-/*!
+/*!
* @file object1.c
- * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Î¼ÂÁõ / Object code, part 1
+ * @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
#endif
/*!
- * @brief ¥ª¥Ö¥¸¥§¥¯¥È¡¢ÃÏ·Á¤Îɽ¼¨¥·¥ó¥Ü¥ë¤Ê¤É½é´ü²½¤¹¤ë / Reset the "visual" lists
- * @return ¤Ê¤·
+ * @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
}
/*!
- * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Î¥Õ¥é¥°Îà¤òÇÛÎó¤ËÍ¿¤¨¤ë
+ * @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 ¥Õ¥é¥°¼èÆÀ¸µ¤Î¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
- * @param flgs ¥Õ¥é¥°¾ðÊó¤ò¼õ¤±¼è¤ëÇÛÎó
- * @return ¤Ê¤·
+ * @param o_ptr ã\83\95ã\83©ã\82°å\8f\96å¾\97å\85\83ã\81®ã\82ªã\83\96ã\82¸ã\82§ã\82¯ã\83\88æ§\8bé\80 ä½\93ã\83\9dã\82¤ã\83³ã\82¿
+ * @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])
{
}
/*!
- * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤ÎÌÀ¼¨¤µ¤ì¤Æ¤¤¤ë¥Õ¥é¥°Îà¤ò¼èÆÀ¤¹¤ë
+ * @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 ¥Õ¥é¥°¼èÆÀ¸µ¤Î¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
- * @param flgs ¥Õ¥é¥°¾ðÊó¤ò¼õ¤±¼è¤ëÇÛÎó
- * @return ¤Ê¤·
+ * @param o_ptr ã\83\95ã\83©ã\82°å\8f\96å¾\97å\85\83ã\81®ã\82ªã\83\96ã\82¸ã\82§ã\82¯ã\83\88æ§\8bé\80 ä½\93ã\83\9dã\82¤ã\83³ã\82¿
+ * @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])
{
}
/*!
- * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Îȯư¸ú²Ì̾¾Î¤òÊÖ¤¹¡Ê¥µ¥Ö¥ë¡¼¥Á¥ó/¥Ö¥ì¥¹¡Ë
- * @param o_ptr ̾¾Î¤ò¼èÆÀ¤¹¤ë¸µ¤Î¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
- * @return cptr ȯư̾¾Î¤òÊÖ¤¹Ê¸»úÎó¥Ý¥¤¥ó¥¿
+ * @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 å\90\8d称ã\82\92å\8f\96å¾\97ã\81\99ã\82\8bå\85\83ã\81®ã\82ªã\83\96ã\82¸ã\82§ã\82¯ã\83\88æ§\8bé\80 ä½\93å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @return cptr ç\99ºå\8b\95å\90\8d称ã\82\92è¿\94ã\81\99æ\96\87å\97å\88\97ã\83\9dã\82¤ã\83³ã\82¿
*/
static cptr item_activation_dragon_breath(object_type *o_ptr)
{
{
if (have_flag(flgs, dragonbreath_info[i].flag))
{
- if (n > 0) strcat(desc, _("¡¢", ", "));
+ if (n > 0) strcat(desc, _("、", ", "));
strcat(desc, dragonbreath_info[i].name);
n++;
}
}
- strcat(desc, _("¤Î¥Ö¥ì¥¹(250)", ""));
+ strcat(desc, _("ã\81®ã\83\96ã\83¬ã\82¹(250)", ""));
return (desc);
}
/*!
- * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Îȯư¸ú²Ì̾¾Î¤òÊÖ¤¹¡Ê¥µ¥Ö¥ë¡¼¥Á¥ó/ÈÆÍÑ¡Ë
- * @param o_ptr ̾¾Î¤ò¼èÆÀ¤¹¤ë¸µ¤Î¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
- * @return cptr ȯư̾¾Î¤òÊÖ¤¹Ê¸»úÎó¥Ý¥¤¥ó¥¿
+ * @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 å\90\8d称ã\82\92å\8f\96å¾\97ã\81\99ã\82\8bå\85\83ã\81®ã\82ªã\83\96ã\82¸ã\82§ã\82¯ã\83\88æ§\8bé\80 ä½\93å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @return cptr ç\99ºå\8b\95å\90\8d称ã\82\92è¿\94ã\81\99æ\96\87å\97å\88\97ã\83\9dã\82¤ã\83³ã\82¿
*/
static cptr item_activation_aux(object_type *o_ptr)
{
int constant, dice;
const activation_type* const act_ptr = find_activation_info(o_ptr);
- if (!act_ptr) return _("̤ÄêµÁ", "something undefined");
+ if (!act_ptr) return _("未定義", "something undefined");
desc = act_ptr->desc;
switch (act_ptr->index) {
case ACT_BR_FIRE:
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
- desc = _("²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ", "breath of fire (200) and resist fire");
+ 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 = _("Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ", "breath of cold (200) and resist cold");
+ 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 = _("Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹", "beat wooden clappers");
+ 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 = _("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ", "ball of acid (100) and resist 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 = _("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ", "ball of fire (100) and resist 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 = _("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ", "ball of cold (100) and resist 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 = _("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ", "ball of elec (100) and resist 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 = _("°½±À (100) ¤ÈÆǤؤÎÂÑÀ", "ball of poison (100) and resist elec");
+ desc = _("悪臭雲 (100) と毒への耐性", "ball of poison (100) and resist elec");
break;
}
dice = act_ptr->timeout.dice;
if (constant == 0 && dice == 0) {
/* We can activate it every turn */
- strcpy(timeout, _("¤¤¤Ä¤Ç¤â", "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 ¥¿¡¼¥óËè", "every %d turns"),
+ 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 ¥¿¡¼¥óËè", "every %d turns"),
+ 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*(¥ì¥Ù¥ë+10) ¥¿¡¼¥óËè", "every 3 * (level+10) turns"));
+ strcpy(timeout, _("3*(レベル+10) ターン毎", "every 3 * (level+10) turns"));
break;
case ACT_MURAMASA:
- strcpy(timeout, _("³ÎΨ50%¤Ç²õ¤ì¤ë", "(destroyed 50%)"));
+ strcpy(timeout, _("確率50%で壊れる", "(destroyed 50%)"));
break;
default:
strcpy(timeout, "undefined");
char constant_str[16], dice_str[16];
sprintf(constant_str, "%d", constant);
sprintf(dice_str, "d%d", dice);
- sprintf(timeout, _("%s%s%s ¥¿¡¼¥óËè", "every %s%s%s turns"),
+ 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 : "");
}
/*!
- * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Îȯư¸ú²Ì̾¾Î¤òÊÖ¤¹¡Ê¥á¥¤¥ó¥ë¡¼¥Á¥ó¡Ë /
+ * @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 ̾¾Î¤ò¼èÆÀ¤¹¤ë¸µ¤Î¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
- * @return cptr ȯư̾¾Î¤òÊÖ¤¹Ê¸»úÎó¥Ý¥¤¥ó¥¿
+ * @param o_ptr å\90\8d称ã\82\92å\8f\96å¾\97ã\81\99ã\82\8bå\85\83ã\81®ã\82ªã\83\96ã\82¸ã\82§ã\82¯ã\83\88æ§\8bé\80 ä½\93å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @return cptr ç\99ºå\8b\95å\90\8d称ã\82\92è¿\94ã\81\99æ\96\87å\97å\88\97ã\83\9dã\82¤ã\83³ã\82¿
*/
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))
/* Special items */
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
+ 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 "¥â¥ó¥¹¥¿¡¼¤òÊᤨ¤ë¡¢Ëô¤Ï²òÊü¤¹¤ë¡£";
-#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 "²¿¤âµ¯¤¤Ê¤¤";
-#else
- return "Nothing";
-#endif
+ return _("何も起きない", "Nothing");
}
/*!
- * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Î*´ÕÄê*ÆâÍƤò¾Ü½Ò¤·¤Æɽ¼¨¤¹¤ë /
+ * @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 *´ÕÄê*¾ðÊó¤ò¼èÆÀ¤¹¤ë¸µ¤Î¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
- * @param mode ɽ¼¨¥ª¥×¥·¥ç¥ó
- * @return ÆÃÉ®¤¹¤Ù¤¾ðÊ󤬰ì¤Ä¤Ç¤â¤¢¤Ã¤¿¾ì¹çTRUE¡¢°ì¤Ä¤â¤Ê¤¯É½¼¨¤¬¥¥ã¥ó¥»¥ë¤µ¤ì¤¿¾ì¹çFALSE¤òÊÖ¤¹¡£
+ * @param o_ptr *é\91\91å®\9a*æ\83\85å ±ã\82\92å\8f\96å¾\97ã\81\99ã\82\8bå\85\83ã\81®ã\82ªã\83\96ã\82¸ã\82§ã\82¯ã\83\88æ§\8bé\80 ä½\93å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @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)
{
/* 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++] = _("始動したときの効果...", "It can be activated for...");
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
-
+ 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++] = "¤½¤ì¤ÏÅꤲ¤¿»þ¥Ú¥Ã¥È¤ËÊѲ½¤¹¤ë¡£";
-#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++] = "¤½¤ì¤òÁõÈ÷¤·¤¿¼Ô¤ÏµÛ·ìµ´¤Ë¤Ê¤ë¡£";
-#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++] = "¤½¤ì¤ÏÁê¼ê¤ò°ì·â¤ÇÅݤ¹¤³¤È¤¬¤¢¤ë¡£";
-#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++] = "¤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
+ 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++] = "¤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
-
+ 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++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò²¼¤²¤ë¡£";
-#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++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò¾å¤²¤ë¡£";
-#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++] = "¤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
+ 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++] = "¤½¤ì¤ÏËâË¡Äñ¹³ÎϤò²¼¤²¤ë¡£";
-#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++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤ÈÃѤº¤«¤·¤¤¡£";
-#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++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È¶²¤¤¡£";
-#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++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È³Ú¤·¤¤¡£";
-#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 (o_ptr->name2 == EGO_LITE_DARKNESS) info[i++] = _("¤½¤ì¤ÏÁ´¤¯¸÷¤é¤Ê¤¤¡£", "It provides no light.");
+ 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_FUEL) && o_ptr->name2 != EGO_LITE_DARKNESS)
{
- if(rad > 0) sprintf(desc, _("¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â %d)¤ò¼ø¤±¤ë¡£", "It provides light (radius %d) when fueled."), rad);
+ 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, _("¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â %d)¤ò¼ø¤±¤ë¡£", "It provides light (radius %d) forever."), rad);
- if(rad < 0) sprintf(desc, _("¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-%d)¡£", "It decreases radius of light source by %d."), -rad);
+ 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++] = _("¤½¤ì¤ÏŤ¤¥¿¡¼¥óÌÀ¤«¤ê¤ò¼ø¤±¤ë¡£", "It provides light for much longer time.");
+ 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¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤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_EXP))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤Ï·Ð¸³Ã͵ۼý¤ËÂФ¹¤ëÂÑÀ¤ò¼ø¤±¤ë¡£";
-#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++] = "¤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_LEVITATION))
{
-#ifdef JP
-info[i++] = "¤½¤ì¤ÏÃè¤ËÉ⤯¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£";
-#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))
{
- info[i++] = _("¤½¤ì¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£", "It allows you to see invisible monsters.");
+ 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))
{
- info[i++] = _("¤½¤ì¤ÏÌð¤Î¼öʸ¤òÈ¿¼Í¤¹¤ë¡£", "It reflects bolt spells.");
+ 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))
{
- info[i++] = _("¤½¤ì¤Ï±ê¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£", "It produces a fiery sheath.");
+ 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))
{
- info[i++] = _("¤½¤ì¤ÏÅŵ¤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£", "It produces an electric sheath.");
+ 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
-
+ 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
-
+ 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++] = "¤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
if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE))
{
- info[i++] = _("¤½¤ì¤ÏÂÀ¸Å¤Î²Ò¡¹¤·¤¤±åÇ°¤¬½É¤Ã¤Æ¤¤¤ë¡£", "It carries an ancient foul curse.");
+ 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))
{
- info[i++] = _("¤½¤ì¤ÏÉÕ¶á¤Î¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤ë¡£", "It aggravates nearby creatures.");
+ 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))
{
- info[i++] = _("¤½¤ì¤Ï·Ð¸³ÃͤòµÛ¤¤¼è¤ë¡£", "It drains experience.");
+ info[i++] = _("それは経験値を吸い取る。", "It drains experience.");
}
if (o_ptr->curse_flags & TRC_SLOW_REGEN)
{
- info[i++] = _("¤½¤ì¤Ï²óÉüÎϤò¼å¤á¤ë¡£", "It slows your regenerative powers.");
+ 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) || have_flag(flgs, TR_ADD_L_CURSE))
{
- info[i++] = _("¤½¤ì¤Ï¼å¤¤¼ö¤¤¤òÁý¤ä¤¹¡£","It adds weak curses.");
+ 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) || have_flag(flgs, TR_ADD_H_CURSE))
{
- info[i++] = _("¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤òÁý¤ä¤¹¡£","It adds heavy curses.");
+ info[i++] = _("それは強力な呪いを増やす。","It adds heavy curses.");
}
if ((have_flag(flgs, TR_CALL_ANIMAL)) || (o_ptr->curse_flags & TRC_CALL_ANIMAL))
{
- info[i++] = _("¤½¤ì¤Ïưʪ¤ò¸Æ¤Ó´ó¤»¤ë¡£", "It attracts animals.");
+ info[i++] = _("それは動物を呼び寄せる。", "It attracts animals.");
}
if ((have_flag(flgs, TR_CALL_DEMON)) || (o_ptr->curse_flags & TRC_CALL_DEMON))
{
- info[i++] = _("¤½¤ì¤Ï°Ëâ¤ò¸Æ¤Ó´ó¤»¤ë¡£", "It attracts demons.");
+ info[i++] = _("それは悪魔を呼び寄せる。", "It attracts demons.");
}
if ((have_flag(flgs, TR_CALL_DRAGON)) || (o_ptr->curse_flags & TRC_CALL_DRAGON))
{
- info[i++] = _("¤½¤ì¤Ï¥É¥é¥´¥ó¤ò¸Æ¤Ó´ó¤»¤ë¡£", "It attracts dragons.");
+ info[i++] = _("それはドラゴンを呼び寄せる。", "It attracts dragons.");
}
if ((have_flag(flgs, TR_CALL_UNDEAD)) || (o_ptr->curse_flags & TRC_CALL_UNDEAD))
{
- info[i++] = _("¤½¤ì¤Ï»àÎî¤ò¸Æ¤Ó´ó¤»¤ë¡£", "It attracts undeads.");
+ 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++] = _("¤½¤ì¤Ï¶²ÉÝ´¶¤ò°ú¤µ¯¤³¤¹¡£", "It makes you subject to 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))
{
- info[i++] = _("¤½¤ì¤Ï¥é¥ó¥À¥à¤Ê¥Æ¥ì¥Ý¡¼¥È¤ò°ú¤µ¯¤³¤¹¡£", "It induces random teleportation.");
+ 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 ((have_flag(flgs, TR_LOW_MELEE)) || o_ptr->curse_flags & TRC_LOW_MELEE)
{
- info[i++] = _("¤½¤ì¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£", "It causes you to miss blows.");
+ info[i++] = _("それは攻撃を外しやすい。", "It causes you to miss blows.");
}
if ((have_flag(flgs, TR_LOW_AC)) || (o_ptr->curse_flags & TRC_LOW_AC))
{
- info[i++] = _("¤½¤ì¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£", "It helps your enemies' blows.");
+ info[i++] = _("それは攻撃を受けやすい。", "It helps your enemies' blows.");
}
if ((have_flag(flgs, TR_LOW_MAGIC)) || (o_ptr->curse_flags & TRC_LOW_MAGIC))
{
- info[i++] = _("¤½¤ì¤ÏËâË¡¤ò¾§¤¨¤Ë¤¯¤¯¤¹¤ë¡£", "It encumbers you while spellcasting.");
+ info[i++] = _("それは魔法を唱えにくくする。", "It encumbers you while spellcasting.");
}
if ((have_flag(flgs, TR_FAST_DIGEST)) || (o_ptr->curse_flags & TRC_FAST_DIGEST))
{
- info[i++] = _("¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤ò®¤¯¤¹¤ë¡£", "It speeds your metabolism.");
+ info[i++] = _("それはあなたの新陳代謝を速くする。", "It speeds your metabolism.");
}
if ((have_flag(flgs, TR_DRAIN_HP)) || (o_ptr->curse_flags & TRC_DRAIN_HP))
{
- info[i++] = _("¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¤¤¼è¤ë¡£", "It drains you.");
+ info[i++] = _("それはあなたの体力を吸い取る。", "It drains you.");
}
if ((have_flag(flgs, TR_DRAIN_MANA)) || (o_ptr->curse_flags & TRC_DRAIN_MANA))
{
- info[i++] = _("¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¤¤¼è¤ë¡£", "It drains your mana.");
+ 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 */
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.");
}
}
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 ¥ª¥Ö¥¸¥§¥¯¥ÈÁªÂò»þ¤ÎÁªÂò¥¢¥ë¥Õ¥¡¥Ù¥Ã¥È¥é¥Ù¥ë¤òÊÖ¤¹ /
+ * @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
- * @param i ¥×¥ì¥¤¥ä¡¼¤Î½ê»ý/ÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥ÈID
- * @return Âбþ¤¹¤ë¥¢¥ë¥Õ¥¡¥Ù¥Ã¥È
+ * @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)
}
/*!
- * @brief ÁªÂò¥¢¥ë¥Õ¥¡¥Ù¥Ã¥È¥é¥Ù¥ë¤«¤é¥×¥ì¥¤¥ä¡¼¤Î½ê»ý¥ª¥Ö¥¸¥§¥¯¥ÈID¤òÊÖ¤¹ /
+ * @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 Âбþ¤¹¤ëID¡£³ºÅö¥¹¥í¥Ã¥È¤Ë¥ª¥Ö¥¸¥§¥¯¥È¤¬Â¸ºß¤·¤Ê¤«¤Ã¤¿¾ì¹ç-1¤òÊÖ¤¹ / 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)
/*!
- * @brief ¥×¥ì¥¤¥ä¡¼¤Î½ê»ý/ÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥ÈID¤¬»ØÎØÏȤ«¤òÊÖ¤¹ /
- * @param i ¥×¥ì¥¤¥ä¡¼¤Î½ê»ý/ÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥ÈID
- * @return »ØÎØÏȤʤé¤ÐTRUE¤òÊÖ¤¹¡£
+ * @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)
{
/*!
- * @brief ÁªÂò¥¢¥ë¥Õ¥¡¥Ù¥Ã¥È¥é¥Ù¥ë¤«¤é¥×¥ì¥¤¥ä¡¼¤ÎÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥ÈID¤òÊÖ¤¹ /
+ * @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 Âбþ¤¹¤ëID¡£³ºÅö¥¹¥í¥Ã¥È¤Ë¥ª¥Ö¥¸¥§¥¯¥È¤¬Â¸ºß¤·¤Ê¤«¤Ã¤¿¾ì¹ç-1¤òÊÖ¤¹ / 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)
{
/*!
- * @brief ¥ª¥Ö¥¸¥§¥¯¥È¤Î³ºÅöÁõÈ÷Éô°ÌID¤òÊÖ¤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 ̾¾Î¤ò¼èÆÀ¤¹¤ë¸µ¤Î¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
- * @return Âбþ¤¹¤ëÁõÈ÷Éô°ÌID
+ * @param o_ptr å\90\8d称ã\82\92å\8f\96å¾\97ã\81\99ã\82\8bå\85\83ã\81®ã\82ªã\83\96ã\82¸ã\82§ã\82¯ã\83\88æ§\8bé\80 ä½\93å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @return 対応する装備部位ID
*/
s16b wield_slot(object_type *o_ptr)
{
}
/*!
- * @brief ½ê»ý/ÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥ÈID¤ÎÉô°Ìɽ¸½¤òÊÖ¤¹ /
+ * @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 Éô°Ìɽ¸½¤òµá¤á¤ë¥×¥ì¥¤¥ä¡¼¤Î½ê»ý/ÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥ÈID
- * @return Éô°Ìɽ¸½¤Îʸ»úÎó¥Ý¥¤¥ó¥¿
+ * @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 é\83¨ä½\8d表ç\8f¾ã\81®æ\96\87å\97å\88\97ã\83\9dã\82¤ã\83³ã\82¿
*/
cptr mention_use(int i)
{
switch (i)
{
#ifdef JP
- case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "±¿ÈÂÃæ" : ((p_ptr->ryoute && p_ptr->migite) ? " ξ¼ê" : (left_hander ? " º¸¼ê" : " ±¦¼ê")); 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_RARM: p = p_ptr->heavy_wield[0] ? "Just lifting" : (p_ptr->migite ? "Wielding" : "On arm"); break;
#endif
#ifdef JP
- case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "±¿ÈÂÃæ" : ((p_ptr->ryoute && p_ptr->hidarite) ? " ξ¼ê" : (left_hander ? " ±¦¼ê" : " º¸¼ê")); 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_LARM: p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break;
#endif
#ifdef JP
- case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "±¿ÈÂÃæ" : "¼Í·âÍÑ"; 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_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»Ø" : "±¦¼ê»Ø"); break;
+ case INVEN_RIGHT: p = (left_hander ? "左手指" : "右手指"); break;
#else
case INVEN_RIGHT: p = (left_hander ? "On left hand" : "On right hand"); break;
#endif
#ifdef JP
- case INVEN_LEFT: p = (left_hander ? "±¦¼ê»Ø" : "º¸¼ê»Ø"); break;
+ case INVEN_LEFT: p = (left_hander ? "右手指" : "左手指"); break;
#else
case INVEN_LEFT: p = (left_hander ? "On right hand" : "On left 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
+ 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 */
/*!
- * @brief ½ê»ý/ÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥ÈID¤Î¸½ºß¤Î°·¤¤Êý¤Î¾õÂÖɽ¸½¤òÊÖ¤¹ /
+ * @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 ¾õÂÖɽ¸½¤òµá¤á¤ë¥×¥ì¥¤¥ä¡¼¤Î½ê»ý/ÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥ÈID
- * @return ¾õÂÖɽ¸½ÆâÍƤÎʸ»úÎó¥Ý¥¤¥ó¥¿
+ * @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 ç\8a¶æ\85\8b表ç\8f¾å\86\85容ã\81®æ\96\87å\97å\88\97ã\83\9dã\82¤ã\83³ã\82¿
* @details
* Currently, only used for items in the equipment, not inventory.
*/
switch (i)
{
#ifdef JP
- case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "±¿ÈÂÃæ¤Î" : ((p_ptr->ryoute && p_ptr->migite) ? "ξ¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : (left_hander ? "º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : "±¦¼ê¤ËÁõÈ÷¤·¤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_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_LARM: p = p_ptr->heavy_wield[1] ? "±¿ÈÂÃæ¤Î" : ((p_ptr->ryoute && p_ptr->hidarite) ? "ξ¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : (left_hander ? "±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : "º¸¼ê¤ËÁõÈ÷¤·¤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_LARM: p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break;
#endif
#ifdef JP
- case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "»ý¤Ä¤À¤±¤ÇÀº°ìÇÕ¤Î" : "¼Í·âÍѤËÁõÈ÷¤·¤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
case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "just holding" : "shooting missiles with"; 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 ? "左手の指にはめている" : "右手の指にはめている"); break;
#else
case INVEN_RIGHT: p = (left_hander ? "wearing on your left hand" : "wearing on your right hand"); 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_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
case INVEN_LEFT: p = (left_hander ? "wearing on your right hand" : "wearing on your left hand"); break;
#endif
-#ifdef JP
- case INVEN_NECK: p = "¼ó¤Ë¤«¤±¤Æ¤¤¤ë"; break;
-#else
- case INVEN_NECK: p = "wearing around your neck"; break;
-#endif
-
-#ifdef JP
- case INVEN_LITE: p = "¸÷¸»¤Ë¤·¤Æ¤¤¤ë"; break;
-#else
- case INVEN_LITE: p = "using to light the way"; break;
-#endif
-
-#ifdef JP
- case INVEN_BODY: p = "ÂΤËÃå¤Æ¤¤¤ë"; break;
-#else
- case INVEN_BODY: p = "wearing on your body"; break;
-#endif
-
-#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
-
-#ifdef JP
- case INVEN_HANDS: p = "¼ê¤Ë¤Ä¤±¤Æ¤¤¤ë"; break;
-#else
- case INVEN_HANDS: p = "wearing on your hands"; break;
-#endif
-
-#ifdef JP
- case INVEN_FEET: p = "¤ˤϤ¤¤Æ¤¤¤ë"; break;
-#else
- case INVEN_FEET: p = "wearing on your feet"; break;
-#endif
-
-#ifdef JP
- default: p = "¥¶¥Ã¥¯¤ËÆþ¤Ã¤Æ¤¤¤ë"; 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 */
/*!
- * @brief tval/sval»ØÄê¤Î¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤¬¥×¥ì¥¤¥ä¡¼¤Î»ÈÍѲÄǽ¤ÊËâË¡½ñ¤«¤É¤¦¤«¤òÊÖ¤¹ /
+ * @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 ¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤Îtval
- * @param book_sval ¥Ù¡¼¥¹¥¢¥¤¥Æ¥à¤Îsval
- * @return »ÈÍѲÄǽ¤ÊËâË¡½ñ¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
+ * @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)
}
/*!
- * @brief ¥¢¥¤¥Æ¥à¤¬item_tester_hook¥°¥í¡¼¥Ð¥ë´Ø¿ô¥Ý¥¤¥ó¥¿¤Î¾ò·ï¤òËþ¤¿¤·¤Æ¤¤¤ë¤«¤òÊÖ¤¹ÈÆÍÑ´Ø¿ô
+ * @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 ȽÄê¤ò¹Ô¤¤¤¿¤¤¥ª¥Ö¥¸¥§¥¯¥È¹½Â¤Âλ²¾È¥Ý¥¤¥ó¥¿
- * @return item_tester_hook¤Î»²¾ÈÀè¡¢¤½¤Î¾¤¤¤¯¤Ä¤«¤ÎÎã³°¤Ë±þ¤¸¤ÆTRUE/FALSE¤òÊÖ¤¹¡£
+ * @param o_ptr å\88¤å®\9aã\82\92è¡\8cã\81\84ã\81\9fã\81\84ã\82ªã\83\96ã\82¸ã\82§ã\82¯ã\83\88æ§\8bé\80 ä½\93å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @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)
{
/*!
- * @brief ½ê»ý¥¢¥¤¥Æ¥à°ìÍ÷¤òɽ¼¨¤¹¤ë /
+ * @brief 所持アイテム一覧を表示する /
* Choice window "shadow" of the "show_inven()" function
- * @return ¤Ê¤·
+ * @return なし
*/
void display_inven(void)
{
/*!
- * @brief ÁõÈ÷¥¢¥¤¥Æ¥à°ìÍ÷¤òɽ¼¨¤¹¤ë /
+ * @brief 装備アイテム一覧を表示する /
* Choice window "shadow" of the "show_equip()" function
- * @return ¤Ê¤·
+ * @return なし
*/
void display_equip(void)
{
/* 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, "(Éð´ï¤òξ¼ê»ý¤Á)");
-#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
/*!
- * @brief ½ê»ý/ÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥È¤ËÁªÂò¥¿¥°¤òÍ¿¤¨¤ë/¥¿¥°¤Ë³ºÅö¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤¬¤¢¤ë¤«¤òÊÖ¤¹ /
+ * @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".
- * @param cp Âбþ¤¹¤ë¥¿¥°ID¤òÍ¿¤¨¤ë»²¾È¥Ý¥¤¥ó¥¿
- * @param tag ³ºÅö¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤¬¤¢¤ë¤«¤òÄ´¤Ù¤¿¤¤¥¿¥°
- * @param mode ½ê»ý¡¢ÁõÈ÷¤ÎÀÚ¤êÂؤ¨
- * @return ¥¿¥°¤Ë³ºÅö¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤¬¤¢¤ë¤Ê¤éTRUE¤òÊÖ¤¹
+ * @param cp 対å¿\9cã\81\99ã\82\8bã\82¿ã\82°IDã\82\92ä¸\8eã\81\88ã\82\8bå\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @param tag 該å½\93ã\81\99ã\82\8bã\82ªã\83\96ã\82¸ã\82§ã\82¯ã\83\88ã\81\8cã\81\82ã\82\8bã\81\8bã\82\92調ã\81¹ã\81\9fã\81\84ã\82¿ã\82°
+ * @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
/*!
- * @brief ¾²¥ª¥Ö¥¸¥§¥¯¥È¤ËÁªÂò¥¿¥°¤òÍ¿¤¨¤ë/¥¿¥°¤Ë³ºÅö¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤¬¤¢¤ë¤«¤òÊÖ¤¹ /
+ * @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 Âбþ¤¹¤ë¥¿¥°ID¤òÍ¿¤¨¤ë»²¾È¥Ý¥¤¥ó¥¿
- * @param tag ³ºÅö¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤¬¤¢¤ë¤«¤òÄ´¤Ù¤¿¤¤¥¿¥°
- * @param floor_list ¾²¾å¥¢¥¤¥Æ¥à¤ÎÇÛÎó
- * @param floor_num ¾²¾å¥¢¥¤¥Æ¥à¤ÎÇÛÎóID
- * @return ¥¿¥°¤Ë³ºÅö¤¹¤ë¥ª¥Ö¥¸¥§¥¯¥È¤¬¤¢¤ë¤Ê¤éTRUE¤òÊÖ¤¹
+ * @param cp 対å¿\9cã\81\99ã\82\8bã\82¿ã\82°IDã\82\92ä¸\8eã\81\88ã\82\8bå\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @param tag 該å½\93ã\81\99ã\82\8bã\82ªã\83\96ã\82¸ã\82§ã\82¯ã\83\88ã\81\8cã\81\82ã\82\8bã\81\8bã\82\92調ã\81¹ã\81\9fã\81\84ã\82¿ã\82°
+ * @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
/*!
- * @brief ¥¿¥°ID¤Ë¤¢¤ï¤»¤Æ¥¿¥°¥¢¥ë¥Õ¥¡¥Ù¥Ã¥È¤Î¥ê¥¹¥È¤òÊÖ¤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 ¥é¥Ù¥ë¥ê¥¹¥È¤ò¼èÆÀ¤¹¤ëʸ»úÎ󻲾ȥݥ¤¥ó¥¿
- * @param mode ½ê»ýÉʥꥹ¥È¤«ÁõÈ÷Éʥꥹ¥È¤«¤ÎÀÚ¤êÂؤ¨
- * @return ¤Ê¤·
+ * @param label ã\83©ã\83\99ã\83«ã\83ªã\82¹ã\83\88ã\82\92å\8f\96å¾\97ã\81\99ã\82\8bæ\96\87å\97å\88\97å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @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 ¥¿¥°ID¤Ë¤¢¤ï¤»¤Æ¥¿¥°¥¢¥ë¥Õ¥¡¥Ù¥Ã¥È¤Î¥ê¥¹¥È¤òÊÖ¤¹(¾²¾å¥¢¥¤¥Æ¥àÍÑ) /
+ * @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 ¥é¥Ù¥ë¥ê¥¹¥È¤ò¼èÆÀ¤¹¤ëʸ»úÎ󻲾ȥݥ¤¥ó¥¿
- * @param floor_list ¾²¾å¥¢¥¤¥Æ¥à¤ÎÇÛÎó
- * @param floor_num ¾²¾å¥¢¥¤¥Æ¥à¤ÎÇÛÎóID
- * @return ¤Ê¤·
+ * @param label ã\83©ã\83\99ã\83«ã\83ªã\82¹ã\83\88ã\82\92å\8f\96å¾\97ã\81\99ã\82\8bæ\96\87å\97å\88\97å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @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
*/
/*
*/
/*!
- * @brief ½ê»ý¥¢¥¤¥Æ¥à¤Îɽ¼¨¤ò¹Ô¤¦ /
+ * @brief 所持アイテムの表示を行う /
* Display the inventory.
- * @param target_item ¥¢¥¤¥Æ¥à¤ÎÁªÂò½èÍý¤ò¹Ô¤¦¤«Èݤ«¡£
- * @return ÁªÂò¤·¤¿¥¢¥¤¥Æ¥à¤Î¥¿¥°
+ * @param target_item アイテムの選択処理を行うか否か。
+ * @return é\81¸æ\8a\9eã\81\97ã\81\9fã\82¢ã\82¤ã\83\86ã\83 ã\81®ã\82¿ã\82°
* @details
* Hack -- do not display "trailing" empty slots
*/
{
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);
-
-#ifdef AMIGA
- if (a & 0x80) a |= 0x40;
-#endif
-
Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
if (use_bigtile) cur_col++;
/*!
- * @brief ÁõÈ÷¥¢¥¤¥Æ¥à¤Îɽ¼¨¤ò¹Ô¤¦ /
+ * @brief 装備アイテムの表示を行う /
* Display the equipment.
- * @param target_item ¥¢¥¤¥Æ¥à¤ÎÁªÂò½èÍý¤ò¹Ô¤¦¤«Èݤ«¡£
- * @return ÁªÂò¤·¤¿¥¢¥¤¥Æ¥à¤Î¥¿¥°
+ * @param target_item アイテムの選択処理を行うか否か。
+ * @return é\81¸æ\8a\9eã\81\97ã\81\9fã\82¢ã\82¤ã\83\86ã\83 ã\81®ã\82¿ã\82°
*/
int show_equip(int target_item)
{
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
{
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);
-
-#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 */
}
/*!
- * @brief ¥µ¥Ö¥¦¥£¥ó¥É¥¦¤Ë½ê»ýÉÊ¡¢ÁõÈ÷Éʥꥹ¥È¤Îɽ¼¨¤ò¹Ô¤¦ /
+ * @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 ¤Ê¤·
+ * @return なし
*/
void toggle_inven_equip(void)
{
}
/*!
- * @brief ÁªÂò¤·¤¿¥¢¥¤¥Æ¥à¤Î³Îǧ½èÍý¤ÎÊä½õ /
+ * @brief 選択したアイテムの確認処理の補助 /
* Verify the choice of an item.
- * @param prompt ¥á¥Ã¥»¡¼¥¸É½¼¨¤Î°ìÉô
- * @param item ÁªÂò¥¢¥¤¥Æ¥àID
- * @return ³Îǧ¤¬Yes¤Ê¤éTRUE¤òÊÖ¤¹¡£
+ * @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)
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 ÁªÂò¤·¤¿¥¢¥¤¥Æ¥à¤Î³Îǧ½èÍý¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
- * @param item ÁªÂò¥¢¥¤¥Æ¥àID
- * @return ³Îǧ¤¬Yes¤Ê¤éTRUE¤òÊÖ¤¹¡£
+ * @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
*/
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 '!' */
/*!
- * @brief ¥×¥ì¥¤¥ä¡¼¤Î½ê»ý/ÁõÈ÷¥ª¥Ö¥¸¥§¥¯¥È¤¬Àµµ¬¤Î¤â¤Î¤«¤òÊÖ¤¹ /
+ * @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 ÁªÂò¥¢¥¤¥Æ¥àID
- * @return Àµµ¬¤ÎID¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
+ * @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)
{
}
/*!
- * @brief ¥×¥ì¥¤¥ä¡¼¤¬¥ª¥Ö¥¸¥§¥¯¥È¤ò½¦¤¦¤³¤È¤¬¤Ç¤¤ë¾õÂÖ¤«¤òÊÖ¤¹ /
+ * @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
- * @return ¥¢¥¤¥Æ¥à¤ò½¦¤¨¤ë¤Ê¤é¤ÐTRUE¤òÊÖ¤¹¡£
+ * @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, 0x03);
+ floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
if (floor_num)
return TRUE;
}
/*!
- * @brief ¥ª¥Ö¥¸¥§¥¯¥ÈÁªÂò¤ÎÈÆÍÑ´Ø¿ô /
+ * @brief オブジェクト選択の汎用関数 /
* Let the user select an item, save its "index"
- * @param cp ÁªÂò¤·¤¿¥ª¥Ö¥¸¥§¥¯¥È¤ÎID¤òÊÖ¤¹¡£
- * @param pmt ÁªÂòÌÜŪ¤Î¥á¥Ã¥»¡¼¥¸
- * @param str ÁªÂò¤Ç¤¤ë¥ª¥Ö¥¸¥§¥¯¥È¤¬¤Ê¤¤¾ì¹ç¤Î¥¥ã¥ó¥»¥ë¥á¥Ã¥»¡¼¥¸
- * @param mode ¥ª¥×¥·¥ç¥ó¥Õ¥é¥°
- * @return ¥×¥ì¥¤¥ä¡¼¤Ë¤è¤ê¥¢¥¤¥Æ¥à¤¬ÁªÂò¤µ¤ì¤¿¤Ê¤éTRUE¤òÊÖ¤¹¡£/
+ * @param cp 選択したオブジェクトのIDを返す。
+ * @param pmt é\81¸æ\8a\9eç\9b®ç\9a\84ã\81®ã\83¡ã\83\83ã\82»ã\83¼ã\82¸
+ * @param str é\81¸æ\8a\9eã\81§ã\81\8dã\82\8bã\82ªã\83\96ã\82¸ã\82§ã\82¯ã\83\88ã\81\8cã\81ªã\81\84å ´å\90\88ã\81®ã\82ã\83£ã\83³ã\82»ã\83«ã\83¡ã\83\83ã\82»ã\83¼ã\82¸
+ * @param mode ã\82ªã\83\97ã\82·ã\83§ã\83³ã\83\95ã\83©ã\82°
+ * @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 (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;
/*
- * 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;
if (!command_wrk)
{
/* Begin the prompt */
-#ifdef JP
- sprintf(out_val, "»ý¤Áʪ:");
-#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, " '*'°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'" : "'/'"));
+ 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" : "/"));
#endif
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" : "'/'"));
#endif
}
/* Indicate legality of the "floor" item */
-#ifdef JP
- if (allow_floor) strcat(out_val, " '-'¾²¾å,");
- if (select_the_force) strcat(out_val, " 'w'Îýµ¤½Ñ,");
-#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("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;
}
/* 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;
#ifdef ALLOW_EASY_FLOOR
/*!
- * @brief ¾²²¼¤ËÍî¤Á¤Æ¤¤¤ë¥ª¥Ö¥¸¥§¥¯¥È¤Î¿ô¤òÊÖ¤¹ / scan_floor
- * @param items ¥ª¥Ö¥¸¥§¥¯¥È¤ÎID¥ê¥¹¥È¤òÊÖ¤¹¤¿¤á¤ÎÇÛÎ󻲾ȥݥ¤¥ó¥¿
- * @param y Áöºº¤¹¤ë¥Õ¥í¥¢¤ÎYºÂɸ
- * @param x Áöºº¤¹¤ë¥Õ¥í¥¢¤ÎXºÂɸ
- * @param mode ¥ª¥×¥·¥ç¥ó¥Õ¥é¥°
- * @return ÂоݤΥޥ¹¤ËÍî¤Á¤Æ¤¤¤ë¥¢¥¤¥Æ¥à¿ô
+ * @brief 床下に落ちているオブジェクトの数を返す / scan_floor
+ * @param items ã\82ªã\83\96ã\82¸ã\82§ã\82¯ã\83\88ã\81®IDã\83ªã\82¹ã\83\88ã\82\92è¿\94ã\81\99ã\81\9fã\82\81ã\81®é\85\8då\88\97å\8f\82ç\85§ã\83\9dã\82¤ã\83³ã\82¿
+ * @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 ã\82ªã\83\97ã\82·ã\83§ã\83³ã\83\95ã\83©ã\82°
+ * @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:
/*!
- * @brief ¾²²¼¤ËÍî¤Á¤Æ¤¤¤ë¥¢¥¤¥Æ¥à¤Î°ìÍ÷¤òÊÖ¤¹ / Display a list of the items on the floor at the given location.
- * @param target_item ¥«¡¼¥½¥ë¤Î½é´üÃÍ
- * @param y Áöºº¤¹¤ë¥Õ¥í¥¢¤ÎYºÂɸ
- * @param x Áöºº¤¹¤ë¥Õ¥í¥¢¤ÎXºÂɸ
- * @param min_width ɽ¼¨¤ÎŤµ
- * @return ÁªÂò¤·¤¿¥¢¥¤¥Æ¥à¤ÎID
+ * @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)
{
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, " ");
}
/*!
- * @brief ¥ª¥Ö¥¸¥§¥¯¥ÈÁªÂò¤ÎÈÆÍÑ´Ø¿ô(¾²¾å¥¢¥¤¥Æ¥àÍÑ) /
+ * @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 ÁªÂò¤·¤¿¥ª¥Ö¥¸¥§¥¯¥È¤ÎID¤òÊÖ¤¹¡£
- * @param pmt ÁªÂòÌÜŪ¤Î¥á¥Ã¥»¡¼¥¸
- * @param str ÁªÂò¤Ç¤¤ë¥ª¥Ö¥¸¥§¥¯¥È¤¬¤Ê¤¤¾ì¹ç¤Î¥¥ã¥ó¥»¥ë¥á¥Ã¥»¡¼¥¸
- * @param mode ¥ª¥×¥·¥ç¥ó¥Õ¥é¥°
- * @return ¥×¥ì¥¤¥ä¡¼¤Ë¤è¤ê¥¢¥¤¥Æ¥à¤¬ÁªÂò¤µ¤ì¤¿¤Ê¤éTRUE¤òÊÖ¤¹¡£/
+ * @param cp 選択したオブジェクトのIDを返す。
+ * @param pmt é\81¸æ\8a\9eç\9b®ç\9a\84ã\81®ã\83¡ã\83\83ã\82»ã\83¼ã\82¸
+ * @param str é\81¸æ\8a\9eã\81§ã\81\8dã\82\8bã\82ªã\83\96ã\82¸ã\82§ã\82¯ã\83\88ã\81\8cã\81ªã\81\84å ´å\90\88ã\81®ã\82ã\83£ã\83³ã\82»ã\83«ã\83¡ã\83\83ã\82»ã\83¼ã\82¸
+ * @param mode ã\82ªã\83\97ã\82·ã\83§ã\83³ã\83\95ã\83©ã\82°
+ * @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)
{
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 */
}
/*
- * 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;
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 */
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,");
+ strcat(out_val, " '4'or'6' 装備品,");
#else
if (!use_menu)
strcat(out_val, " / for Equip,");
{
#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,");
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,");
{
#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 */
-#ifdef JP
- if (select_the_force) strcat(out_val, " 'w'Îýµ¤½Ñ,");
-#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("ËÜÅö¤Ë", k))
-#else
- if (ver && !verify("Try", k))
-#endif
-
+ if (ver && !verify(_("本当に", "Try"), k))
{
done = TRUE;
break;
}
/*!
- * @brief ¾²¾å¤Î¥¢¥¤¥Æ¥à¤ò½¦¤¦ÁªÂòÍÑ¥µ¥Ö¥ë¡¼¥Á¥ó
- * @return ¥×¥ì¥¤¥ä¡¼¤Ë¤è¤ê¥¢¥¤¥Æ¥à¤¬ÁªÂò¤µ¤ì¤¿¤Ê¤éTRUE¤òÊÖ¤¹¡£
+ * @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)
{
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)))
{
}
/*!
- * @brief ¾²¾å¤Î¥¢¥¤¥Æ¥à¤ò½¦¤¦¥á¥¤¥ó½èÍý
- * @param pickup FALSE¤Ê¤é¶âÁ¬¤Î¼«Æ°½¦¤¤¤Î¤ß¤ò¹Ô¤¦/ FALSE then only gold will be picked up
- * @return ¤Ê¤·
+ * @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.
*/
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];
{
/* 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;
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 */
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."));
}
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))