#include "angband.h"
#include "util.h"
-#include "term.h"
+#include "gameterm.h"
#include "core.h"
#include "artifact.h"
#include "sort.h"
-#include "store.h"
+#include "market/store.h"
+#include "market/store-util.h"
#include "monster.h"
#include "object-flavor.h"
#include "object-hook.h"
#include "object-ego.h"
-#include "objectkind.h"
+#include "object/object-kind.h"
#include "floor-town.h"
#include "files.h"
-
/*
* The spoiler file being created
*/
*/
static concptr attr_to_text(monster_race *r_ptr)
{
-#ifdef JP000
- if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "透明な";
- if (r_ptr->flags1 & RF1_ATTR_MULTI) return "万色の";
- if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "準ランダムな";
-#else
- if (r_ptr->flags1 & RF1_ATTR_CLEAR) return "Clear";
- if (r_ptr->flags1 & RF1_ATTR_MULTI) return "Multi";
- if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return "S.Rand";
-#endif
+ if (r_ptr->flags1 & RF1_ATTR_CLEAR) return _("透明な", "Clear");
+ if (r_ptr->flags1 & RF1_ATTR_MULTI) return _("万色の", "Multi");
+ if (r_ptr->flags1 & RF1_ATTR_SEMIRAND) return _("準ランダムな", "S.Rand");
switch (r_ptr->d_attr)
{
-#ifdef JP000
- case TERM_DARK: return "XXXい";
- case TERM_WHITE: return "白い";
- case TERM_SLATE: return "青灰色の";
- case TERM_ORANGE: return "オレンジの";
- case TERM_RED: return "赤い";
- case TERM_GREEN: return "緑の";
- case TERM_BLUE: return "青い";
- case TERM_UMBER: return "琥珀色の";
- case TERM_L_DARK: return "灰色の";
- case TERM_L_WHITE: return "明青灰色の";
- case TERM_VIOLET: return "紫の";
- case TERM_YELLOW: return "黄色い";
- case TERM_L_RED: return "明い赤の";
- case TERM_L_GREEN: return "明い緑の";
- case TERM_L_BLUE: return "明い青の";
- case TERM_L_UMBER: return "明い琥珀色の";
-#else
- case TERM_DARK: return "xxx";
- case TERM_WHITE: return "White";
- case TERM_SLATE: return "Slate";
- case TERM_ORANGE: return "Orange";
- case TERM_RED: return "Red";
- case TERM_GREEN: return "Green";
- case TERM_BLUE: return "Blue";
- case TERM_UMBER: return "Umber";
- case TERM_L_DARK: return "L.Dark";
- case TERM_L_WHITE: return "L.Slate";
- case TERM_VIOLET: return "Violet";
- case TERM_YELLOW: return "Yellow";
- case TERM_L_RED: return "L.Red";
- case TERM_L_GREEN: return "L.Green";
- case TERM_L_BLUE: return "L.Blue";
- case TERM_L_UMBER: return "L.Umber";
-#endif
+ case TERM_DARK: return _("黒い", "Dark");
+ case TERM_WHITE: return _("白い", "White");
+ case TERM_SLATE: return _("青灰色の", "Slate");
+ case TERM_ORANGE: return _("オレンジの", "Orange");
+ case TERM_RED: return _("赤い", "Red");
+ case TERM_GREEN: return _("緑の", "Green");
+ case TERM_BLUE: return _("青い", "Blue");
+ case TERM_UMBER: return _("琥珀色の", "Umber");
+ case TERM_L_DARK: return _("灰色の", "L.Dark");
+ case TERM_L_WHITE: return _("明るい青灰色の", "L.Slate");
+ case TERM_VIOLET: return _("紫の", "Violet");
+ case TERM_YELLOW: return _("黄色の", "Yellow");
+ case TERM_L_RED: return _("明るい赤の", "L.Red");
+ case TERM_L_GREEN: return _("明るい緑の", "L.Green");
+ case TERM_L_BLUE: return _("明るい青の", "L.Blue");
+ case TERM_L_UMBER: return _("明るい琥珀色の", "L.Umber");
}
-#ifdef JP000
- return "変な";
-#else
- return "Icky";
-#endif
+ return _("変な色の", "Icky");
}
object_prep(o_ptr, i);
/* Save the name */
- o_ptr->name1 = (byte_hack)name1;
+ o_ptr->name1 = (byte)name1;
/* Extract the fields */
o_ptr->pval = a_ptr->pval;
fprintf(fff, "%s\n", art_ptr->description);
/* unidentified */
- if (!(o_ptr->ident & (IDENT_MENTAL)))
+ if (!OBJECT_IS_FULL_KNOWN(o_ptr))
{
fprintf(fff, _("%s不明\n", "%sUnknown\n"), INDENT1);
}
{
int i, j;
- store_type *st_ptr;
+ store_type *store_ptr;
object_type *q_ptr;
char buf[1024];
}
/* random artifacts in home */
- st_ptr = &town_info[1].store[STORE_HOME];
- for (i = 0; i < st_ptr->stock_num; i++)
+ store_ptr = &town_info[1].store[STORE_HOME];
+ for (i = 0; i < store_ptr->stock_num; i++)
{
- q_ptr = &st_ptr->stock[i];
+ q_ptr = &store_ptr->stock[i];
spoil_random_artifact_aux(creature_ptr, q_ptr, j);
}
/* random artifacts in museum */
- st_ptr = &town_info[1].store[STORE_MUSEUM];
- for (i = 0; i < st_ptr->stock_num; i++)
+ store_ptr = &town_info[1].store[STORE_MUSEUM];
+ for (i = 0; i < store_ptr->stock_num; i++)
{
- q_ptr = &st_ptr->stock[i];
+ q_ptr = &store_ptr->stock[i];
spoil_random_artifact_aux(creature_ptr, q_ptr, j);
}
}