X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fobject1.c;h=2e52f974e19c8d2f9babd5e9aebdd99cbca07bac;hb=459fb2be8e178e7acb910cb282c00e609436dedf;hp=c1861c94e8cb3b353ba4da4bfcb92a7add5e9509;hpb=3b64d74cc334f65fbdfbee3e0aa3c756d889d137;p=hengband%2Fhengband.git diff --git a/src/object1.c b/src/object1.c index c1861c94e..2e52f974e 100644 --- a/src/object1.c +++ b/src/object1.c @@ -1,39 +1,41 @@ -/* File: object1.c */ - -/* - * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke - * - * This software may be copied and distributed for educational, research, - * and not for profit purposes provided that this copyright and statement - * are included in all such copies. Other copyrights may also apply. +/*! + * @file object1.c + * @brief オブジェクトの実装 / Object code, part 1 + * @date 2014/01/10 + * @author + * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n + *\n + * This software may be copied and distributed for educational, research,\n + * and not for profit purposes provided that this copyright and statement\n + * are included in all such copies. Other copyrights may also apply.\n + * 2014 Deskull rearranged comment for Doxygen.\n */ -/* Purpose: Object code, part 1 */ - #include "angband.h" -#ifdef MACINTOSH +#if defined(MACINTOSH) || defined(MACH_O_CARBON) #ifdef verify #undef verify #endif #endif -/* - * Reset the "visual" lists - * - * This involves resetting various things to their "default" state. - * - * If the "prefs" flag is TRUE, then we will also load the appropriate - * "user pref file" based on the current setting of the "use_graphics" - * flag. This is useful for switching "graphics" on/off. - * - * The features, objects, and monsters, should all be encoded in the - * relevant "font.pref" and/or "graf.prf" files. XXX XXX XXX - * - * The "prefs" parameter is no longer meaningful. XXX XXX XXX + +/*! + * @brief オブジェクト、地形の表示シンボルなど初期化する / Reset the "visual" lists + * @return なし + * This involves resetting various things to their "default" state.\n + *\n + * If the "prefs" flag is TRUE, then we will also load the appropriate\n + * "user pref file" based on the current setting of the "use_graphics"\n + * flag. This is useful for switching "graphics" on/off.\n + *\n + * The features, objects, and monsters, should all be encoded in the\n + * relevant "font.pref" and/or "graf.prf" files. XXX XXX XXX\n + *\n + * The "prefs" parameter is no longer meaningful. XXX XXX XXX\n */ void reset_visuals(void) { - int i; + int i, j; /* Extract some info about terrain features */ for (i = 0; i < max_f_idx; i++) @@ -41,8 +43,11 @@ void reset_visuals(void) feature_type *f_ptr = &f_info[i]; /* Assume we will use the underlying values */ - f_ptr->x_attr = f_ptr->d_attr; - f_ptr->x_char = f_ptr->d_char; + for (j = 0; j < F_LIT_MAX; j++) + { + f_ptr->x_attr[j] = f_ptr->d_attr[j]; + f_ptr->x_char[j] = f_ptr->d_char[j]; + } } /* Extract default attr/char code for objects */ @@ -95,9 +100,12 @@ void reset_visuals(void) } } - -/* +/*! + * @brief オブジェクトのフラグ類を配列に与える * Obtain the "flags" for an item + * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ + * @param flgs フラグ情報を受け取る配列 + * @return なし */ void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]) { @@ -109,7 +117,7 @@ void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]) flgs[i] = k_ptr->flags[i]; /* Artifact */ - if (o_ptr->name1) + if (object_is_fixed_artifact(o_ptr)) { artifact_type *a_ptr = &a_info[o_ptr->name1]; @@ -118,7 +126,7 @@ void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]) } /* Ego-item */ - if (o_ptr->name2) + if (object_is_ego(o_ptr)) { ego_item_type *e_ptr = &e_info[o_ptr->name2]; @@ -144,7 +152,7 @@ void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]) for (i = 0; i < TR_FLAG_SIZE; i++) flgs[i] |= o_ptr->art_flags[i]; - if (item_tester_hook_smith(o_ptr)) + if (object_is_smith(o_ptr)) { int add = o_ptr->xtra3 - 1; @@ -201,10 +209,12 @@ void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]) } } - - -/* +/*! + * @brief オブジェクトの明示されているフラグ類を取得する * Obtain the "flags" for an item which are known to the player + * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ + * @param flgs フラグ情報を受け取る配列 + * @return なし */ void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]) { @@ -217,17 +227,17 @@ void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]) for (i = 0; i < TR_FLAG_SIZE; i++) flgs[i] = 0; - if (!object_aware_p(o_ptr)) return; + if (!object_is_aware(o_ptr)) return; /* Base object */ for (i = 0; i < TR_FLAG_SIZE; i++) flgs[i] = k_ptr->flags[i]; /* Must be identified */ - if (!object_known_p(o_ptr)) return; + if (!object_is_known(o_ptr)) return; /* Ego-item (known basic flags) */ - if (o_ptr->name2) + if (object_is_ego(o_ptr)) { ego_item_type *e_ptr = &e_info[o_ptr->name2]; @@ -252,19 +262,19 @@ void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]) #ifdef SPOIL_ARTIFACTS /* Full knowledge for some artifacts */ - if (artifact_p(o_ptr) || o_ptr->art_name) spoil = TRUE; + if (object_is_artifact(o_ptr)) spoil = TRUE; #endif /* SPOIL_ARTIFACTS */ #ifdef SPOIL_EGO_ITEMS /* Full knowledge for some ego-items */ - if (ego_item_p(o_ptr)) spoil = TRUE; + if (object_is_ego(o_ptr)) spoil = TRUE; #endif /* SPOIL_EGO_ITEMS */ /* Need full knowledge or spoilers */ if (spoil || (o_ptr->ident & IDENT_MENTAL)) { /* Artifact */ - if (o_ptr->name1) + if (object_is_fixed_artifact(o_ptr)) { artifact_type *a_ptr = &a_info[o_ptr->name1]; @@ -277,7 +287,7 @@ void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]) flgs[i] |= o_ptr->art_flags[i]; } - if (item_tester_hook_smith(o_ptr)) + if (object_is_smith(o_ptr)) { int add = o_ptr->xtra3 - 1; @@ -326,44 +336,140 @@ void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]) } } - -/* - * Hack -- describe an item currently in a store's inventory - * This allows an item to *look* like the player is "aware" of it +/*! + * @brief オブジェクトの発動効果名称を返す(サブルーチン/ブレス) + * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ + * @return cptr 発動名称を返す文字列ポインタ */ -void object_desc_store(char *buf, object_type *o_ptr, int pref, int mode) +static cptr item_activation_dragon_breath(object_type *o_ptr) { - /* Save the "aware" flag */ - bool hack_aware = object_aware_p(o_ptr); - - /* Save the "known" flag */ - bool hack_known = (o_ptr->ident & (IDENT_KNOWN)) ? TRUE : FALSE; - - - /* Set the "known" flag */ - o_ptr->ident |= (IDENT_KNOWN); - - /* Force "aware" for description */ - k_info[o_ptr->k_idx].aware = TRUE; + static char desc[256]; + u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */ + int i, n = 0; + object_flags(o_ptr, flgs); + strcpy(desc, _("", "breath ")); - /* Describe the object */ - object_desc(buf, o_ptr, pref, mode); - + for (i = 0; dragonbreath_info[i].flag != 0; i++) + { + if (have_flag(flgs, dragonbreath_info[i].flag)) + { + if (n > 0) strcat(desc, _("、", ", ")); + strcat(desc, dragonbreath_info[i].name); + n++; + } + } - /* Restore "aware" flag */ - k_info[o_ptr->k_idx].aware = hack_aware; + strcat(desc, _("のブレス(250)", "")); - /* Clear the known flag */ - if (!hack_known) o_ptr->ident &= ~(IDENT_KNOWN); + return (desc); } +/*! + * @brief オブジェクトの発動効果名称を返す(サブルーチン/汎用) + * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ + * @return cptr 発動名称を返す文字列ポインタ + */ +static cptr item_activation_aux(object_type *o_ptr) +{ + static char activation_detail[256]; + cptr desc; + char timeout[32]; + int constant, dice; + const activation_type* const act_ptr = find_activation_info(o_ptr); + + if (!act_ptr) return _("未定義", "something undefined"); + + desc = act_ptr->desc; + + /* Overwrite description if it is special */ + switch (act_ptr->index) { + case ACT_BR_FIRE: + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) + desc = _("火炎のブレス (200) と火への耐性", "breath of fire (200) and resist fire"); + break; + case ACT_BR_COLD: + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) + desc = _("冷気のブレス (200) と冷気への耐性", "breath of cold (200) and resist cold"); + break; + case ACT_BR_DRAGON: + desc = item_activation_dragon_breath(o_ptr); + break; + case ACT_AGGRAVATE: + if (o_ptr->name1 == ART_HYOUSIGI) + desc = _("拍子木を打ちならす", "beat wooden clappers"); + break; + case ACT_RESIST_ACID: + if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID)) + desc = _("アシッド・ボール (100) と酸への耐性", "ball of acid (100) and resist acid"); + break; + case ACT_RESIST_FIRE: + if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE)) + desc = _("ファイア・ボール (100) と火への耐性", "ball of fire (100) and resist fire"); + break; + case ACT_RESIST_COLD: + if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD)) + desc = _("アイス・ボール (100) と冷気への耐性", "ball of cold (100) and resist cold"); + break; + case ACT_RESIST_ELEC: + if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC)) + desc = _("サンダー・ボール (100) と電撃への耐性", "ball of elec (100) and resist elec"); + break; + case ACT_RESIST_POIS: + if (o_ptr->name2 == EGO_BRAND_POIS) + desc = _("悪臭雲 (100) と毒への耐性", "ball of poison (100) and resist elec"); + break; + } + + /* Timeout description */ + constant = act_ptr->timeout.constant; + dice = act_ptr->timeout.dice; + if (constant == 0 && dice == 0) { + /* We can activate it every turn */ + strcpy(timeout, _("いつでも", "every turn")); + } else if (constant < 0) { + /* Activations that have special timeout */ + switch (act_ptr->index) { + case ACT_BR_FIRE: + sprintf(timeout, _("%d ターン毎", "every %d turns"), + ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250); + break; + case ACT_BR_COLD: + sprintf(timeout, _("%d ターン毎", "every %d turns"), + ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250); + break; + case ACT_TERROR: + strcpy(timeout, _("3*(レベル+10) ターン毎", "every 3 * (level+10) turns")); + break; + case ACT_MURAMASA: + strcpy(timeout, _("確率50%で壊れる", "(destroyed 50%)")); + break; + default: + strcpy(timeout, "undefined"); + break; + } + } else { + /* Normal timeout activations */ + char constant_str[16], dice_str[16]; + sprintf(constant_str, "%d", constant); + sprintf(dice_str, "d%d", dice); + sprintf(timeout, _("%s%s%s ターン毎", "every %s%s%s turns"), + (constant > 0) ? constant_str : "", + (constant > 0 && dice > 0) ? "+" : "", + (dice > 0) ? dice_str : ""); + } + /* Build detail activate description */ + sprintf(activation_detail, _("%s : %s", "%s %s"), desc, timeout); + return activation_detail; +} -/* - * Determine the "Activation" (if any) for an artifact - * Return a string, or NULL for "no activation" +/*! + * @brief オブジェクトの発動効果名称を返す(メインルーチン) / + * Determine the "Activation" (if any) for an artifact Return a string, or NULL for "no activation" + * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ + * @return cptr 発動名称を返す文字列ポインタ */ cptr item_activation(object_type *o_ptr) { @@ -373,3387 +479,700 @@ cptr item_activation(object_type *o_ptr) object_flags(o_ptr, flgs); /* Require activation ability */ -#ifdef JP -if (!(have_flag(flgs, TR_ACTIVATE))) return ("¤Ê¤·"); -#else - if (!(have_flag(flgs, TR_ACTIVATE))) return ("nothing"); -#endif - + if (!(have_flag(flgs, TR_ACTIVATE))) return (_("なし", "nothing")); + /* Get an explain of an activation */ + if (activation_index(o_ptr)) + { + return item_activation_aux(o_ptr); + } - /* - * We need to deduce somehow that it is a random artifact -- one - * problem: It could be a random artifact which has NOT YET received - * a name. Thus we eliminate other possibilities instead of checking - * for art_name - */ + /* Special items */ + if (o_ptr->tval == TV_WHISTLE) + { + return _("ペット呼び寄せ : 100+d100ターン毎", "call pet every 100+d100 turns"); + } - if (!(o_ptr->name1) && - !(o_ptr->name2) && - !(o_ptr->xtra1) && - (o_ptr->xtra2)) + if (o_ptr->tval == TV_CAPTURE) { - switch (o_ptr->xtra2) - { - case ACT_SUNLIGHT: - { -#ifdef JP -return "ÂÀÍÛ¸÷Àþ : 10 ¥¿¡¼¥óËè"; -#else - return "beam of sunlight every 10 turns"; -#endif + return _("モンスターを捕える、又は解放する。", "captures or releases a monster."); + } - } - case ACT_BO_MISS_1: - { -#ifdef JP -return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè"; -#else - return "magic missile (2d6) every 2 turns"; -#endif + /* Oops */ + return _("何も起きない", "Nothing"); +} - } - case ACT_BA_POIS_1: - { -#ifdef JP -return "°­½­±À (12), Ⱦ·Â 3 , 4+d4 ¥¿¡¼¥óËè"; -#else - return "stinking cloud (12), rad. 3, every 4+d4 turns"; -#endif - } - case ACT_BO_ELEC_1: - { -#ifdef JP -return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè"; -#else - return "lightning bolt (4d8) every 5+d5 turns"; -#endif +/*! + * @brief オブジェクトの*鑑定*内容を詳述して表示する / + * Describe a "fully identified" item + * @param o_ptr *鑑定*情報を取得する元のオブジェクト構造体参照ポインタ + * @param mode 表示オプション + * @return 特筆すべき情報が一つでもあった場合TRUE、一つもなく表示がキャンセルされた場合FALSEを返す。 + */ +bool screen_object(object_type *o_ptr, u32b mode) +{ + int i = 0, j, k; - } - case ACT_BO_ACID_1: - { -#ifdef JP -return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè"; -#else - return "acid bolt (5d8) every 6+d6 turns"; -#endif + u32b flgs[TR_FLAG_SIZE]; - } - case ACT_BO_COLD_1: - { -#ifdef JP -return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè"; -#else - return "frost bolt (6d8) every 7+d7 turns"; -#endif + char temp[70 * 20]; + cptr info[128]; + char o_name[MAX_NLEN]; + int wid, hgt; + int rad; + char desc[256]; - } - case ACT_BO_FIRE_1: - { -#ifdef JP -return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè"; -#else - return "fire bolt (9d8) every 8+d8 turns"; -#endif + int trivial_info = 0; - } - case ACT_BA_COLD_1: - { -#ifdef JP -return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (48) : 400 ¥¿¡¼¥óËè"; -#else - return "ball of cold (48) every 400 turns"; -#endif + /* Extract the flags */ + object_flags(o_ptr, flgs); - } - case ACT_BA_FIRE_1: - { -#ifdef JP -return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (72) : 400 ¥¿¡¼¥óËè"; -#else - return "ball of fire (72) every 400 turns"; -#endif + /* Extract the description */ + { + roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) : + (k_text + k_info[o_ptr->k_idx].text), + 77 - 15, temp, sizeof(temp)); + for (j = 0; temp[j]; j += 1 + strlen(&temp[j])) + { info[i] = &temp[j]; i++;} + } - } - case ACT_DRAIN_1: - { -#ifdef JP -return "¥Ò¥Ã¥È¥Ý¥¤¥ó¥ÈµÛ¼ý (100) : 100+d100 ¥¿¡¼¥óËè"; -#else - return "drain life (100) every 100+d100 turns"; -#endif + if (object_is_equipment(o_ptr)) + { + /* Descriptions of a basic equipment is just a flavor */ + trivial_info = i; + } - } - case ACT_BA_COLD_2: - { -#ifdef JP -return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) : 300 ¥¿¡¼¥óËè"; -#else - return "ball of cold (100) every 300 turns"; -#endif + /* Mega-Hack -- describe activation */ + if (have_flag(flgs, TR_ACTIVATE)) + { + info[i++] = _("始動したときの効果...", "It can be activated for..."); + info[i++] = item_activation(o_ptr); + info[i++] = _("...ただし装備していなければならない。", "...if it is being worn."); + } - } - case ACT_BA_ELEC_2: - { -#ifdef JP -return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 500 ¥¿¡¼¥óËè"; -#else - return "ball of lightning (100) every 500 turns"; -#endif + /* Figurines, a hack */ + if (o_ptr->tval == TV_FIGURINE) + { + info[i++] = _("それは投げた時ペットに変化する。", "It will transform into a pet when thrown."); + } - } - case ACT_DRAIN_2: - { -#ifdef JP -return "¥Ò¥Ã¥È¥Ý¥¤¥ó¥ÈµÛ¼ý(120) : 400 ¥¿¡¼¥óËè"; -#else - return "drain life (120) every 400 turns"; -#endif + /* Figurines, a hack */ + if (o_ptr->name1 == ART_STONEMASK) + { + info[i++] = _("それを装備した者は吸血鬼になる。", "It makes you turn into a vampire permanently."); + } - } - case ACT_VAMPIRE_1: - { -#ifdef JP -return "µÛ·ì¥É¥ì¥¤¥ó (3*50) : 400 ¥¿¡¼¥óËè"; -#else - return "vampiric drain (3*50) every 400 turns"; -#endif + if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) + { + info[i++] = _("それは相手を一撃で倒すことがある。", "It will attempt to kill a monster instantly."); + } - } - case ACT_BO_MISS_2: - { -#ifdef JP -return "Ìð (150) : 90+d90 ¥¿¡¼¥óËè"; -#else - return "arrows (150) every 90+d90 turns"; -#endif + if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) + { + info[i++] = _("それは自分自身に攻撃が返ってくることがある。", "It causes you to strike yourself sometimes."); + info[i++] = _("それは無敵のバリアを切り裂く。", "It always penetrates invulnerability barriers."); + } - } - case ACT_BA_FIRE_2: - { -#ifdef JP -return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (120) : 225+d225 ¥¿¡¼¥óËè"; -#else - return "fire ball (120) every 225+d225 turns"; -#endif + if (o_ptr->name2 == EGO_2WEAPON) + { + info[i++] = _("それは二刀流での命中率を向上させる。", "It affects your ability to hit when you are wielding two weapons."); + } - } - case ACT_BA_COLD_3: - { -#ifdef JP -return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (200) : 325+d325 ¥¿¡¼¥óËè"; -#else - return "ball of cold (200) every 325+d325 turns"; -#endif + if (have_flag(flgs, TR_EASY_SPELL)) + { + info[i++] = _("それは魔法の難易度を下げる。", "It affects your ability to cast spells."); + } - } - case ACT_BA_ELEC_3: - { -#ifdef JP -return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (250) : 425+d425 ¥¿¡¼¥óËè"; -#else - return "ball of lightning (250) every 425+d425 turns"; -#endif + if (o_ptr->name2 == EGO_AMU_FOOL) + { + info[i++] = _("それは魔法の難易度を上げる。", "It interferes with casting spells."); + } - } - case ACT_WHIRLWIND: - { -#ifdef JP -return "¥«¥Þ¥¤¥¿¥Á : 250 ¥¿¡¼¥óËè"; -#else - return "whirlwind attack every 250 turns"; -#endif + if (o_ptr->name2 == EGO_RING_THROW) + { + info[i++] = _("それは物を強く投げることを可能にする。", "It provides great strength when you throw an item."); + } - } - case ACT_VAMPIRE_2: - { -#ifdef JP -return "µÛ·ì¥É¥ì¥¤¥ó (3*100) : 400 ¥¿¡¼¥óËè"; -#else - return "vampiric drain (3*100) every 400 turns"; -#endif + if (o_ptr->name2 == EGO_AMU_NAIVETY) + { + info[i++] = _("それは魔法抵抗力を下げる。", "It decreases your magic resistance."); + } - } - case ACT_CALL_CHAOS: - { -#ifdef JP -return "call chaos : 350 ¥¿¡¼¥óËè"; /*nuke me*/ -#else - return "call chaos every 350 turns"; -#endif + if (o_ptr->tval == TV_STATUE) + { + monster_race *r_ptr = &r_info[o_ptr->pval]; - } - case ACT_ROCKET: - { -#ifdef JP -return "¥í¥±¥Ã¥È (120+level) : 400 ¥¿¡¼¥óËè"; -#else - return "launch rocket (120+level) every 400 turns"; -#endif + if (o_ptr->pval == MON_BULLGATES) + info[i++] = _("それは部屋に飾ると恥ずかしい。", "It is shameful."); + else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR)) + info[i++] = _("それは部屋に飾ると恐い。", "It is fearful."); + else + info[i++] = _("それは部屋に飾ると楽しい。", "It is cheerful."); + } + + /* Hack -- describe lite's */ + + if (o_ptr->name2 == EGO_LITE_DARKNESS) info[i++] = _("それは全く光らない。", "It provides no light."); + + rad = 0; + if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1; + if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2; + if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3; + if (have_flag(flgs, TR_LITE_M1)) rad -= 1; + if (have_flag(flgs, TR_LITE_M2)) rad -= 2; + if (have_flag(flgs, TR_LITE_M3)) rad -= 3; + + if(o_ptr->name2 == EGO_LITE_SHINE) rad++; + + if (have_flag(flgs, TR_LITE_FUEL) && o_ptr->name2 != EGO_LITE_DARKNESS) + { + if(rad > 0) sprintf(desc, _("それは燃料補給によって明かり(半径 %d)を授ける。", "It provides light (radius %d) when fueled."), rad); + } + else + { + if(rad > 0) sprintf(desc, _("それは永遠なる明かり(半径 %d)を授ける。", "It provides light (radius %d) forever."), rad); + if(rad < 0) sprintf(desc, _("それは明かりの半径を狭める(半径に-%d)。", "It decreases radius of light source by %d."), -rad); + } + + if(rad != 0) info[i++] = desc; - } - case ACT_DISP_EVIL: - { -#ifdef JP -return "¼Ù°­Â໶ (level*5) : 300+d300 ¥¿¡¼¥óËè"; -#else - return "dispel evil (level*5) every 300+d300 turns"; -#endif + + if (o_ptr->name2 == EGO_LITE_LONG) + { + info[i++] = _("それは長いターン明かりを授ける。", "It provides light for much longer time."); + } - } - case ACT_BA_MISS_3: - { -#ifdef JP -return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300) : 500 ¥¿¡¼¥óËè"; -#else - return "elemental breath (300) every 500 turns"; -#endif - - } - case ACT_DISP_GOOD: - { -#ifdef JP -return "Á±ÎÉÂ໶ (level*5) : 300+d300 ¥¿¡¼¥óËè"; -#else - return "dispel good (level*5) every 300+d300 turns"; -#endif - - } - case ACT_CONFUSE: - { -#ifdef JP -return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè"; -#else - return "confuse monster every 15 turns"; -#endif - - } - case ACT_SLEEP: - { -#ifdef JP -return "¼þ°Ï¤Î¥â¥ó¥¹¥¿¡¼¤ò̲¤é¤»¤ë : 55 ¥¿¡¼¥óËè"; -#else - return "sleep nearby monsters every 55 turns"; -#endif - - } - case ACT_QUAKE: - { -#ifdef JP -return "ÃÏ¿Ì (Ⱦ·Â 10) : 50 ¥¿¡¼¥óËè"; -#else - return "earthquake (rad 10) every 50 turns"; -#endif - - } - case ACT_TERROR: - { -#ifdef JP -return "¶²¹² : 3 * (level+10) ¥¿¡¼¥óËè"; -#else - return "terror every 3 * (level+10) turns"; -#endif - - } - case ACT_TELE_AWAY: - { -#ifdef JP -return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè"; -#else - return "teleport away every 200 turns"; -#endif - - } - case ACT_BANISH_EVIL: - { -#ifdef JP -return "¼Ù°­¾ÃÌÇ : 250+d250 ¥¿¡¼¥óËè"; -#else - return "banish evil every 250+d250 turns"; -#endif - - } - case ACT_GENOCIDE: - { -#ifdef JP -return "Ëõ»¦ : 500 ¥¿¡¼¥óËè"; -#else - return "genocide every 500 turns"; -#endif - - } - case ACT_MASS_GENO: - { -#ifdef JP -return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè"; -#else - return "mass genocide every 1000 turns"; -#endif - - } - case ACT_CHARM_ANIMAL: - { -#ifdef JP -return "ưʪ̥λ : 300 ¥¿¡¼¥óËè"; -#else - return "charm animal every 300 turns"; -#endif - - } - case ACT_CHARM_UNDEAD: - { -#ifdef JP -return "ÉԻཾ° : 333 ¥¿¡¼¥óËè"; -#else - return "enslave undead every 333 turns"; -#endif - - } - case ACT_CHARM_OTHER: - { -#ifdef JP -return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 400 ¥¿¡¼¥óËè"; -#else - return "charm monster every 400 turns"; -#endif - - } - case ACT_CHARM_ANIMALS: - { -#ifdef JP -return "ưʪͧÏ : 500 ¥¿¡¼¥óËè"; -#else - return "animal friendship every 500 turns"; -#endif - - } - case ACT_CHARM_OTHERS: - { -#ifdef JP -return "¼þÊÕ̥λ : 750 ¥¿¡¼¥óËè"; -#else - return "mass charm every 750 turns"; -#endif - - } - case ACT_SUMMON_ANIMAL: - { -#ifdef JP -return "ưʪ¾¤´­ : 200+d300 ¥¿¡¼¥óËè"; -#else - return "summon animal every 200+d300 turns"; -#endif - - } - case ACT_SUMMON_PHANTOM: - { -#ifdef JP -return "»È¤¤Î´­ : 200+d200 ¥¿¡¼¥óËè"; -#else - return "summon phantasmal servant every 200+d200 turns"; -#endif - - } - case ACT_SUMMON_ELEMENTAL: - { -#ifdef JP -return "¥¨¥ì¥á¥ó¥¿¥ë¾¤´­ : 750 ¥¿¡¼¥óËè"; -#else - return "summon elemental every 750 turns"; -#endif - - } - case ACT_SUMMON_DEMON: - { -#ifdef JP -return "°­Ë⾤´­ : 666+d333 ¥¿¡¼¥óËè"; -#else - return "summon demon every 666+d333 turns"; -#endif - - } - case ACT_SUMMON_UNDEAD: - { -#ifdef JP -return "ÉԻྤ´­ : 666+d333 ¥¿¡¼¥óËè"; -#else - return "summon undead every 666+d333 turns"; -#endif - - } - case ACT_CURE_LW: - { -#ifdef JP -return "ͦµ¤²óÉü & 30 hp ²óÉü : 10 ¥¿¡¼¥óËè"; -#else - return "remove fear & heal 30 hp every 10 turns"; -#endif - - } - case ACT_CURE_MW: - { -#ifdef JP -return "4d8 hp & ½ý²óÉü : 3+d3 ¥¿¡¼¥óËè"; -#else - return "heal 4d8 & wounds every 3+d3 turns"; -#endif - - } - case ACT_CURE_POISON: - { -#ifdef JP -return "ͦµ¤²óÉü/ÆǾä· : 5 ¥¿¡¼¥óËè"; -#else - return "remove fear and cure poison every 5 turns"; -#endif - - } - case ACT_REST_LIFE: - { -#ifdef JP -return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè"; -#else - return "restore life levels every 450 turns"; -#endif - - } - case ACT_REST_ALL: - { -#ifdef JP -return "Á´¥¹¥Æ¡¼¥¿¥¹¤È·Ð¸³ÃͲóÉü : 750 ¥¿¡¼¥óËè"; -#else - return "restore stats and life levels every 750 turns"; -#endif - - } - case ACT_CURE_700: - { -#ifdef JP -return "700 hp ²óÉü : 250 ¥¿¡¼¥óËè"; -#else - return "heal 700 hit points every 250 turns"; -#endif - - } - case ACT_CURE_1000: - { -#ifdef JP -return "1000 hp ²óÉü : 888 ¥¿¡¼¥óËè"; -#else - return "heal 1000 hit points every 888 turns"; -#endif - - } - case ACT_ESP: - { -#ifdef JP -return "°ì»þŪ¤Ê ESP (´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè"; -#else - return "temporary ESP (dur 25+d30) every 200 turns"; -#endif - - } - case ACT_BERSERK: - { -#ifdef JP -return "»Îµ¤¹âÍȤȽËÊ¡ (´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè"; -#else - return "heroism and blessed (dur 50+d50) every 100+d100 turns"; -#endif - - } - case ACT_PROT_EVIL: - { -#ifdef JP -return "Âмٰ­·ë³¦ (´ü´Ö level*3 + d25) : 225+d225 ¥¿¡¼¥óËè"; -#else - return "protect evil (dur level*3 + d25) every 225+d225 turns"; -#endif - - } - case ACT_RESIST_ALL: - { -#ifdef JP -return "±êÎä»ÀÅÅÆǤؤÎÂÑÀ­ (´ü´Ö 40+d40) : 200 ¥¿¡¼¥óËè"; -#else - return "resist elements (dur 40+d40) every 200 turns"; -#endif - - } - case ACT_SPEED: - { -#ifdef JP -return "²Ã® (´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè"; -#else - return "speed (dur 20+d20) every 250 turns"; -#endif - - } - case ACT_XTRA_SPEED: - { -#ifdef JP -return "²Ã® (´ü´Ö 75+d75) : 200+d200 ¥¿¡¼¥óËè"; -#else - return "speed (dur 75+d75) every 200+d200 turns"; -#endif - - } - case ACT_WRAITH: - { -#ifdef JP -return "¥ì¥¤¥¹²½ (level/2 + d(level/2)) : 1000 ¥¿¡¼¥óËè"; -#else - return "wraith form (level/2 + d(level/2)) every 1000 turns"; -#endif - - } - case ACT_INVULN: - { -#ifdef JP -return "̵Ũ (´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè"; -#else - return "invulnerability (dur 8+d8) every 1000 turns"; -#endif - - } - case ACT_LIGHT: - { -#ifdef JP -return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) : 10+d10 ¥¿¡¼¥óËè"; -#else - return "light area (dam 2d15) every 10+d10 turns"; -#endif - - } - case ACT_MAP_LIGHT: - { -#ifdef JP -return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) & ¼þÊÕ¥Þ¥Ã¥× : 50+d50 ¥¿¡¼¥óËè"; -#else - return "light (dam 2d15) & map area every 50+d50 turns"; -#endif - - } - case ACT_DETECT_ALL: - { -#ifdef JP -return "Á´´¶ÃÎ : 55+d55 ¥¿¡¼¥óËè"; -#else - return "detection every 55+d55 turns"; -#endif - - } - case ACT_DETECT_XTRA: - { -#ifdef JP -return "Á´´¶ÃΡ¢Ãµº÷¡¢*´ÕÄê* : 1000 ¥¿¡¼¥óËè"; -#else - return "detection, probing and identify true every 1000 turns"; -#endif - - } - case ACT_ID_FULL: - { -#ifdef JP -return "*´ÕÄê* : 750 ¥¿¡¼¥óËè"; -#else - return "identify true every 750 turns"; -#endif - - } - case ACT_ID_PLAIN: - { -#ifdef JP -return "´ÕÄê : 10 ¥¿¡¼¥óËè"; -#else - return "identify spell every 10 turns"; -#endif - - } - case ACT_RUNE_EXPLO: - { -#ifdef JP -return "Çúȯ¥ë¡¼¥ó : 200 ¥¿¡¼¥óËè"; -#else - return "explosive rune every 200 turns"; -#endif - - } - case ACT_RUNE_PROT: - { -#ifdef JP -return "¼é¤ê¤Î¥ë¡¼¥ó : 400 ¥¿¡¼¥óËè"; -#else - return "rune of protection every 400 turns"; -#endif - - } - case ACT_SATIATE: - { -#ifdef JP -return "¶õÊ¢½¼Â­ : 200 ¥¿¡¼¥óËè"; -#else - return "satisfy hunger every 200 turns"; -#endif - - } - case ACT_DEST_DOOR: - { -#ifdef JP -return "¥É¥¢Ç˲õ : 10 ¥¿¡¼¥óËè"; -#else - return "destroy doors every 10 turns"; -#endif - - } - case ACT_STONE_MUD: - { -#ifdef JP -return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè"; -#else - return "stone to mud every 5 turns"; -#endif - - } - case ACT_RECHARGE: - { -#ifdef JP -return "ºÆ½¼Å¶ : 70 ¥¿¡¼¥óËè"; -#else - return "recharging every 70 turns"; -#endif - - } - case ACT_ALCHEMY: - { -#ifdef JP -return "Ï£¶â½Ñ : 500 ¥¿¡¼¥óËè"; -#else - return "alchemy every 500 turns"; -#endif - - } - case ACT_DIM_DOOR: - { -#ifdef JP -return "¼¡¸µ¤ÎÈâ : 100 ¥¿¡¼¥óËè"; -#else - return "dimension door every 100 turns"; -#endif - - } - case ACT_TELEPORT: - { -#ifdef JP -return "¥Æ¥ì¥Ý¡¼¥È (range 100) : 45 ¥¿¡¼¥óËè"; -#else - return "teleport (range 100) every 45 turns"; -#endif - - } - case ACT_RECALL: - { -#ifdef JP -return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè"; -#else - return "word of recall every 200 turns"; -#endif - - } - default: - { -#ifdef JP -return "̤ÄêµÁ"; -#else - return "something undefined"; -#endif - - } - } - } - - /* Some artifacts can be activated */ - switch (o_ptr->name1) - { - case ART_NARTHANC: - { -#ifdef JP -return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè"; -#else - return "fire bolt (9d8) every 8+d8 turns"; -#endif - - } - case ART_NIMTHANC: - { -#ifdef JP -return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè"; -#else - return "frost bolt (6d8) every 7+d7 turns"; -#endif - - } - case ART_DETHANC: - { -#ifdef JP -return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè"; -#else - return "lightning bolt (4d8) every 6+d6 turns"; -#endif - - } - case ART_RILIA: - { -#ifdef JP -return "°­½­±À(12) : 4+d4 ¥¿¡¼¥óËè"; -#else - return "stinking cloud (12) every 4+d4 turns"; -#endif - - } - case ART_FIONA: - { -#ifdef JP -return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(48) : 5+d5 ¥¿¡¼¥óËè"; -#else - return "frost ball (48) every 5+d5 turns"; -#endif - - } - case ART_FLORA: - { -#ifdef JP -return "¶²Éݽüµî/ÆǾä· : 5 ¥¿¡¼¥óËè"; -#else - return "remove fear and cure poison every 5 turns"; -#endif - - } - case ART_RINGIL: - { -#ifdef JP -return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100) : 200 ¥¿¡¼¥óËè"; -#else - return "frost ball (100) every 200 turns"; -#endif - - } - case ART_DAWN: - { -#ifdef JP -return "¶Ç¤Î»ÕÃľ¤´­ : 500+d500 ¥¿¡¼¥óËè"; -#else - return "summon the Legion of the Dawn every 500+d500 turns"; -#endif - - } - case ART_ANDURIL: - { -#ifdef JP -return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 400 ¥¿¡¼¥óËè"; -#else - return "fire ball (72) every 400 turns"; -#endif - - } - case ART_FIRESTAR: - { -#ifdef JP -return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 100 ¥¿¡¼¥óËè"; -#else - return "large fire ball (72) every 100 turns"; -#endif - - } - case ART_GOTHMOG: - { -#ifdef JP -return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(120) : 15 ¥¿¡¼¥óËè"; -#else - return "large fire ball (120) every 15 turns"; -#endif - - } - case ART_FEANOR: - { -#ifdef JP -return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 200 ¥¿¡¼¥óËè"; -#else - return "haste self (20+d20 turns) every 200 turns"; -#endif - - } - case ART_THEODEN: - { -#ifdef JP -return "À¸Ì¿Îϵۼý(120) : 400 ¥¿¡¼¥óËè"; -#else - return "drain life (120) every 400 turns"; -#endif - - } - case ART_TURMIL: - { -#ifdef JP -return "À¸Ì¿Îϵۼý(90) : 70 ¥¿¡¼¥óËè"; -#else - return "drain life (90) every 70 turns"; -#endif - - } - case ART_CASPANION: - { -#ifdef JP -return "¥É¥¢/¥È¥é¥Ã¥×Ê´ºÕ : 10 ¥¿¡¼¥óËè"; -#else - return "door and trap destruction every 10 turns"; -#endif - - } - case ART_AVAVIR: - case ART_MAGATAMA: - { -#ifdef JP -return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè"; -#else - return "word of recall every 200 turns"; -#endif - - } - case ART_TARATOL: - { -#ifdef JP -return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè"; -#else - return "haste self (20+d20 turns) every 100+d100 turns"; -#endif - - } - case ART_ERIRIL: - { -#ifdef JP -return "´ÕÄê : 10 ¥¿¡¼¥óËè"; -#else - return "identify every 10 turns"; -#endif - - } - case ART_GANDALF: - { -#ifdef JP -return "õº÷¡¢Á´´¶ÃΡ¢Á´´ÕÄê : 1000 ¥¿¡¼¥óËè"; -#else - return "probing, detection and full id every 1000 turns"; -#endif - - } - case ART_EONWE: - { -#ifdef JP -return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè"; -#else - return "mass genocide every 1000 turns"; -#endif - - } - case ART_LOTHARANG: - { -#ifdef JP -return "½ý¤Î¼£Ìþ(4d7) : 3+d3 ¥¿¡¼¥óËè"; -#else - return "cure wounds (4d7) every 3+d3 turns"; -#endif - - } - case ART_BRAND: - { -#ifdef JP -return "¿ÏÀè¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È : 999 ¥¿¡¼¥óËè"; -#else - return "fire branding of bolts every 999 turns"; -#endif - - } - case ART_CRIMSON: - { -#ifdef JP -return "¥Õ¥¡¥¤¥¢¡ª : 15 ¥¿¡¼¥óËè"; -#else - return "fire! every 15 turns"; -#endif - - } - case ART_KUSANAGI: - case ART_WEREWINDLE: - { -#ifdef JP -return "ƨÁö : 35 ¥¿¡¼¥óËè"; -#else - return "a getaway every 35 turns"; -#endif - - } - case ART_KAMUI: - { -#ifdef JP -return "¥Æ¥ì¥Ý¡¼¥È : 25 ¥¿¡¼¥óËè"; -#else - return "a teleport every 25 turns"; -#endif - - } - case ART_RUNESPEAR: - { -#ifdef JP -return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè"; -#else - return "lightning ball (100) every 200 turns"; -#endif - - } - case ART_AEGLOS: - { -#ifdef JP -return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè"; -#else - return "Frost ball (100) every 200 turns"; -#endif - - } - case ART_DESTINY: - { -#ifdef JP -return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè"; -#else - return "stone to mud every 5 turns"; -#endif - - } - case ART_NAIN: - { -#ifdef JP -return "´äÀÐÍϲò : 2 ¥¿¡¼¥óËè"; -#else - return "stone to mud every 2 turns"; -#endif - - } - case ART_SOULKEEPER: - { -#ifdef JP -return "ÂÎÎϲóÉü(1000) : 888 ¥¿¡¼¥óËè"; -#else - return "heal (1000) every 888 turns"; -#endif - - } - case ART_LOHENGRIN: - { -#ifdef JP -return ("²óÉü (777)¡¢Ìþ¤·¡¢»Îµ¤¹âÍÈ : 300 ¥¿¡¼¥óËè"); -#else - return ("heal (777), curing and heroism every 300 turns"); -#endif - - } - case ART_JULIAN: - { -#ifdef JP -return "Ëõ»¦ : 500 ¥¿¡¼¥óËè"; -#else - return "genocide every 500 turns"; -#endif - - } - case ART_LUTHIEN: - { -#ifdef JP -return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè"; -#else - return "restore life levels every 450 turns"; -#endif - - } - case ART_ULMO: - { -#ifdef JP -return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè"; -#else - return "teleport away every 150 turns"; -#endif - - } - case ART_COLLUIN: - case ART_SEIRYU: - { -#ifdef JP -return "Á´ÂÑÀ­(20+d20¥¿¡¼¥ó) : 111 ¥¿¡¼¥óËè"; -#else - return "resistance (20+d20 turns) every 111 turns"; -#endif - - } - case ART_HOLCOLLETH: - { -#ifdef JP -return "¥¹¥ê¡¼¥×(II) : 55 ¥¿¡¼¥óËè"; -#else - return "Sleep II every 55 turns"; -#endif - - } - case ART_THINGOL: - { -#ifdef JP -return "ËâÎϽ¼Å¶ : 70 ¥¿¡¼¥óËè"; -#else - return "recharge item I every 70 turns"; -#endif - - } - case ART_COLANNON: - { -#ifdef JP -return "¥Æ¥ì¥Ý¡¼¥È : 45 ¥¿¡¼¥óËè"; -#else - return "teleport every 45 turns"; -#endif - - } - case ART_TOTILA: - { -#ifdef JP -return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè"; -#else - return "confuse monster every 15 turns"; -#endif - - } - case ART_CAMMITHRIM: - { -#ifdef JP -return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè"; -#else - return "magic missile (2d6) every 2 turns"; -#endif - - } - case ART_PAURHACH: - { -#ifdef JP -return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè"; -#else - return "fire bolt (9d8) every 8+d8 turns"; -#endif - - } - case ART_PAURNIMMEN: - { -#ifdef JP -return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè"; -#else - return "frost bolt (6d8) every 7+d7 turns"; -#endif - - } - case ART_PAURAEGEN: - { -#ifdef JP -return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè"; -#else - return "lightning bolt (4d8) every 5+d5 turns"; -#endif - - } - case ART_PAURNEN: - { -#ifdef JP -return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè"; -#else - return "acid bolt (5d8) every 6+d6 turns"; -#endif - - } - case ART_FINGOLFIN: - { -#ifdef JP -return "ËâË¡¤ÎÌð(150) : 90+d90 ¥¿¡¼¥óËè"; -#else - return "a magical arrow (150) every 90+d90 turns"; -#endif - - } - case ART_HOLHENNETH: - { -#ifdef JP -return "Á´´¶ÃÎ : 55+d55 ¥¿¡¼¥óËè"; -#else - return "detection every 55+d55 turns"; -#endif - - } - case ART_AMBER: - { -#ifdef JP -return "ÂÎÎϲóÉü(700) : 250 ¥¿¡¼¥óËè"; -#else - return "heal (700) every 250 turns"; -#endif - - } - case ART_RAZORBACK: - { -#ifdef JP -return "¥¹¥¿¡¼¡¦¥Ü¡¼¥ë(150) : 1000 ¥¿¡¼¥óËè"; -#else - return "star ball (150) every 1000 turns"; -#endif - - } - case ART_BLADETURNER: - { -#ifdef JP -return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ­"; -#else - return "breathe elements (300), hero, bless, and resistance"; -#endif - - } - case ART_GALADRIEL: - { -#ifdef JP -return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè"; -#else - return "illumination every 10+d10 turns"; -#endif - - } - case ART_ELENDIL: - { -#ifdef JP -return "ËâË¡¤ÎÃϿޤȸ÷ : 50+d50 ¥¿¡¼¥óËè"; -#else - return "magic mapping and light every 50+d50 turns"; -#endif - - } - case ART_JUDGE: - { -#ifdef JP -return "ÂÎÎϤȰú¤­Âؤ¨¤ËÀéΤ´ã¤Èµ¢´Ô : 20+d20 ¥¿¡¼¥óËè"; -#else - return "clairvoyance and recall, draining you every 20+d20 turns"; -#endif - - } - case ART_INGWE: - case ART_YATA: - { -#ifdef JP -return "¼Ù°­Â໶(x5) : 200+d200 ¥¿¡¼¥óËè"; -#else - return "dispel evil (x5) every 200+d200 turns"; -#endif - - } - case ART_FUNDIN: - { -#ifdef JP -return "¼Ù°­Â໶(x5) : 100+d100 ¥¿¡¼¥óËè"; -#else - return "dispel evil (x5) every 100+d100 turns"; -#endif - - } - case ART_CARLAMMAS: - case ART_HERMIT: - { -#ifdef JP -return "Âмٰ­·ë³¦ : 225+d225 ¥¿¡¼¥óËè"; -#else - return "protection from evil every 225+d225 turns"; -#endif - - } - case ART_FRAKIR: - { -#ifdef JP -return "Ã⩹¶·â(100) : 100+d100 ¥¿¡¼¥óËè"; -#else - return "a strangling attack (100) every 100+d100 turns"; -#endif - - } - case ART_TULKAS: - { -#ifdef JP -return "¥¹¥Ô¡¼¥É(75+d75¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè"; -#else - return "haste self (75+d75 turns) every 150+d150 turns"; -#endif - - } - case ART_NARYA: - { -#ifdef JP -return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300) : 225+d225 ¥¿¡¼¥óËè"; -#else - return "large fire ball (300) every 225+d225 turns"; -#endif - - } - case ART_NENYA: - { -#ifdef JP -return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400) : 325+d325 ¥¿¡¼¥óËè"; -#else - return "large frost ball (400) every 325+d325 turns"; -#endif - - } - case ART_VILYA: - case ART_GOURYU: - { -#ifdef JP -return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500) : 425+d425 ¥¿¡¼¥óËè"; -#else - return "large lightning ball (500) every 425+d425 turns"; -#endif - - } - case ART_POWER: - case ART_AHO: - { -#ifdef JP -return "¿®¤¸Æñ¤¤¤³¤È : 450+d450 ¥¿¡¼¥óËè"; -#else - return "bizarre things every 450+d450 turns"; -#endif - - } - case ART_DOR: case ART_TERROR: case ART_STONEMASK: - { -#ifdef JP - return "Á´Êý¸þ¤Ø¤Î¶²Éݤθ÷Àþ : 3*(¥ì¥Ù¥ë+10) ¥¿¡¼¥óËè"; -#else - return "rays of fear in every direction every 3*(level+10) turns"; -#endif - - } - case ART_PALANTIR: - { -#ifdef JP -return "¤³¤Î³¬¤Ë¤¤¤ë¥æ¥Ë¡¼¥¯¥â¥ó¥¹¥¿¡¼¤òɽ¼¨ : 200¥¿¡¼¥óËè"; -#else - return "list of the uniques on the level every 200 turns"; -#endif - } - case ART_STONE_LORE: - { -#ifdef JP -return "´í¸±¤òȼ¤¦´ÕÄê : ¤¤¤Ä¤Ç¤â"; -#else - return "perilous identify every turn"; -#endif - } - case ART_FARAMIR: - { -#ifdef JP -return "³²Ãî¤Î¶î½ü : 55+d55¥¿¡¼¥óËè"; -#else - return "dispel small life every 55+d55 turns"; -#endif - } - case ART_BOROMIR: - { -#ifdef JP -return "¥â¥ó¥¹¥¿¡¼¶²¹² : 40+d40¥¿¡¼¥óËè"; -#else - return "frighten monsters every 40+d40 turns"; -#endif - } - case ART_HIMRING: - { -#ifdef JP -return "Âмٰ­·ë³¦ : 200+d200 ¥¿¡¼¥óËè"; -#else - return "protection from evil every 200 + d200 turns"; -#endif - } - case ART_ICANUS: - { -#ifdef JP -return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè"; -#else - return "a mana bolt (120) every 120+d120 turns"; -#endif - } - case ART_HURIN: - { -#ifdef JP -return "»Îµ¤¹âÍÈ, ¥¹¥Ô¡¼¥É(50+d50¥¿¡¼¥ó) : 100+d200 ¥¿¡¼¥óËè"; -#else - return "hero and +10 to speed (50) every 100+200d turns"; -#endif - } - case ART_GIL_GALAD: - { -#ifdef JP -return "âÁ¤·¤¤¸÷ : 250 ¥¿¡¼¥óËè"; -#else - return "blinding light every 250 turns"; -#endif - } - case ART_YENDOR: - { -#ifdef JP -return "ËâÎϽ¼Å¶ : 200 ¥¿¡¼¥óËè"; -#else - return "Recharge item every 200 turns"; -#endif - } - case ART_MURAMASA: - { -#ifdef JP -return "ÏÓÎϤξ徺 : ³ÎΨ50%¤Ç²õ¤ì¤ë¡£"; -#else - return "Increase STR (destroyed 50%)"; -#endif - } - case ART_FLY_STONE: - { -#ifdef JP -return "ËâÎϤÎÍò(400) : 250+d250¥¿¡¼¥óËè"; -#else - return "a mana storm every 250+d250 turns"; -#endif - } - case ART_JONES: - { -#ifdef JP -return "ʪÂΤò°ú¤­´ó¤»¤ë(½ÅÎÌ25kg¤Þ¤Ç) : 25+d25¥¿¡¼¥óËè"; -#else - return "a telekinesis (500 lb) every 25+d25 turns"; -#endif - } - case ART_ARRYU: - { -#ifdef JP -return "¥Ï¥¦¥ó¥É¾¤´­ : 300+d150¥¿¡¼¥óËè"; -#else - return "summon hound every 300+d150 turns"; -#endif - } - case ART_GAEBOLG: - { -#ifdef JP -return "µðÂ祹¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 200+d200 ¥¿¡¼¥óËè"; -#else - return "large star ball (200) every 200+d200 turns"; -#endif - - } - case ART_INROU: - { -#ifdef JP -return "Îã¤Î¥¢¥ì : 150+d150 ¥¿¡¼¥óËè"; -#else - return "reveal your identity every 150+d150 turns"; -#endif - - } - case ART_HYOUSIGI: - { -#ifdef JP -return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â"; -#else - return "beat wooden clappers every turn"; -#endif - - } - case ART_MATOI: - case ART_AEGISFANG: - { -#ifdef JP -return "»Îµ¤¹âÍÈ : 30+d30¥¿¡¼¥óËè"; -#else - return "heroism every 30+d30 turns"; -#endif - - } - - case ART_EARENDIL: - { -#ifdef JP -return "Ìþ¤· : 100¥¿¡¼¥óËè"; -#else - return "curing every 100 turns"; -#endif - - } - - case ART_BOLISHOI: - { -#ifdef JP -return "ưʪ̥λ : 200¥¿¡¼¥óËè"; -#else - return "charm animal every 200 turns"; -#endif - - } - case ART_ARUNRUTH: - { -#ifdef JP -return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(12d8) : 50 ¥¿¡¼¥óËè"; -#else - return "frost bolt (12d8) every 50 turns"; -#endif - - } - case ART_BLOOD: - { -#ifdef JP -return "°À­Êѹ¹ : 3333 ¥¿¡¼¥óËè"; -#else - return "change zokusei every 3333 turns"; -#endif - - } - case ART_NUMAHOKO: - { -#ifdef JP -return "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 250 ¥¿¡¼¥óËè"; -#else - return "water ball (200) every 250 turns"; -#endif - - } - case ART_KESHO: - { -#ifdef JP -return "»Í¸ÔƧ¤ß : 100+d100¥¿¡¼¥óËè"; -#else - return "shiko every 100+d100 turns"; -#endif - - } - case ART_MOOK: - { -#ifdef JP -return "Î䵤¤ÎÂÑÀ­ : 40+d40¥¿¡¼¥óËè"; -#else - return "resist cold every 40+d40 turns"; -#endif - - } - case ART_JIZO: - { -#ifdef JP -return "Âý¤ÎÂç·²¾¤´­ : 300+d150¥¿¡¼¥óËè"; -#else - return "summon octopus every 300+d150 turns"; -#endif - } - case ART_NIGHT: - { -#ifdef JP -return "°Å¹õ¤ÎÍò(250) : 150+d150 ¥¿¡¼¥óËè"; -#else - return "darkness storm (250) every 150+d150 turns"; -#endif - - } - } - - - if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_TSURIZAO)) - { -#ifdef JP -return "Äà¤ê¤ò¤¹¤ë : ¤¤¤Ä¤Ç¤â"; -#else - return "fishing : every time"; -#endif - - } - - if (item_tester_hook_smith(o_ptr)) - { - switch (o_ptr->xtra3 - 1) - { - case ESSENCE_TMP_RES_ACID: -#ifdef JP - return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè"; -#else - return "resist acid every 50+d50 turns"; -#endif - - case ESSENCE_TMP_RES_ELEC: -#ifdef JP - return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè"; -#else - return "resist elec every 50+d50 turns"; -#endif - - case ESSENCE_TMP_RES_FIRE: -#ifdef JP - return "²Ð¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè"; -#else - return "resist fire every 50+d50 turns"; -#endif - - case ESSENCE_TMP_RES_COLD: -#ifdef JP - return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè"; -#else - return "resist cold every 50+d50 turns"; -#endif - - case TR_IMPACT: -#ifdef JP - return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè"; -#else - return "earthquake every 100+d100 turns"; -#endif - } - } - - if (o_ptr->name2 == EGO_TRUMP) - { -#ifdef JP -return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè"; -#else - return "teleport every 50+d50 turns"; -#endif - - } - - if (o_ptr->name2 == EGO_LITE_ILLUMINATION) - { -#ifdef JP -return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè"; -#else - return "illumination every 10+d10 turns"; -#endif - } - - else if (o_ptr->name2 == EGO_EARTHQUAKES) - { -#ifdef JP -return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè"; -#else - return "earthquake every 100+d100 turns"; -#endif - - } - - else if (o_ptr->name2 == EGO_JUMP) - { -#ifdef JP -return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè"; -#else - return "blink every 10+d10 turns"; -#endif - - } - - if (o_ptr->tval == TV_RING) - { - if (o_ptr->name2) - { - switch (o_ptr->name2) - { - case EGO_RING_HERO: -#ifdef JP -return "»Îµ¤¹âÍÈ : 100+d100¥¿¡¼¥óËè"; -#else - return "heroism every 100+d100 turns"; -#endif - case EGO_RING_MAGIC_MIS: -#ifdef JP -return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè"; -#else - return "magic missile (2d6) every 2 turns"; -#endif - case EGO_RING_FIRE_BOLT: -#ifdef JP -return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè"; -#else - return "fire bolt (9d8) every 8+d8 turns"; -#endif - case EGO_RING_COLD_BOLT: -#ifdef JP -return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè"; -#else - return "frost bolt (6d8) every 7+d7 turns"; -#endif - case EGO_RING_ELEC_BOLT: -#ifdef JP -return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè"; -#else - return "lightning bolt (4d8) every 5+d5 turns"; -#endif - case EGO_RING_ACID_BOLT: -#ifdef JP -return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè"; -#else - return "acid bolt (5d8) every 6+d6 turns"; -#endif - case EGO_RING_MANA_BOLT: -#ifdef JP -return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè"; -#else - return "a mana bolt (120) every 120+d120 turns"; -#endif - case EGO_RING_FIRE_BALL: -#ifdef JP -return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè"; -#else - return "fire ball (100) every 80+d80 turns"; -#endif - case EGO_RING_COLD_BALL: -#ifdef JP -return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè"; -#else - return "cold ball (100) every 80+d80 turns"; -#endif - case EGO_RING_ELEC_BALL: -#ifdef JP -return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè"; -#else - return "elec ball (100) every 80+d80 turns"; -#endif - case EGO_RING_ACID_BALL: -#ifdef JP -return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè"; -#else - return "acid ball (100) every 80+d80 turns"; -#endif - case EGO_RING_MANA_BALL: -#ifdef JP -return "ËâÎϤÎÍò (250) : 300 ¥¿¡¼¥óËè"; -#else - return "mana storm (250) every 300 turns"; -#endif - case EGO_RING_DRAGON_F: - if (o_ptr->sval == SV_RING_FLAMES) -#ifdef JP -return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè"; -#else - return "breath of fire (200) and resist fire every 200 turns"; -#endif - else -#ifdef JP -return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè"; -#else - return "fire breath (200) every 250 turns"; -#endif - case EGO_RING_DRAGON_C: - if (o_ptr->sval == SV_RING_ICE) -#ifdef JP -return "Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè"; -#else - return "breath of cold (200) and resist cold every 200 turns"; -#endif - else -#ifdef JP -return "Î䵤¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè"; -#else - return "cold breath (200) every 250 turns"; -#endif - case EGO_RING_M_DETECT: -#ifdef JP -return "Á´¥â¥ó¥¹¥¿¡¼´¶ÃÎ : 150 ¥¿¡¼¥óËè"; -#else - return "detect all monsters every 150 turns"; -#endif - case EGO_RING_D_SPEED: -#ifdef JP -return "¥¹¥Ô¡¼¥É(15+d30¥¿¡¼¥ó) : 100 ¥¿¡¼¥óËè"; -#else - return "haste self (15+d30 turns) every 100 turns"; -#endif - case EGO_RING_BERSERKER: -#ifdef JP -return "¶¸Àï»Î²½(25+d25¥¿¡¼¥ó) : 75+d75 ¥¿¡¼¥óËè"; -#else - return "berserk (25+d25 turns) every 75+d75 turns"; -#endif - case EGO_RING_TELE_AWAY: -#ifdef JP -return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè"; -#else - return "teleport away every 150 turns"; -#endif - case EGO_RING_TRUE: -#ifdef JP -return "»Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢µæ¶Ë¤ÎÂÑÀ­ : 777 ¥¿¡¼¥óËè"; -#else - return "hero, bless, and ultimate resistance every 777 turns"; -#endif - } - } - switch (o_ptr->sval) - { - case SV_RING_FLAMES: -#ifdef JP -return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè"; -#else - return "ball of fire (100) and resist fire every 50+d50 turns"; -#endif - - case SV_RING_ICE: -#ifdef JP -return "¥³¡¼¥ë¥É¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè"; -#else - return "ball of cold (100) and resist cold every 50+d50 turns"; -#endif - - case SV_RING_ACID: -#ifdef JP -return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè"; -#else - return "ball of acid (100) and resist acid every 50+d50 turns"; -#endif - - case SV_RING_ELEC: -#ifdef JP -return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè"; -#else - return "ball of elec (100) and resist elec every 50+d50 turns"; -#endif - - default: - return NULL; - } - } - - if (o_ptr->tval == TV_AMULET) - { - if (o_ptr->name2) - { - switch (o_ptr->name2) - { - case EGO_AMU_IDENT: -#ifdef JP - return "´ÕÄê : 10 ¥¿¡¼¥óËè"; -#else - return "identify every 10 turns"; -#endif - case EGO_AMU_CHARM: -#ifdef JP - return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 200 ¥¿¡¼¥óËè"; -#else - return "charm monster every 200 turns"; -#endif - case EGO_AMU_JUMP: -#ifdef JP - return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè"; -#else - return "blink every 10+d10 turns"; -#endif - case EGO_AMU_TELEPORT: -#ifdef JP - return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè"; -#else - return "teleport every 50+d50 turns"; -#endif - case EGO_AMU_D_DOOR: -#ifdef JP - return "¼¡¸µ¤ÎÈâ : 200 ¥¿¡¼¥óËè"; -#else - return "dimension door every 200 turns"; -#endif - case EGO_AMU_RES_FIRE_: -#ifdef JP - return "²Ð±ê¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè"; -#else - return "resist fire every 50+d50 turns"; -#endif - case EGO_AMU_RES_COLD_: -#ifdef JP - return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè"; -#else - return "resist cold every 50+d50 turns"; -#endif - case EGO_AMU_RES_ELEC_: -#ifdef JP - return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè"; -#else - return "resist elec every 50+d50 turns"; -#endif - case EGO_AMU_RES_ACID_: -#ifdef JP - return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè"; -#else - return "resist acid every 50+d50 turns"; -#endif - case EGO_AMU_DETECTION: -#ifdef JP - return "Á´´¶ÃÎ : 55+d55¥¿¡¼¥óËè"; -#else - return "detect all floor every 55+d55 turns"; -#endif - } - } - } - - if (o_ptr->tval == TV_WHISTLE) - { -#ifdef JP -return "¥Ú¥Ã¥È¸Æ¤Ó´ó¤» : 100+d100¥¿¡¼¥óËè"; -#else - return "call pet every 100+d100 turns"; -#endif - } - - if (o_ptr->tval == TV_CAPTURE) - { -#ifdef JP -return "¥â¥ó¥¹¥¿¡¼¤òÊᤨ¤ë¡¢Ëô¤Ï²òÊü¤¹¤ë¡£"; -#else - return "captures or releases a monster."; -#endif - } - - /* Require dragon scale mail */ -#ifdef JP -if (o_ptr->tval != TV_DRAG_ARMOR) return ("´ñ̯¤Ê¸÷"); -#else - if (o_ptr->tval != TV_DRAG_ARMOR) return ("a strange glow"); -#endif - - - /* Branch on the sub-type */ - switch (o_ptr->sval) - { - case SV_DRAGON_BLUE: - { -#ifdef JP -return "°ðºÊ¤Î¥Ö¥ì¥¹(100) : 150+d150 ¥¿¡¼¥óËè"; -#else - return "breathe lightning (100) every 150+d150 turns"; -#endif - - } - case SV_DRAGON_WHITE: - { -#ifdef JP -return "Î䵤¤Î¥Ö¥ì¥¹(110) : 150+d150 ¥¿¡¼¥óËè"; -#else - return "breathe frost (110) every 150+d150 turns"; -#endif - - } - case SV_DRAGON_BLACK: - { -#ifdef JP -return "»À¤Î¥Ö¥ì¥¹(130) : 150+d150 ¥¿¡¼¥óËè"; -#else - return "breathe acid (130) every 150+d150 turns"; -#endif - - } - case SV_DRAGON_GREEN: - { -#ifdef JP -return "ÆǤΥ¬¥¹¤Î¥Ö¥ì¥¹(150) : 180+d180 ¥¿¡¼¥óËè"; -#else - return "breathe poison gas (150) every 180+d180 turns"; -#endif - - } - case SV_DRAGON_RED: - { -#ifdef JP -return "²Ð±ê¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè"; -#else - return "breathe fire (200) every 200+d200 turns"; -#endif - - } - case SV_DRAGON_MULTIHUED: - { -#ifdef JP -return "Ëü¿§¤Î¥Ö¥ì¥¹(250) : 200+d200 ¥¿¡¼¥óËè"; -#else - return "breathe multi-hued (250) every 200+d200 turns"; -#endif - - } - case SV_DRAGON_BRONZE: - { -#ifdef JP -return "º®Íð¤Î¥Ö¥ì¥¹(120) : 180+d180 ¥¿¡¼¥óËè"; -#else - return "breathe confusion (120) every 180+d180 turns"; -#endif - - } - case SV_DRAGON_GOLD: - { -#ifdef JP -return "¹ì²»¤Î¥Ö¥ì¥¹(130) : 180+d180 ¥¿¡¼¥óËè"; -#else - return "breathe sound (130) every 180+d180 turns"; -#endif - - } - case SV_DRAGON_CHAOS: - { -#ifdef JP -return "¥«¥ª¥¹/Îô²½¤Î¥Ö¥ì¥¹(220) : 200+d200 ¥¿¡¼¥óËè"; -#else - return "breathe chaos/disenchant (220) every 200+d200 turns"; -#endif - - } - case SV_DRAGON_LAW: - { -#ifdef JP -return "¹ì²»/ÇËÊҤΥ֥쥹(230) : 200+d200 ¥¿¡¼¥óËè"; -#else - return "breathe sound/shards (230) every 200+d200 turns"; -#endif - - } - case SV_DRAGON_BALANCE: - { -#ifdef JP -return "¥Ð¥é¥ó¥¹¤Î¥Ö¥ì¥¹ (250) 200+d200 ¥¿¡¼¥óËè"; -#else - return "breathe balance (250) every 200+d200 turns"; -#endif - - } - case SV_DRAGON_SHINING: - { -#ifdef JP -return "Á®¸÷/°Å¹õ¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè"; -#else - return "breathe light/darkness (200) every 200+d200 turns"; -#endif - - } - case SV_DRAGON_POWER: - { -#ifdef JP -return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300) : 200+d200 ¥¿¡¼¥óËè"; -#else - return "breathe the elements (300) every 200+d200 turns"; -#endif - - } - } - - /* Oops */ -#ifdef JP -return "¶õµ¤¤Î©"; -#else - return "breathe air"; -#endif - -} - - -/* - * Describe a "fully identified" item - */ -bool screen_object(object_type *o_ptr, bool real) -{ - int i = 0, j, k; - - u32b flgs[TR_FLAG_SIZE]; - - cptr info[128]; - char o_name[MAX_NLEN]; - int wid, hgt; - - /* Extract the flags */ - object_flags(o_ptr, flgs); - - /* Extract the description */ - { - char temp[70 * 20]; - - roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) : - (k_text + k_info[lookup_kind(o_ptr->tval, o_ptr->sval)].text), - 77 - 15, temp, sizeof(temp)); - for (j = 0; temp[j]; j += 1 + strlen(&temp[j])) - { info[i] = &temp[j]; i++;} - } - - /* Mega-Hack -- describe activation */ - if (have_flag(flgs, TR_ACTIVATE)) - { -#ifdef JP -info[i++] = "»ÏÆ°¤·¤¿¤È¤­¤Î¸ú²Ì..."; -#else - info[i++] = "It can be activated for..."; -#endif - - info[i++] = item_activation(o_ptr); -#ifdef JP -info[i++] = "...¤¿¤À¤·ÁõÈ÷¤·¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£"; -#else - info[i++] = "...if it is being worn."; -#endif - - } - - /* Figurines, a hack */ - if (o_ptr->tval == TV_FIGURINE) - { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÅꤲ¤¿»þ¥Ú¥Ã¥È¤ËÊѲ½¤¹¤ë¡£"; -#else - info[i++] = "It will transform into a pet when thrown."; -#endif - - } - - /* Figurines, a hack */ - if (o_ptr->name1 == ART_STONEMASK) - { -#ifdef JP -info[i++] = "¤½¤ì¤òÁõÈ÷¤·¤¿¼Ô¤ÏµÛ·ìµ´¤Ë¤Ê¤ë¡£"; -#else - info[i++] = "It makes you turn into a vampire permanently."; -#endif - - } - - if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) - { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÁê¼ê¤ò°ì·â¤ÇÅݤ¹¤³¤È¤¬¤¢¤ë¡£"; -#else - info[i++] = "It will attempt to kill a monster instantly."; -#endif - - } - - if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) - { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¼«Ê¬¼«¿È¤Ë¹¶·â¤¬Ê֤äƤ¯¤ë¤³¤È¤¬¤¢¤ë¡£"; -#else - info[i++] = "It causes you to strike yourself sometimes."; -#endif - -#ifdef JP -info[i++] = "¤½¤ì¤Ï̵Ũ¤Î¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¯¡£"; -#else - info[i++] = "It always penetrates invulnerability barriers."; -#endif - } - - if (o_ptr->name2 == EGO_2WEAPON) - { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÆóÅáή¤Ç¤ÎÌ¿ÃæΨ¤ò¸þ¾å¤µ¤»¤ë¡£"; -#else - info[i++] = "It affects your ability to hit when you are wielding two weapons."; -#endif - - } - - if (have_flag(flgs, TR_EASY_SPELL)) - { -#ifdef JP -info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò²¼¤²¤ë¡£"; -#else - info[i++] = "It affects your ability to cast spells."; -#endif - } - - if (o_ptr->name2 == EGO_AMU_FOOL) - { -#ifdef JP -info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò¾å¤²¤ë¡£"; -#else - info[i++] = "It interferes with casting spells."; -#endif - } - - if (o_ptr->name2 == EGO_RING_THROW) - { -#ifdef JP -info[i++] = "¤½¤ì¤Ïʪ¤ò¶¯¤¯Åꤲ¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£"; -#else - info[i++] = "It provides great strength when you throw an item."; -#endif - } - - if (o_ptr->name2 == EGO_AMU_NAIVETY) - { -#ifdef JP -info[i++] = "¤½¤ì¤ÏËâË¡Äñ¹³ÎϤò²¼¤²¤ë¡£"; -#else - info[i++] = "It decreases your magic resistance."; -#endif - } - - if (o_ptr->tval == TV_STATUE) - { - monster_race *r_ptr = &r_info[o_ptr->pval]; - - if (o_ptr->pval == MON_BULLGATES) -#ifdef JP - info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤ÈÃѤº¤«¤·¤¤¡£"; -#else - info[i++] = "It is shameful."; -#endif - else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR)) -#ifdef JP - info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È¶²¤¤¡£"; -#else - info[i++] = "It is fearful."; -#endif - else -#ifdef JP - info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È³Ú¤·¤¤¡£"; -#else - info[i++] = "It is cheerful."; -#endif - } - - /* Hack -- describe lite's */ - if (o_ptr->tval == TV_LITE) - { - if (o_ptr->name2 == EGO_LITE_DARKNESS) - { -#ifdef JP - info[i++] = "¤½¤ì¤ÏÁ´¤¯¸÷¤é¤Ê¤¤¡£"; -#else - info[i++] = "It provides no light."; -#endif - - if (o_ptr->sval == SV_LITE_FEANOR || - o_ptr->sval == SV_LITE_LANTERN) - { -#ifdef JP - info[i++] = "¤½¤ì¤ÏÌÀ¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-2)¡£"; -#else - info[i++] = "It decreases radius of light source by 2."; -#endif - } - else - { -#ifdef JP - info[i++] = "¤½¤ì¤ÏÌÀ¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£"; -#else - info[i++] = "It decreases radius of light source by 1."; -#endif - } - } - else if (artifact_p(o_ptr)) - { -#ifdef JP -info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides light (radius 3) forever."; -#endif - - } - else if (o_ptr->name2 == EGO_LITE_SHINE) - { - if (o_ptr->sval == SV_LITE_FEANOR) - { -#ifdef JP -info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides light (radius 3) forever."; -#endif - - } - else if (o_ptr->sval == SV_LITE_LANTERN) - { -#ifdef JP -info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 3)¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides light (radius 3) when fueled."; -#endif - - } - else - { -#ifdef JP -info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides light (radius 2) when fueled."; -#endif - - } - } - else - { - if (o_ptr->sval == SV_LITE_FEANOR) - { -#ifdef JP -info[i++] = "¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides light (radius 2) forever."; -#endif - - } - else if (o_ptr->sval == SV_LITE_LANTERN) - { -#ifdef JP -info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 2)¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides light (radius 2) when fueled."; -#endif - - } - else - { -#ifdef JP -info[i++] = "¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â 1)¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides light (radius 1) when fueled."; -#endif - - } - } - if (o_ptr->name2 == EGO_LITE_LONG) - { -#ifdef JP -info[i++] = "¤½¤ì¤ÏŤ¤¥¿¡¼¥óÌÀ¤«¤ê¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides light for much longer time."; -#endif - } - } - - - /* And then describe it fully */ + /* 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礭¤Ê¥À¥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礭¤Ê¥À¥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礭¤Ê¥À¥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礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë"; -#else - info[i++] = "It does extra damage from frost."; -#endif - + info[i++] = _("それは冷気によって大きなダメージを与える。", "It does extra damage from frost."); } if (have_flag(flgs, TR_BRAND_POIS)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏŨ¤òÆǤ¹¤ë¡£"; -#else - info[i++] = "It poisons your foes."; -#endif - + info[i++] = _("それは敵を毒する。", "It poisons your foes."); } if (have_flag(flgs, TR_CHAOTIC)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥«¥ª¥¹Åª¤Ê¸ú²Ì¤òµÚ¤Ü¤¹¡£"; -#else - info[i++] = "It produces chaotic effects."; -#endif - + info[i++] = _("それはカオス的な効果を及ぼす。", "It produces chaotic effects."); } if (have_flag(flgs, TR_VAMPIRIC)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏŨ¤«¤é¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤òµÛ¼ý¤¹¤ë¡£"; -#else - info[i++] = "It drains life from your foes."; -#endif - + info[i++] = _("それは敵から生命力を吸収する。", "It drains life from your foes."); } if (have_flag(flgs, TR_IMPACT)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÃϿ̤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤­¤ë¡£"; -#else - info[i++] = "It can cause earthquakes."; -#endif - + info[i++] = _("それは地震を起こすことができる。", "It can cause earthquakes."); } if (have_flag(flgs, TR_VORPAL)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÈó¾ï¤ËÀÚ¤ìÌ£¤¬±Ô¤¯Å¨¤òÀÚÃǤ¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£"; -#else - info[i++] = "It is very sharp and can cut your foes."; -#endif - + info[i++] = _("それは非常に切れ味が鋭く敵を切断することができる。", "It is very sharp and can cut your foes."); } if (have_flag(flgs, TR_KILL_DRAGON)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "It is a great bane of dragons."; -#endif - + info[i++] = _("それはドラゴンにとっての天敵である。", "It is a great bane of dragons."); } else if (have_flag(flgs, TR_SLAY_DRAGON)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "It is especially deadly against dragons."; -#endif - + info[i++] = _("それはドラゴンに対して特に恐るべき力を発揮する。", "It is especially deadly against dragons."); } if (have_flag(flgs, TR_KILL_ORC)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "It is a great bane of orcs."; -#endif - + info[i++] = _("それはオークにとっての天敵である。", "It is a great bane of orcs."); } if (have_flag(flgs, TR_SLAY_ORC)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "It is especially deadly against orcs."; -#endif - + info[i++] = _("それはオークに対して特に恐るべき力を発揮する。", "It is especially deadly against orcs."); } if (have_flag(flgs, TR_KILL_TROLL)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "It is a great bane of trolls."; -#endif - + info[i++] = _("それはトロルにとっての天敵である。", "It is a great bane of trolls."); } if (have_flag(flgs, TR_SLAY_TROLL)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "It is especially deadly against trolls."; -#endif - + info[i++] = _("それはトロルに対して特に恐るべき力を発揮する。", "It is especially deadly against trolls."); } if (have_flag(flgs, TR_KILL_GIANT)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ïµð¿Í¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "It is a great bane of giants."; -#endif + info[i++] = _("それは巨人にとっての天敵である。", "It is a great bane of giants."); } else if (have_flag(flgs, TR_SLAY_GIANT)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "It is especially deadly against giants."; -#endif - + info[i++] = _("それはジャイアントに対して特に恐るべき力を発揮する。", "It is especially deadly against giants."); } if (have_flag(flgs, TR_KILL_DEMON)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥Ç¡¼¥â¥ó¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "It is a great bane of demons."; -#endif - + info[i++] = _("それはデーモンにとっての天敵である。", "It is a great bane of demons."); } if (have_flag(flgs, TR_SLAY_DEMON)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "It strikes at demons with holy wrath."; -#endif - + info[i++] = _("それはデーモンに対して聖なる力を発揮する。", "It strikes at demons with holy wrath."); } if (have_flag(flgs, TR_KILL_UNDEAD)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "It is a great bane of undead."; -#endif - + info[i++] = _("それはアンデッドにとっての天敵である。", "It is a great bane of undead."); } if (have_flag(flgs, TR_SLAY_UNDEAD)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "It strikes at undead with holy wrath."; -#endif - + info[i++] = _("それはアンデッドに対して聖なる力を発揮する。", "It strikes at undead with holy wrath."); } if (have_flag(flgs, TR_KILL_EVIL)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¤ë¸ºß¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "It is a great bane of evil monsters."; -#endif - + info[i++] = _("それは邪悪なる存在にとっての天敵である。", "It is a great bane of evil monsters."); } if (have_flag(flgs, TR_SLAY_EVIL)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¤ë¸ºß¤ËÂФ·¤ÆÀ»¤Ê¤ëÎϤǹ¶·â¤¹¤ë¡£"; -#else - info[i++] = "It fights against evil with holy fury."; -#endif - + info[i++] = _("それは邪悪なる存在に対して聖なる力で攻撃する。", "It fights against evil with holy fury."); } if (have_flag(flgs, TR_KILL_ANIMAL)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤Îưʪ¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "It is a great bane of natural creatures."; -#endif - + info[i++] = _("それは自然界の動物にとっての天敵である。", "It is a great bane of natural creatures."); } if (have_flag(flgs, TR_SLAY_ANIMAL)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤Îưʪ¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "It is especially deadly against natural creatures."; -#endif - + info[i++] = _("それは自然界の動物に対して特に恐るべき力を発揮する。", "It is especially deadly against natural creatures."); } if (have_flag(flgs, TR_KILL_HUMAN)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¿Í´Ö¤Ë¤È¤Ã¤Æ¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "It is a great bane of humans."; -#endif - + info[i++] = _("それは人間にとっての天敵である。", "It is a great bane of humans."); } if (have_flag(flgs, TR_SLAY_HUMAN)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶²¤ë¤Ù¤­ÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "It is especially deadly against humans."; -#endif - + info[i++] = _("それは人間に対して特に恐るべき力を発揮する。", "It is especially deadly against humans."); } if (have_flag(flgs, TR_FORCE_WEAPON)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï»ÈÍѼԤÎËâÎϤò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£"; -#else - info[i++] = "It powerfully strikes at a monster using your mana."; -#endif - + info[i++] = _("それは使用者の魔力を使って攻撃する。", "It powerfully strikes at a monster using your mana."); } if (have_flag(flgs, TR_DEC_MANA)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏËâÎϤξÃÈñ¤ò²¡¤µ¤¨¤ë¡£"; -#else - info[i++] = "It decreases your mana consumption."; -#endif - + info[i++] = _("それは魔力の消費を押さえる。", "It decreases your mana consumption."); } if (have_flag(flgs, TR_SUST_STR)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÏÓÎϤò°Ý»ý¤¹¤ë¡£"; -#else - info[i++] = "It sustains your strength."; -#endif - + info[i++] = _("それはあなたの腕力を維持する。", "It sustains your strength."); } if (have_flag(flgs, TR_SUST_INT)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÃÎǽ¤ò°Ý»ý¤¹¤ë¡£"; -#else - info[i++] = "It sustains your intelligence."; -#endif - + info[i++] = _("それはあなたの知能を維持する。", "It sustains your intelligence."); } if (have_flag(flgs, TR_SUST_WIS)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¸­¤µ¤ò°Ý»ý¤¹¤ë¡£"; -#else - info[i++] = "It sustains your wisdom."; -#endif - + info[i++] = _("それはあなたの賢さを維持する。", "It sustains your wisdom."); } if (have_flag(flgs, TR_SUST_DEX)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î´ïÍѤµ¤ò°Ý»ý¤¹¤ë¡£"; -#else - info[i++] = "It sustains your dexterity."; -#endif - + info[i++] = _("それはあなたの器用さを維持する。", "It sustains your dexterity."); } if (have_flag(flgs, TR_SUST_CON)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂѵ×ÎϤò°Ý»ý¤¹¤ë¡£"; -#else - info[i++] = "It sustains your constitution."; -#endif - + info[i++] = _("それはあなたの耐久力を維持する。", "It sustains your constitution."); } if (have_flag(flgs, TR_SUST_CHR)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÌ¥ÎϤò°Ý»ý¤¹¤ë¡£"; -#else - info[i++] = "It sustains your charisma."; -#endif - + info[i++] = _("それはあなたの魅力を維持する。", "It sustains your charisma."); } if (have_flag(flgs, TR_IM_ACID)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï»À¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides immunity to acid."; -#endif - + info[i++] = _("それは酸に対する完全な免疫を授ける。", "It provides immunity to acid."); } if (have_flag(flgs, TR_IM_ELEC)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides immunity to electricity."; -#endif - + info[i++] = _("それは電撃に対する完全な免疫を授ける。", "It provides immunity to electricity."); } if (have_flag(flgs, TR_IM_FIRE)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides immunity to fire."; -#endif - + info[i++] = _("それは火に対する完全な免疫を授ける。", "It provides immunity to fire."); } if (have_flag(flgs, TR_IM_COLD)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï´¨¤µ¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides immunity to cold."; -#endif - + info[i++] = _("それは寒さに対する完全な免疫を授ける。", "It provides immunity to cold."); } if (have_flag(flgs, TR_THROW)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏŨ¤ËÅꤲ¤ÆÂ礭¤Ê¥À¥á¡¼¥¸¤òÍ¿¤¨¤ë¤³¤È¤¬¤Ç¤­¤ë¡£"; -#else - info[i++] = "It is perfectly balanced for throwing."; -#endif + info[i++] = _("それは敵に投げて大きなダメージを与えることができる。", "It is perfectly balanced for throwing."); } if (have_flag(flgs, TR_FREE_ACT)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏËãáã¤ËÂФ¹¤ë´°Á´¤ÊÌȱ֤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides immunity to paralysis."; -#endif - + info[i++] = _("それは麻痺に対する完全な免疫を授ける。", "It provides immunity to paralysis."); } - if (have_flag(flgs, TR_HOLD_LIFE)) + if (have_flag(flgs, TR_HOLD_EXP)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÀ¸Ì¿Îϵۼý¤ËÂФ¹¤ëÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to life draining."; -#endif - + info[i++] = _("それは経験値吸収に対する耐性を授ける。", "It provides resistance to experience draining."); } if (have_flag(flgs, TR_RES_FEAR)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¶²Éݤؤδ°Á´¤ÊÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It makes you completely fearless."; -#endif - + info[i++] = _("それは恐怖への完全な耐性を授ける。", "It makes you completely fearless."); } if (have_flag(flgs, TR_RES_ACID)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï»À¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to acid."; -#endif - + info[i++] = _("それは酸への耐性を授ける。", "It provides resistance to acid."); } if (have_flag(flgs, TR_RES_ELEC)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to electricity."; -#endif - + info[i++] = _("それは電撃への耐性を授ける。", "It provides resistance to electricity."); } if (have_flag(flgs, TR_RES_FIRE)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï²Ð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to fire."; -#endif - + info[i++] = _("それは火への耐性を授ける。", "It provides resistance to fire."); } if (have_flag(flgs, TR_RES_COLD)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï´¨¤µ¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to cold."; -#endif - + info[i++] = _("それは寒さへの耐性を授ける。", "It provides resistance to cold."); } if (have_flag(flgs, TR_RES_POIS)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÆǤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to poison."; -#endif - + info[i++] = _("それは毒への耐性を授ける。", "It provides resistance to poison."); } if (have_flag(flgs, TR_RES_LITE)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to light."; -#endif - + info[i++] = _("それは閃光への耐性を授ける。", "It provides resistance to light."); } if (have_flag(flgs, TR_RES_DARK)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï°Å¹õ¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to dark."; -#endif - + info[i++] = _("それは暗黒への耐性を授ける。", "It provides resistance to dark."); } if (have_flag(flgs, TR_RES_BLIND)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÌÕÌܤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to blindness."; -#endif - + info[i++] = _("それは盲目への耐性を授ける。", "It provides resistance to blindness."); } if (have_flag(flgs, TR_RES_CONF)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ïº®Íð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to confusion."; -#endif - + info[i++] = _("それは混乱への耐性を授ける。", "It provides resistance to confusion."); } if (have_flag(flgs, TR_RES_SOUND)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¹ì²»¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to sound."; -#endif - + info[i++] = _("それは轟音への耐性を授ける。", "It provides resistance to sound."); } if (have_flag(flgs, TR_RES_SHARDS)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÇËÊҤؤÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to shards."; -#endif - + info[i++] = _("それは破片への耐性を授ける。", "It provides resistance to shards."); } if (have_flag(flgs, TR_RES_NETHER)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÃϹö¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to nether."; -#endif - + info[i++] = _("それは地獄への耐性を授ける。", "It provides resistance to nether."); } if (have_flag(flgs, TR_RES_NEXUS)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï°ø²Ìº®Íð¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to nexus."; -#endif - + info[i++] = _("それは因果混乱への耐性を授ける。", "It provides resistance to nexus."); } if (have_flag(flgs, TR_RES_CHAOS)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥«¥ª¥¹¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to chaos."; -#endif - + info[i++] = _("それはカオスへの耐性を授ける。", "It provides resistance to chaos."); } if (have_flag(flgs, TR_RES_DISEN)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÎô²½¤Ø¤ÎÂÑÀ­¤ò¼ø¤±¤ë¡£"; -#else - info[i++] = "It provides resistance to disenchantment."; -#endif - + info[i++] = _("それは劣化への耐性を授ける。", "It provides resistance to disenchantment."); } - if (have_flag(flgs, TR_FEATHER)) - { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÃè¤ËÉ⤯¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£"; -#else - info[i++] = "It allows you to levitate."; -#endif - - } - if (have_flag(flgs, TR_LITE)) + if (have_flag(flgs, TR_LEVITATION)) { - if ((o_ptr->name2 == EGO_DARK) || (o_ptr->name1 == ART_NIGHT)) -#ifdef JP -info[i++] = "¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-1)¡£"; -#else - info[i++] = "It decreases radius of your light source by 1."; -#endif - else -#ifdef JP -info[i++] = "¤½¤ì¤Ï±Ê±ó¤ÎÌÀ¤«¤ê¤ò¼ø¤±¤ë(Ⱦ·Â¤Ë+1)¡£"; -#else - info[i++] = "It provides permanent light. (radius +1)"; -#endif - + info[i++] = _("それは宙に浮くことを可能にする。", "It allows you to levitate."); } + if (have_flag(flgs, TR_SEE_INVIS)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£"; -#else - info[i++] = "It allows you to see invisible monsters."; -#endif - + info[i++] = _("それは透明なモンスターを見ることを可能にする。", "It allows you to see invisible monsters."); } if (have_flag(flgs, TR_TELEPATHY)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò¼ø¤±¤ë¡£"; -#else - info[i++] = "It gives telepathic powers."; -#endif - + info[i++] = _("それはテレパシー能力を授ける。", "It gives telepathic powers."); } if (have_flag(flgs, TR_ESP_ANIMAL)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤ÎÀ¸Êª¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses natural creatures."; -#endif - + info[i++] = _("それは自然界の生物を感知する。", "It senses natural creatures."); } if (have_flag(flgs, TR_ESP_UNDEAD)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses undead."; -#endif - + info[i++] = _("それはアンデッドを感知する。", "It senses undead."); } if (have_flag(flgs, TR_ESP_DEMON)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï°­Ëâ¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses demons."; -#endif - + info[i++] = _("それは悪魔を感知する。", "It senses demons."); } if (have_flag(flgs, TR_ESP_ORC)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses orcs."; -#endif - + info[i++] = _("それはオークを感知する。", "It senses orcs."); } if (have_flag(flgs, TR_ESP_TROLL)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses trolls."; -#endif - + info[i++] = _("それはトロルを感知する。", "It senses trolls."); } if (have_flag(flgs, TR_ESP_GIANT)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ïµð¿Í¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses giants."; -#endif - + info[i++] = _("それは巨人を感知する。", "It senses giants."); } if (have_flag(flgs, TR_ESP_DRAGON)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses dragons."; -#endif - + info[i++] = _("それはドラゴンを感知する。", "It senses dragons."); } if (have_flag(flgs, TR_ESP_HUMAN)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¿Í´Ö¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses humans."; -#endif - + info[i++] = _("それは人間を感知する。", "It senses humans."); } if (have_flag(flgs, TR_ESP_EVIL)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¸ºß¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses evil creatures."; -#endif - + info[i++] = _("それは邪悪な存在を感知する。", "It senses evil creatures."); } if (have_flag(flgs, TR_ESP_GOOD)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÁ±Îɤʸºß¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses good creatures."; -#endif - + info[i++] = _("それは善良な存在を感知する。", "It senses good creatures."); } if (have_flag(flgs, TR_ESP_NONLIVING)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses non-living creatures."; -#endif - + info[i++] = _("それは活動する無生物体を感知する。", "It senses non-living creatures."); } if (have_flag(flgs, TR_ESP_UNIQUE)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÆÃÊ̤ʶ¯Å¨¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses unique monsters."; -#endif - + info[i++] = _("それは特別な強敵を感知する。", "It senses unique monsters."); } if (have_flag(flgs, TR_SLOW_DIGEST)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤òÃÙ¤¯¤¹¤ë¡£"; -#else - info[i++] = "It slows your metabolism."; -#endif - + info[i++] = _("それはあなたの新陳代謝を遅くする。", "It slows your metabolism."); } if (have_flag(flgs, TR_REGEN)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÂÎÎϲóÉüÎϤò¶¯²½¤¹¤ë¡£"; -#else - info[i++] = "It speeds your regenerative powers."; -#endif - + info[i++] = _("それは体力回復力を強化する。", "It speeds your regenerative powers."); } if (have_flag(flgs, TR_WARNING)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï´í¸±¤ËÂФ·¤Æ·Ù¹ð¤òȯ¤¹¤ë¡£"; -#else - info[i++] = "It warns you of danger"; -#endif - + info[i++] = _("それは危険に対して警告を発する。", "It warns you of danger"); } if (have_flag(flgs, TR_REFLECT)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£"; -#else - info[i++] = "It reflects bolts and arrows."; -#endif - + info[i++] = _("それは矢の呪文を反射する。", "It reflects bolt spells."); } if (have_flag(flgs, TR_SH_FIRE)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï±ê¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£"; -#else - info[i++] = "It produces a fiery sheath."; -#endif - + info[i++] = _("それは炎のバリアを張る。", "It produces a fiery sheath."); } if (have_flag(flgs, TR_SH_ELEC)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÅŵ¤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£"; -#else - info[i++] = "It produces an electric sheath."; -#endif - + info[i++] = _("それは電気のバリアを張る。", "It produces an electric sheath."); } if (have_flag(flgs, TR_SH_COLD)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÎ䵤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£"; -#else - info[i++] = "It produces a sheath of coldness."; -#endif - + info[i++] = _("それは冷気のバリアを張る。", "It produces a sheath of coldness."); } if (have_flag(flgs, TR_NO_MAGIC)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÈ¿ËâË¡¥Ð¥ê¥¢¤òÄ¥¤ë¡£"; -#else - info[i++] = "It produces an anti-magic shell."; -#endif - + info[i++] = _("それは反魔法バリアを張る。", "It produces an anti-magic shell."); } if (have_flag(flgs, TR_NO_TELE)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤹¤ë¡£"; -#else - info[i++] = "It prevents teleportation."; -#endif - + info[i++] = _("それはテレポートを邪魔する。", "It prevents teleportation."); } if (have_flag(flgs, TR_XTRA_MIGHT)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÌ𡿥ܥë¥È¡¿ÃƤò¤è¤ê¶¯ÎϤËȯ¼Í¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£"; -#else - info[i++] = "It fires missiles with extra might."; -#endif - - } - 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)) + { + info[i++] = _("それは矢/ボルト/弾を非常に早く発射することができる。", "It fires missiles excessively fast."); } if (have_flag(flgs, TR_BLESSED)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¿À¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "It has been blessed by the gods."; -#endif - + info[i++] = _("それは神に祝福されている。", "It has been blessed by the gods."); } - if (cursed_p(o_ptr)) + if (object_is_cursed(o_ptr)) { if (o_ptr->curse_flags & TRC_PERMA_CURSE) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï±Ê±ó¤Î¼ö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "It is permanently cursed."; -#endif - + info[i++] = _("それは永遠の呪いがかけられている。", "It is permanently cursed."); } else if (o_ptr->curse_flags & TRC_HEAVY_CURSE) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "It is heavily cursed."; -#endif - + info[i++] = _("それは強力な呪いがかけられている。", "It is heavily cursed."); } else { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "It is cursed."; -#endif + info[i++] = _("それは呪われている。", "It is cursed."); + /* + * It's a trivial infomation since there is + * fake inscription {cursed} + */ + trivial_info++; } } if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÂÀ¸Å¤Î²Ò¡¹¤·¤¤±åÇ°¤¬½É¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "It carries an ancient foul curse."; -#endif - + info[i++] = _("それは太古の禍々しい怨念が宿っている。", "It carries an ancient foul curse."); } if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÉÕ¶á¤Î¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤ë¡£"; -#else - info[i++] = "It aggravates nearby creatures."; -#endif - + info[i++] = _("それは付近のモンスターを怒らせる。", "It aggravates nearby creatures."); } if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï·Ð¸³ÃͤòµÛ¤¤¼è¤ë¡£"; -#else - info[i++] = "It drains experience."; -#endif - + info[i++] = _("それは経験値を吸い取る。", "It drains experience."); } if (o_ptr->curse_flags & TRC_SLOW_REGEN) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï²óÉüÎϤò¼å¤á¤ë¡£"; -#else - info[i++] = "It slows your regenerative powers."; -#endif - + info[i++] = _("それは回復力を弱める。", "It slows your regenerative powers."); } - if (o_ptr->curse_flags & TRC_ADD_L_CURSE) + if ((o_ptr->curse_flags & TRC_ADD_L_CURSE) || have_flag(flgs, TR_ADD_L_CURSE)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¼å¤¤¼ö¤¤¤òÁý¤ä¤¹¡£"; -#else - info[i++] = "It adds weak curses."; -#endif - + info[i++] = _("それは弱い呪いを増やす。","It adds weak curses."); } - if (o_ptr->curse_flags & TRC_ADD_H_CURSE) + if ((o_ptr->curse_flags & TRC_ADD_H_CURSE) || have_flag(flgs, TR_ADD_H_CURSE)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤òÁý¤ä¤¹¡£"; -#else - info[i++] = "It adds heavy curses."; -#endif - + info[i++] = _("それは強力な呪いを増やす。","It adds heavy curses."); } - if (o_ptr->curse_flags & TRC_CALL_ANIMAL) + if ((have_flag(flgs, TR_CALL_ANIMAL)) || (o_ptr->curse_flags & TRC_CALL_ANIMAL)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ïưʪ¤ò¸Æ¤Ó´ó¤»¤ë¡£"; -#else - info[i++] = "It attracts animals."; -#endif - + info[i++] = _("それは動物を呼び寄せる。", "It attracts animals."); } - if (o_ptr->curse_flags & TRC_CALL_DEMON) + if ((have_flag(flgs, TR_CALL_DEMON)) || (o_ptr->curse_flags & TRC_CALL_DEMON)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï°­Ëâ¤ò¸Æ¤Ó´ó¤»¤ë¡£"; -#else - info[i++] = "It attracts demons."; -#endif - + info[i++] = _("それは悪魔を呼び寄せる。", "It attracts demons."); } - if (o_ptr->curse_flags & TRC_CALL_DRAGON) + if ((have_flag(flgs, TR_CALL_DRAGON)) || (o_ptr->curse_flags & TRC_CALL_DRAGON)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ò¸Æ¤Ó´ó¤»¤ë¡£"; -#else - info[i++] = "It attracts dragons."; -#endif - + info[i++] = _("それはドラゴンを呼び寄せる。", "It attracts dragons."); } - if (o_ptr->curse_flags & TRC_COWARDICE) + if ((have_flag(flgs, TR_CALL_UNDEAD)) || (o_ptr->curse_flags & TRC_CALL_UNDEAD)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¶²ÉÝ´¶¤ò°ú¤­µ¯¤³¤¹¡£"; -#else - info[i++] = "It makes you subject to cowardice."; -#endif - + info[i++] = _("それは死霊を呼び寄せる。", "It attracts undeads."); + } + if ((have_flag(flgs, TR_COWARDICE)) || (o_ptr->curse_flags & TRC_COWARDICE)) + { + info[i++] = _("それは恐怖感を引き起こす。", "It makes you subject to cowardice."); } if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥é¥ó¥À¥à¤Ê¥Æ¥ì¥Ý¡¼¥È¤ò°ú¤­µ¯¤³¤¹¡£"; -#else - info[i++] = "It induces random teleportation."; -#endif - + info[i++] = _("それはランダムなテレポートを引き起こす。", "It induces random teleportation."); } - if (o_ptr->curse_flags & TRC_LOW_MELEE) + if ((have_flag(flgs, TR_LOW_MELEE)) || o_ptr->curse_flags & TRC_LOW_MELEE) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£"; -#else - info[i++] = "It causes you to miss blows."; -#endif - + info[i++] = _("それは攻撃を外しやすい。", "It causes you to miss blows."); } - if (o_ptr->curse_flags & TRC_LOW_AC) + if ((have_flag(flgs, TR_LOW_AC)) || (o_ptr->curse_flags & TRC_LOW_AC)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£"; -#else - info[i++] = "It helps your enemies' blows."; -#endif - + info[i++] = _("それは攻撃を受けやすい。", "It helps your enemies' blows."); } - if (o_ptr->curse_flags & TRC_LOW_MAGIC) + if ((have_flag(flgs, TR_LOW_MAGIC)) || (o_ptr->curse_flags & TRC_LOW_MAGIC)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏËâË¡¤ò¾§¤¨¤Ë¤¯¤¯¤¹¤ë¡£"; -#else - info[i++] = "It encumbers you while spellcasting."; -#endif - + info[i++] = _("それは魔法を唱えにくくする。", "It encumbers you while spellcasting."); } - if (o_ptr->curse_flags & TRC_FAST_DIGEST) + if ((have_flag(flgs, TR_FAST_DIGEST)) || (o_ptr->curse_flags & TRC_FAST_DIGEST)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤ò®¤¯¤¹¤ë¡£"; -#else - info[i++] = "It speeds your metabolism."; -#endif - + info[i++] = _("それはあなたの新陳代謝を速くする。", "It speeds your metabolism."); } - if (o_ptr->curse_flags & TRC_DRAIN_HP) + if ((have_flag(flgs, TR_DRAIN_HP)) || (o_ptr->curse_flags & TRC_DRAIN_HP)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¤¤¼è¤ë¡£"; -#else - info[i++] = "It drains you."; -#endif - + info[i++] = _("それはあなたの体力を吸い取る。", "It drains you."); } - if (o_ptr->curse_flags & TRC_DRAIN_MANA) + if ((have_flag(flgs, TR_DRAIN_MANA)) || (o_ptr->curse_flags & TRC_DRAIN_MANA)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¤¤¼è¤ë¡£"; -#else - info[i++] = "It drains your mana."; -#endif - + info[i++] = _("それはあなたの魔力を吸い取る。", "It drains your mana."); } /* Describe about this kind of object instead of THIS fake object */ - if (!real) + if (mode & SCROBJ_FAKE_OBJECT) { switch (o_ptr->tval) { @@ -3761,18 +1180,10 @@ info[i++] = " 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; @@ -3781,23 +1192,11 @@ info[i++] = " 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; @@ -3809,50 +1208,32 @@ info[i++] = " have_flag(flgs, TR_IGNORE_FIRE) && have_flag(flgs, TR_IGNORE_COLD)) { -#ifdef JP - info[i++] = "¤½¤ì¤Ï»À¡¦Åŷ⡦²Ð±ê¡¦Î䵤¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£"; -#else - info[i++] = "It cannot be harmed by the elements."; -#endif + info[i++] = _("それは酸・電撃・火炎・冷気では傷つかない。", "It cannot be harmed by the elements."); } else { if (have_flag(flgs, TR_IGNORE_ACID)) { -#ifdef JP - info[i++] = "¤½¤ì¤Ï»À¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£"; -#else - info[i++] = "It cannot be harmed by acid."; -#endif + info[i++] = _("それは酸では傷つかない。", "It cannot be harmed by acid."); } if (have_flag(flgs, TR_IGNORE_ELEC)) { -#ifdef JP - info[i++] = "¤½¤ì¤ÏÅÅ·â¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£"; -#else - info[i++] = "It cannot be harmed by electricity."; -#endif + info[i++] = _("それは電撃では傷つかない。", "It cannot be harmed by electricity."); } if (have_flag(flgs, TR_IGNORE_FIRE)) { -#ifdef JP - info[i++] = "¤½¤ì¤Ï²Ð±ê¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£"; -#else - info[i++] = "It cannot be harmed by fire."; -#endif + info[i++] = _("それは火炎では傷つかない。", "It cannot be harmed by fire."); } if (have_flag(flgs, TR_IGNORE_COLD)) { -#ifdef JP - info[i++] = "¤½¤ì¤ÏÎ䵤¤Ç¤Ï½ý¤Ä¤«¤Ê¤¤¡£"; -#else - info[i++] = "It cannot be harmed by cold."; -#endif + info[i++] = _("それは冷気では傷つかない。", "It cannot be harmed by cold."); } } - /* No special effects */ - if (!i) return (FALSE); + if (mode & SCROBJ_FORCE_DETAIL) trivial_info = 0; + + /* No relevant informations */ + if (i <= trivial_info) return (FALSE); /* Save the screen */ screen_save(); @@ -3861,10 +1242,10 @@ info[i++] = " Term_get_size(&wid, &hgt); /* Display Item name */ - if (real) - object_desc(o_name, o_ptr, TRUE, 3); + if (!(mode & SCROBJ_FAKE_OBJECT)) + object_desc(o_name, o_ptr, 0); else - object_desc_store(o_name, o_ptr, TRUE, 0); + object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE)); prt(o_name, 0, 0); @@ -3877,15 +1258,13 @@ info[i++] = " monster_race *r_ptr = &r_info[o_ptr->pval]; int namelen = strlen(r_name + r_ptr->name); prt(format("%s: '", r_name + r_ptr->name), 1, 15); - c_prt(r_ptr->d_attr, format("%c", r_ptr->d_char), 1, 18+namelen); - prt("'", 1, 19+namelen); + Term_queue_bigchar(18 + namelen, 1, r_ptr->x_attr, r_ptr->x_char, 0, 0); + prt("'", 1, (use_bigtile ? 20 : 19) + namelen); } else -#ifdef JP -prt(" ¥¢¥¤¥Æ¥à¤ÎǽÎÏ:", 1, 15); -#else - prt(" Item Attributes:", 1, 15); -#endif + { + prt(_(" アイテムの能力:", " Item Attributes:"), 1, 15); + } /* We will print on top of the map (column 13) */ for (k = 2, j = 0; j < i; j++) @@ -3896,22 +1275,14 @@ prt(" /* 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(); @@ -3924,9 +1295,12 @@ prt("[ -/* +/*! + * @brief オブジェクト選択時の選択アルファベットラベルを返す / * Convert an inventory index into a one character label - * Note that the label does NOT distinguish inven/equip. + * @param i プレイヤーの所持/装備オブジェクトID + * @return 対応するアルファベット + * @details Note that the label does NOT distinguish inven/equip. */ char index_to_label(int i) { @@ -3937,17 +1311,18 @@ char index_to_label(int i) return (I2A(i - INVEN_RARM)); } - -/* +/*! + * @brief 選択アルファベットラベルからプレイヤーの所持オブジェクトIDを返す / * Convert a label into the index of an item in the "inven" - * Return "-1" if the label does not indicate a real item + * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item + * @details Note that the label does NOT distinguish inven/equip. */ -s16b label_to_inven(int c) +INVENTORY_IDX label_to_inven(int c) { - int i; + INVENTORY_IDX i; /* Convert */ - i = (islower(c) ? A2I(c) : -1); + i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1); /* Verify the index */ if ((i < 0) || (i > INVEN_PACK)) return (-1); @@ -3960,20 +1335,38 @@ s16b label_to_inven(int c) } -/* +/*! See cmd5.c */ +extern bool select_ring_slot; + + +/*! + * @brief プレイヤーの所持/装備オブジェクトIDが指輪枠かを返す / + * @param i プレイヤーの所持/装備オブジェクトID + * @return 指輪枠ならばTRUEを返す。 + */ +static bool is_ring_slot(int i) +{ + return (i == INVEN_RIGHT) || (i == INVEN_LEFT); +} + + +/*! + * @brief 選択アルファベットラベルからプレイヤーの装備オブジェクトIDを返す / * Convert a label into the index of a item in the "equip" - * Return "-1" if the label does not indicate a real item + * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item */ -s16b label_to_equip(int c) +INVENTORY_IDX label_to_equip(int c) { - int i; + INVENTORY_IDX i; /* Convert */ - i = (islower(c) ? A2I(c) : -1) + INVEN_RARM; + i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1) + INVEN_RARM; /* Verify the index */ if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1); + if (select_ring_slot) return is_ring_slot(i) ? i : -1; + /* Empty slots can never be chosen */ if (!inventory[i].k_idx) return (-1); @@ -3983,8 +1376,11 @@ s16b label_to_equip(int c) -/* +/*! + * @brief オブジェクトの該当装備部位IDを返す / * Determine which equipment slot (if any) an item likes + * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ + * @return 対応する装備部位ID */ s16b wield_slot(object_type *o_ptr) { @@ -4015,322 +1411,169 @@ s16b wield_slot(object_type *o_ptr) return (INVEN_BOW); } - case TV_RING: - { - /* Use the right hand first */ - if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT); - - /* Use the left hand for swapping (by default) */ - return (INVEN_LEFT); - } - - case TV_AMULET: - case TV_WHISTLE: - { - return (INVEN_NECK); - } - - case TV_LITE: - { - return (INVEN_LITE); - } - - case TV_DRAG_ARMOR: - case TV_HARD_ARMOR: - case TV_SOFT_ARMOR: - { - return (INVEN_BODY); - } - - case TV_CLOAK: - { - return (INVEN_OUTER); - } - - case TV_CROWN: - case TV_HELM: - { - return (INVEN_HEAD); - } - - case TV_GLOVES: - { - return (INVEN_HANDS); - } - - case TV_BOOTS: - { - return (INVEN_FEET); - } - } - - /* No slot available */ - return (-1); -} - - -/* - * Return a string mentioning how a given item is carried - */ -cptr mention_use(int i) -{ - cptr p; - - /* Examine the location */ - switch (i) - { -#ifdef JP -case INVEN_RARM: p = p_ptr->ryoute ? " ξ¼ê" : (left_hander ? " º¸¼ê" : " ±¦¼ê"); break; -#else - case INVEN_RARM: p = "Wielding"; break; -#endif - -#ifdef JP -case INVEN_LARM: p = (left_hander ? " ±¦¼ê" : " º¸¼ê"); break; -#else - case INVEN_LARM: p = "On arm"; break; -#endif - -#ifdef JP -case INVEN_BOW: p = "¼Í·âÍÑ"; break; -#else - case INVEN_BOW: p = "Shooting"; break; -#endif - -#ifdef JP -case INVEN_LEFT: p = (left_hander ? "±¦¼ê»Ø" : "º¸¼ê»Ø"); break; -#else - case INVEN_LEFT: p = "On left hand"; break; -#endif - -#ifdef JP -case INVEN_RIGHT: p = (left_hander ? "º¸¼ê»Ø" : "±¦¼ê»Ø"); break; -#else - case INVEN_RIGHT: p = "On right hand"; break; -#endif - -#ifdef JP -case INVEN_NECK: p = " ¼ó"; break; -#else - case INVEN_NECK: p = "Around neck"; break; -#endif - -#ifdef JP -case INVEN_LITE: p = " ¸÷¸»"; break; -#else - case INVEN_LITE: p = "Light source"; break; -#endif - -#ifdef JP -case INVEN_BODY: p = " ÂÎ"; break; -#else - case INVEN_BODY: p = "On body"; break; -#endif - -#ifdef JP -case INVEN_OUTER: p = "ÂΤξå"; break; -#else - case INVEN_OUTER: p = "About body"; break; -#endif - -#ifdef JP -case INVEN_HEAD: p = " Ƭ"; break; -#else - case INVEN_HEAD: p = "On head"; break; -#endif - -#ifdef JP -case INVEN_HANDS: p = " ¼ê"; break; -#else - case INVEN_HANDS: p = "On hands"; break; -#endif - -#ifdef JP -case INVEN_FEET: p = " ­"; break; -#else - case INVEN_FEET: p = "On feet"; break; -#endif + case TV_RING: + { + /* Use the right hand first */ + if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT); -#ifdef JP -default: p = "¥¶¥Ã¥¯"; break; -#else - default: p = "In pack"; break; -#endif + /* Use the left hand for swapping (by default) */ + return (INVEN_LEFT); + } - } + case TV_AMULET: + case TV_WHISTLE: + { + return (INVEN_NECK); + } - /* Hack -- Heavy weapon */ - if (i == INVEN_RARM) - { - if (p_ptr->heavy_wield[0]) + case TV_LITE: { -#ifdef JP -p = "±¿ÈÂÃæ"; -#else - p = "Just lifting"; -#endif + return (INVEN_LITE); + } + case TV_DRAG_ARMOR: + case TV_HARD_ARMOR: + case TV_SOFT_ARMOR: + { + return (INVEN_BODY); } - } - /* Hack -- Heavy weapon */ - if (i == INVEN_LARM) - { - if (p_ptr->heavy_wield[1]) + case TV_CLOAK: { -#ifdef JP -p = "±¿ÈÂÃæ"; -#else - p = "Just lifting"; -#endif + return (INVEN_OUTER); + } + case TV_CROWN: + case TV_HELM: + { + return (INVEN_HEAD); } - } - /* Hack -- Heavy bow */ - if (i == INVEN_BOW) - { - object_type *o_ptr; - o_ptr = &inventory[i]; - if (adj_str_hold[p_ptr->stat_ind[A_STR]] < o_ptr->weight / 10) + case TV_GLOVES: { -#ifdef JP -p = "±¿ÈÂÃæ"; -#else - p = "Just holding"; -#endif + return (INVEN_HANDS); + } + case TV_BOOTS: + { + return (INVEN_FEET); } } - /* Return the result */ - return (p); + /* No slot available */ + return (-1); } - -/* - * Return a string describing how a given item is being worn. - * Currently, only used for items in the equipment, not inventory. +/*! + * @brief 所持/装備オブジェクトIDの部位表現を返す / + * Return a string mentioning how a given item is carried + * @param i 部位表現を求めるプレイヤーの所持/装備オブジェクトID + * @return 部位表現の文字列ポインタ */ -cptr describe_use(int i) +cptr mention_use(int i) { cptr p; + /* Examine the location */ switch (i) { #ifdef JP -case INVEN_RARM: p = p_ptr->ryoute ? " ξ¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : (left_hander ? " º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : " ±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë"); break; + 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 = "attacking monsters with"; break; + 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 = (left_hander ? " ±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : " º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë"); break; + case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "運搬中" : ((p_ptr->ryoute && p_ptr->hidarite) ? " 両手" : (left_hander ? " 右手" : " 左手")); break; #else - case INVEN_LARM: p = "wearing on your arm"; break; + 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 = "¼Í·âÍѤËÁõÈ÷¤·¤Æ¤¤¤ë"; break; + case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "運搬中" : "射撃用"; break; #else - case INVEN_BOW: p = "shooting missiles with"; break; + case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "Just holding" : "Shooting"; break; #endif #ifdef JP -case INVEN_LEFT: p = (left_hander ? "±¦¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë" : "º¸¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë"); break; + case INVEN_RIGHT: p = (left_hander ? "左手指" : "右手指"); break; #else - case INVEN_LEFT: p = "wearing on your left hand"; break; + case INVEN_RIGHT: p = (left_hander ? "On left hand" : "On right hand"); 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_LEFT: p = (left_hander ? "右手指" : "左手指"); break; #else - case INVEN_RIGHT: p = "wearing on your right hand"; break; + case INVEN_LEFT: p = (left_hander ? "On right hand" : "On 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 + 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 = _(" é ­", "On head"); break; + case INVEN_HANDS: p = _(" 手", "On hands"); break; + case INVEN_FEET: p = _(" 足", "On feet"); break; + default: p = _("ザック", "In pack"); break; + } -#ifdef JP -case INVEN_BODY: p = "ÂΤËÃå¤Æ¤¤¤ë"; break; -#else - case INVEN_BODY: p = "wearing on your body"; break; -#endif + /* Return the result */ + return p; +} -#ifdef JP -case INVEN_OUTER: p = "¿È¤Ë¤Þ¤È¤Ã¤Æ¤¤¤ë"; break; -#else - case INVEN_OUTER: p = "wearing on your back"; break; -#endif -#ifdef JP -case INVEN_HEAD: p = "Ƭ¤Ë¤«¤Ö¤Ã¤Æ¤¤¤ë"; break; -#else - case INVEN_HEAD: p = "wearing on your head"; break; -#endif +/*! + * @brief 所持/装備オブジェクトIDの現在の扱い方の状態表現を返す / + * Return a string describing how a given item is being worn. + * @param i 状態表現を求めるプレイヤーの所持/装備オブジェクトID + * @return 状態表現内容の文字列ポインタ + * @details + * Currently, only used for items in the equipment, not inventory. + */ +cptr describe_use(int i) +{ + cptr p; + switch (i) + { #ifdef JP -case INVEN_HANDS: p = "¼ê¤Ë¤Ä¤±¤Æ¤¤¤ë"; break; + case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "運搬中の" : ((p_ptr->ryoute && p_ptr->migite) ? "両手に装備している" : (left_hander ? "左手に装備している" : "右手に装備している")); break; #else - case INVEN_HANDS: p = "wearing on your hands"; break; + case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "just lifting" : (p_ptr->migite ? "attacking monsters with" : "wearing on your arm"); break; #endif #ifdef JP -case INVEN_FEET: p = "­¤Ë¤Ï¤¤¤Æ¤¤¤ë"; break; + case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "運搬中の" : ((p_ptr->ryoute && p_ptr->hidarite) ? "両手に装備している" : (left_hander ? "右手に装備している" : "左手に装備している")); break; #else - case INVEN_FEET: p = "wearing on your feet"; break; + case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break; #endif #ifdef JP -default: p = "¥¶¥Ã¥¯¤ËÆþ¤Ã¤Æ¤¤¤ë"; break; + case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "持つだけで精一杯の" : "射撃用に装備している"; break; #else - default: p = "carrying in your pack"; break; + case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "just holding" : "shooting missiles with"; break; #endif - } - - /* Hack -- Heavy weapon */ - if (i == INVEN_RARM) - { - object_type *o_ptr; - int hold = adj_str_hold[p_ptr->stat_ind[A_STR]]; - - if (p_ptr->ryoute) hold *= 2; - o_ptr = &inventory[i]; - if (hold < o_ptr->weight / 10) - { #ifdef JP -p = "±¿ÈÂÃæ¤Î"; + case INVEN_RIGHT: p = (left_hander ? "左手の指にはめている" : "右手の指にはめている"); break; #else - p = "just lifting"; + case INVEN_RIGHT: p = (left_hander ? "wearing on your left hand" : "wearing on your right hand"); break; #endif - } - } - - /* Hack -- Heavy bow */ - if (i == INVEN_BOW) - { - object_type *o_ptr; - o_ptr = &inventory[i]; - if (adj_str_hold[p_ptr->stat_ind[A_STR]] < o_ptr->weight / 10) - { #ifdef JP -p = "»ý¤Ä¤À¤±¤ÇÀº°ìÇÕ¤Î"; + case INVEN_LEFT: p = (left_hander ? "右手の指にはめている" : "左手の指にはめている"); break; #else - p = "just holding"; + case INVEN_LEFT: p = (left_hander ? "wearing on your right hand" : "wearing on your left hand"); break; #endif - } + case INVEN_NECK: p = _("首にかけている", "wearing around your neck"); break; + case INVEN_LITE: p = _("光源にしている", "using to light the way"); break; + case INVEN_BODY: p = _("体に着ている", "wearing on your body"); break; + case INVEN_OUTER: p = _("身にまとっている", "wearing on your back"); break; + case INVEN_HEAD: p = _("頭にかぶっている", "wearing on your head"); break; + case INVEN_HANDS: p = _("手につけている", "wearing on your hands"); break; + case INVEN_FEET: p = _("足にはいている", "wearing on your feet"); break; + default: p = _("ザックに入っている", "carrying in your pack"); break; } /* Return the result */ @@ -4338,9 +1581,15 @@ p = " } -/* Hack: Check if a spellbook is one of the realms we can use. -- TY */ +/*! + * @brief tval/sval指定のベースアイテムがプレイヤーの使用可能な魔法書かどうかを返す / + * Hack: Check if a spellbook is one of the realms we can use. -- TY + * @param book_tval ベースアイテムのtval + * @param book_sval ベースアイテムのsval + * @return 使用可能な魔法書ならばTRUEを返す。 + */ -bool check_book_realm(const byte book_tval, const byte book_sval) +bool check_book_realm(const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval) { if (book_tval < TV_LIFE_BOOK) return FALSE; if (p_ptr->pclass == CLASS_SORCERER) @@ -4355,9 +1604,11 @@ bool check_book_realm(const byte book_tval, const byte book_sval) return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval); } - -/* +/*! + * @brief アイテムがitem_tester_hookグローバル関数ポインタの条件を満たしているかを返す汎用関数 * Check an item against the item tester info + * @param o_ptr 判定を行いたいオブジェクト構造体参照ポインタ + * @return item_tester_hookの参照先、その他いくつかの例外に応じてTRUE/FALSEを返す。 */ bool item_tester_okay(object_type *o_ptr) { @@ -4368,7 +1619,13 @@ bool item_tester_okay(object_type *o_ptr) if (!o_ptr->k_idx) return (FALSE); /* Hack -- ignore "gold" */ - if (o_ptr->tval == TV_GOLD) return (FALSE); + if (o_ptr->tval == TV_GOLD) + { + /* See xtra2.c */ + extern bool show_gold_on_floor; + + if (!show_gold_on_floor) return (FALSE); + } /* Check the tval */ if (item_tester_tval) @@ -4392,10 +1649,10 @@ bool item_tester_okay(object_type *o_ptr) } - - -/* +/*! + * @brief 所持アイテム一覧を表示する / * Choice window "shadow" of the "show_inven()" function + * @return なし */ void display_inven(void) { @@ -4444,7 +1701,7 @@ void display_inven(void) Term_putstr(0, i, 3, TERM_WHITE, tmp_val); /* Obtain an item description */ - object_desc(o_name, o_ptr, TRUE, 3); + object_desc(o_name, o_ptr, 0); /* Obtain the length of the description */ n = strlen(o_name); @@ -4465,7 +1722,7 @@ void display_inven(void) Term_erase(3+n, i, 255); /* Display the weight if needed */ - if (show_weights && o_ptr->weight) + if (show_weights) { int wgt = o_ptr->weight * o_ptr->number; #ifdef JP @@ -4488,8 +1745,10 @@ void display_inven(void) -/* +/*! + * @brief 装備アイテム一覧を表示する / * Choice window "shadow" of the "show_equip()" function + * @return なし */ void display_equip(void) { @@ -4513,7 +1772,7 @@ void display_equip(void) tmp_val[0] = tmp_val[1] = tmp_val[2] = ' '; /* Is this item "acceptable"? */ - if (item_tester_okay(o_ptr)) + if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr)) { /* Prepare an "index" */ tmp_val[0] = index_to_label(i); @@ -4526,18 +1785,14 @@ void display_equip(void) Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val); /* Obtain an item description */ - if ((i == INVEN_LARM) && p_ptr->ryoute) + if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) { -#ifdef JP - strcpy(o_name, "(Éð´ï¤òξ¼ê»ý¤Á)"); -#else - strcpy(o_name, "(wielding with two-hands)"); -#endif - attr = 1; + strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)")); + attr = TERM_WHITE; } else { - object_desc(o_name, o_ptr, TRUE, 3); + object_desc(o_name, o_ptr, 0); attr = tval_to_attr[o_ptr->tval % 128]; } @@ -4557,7 +1812,7 @@ void display_equip(void) Term_erase(3+n, i - INVEN_RARM, 255); /* Display the weight (if needed) */ - if (show_weights && o_ptr->weight) + if (show_weights) { int wgt = o_ptr->weight * o_ptr->number; #ifdef JP @@ -4586,27 +1841,47 @@ void display_equip(void) } - -/* +/*! + * @brief 所持/装備オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す / * Find the "first" inventory object with the given "tag". - * - * A "tag" is a numeral "n" appearing as "@n" anywhere in the - * inscription of an object. Alphabetical characters don't work as a - * tag in this form. - * - * Also, the tag "@xn" will work as well, where "n" is a any tag-char, - * and "x" is the "current" command_cmd code. + * @param cp 対応するタグIDを与える参照ポインタ + * @param tag 該当するオブジェクトがあるかを調べたいタグ + * @param mode 所持、装備の切り替え + * @return タグに該当するオブジェクトがあるならTRUEを返す + * @details + * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n + * inscription of an object. Alphabetical characters don't work as a\n + * tag in this form.\n + *\n + * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n + * and "x" is the "current" command_cmd code.\n */ -static int get_tag(int *cp, char tag) +static bool get_tag(COMMAND_CODE *cp, char tag, int mode) { - int i; + int i, start, end; cptr s; + /* Extract index from mode */ + switch (mode) + { + case USE_EQUIP: + start = INVEN_RARM; + end = INVEN_TOTAL - 1; + break; + + case USE_INVEN: + start = 0; + end = INVEN_PACK - 1; + break; + + default: + return FALSE; + } /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/ /* Check every inventory object */ - for (i = 0; i < INVEN_PACK; ++i) + for (i = start; i <= end; i++) { object_type *o_ptr = &inventory[i]; @@ -4620,7 +1895,7 @@ static int get_tag(int *cp, char tag) if (!item_tester_okay(o_ptr)) continue; /* Find a '@' */ - s = strchr(quark_str(o_ptr->inscription), '@'); + s = my_strchr(quark_str(o_ptr->inscription), '@'); /* Process all tags */ while (s) @@ -4636,7 +1911,7 @@ static int get_tag(int *cp, char tag) } /* Find another '@' */ - s = strchr(s + 1, '@'); + s = my_strchr(s + 1, '@'); } } @@ -4651,7 +1926,7 @@ static int get_tag(int *cp, char tag) } /* Check every object */ - for (i = 0; i < INVEN_TOTAL; ++i) + for (i = start; i <= end; i++) { object_type *o_ptr = &inventory[i]; @@ -4665,40 +1940,209 @@ static int get_tag(int *cp, char tag) if (!item_tester_okay(o_ptr)) continue; /* Find a '@' */ - s = strchr(quark_str(o_ptr->inscription), '@'); + s = my_strchr(quark_str(o_ptr->inscription), '@'); + + /* Process all tags */ + while (s) + { + /* Check the normal tags */ + if (s[1] == tag) + { + /* Save the actual inventory ID */ + *cp = i; + + /* Success */ + return (TRUE); + } + + /* Find another '@' */ + s = my_strchr(s + 1, '@'); + } + } + + /* No such tag */ + return (FALSE); +} + + +/*! + * @brief 床オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す / + * Find the "first" inventory object with the given "tag". + * @param cp 対応するタグIDを与える参照ポインタ + * @param tag 該当するオブジェクトがあるかを調べたいタグ + * @param floor_list 床上アイテムの配列 + * @param floor_num 床上アイテムの配列ID + * @return タグに該当するオブジェクトがあるならTRUEを返す + * @details + * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n + * inscription of an object. Alphabetical characters don't work as a\n + * tag in this form.\n + *\n + * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n + * and "x" is the "current" command_cmd code.\n + */ +static bool get_tag_floor(COMMAND_CODE *cp, char tag, int floor_list[], int floor_num) +{ + int i; + cptr s; + + /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/ + + /* Check every object in the grid */ + for (i = 0; i < floor_num && i < 23; i++) + { + object_type *o_ptr = &o_list[floor_list[i]]; + + /* Skip empty inscriptions */ + if (!o_ptr->inscription) continue; + + /* Find a '@' */ + s = my_strchr(quark_str(o_ptr->inscription), '@'); + + /* Process all tags */ + while (s) + { + /* Check the special tags */ + if ((s[1] == command_cmd) && (s[2] == tag)) + { + /* Save the actual floor object ID */ + *cp = i; + + /* Success */ + return (TRUE); + } + + /* Find another '@' */ + s = my_strchr(s + 1, '@'); + } + } + + + /**** Find a tag in the form of {@#} (allows only numerals) ***/ + + /* Don't allow {@#} with '#' being alphabet */ + if (tag < '0' || '9' < tag) + { + /* No such tag */ + return FALSE; + } + + /* Check every object in the grid */ + for (i = 0; i < floor_num && i < 23; i++) + { + object_type *o_ptr = &o_list[floor_list[i]]; + + /* Skip empty inscriptions */ + if (!o_ptr->inscription) continue; + + /* Find a '@' */ + s = my_strchr(quark_str(o_ptr->inscription), '@'); + + /* Process all tags */ + while (s) + { + /* Check the normal tags */ + if (s[1] == tag) + { + /* Save the floor object ID */ + *cp = i; + + /* Success */ + return (TRUE); + } + + /* Find another '@' */ + s = my_strchr(s + 1, '@'); + } + } + + /* No such tag */ + return (FALSE); +} + + +/*! + * @brief タグIDにあわせてタグアルファベットのリストを返す / + * Move around label characters with correspond tags + * @param label ラベルリストを取得する文字列参照ポインタ + * @param mode 所持品リストか装備品リストかの切り替え + * @return なし + */ +static void prepare_label_string(char *label, int mode) +{ + cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ"; + int offset = (mode == USE_EQUIP) ? INVEN_RARM : 0; + int i; + + /* Prepare normal labels */ + strcpy(label, alphabet_chars); + + /* Move each label */ + for (i = 0; i < 52; i++) + { + int index; + char c = alphabet_chars[i]; + + /* Find a tag with this label */ + if (get_tag(&index, c, mode)) + { + /* Delete the overwritten label */ + if (label[i] == c) label[i] = ' '; + + /* Move the label to the place of corresponding tag */ + label[index - offset] = c; + } + } +} + + +/*! + * @brief タグIDにあわせてタグアルファベットのリストを返す(床上アイテム用) / + * Move around label characters with correspond tags (floor version) + * @param label ラベルリストを取得する文字列参照ポインタ + * @param floor_list 床上アイテムの配列 + * @param floor_num 床上アイテムの配列ID + * @return なし + */ +/* + */ +static void prepare_label_string_floor(char *label, int floor_list[], int floor_num) +{ + cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ"; + int i; + + /* Prepare normal labels */ + strcpy(label, alphabet_chars); + + /* Move each label */ + for (i = 0; i < 52; i++) + { + int index; + char c = alphabet_chars[i]; - /* Process all tags */ - while (s) + /* Find a tag with this label */ + if (get_tag_floor(&index, c, floor_list, floor_num)) { - /* Check the normal tags */ - if (s[1] == tag) - { - /* Save the actual inventory ID */ - *cp = i; - - /* Success */ - return (TRUE); - } + /* Delete the overwritten label */ + if (label[i] == c) label[i] = ' '; - /* Find another '@' */ - s = strchr(s + 1, '@'); + /* Move the label to the place of corresponding tag */ + label[index] = c; } } - - /* No such tag */ - return (FALSE); } - -/* +/*! + * @brief 所持アイテムの表示を行う / * Display the inventory. - * + * @param target_item アイテムの選択処理を行うか否か。 + * @return 選択したアイテムのタグ + * @details * Hack -- do not display "trailing" empty slots */ int show_inven(int target_item) { - cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ"; int i, j, k, l, z = 0; int col, cur_col, len; object_type *o_ptr; @@ -4709,9 +2153,7 @@ int show_inven(int target_item) char out_desc[23][MAX_NLEN]; int target_item_label = 0; int wid, hgt; - char inven_spellbook_label[52+1]; - - /* See cmd5.c */ + char inven_label[52 + 1]; /* Starting column */ col = command_gap; @@ -4735,28 +2177,7 @@ int show_inven(int target_item) z = i + 1; } - /*** Move around label characters with correspond tags ***/ - - /* Prepare normal labels */ - strcpy(inven_spellbook_label, alphabet_chars); - - /* Move each label */ - for (i = 0; i < 52; i++) - { - int index; - char c = alphabet_chars[i]; - - /* Find a tag with this label */ - if (get_tag(&index, c)) - { - /* Delete the over writen label */ - if (inven_spellbook_label[i] == c) - inven_spellbook_label[i] = ' '; - - /* Move the label to the place of correspond tag */ - inven_spellbook_label[index] = c; - } - } + prepare_label_string(inven_label, USE_INVEN); /* Display the inventory */ for (k = 0, i = 0; i < z; i++) @@ -4767,7 +2188,7 @@ int show_inven(int target_item) if (!item_tester_okay(o_ptr)) continue; /* Describe the object */ - object_desc(o_name, o_ptr, TRUE, 3); + object_desc(o_name, o_ptr, 0); /* Save the object index, color, and description */ out_index[k] = i; @@ -4820,18 +2241,15 @@ int show_inven(int target_item) { 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, " "); } else if (i <= INVEN_PACK) { - sprintf(tmp_val, "%c)", inven_spellbook_label[i]); + /* Prepare an index --(-- */ + sprintf(tmp_val, "%c)", inven_label[i]); } else { @@ -4849,18 +2267,9 @@ int show_inven(int target_item) { byte a = object_attr(o_ptr); char c = object_char(o_ptr); + Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0); + if (use_bigtile) cur_col++; -#ifdef AMIGA - if (a & 0x80) a |= 0x40; -#endif - - Term_draw(cur_col, j + 1, a, c); - if (use_bigtile) - { - cur_col++; - if (a & 0x80) - Term_draw(cur_col, j + 1, 255, -1); - } cur_col += 2; } @@ -4892,9 +2301,11 @@ int show_inven(int target_item) } - -/* +/*! + * @brief 装備アイテムの表示を行う / * Display the equipment. + * @param target_item アイテムの選択処理を行うか否か。 + * @return 選択したアイテムのタグ */ int show_equip(int target_item) { @@ -4908,7 +2319,7 @@ int show_equip(int target_item) char out_desc[23][MAX_NLEN]; int target_item_label = 0; int wid, hgt; - + char equip_label[52 + 1]; /* Starting column */ col = command_gap; @@ -4926,19 +2337,21 @@ int show_equip(int target_item) o_ptr = &inventory[i]; /* Is this item acceptable? */ - if (!item_tester_okay(o_ptr) && (!((i == INVEN_LARM) && p_ptr->ryoute) || item_tester_no_ryoute)) continue; + if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr)) && + (!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) || + item_tester_no_ryoute)) continue; /* Description */ - object_desc(o_name, o_ptr, TRUE, 3); + object_desc(o_name, o_ptr, 0); - if ((i == INVEN_LARM) && p_ptr->ryoute) + if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) { #ifdef JP - (void)strcpy(out_desc[k],"(Éð´ï¤òξ¼ê»ý¤Á)"); + (void)strcpy(out_desc[k],"(武器を両手持ち)"); #else (void)strcpy(out_desc[k],"(wielding with two-hands)"); #endif - out_color[k] = 1; + out_color[k] = TERM_WHITE; } else { @@ -4988,6 +2401,7 @@ int show_equip(int target_item) col = (len > wid - 4) ? 0 : (wid - len - 1); #endif + prepare_label_string(equip_label, USE_EQUIP); /* Output each entry */ for (j = 0; j < k; j++) @@ -5005,18 +2419,21 @@ int show_equip(int target_item) { 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, " "); } - else + else if (i >= INVEN_RARM) + { + /* Prepare an index --(-- */ + sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]); + } + else /* Paranoia */ + { /* Prepare an index --(-- */ sprintf(tmp_val, "%c)", index_to_label(i)); + } /* Clear the line with the (possibly indented) index */ put_str(tmp_val, j+1, col); @@ -5028,18 +2445,9 @@ int show_equip(int target_item) { byte a = object_attr(o_ptr); char c = object_char(o_ptr); + Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0); + if (use_bigtile) cur_col++; -#ifdef AMIGA - if (a & 0x80) a |= 0x40; -#endif - - Term_draw(cur_col, j + 1, a, c); - if (use_bigtile) - { - cur_col++; - if (a & 0x80) - Term_draw(cur_col, j + 1, 255, -1); - } cur_col += 2; } @@ -5047,20 +2455,12 @@ int show_equip(int target_item) 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 */ @@ -5093,11 +2493,10 @@ int show_equip(int target_item) return target_item_label; } - - - -/* +/*! + * @brief サブウィンドウに所持品、装備品リストの表示を行う / * Flip "inven" and "equip" in any sub-windows + * @return なし */ void toggle_inven_equip(void) { @@ -5133,12 +2532,13 @@ void toggle_inven_equip(void) } } - - -/* +/*! + * @brief 選択したアイテムの確認処理の補助 / * Verify the choice of an item. - * - * The item can be negative to mean "item on floor". + * @param prompt メッセージ表示の一部 + * @param item 選択アイテムID + * @return 確認がYesならTRUEを返す。 + * @details The item can be negative to mean "item on floor". */ static bool verify(cptr prompt, int item) { @@ -5160,25 +2560,22 @@ static bool verify(cptr prompt, int item) } /* Describe */ - object_desc(o_name, o_ptr, TRUE, 3); + object_desc(o_name, o_ptr, 0); /* Prompt */ -#ifdef JP -(void)sprintf(out_val, "%s%s¤Ç¤¹¤«? ", prompt, o_name); -#else - (void)sprintf(out_val, "%s %s? ", prompt, o_name); -#endif - + (void)sprintf(out_val, _("%s%sですか? ", "%s %s? "), prompt, o_name); /* Query */ return (get_check(out_val)); } -/* +/*! + * @brief 選択したアイテムの確認処理のメインルーチン / + * @param item 選択アイテムID + * @return 確認がYesならTRUEを返す。 + * @details The item can be negative to mean "item on floor". * Hack -- allow user to "prevent" certain choices - * - * The item can be negative to mean "item on floor". */ static bool get_item_allow(int item) { @@ -5186,6 +2583,8 @@ static bool get_item_allow(int item) object_type *o_ptr; + if (!command_cmd) return TRUE; /* command_cmd is no longer effective */ + /* Inventory */ if (item >= 0) { @@ -5202,7 +2601,7 @@ static bool get_item_allow(int item) if (!o_ptr->inscription) return (TRUE); /* Find a '!' */ - s = strchr(quark_str(o_ptr->inscription), '!'); + s = my_strchr(quark_str(o_ptr->inscription), '!'); /* Process preventions */ while (s) @@ -5211,16 +2610,11 @@ static bool get_item_allow(int item) if ((s[1] == command_cmd) || (s[1] == '*')) { /* Verify the choice */ -#ifdef JP -if (!verify("ËÜÅö¤Ë", item)) return (FALSE); -#else - if (!verify("Really try", item)) return (FALSE); -#endif - + if (!verify(_("本当に", "Really try"), item)) return (FALSE); } /* Find another '!' */ - s = strchr(s + 1, '!'); + s = my_strchr(s + 1, '!'); } /* Allow it */ @@ -5228,15 +2622,19 @@ if (!verify(" } - -/* +/*! + * @brief プレイヤーの所持/装備オブジェクトが正規のものかを返す / * Auxiliary function for "get_item()" -- test an index + * @param i 選択アイテムID + * @return 正規のIDならばTRUEを返す。 */ static bool get_item_okay(int i) { /* Illegal items */ if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE); + if (select_ring_slot) return is_ring_slot(i); + /* Verify the item */ if (!item_tester_okay(&inventory[i])) return (FALSE); @@ -5244,11 +2642,11 @@ static bool get_item_okay(int i) return (TRUE); } - - -/* +/*! + * @brief プレイヤーがオブジェクトを拾うことができる状態かを返す / * Determine whether get_item() can get some item or not - * assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR). + * @return アイテムを拾えるならばTRUEを返す。 + * @details assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR). */ bool can_get_item(void) { @@ -5258,70 +2656,78 @@ bool can_get_item(void) if (item_tester_okay(&inventory[j])) return TRUE; - floor_num = scan_floor(floor_list, py, px, 0x01); + floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03); if (floor_num) return TRUE; return FALSE; } -/* +/*! + * @brief オブジェクト選択の汎用関数 / * Let the user select an item, save its "index" - * - * Return TRUE only if an acceptable item was chosen by the user. - * - * The selected item must satisfy the "item_tester_hook()" function, - * if that hook is set, and the "item_tester_tval", if that value is set. - * - * All "item_tester" restrictions are cleared before this function returns. - * - * The user is allowed to choose acceptable items from the equipment, - * inventory, or floor, respectively, if the proper flag was given, - * and there are any acceptable items in that location. - * - * The equipment or inventory are displayed (even if no acceptable - * items are in that location) if the proper flag was given. - * - * If there are no acceptable items available anywhere, and "str" is - * not NULL, then it will be used as the text of a warning message - * before the function returns. - * - * Note that the user must press "-" to specify the item on the floor, - * and there is no way to "examine" the item on the floor, while the - * use of "capital" letters will "examine" an inventory/equipment item, - * and prompt for its use. - * - * If a legal item is selected from the inventory, we save it in "cp" - * directly (0 to 35), and return TRUE. - * - * If a legal item is selected from the floor, we save it in "cp" as - * a negative (-1 to -511), and return TRUE. - * - * If no item is available, we do nothing to "cp", and we display a - * warning message, using "str" if available, and return FALSE. - * - * If no item is selected, we do nothing to "cp", and return FALSE. - * - * Global "p_ptr->command_new" is used when viewing the inventory or equipment - * to allow the user to enter a command while viewing those screens, and - * also to induce "auto-enter" of stores, and other such stuff. - * - * Global "p_ptr->command_see" may be set before calling this function to start - * out in "browse" mode. It is cleared before this function returns. - * - * Global "p_ptr->command_wrk" is used to choose between equip/inven listings. - * If it is TRUE then we are viewing inventory, else equipment. - * - * We always erase the prompt when we are done, leaving a blank line, - * or a warning message, if appropriate, if no items are available. + * @param cp 選択したオブジェクトのIDを返す。 + * @param pmt 選択目的のメッセージ + * @param str 選択できるオブジェクトがない場合のキャンセルメッセージ + * @param mode オプションフラグ + * @return プレイヤーによりアイテムが選択されたならTRUEを返す。/ + * Return TRUE only if an acceptable item was chosen by the user.\n + * @details + * The selected item must satisfy the "item_tester_hook()" function,\n + * if that hook is set, and the "item_tester_tval", if that value is set.\n + *\n + * All "item_tester" restrictions are cleared before this function returns.\n + *\n + * The user is allowed to choose acceptable items from the equipment,\n + * inventory, or floor, respectively, if the proper flag was given,\n + * and there are any acceptable items in that location.\n + *\n + * The equipment or inventory are displayed (even if no acceptable\n + * items are in that location) if the proper flag was given.\n + *\n + * If there are no acceptable items available anywhere, and "str" is\n + * not NULL, then it will be used as the text of a warning message\n + * before the function returns.\n + *\n + * Note that the user must press "-" to specify the item on the floor,\n + * and there is no way to "examine" the item on the floor, while the\n + * use of "capital" letters will "examine" an inventory/equipment item,\n + * and prompt for its use.\n + *\n + * If a legal item is selected from the inventory, we save it in "cp"\n + * directly (0 to 35), and return TRUE.\n + *\n + * If a legal item is selected from the floor, we save it in "cp" as\n + * a negative (-1 to -511), and return TRUE.\n + *\n + * If no item is available, we do nothing to "cp", and we display a\n + * warning message, using "str" if available, and return FALSE.\n + *\n + * If no item is selected, we do nothing to "cp", and return FALSE.\n + *\n + * Global "p_ptr->command_new" is used when viewing the inventory or equipment\n + * to allow the user to enter a command while viewing those screens, and\n + * also to induce "auto-enter" of stores, and other such stuff.\n + *\n + * Global "p_ptr->command_see" may be set before calling this function to start\n + * out in "browse" mode. It is cleared before this function returns.\n + *\n + * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.\n + * If it is TRUE then we are viewing inventory, else equipment.\n + *\n + * We always erase the prompt when we are done, leaving a blank line,\n + * or a warning message, if appropriate, if no items are available.\n */ -bool get_item(int *cp, cptr pmt, cptr str, int mode) +bool get_item(COMMAND_CODE *cp, cptr pmt, cptr str, int mode) { - s16b this_o_idx, next_o_idx = 0; + OBJECT_IDX this_o_idx, next_o_idx = 0; char which = ' '; - int j, k, i1, i2, e1, e2; + int j; + COMMAND_CODE k; + COMMAND_CODE i1, i2; + COMMAND_CODE e1, e2; bool done, item; @@ -5345,24 +2751,40 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) int max_inven = 0; int max_equip = 0; +#ifdef ALLOW_REPEAT + + static char prev_tag = '\0'; + char cur_tag = '\0'; + +#endif /* ALLOW_REPEAT */ + #ifdef ALLOW_EASY_FLOOR /* TNB */ if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode); #endif /* ALLOW_EASY_FLOOR -- TNB */ + /* Extract args */ + if (mode & USE_EQUIP) equip = TRUE; + if (mode & USE_INVEN) inven = TRUE; + if (mode & USE_FLOOR) floor = TRUE; + #ifdef ALLOW_REPEAT /* Get the item index */ if (repeat_pull(cp)) { - if (*cp == INVEN_FORCE) { /* the_force */ - item_tester_tval = 0; - item_tester_hook = NULL; - return (TRUE); - } else + /* the_force */ + if (select_the_force && (*cp == INVEN_FORCE)) + { + item_tester_tval = 0; + item_tester_hook = NULL; + command_cmd = 0; /* Hack -- command_cmd is no longer effective */ + return (TRUE); + } + /* Floor item? */ - if (*cp < 0) + else if (floor && (*cp < 0)) { object_type *o_ptr; @@ -5375,38 +2797,58 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) /* Validate the item */ if (item_tester_okay(o_ptr)) { - /* Forget the item_tester_tval restriction */ + /* Forget restrictions */ item_tester_tval = 0; - - /* Forget the item_tester_hook restriction */ item_tester_hook = NULL; + command_cmd = 0; /* Hack -- command_cmd is no longer effective */ /* Success */ - return (TRUE); + return TRUE; } } - /* Verify the item */ - else if (get_item_okay(*cp)) + else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) || + (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL))) { - /* Forget the item_tester_tval restriction */ - item_tester_tval = 0; + if (prev_tag && command_cmd) + { + /* Look up the tag and validate the item */ + if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */; + else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */; + else if (!get_item_okay(k)) /* Reject */; + else + { + /* Accept that choice */ + (*cp) = k; - /* Forget the item_tester_hook restriction */ - item_tester_hook = NULL; + /* Forget restrictions */ + item_tester_tval = 0; + item_tester_hook = NULL; + command_cmd = 0; /* Hack -- command_cmd is no longer effective */ - /* Success */ - return (TRUE); + /* Success */ + return TRUE; + } + + prev_tag = '\0'; /* prev_tag is no longer effective */ + } + + /* Verify the item */ + else if (get_item_okay(*cp)) + { + /* Forget restrictions */ + item_tester_tval = 0; + item_tester_hook = NULL; + command_cmd = 0; /* Hack -- command_cmd is no longer effective */ + + /* Success */ + return TRUE; + } } } #endif /* ALLOW_REPEAT */ - /* Extract args */ - if (mode & (USE_EQUIP)) equip = TRUE; - if (mode & (USE_INVEN)) inven = TRUE; - if (mode & (USE_FLOOR)) floor = TRUE; - /* Paranoia XXX XXX XXX */ msg_print(NULL); @@ -5445,7 +2887,7 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) else if (use_menu) { for (j = INVEN_RARM; j < INVEN_TOTAL; j++) - if (item_tester_okay(&inventory[j])) max_equip++; + if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++; if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++; } @@ -5453,13 +2895,21 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) while ((e1 <= e2) && (!get_item_okay(e1))) e1++; while ((e1 <= e2) && (!get_item_okay(e2))) e2--; + if (equip && p_ptr->ryoute && !item_tester_no_ryoute) + { + if (p_ptr->migite) + { + if (e2 < INVEN_LARM) e2 = INVEN_LARM; + } + else if (p_ptr->hidarite) e1 = INVEN_RARM; + } /* Restrict floor usage */ if (floor) { /* Scan all objects in the grid */ - for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx) + for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx) { object_type *o_ptr; @@ -5470,7 +2920,7 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) next_o_idx = o_ptr->next_o_idx; /* Accept the item on the floor if legal */ - if (item_tester_okay(o_ptr)) allow_floor = TRUE; + if (item_tester_okay(o_ptr) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE; } } @@ -5497,7 +2947,6 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) { /* Hack -- Start on equipment if requested */ if (command_see && command_wrk && equip) - { command_wrk = TRUE; } @@ -5523,7 +2972,7 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) /* - * 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; @@ -5541,41 +2990,39 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) int get_item_label = 0; /* Show choices */ - if (show_choices) + int ni = 0; + int ne = 0; + + /* Scan windows */ + for (j = 0; j < 8; j++) { - int ni = 0; - int ne = 0; + /* Unused */ + if (!angband_term[j]) continue; - /* Scan windows */ - for (j = 0; j < 8; j++) - { - /* Unused */ - if (!angband_term[j]) continue; + /* Count windows displaying inven */ + if (window_flag[j] & (PW_INVEN)) ni++; - /* Count windows displaying inven */ - if (window_flag[j] & (PW_INVEN)) ni++; + /* Count windows displaying equip */ + if (window_flag[j] & (PW_EQUIP)) ne++; + } - /* Count windows displaying equip */ - if (window_flag[j] & (PW_EQUIP)) ne++; - } + /* Toggle if needed */ + if ((command_wrk && ni && !ne) || + (!command_wrk && !ni && ne)) + { + /* Toggle */ + toggle_inven_equip(); - /* Toggle if needed */ - if ((command_wrk && ni && !ne) || - (!command_wrk && !ni && ne)) - { - /* Toggle */ - toggle_inven_equip(); + /* Track toggles */ + toggle = !toggle; + } - /* Track toggles */ - toggle = !toggle; - } + /* Update */ + p_ptr->window |= (PW_INVEN | PW_EQUIP); - /* Update */ - p_ptr->window |= (PW_INVEN | PW_EQUIP); + /* Redraw windows */ + window_stuff(); - /* Redraw windows */ - window_stuff(); - } /* Inventory screen */ if (!command_wrk) @@ -5595,23 +3042,13 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) 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 */ @@ -5619,47 +3056,27 @@ sprintf(tmp_val, "%c-%c,'(',')',", } /* Indicate ability to "view" */ -#ifdef JP -if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,"); -#else - if (!command_see && !use_menu) strcat(out_val, " * to see,"); -#endif - + if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,")); /* Append */ #ifdef JP -if (equip) strcat(out_val, format(" %s ÁõÈ÷ÉÊ,", use_menu ? "'4'or'6'" : "'/'")); -else if (select_the_force) - strcat(out_val, " 'w'Îýµ¤½Ñ,"); + if (equip) strcat(out_val, format(" %s 装備品,", use_menu ? "'4'or'6'" : "'/'")); #else -if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/")); -else if (select_the_force) - strcat(out_val, " w for the Force,"); + if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/")); #endif - } /* Viewing equipment */ else { /* Begin the prompt */ -#ifdef JP -sprintf(out_val, "ÁõÈ÷ÉÊ:"); -#else - sprintf(out_val, "Equip:"); -#endif - + sprintf(out_val, _("装備品:", "Equip:")); /* Some legal items */ if ((e1 <= e2) && !use_menu) { /* Build the prompt */ -#ifdef JP -sprintf(tmp_val, "%c-%c,'(',')',", -#else - sprintf(tmp_val, " %c-%c,'(',')',", -#endif - + sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), index_to_label(e1), index_to_label(e2)); /* Append */ @@ -5667,29 +3084,19 @@ sprintf(tmp_val, "%c-%c,'(',')',", } /* Indicate ability to "view" */ -#ifdef JP -if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,"); -#else - if (!command_see) strcat(out_val, " * to see,"); -#endif - + if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,")); /* Append */ #ifdef JP -if (inven) strcat(out_val, format(" %s »ý¤Áʪ,", use_menu ? "'4'or'6'" : "'/'")); + if (inven) strcat(out_val, format(" %s 持ち物,", use_menu ? "'4'or'6'" : "'/'")); #else -if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'")); + if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'")); #endif - } /* Indicate legality of the "floor" item */ -#ifdef JP -if (allow_floor) strcat(out_val, " '-'¾²¾å,"); -#else - if (allow_floor) strcat(out_val, " - for floor,"); -#endif - + if (allow_floor) strcat(out_val, _(" '-'床上,", " - for floor,")); + if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,")); /* Finish the prompt */ strcat(out_val, " ESC"); @@ -5700,7 +3107,6 @@ if (allow_floor) strcat(out_val, " '-' /* Show the prompt */ prt(tmp_val, 0, 0); - /* Get a key */ which = inkey(); @@ -5882,7 +3288,7 @@ if (allow_floor) strcat(out_val, " '-' 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; @@ -5899,12 +3305,7 @@ if (allow_floor) strcat(out_val, " '-' 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; @@ -5931,7 +3332,7 @@ if (other_query_flag && !verify(" case '7': case '8': case '9': { /* Look up the tag */ - if (!get_tag(&k, which)) + if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN)) { bell(); break; @@ -5962,6 +3363,9 @@ if (other_query_flag && !verify(" (*cp) = k; item = TRUE; done = TRUE; +#ifdef ALLOW_REPEAT + cur_tag = which; +#endif /* ALLOW_REPEAT */ break; } @@ -6021,19 +3425,19 @@ if (other_query_flag && !verify(" bool not_found = FALSE; /* Look up the alphabetical tag */ - if (!get_tag(&k, which)) + if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN)) { not_found = TRUE; } /* Hack -- Validate the item */ - if ((k < INVEN_RARM) ? !inven : !equip) + else if ((k < INVEN_RARM) ? !inven : !equip) { not_found = TRUE; } /* Validate the item */ - if (!get_item_okay(k)) + else if (!get_item_okay(k)) { not_found = TRUE; } @@ -6044,6 +3448,9 @@ if (other_query_flag && !verify(" (*cp) = k; item = TRUE; done = TRUE; +#ifdef ALLOW_REPEAT + cur_tag = which; +#endif /* ALLOW_REPEAT */ break; } @@ -6075,12 +3482,7 @@ if (other_query_flag && !verify(" } /* 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; @@ -6124,18 +3526,15 @@ if (ver && !verify(" item_tester_hook = NULL; - /* Clean up */ - if (show_choices) - { - /* Toggle again if needed */ - if (toggle) toggle_inven_equip(); + /* Clean up 'show choices' */ + /* Toggle again if needed */ + if (toggle) toggle_inven_equip(); - /* Update */ - p_ptr->window |= (PW_INVEN | PW_EQUIP); + /* Update */ + p_ptr->window |= (PW_INVEN | PW_EQUIP); - /* Window stuff */ - window_stuff(); - } + /* Window stuff */ + window_stuff(); /* Clear the prompt line */ @@ -6144,10 +3543,16 @@ if (ver && !verify(" /* Warning if needed */ if (oops && str) msg_print(str); + if (item) + { #ifdef ALLOW_REPEAT - if (item) repeat_push(*cp); + repeat_push(*cp); + if (command_cmd) prev_tag = cur_tag; #endif /* ALLOW_REPEAT */ + command_cmd = 0; /* Hack -- command_cmd is no longer effective */ + } + /* Result */ return (item); } @@ -6155,9 +3560,14 @@ if (ver && !verify(" #ifdef ALLOW_EASY_FLOOR -/* - * scan_floor -- - * +/*! + * @brief 床下に落ちているオブジェクトの数を返す / scan_floor + * @param items オブジェクトのIDリストを返すための配列参照ポインタ + * @param y 走査するフロアのY座標 + * @param x 走査するフロアのX座標 + * @param mode オプションフラグ + * @return 対象のマスに落ちているアイテム数 + * @details * Return a list of o_list[] indexes of items at the given cave * location. Valid flags are: * @@ -6189,7 +3599,7 @@ int scan_floor(int *items, int y, int x, int mode) if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue; /* Marked */ - if ((mode & 0x02) && !o_ptr->marked) continue; + if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue; /* Accept this item */ /* XXX Hack -- Enforce limit */ @@ -6206,8 +3616,15 @@ int scan_floor(int *items, int y, int x, int mode) return num; } -/* - * Display a list of the items on the floor at the given location. + +/*! + * @brief 床下に落ちているアイテムの一覧を返す / Display a list of the items on the floor at the given location. + * @param target_item カーソルの初期値 + * @param y 走査するフロアのY座標 + * @param x 走査するフロアのX座標 + * @param min_width 表示の長さ + * @return 選択したアイテムのID + * @details */ int show_floor(int target_item, int y, int x, int *min_width) { @@ -6227,6 +3644,9 @@ int show_floor(int target_item, int y, int x, int *min_width) int floor_list[23], floor_num; int wid, hgt; + char floor_label[52 + 1]; + + bool dont_need_to_show_weights = TRUE; /* Get size */ Term_get_size(&wid, &hgt); @@ -6236,15 +3656,15 @@ int show_floor(int target_item, int y, int x, int *min_width) /* Scan for objects in the grid, using item_tester_okay() */ - floor_num = scan_floor(floor_list, y, x, 0x01); + floor_num = scan_floor(floor_list, y, x, 0x03); - /* Display the inventory */ + /* Display the floor objects */ for (k = 0, i = 0; i < floor_num && i < 23; i++) { o_ptr = &o_list[floor_list[i]]; /* Describe the object */ - object_desc(o_name, o_ptr, TRUE, 3); + object_desc(o_name, o_ptr, 0); /* Save the index */ out_index[k] = i; @@ -6261,6 +3681,8 @@ int show_floor(int target_item, int y, int x, int *min_width) /* Be sure to account for the weight */ if (show_weights) l += 9; + if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE; + /* Maintain the maximum length */ if (l > len) len = l; @@ -6268,12 +3690,16 @@ int show_floor(int target_item, int y, int x, int *min_width) k++; } + if (show_weights && dont_need_to_show_weights) len -= 9; + /* Save width */ *min_width = len; /* Find the column to start in */ col = (len > wid - 4) ? 0 : (wid - len - 1); + prepare_label_string_floor(floor_label, floor_list, floor_num); + /* Output each entry */ for (j = 0; j < k; j++) { @@ -6290,18 +3716,16 @@ 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, " "); } else + { /* Prepare an index --(-- */ - sprintf(tmp_val, "%c)", index_to_label(j)); + sprintf(tmp_val, "%c)", floor_label[j]); + } /* Clear the line with the (possibly indented) index */ put_str(tmp_val, j + 1, col); @@ -6310,7 +3734,7 @@ int show_floor(int target_item, int y, int x, int *min_width) c_put_str(out_color[j], out_desc[j], j + 1, col + 3); /* Display the weight if needed */ - if (show_weights) + if (show_weights && (o_ptr->tval != TV_GOLD)) { int wgt = o_ptr->weight * o_ptr->number; #ifdef JP @@ -6329,23 +3753,31 @@ int show_floor(int target_item, int y, int x, int *min_width) return target_item_label; } -/* - * This version of get_item() is called by get_item() when - * the easy_floor is on. +/*! + * @brief オブジェクト選択の汎用関数(床上アイテム用) / + * Let the user select an item, save its "index" + * @param cp 選択したオブジェクトのIDを返す。 + * @param pmt 選択目的のメッセージ + * @param str 選択できるオブジェクトがない場合のキャンセルメッセージ + * @param mode オプションフラグ + * @return プレイヤーによりアイテムが選択されたならTRUEを返す。/ */ -bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) +bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, int mode) { char n1 = ' ', n2 = ' ', which = ' '; - int j, k, i1, i2, e1, e2; + int j, i1, i2; + COMMAND_CODE e1, e2; + COMMAND_CODE k; bool done, item; bool oops = FALSE; - bool equip = FALSE; - bool inven = FALSE; - bool floor = FALSE; + /* Extract args */ + bool equip = (mode & USE_EQUIP) ? TRUE : FALSE; + bool inven = (mode & USE_INVEN) ? TRUE : FALSE; + bool floor = (mode & USE_FLOOR) ? TRUE : FALSE; bool allow_equip = FALSE; bool allow_inven = FALSE; @@ -6367,60 +3799,102 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) #ifdef ALLOW_REPEAT + static char prev_tag = '\0'; + char cur_tag = '\0'; + /* Get the item index */ if (repeat_pull(cp)) { - if (*cp == INVEN_FORCE) { /* the_force */ - item_tester_tval = 0; - item_tester_hook = NULL; - return (TRUE); - } else + /* the_force */ + if (select_the_force && (*cp == INVEN_FORCE)) + { + item_tester_tval = 0; + item_tester_hook = NULL; + command_cmd = 0; /* Hack -- command_cmd is no longer effective */ + return (TRUE); + } + /* Floor item? */ - if (*cp < 0) + else if (floor && (*cp < 0)) { - object_type *o_ptr; + if (prev_tag && command_cmd) + { + /* Scan all objects in the grid */ + floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03); - /* Special index */ - k = 0 - (*cp); + /* Look up the tag */ + if (get_tag_floor(&k, prev_tag, floor_list, floor_num)) + { + /* Accept that choice */ + (*cp) = 0 - floor_list[k]; - /* Acquire object */ - o_ptr = &o_list[k]; + /* Forget restrictions */ + item_tester_tval = 0; + item_tester_hook = NULL; + command_cmd = 0; /* Hack -- command_cmd is no longer effective */ + + /* Success */ + return TRUE; + } + + prev_tag = '\0'; /* prev_tag is no longer effective */ + } /* Validate the item */ - if (item_tester_okay(o_ptr)) + else if (item_tester_okay(&o_list[0 - (*cp)])) { - /* Forget the item_tester_tval restriction */ + /* Forget restrictions */ item_tester_tval = 0; - - /* Forget the item_tester_hook restriction */ item_tester_hook = NULL; + command_cmd = 0; /* Hack -- command_cmd is no longer effective */ /* Success */ - return (TRUE); + return TRUE; } } - /* Verify the item */ - else if (get_item_okay(*cp)) + else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) || + (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL))) { - /* Forget the item_tester_tval restriction */ - item_tester_tval = 0; + if (prev_tag && command_cmd) + { + /* Look up the tag and validate the item */ + if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */; + else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */; + else if (!get_item_okay(k)) /* Reject */; + else + { + /* Accept that choice */ + (*cp) = k; - /* Forget the item_tester_hook restriction */ - item_tester_hook = NULL; + /* Forget restrictions */ + item_tester_tval = 0; + item_tester_hook = NULL; + command_cmd = 0; /* Hack -- command_cmd is no longer effective */ - /* Success */ - return (TRUE); + /* Success */ + return TRUE; + } + + prev_tag = '\0'; /* prev_tag is no longer effective */ + } + + /* Verify the item */ + else if (get_item_okay(*cp)) + { + /* Forget restrictions */ + item_tester_tval = 0; + item_tester_hook = NULL; + command_cmd = 0; /* Hack -- command_cmd is no longer effective */ + + /* Success */ + return TRUE; + } } } #endif /* ALLOW_REPEAT */ - /* Extract args */ - if (mode & (USE_EQUIP)) equip = TRUE; - if (mode & (USE_INVEN)) inven = TRUE; - if (mode & (USE_FLOOR)) floor = TRUE; - /* Paranoia XXX XXX XXX */ msg_print(NULL); @@ -6459,7 +3933,7 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) else if (use_menu) { for (j = INVEN_RARM; j < INVEN_TOTAL; j++) - if (item_tester_okay(&inventory[j])) max_equip++; + if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++; if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++; } @@ -6467,6 +3941,15 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) while ((e1 <= e2) && (!get_item_okay(e1))) e1++; while ((e1 <= e2) && (!get_item_okay(e2))) e2--; + if (equip && p_ptr->ryoute && !item_tester_no_ryoute) + { + if (p_ptr->migite) + { + if (e2 < INVEN_LARM) e2 = INVEN_LARM; + } + else if (p_ptr->hidarite) e1 = INVEN_RARM; + } + /* Count "okay" floor items */ floor_num = 0; @@ -6475,7 +3958,7 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) if (floor) { /* Scan all objects in the grid */ - floor_num = scan_floor(floor_list, py, px, 0x01); + floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03); } /* Accept inventory */ @@ -6535,7 +4018,7 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) } /* - * 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; @@ -6549,44 +4032,41 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) /* Repeat until done */ while (!done) { - int get_item_label = 0; + COMMAND_CODE get_item_label = 0; /* Show choices */ - if (show_choices) - { - int ni = 0; - int ne = 0; + int ni = 0; + int ne = 0; - /* Scan windows */ - for (j = 0; j < 8; j++) - { - /* Unused */ - if (!angband_term[j]) continue; + /* Scan windows */ + for (j = 0; j < 8; j++) + { + /* Unused */ + if (!angband_term[j]) continue; - /* Count windows displaying inven */ - if (window_flag[j] & (PW_INVEN)) ni++; + /* Count windows displaying inven */ + if (window_flag[j] & (PW_INVEN)) ni++; - /* Count windows displaying equip */ - if (window_flag[j] & (PW_EQUIP)) ne++; - } + /* Count windows displaying equip */ + if (window_flag[j] & (PW_EQUIP)) ne++; + } - /* Toggle if needed */ - if ((command_wrk == (USE_EQUIP) && ni && !ne) || - (command_wrk == (USE_INVEN) && !ni && ne)) - { - /* Toggle */ - toggle_inven_equip(); + /* Toggle if needed */ + if ((command_wrk == (USE_EQUIP) && ni && !ne) || + (command_wrk == (USE_INVEN) && !ni && ne)) + { + /* Toggle */ + toggle_inven_equip(); - /* Track toggles */ - toggle = !toggle; - } + /* Track toggles */ + toggle = !toggle; + } - /* Update */ - p_ptr->window |= (PW_INVEN | PW_EQUIP); + /* Update */ + p_ptr->window |= (PW_INVEN | PW_EQUIP); - /* Redraw windows */ - window_stuff(); - } + /* Redraw windows */ + window_stuff(); /* Inventory screen */ if (command_wrk == (USE_INVEN)) @@ -6621,28 +4101,19 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) 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 */ @@ -6650,50 +4121,38 @@ sprintf(tmp_val, "%c-%c,'(',')',", } /* Indicate ability to "view" */ -#ifdef JP -if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,"); -#else - if (!command_see && !use_menu) strcat(out_val, " * to see,"); -#endif - + if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,")); /* Append */ -#ifdef JP if (allow_equip) { +#ifdef JP if (!use_menu) - strcat(out_val, " '/' ÁõÈ÷ÉÊ,"); + strcat(out_val, " '/' 装備品,"); else if (allow_floor) - strcat(out_val, " '6' ÁõÈ÷ÉÊ,"); + strcat(out_val, " '6' 装備品,"); else - strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,"); - } - else if (select_the_force) - strcat(out_val, " 'w'Îýµ¤½Ñ,"); + strcat(out_val, " '4'or'6' 装備品,"); #else - if (allow_equip) - { if (!use_menu) strcat(out_val, " / for Equip,"); else if (allow_floor) strcat(out_val, " 6 for Equip,"); else strcat(out_val, " 4 or 6 for Equip,"); - } - else if (select_the_force) - strcat(out_val, " w for the Force,"); #endif + } /* Append */ if (allow_floor) { #ifdef JP if (!use_menu) - strcat(out_val, " '-'¾²¾å,"); + strcat(out_val, " '-'床上,"); else if (allow_equip) - strcat(out_val, " '4' ¾²¾å,"); + strcat(out_val, " '4' 床上,"); else - strcat(out_val, " '4'or'6' ¾²¾å,"); + strcat(out_val, " '4'or'6' 床上,"); #else if (!use_menu) strcat(out_val, " - for floor,"); @@ -6703,29 +4162,18 @@ if (!command_see && !use_menu) strcat(out_val, " '*' strcat(out_val, " 4 or 6 for floor,"); #endif } - } /* Viewing equipment */ else if (command_wrk == (USE_EQUIP)) { /* Begin the prompt */ -#ifdef JP -sprintf(out_val, "ÁõÈ÷ÉÊ:"); -#else - sprintf(out_val, "Equip:"); -#endif - + sprintf(out_val, _("装備品:", "Equip:")); if (!use_menu) { /* Build the prompt */ -#ifdef JP -sprintf(tmp_val, "%c-%c,'(',')',", -#else - sprintf(tmp_val, " %c-%c,'(',')',", -#endif - + sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), index_to_label(e1), index_to_label(e2)); /* Append */ @@ -6733,25 +4181,19 @@ sprintf(tmp_val, "%c-%c,'(',')',", } /* Indicate ability to "view" */ -#ifdef JP -if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,"); -#else - if (!command_see && !use_menu) strcat(out_val, " * to see,"); -#endif - + if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,")); /* Append */ if (allow_inven) { #ifdef JP if (!use_menu) - strcat(out_val, " '/' »ý¤Áʪ,"); + strcat(out_val, " '/' 持ち物,"); else if (allow_floor) - strcat(out_val, " '4' »ý¤Áʪ,"); + strcat(out_val, " '4' 持ち物,"); else - strcat(out_val, " '4'or'6' »ý¤Áʪ,"); + strcat(out_val, " '4'or'6' 持ち物,"); #else - if (!use_menu) strcat(out_val, " / for Inven,"); else if (allow_floor) @@ -6766,11 +4208,11 @@ if (!command_see && !use_menu) strcat(out_val, " '*' { #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,"); @@ -6786,96 +4228,55 @@ if (!command_see && !use_menu) strcat(out_val, " '*' else if (command_wrk == (USE_FLOOR)) { /* Begin the prompt */ -#ifdef JP - sprintf(out_val, "¾²¾å:"); -#else - sprintf(out_val, "Floor:"); -#endif - + sprintf(out_val, _("床上:", "Floor:")); if (!use_menu) { /* Build the prompt */ -#ifdef JP -sprintf(tmp_val, "%c-%c,'(',')',", n1, n2); -#else - sprintf(tmp_val, " %c-%c,'(',')',", n1, n2); -#endif - + sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), n1, n2); /* Append */ strcat(out_val, tmp_val); } /* Indicate ability to "view" */ -#ifdef JP -if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,"); -#else - if (!command_see && !use_menu) strcat(out_val, " * to see,"); -#endif - + if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,")); if (use_menu) { if (allow_inven && allow_equip) { -#ifdef JP - strcat(out_val, " '4' ÁõÈ÷ÉÊ, '6' »ý¤Áʪ,"); -#else - strcat(out_val, " 4 for Equip, 6 for Inven,"); -#endif - + strcat(out_val, _(" '4' 装備品, '6' 持ち物,", " 4 for Equip, 6 for Inven,")); } else if (allow_inven) { -#ifdef JP - strcat(out_val, " '4'or'6' »ý¤Áʪ,"); -#else - strcat(out_val, " 4 or 6 for Inven,"); -#endif - + strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,")); } else if (allow_equip) { -#ifdef JP - strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,"); -#else - strcat(out_val, " 4 or 6 for Equip,"); -#endif - + strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,")); } } /* Append */ else if (allow_inven) { -#ifdef JP - strcat(out_val, " '/' »ý¤Áʪ,"); -#else - strcat(out_val, " / for Inven,"); -#endif - + strcat(out_val, _(" '/' 持ち物,", " / for Inven,")); } else if (allow_equip) { -#ifdef JP - strcat(out_val, " '/'ÁõÈ÷ÉÊ,"); -#else - strcat(out_val, " / for Equip,"); -#endif - + strcat(out_val, _(" '/'装備品,", " / for Equip,")); } /* Append */ if (command_see && !use_menu) { -#ifdef JP - strcat(out_val, " Enter ¼¡,"); -#else - strcat(out_val, " Enter for scroll down,"); -#endif + strcat(out_val, _(" Enter 次,", " Enter for scroll down,")); } } + /* Append */ + if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,")); + /* Finish the prompt */ strcat(out_val, " ESC"); @@ -7130,30 +4531,31 @@ if (!command_see && !use_menu) strcat(out_val, " '*' case '\r': case '+': { - int i, o_idx; - cave_type *c_ptr = &cave[py][px]; - + int i; + IDX o_idx; + cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x]; + if (command_wrk != (USE_FLOOR)) break; /* Get the object being moved. */ - o_idx = c_ptr->o_idx; - + o_idx = c_ptr->o_idx; + /* Only rotate a pile of two or more objects. */ if (!(o_idx && o_list[o_idx].next_o_idx)) break; /* Remove the first object from the list. */ excise_object_idx(o_idx); - + /* Find end of the list. */ i = c_ptr->o_idx; while (o_list[i].next_o_idx) i = o_list[i].next_o_idx; - + /* Add after the last object. */ o_list[i].next_o_idx = o_idx; - + /* Re-scan floor list */ - floor_num = scan_floor(floor_list, py, px, 0x01); + floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03); /* Hack -- Fix screen */ if (command_see) @@ -7277,25 +4679,42 @@ if (!command_see && !use_menu) strcat(out_val, " '*' case '4': case '5': case '6': case '7': case '8': case '9': { - /* Look up the tag */ - if (!get_tag(&k, which)) + if (command_wrk != USE_FLOOR) { - bell(); - break; - } + /* Look up the tag */ + if (!get_tag(&k, which, command_wrk)) + { + bell(); + break; + } - /* Hack -- Validate the item */ - if ((k < INVEN_RARM) ? !inven : !equip) - { - bell(); - break; - } + /* Hack -- Validate the item */ + if ((k < INVEN_RARM) ? !inven : !equip) + { + bell(); + break; + } - /* Validate the item */ - if (!get_item_okay(k)) + /* Validate the item */ + if (!get_item_okay(k)) + { + bell(); + break; + } + } + else { - bell(); - break; + /* Look up the alphabetical tag */ + if (get_tag_floor(&k, which, floor_list, floor_num)) + { + /* Special index */ + k = 0 - floor_list[k]; + } + else + { + bell(); + break; + } } /* Allow player to "refuse" certain actions */ @@ -7309,6 +4728,9 @@ if (!command_see && !use_menu) strcat(out_val, " '*' (*cp) = k; item = TRUE; done = TRUE; +#ifdef ALLOW_REPEAT + cur_tag = which; +#endif /* ALLOW_REPEAT */ break; } @@ -7381,38 +4803,65 @@ if (!command_see && !use_menu) strcat(out_val, " '*' done = TRUE; break; } + + /* Fall through */ } default: { int ver; - bool not_found = FALSE; - /* Look up the alphabetical tag */ - if (!get_tag(&k, which)) + if (command_wrk != USE_FLOOR) { - not_found = TRUE; - } + bool not_found = FALSE; - /* Hack -- Validate the item */ - if ((k < INVEN_RARM) ? !inven : !equip) - { - not_found = TRUE; - } + /* Look up the alphabetical tag */ + if (!get_tag(&k, which, command_wrk)) + { + not_found = TRUE; + } - /* Validate the item */ - if (!get_item_okay(k)) - { - not_found = TRUE; - } + /* Hack -- Validate the item */ + else if ((k < INVEN_RARM) ? !inven : !equip) + { + not_found = TRUE; + } - if (!not_found) + /* Validate the item */ + else if (!get_item_okay(k)) + { + not_found = TRUE; + } + + if (!not_found) + { + /* Accept that choice */ + (*cp) = k; + item = TRUE; + done = TRUE; +#ifdef ALLOW_REPEAT + cur_tag = which; +#endif /* ALLOW_REPEAT */ + break; + } + } + else { - /* Accept that choice */ - (*cp) = k; - item = TRUE; - done = TRUE; - break; + /* Look up the alphabetical tag */ + if (get_tag_floor(&k, which, floor_list, floor_num)) + { + /* Special index */ + k = 0 - floor_list[k]; + + /* Accept that choice */ + (*cp) = k; + item = TRUE; + done = TRUE; +#ifdef ALLOW_REPEAT + cur_tag = which; +#endif /* ALLOW_REPEAT */ + break; + } } /* Extract "query" setting */ @@ -7459,12 +4908,7 @@ if (!command_see && !use_menu) strcat(out_val, " '*' } /* 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; @@ -7505,18 +4949,15 @@ if (ver && !verify(" item_tester_hook = NULL; - /* Clean up */ - if (show_choices) - { - /* Toggle again if needed */ - if (toggle) toggle_inven_equip(); + /* Clean up 'show choices' */ + /* Toggle again if needed */ + if (toggle) toggle_inven_equip(); - /* Update */ - p_ptr->window |= (PW_INVEN | PW_EQUIP); + /* Update */ + p_ptr->window |= (PW_INVEN | PW_EQUIP); - /* Window stuff */ - window_stuff(); - } + /* Window stuff */ + window_stuff(); /* Clear the prompt line */ @@ -7525,15 +4966,24 @@ if (ver && !verify(" /* Warning if needed */ if (oops && str) msg_print(str); + if (item) + { #ifdef ALLOW_REPEAT - if (item) repeat_push(*cp); + repeat_push(*cp); + if (command_cmd) prev_tag = cur_tag; #endif /* ALLOW_REPEAT */ + command_cmd = 0; /* Hack -- command_cmd is no longer effective */ + } + /* Result */ return (item); } - +/*! + * @brief 床上のアイテムを拾う選択用サブルーチン + * @return プレイヤーによりアイテムが選択されたならTRUEを返す。 + */ static bool py_pickup_floor_aux(void) { s16b this_o_idx; @@ -7546,13 +4996,8 @@ 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))) { @@ -7569,35 +5014,32 @@ static bool py_pickup_floor_aux(void) return (TRUE); } - -/* - * Make the player carry everything in a grid - * - * If "pickup" is FALSE then only gold will be picked up - * +/*! + * @brief 床上のアイテムを拾うメイン処理 + * @param pickup FALSEなら金銭の自動拾いのみを行う/ FALSE then only gold will be picked up + * @return なし + * @details * This is called by py_pickup() when easy_floor is TRUE. */ -void py_pickup_floor(int pickup) +void py_pickup_floor(bool pickup) { s16b this_o_idx, next_o_idx = 0; char o_name[MAX_NLEN]; object_type *o_ptr; - int floor_num = 0, floor_list[23], floor_o_idx = 0; + int floor_num = 0, floor_o_idx = 0; int can_pickup = 0; /* Scan the pile of objects */ - for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx) + for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx) { - object_type *o_ptr; - /* Access the object */ o_ptr = &o_list[this_o_idx]; /* Describe the object */ - object_desc(o_name, o_ptr, TRUE, 3); + object_desc(o_name, o_ptr, 0); /* Access the next object */ next_o_idx = o_ptr->next_o_idx; @@ -7610,14 +5052,13 @@ void py_pickup_floor(int pickup) { /* 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; @@ -7647,10 +5088,6 @@ void py_pickup_floor(int pickup) can_pickup++; } - /* Remember this object index */ - if (floor_num < 23) - floor_list[floor_num] = this_o_idx; - /* Count non-gold objects */ floor_num++; @@ -7683,27 +5120,17 @@ void py_pickup_floor(int pickup) #endif /* ALLOW_EASY_SENSE */ /* Describe the object */ - object_desc(o_name, o_ptr, TRUE, 3); + object_desc(o_name, o_ptr, 0); /* Message */ -#ifdef JP - msg_format("%s¤¬¤¢¤ë¡£", o_name); -#else - msg_format("You see %s.", o_name); -#endif - + msg_format(_("%sがある。", "You see %s."), o_name); } /* Multiple objects */ else { /* Message */ -#ifdef JP - msg_format("%d ¸Ä¤Î¥¢¥¤¥Æ¥à¤Î»³¤¬¤¢¤ë¡£", floor_num); -#else - msg_format("You see a pile of %d items.", floor_num); -#endif - + msg_format(_("%d 個のアイテムの山がある。", "You see a pile of %d items."), floor_num); } /* Done */ @@ -7731,26 +5158,17 @@ void py_pickup_floor(int pickup) #endif /* ALLOW_EASY_SENSE */ /* Describe the object */ - object_desc(o_name, o_ptr, TRUE, 3); + object_desc(o_name, o_ptr, 0); /* Message */ -#ifdef JP - msg_format("¥¶¥Ã¥¯¤Ë¤Ï%s¤òÆþ¤ì¤ë·ä´Ö¤¬¤Ê¤¤¡£", o_name); -#else - msg_format("You have no room for %s.", o_name); -#endif - + msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name); } /* Multiple objects */ else { /* Message */ -#ifdef JP - msg_format("¥¶¥Ã¥¯¤Ë¤Ï¾²¤Ë¤¢¤ë¤É¤Î¥¢¥¤¥Æ¥à¤âÆþ¤é¤Ê¤¤¡£", o_name); -#else - msg_print("You have no room for any of the objects on the floor."); -#endif + msg_print(_("ザックには床にあるどのアイテムも入らない。", "You have no room for any of the objects on the floor.")); } @@ -7781,15 +5199,10 @@ void py_pickup_floor(int pickup) #endif /* ALLOW_EASY_SENSE */ /* Describe the object */ - object_desc(o_name, o_ptr, TRUE, 3); + object_desc(o_name, o_ptr, 0); /* Build a prompt */ -#ifdef JP - (void) sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name); -#else - (void) sprintf(out_val, "Pick up %s? ", o_name); -#endif - + (void) sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name); /* Ask the user to confirm */ if (!get_check(out_val))