X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fobject1.c;h=a4d0e3abd7aaa3914cb089b8c6cf00b6bf60a04c;hb=25d7f1d5f6db4c40752668ddf3187acae6491327;hp=2bfaa0f718a440efb44bd7296788c91dba99a9a0;hpb=7ce576353e3aa5676b437171d7d05cd0d6369558;p=hengband%2Fhengband.git diff --git a/src/object1.c b/src/object1.c index 2bfaa0f71..a4d0e3abd 100644 --- a/src/object1.c +++ b/src/object1.c @@ -1,15 +1,16 @@ -/* 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" #if defined(MACINTOSH) || defined(MACH_O_CARBON) @@ -17,19 +18,20 @@ #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) { @@ -98,9 +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]) { @@ -204,10 +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]) { @@ -329,7 +336,11 @@ void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE]) } } - +/*! + * @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 + */ static cptr item_activation_dragon_breath(object_type *o_ptr) { static char desc[256]; @@ -343,17 +354,22 @@ static cptr item_activation_dragon_breath(object_type *o_ptr) { if (have_flag(flgs, dragonbreath_info[i].flag)) { - if (n > 0) strcat(desc, _("¡¢", ", ")); + if (n > 0) strcat(desc, _("、", ", ")); strcat(desc, dragonbreath_info[i].name); n++; } } - strcat(desc, _("¤Î¥Ö¥ì¥¹(250)", "")); + strcat(desc, _("のブレス(250)", "")); 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]; @@ -362,7 +378,7 @@ static cptr item_activation_aux(object_type *o_ptr) int constant, dice; const activation_type* const act_ptr = find_activation_info(o_ptr); - if (!act_ptr) return _("̤ÄêµÁ", "something undefined"); + if (!act_ptr) return _("未定義", "something undefined"); desc = act_ptr->desc; @@ -370,38 +386,38 @@ static cptr item_activation_aux(object_type *o_ptr) switch (act_ptr->index) { case ACT_BR_FIRE: if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) - desc = _("²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ­", "breath of fire (200) and resist fire"); + desc = _("火炎のブレス (200) と火への耐性", "breath of fire (200) and resist fire"); break; case ACT_BR_COLD: if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) - desc = _("Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­", "breath of cold (200) and resist cold"); + desc = _("冷気のブレス (200) と冷気への耐性", "breath of cold (200) and resist cold"); break; case ACT_BR_DRAGON: desc = item_activation_dragon_breath(o_ptr); break; case ACT_AGGRAVATE: if (o_ptr->name1 == ART_HYOUSIGI) - desc = _("Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹", "beat wooden clappers"); + desc = _("拍子木を打ちならす", "beat wooden clappers"); break; case ACT_RESIST_ACID: if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID)) - desc = _("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ­", "ball of acid (100) and resist acid"); + desc = _("アシッド・ボール (100) と酸への耐性", "ball of acid (100) and resist acid"); break; case ACT_RESIST_FIRE: if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE)) - desc = _("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ­", "ball of fire (100) and resist fire"); + desc = _("ファイア・ボール (100) と火への耐性", "ball of fire (100) and resist fire"); break; case ACT_RESIST_COLD: if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD)) - desc = _("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­", "ball of cold (100) and resist cold"); + desc = _("アイス・ボール (100) と冷気への耐性", "ball of cold (100) and resist cold"); break; case ACT_RESIST_ELEC: if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC)) - desc = _("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ­", "ball of elec (100) and resist elec"); + desc = _("サンダー・ボール (100) と電撃への耐性", "ball of elec (100) and resist elec"); break; case ACT_RESIST_POIS: if (o_ptr->name2 == EGO_BRAND_POIS) - desc = _("°­½­±À (100) ¤ÈÆǤؤÎÂÑÀ­", "ball of poison (100) and resist elec"); + desc = _("悪臭雲 (100) と毒への耐性", "ball of poison (100) and resist elec"); break; } @@ -410,23 +426,23 @@ static cptr item_activation_aux(object_type *o_ptr) dice = act_ptr->timeout.dice; if (constant == 0 && dice == 0) { /* We can activate it every turn */ - strcpy(timeout, _("¤¤¤Ä¤Ç¤â", "every turn")); + strcpy(timeout, _("いつでも", "every turn")); } else if (constant < 0) { /* Activations that have special timeout */ switch (act_ptr->index) { case ACT_BR_FIRE: - sprintf(timeout, _("%d ¥¿¡¼¥óËè", "every %d turns"), + sprintf(timeout, _("%d ターン毎", "every %d turns"), ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250); break; case ACT_BR_COLD: - sprintf(timeout, _("%d ¥¿¡¼¥óËè", "every %d turns"), + sprintf(timeout, _("%d ターン毎", "every %d turns"), ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250); break; case ACT_TERROR: - strcpy(timeout, _("3*(¥ì¥Ù¥ë+10) ¥¿¡¼¥óËè", "every 3 * (level+10) turns")); + strcpy(timeout, _("3*(レベル+10) ターン毎", "every 3 * (level+10) turns")); break; case ACT_MURAMASA: - strcpy(timeout, _("³ÎΨ50%¤Ç²õ¤ì¤ë", "(destroyed 50%)")); + strcpy(timeout, _("確率50%で壊れる", "(destroyed 50%)")); break; default: strcpy(timeout, "undefined"); @@ -437,7 +453,7 @@ static cptr item_activation_aux(object_type *o_ptr) char constant_str[16], dice_str[16]; sprintf(constant_str, "%d", constant); sprintf(dice_str, "d%d", dice); - sprintf(timeout, _("%s%s%s ¥¿¡¼¥óËè", "every %s%s%s turns"), + sprintf(timeout, _("%s%s%s ターン毎", "every %s%s%s turns"), (constant > 0) ? constant_str : "", (constant > 0 && dice > 0) ? "+" : "", (dice > 0) ? dice_str : ""); @@ -449,9 +465,11 @@ static cptr item_activation_aux(object_type *o_ptr) 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) { @@ -461,11 +479,7 @@ 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)) @@ -476,33 +490,25 @@ cptr item_activation(object_type *o_ptr) /* Special items */ if (o_ptr->tval == TV_WHISTLE) { -#ifdef JP -return "¥Ú¥Ã¥È¸Æ¤Ó´ó¤» : 100+d100¥¿¡¼¥óËè"; -#else - return "call pet every 100+d100 turns"; -#endif + return _("ペット呼び寄せ : 100+d100ターン毎", "call pet every 100+d100 turns"); } if (o_ptr->tval == TV_CAPTURE) { -#ifdef JP -return "¥â¥ó¥¹¥¿¡¼¤òÊᤨ¤ë¡¢Ëô¤Ï²òÊü¤¹¤ë¡£"; -#else - return "captures or releases a monster."; -#endif + return _("モンスターを捕える、又は解放する。", "captures or releases a monster."); } /* Oops */ -#ifdef JP - return "²¿¤âµ¯¤­¤Ê¤¤"; -#else - return "Nothing"; -#endif + return _("何も起きない", "Nothing"); } -/* +/*! + * @brief 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) { @@ -540,112 +546,57 @@ bool screen_object(object_type *o_ptr, u32b mode) /* Mega-Hack -- describe activation */ if (have_flag(flgs, TR_ACTIVATE)) { -#ifdef JP -info[i++] = "»ÏÆ°¤·¤¿¤È¤­¤Î¸ú²Ì..."; -#else - info[i++] = "It can be activated for..."; -#endif - + info[i++] = _("始動したときの効果...", "It can be activated for..."); info[i++] = item_activation(o_ptr); -#ifdef JP -info[i++] = "...¤¿¤À¤·ÁõÈ÷¤·¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤é¤Ê¤¤¡£"; -#else - info[i++] = "...if it is being worn."; -#endif - + info[i++] = _("...ただし装備していなければならない。", "...if it is being worn."); } /* Figurines, a hack */ if (o_ptr->tval == TV_FIGURINE) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÅꤲ¤¿»þ¥Ú¥Ã¥È¤ËÊѲ½¤¹¤ë¡£"; -#else - info[i++] = "It will transform into a pet when thrown."; -#endif - + info[i++] = _("それは投げた時ペットに変化する。", "It will transform into a pet when thrown."); } /* Figurines, a hack */ if (o_ptr->name1 == ART_STONEMASK) { -#ifdef JP -info[i++] = "¤½¤ì¤òÁõÈ÷¤·¤¿¼Ô¤ÏµÛ·ìµ´¤Ë¤Ê¤ë¡£"; -#else - info[i++] = "It makes you turn into a vampire permanently."; -#endif - + info[i++] = _("それを装備した者は吸血鬼になる。", "It makes you turn into a vampire permanently."); } if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÁê¼ê¤ò°ì·â¤ÇÅݤ¹¤³¤È¤¬¤¢¤ë¡£"; -#else - info[i++] = "It will attempt to kill a monster instantly."; -#endif - + info[i++] = _("それは相手を一撃で倒すことがある。", "It will attempt to kill a monster instantly."); } if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¼«Ê¬¼«¿È¤Ë¹¶·â¤¬Ê֤äƤ¯¤ë¤³¤È¤¬¤¢¤ë¡£"; -#else - info[i++] = "It causes you to strike yourself sometimes."; -#endif - -#ifdef JP -info[i++] = "¤½¤ì¤Ï̵Ũ¤Î¥Ð¥ê¥¢¤òÀÚ¤êÎö¤¯¡£"; -#else - info[i++] = "It always penetrates invulnerability barriers."; -#endif + info[i++] = _("それは自分自身に攻撃が返ってくることがある。", "It causes you to strike yourself sometimes."); + info[i++] = _("それは無敵のバリアを切り裂く。", "It always penetrates invulnerability barriers."); } if (o_ptr->name2 == EGO_2WEAPON) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÆóÅáή¤Ç¤ÎÌ¿ÃæΨ¤ò¸þ¾å¤µ¤»¤ë¡£"; -#else - info[i++] = "It affects your ability to hit when you are wielding two weapons."; -#endif - + info[i++] = _("それは二刀流での命中率を向上させる。", "It affects your ability to hit when you are wielding two weapons."); } if (have_flag(flgs, TR_EASY_SPELL)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò²¼¤²¤ë¡£"; -#else - info[i++] = "It affects your ability to cast spells."; -#endif + info[i++] = _("それは魔法の難易度を下げる。", "It affects your ability to cast spells."); } if (o_ptr->name2 == EGO_AMU_FOOL) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏËâË¡¤ÎÆñ°×ÅÙ¤ò¾å¤²¤ë¡£"; -#else - info[i++] = "It interferes with casting spells."; -#endif + info[i++] = _("それは魔法の難易度を上げる。", "It interferes with casting spells."); } if (o_ptr->name2 == EGO_RING_THROW) { -#ifdef JP -info[i++] = "¤½¤ì¤Ïʪ¤ò¶¯¤¯Åꤲ¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£"; -#else - info[i++] = "It provides great strength when you throw an item."; -#endif + info[i++] = _("それは物を強く投げることを可能にする。", "It provides great strength when you throw an item."); } if (o_ptr->name2 == EGO_AMU_NAIVETY) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏËâË¡Äñ¹³ÎϤò²¼¤²¤ë¡£"; -#else - info[i++] = "It decreases your magic resistance."; -#endif + info[i++] = _("それは魔法抵抗力を下げる。", "It decreases your magic resistance."); } if (o_ptr->tval == TV_STATUE) @@ -653,47 +604,35 @@ info[i++] = " monster_race *r_ptr = &r_info[o_ptr->pval]; if (o_ptr->pval == MON_BULLGATES) -#ifdef JP - info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤ÈÃѤº¤«¤·¤¤¡£"; -#else - info[i++] = "It is shameful."; -#endif + info[i++] = _("それは部屋に飾ると恥ずかしい。", "It is shameful."); else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR)) -#ifdef JP - info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È¶²¤¤¡£"; -#else - info[i++] = "It is fearful."; -#endif + info[i++] = _("それは部屋に飾ると恐い。", "It is fearful."); else -#ifdef JP - info[i++] = "¤½¤ì¤ÏÉô²°¤Ë¾þ¤ë¤È³Ú¤·¤¤¡£"; -#else - info[i++] = "It is cheerful."; -#endif + info[i++] = _("それは部屋に飾ると楽しい。", "It is cheerful."); } /* Hack -- describe lite's */ - if (o_ptr->name2 == EGO_LITE_DARKNESS) info[i++] = _("¤½¤ì¤ÏÁ´¤¯¸÷¤é¤Ê¤¤¡£", "It provides no light."); + if (o_ptr->name2 == EGO_LITE_DARKNESS) info[i++] = _("それは全く光らない。", "It provides no light."); rad = 0; - if (have_flag(flgs, TR_LITE_1)) rad += 1; - if (have_flag(flgs, TR_LITE_2)) rad += 2; - if (have_flag(flgs, TR_LITE_3)) rad += 3; + 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)) + if (have_flag(flgs, TR_LITE_FUEL) && o_ptr->name2 != EGO_LITE_DARKNESS) { - if(rad > 0) sprintf(desc, _("¤½¤ì¤ÏdzÎÁÊäµë¤Ë¤è¤Ã¤ÆÌÀ¤«¤ê(Ⱦ·Â %d)¤ò¼ø¤±¤ë¡£", "It provides light (radius %d) when fueled."), rad); + if(rad > 0) sprintf(desc, _("それは燃料補給によって明かり(半径 %d)を授ける。", "It provides light (radius %d) when fueled."), rad); } else { - if(rad > 0) sprintf(desc, _("¤½¤ì¤Ï±Ê±ó¤Ê¤ëÌÀ¤«¤ê(Ⱦ·Â %d)¤ò¼ø¤±¤ë¡£", "It provides light (radius %d) forever."), rad); - if(rad < 0) sprintf(desc, _("¤½¤ì¤ÏÌÀ¤«¤ê¤ÎȾ·Â¤ò¶¹¤á¤ë(Ⱦ·Â¤Ë-%d)¡£", "It decreases radius of light source by %d."), -rad); + if(rad > 0) sprintf(desc, _("それは永遠なる明かり(半径 %d)を授ける。", "It provides light (radius %d) forever."), rad); + if(rad < 0) sprintf(desc, _("それは明かりの半径を狭める(半径に-%d)。", "It decreases radius of light source by %d."), -rad); } if(rad != 0) info[i++] = desc; @@ -701,7 +640,7 @@ info[i++] = " if (o_ptr->name2 == EGO_LITE_LONG) { - info[i++] = _("¤½¤ì¤ÏŤ¤¥¿¡¼¥óÌÀ¤«¤ê¤ò¼ø¤±¤ë¡£", "It provides light for much longer time."); + info[i++] = _("それは長いターン明かりを授ける。", "It provides light for much longer time."); } /* And then describe it fully */ @@ -709,936 +648,447 @@ info[i++] = " 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_LEVITATION)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÃè¤ËÉ⤯¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£"; -#else - info[i++] = "It allows you to levitate."; -#endif - + info[i++] = _("それは宙に浮くことを可能にする。", "It allows you to levitate."); } if (have_flag(flgs, TR_SEE_INVIS)) { - info[i++] = _("¤½¤ì¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤ò²Äǽ¤Ë¤¹¤ë¡£", "It allows you to see invisible monsters."); + info[i++] = _("それは透明なモンスターを見ることを可能にする。", "It allows you to see invisible monsters."); } if (have_flag(flgs, TR_TELEPATHY)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò¼ø¤±¤ë¡£"; -#else - info[i++] = "It gives telepathic powers."; -#endif - + info[i++] = _("それはテレパシー能力を授ける。", "It gives telepathic powers."); } if (have_flag(flgs, TR_ESP_ANIMAL)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¼«Á³³¦¤ÎÀ¸Êª¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses natural creatures."; -#endif - + info[i++] = _("それは自然界の生物を感知する。", "It senses natural creatures."); } if (have_flag(flgs, TR_ESP_UNDEAD)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥¢¥ó¥Ç¥Ã¥É¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses undead."; -#endif - + info[i++] = _("それはアンデッドを感知する。", "It senses undead."); } if (have_flag(flgs, TR_ESP_DEMON)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï°­Ëâ¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses demons."; -#endif - + info[i++] = _("それは悪魔を感知する。", "It senses demons."); } if (have_flag(flgs, TR_ESP_ORC)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥ª¡¼¥¯¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses orcs."; -#endif - + info[i++] = _("それはオークを感知する。", "It senses orcs."); } if (have_flag(flgs, TR_ESP_TROLL)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥È¥í¥ë¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses trolls."; -#endif - + info[i++] = _("それはトロルを感知する。", "It senses trolls."); } if (have_flag(flgs, TR_ESP_GIANT)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ïµð¿Í¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses giants."; -#endif - + info[i++] = _("それは巨人を感知する。", "It senses giants."); } if (have_flag(flgs, TR_ESP_DRAGON)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥É¥é¥´¥ó¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses dragons."; -#endif - + info[i++] = _("それはドラゴンを感知する。", "It senses dragons."); } if (have_flag(flgs, TR_ESP_HUMAN)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¿Í´Ö¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses humans."; -#endif - + info[i++] = _("それは人間を感知する。", "It senses humans."); } if (have_flag(flgs, TR_ESP_EVIL)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¼Ù°­¤Ê¸ºß¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses evil creatures."; -#endif - + info[i++] = _("それは邪悪な存在を感知する。", "It senses evil creatures."); } if (have_flag(flgs, TR_ESP_GOOD)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÁ±Îɤʸºß¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses good creatures."; -#endif - + info[i++] = _("それは善良な存在を感知する。", "It senses good creatures."); } if (have_flag(flgs, TR_ESP_NONLIVING)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses non-living creatures."; -#endif - + info[i++] = _("それは活動する無生物体を感知する。", "It senses non-living creatures."); } if (have_flag(flgs, TR_ESP_UNIQUE)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÆÃÊ̤ʶ¯Å¨¤ò´¶ÃΤ¹¤ë¡£"; -#else - info[i++] = "It senses unique monsters."; -#endif - + info[i++] = _("それは特別な強敵を感知する。", "It senses unique monsters."); } if (have_flag(flgs, TR_SLOW_DIGEST)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤òÃÙ¤¯¤¹¤ë¡£"; -#else - info[i++] = "It slows your metabolism."; -#endif - + info[i++] = _("それはあなたの新陳代謝を遅くする。", "It slows your metabolism."); } if (have_flag(flgs, TR_REGEN)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÂÎÎϲóÉüÎϤò¶¯²½¤¹¤ë¡£"; -#else - info[i++] = "It speeds your regenerative powers."; -#endif - + info[i++] = _("それは体力回復力を強化する。", "It speeds your regenerative powers."); } if (have_flag(flgs, TR_WARNING)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï´í¸±¤ËÂФ·¤Æ·Ù¹ð¤òȯ¤¹¤ë¡£"; -#else - info[i++] = "It warns you of danger"; -#endif - + info[i++] = _("それは危険に対して警告を発する。", "It warns you of danger"); } if (have_flag(flgs, TR_REFLECT)) { - info[i++] = _("¤½¤ì¤ÏÌð¤Î¼öʸ¤òÈ¿¼Í¤¹¤ë¡£", "It reflects bolt spells."); + info[i++] = _("それは矢の呪文を反射する。", "It reflects bolt spells."); } if (have_flag(flgs, TR_SH_FIRE)) { - info[i++] = _("¤½¤ì¤Ï±ê¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£", "It produces a fiery sheath."); + info[i++] = _("それは炎のバリアを張る。", "It produces a fiery sheath."); } if (have_flag(flgs, TR_SH_ELEC)) { - info[i++] = _("¤½¤ì¤ÏÅŵ¤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£", "It produces an electric sheath."); + info[i++] = _("それは電気のバリアを張る。", "It produces an electric sheath."); } if (have_flag(flgs, TR_SH_COLD)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÎ䵤¤Î¥Ð¥ê¥¢¤òÄ¥¤ë¡£"; -#else - info[i++] = "It produces a sheath of coldness."; -#endif - + info[i++] = _("それは冷気のバリアを張る。", "It produces a sheath of coldness."); } if (have_flag(flgs, TR_NO_MAGIC)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÈ¿ËâË¡¥Ð¥ê¥¢¤òÄ¥¤ë¡£"; -#else - info[i++] = "It produces an anti-magic shell."; -#endif - + info[i++] = _("それは反魔法バリアを張る。", "It produces an anti-magic shell."); } if (have_flag(flgs, TR_NO_TELE)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤹¤ë¡£"; -#else - info[i++] = "It prevents teleportation."; -#endif - + info[i++] = _("それはテレポートを邪魔する。", "It prevents teleportation."); } if (have_flag(flgs, TR_XTRA_MIGHT)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÌ𡿥ܥë¥È¡¿ÃƤò¤è¤ê¶¯ÎϤËȯ¼Í¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£"; -#else - info[i++] = "It fires missiles with extra might."; -#endif - + info[i++] = _("それは矢/ボルト/弾をより強力に発射することができる。", "It fires missiles with extra might."); } if (have_flag(flgs, TR_XTRA_SHOTS)) { -#ifdef JP -info[i++] = "¤½¤ì¤ÏÌ𡿥ܥë¥È¡¿ÃƤòÈó¾ï¤ËÁ᤯ȯ¼Í¤¹¤ë¤³¤È¤¬¤Ç¤­¤ë¡£"; -#else - info[i++] = "It fires missiles excessively fast."; -#endif - + info[i++] = _("それは矢/ボルト/弾を非常に早く発射することができる。", "It fires missiles excessively fast."); } if (have_flag(flgs, TR_BLESSED)) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¿À¤Ë½ËÊ¡¤µ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "It has been blessed by the gods."; -#endif - + info[i++] = _("それは神に祝福されている。", "It has been blessed by the gods."); } if (object_is_cursed(o_ptr)) { if (o_ptr->curse_flags & TRC_PERMA_CURSE) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï±Ê±ó¤Î¼ö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "It is permanently cursed."; -#endif - + info[i++] = _("それは永遠の呪いがかけられている。", "It is permanently cursed."); } else if (o_ptr->curse_flags & TRC_HEAVY_CURSE) { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤¬¤«¤±¤é¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "It is heavily cursed."; -#endif - + info[i++] = _("それは強力な呪いがかけられている。", "It is heavily cursed."); } else { -#ifdef JP -info[i++] = "¤½¤ì¤Ï¼ö¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "It is cursed."; -#endif + info[i++] = _("それは呪われている。", "It is cursed."); /* * It's a trivial infomation since there is @@ -1650,75 +1100,75 @@ info[i++] = " if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE)) { - info[i++] = _("¤½¤ì¤ÏÂÀ¸Å¤Î²Ò¡¹¤·¤¤±åÇ°¤¬½É¤Ã¤Æ¤¤¤ë¡£", "It carries an ancient foul curse."); + info[i++] = _("それは太古の禍々しい怨念が宿っている。", "It carries an ancient foul curse."); } if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE)) { - info[i++] = _("¤½¤ì¤ÏÉÕ¶á¤Î¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤ë¡£", "It aggravates nearby creatures."); + info[i++] = _("それは付近のモンスターを怒らせる。", "It aggravates nearby creatures."); } if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP)) { - info[i++] = _("¤½¤ì¤Ï·Ð¸³ÃͤòµÛ¤¤¼è¤ë¡£", "It drains experience."); + info[i++] = _("それは経験値を吸い取る。", "It drains experience."); } if (o_ptr->curse_flags & TRC_SLOW_REGEN) { - info[i++] = _("¤½¤ì¤Ï²óÉüÎϤò¼å¤á¤ë¡£", "It slows your regenerative powers."); + info[i++] = _("それは回復力を弱める。", "It slows your regenerative powers."); } if ((o_ptr->curse_flags & TRC_ADD_L_CURSE) || have_flag(flgs, TR_ADD_L_CURSE)) { - info[i++] = _("¤½¤ì¤Ï¼å¤¤¼ö¤¤¤òÁý¤ä¤¹¡£","It adds weak curses."); + info[i++] = _("それは弱い呪いを増やす。","It adds weak curses."); } if ((o_ptr->curse_flags & TRC_ADD_H_CURSE) || have_flag(flgs, TR_ADD_H_CURSE)) { - info[i++] = _("¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤òÁý¤ä¤¹¡£","It adds heavy curses."); + info[i++] = _("それは強力な呪いを増やす。","It adds heavy curses."); } if ((have_flag(flgs, TR_CALL_ANIMAL)) || (o_ptr->curse_flags & TRC_CALL_ANIMAL)) { - info[i++] = _("¤½¤ì¤Ïưʪ¤ò¸Æ¤Ó´ó¤»¤ë¡£", "It attracts animals."); + info[i++] = _("それは動物を呼び寄せる。", "It attracts animals."); } if ((have_flag(flgs, TR_CALL_DEMON)) || (o_ptr->curse_flags & TRC_CALL_DEMON)) { - info[i++] = _("¤½¤ì¤Ï°­Ëâ¤ò¸Æ¤Ó´ó¤»¤ë¡£", "It attracts demons."); + info[i++] = _("それは悪魔を呼び寄せる。", "It attracts demons."); } if ((have_flag(flgs, TR_CALL_DRAGON)) || (o_ptr->curse_flags & TRC_CALL_DRAGON)) { - info[i++] = _("¤½¤ì¤Ï¥É¥é¥´¥ó¤ò¸Æ¤Ó´ó¤»¤ë¡£", "It attracts dragons."); + info[i++] = _("それはドラゴンを呼び寄せる。", "It attracts dragons."); } if ((have_flag(flgs, TR_CALL_UNDEAD)) || (o_ptr->curse_flags & TRC_CALL_UNDEAD)) { - info[i++] = _("¤½¤ì¤Ï»àÎî¤ò¸Æ¤Ó´ó¤»¤ë¡£", "It attracts undeads."); + info[i++] = _("それは死霊を呼び寄せる。", "It attracts undeads."); } if ((have_flag(flgs, TR_COWARDICE)) || (o_ptr->curse_flags & TRC_COWARDICE)) { - info[i++] = _("¤½¤ì¤Ï¶²ÉÝ´¶¤ò°ú¤­µ¯¤³¤¹¡£", "It makes you subject to cowardice."); + info[i++] = _("それは恐怖感を引き起こす。", "It makes you subject to cowardice."); } if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT)) { - info[i++] = _("¤½¤ì¤Ï¥é¥ó¥À¥à¤Ê¥Æ¥ì¥Ý¡¼¥È¤ò°ú¤­µ¯¤³¤¹¡£", "It induces random teleportation."); + info[i++] = _("それはランダムなテレポートを引き起こす。", "It induces random teleportation."); } if ((have_flag(flgs, TR_LOW_MELEE)) || o_ptr->curse_flags & TRC_LOW_MELEE) { - info[i++] = _("¤½¤ì¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£", "It causes you to miss blows."); + info[i++] = _("それは攻撃を外しやすい。", "It causes you to miss blows."); } if ((have_flag(flgs, TR_LOW_AC)) || (o_ptr->curse_flags & TRC_LOW_AC)) { - info[i++] = _("¤½¤ì¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£", "It helps your enemies' blows."); + info[i++] = _("それは攻撃を受けやすい。", "It helps your enemies' blows."); } if ((have_flag(flgs, TR_LOW_MAGIC)) || (o_ptr->curse_flags & TRC_LOW_MAGIC)) { - info[i++] = _("¤½¤ì¤ÏËâË¡¤ò¾§¤¨¤Ë¤¯¤¯¤¹¤ë¡£", "It encumbers you while spellcasting."); + info[i++] = _("それは魔法を唱えにくくする。", "It encumbers you while spellcasting."); } if ((have_flag(flgs, TR_FAST_DIGEST)) || (o_ptr->curse_flags & TRC_FAST_DIGEST)) { - info[i++] = _("¤½¤ì¤Ï¤¢¤Ê¤¿¤Î¿·ÄÄÂå¼Õ¤ò®¤¯¤¹¤ë¡£", "It speeds your metabolism."); + info[i++] = _("それはあなたの新陳代謝を速くする。", "It speeds your metabolism."); } if ((have_flag(flgs, TR_DRAIN_HP)) || (o_ptr->curse_flags & TRC_DRAIN_HP)) { - info[i++] = _("¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¤¤¼è¤ë¡£", "It drains you."); + info[i++] = _("それはあなたの体力を吸い取る。", "It drains you."); } if ((have_flag(flgs, TR_DRAIN_MANA)) || (o_ptr->curse_flags & TRC_DRAIN_MANA)) { - info[i++] = _("¤½¤ì¤Ï¤¢¤Ê¤¿¤ÎËâÎϤòµÛ¤¤¼è¤ë¡£", "It drains your mana."); + info[i++] = _("それはあなたの魔力を吸い取る。", "It drains your mana."); } /* Describe about this kind of object instead of THIS fake object */ @@ -1730,18 +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; @@ -1750,23 +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; @@ -1778,45 +1208,25 @@ 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."); } } @@ -1852,11 +1262,9 @@ info[i++] = " 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++) @@ -1867,22 +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(); @@ -1895,9 +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) { @@ -1908,10 +1311,11 @@ 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) { @@ -1931,19 +1335,25 @@ s16b label_to_inven(int c) } -/* See cmd5.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) { @@ -1966,8 +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) { @@ -2049,96 +1462,59 @@ s16b wield_slot(object_type *o_ptr) /* 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->heavy_wield[0] ? "±¿ÈÂÃæ" : ((p_ptr->ryoute && p_ptr->migite) ? " ξ¼ê" : (left_hander ? " º¸¼ê" : " ±¦¼ê")); break; -#else - case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "Just lifting" : (p_ptr->migite ? "Wielding" : "On arm"); break; -#endif - -#ifdef JP - case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "±¿ÈÂÃæ" : ((p_ptr->ryoute && p_ptr->hidarite) ? " ξ¼ê" : (left_hander ? " ±¦¼ê" : " º¸¼ê")); break; -#else - case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break; -#endif - -#ifdef JP - case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "±¿ÈÂÃæ" : "¼Í·âÍÑ"; break; -#else - case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "Just holding" : "Shooting"; break; -#endif - -#ifdef JP - case INVEN_RIGHT: p = (left_hander ? "º¸¼ê»Ø" : "±¦¼ê»Ø"); break; -#else - case INVEN_RIGHT: p = (left_hander ? "On left hand" : "On right hand"); break; -#endif - -#ifdef JP - case INVEN_LEFT: p = (left_hander ? "±¦¼ê»Ø" : "º¸¼ê»Ø"); break; -#else - case INVEN_LEFT: p = (left_hander ? "On right hand" : "On left hand"); break; -#endif - -#ifdef JP - case INVEN_NECK: p = " ¼ó"; break; -#else - case INVEN_NECK: p = "Around neck"; break; -#endif +} -#ifdef JP - case INVEN_LITE: p = " ¸÷¸»"; break; -#else - case INVEN_LITE: p = "Light source"; break; -#endif +/*! + * @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 mention_use(int i) +{ + cptr p; + /* Examine the location */ + switch (i) + { #ifdef JP - case INVEN_BODY: p = " ÂÎ"; 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_BODY: p = "On body"; break; + case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "Just lifting" : (p_ptr->migite ? "Wielding" : "On arm"); break; #endif #ifdef JP - case INVEN_OUTER: p = "ÂΤξå"; 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_OUTER: p = "About body"; break; + case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break; #endif #ifdef JP - case INVEN_HEAD: p = " Ƭ"; 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_HEAD: p = "On head"; 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_HANDS: p = " ¼ê"; break; + case INVEN_RIGHT: p = (left_hander ? "左手指" : "右手指"); break; #else - case INVEN_HANDS: p = "On hands"; break; + case INVEN_RIGHT: p = (left_hander ? "On left hand" : "On right hand"); break; #endif #ifdef JP - case INVEN_FEET: p = " ­"; break; + case INVEN_LEFT: p = (left_hander ? "右手指" : "左手指"); break; #else - case INVEN_FEET: p = "On feet"; break; + case INVEN_LEFT: p = (left_hander ? "On right hand" : "On left hand"); break; #endif -#ifdef JP - default: p = "¥¶¥Ã¥¯"; break; -#else - default: p = "In pack"; break; -#endif + case INVEN_NECK: p = _(" 首", "Around neck"); break; + case INVEN_LITE: p = _(" 光源", "Light source"); break; + case INVEN_BODY: p = _(" 体", "On body"); break; + case INVEN_OUTER: p = _("体の上", "About body"); break; + case INVEN_HEAD: p = _(" 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; } /* Return the result */ @@ -2146,8 +1522,12 @@ cptr mention_use(int i) } -/* +/*! + * @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) @@ -2157,82 +1537,43 @@ cptr describe_use(int i) switch (i) { #ifdef JP - case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "±¿ÈÂÃæ¤Î" : ((p_ptr->ryoute && p_ptr->migite) ? "ξ¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : (left_hander ? "º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : "±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë")); break; + case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "運搬中の" : ((p_ptr->ryoute && p_ptr->migite) ? "両手に装備している" : (left_hander ? "左手に装備している" : "右手に装備している")); break; #else case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "just lifting" : (p_ptr->migite ? "attacking monsters with" : "wearing on your arm"); break; #endif #ifdef JP - case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "±¿ÈÂÃæ¤Î" : ((p_ptr->ryoute && p_ptr->hidarite) ? "ξ¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : (left_hander ? "±¦¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë" : "º¸¼ê¤ËÁõÈ÷¤·¤Æ¤¤¤ë")); break; + case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "運搬中の" : ((p_ptr->ryoute && p_ptr->hidarite) ? "両手に装備している" : (left_hander ? "右手に装備している" : "左手に装備している")); break; #else case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break; #endif #ifdef JP - case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "»ý¤Ä¤À¤±¤ÇÀº°ìÇÕ¤Î" : "¼Í·âÍѤËÁõÈ÷¤·¤Æ¤¤¤ë"; break; + case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "持つだけで精一杯の" : "射撃用に装備している"; break; #else case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "just holding" : "shooting missiles with"; break; #endif #ifdef JP - case INVEN_RIGHT: p = (left_hander ? "º¸¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë" : "±¦¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë"); break; + case INVEN_RIGHT: p = (left_hander ? "左手の指にはめている" : "右手の指にはめている"); break; #else case INVEN_RIGHT: p = (left_hander ? "wearing on your left hand" : "wearing on your right hand"); break; #endif #ifdef JP - case INVEN_LEFT: p = (left_hander ? "±¦¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë" : "º¸¼ê¤Î»Ø¤Ë¤Ï¤á¤Æ¤¤¤ë"); break; + case INVEN_LEFT: p = (left_hander ? "右手の指にはめている" : "左手の指にはめている"); break; #else case INVEN_LEFT: p = (left_hander ? "wearing on your right hand" : "wearing on your left hand"); break; #endif -#ifdef JP - case INVEN_NECK: p = "¼ó¤Ë¤«¤±¤Æ¤¤¤ë"; break; -#else - case INVEN_NECK: p = "wearing around your neck"; break; -#endif - -#ifdef JP - case INVEN_LITE: p = "¸÷¸»¤Ë¤·¤Æ¤¤¤ë"; break; -#else - case INVEN_LITE: p = "using to light the way"; break; -#endif - -#ifdef JP - case INVEN_BODY: p = "ÂΤËÃå¤Æ¤¤¤ë"; break; -#else - case INVEN_BODY: p = "wearing on your body"; break; -#endif - -#ifdef JP - case INVEN_OUTER: p = "¿È¤Ë¤Þ¤È¤Ã¤Æ¤¤¤ë"; break; -#else - case INVEN_OUTER: p = "wearing on your back"; break; -#endif - -#ifdef JP - case INVEN_HEAD: p = "Ƭ¤Ë¤«¤Ö¤Ã¤Æ¤¤¤ë"; break; -#else - case INVEN_HEAD: p = "wearing on your head"; break; -#endif - -#ifdef JP - case INVEN_HANDS: p = "¼ê¤Ë¤Ä¤±¤Æ¤¤¤ë"; break; -#else - case INVEN_HANDS: p = "wearing on your hands"; break; -#endif - -#ifdef JP - case INVEN_FEET: p = "­¤Ë¤Ï¤¤¤Æ¤¤¤ë"; break; -#else - case INVEN_FEET: p = "wearing on your feet"; break; -#endif - -#ifdef JP - default: p = "¥¶¥Ã¥¯¤ËÆþ¤Ã¤Æ¤¤¤ë"; break; -#else - default: p = "carrying in your pack"; break; -#endif + case INVEN_NECK: p = _("首にかけている", "wearing around your neck"); break; + case INVEN_LITE: p = _("光源にしている", "using to light the way"); break; + case INVEN_BODY: p = _("体に着ている", "wearing on your body"); break; + case INVEN_OUTER: p = _("身にまとっている", "wearing on your back"); break; + case INVEN_HEAD: p = _("頭にかぶっている", "wearing on your head"); break; + case INVEN_HANDS: p = _("手につけている", "wearing on your hands"); break; + case INVEN_FEET: p = _("足にはいている", "wearing on your feet"); break; + default: p = _("ザックに入っている", "carrying in your pack"); break; } /* Return the result */ @@ -2240,7 +1581,13 @@ cptr describe_use(int i) } -/* 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) { @@ -2257,9 +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) { @@ -2300,10 +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) { @@ -2396,8 +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) { @@ -2436,11 +1787,7 @@ void display_equip(void) /* Obtain an item description */ if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) { -#ifdef JP - strcpy(o_name, "(Éð´ï¤òξ¼ê»ý¤Á)"); -#else - strcpy(o_name, "(wielding with two-hands)"); -#endif + strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)")); attr = TERM_WHITE; } else @@ -2494,15 +1841,20 @@ 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 bool get_tag(int *cp, char tag, int mode) { @@ -2613,15 +1965,21 @@ static bool get_tag(int *cp, char tag, int mode) } -/* - * Find the "first" floor object with the given "tag". - * - * A "tag" is a numeral "n" appearing as "@n" anywhere in the - * inscription of an object. Alphabetical characters don't work as a - * tag in this form. - * - * Also, the tag "@xn" will work as well, where "n" is a any tag-char, - * and "x" is the "current" command_cmd code. +/*! + * @brief 床オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す / + * Find the "first" inventory object with the given "tag". + * @param cp 対応するタグIDを与える参照ポインタ + * @param tag 該当するオブジェクトがあるかを調べたいタグ + * @param floor_list 床上アイテムの配列 + * @param floor_num 床上アイテムの配列ID + * @return タグに該当するオブジェクトがあるならTRUEを返す + * @details + * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n + * inscription of an object. Alphabetical characters don't work as a\n + * tag in this form.\n + *\n + * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n + * and "x" is the "current" command_cmd code.\n */ static bool get_tag_floor(int *cp, char tag, int floor_list[], int floor_num) { @@ -2703,8 +2061,12 @@ static bool get_tag_floor(int *cp, char tag, int floor_list[], int floor_num) } -/* +/*! + * @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) { @@ -2734,8 +2096,15 @@ static void prepare_label_string(char *label, int mode) } -/* +/*! + * @brief タグIDにあわせてタグアルファベットのリストを返す(床上アイテム用) / * Move around label characters with correspond tags (floor version) + * @param label ラベルリストを取得する文字列参照ポインタ + * @param floor_list 床上アイテムの配列 + * @param floor_num 床上アイテムの配列ID + * @return なし + */ +/* */ static void prepare_label_string_floor(char *label, int floor_list[], int floor_num) { @@ -2764,9 +2133,12 @@ static void prepare_label_string_floor(char *label, int floor_list[], int floor_ } -/* +/*! + * @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) @@ -2869,11 +2241,7 @@ 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, " "); @@ -2899,11 +2267,6 @@ int show_inven(int target_item) { byte a = object_attr(o_ptr); char c = object_char(o_ptr); - -#ifdef AMIGA - if (a & 0x80) a |= 0x40; -#endif - Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0); if (use_bigtile) cur_col++; @@ -2938,9 +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) { @@ -2982,7 +2347,7 @@ int show_equip(int target_item) if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) { #ifdef JP - (void)strcpy(out_desc[k],"(Éð´ï¤òξ¼ê»ý¤Á)"); + (void)strcpy(out_desc[k],"(武器を両手持ち)"); #else (void)strcpy(out_desc[k],"(wielding with two-hands)"); #endif @@ -3054,11 +2419,7 @@ 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, " "); @@ -3084,11 +2445,6 @@ int show_equip(int target_item) { byte a = object_attr(o_ptr); char c = object_char(o_ptr); - -#ifdef AMIGA - if (a & 0x80) a |= 0x40; -#endif - Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0); if (use_bigtile) cur_col++; @@ -3099,20 +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 */ @@ -3145,11 +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) { @@ -3185,12 +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) { @@ -3215,22 +2563,19 @@ static bool verify(cptr prompt, int item) object_desc(o_name, o_ptr, 0); /* Prompt */ -#ifdef JP -(void)sprintf(out_val, "%s%s¤Ç¤¹¤«? ", prompt, o_name); -#else - (void)sprintf(out_val, "%s %s? ", prompt, o_name); -#endif - + (void)sprintf(out_val, _("%s%sですか? ", "%s %s? "), prompt, o_name); /* Query */ return (get_check(out_val)); } -/* +/*! + * @brief 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) { @@ -3265,12 +2610,7 @@ 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 '!' */ @@ -3282,9 +2622,11 @@ 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) { @@ -3300,11 +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) { @@ -3314,62 +2656,67 @@ bool can_get_item(void) if (item_tester_okay(&inventory[j])) return TRUE; - floor_num = scan_floor(floor_list, py, px, 0x03); + floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03); if (floor_num) return TRUE; 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) { @@ -3559,7 +2906,7 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) 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; @@ -3622,7 +2969,7 @@ 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; @@ -3692,21 +3039,13 @@ 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 */ @@ -3714,15 +3053,11 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) } /* Indicate ability to "view" */ -#ifdef JP - if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,"); -#else - if (!command_see && !use_menu) strcat(out_val, " * to see,"); -#endif + if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,")); /* Append */ #ifdef JP - if (equip) strcat(out_val, format(" %s ÁõÈ÷ÉÊ,", use_menu ? "'4'or'6'" : "'/'")); + if (equip) strcat(out_val, format(" %s 装備品,", use_menu ? "'4'or'6'" : "'/'")); #else if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/")); #endif @@ -3732,21 +3067,13 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) 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 */ @@ -3754,28 +3081,19 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) } /* Indicate ability to "view" */ -#ifdef JP - if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,"); -#else - if (!command_see) strcat(out_val, " * to see,"); -#endif + if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,")); /* Append */ #ifdef JP - if (inven) strcat(out_val, format(" %s »ý¤Áʪ,", use_menu ? "'4'or'6'" : "'/'")); + if (inven) strcat(out_val, format(" %s 持ち物,", use_menu ? "'4'or'6'" : "'/'")); #else if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'")); #endif } /* Indicate legality of the "floor" item */ -#ifdef JP - if (allow_floor) strcat(out_val, " '-'¾²¾å,"); - if (select_the_force) strcat(out_val, " 'w'Îýµ¤½Ñ,"); -#else - if (allow_floor) strcat(out_val, " - for floor,"); - if (select_the_force) strcat(out_val, " w for the Force,"); -#endif + if (allow_floor) strcat(out_val, _(" '-'床上,", " - for floor,")); + if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,")); /* Finish the prompt */ strcat(out_val, " ESC"); @@ -3967,7 +3285,7 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) 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; @@ -3984,12 +3302,7 @@ bool get_item(int *cp, cptr pmt, cptr str, int mode) 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; @@ -4166,12 +3479,7 @@ 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; @@ -4249,9 +3557,14 @@ 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: * @@ -4301,8 +3614,14 @@ int scan_floor(int *items, int y, int x, int mode) } -/* - * 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) { @@ -4394,11 +3713,7 @@ 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, " "); @@ -4435,9 +3750,14 @@ 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) { @@ -4495,7 +3815,7 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) if (prev_tag && command_cmd) { /* Scan all objects in the grid */ - floor_num = scan_floor(floor_list, py, px, 0x03); + floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03); /* Look up the tag */ if (get_tag_floor(&k, prev_tag, floor_list, floor_num)) @@ -4633,7 +3953,7 @@ 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, 0x03); + floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03); } /* Accept inventory */ @@ -4693,7 +4013,7 @@ 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; @@ -4776,27 +4096,19 @@ 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 */ @@ -4804,22 +4116,18 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) } /* Indicate ability to "view" */ -#ifdef JP - if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,"); -#else - if (!command_see && !use_menu) strcat(out_val, " * to see,"); -#endif + if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,")); /* Append */ if (allow_equip) { #ifdef JP if (!use_menu) - strcat(out_val, " '/' ÁõÈ÷ÉÊ,"); + strcat(out_val, " '/' 装備品,"); else if (allow_floor) - strcat(out_val, " '6' ÁõÈ÷ÉÊ,"); + strcat(out_val, " '6' 装備品,"); else - strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,"); + strcat(out_val, " '4'or'6' 装備品,"); #else if (!use_menu) strcat(out_val, " / for Equip,"); @@ -4835,11 +4143,11 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) { #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,"); @@ -4855,20 +4163,12 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) 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 */ @@ -4876,22 +4176,18 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) } /* 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,"); @@ -4907,11 +4203,11 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) { #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,"); @@ -4927,94 +4223,54 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) else if (command_wrk == (USE_FLOOR)) { /* Begin the prompt */ -#ifdef JP - sprintf(out_val, "¾²¾å:"); -#else - sprintf(out_val, "Floor:"); -#endif + sprintf(out_val, _("床上:", "Floor:")); if (!use_menu) { /* Build the prompt */ -#ifdef JP - sprintf(tmp_val, "%c-%c,'(',')',", n1, n2); -#else - sprintf(tmp_val, " %c-%c,'(',')',", n1, n2); -#endif + sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), n1, n2); /* Append */ strcat(out_val, tmp_val); } /* Indicate ability to "view" */ -#ifdef JP - if (!command_see && !use_menu) strcat(out_val, " '*'°ìÍ÷,"); -#else - if (!command_see && !use_menu) strcat(out_val, " * to see,"); -#endif + if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,")); if (use_menu) { if (allow_inven && allow_equip) { -#ifdef JP - strcat(out_val, " '4' ÁõÈ÷ÉÊ, '6' »ý¤Áʪ,"); -#else - strcat(out_val, " 4 for Equip, 6 for Inven,"); -#endif + strcat(out_val, _(" '4' 装備品, '6' 持ち物,", " 4 for Equip, 6 for Inven,")); } else if (allow_inven) { -#ifdef JP - strcat(out_val, " '4'or'6' »ý¤Áʪ,"); -#else - strcat(out_val, " 4 or 6 for Inven,"); -#endif + strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,")); } else if (allow_equip) { -#ifdef JP - strcat(out_val, " '4'or'6' ÁõÈ÷ÉÊ,"); -#else - strcat(out_val, " 4 or 6 for Equip,"); -#endif + strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,")); } } /* Append */ else if (allow_inven) { -#ifdef JP - strcat(out_val, " '/' »ý¤Áʪ,"); -#else - strcat(out_val, " / for Inven,"); -#endif + strcat(out_val, _(" '/' 持ち物,", " / for Inven,")); } else if (allow_equip) { -#ifdef JP - strcat(out_val, " '/'ÁõÈ÷ÉÊ,"); -#else - strcat(out_val, " / for Equip,"); -#endif + strcat(out_val, _(" '/'装備品,", " / for Equip,")); } /* Append */ if (command_see && !use_menu) { -#ifdef JP - strcat(out_val, " Enter ¼¡,"); -#else - strcat(out_val, " Enter for scroll down,"); -#endif + strcat(out_val, _(" Enter 次,", " Enter for scroll down,")); } } /* Append */ -#ifdef JP - if (select_the_force) strcat(out_val, " 'w'Îýµ¤½Ñ,"); -#else - if (select_the_force) strcat(out_val, " w for the Force,"); -#endif + if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,")); /* Finish the prompt */ strcat(out_val, " ESC"); @@ -5271,7 +4527,7 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) case '+': { int i, o_idx; - cave_type *c_ptr = &cave[py][px]; + cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x]; if (command_wrk != (USE_FLOOR)) break; @@ -5293,7 +4549,7 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) o_list[i].next_o_idx = o_idx; /* Re-scan floor list */ - floor_num = scan_floor(floor_list, py, px, 0x03); + floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03); /* Hack -- Fix screen */ if (command_see) @@ -5646,12 +4902,7 @@ bool get_item_floor(int *cp, cptr pmt, cptr str, int mode) } /* 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; @@ -5723,7 +4974,10 @@ if (ver && !verify(" 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; @@ -5736,13 +4990,8 @@ 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))) { @@ -5759,12 +5008,11 @@ 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(bool pickup) @@ -5779,10 +5027,8 @@ void py_pickup_floor(bool pickup) 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]; @@ -5800,14 +5046,13 @@ void py_pickup_floor(bool 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; @@ -5872,24 +5117,14 @@ void py_pickup_floor(bool pickup) 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 */ @@ -5920,23 +5155,14 @@ void py_pickup_floor(bool pickup) 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.")); } @@ -5970,12 +5196,7 @@ void py_pickup_floor(bool pickup) 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))