight)
+ if (show_weights)
{
int wgt = o_ptr->weight * o_ptr->number;
#ifdef JP
}
-/*
+/*!
+ * @brief 所持/装備オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す /
* Find the "first" inventory object with the given "tag".
- *
- * A "tag" is a numeral "n" appearing as "@n" anywhere in the
- * inscription of an object. Alphabetical characters don't work as a
- * tag in this form.
- *
- * Also, the tag "@xn" will work as well, where "n" is a any tag-char,
- * and "x" is the "current" command_cmd code.
+ * @param cp 対応するタグIDを与える参照ポインタ
+ * @param tag 該当するオブジェクトがあるかを調べたいタグ
+ * @param mode 所持、装備の切り替え
+ * @return タグに該当するオブジェクトがあるならTRUEを返す
+ * @details
+ * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
+ * inscription of an object. Alphabetical characters don't work as a\n
+ * tag in this form.\n
+ *\n
+ * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
+ * and "x" is the "current" command_cmd code.\n
*/
-static bool get_tag(int *cp, char tag, int mode)
+static bool get_tag(COMMAND_CODE *cp, char tag, int mode)
{
- int i, start, end;
+ COMMAND_CODE i;
+ int start, end;
cptr s;
/* Extract index from mode */
if (!item_tester_okay(o_ptr)) continue;
/* Find a '@' */
- s = strchr(quark_str(o_ptr->inscription), '@');
+ s = my_strchr(quark_str(o_ptr->inscription), '@');
/* Process all tags */
while (s)
}
/* Find another '@' */
- s = strchr(s + 1, '@');
+ s = my_strchr(s + 1, '@');
}
}
if (!item_tester_okay(o_ptr)) continue;
/* Find a '@' */
- s = strchr(quark_str(o_ptr->inscription), '@');
+ s = my_strchr(quark_str(o_ptr->inscription), '@');
/* Process all tags */
while (s)
}
/* Find another '@' */
- s = strchr(s + 1, '@');
+ s = my_strchr(s + 1, '@');
}
}
}
-/*
- * Find the "first" floor object with the given "tag".
- *
- * A "tag" is a numeral "n" appearing as "@n" anywhere in the
- * inscription of an object. Alphabetical characters don't work as a
- * tag in this form.
- *
- * Also, the tag "@xn" will work as well, where "n" is a any tag-char,
- * and "x" is the "current" command_cmd code.
+/*!
+ * @brief 床オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す /
+ * Find the "first" inventory object with the given "tag".
+ * @param cp 対応するタグIDを与える参照ポインタ
+ * @param tag 該当するオブジェクトがあるかを調べたいタグ
+ * @param floor_list 床上アイテムの配列
+ * @param floor_num 床上アイテムの配列ID
+ * @return タグに該当するオブジェクトがあるならTRUEを返す
+ * @details
+ * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
+ * inscription of an object. Alphabetical characters don't work as a\n
+ * tag in this form.\n
+ *\n
+ * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
+ * and "x" is the "current" command_cmd code.\n
*/
-static bool get_tag_floor(int *cp, char tag, int floor_list[], int floor_num)
+static bool get_tag_floor(COMMAND_CODE *cp, char tag, int floor_list[], int floor_num)
{
- int i;
+ COMMAND_CODE i;
cptr s;
/**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
if (!o_ptr->inscription) continue;
/* Find a '@' */
- s = strchr(quark_str(o_ptr->inscription), '@');
+ s = my_strchr(quark_str(o_ptr->inscription), '@');
/* Process all tags */
while (s)
}
/* Find another '@' */
- s = strchr(s + 1, '@');
+ s = my_strchr(s + 1, '@');
}
}
if (!o_ptr->inscription) continue;
/* Find a '@' */
- s = strchr(quark_str(o_ptr->inscription), '@');
+ s = my_strchr(quark_str(o_ptr->inscription), '@');
/* Process all tags */
while (s)
}
/* Find another '@' */
- s = strchr(s + 1, '@');
+ s = my_strchr(s + 1, '@');
}
}
}
-/*
+/*!
+ * @brief タグIDにあわせてタグアルファベットのリストを返す /
* Move around label characters with correspond tags
+ * @param label ラベルリストを取得する文字列参照ポインタ
+ * @param mode 所持品リストか装備品リストかの切り替え
+ * @return なし
*/
static void prepare_label_string(char *label, int mode)
{
}
-/*
+/*!
+ * @brief タグIDにあわせてタグアルファベットのリストを返す(床上アイテム用) /
* Move around label characters with correspond tags (floor version)
+ * @param label ラベルリストを取得する文字列参照ポインタ
+ * @param floor_list 床上アイテムの配列
+ * @param floor_num 床上アイテムの配列ID
+ * @return なし
+ */
+/*
*/
static void prepare_label_string_floor(char *label, int floor_list[], int floor_num)
{
/* Move each label */
for (i = 0; i < 52; i++)
{
- int index;
+ COMMAND_CODE index;
char c = alphabet_chars[i];
/* Find a tag with this label */
}
-/*
+/*!
+ * @brief 所持アイテムの表示を行う /
* Display the inventory.
- *
+ * @param target_item アイテムの選択処理を行うか否か。
+ * @return 選択したアイテムのタグ
+ * @details
* Hack -- do not display "trailing" empty slots
*/
int show_inven(int target_item)
if (!item_tester_okay(o_ptr)) continue;
/* Describe the object */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Save the object index, color, and description */
out_index[k] = i;
{
if (j == (target_item-1))
{
-#ifdef JP
- strcpy(tmp_val, "¡Õ");
-#else
- strcpy(tmp_val, "> ");
-#endif
+ strcpy(tmp_val, _("》", "> "));
target_item_label = i;
}
else strcpy(tmp_val, " ");
{
byte a = object_attr(o_ptr);
char c = object_char(o_ptr);
+ Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
+ if (use_bigtile) cur_col++;
-#ifdef AMIGA
- if (a & 0x80) a |= 0x40;
-#endif
-
- Term_draw(cur_col, j + 1, a, c);
- if (use_bigtile)
- {
- cur_col++;
- if (a & 0x80)
- Term_draw(cur_col, j + 1, 255, -1);
- }
cur_col += 2;
}
}
-
-/*
+/*!
+ * @brief 装備アイテムの表示を行う /
* Display the equipment.
+ * @param target_item アイテムの選択処理を行うか否か。
+ * @return 選択したアイテムのタグ
*/
int show_equip(int target_item)
{
o_ptr = &inventory[i];
/* Is this item acceptable? */
- if (!item_tester_okay(o_ptr) && (!((i == INVEN_LARM) && p_ptr->ryoute) || item_tester_no_ryoute)) continue;
+ if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr)) &&
+ (!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) ||
+ item_tester_no_ryoute)) continue;
/* Description */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
- if ((i == INVEN_LARM) && p_ptr->ryoute)
+ if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
{
#ifdef JP
- (void)strcpy(out_desc[k],"(Éð´ï¤òξ¼ê»ý¤Á)");
+ (void)strcpy(out_desc[k],"(武器を両手持ち)");
#else
(void)strcpy(out_desc[k],"(wielding with two-hands)");
#endif
- out_color[k] = 1;
+ out_color[k] = TERM_WHITE;
}
else
{
{
if (j == (target_item-1))
{
-#ifdef JP
- strcpy(tmp_val, "¡Õ");
-#else
- strcpy(tmp_val, "> ");
-#endif
+ strcpy(tmp_val, _("》", "> "));
target_item_label = i;
}
else strcpy(tmp_val, " ");
{
byte a = object_attr(o_ptr);
char c = object_char(o_ptr);
+ Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
+ if (use_bigtile) cur_col++;
-#ifdef AMIGA
- if (a & 0x80) a |= 0x40;
-#endif
-
- Term_draw(cur_col, j + 1, a, c);
- if (use_bigtile)
- {
- cur_col++;
- if (a & 0x80)
- Term_draw(cur_col, j + 1, 255, -1);
- }
cur_col += 2;
}
if (show_labels)
{
/* Mention the use */
-#ifdef JP
- (void)sprintf(tmp_val, "%-7s: ", mention_use(i));
-#else
- (void)sprintf(tmp_val, "%-14s: ", mention_use(i));
-#endif
+ (void)sprintf(tmp_val, _("%-7s: ", "%-14s: "), mention_use(i));
put_str(tmp_val, j+1, cur_col);
/* Display the entry itself */
-#ifdef JP
- c_put_str(out_color[j], out_desc[j], j+1, cur_col + 9);
-#else
- c_put_str(out_color[j], out_desc[j], j+1, cur_col + 16);
-#endif
+ c_put_str(out_color[j], out_desc[j], j+1, _(cur_col + 9, cur_col + 16));
}
/* No labels */
return target_item_label;
}
-
-
-
-/*
+/*!
+ * @brief サブウィンドウに所持品、装備品リストの表示を行う /
* Flip "inven" and "equip" in any sub-windows
+ * @return なし
*/
void toggle_inven_equip(void)
{
}
}
-
-
-/*
+/*!
+ * @brief 選択したアイテムの確認処理の補助 /
* Verify the choice of an item.
- *
- * The item can be negative to mean "item on floor".
+ * @param prompt メッセージ表示の一部
+ * @param item 選択アイテムID
+ * @return 確認がYesならTRUEを返す。
+ * @details The item can be negative to mean "item on floor".
*/
static bool verify(cptr prompt, int item)
{
}
/* Describe */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Prompt */
-#ifdef JP
-(void)sprintf(out_val, "%s%s¤Ç¤¹¤«? ", prompt, o_name);
-#else
- (void)sprintf(out_val, "%s %s? ", prompt, o_name);
-#endif
-
+ (void)sprintf(out_val, _("%s%sですか? ", "%s %s? "), prompt, o_name);
/* Query */
return (get_check(out_val));
}
-/*
+/*!
+ * @brief 選択したアイテムの確認処理のメインルーチン /
+ * @param item 選択アイテムID
+ * @return 確認がYesならTRUEを返す。
+ * @details The item can be negative to mean "item on floor".
* Hack -- allow user to "prevent" certain choices
- *
- * The item can be negative to mean "item on floor".
*/
static bool get_item_allow(int item)
{
object_type *o_ptr;
+ if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
+
/* Inventory */
if (item >= 0)
{
if (!o_ptr->inscription) return (TRUE);
/* Find a '!' */
- s = strchr(quark_str(o_ptr->inscription), '!');
+ s = my_strchr(quark_str(o_ptr->inscription), '!');
/* Process preventions */
while (s)
if ((s[1] == command_cmd) || (s[1] == '*'))
{
/* Verify the choice */
-#ifdef JP
-if (!verify("ËÜÅö¤Ë", item)) return (FALSE);
-#else
- if (!verify("Really try", item)) return (FALSE);
-#endif
-
+ if (!verify(_("本当に", "Really try"), item)) return (FALSE);
}
/* Find another '!' */
- s = strchr(s + 1, '!');
+ s = my_strchr(s + 1, '!');
}
/* Allow it */
}
-
-/*
+/*!
+ * @brief プレイヤーの所持/装備オブジェクトが正規のものかを返す /
* Auxiliary function for "get_item()" -- test an index
+ * @param i 選択アイテムID
+ * @return 正規のIDならばTRUEを返す。
*/
static bool get_item_okay(int i)
{
/* Illegal items */
if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
+ if (select_ring_slot) return is_ring_slot(i);
+
/* Verify the item */
if (!item_tester_okay(&inventory[i])) return (FALSE);
return (TRUE);
}
-
-
-/*
+/*!
+ * @brief プレイヤーがオブジェクトを拾うことができる状態かを返す /
* Determine whether get_item() can get some item or not
- * assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
+ * @return アイテムを拾えるならばTRUEを返す。
+ * @details assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
*/
bool can_get_item(void)
{
if (item_tester_okay(&inventory[j]))
return TRUE;
- floor_num = scan_floor(floor_list, py, px, 0x01);
+ floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
if (floor_num)
return TRUE;
return FALSE;
}
-/*
+/*!
+ * @brief オブジェクト選択の汎用関数 /
* Let the user select an item, save its "index"
- *
- * Return TRUE only if an acceptable item was chosen by the user.
- *
- * The selected item must satisfy the "item_tester_hook()" function,
- * if that hook is set, and the "item_tester_tval", if that value is set.
- *
- * All "item_tester" restrictions are cleared before this function returns.
- *
- * The user is allowed to choose acceptable items from the equipment,
- * inventory, or floor, respectively, if the proper flag was given,
- * and there are any acceptable items in that location.
- *
- * The equipment or inventory are displayed (even if no acceptable
- * items are in that location) if the proper flag was given.
- *
- * If there are no acceptable items available anywhere, and "str" is
- * not NULL, then it will be used as the text of a warning message
- * before the function returns.
- *
- * Note that the user must press "-" to specify the item on the floor,
- * and there is no way to "examine" the item on the floor, while the
- * use of "capital" letters will "examine" an inventory/equipment item,
- * and prompt for its use.
- *
- * If a legal item is selected from the inventory, we save it in "cp"
- * directly (0 to 35), and return TRUE.
- *
- * If a legal item is selected from the floor, we save it in "cp" as
- * a negative (-1 to -511), and return TRUE.
- *
- * If no item is available, we do nothing to "cp", and we display a
- * warning message, using "str" if available, and return FALSE.
- *
- * If no item is selected, we do nothing to "cp", and return FALSE.
- *
- * Global "p_ptr->command_new" is used when viewing the inventory or equipment
- * to allow the user to enter a command while viewing those screens, and
- * also to induce "auto-enter" of stores, and other such stuff.
- *
- * Global "p_ptr->command_see" may be set before calling this function to start
- * out in "browse" mode. It is cleared before this function returns.
- *
- * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.
- * If it is TRUE then we are viewing inventory, else equipment.
- *
- * We always erase the prompt when we are done, leaving a blank line,
- * or a warning message, if appropriate, if no items are available.
+ * @param cp 選択したオブジェクトのIDを返す。
+ * @param pmt 選択目的のメッセージ
+ * @param str 選択できるオブジェクトがない場合のキャンセルメッセージ
+ * @param mode オプションフラグ
+ * @return プレイヤーによりアイテムが選択されたならTRUEを返す。/
+ * Return TRUE only if an acceptable item was chosen by the user.\n
+ * @details
+ * The selected item must satisfy the "item_tester_hook()" function,\n
+ * if that hook is set, and the "item_tester_tval", if that value is set.\n
+ *\n
+ * All "item_tester" restrictions are cleared before this function returns.\n
+ *\n
+ * The user is allowed to choose acceptable items from the equipment,\n
+ * inventory, or floor, respectively, if the proper flag was given,\n
+ * and there are any acceptable items in that location.\n
+ *\n
+ * The equipment or inventory are displayed (even if no acceptable\n
+ * items are in that location) if the proper flag was given.\n
+ *\n
+ * If there are no acceptable items available anywhere, and "str" is\n
+ * not NULL, then it will be used as the text of a warning message\n
+ * before the function returns.\n
+ *\n
+ * Note that the user must press "-" to specify the item on the floor,\n
+ * and there is no way to "examine" the item on the floor, while the\n
+ * use of "capital" letters will "examine" an inventory/equipment item,\n
+ * and prompt for its use.\n
+ *\n
+ * If a legal item is selected from the inventory, we save it in "cp"\n
+ * directly (0 to 35), and return TRUE.\n
+ *\n
+ * If a legal item is selected from the floor, we save it in "cp" as\n
+ * a negative (-1 to -511), and return TRUE.\n
+ *\n
+ * If no item is available, we do nothing to "cp", and we display a\n
+ * warning message, using "str" if available, and return FALSE.\n
+ *\n
+ * If no item is selected, we do nothing to "cp", and return FALSE.\n
+ *\n
+ * Global "p_ptr->command_new" is used when viewing the inventory or equipment\n
+ * to allow the user to enter a command while viewing those screens, and\n
+ * also to induce "auto-enter" of stores, and other such stuff.\n
+ *\n
+ * Global "p_ptr->command_see" may be set before calling this function to start\n
+ * out in "browse" mode. It is cleared before this function returns.\n
+ *\n
+ * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.\n
+ * If it is TRUE then we are viewing inventory, else equipment.\n
+ *\n
+ * We always erase the prompt when we are done, leaving a blank line,\n
+ * or a warning message, if appropriate, if no items are available.\n
*/
-bool get_item(int *cp, cptr pmt, cptr str, int mode)
+bool get_item(COMMAND_CODE *cp, cptr pmt, cptr str, int mode)
{
- s16b this_o_idx, next_o_idx = 0;
+ OBJECT_IDX this_o_idx, next_o_idx = 0;
char which = ' ';
- int j, k, i1, i2, e1, e2;
+ int j;
+ COMMAND_CODE k;
+ COMMAND_CODE i1, i2;
+ COMMAND_CODE e1, e2;
bool done, item;
int max_inven = 0;
int max_equip = 0;
+#ifdef ALLOW_REPEAT
+
+ static char prev_tag = '\0';
+ char cur_tag = '\0';
+
+#endif /* ALLOW_REPEAT */
+
#ifdef ALLOW_EASY_FLOOR /* TNB */
if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
#endif /* ALLOW_EASY_FLOOR -- TNB */
+ /* Extract args */
+ if (mode & USE_EQUIP) equip = TRUE;
+ if (mode & USE_INVEN) inven = TRUE;
+ if (mode & USE_FLOOR) floor = TRUE;
+
#ifdef ALLOW_REPEAT
/* Get the item index */
if (repeat_pull(cp))
{
- if (*cp == INVEN_FORCE) { /* the_force */
- item_tester_tval = 0;
- item_tester_hook = NULL;
- return (TRUE);
- } else
+ /* the_force */
+ if (select_the_force && (*cp == INVEN_FORCE))
+ {
+ item_tester_tval = 0;
+ item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
+ return (TRUE);
+ }
+
/* Floor item? */
- if (*cp < 0)
+ else if (floor && (*cp < 0))
{
object_type *o_ptr;
/* Validate the item */
if (item_tester_okay(o_ptr))
{
- /* Forget the item_tester_tval restriction */
+ /* Forget restrictions */
item_tester_tval = 0;
-
- /* Forget the item_tester_hook restriction */
item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
/* Success */
- return (TRUE);
+ return TRUE;
}
}
- /* Verify the item */
- else if (get_item_okay(*cp))
+ else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
+ (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
{
- /* Forget the item_tester_tval restriction */
- item_tester_tval = 0;
+ if (prev_tag && command_cmd)
+ {
+ /* Look up the tag and validate the item */
+ if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
+ else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
+ else if (!get_item_okay(k)) /* Reject */;
+ else
+ {
+ /* Accept that choice */
+ (*cp) = k;
- /* Forget the item_tester_hook restriction */
- item_tester_hook = NULL;
+ /* Forget restrictions */
+ item_tester_tval = 0;
+ item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
- /* Success */
- return (TRUE);
+ /* Success */
+ return TRUE;
+ }
+
+ prev_tag = '\0'; /* prev_tag is no longer effective */
+ }
+
+ /* Verify the item */
+ else if (get_item_okay(*cp))
+ {
+ /* Forget restrictions */
+ item_tester_tval = 0;
+ item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
+
+ /* Success */
+ return TRUE;
+ }
}
}
#endif /* ALLOW_REPEAT */
- /* Extract args */
- if (mode & (USE_EQUIP)) equip = TRUE;
- if (mode & (USE_INVEN)) inven = TRUE;
- if (mode & (USE_FLOOR)) floor = TRUE;
-
/* Paranoia XXX XXX XXX */
msg_print(NULL);
else if (use_menu)
{
for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
- if (item_tester_okay(&inventory[j])) max_equip++;
+ if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
}
while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
+ if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
+ {
+ if (p_ptr->migite)
+ {
+ if (e2 < INVEN_LARM) e2 = INVEN_LARM;
+ }
+ else if (p_ptr->hidarite) e1 = INVEN_RARM;
+ }
/* Restrict floor usage */
if (floor)
{
/* Scan all objects in the grid */
- for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
next_o_idx = o_ptr->next_o_idx;
/* Accept the item on the floor if legal */
- if (item_tester_okay(o_ptr)) allow_floor = TRUE;
+ if (item_tester_okay(o_ptr) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
}
}
/*
- * Äɲ媥ץ·¥ç¥ó(always_show_list)¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¾ì¹ç¤Ï¾ï¤Ë°ìÍ÷¤òɽ¼¨¤¹¤ë
+ * 追加オプション(always_show_list)が設定されている場合は常に一覧を表示する
*/
if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
/* Repeat until done */
while (!done)
{
- int get_item_label = 0;
+ COMMAND_CODE get_item_label = 0;
/* Show choices */
- if (show_choices)
+ int ni = 0;
+ int ne = 0;
+
+ /* Scan windows */
+ for (j = 0; j < 8; j++)
{
- int ni = 0;
- int ne = 0;
+ /* Unused */
+ if (!angband_term[j]) continue;
- /* Scan windows */
- for (j = 0; j < 8; j++)
- {
- /* Unused */
- if (!angband_term[j]) continue;
+ /* Count windows displaying inven */
+ if (window_flag[j] & (PW_INVEN)) ni++;
- /* Count windows displaying inven */
- if (window_flag[j] & (PW_INVEN)) ni++;
+ /* Count windows displaying equip */
+ if (window_flag[j] & (PW_EQUIP)) ne++;
+ }
- /* Count windows displaying equip */
- if (window_flag[j] & (PW_EQUIP)) ne++;
- }
+ /* Toggle if needed */
+ if ((command_wrk && ni && !ne) ||
+ (!command_wrk && !ni && ne))
+ {
+ /* Toggle */
+ toggle_inven_equip();
- /* Toggle if needed */
- if ((command_wrk && ni && !ne) ||
- (!command_wrk && !ni && ne))
- {
- /* Toggle */
- toggle_inven_equip();
+ /* Track toggles */
+ toggle = !toggle;
+ }
- /* Track toggles */
- toggle = !toggle;
- }
+ /* Update */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
- /* Update */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
+ /* Redraw windows */
+ window_stuff();
- /* Redraw windows */
- window_stuff();
- }
/* Inventory screen */
if (!command_wrk)
}
/* Viewing inventory */
- if (!command_wrk)
- {
- /* Begin the prompt */
-#ifdef JP
-sprintf(out_val, "»ý¤Áʪ:");
-#else
- sprintf(out_val, "Inven:");
-#endif
-
+ if (!command_wrk)
+ {
+ /* Begin the prompt */
+ sprintf(out_val, _("持ち物:", "Inven:"));
/* Some legal items */
if ((i1 <= i2) && !use_menu)
{
/* Build the prompt */
-#ifdef JP
-sprintf(tmp_val, "%c-%c,'(',')',",
-#else
- sprintf(tmp_val, " %c-%c,'(',')',",
-#endif
-
+ sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
index_to_label(i1), index_to_label(i2));
/* Append */
}
/* Indicate ability to "view" */
-#ifdef JP
-if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
-#else
- if (!command_see && !use_menu) strcat(out_val, " * to see,");
-#endif
-
+ if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
/* Append */
#ifdef JP
-if (equip) strcat(out_val, format(" %s ÁõÈ÷ÉÊ,", use_menu ? "'4'or'6'" : "'/'"));
-else if (select_the_force)
- strcat(out_val, " 'w'Îýµ¤½Ñ,");
+ if (equip) strcat(out_val, format(" %s 装備品,", use_menu ? "'4'or'6'" : "'/'"));
#else
-if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/"));
-else if (select_the_force)
- strcat(out_val, " w for the Force,");
+ if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/"));
#endif
-
}
/* Viewing equipment */
else
{
/* Begin the prompt */
-#ifdef JP
-sprintf(out_val, "ÁõÈ÷ÉÊ:");
-#else
- sprintf(out_val, "Equip:");
-#endif
-
+ sprintf(out_val, _("装備品:", "Equip:"));
/* Some legal items */
if ((e1 <= e2) && !use_menu)
{
/* Build the prompt */
-#ifdef JP
-sprintf(tmp_val, "%c-%c,'(',')',",
-#else
- sprintf(tmp_val, " %c-%c,'(',')',",
-#endif
-
+ sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
index_to_label(e1), index_to_label(e2));
/* Append */
}
/* Indicate ability to "view" */
-#ifdef JP
-if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
-#else
- if (!command_see) strcat(out_val, " * to see,");
-#endif
-
+ if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
/* Append */
#ifdef JP
-if (inven) strcat(out_val, format(" %s »ý¤Áʪ,", use_menu ? "'4'or'6'" : "'/'"));
+ if (inven) strcat(out_val, format(" %s 持ち物,", use_menu ? "'4'or'6'" : "'/'"));
#else
-if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'"));
+ if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'"));
#endif
-
}
/* Indicate legality of the "floor" item */
-#ifdef JP
-if (allow_floor) strcat(out_val, " '-'¾²¾å,");
-#else
- if (allow_floor) strcat(out_val, " - for floor,");
-#endif
-
+ if (allow_floor) strcat(out_val, _(" '-'床上,", " - for floor,"));
+ if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
/* Finish the prompt */
strcat(out_val, " ESC");
/* Show the prompt */
prt(tmp_val, 0, 0);
-
/* Get a key */
which = inkey();
if (allow_floor)
{
/* Scan all objects in the grid */
- for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
k = 0 - this_o_idx;
/* Verify the item (if required) */
-#ifdef JP
-if (other_query_flag && !verify("ËÜÅö¤Ë", k)) continue;
-#else
- if (other_query_flag && !verify("Try", k)) continue;
-#endif
-
+ if (other_query_flag && !verify(_("本当に", "Try"), k)) continue;
/* Allow player to "refuse" certain actions */
if (!get_item_allow(k)) continue;
(*cp) = k;
item = TRUE;
done = TRUE;
+#ifdef ALLOW_REPEAT
+ cur_tag = which;
+#endif /* ALLOW_REPEAT */
break;
}
(*cp) = k;
item = TRUE;
done = TRUE;
+#ifdef ALLOW_REPEAT
+ cur_tag = which;
+#endif /* ALLOW_REPEAT */
break;
}
}
/* Verify the item */
-#ifdef JP
-if (ver && !verify("ËÜÅö¤Ë", k))
-#else
- if (ver && !verify("Try", k))
-#endif
-
+ if (ver && !verify(_("本当に", "Try"), k))
{
done = TRUE;
break;
item_tester_hook = NULL;
- /* Clean up */
- if (show_choices)
- {
- /* Toggle again if needed */
- if (toggle) toggle_inven_equip();
+ /* Clean up 'show choices' */
+ /* Toggle again if needed */
+ if (toggle) toggle_inven_equip();
- /* Update */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
+ /* Update */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
- /* Window stuff */
- window_stuff();
- }
+ /* Window stuff */
+ window_stuff();
/* Clear the prompt line */
/* Warning if needed */
if (oops && str) msg_print(str);
+ if (item)
+ {
#ifdef ALLOW_REPEAT
- if (item) repeat_push(*cp);
+ repeat_push(*cp);
+ if (command_cmd) prev_tag = cur_tag;
#endif /* ALLOW_REPEAT */
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
+ }
+
/* Result */
return (item);
}
#ifdef ALLOW_EASY_FLOOR
-/*
- * scan_floor --
- *
+/*!
+ * @brief 床下に落ちているオブジェクトの数を返す / scan_floor
+ * @param items オブジェクトのIDリストを返すための配列参照ポインタ
+ * @param y 走査するフロアのY座標
+ * @param x 走査するフロアのX座標
+ * @param mode オプションフラグ
+ * @return 対象のマスに落ちているアイテム数
+ * @details
* Return a list of o_list[] indexes of items at the given cave
* location. Valid flags are:
*
if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
/* Marked */
- if ((mode & 0x02) && !o_ptr->marked) continue;
+ if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue;
/* Accept this item */
/* XXX Hack -- Enforce limit */
}
-/*
- * Display a list of the items on the floor at the given location.
+/*!
+ * @brief 床下に落ちているアイテムの一覧を返す / Display a list of the items on the floor at the given location.
+ * @param target_item カーソルの初期値
+ * @param y 走査するフロアのY座標
+ * @param x 走査するフロアのX座標
+ * @param min_width 表示の長さ
+ * @return 選択したアイテムのID
+ * @details
*/
int show_floor(int target_item, int y, int x, int *min_width)
{
int wid, hgt;
char floor_label[52 + 1];
+ bool dont_need_to_show_weights = TRUE;
+
/* Get size */
Term_get_size(&wid, &hgt);
/* Scan for objects in the grid, using item_tester_okay() */
- floor_num = scan_floor(floor_list, y, x, 0x01);
+ floor_num = scan_floor(floor_list, y, x, 0x03);
/* Display the floor objects */
for (k = 0, i = 0; i < floor_num && i < 23; i++)
o_ptr = &o_list[floor_list[i]];
/* Describe the object */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Save the index */
out_index[k] = i;
/* Be sure to account for the weight */
if (show_weights) l += 9;
+ if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE;
+
/* Maintain the maximum length */
if (l > len) len = l;
k++;
}
+ if (show_weights && dont_need_to_show_weights) len -= 9;
+
/* Save width */
*min_width = len;
{
if (j == (target_item-1))
{
-#ifdef JP
- strcpy(tmp_val, "¡Õ");
-#else
- strcpy(tmp_val, "> ");
-#endif
+ strcpy(tmp_val, _("》", "> "));
target_item_label = i;
}
else strcpy(tmp_val, " ");
c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
/* Display the weight if needed */
- if (show_weights)
+ if (show_weights && (o_ptr->tval != TV_GOLD))
{
int wgt = o_ptr->weight * o_ptr->number;
#ifdef JP
return target_item_label;
}
-/*
- * This version of get_item() is called by get_item() when
- * the easy_floor is on.
+/*!
+ * @brief オブジェクト選択の汎用関数(床上アイテム用) /
+ * Let the user select an item, save its "index"
+ * @param cp 選択したオブジェクトのIDを返す。
+ * @param pmt 選択目的のメッセージ
+ * @param str 選択できるオブジェクトがない場合のキャンセルメッセージ
+ * @param mode オプションフラグ
+ * @return プレイヤーによりアイテムが選択されたならTRUEを返す。/
*/
-bool get_item_floor(int *cp, cptr pmt, cptr str, int mode)
+bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, int mode)
{
char n1 = ' ', n2 = ' ', which = ' ';
- int j, k, i1, i2, e1, e2;
+ int j;
+ COMMAND_CODE i1, i2;
+ COMMAND_CODE e1, e2;
+ COMMAND_CODE k;
bool done, item;
bool oops = FALSE;
- bool equip = FALSE;
- bool inven = FALSE;
- bool floor = FALSE;
+ /* Extract args */
+ bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
+ bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
+ bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
bool allow_equip = FALSE;
bool allow_inven = FALSE;
#ifdef ALLOW_REPEAT
+ static char prev_tag = '\0';
+ char cur_tag = '\0';
+
/* Get the item index */
if (repeat_pull(cp))
{
- if (*cp == INVEN_FORCE) { /* the_force */
- item_tester_tval = 0;
- item_tester_hook = NULL;
- return (TRUE);
- } else
+ /* the_force */
+ if (select_the_force && (*cp == INVEN_FORCE))
+ {
+ item_tester_tval = 0;
+ item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
+ return (TRUE);
+ }
+
/* Floor item? */
- if (*cp < 0)
+ else if (floor && (*cp < 0))
{
- object_type *o_ptr;
+ if (prev_tag && command_cmd)
+ {
+ /* Scan all objects in the grid */
+ floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
- /* Special index */
- k = 0 - (*cp);
+ /* Look up the tag */
+ if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
+ {
+ /* Accept that choice */
+ (*cp) = 0 - floor_list[k];
- /* Acquire object */
- o_ptr = &o_list[k];
+ /* Forget restrictions */
+ item_tester_tval = 0;
+ item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
+
+ /* Success */
+ return TRUE;
+ }
+
+ prev_tag = '\0'; /* prev_tag is no longer effective */
+ }
/* Validate the item */
- if (item_tester_okay(o_ptr))
+ else if (item_tester_okay(&o_list[0 - (*cp)]))
{
- /* Forget the item_tester_tval restriction */
+ /* Forget restrictions */
item_tester_tval = 0;
-
- /* Forget the item_tester_hook restriction */
item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
/* Success */
- return (TRUE);
+ return TRUE;
}
}
- /* Verify the item */
- else if (get_item_okay(*cp))
+ else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
+ (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
{
- /* Forget the item_tester_tval restriction */
- item_tester_tval = 0;
+ if (prev_tag && command_cmd)
+ {
+ /* Look up the tag and validate the item */
+ if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
+ else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
+ else if (!get_item_okay(k)) /* Reject */;
+ else
+ {
+ /* Accept that choice */
+ (*cp) = k;
- /* Forget the item_tester_hook restriction */
- item_tester_hook = NULL;
+ /* Forget restrictions */
+ item_tester_tval = 0;
+ item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
- /* Success */
- return (TRUE);
+ /* Success */
+ return TRUE;
+ }
+
+ prev_tag = '\0'; /* prev_tag is no longer effective */
+ }
+
+ /* Verify the item */
+ else if (get_item_okay(*cp))
+ {
+ /* Forget restrictions */
+ item_tester_tval = 0;
+ item_tester_hook = NULL;
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
+
+ /* Success */
+ return TRUE;
+ }
}
}
#endif /* ALLOW_REPEAT */
- /* Extract args */
- if (mode & (USE_EQUIP)) equip = TRUE;
- if (mode & (USE_INVEN)) inven = TRUE;
- if (mode & (USE_FLOOR)) floor = TRUE;
-
/* Paranoia XXX XXX XXX */
msg_print(NULL);
else if (use_menu)
{
for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
- if (item_tester_okay(&inventory[j])) max_equip++;
+ if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
}
while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
+ if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
+ {
+ if (p_ptr->migite)
+ {
+ if (e2 < INVEN_LARM) e2 = INVEN_LARM;
+ }
+ else if (p_ptr->hidarite) e1 = INVEN_RARM;
+ }
+
/* Count "okay" floor items */
floor_num = 0;
if (floor)
{
/* Scan all objects in the grid */
- floor_num = scan_floor(floor_list, py, px, 0x01);
+ floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
}
/* Accept inventory */
}
/*
- * Äɲ媥ץ·¥ç¥ó(always_show_list)¤¬ÀßÄꤵ¤ì¤Æ¤¤¤ë¾ì¹ç¤Ï¾ï¤Ë°ìÍ÷¤òɽ¼¨¤¹¤ë
+ * 追加オプション(always_show_list)が設定されている場合は常に一覧を表示する
*/
if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
/* Repeat until done */
while (!done)
{
- int get_item_label = 0;
+ COMMAND_CODE get_item_label = 0;
/* Show choices */
- if (show_choices)
- {
- int ni = 0;
- int ne = 0;
+ int ni = 0;
+ int ne = 0;
- /* Scan windows */
- for (j = 0; j < 8; j++)
- {
- /* Unused */
- if (!angband_term[j]) continue;
+ /* Scan windows */
+ for (j = 0; j < 8; j++)
+ {
+ /* Unused */
+ if (!angband_term[j]) continue;
- /* Count windows displaying inven */
- if (window_flag[j] & (PW_INVEN)) ni++;
+ /* Count windows displaying inven */
+ if (window_flag[j] & (PW_INVEN)) ni++;
- /* Count windows displaying equip */
- if (window_flag[j] & (PW_EQUIP)) ne++;
- }
+ /* Count windows displaying equip */
+ if (window_flag[j] & (PW_EQUIP)) ne++;
+ }
- /* Toggle if needed */
- if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
- (command_wrk == (USE_INVEN) && !ni && ne))
- {
- /* Toggle */
- toggle_inven_equip();
+ /* Toggle if needed */
+ if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
+ (command_wrk == (USE_INVEN) && !ni && ne))
+ {
+ /* Toggle */
+ toggle_inven_equip();
- /* Track toggles */
- toggle = !toggle;
- }
+ /* Track toggles */
+ toggle = !toggle;
+ }
- /* Update */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
+ /* Update */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
- /* Redraw windows */
- window_stuff();
- }
+ /* Redraw windows */
+ window_stuff();
/* Inventory screen */
if (command_wrk == (USE_INVEN))
n2 = I2A(k - floor_top);
/* Redraw if needed */
- if (command_see) get_item_label = show_floor(menu_line, py, px, &min_width);
+ if (command_see) get_item_label = show_floor(menu_line, p_ptr->y, p_ptr->x, &min_width);
}
/* Viewing inventory */
if (command_wrk == (USE_INVEN))
{
/* Begin the prompt */
-#ifdef JP
-sprintf(out_val, "»ý¤Áʪ:");
-#else
- sprintf(out_val, "Inven:");
-#endif
+ sprintf(out_val, _("持ち物:", "Inven:"));
if (!use_menu)
{
/* Build the prompt */
-#ifdef JP
-sprintf(tmp_val, "%c-%c,'(',')',",
-#else
- sprintf(tmp_val, " %c-%c,'(',')',",
-#endif
-
+ sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
index_to_label(i1), index_to_label(i2));
/* Append */
}
/* Indicate ability to "view" */
-#ifdef JP
-if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
-#else
- if (!command_see && !use_menu) strcat(out_val, " * to see,");
-#endif
-
+ if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
/* Append */
-#ifdef JP
if (allow_equip)
{
+#ifdef JP
if (!use_menu)
- strcat(out_val, " '/' ÁõÈ÷ÉÊ,");
+ strcat(out_val, " '/' 装備品,");
else if (allow_floor)
- strcat(out_val, " '6' ÁõÈ÷ÉÊ,");
+ strcat(out_val, " '6' 装備品,");
else
- strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,");
- }
- else if (select_the_force)
- strcat(out_val, " 'w'Îýµ¤½Ñ,");
+ strcat(out_val, " '4'or'6' 装備品,");
#else
- if (allow_equip)
- {
if (!use_menu)
strcat(out_val, " / for Equip,");
else if (allow_floor)
strcat(out_val, " 6 for Equip,");
else
strcat(out_val, " 4 or 6 for Equip,");
- }
- else if (select_the_force)
- strcat(out_val, " w for the Force,");
#endif
+ }
/* Append */
if (allow_floor)
{
#ifdef JP
if (!use_menu)
- strcat(out_val, " '-'¾²¾å,");
+ strcat(out_val, " '-'床上,");
else if (allow_equip)
- strcat(out_val, " '4' ¾²¾å,");
+ strcat(out_val, " '4' 床上,");
else
- strcat(out_val, " '4'or'6' ¾²¾å,");
+ strcat(out_val, " '4'or'6' 床上,");
#else
if (!use_menu)
strcat(out_val, " - for floor,");
strcat(out_val, " 4 or 6 for floor,");
#endif
}
-
}
/* Viewing equipment */
else if (command_wrk == (USE_EQUIP))
{
/* Begin the prompt */
-#ifdef JP
-sprintf(out_val, "ÁõÈ÷ÉÊ:");
-#else
- sprintf(out_val, "Equip:");
-#endif
-
+ sprintf(out_val, _("装備品:", "Equip:"));
if (!use_menu)
{
/* Build the prompt */
-#ifdef JP
-sprintf(tmp_val, "%c-%c,'(',')',",
-#else
- sprintf(tmp_val, " %c-%c,'(',')',",
-#endif
-
+ sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
index_to_label(e1), index_to_label(e2));
/* Append */
}
/* Indicate ability to "view" */
-#ifdef JP
-if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
-#else
- if (!command_see && !use_menu) strcat(out_val, " * to see,");
-#endif
-
+ if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
/* Append */
if (allow_inven)
{
#ifdef JP
if (!use_menu)
- strcat(out_val, " '/' »ý¤Áʪ,");
+ strcat(out_val, " '/' 持ち物,");
else if (allow_floor)
- strcat(out_val, " '4' »ý¤Áʪ,");
+ strcat(out_val, " '4' 持ち物,");
else
- strcat(out_val, " '4'or'6' »ý¤Áʪ,");
+ strcat(out_val, " '4'or'6' 持ち物,");
#else
-
if (!use_menu)
strcat(out_val, " / for Inven,");
else if (allow_floor)
{
#ifdef JP
if (!use_menu)
- strcat(out_val, " '-'¾²¾å,");
+ strcat(out_val, " '-'床上,");
else if (allow_inven)
- strcat(out_val, " '6' ¾²¾å,");
+ strcat(out_val, " '6' 床上,");
else
- strcat(out_val, " '4'or'6' ¾²¾å,");
+ strcat(out_val, " '4'or'6' 床上,");
#else
if (!use_menu)
strcat(out_val, " - for floor,");
else if (command_wrk == (USE_FLOOR))
{
/* Begin the prompt */
-#ifdef JP
- sprintf(out_val, "¾²¾å:");
-#else
- sprintf(out_val, "Floor:");
-#endif
-
+ sprintf(out_val, _("床上:", "Floor:"));
if (!use_menu)
{
/* Build the prompt */
-#ifdef JP
-sprintf(tmp_val, "%c-%c,'(',')',", n1, n2);
-#else
- sprintf(tmp_val, " %c-%c,'(',')',", n1, n2);
-#endif
-
+ sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), n1, n2);
/* Append */
strcat(out_val, tmp_val);
}
/* Indicate ability to "view" */
-#ifdef JP
-if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,");
-#else
- if (!command_see && !use_menu) strcat(out_val, " * to see,");
-#endif
-
+ if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
if (use_menu)
{
if (allow_inven && allow_equip)
{
-#ifdef JP
- strcat(out_val, " '4' ÁõÈ÷ÉÊ, '6' »ý¤Áʪ,");
-#else
- strcat(out_val, " 4 for Equip, 6 for Inven,");
-#endif
-
+ strcat(out_val, _(" '4' 装備品, '6' 持ち物,", " 4 for Equip, 6 for Inven,"));
}
else if (allow_inven)
{
-#ifdef JP
- strcat(out_val, " '4'or'6' »ý¤Áʪ,");
-#else
- strcat(out_val, " 4 or 6 for Inven,");
-#endif
-
+ strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
}
else if (allow_equip)
{
-#ifdef JP
- strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,");
-#else
- strcat(out_val, " 4 or 6 for Equip,");
-#endif
-
+ strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
}
}
/* Append */
else if (allow_inven)
{
-#ifdef JP
- strcat(out_val, " '/' »ý¤Áʪ,");
-#else
- strcat(out_val, " / for Inven,");
-#endif
-
+ strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
}
else if (allow_equip)
{
-#ifdef JP
- strcat(out_val, " '/'ÁõÈ÷ÉÊ,");
-#else
- strcat(out_val, " / for Equip,");
-#endif
-
+ strcat(out_val, _(" '/'装備品,", " / for Equip,"));
}
/* Append */
if (command_see && !use_menu)
{
-#ifdef JP
- strcat(out_val, " Enter ¼¡,");
-#else
- strcat(out_val, " Enter for scroll down,");
-#endif
+ strcat(out_val, _(" Enter 次,", " Enter for scroll down,"));
}
}
+ /* Append */
+ if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
+
/* Finish the prompt */
strcat(out_val, " ESC");
case '\r':
case '+':
{
- int i, o_idx;
- cave_type *c_ptr = &cave[py][px];
-
+ int i;
+ IDX o_idx;
+ cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+
if (command_wrk != (USE_FLOOR)) break;
/* Get the object being moved. */
- o_idx = c_ptr->o_idx;
-
+ o_idx = c_ptr->o_idx;
+
/* Only rotate a pile of two or more objects. */
if (!(o_idx && o_list[o_idx].next_o_idx)) break;
/* Remove the first object from the list. */
excise_object_idx(o_idx);
-
+
/* Find end of the list. */
i = c_ptr->o_idx;
while (o_list[i].next_o_idx)
i = o_list[i].next_o_idx;
-
+
/* Add after the last object. */
o_list[i].next_o_idx = o_idx;
-
+
/* Re-scan floor list */
- floor_num = scan_floor(floor_list, py, px, 0x01);
+ floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
/* Hack -- Fix screen */
if (command_see)
(*cp) = k;
item = TRUE;
done = TRUE;
+#ifdef ALLOW_REPEAT
+ cur_tag = which;
+#endif /* ALLOW_REPEAT */
break;
}
(*cp) = k;
item = TRUE;
done = TRUE;
+#ifdef ALLOW_REPEAT
+ cur_tag = which;
+#endif /* ALLOW_REPEAT */
break;
}
}
(*cp) = k;
item = TRUE;
done = TRUE;
+#ifdef ALLOW_REPEAT
+ cur_tag = which;
+#endif /* ALLOW_REPEAT */
break;
}
}
}
/* Verify the item */
-#ifdef JP
-if (ver && !verify("ËÜÅö¤Ë", k))
-#else
- if (ver && !verify("Try", k))
-#endif
-
+ if (ver && !verify(_("本当に", "Try"), k))
{
done = TRUE;
break;
item_tester_hook = NULL;
- /* Clean up */
- if (show_choices)
- {
- /* Toggle again if needed */
- if (toggle) toggle_inven_equip();
+ /* Clean up 'show choices' */
+ /* Toggle again if needed */
+ if (toggle) toggle_inven_equip();
- /* Update */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
+ /* Update */
+ p_ptr->window |= (PW_INVEN | PW_EQUIP);
- /* Window stuff */
- window_stuff();
- }
+ /* Window stuff */
+ window_stuff();
/* Clear the prompt line */
/* Warning if needed */
if (oops && str) msg_print(str);
+ if (item)
+ {
#ifdef ALLOW_REPEAT
- if (item) repeat_push(*cp);
+ repeat_push(*cp);
+ if (command_cmd) prev_tag = cur_tag;
#endif /* ALLOW_REPEAT */
+ command_cmd = 0; /* Hack -- command_cmd is no longer effective */
+ }
+
/* Result */
return (item);
}
-
+/*!
+ * @brief 床上のアイテムを拾う選択用サブルーチン
+ * @return プレイヤーによりアイテムが選択されたならTRUEを返す。
+ */
static bool py_pickup_floor_aux(void)
{
s16b this_o_idx;
item_tester_hook = inven_carry_okay;
/* Get an object */
-#ifdef JP
- q = "¤É¤ì¤ò½¦¤¤¤Þ¤¹¤«¡©";
- s = "¤â¤¦¥¶¥Ã¥¯¤Ë¤Ï¾²¤Ë¤¢¤ë¤É¤Î¥¢¥¤¥Æ¥à¤âÆþ¤é¤Ê¤¤¡£";
-#else
- q = "Get which item? ";
- s = "You no longer have any room for the objects on the floor.";
-#endif
+ q = _("どれを拾いますか?", "Get which item? ");
+ s = _("もうザックには床にあるどのアイテムも入らない。", "You no longer have any room for the objects on the floor.");
if (get_item(&item, q, s, (USE_FLOOR)))
{
return (TRUE);
}
-
-/*
- * Make the player carry everything in a grid
- *
- * If "pickup" is FALSE then only gold will be picked up
- *
+/*!
+ * @brief 床上のアイテムを拾うメイン処理
+ * @param pickup FALSEなら金銭の自動拾いのみを行う/ FALSE then only gold will be picked up
+ * @return なし
+ * @details
* This is called by py_pickup() when easy_floor is TRUE.
*/
-void py_pickup_floor(int pickup)
+void py_pickup_floor(bool pickup)
{
s16b this_o_idx, next_o_idx = 0;
char o_name[MAX_NLEN];
object_type *o_ptr;
- int floor_num = 0, floor_list[23], floor_o_idx = 0;
+ int floor_num = 0, floor_o_idx = 0;
int can_pickup = 0;
/* Scan the pile of objects */
- for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- object_type *o_ptr;
-
/* Access the object */
o_ptr = &o_list[this_o_idx];
/* Describe the object */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Access the next object */
next_o_idx = o_ptr->next_o_idx;
{
/* Message */
#ifdef JP
- msg_format(" $%ld ¤Î²ÁÃͤ¬¤¢¤ë%s¤ò¸«¤Ä¤±¤¿¡£",
- (long)o_ptr->pval, o_name);
+ msg_format(" $%ld の価値がある%sを見つけた。",
+ (long)o_ptr->pval, o_name);
#else
msg_format("You have found %ld gold pieces worth of %s.",
- (long) o_ptr->pval, o_name);
+ (long)o_ptr->pval, o_name);
#endif
-
/* Collect the gold */
p_ptr->au += o_ptr->pval;
can_pickup++;
}
- /* Remember this object index */
- if (floor_num < 23)
- floor_list[floor_num] = this_o_idx;
-
/* Count non-gold objects */
floor_num++;
#endif /* ALLOW_EASY_SENSE */
/* Describe the object */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Message */
-#ifdef JP
- msg_format("%s¤¬¤¢¤ë¡£", o_name);
-#else
- msg_format("You see %s.", o_name);
-#endif
-
+ msg_format(_("%sがある。", "You see %s."), o_name);
}
/* Multiple objects */
else
{
/* Message */
-#ifdef JP
- msg_format("%d ¸Ä¤Î¥¢¥¤¥Æ¥à¤Î»³¤¬¤¢¤ë¡£", floor_num);
-#else
- msg_format("You see a pile of %d items.", floor_num);
-#endif
-
+ msg_format(_("%d 個のアイテムの山がある。", "You see a pile of %d items."), floor_num);
}
/* Done */
#endif /* ALLOW_EASY_SENSE */
/* Describe the object */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Message */
-#ifdef JP
- msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name);
-#else
- msg_format("You have no room for %s.", o_name);
-#endif
-
+ msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
}
/* Multiple objects */
else
{
/* Message */
-#ifdef JP
- msg_format("¥¶¥Ã¥¯¤Ë¤Ï¾²¤Ë¤¢¤ë¤É¤Î¥¢¥¤¥Æ¥à¤âÆþ¤é¤Ê¤¤¡£", o_name);
-#else
- msg_print("You have no room for any of the objects on the floor.");
-#endif
+ msg_print(_("ザックには床にあるどのアイテムも入らない。", "You have no room for any of the objects on the floor."));
}
#endif /* ALLOW_EASY_SENSE */
/* Describe the object */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Build a prompt */
-#ifdef JP
- (void) sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
-#else
- (void) sprintf(out_val, "Pick up %s? ", o_name);
-#endif
-
+ (void) sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
/* Ask the user to confirm */
if (!get_check(out_val))