object_flags(o_ptr, flgs);
/* Require activation ability */
-#ifdef JP
- if (!(have_flag(flgs, TR_ACTIVATE))) return ("なし");
-#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))
/* Special items */
if (o_ptr->tval == TV_WHISTLE)
{
-#ifdef JP
-return "ペット呼び寄せ : 100+d100ターン毎";
-#else
- return "call pet every 100+d100 turns";
-#endif
+ return _("ペット呼び寄せ : 100+d100ターン毎", "call pet every 100+d100 turns");
}
if (o_ptr->tval == TV_CAPTURE)
{
-#ifdef JP
-return "モンスターを捕える、又は解放する。";
-#else
- return "captures or releases a monster.";
-#endif
+ return _("モンスターを捕える、又は解放する。", "captures or releases a monster.");
}
/* Oops */
-#ifdef JP
- return "何も起きない";
-#else
- return "Nothing";
-#endif
+ return _("何も起きない", "Nothing");
}
/* Mega-Hack -- describe activation */
if (have_flag(flgs, TR_ACTIVATE))
{
-#ifdef JP
-info[i++] = "始動したときの効果...";
-#else
- info[i++] = "It can be activated for...";
-#endif
-
+ info[i++] = _("始動したときの効果...", "It can be activated for...");
info[i++] = item_activation(o_ptr);
-#ifdef JP
-info[i++] = "...ただし装備していなければならない。";
-#else
- info[i++] = "...if it is being worn.";
-#endif
-
+ info[i++] = _("...ただし装備していなければならない。", "...if it is being worn.");
}
/* Figurines, a hack */
if (o_ptr->tval == TV_FIGURINE)
{
-#ifdef JP
-info[i++] = "それは投げた時ペットに変化する。";
-#else
- info[i++] = "It will transform into a pet when thrown.";
-#endif
-
+ 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.");
}
/* Figurines, a hack */
if (o_ptr->name1 == ART_STONEMASK)
{
-#ifdef JP
-info[i++] = "それを装備した者は吸血鬼になる。";
-#else
- info[i++] = "It makes you turn into a vampire permanently.";
-#endif
-
+ 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.");
}
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
{
-#ifdef JP
-info[i++] = "それは相手を一撃で倒すことがある。";
-#else
- info[i++] = "It will attempt to kill a monster instantly.";
-#endif
-
+ 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.");
}
if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
{
-#ifdef JP
-info[i++] = "それは自分自身に攻撃が返ってくることがある。";
-#else
- info[i++] = "It causes you to strike yourself sometimes.";
-#endif
-
-#ifdef JP
-info[i++] = "それは無敵のバリアを切り裂く。";
-#else
- info[i++] = "It always penetrates invulnerability barriers.";
-#endif
+ 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.");
}
if (o_ptr->name2 == EGO_2WEAPON)
{
-#ifdef JP
-info[i++] = "それは二刀流での命中率を向上させる。";
-#else
- info[i++] = "It affects your ability to hit when you are wielding two weapons.";
-#endif
-
+ 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.");
}
if (have_flag(flgs, TR_EASY_SPELL))
{
-#ifdef JP
-info[i++] = "それは魔法の難易度を下げる。";
-#else
- info[i++] = "It affects your ability to cast spells.";
-#endif
+ info[i++] = _("それは魔法の難易度を下げる。", "It affects your ability to cast spells.");
}
if (o_ptr->name2 == EGO_AMU_FOOL)
{
-#ifdef JP
-info[i++] = "それは魔法の難易度を上げる。";
-#else
- info[i++] = "It interferes with casting spells.";
-#endif
+ info[i++] = _("それは魔法の難易度を上げる。", "It interferes with casting spells.");
}
if (o_ptr->name2 == EGO_RING_THROW)
{
-#ifdef JP
-info[i++] = "それは物を強く投げることを可能にする。";
-#else
- info[i++] = "It provides great strength when you throw an item.";
-#endif
+ 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.");
}
if (o_ptr->name2 == EGO_AMU_NAIVETY)
{
-#ifdef JP
-info[i++] = "それは魔法抵抗力を下げる。";
-#else
- info[i++] = "It decreases your magic resistance.";
-#endif
+ info[i++] = _("それは魔法抵抗力を下げる。", "It decreases your magic resistance.");
}
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++] = "それは部屋に飾ると恥ずかしい。";
-#else
- info[i++] = "It is shameful.";
-#endif
+ 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))
-#ifdef JP
- info[i++] = "それは部屋に飾ると恐い。";
-#else
- info[i++] = "It is fearful.";
-#endif
+ info[i++] = _("それは部屋に飾ると恐い。", "It is fearful.");
else
-#ifdef JP
- info[i++] = "それは部屋に飾ると楽しい。";
-#else
- info[i++] = "It is cheerful.";
-#endif
+ info[i++] = _("それは部屋に飾ると楽しい。", "It is cheerful.");
}
/* Hack -- describe lite's */
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++] = "それは乗馬中は非常に使いやすい。";
-#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++] = "それは乗馬中でも使いやすい。";
-#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++] = "それは腕力に影響を及ぼす。";
-#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++] = "それは知能に影響を及ぼす。";
-#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++] = "それは賢さに影響を及ぼす。";
-#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++] = "それは器用さに影響を及ぼす。";
-#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++] = "それは耐久力に影響を及ぼす。";
-#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++] = "それは魅力に影響を及ぼす。";
-#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++] = "それは魔法道具使用能力に影響を及ぼす。";
-#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++] = "それは隠密行動能力に影響を及ぼす。";
-#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++] = "それは探索能力に影響を及ぼす。";
-#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++] = "それは赤外線視力に影響を及ぼす。";
-#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++] = "それは採掘能力に影響を及ぼす。";
-#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++] = "それはスピードに影響を及ぼす。";
-#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++] = "それは打撃回数に影響を及ぼす。";
-#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++] = "それは酸によって大きなダメージを与える。";
-#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++] = "それは電撃によって大きなダメージを与える。";
-#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++] = "それは火炎によって大きなダメージを与える。";
-#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++] = "それは冷気によって大きなダメージを与える。";
-#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++] = "それは敵を毒する。";
-#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++] = "それはカオス的な効果を及ぼす。";
-#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++] = "それは敵から生命力を吸収する。";
-#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++] = "それは地震を起こすことができる。";
-#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++] = "それは非常に切れ味が鋭く敵を切断することができる。";
-#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++] = "それはドラゴンにとっての天敵である。";
-#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++] = "それはドラゴンに対して特に恐るべき力を発揮する。";
-#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++] = "それはオークにとっての天敵である。";
-#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++] = "それはオークに対して特に恐るべき力を発揮する。";
-#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++] = "それはトロルにとっての天敵である。";
-#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++] = "それはトロルに対して特に恐るべき力を発揮する。";
-#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++] = "それは巨人にとっての天敵である。";
-#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++] = "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。";
-#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++] = "それはデーモンにとっての天敵である。";
-#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++] = "それはデーモンに対して聖なる力を発揮する。";
-#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++] = "それはアンデッドにとっての天敵である。";
-#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++] = "それはアンデッドに対して聖なる力を発揮する。";
-#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++] = "それは邪悪なる存在にとっての天敵である。";
-#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++] = "それは邪悪なる存在に対して聖なる力で攻撃する。";
-#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++] = "それは自然界の動物にとっての天敵である。";
-#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++] = "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。";
-#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++] = "それは人間にとっての天敵である。";
-#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++] = "それは人間に対して特に恐るべき力を発揮する。";
-#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++] = "それは使用者の魔力を使って攻撃する。";
-#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++] = "それは魔力の消費を押さえる。";
-#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++] = "それはあなたの腕力を維持する。";
-#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++] = "それはあなたの知能を維持する。";
-#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++] = "それはあなたの賢さを維持する。";
-#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++] = "それはあなたの器用さを維持する。";
-#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++] = "それはあなたの耐久力を維持する。";
-#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++] = "それはあなたの魅力を維持する。";
-#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++] = "それは酸に対する完全な免疫を授ける。";
-#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++] = "それは電撃に対する完全な免疫を授ける。";
-#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++] = "それは火に対する完全な免疫を授ける。";
-#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++] = "それは寒さに対する完全な免疫を授ける。";
-#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++] = "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。";
-#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++] = "それは麻痺に対する完全な免疫を授ける。";
-#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_EXP))
{
-#ifdef JP
-info[i++] = "それは経験値吸収に対する耐性を授ける。";
-#else
- info[i++] = "It provides resistance to experience 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++] = "それは恐怖への完全な耐性を授ける。";
-#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++] = "それは酸への耐性を授ける。";
-#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++] = "それは電撃への耐性を授ける。";
-#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++] = "それは火への耐性を授ける。";
-#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++] = "それは寒さへの耐性を授ける。";
-#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++] = "それは毒への耐性を授ける。";
-#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++] = "それは閃光への耐性を授ける。";
-#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++] = "それは暗黒への耐性を授ける。";
-#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++] = "それは盲目への耐性を授ける。";
-#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++] = "それは混乱への耐性を授ける。";
-#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++] = "それは轟音への耐性を授ける。";
-#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++] = "それは破片への耐性を授ける。";
-#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++] = "それは地獄への耐性を授ける。";
-#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++] = "それは因果混乱への耐性を授ける。";
-#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++] = "それはカオスへの耐性を授ける。";
-#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++] = "それは劣化への耐性を授ける。";
-#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_LEVITATION))
{
-#ifdef JP
-info[i++] = "それは宙に浮くことを可能にする。";
-#else
- info[i++] = "It allows you to levitate.";
-#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))
}
if (have_flag(flgs, TR_TELEPATHY))
{
-#ifdef JP
-info[i++] = "それはテレパシー能力を授ける。";
-#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++] = "それは自然界の生物を感知する。";
-#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++] = "それはアンデッドを感知する。";
-#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++] = "それは悪魔を感知する。";
-#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++] = "それはオークを感知する。";
-#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++] = "それはトロルを感知する。";
-#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++] = "それは巨人を感知する。";
-#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++] = "それはドラゴンを感知する。";
-#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++] = "それは人間を感知する。";
-#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++] = "それは邪悪な存在を感知する。";
-#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++] = "それは善良な存在を感知する。";
-#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++] = "それは活動する無生物体を感知する。";
-#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++] = "それは特別な強敵を感知する。";
-#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++] = "それはあなたの新陳代謝を遅くする。";
-#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++] = "それは体力回復力を強化する。";
-#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++] = "それは危険に対して警告を発する。";
-#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))
{
}
if (have_flag(flgs, TR_SH_COLD))
{
-#ifdef JP
-info[i++] = "それは冷気のバリアを張る。";
-#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++] = "それは反魔法バリアを張る。";
-#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++] = "それはテレポートを邪魔する。";
-#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++] = "それは矢/ボルト/弾をより強力に発射することができる。";
-#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++] = "それは矢/ボルト/弾を非常に早く発射することができる。";
-#else
- info[i++] = "It fires missiles excessively fast.";
-#endif
-
- }
-
- if (have_flag(flgs, TR_BLESSED))
- {
-#ifdef JP
-info[i++] = "それは神に祝福されている。";
-#else
- info[i++] = "It has been blessed by the gods.";
-#endif
+ 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))
+ {
+ info[i++] = _("それは神に祝福されている。", "It has been blessed by the gods.");
}
if (object_is_cursed(o_ptr))
{
if (o_ptr->curse_flags & TRC_PERMA_CURSE)
{
-#ifdef JP
-info[i++] = "それは永遠の呪いがかけられている。";
-#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++] = "それは強力な呪いがかけられている。";
-#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++] = "それは呪われている。";
-#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
switch (o_ptr->sval)
{
case SV_RING_LORDLY:
-#ifdef JP
- info[i++] = "それは幾つかのランダムな耐性を授ける。";
-#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++] = "それはひとつの低級なESPを授ける事がある。";
-#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++] = "それは毒への耐性を授ける事がある。";
-#else
- info[i++] = "It may provides resistance to poison.";
-#endif
-#ifdef JP
- info[i++] = "それはランダムな耐性を授ける事がある。";
-#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++] = "それは最大で3つまでの低級なESPを授ける。";
-#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++] = "それは酸・電撃・火炎・冷気では傷つかない。";
-#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++] = "それは酸では傷つかない。";
-#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++] = "それは電撃では傷つかない。";
-#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++] = "それは火炎では傷つかない。";
-#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++] = "それは冷気では傷つかない。";
-#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.");
}
}
prt("'", 1, (use_bigtile ? 20 : 19) + namelen);
}
else
-#ifdef JP
-prt(" アイテムの能力:", 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("-- 続く --", 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("[何かキーを押すとゲームに戻ります]", 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();
case INVEN_LEFT: p = (left_hander ? "On right hand" : "On left hand"); break;
#endif
-#ifdef JP
- case INVEN_NECK: p = " 首"; break;
-#else
- case INVEN_NECK: p = "Around neck"; break;
-#endif
-
-#ifdef JP
- case INVEN_LITE: p = " 光源"; break;
-#else
- case INVEN_LITE: p = "Light source"; break;
-#endif
-
-#ifdef JP
- case INVEN_BODY: p = " 体"; break;
-#else
- case INVEN_BODY: p = "On body"; break;
-#endif
-
-#ifdef JP
- case INVEN_OUTER: p = "体の上"; break;
-#else
- case INVEN_OUTER: p = "About body"; break;
-#endif
-
-#ifdef JP
- case INVEN_HEAD: p = " 頭"; break;
-#else
- case INVEN_HEAD: p = "On head"; break;
-#endif
-
-#ifdef JP
- case INVEN_HANDS: p = " 手"; break;
-#else
- case INVEN_HANDS: p = "On hands"; break;
-#endif
-
-#ifdef JP
- case INVEN_FEET: p = " 足"; break;
-#else
- case INVEN_FEET: p = "On feet"; break;
-#endif
-
-#ifdef JP
- default: p = "ザック"; break;
-#else
- default: p = "In pack"; 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;
}
/* Return the result */
case INVEN_LEFT: p = (left_hander ? "wearing on your right hand" : "wearing on your left hand"); break;
#endif
-#ifdef JP
- case INVEN_NECK: p = "首にかけている"; break;
-#else
- case INVEN_NECK: p = "wearing around your neck"; break;
-#endif
-
-#ifdef JP
- case INVEN_LITE: p = "光源にしている"; break;
-#else
- case INVEN_LITE: p = "using to light the way"; break;
-#endif
-
-#ifdef JP
- case INVEN_BODY: p = "体に着ている"; break;
-#else
- case INVEN_BODY: p = "wearing on your body"; break;
-#endif
-
-#ifdef JP
- case INVEN_OUTER: p = "身にまとっている"; break;
-#else
- case INVEN_OUTER: p = "wearing on your back"; break;
-#endif
-
-#ifdef JP
- case INVEN_HEAD: p = "頭にかぶっている"; break;
-#else
- case INVEN_HEAD: p = "wearing on your head"; break;
-#endif
-
-#ifdef JP
- case INVEN_HANDS: p = "手につけている"; break;
-#else
- case INVEN_HANDS: p = "wearing on your hands"; break;
-#endif
-
-#ifdef JP
- case INVEN_FEET: p = "足にはいている"; break;
-#else
- case INVEN_FEET: p = "wearing on your feet"; break;
-#endif
-
-#ifdef JP
- default: p = "ザックに入っている"; break;
-#else
- default: p = "carrying in your pack"; 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 */
/* Obtain an item description */
if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
{
-#ifdef JP
- strcpy(o_name, "(武器を両手持ち)");
-#else
- strcpy(o_name, "(wielding with two-hands)");
-#endif
+ strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
attr = TERM_WHITE;
}
else
{
if (j == (target_item-1))
{
-#ifdef JP
- strcpy(tmp_val, "》");
-#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);
-
-#ifdef AMIGA
- if (a & 0x80) a |= 0x40;
-#endif
-
Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
if (use_bigtile) cur_col++;
{
if (j == (target_item-1))
{
-#ifdef JP
- strcpy(tmp_val, "》");
-#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);
-
-#ifdef AMIGA
- if (a & 0x80) a |= 0x40;
-#endif
-
Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
if (use_bigtile) cur_col++;
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 */
object_desc(o_name, o_ptr, 0);
/* Prompt */
-#ifdef JP
-(void)sprintf(out_val, "%s%sですか? ", 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));
if ((s[1] == command_cmd) || (s[1] == '*'))
{
/* Verify the choice */
-#ifdef JP
-if (!verify("本当に", item)) return (FALSE);
-#else
- if (!verify("Really try", item)) return (FALSE);
-#endif
-
+ if (!verify(_("本当に", "Really try"), item)) return (FALSE);
}
/* Find another '!' */
if (item_tester_okay(&inventory[j]))
return TRUE;
- floor_num = scan_floor(floor_list, py, px, 0x03);
+ floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
if (floor_num)
return TRUE;
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;
if (!command_wrk)
{
/* Begin the prompt */
-#ifdef JP
- sprintf(out_val, "持ち物:");
-#else
- sprintf(out_val, "Inven:");
-#endif
+ 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, " '*'一覧,");
-#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
else
{
/* Begin the prompt */
-#ifdef JP
- sprintf(out_val, "装備品:");
-#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, " '*'一覧,");
-#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
}
/* Indicate legality of the "floor" item */
-#ifdef JP
- if (allow_floor) strcat(out_val, " '-'床上,");
- if (select_the_force) strcat(out_val, " 'w'練気術,");
-#else
- if (allow_floor) strcat(out_val, " - for floor,");
- if (select_the_force) strcat(out_val, " w for the Force,");
-#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");
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("本当に", 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;
}
/* Verify the item */
-#ifdef JP
-if (ver && !verify("本当に", k))
-#else
- if (ver && !verify("Try", k))
-#endif
-
+ if (ver && !verify(_("本当に", "Try"), k))
{
done = TRUE;
break;
{
if (j == (target_item-1))
{
-#ifdef JP
- strcpy(tmp_val, "》");
-#else
- strcpy(tmp_val, "> ");
-#endif
+ strcpy(tmp_val, _("》", "> "));
target_item_label = i;
}
else strcpy(tmp_val, " ");
if (prev_tag && command_cmd)
{
/* Scan all objects in the grid */
- floor_num = scan_floor(floor_list, py, px, 0x03);
+ floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
/* Look up the tag */
if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
if (floor)
{
/* Scan all objects in the grid */
- floor_num = scan_floor(floor_list, py, px, 0x03);
+ floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
}
/* Accept inventory */
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, "持ち物:");
-#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, " '*'一覧,");
-#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_equip)
else if (command_wrk == (USE_EQUIP))
{
/* Begin the prompt */
-#ifdef JP
- sprintf(out_val, "装備品:");
-#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, " '*'一覧,");
-#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)
else if (command_wrk == (USE_FLOOR))
{
/* Begin the prompt */
-#ifdef JP
- sprintf(out_val, "床上:");
-#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, " '*'一覧,");
-#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' 装備品, '6' 持ち物,");
-#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' 持ち物,");
-#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' 装備品,");
-#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, " '/' 持ち物,");
-#else
- strcat(out_val, " / for Inven,");
-#endif
+ strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
}
else if (allow_equip)
{
-#ifdef JP
- strcat(out_val, " '/'装備品,");
-#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 次,");
-#else
- strcat(out_val, " Enter for scroll down,");
-#endif
+ strcat(out_val, _(" Enter 次,", " Enter for scroll down,"));
}
}
/* Append */
-#ifdef JP
- if (select_the_force) strcat(out_val, " 'w'練気術,");
-#else
- if (select_the_force) strcat(out_val, " w for the Force,");
-#endif
+ if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
/* Finish the prompt */
strcat(out_val, " ESC");
case '+':
{
int i, o_idx;
- cave_type *c_ptr = &cave[py][px];
+ cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
if (command_wrk != (USE_FLOOR)) break;
o_list[i].next_o_idx = o_idx;
/* Re-scan floor list */
- floor_num = scan_floor(floor_list, py, px, 0x03);
+ floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
/* Hack -- Fix screen */
if (command_see)
}
/* Verify the item */
-#ifdef JP
-if (ver && !verify("本当に", k))
-#else
- if (ver && !verify("Try", k))
-#endif
-
+ if (ver && !verify(_("本当に", "Try"), k))
{
done = TRUE;
break;
item_tester_hook = inven_carry_okay;
/* Get an object */
-#ifdef JP
- q = "どれを拾いますか?";
- s = "もうザックには床にあるどのアイテムも入らない。";
-#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)))
{
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;
object_desc(o_name, o_ptr, 0);
/* Message */
-#ifdef JP
- msg_format("%sがある。", 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 個のアイテムの山がある。", 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 */
object_desc(o_name, o_ptr, 0);
/* Message */
-#ifdef JP
- msg_format("ザックには%sを入れる隙間がない。", 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("ザックには床にあるどのアイテムも入らない。", 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."));
}
object_desc(o_name, o_ptr, 0);
/* Build a prompt */
-#ifdef JP
- (void) sprintf(out_val, "%sを拾いますか? ", 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))