X-Git-Url: http://git.osdn.net/view?a=blobdiff_plain;f=src%2Fspells2.c;h=9af8b83980c74866e6e91052d970d3717d92fdb8;hb=c9ae69fc940e86829baed7a9bcb5a54f03f1fb2e;hp=0541db53298997f4b9ff954cd67adc678944ec96;hpb=47da7a64d5a171e0f8a486cca4a4a5b7267717ab;p=hengband%2Fhengband.git diff --git a/src/spells2.c b/src/spells2.c index 0541db532..9af8b8398 100644 --- a/src/spells2.c +++ b/src/spells2.c @@ -1,21 +1,25 @@ -/* File: spells2.c */ - -/* +/*! + * @file spells2.c + * @brief éæ³å¹æã®å®è£ / Spell code (part 2) + * @date 2014/07/15 + * @author + *
* 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. + **/ -/* Purpose: Spell code (part 2) */ - #include "angband.h" #include "grid.h" - -/* - * self-knowledge... idea from nethack. Useful for determining powers and +/*! + * @brief èªå·±åæå¦ç(Nethackããã®ã¢ã¤ãã¢) / self-knowledge... idea from nethack. + * @return ãªã + * @details + *
+ * Useful for determining powers and * resistences of items. It saves the screen, clears it, then starts listing * attributes, a screenful at a time. (There are a LOT of attributes to * list. It will probably take 2 or 3 screens for a powerful character whose @@ -26,6 +30,7 @@ * See also "identify_fully()". * * XXX XXX XXX Use the "show_file()" method, perhaps. + **/ void self_knowledge(void) { @@ -59,12 +64,7 @@ void self_knowledge(void) (2 * p_ptr->hitdie + ((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1)))); -#ifdef JP -sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent); -#else - sprintf(Dummy, "Your current Life Rating is %d/100.", percent); -#endif - + sprintf(Dummy, _("ç¾å¨ã®ä½åã©ã³ã¯ : %d/100", "Your current Life Rating is %d/100."), percent); strcpy(buf[0], Dummy); info[i++] = buf[0]; info[i++] = ""; @@ -90,11 +90,7 @@ sprintf(Dummy, " flgs[j] |= tflgs[j]; } -#ifdef JP - info[i++] = "ǽÎϤκÇÂçÃÍ"; -#else - info[i++] = "Limits of maximum stats"; -#endif + info[i++] = _("è½åã®æ大å¤", "Limits of maximum stats"); for (v_nr = 0; v_nr < 6; v_nr++) { @@ -108,117 +104,57 @@ sprintf(Dummy, " } info[i++] = ""; -#ifdef JP - sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), (long int)p_ptr->align); -#else - sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), (long int)p_ptr->align); -#endif + sprintf(Dummy, _("ç¾å¨ã®å±æ§ : %s(%ld)", "Your alighnment : %s(%ld)"), your_alignment(), (long int)p_ptr->align); strcpy(buf[1], Dummy); info[i++] = buf[1]; for (v_nr = 0; v_nr < 8; v_nr++) { - char v_name [20]; + char vir_name [20]; char vir_desc[80]; int tester = p_ptr->virtues[v_nr]; - strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]); + strcpy(vir_name, virtue[(p_ptr->vir_types[v_nr])-1]); -#ifdef JP - sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name); -#else - sprintf(vir_desc, "Oops. No info about %s.", v_name); -#endif + sprintf(vir_desc, _("ãã£ã¨ã%sã®æ å ±ãªãã", "Oops. No info about %s."), vir_name); if (tester < -100) -#ifdef JP - sprintf(vir_desc, "[%s]¤ÎÂÐ¶Ë (%d)", -#else - sprintf(vir_desc, "You are the polar opposite of %s (%d).", -#endif - v_name, tester); + sprintf(vir_desc, _("[%s]ã®å¯¾æ¥µ (%d)", "You are the polar opposite of %s (%d)."), + vir_name, tester); else if (tester < -80) -#ifdef JP - sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)", -#else - sprintf(vir_desc, "You are an arch-enemy of %s (%d).", -#endif - v_name, tester); + sprintf(vir_desc, _("[%s]ã®å¤§æµ (%d)", "You are an arch-enemy of %s (%d)."), + vir_name, tester); else if (tester < -60) -#ifdef JP - sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)", -#else - sprintf(vir_desc, "You are a bitter enemy of %s (%d).", -#endif - v_name, tester); + sprintf(vir_desc, _("[%s]ã®å¼·æµ (%d)", "You are a bitter enemy of %s (%d)."), + vir_name, tester); else if (tester < -40) -#ifdef JP - sprintf(vir_desc, "[%s]¤ÎŨ (%d)", -#else - sprintf(vir_desc, "You are an enemy of %s (%d).", -#endif - v_name, tester); + sprintf(vir_desc, _("[%s]ã®æµ (%d)", "You are an enemy of %s (%d)."), + vir_name, tester); else if (tester < -20) -#ifdef JP - sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)", -#else - sprintf(vir_desc, "You have sinned against %s (%d).", -#endif - v_name, tester); + sprintf(vir_desc, _("[%s]ã®ç½ªè (%d)", "You have sinned against %s (%d)."), + vir_name, tester); else if (tester < 0) -#ifdef JP - sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)", -#else - sprintf(vir_desc, "You have strayed from the path of %s (%d).", -#endif - v_name, tester); - else if (tester == 0) -#ifdef JP - sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)", -#else - sprintf(vir_desc,"You are neutral to %s (%d).", -#endif - v_name, tester); + sprintf(vir_desc, _("[%s]ã®è¿·éè (%d)", "You have strayed from the path of %s (%d)."), + vir_name, tester); + else if (tester == 0) + sprintf(vir_desc, _("[%s]ã®ä¸ç«è (%d)", "You are neutral to %s (%d)."), + vir_name, tester); else if (tester < 20) -#ifdef JP - sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)", -#else - sprintf(vir_desc,"You are somewhat virtuous in %s (%d).", -#endif - v_name, tester); + sprintf(vir_desc, _("[%s]ã®å°å¾³è (%d)", "You are somewhat virtuous in %s (%d)."), + vir_name, tester); else if (tester < 40) -#ifdef JP - sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)", -#else - sprintf(vir_desc,"You are virtuous in %s (%d).", -#endif - v_name, tester); + sprintf(vir_desc, _("[%s]ã®ä¸å¾³è (%d)", "You are virtuous in %s (%d)."), + vir_name, tester); else if (tester < 60) -#ifdef JP - sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)", -#else - sprintf(vir_desc,"You are very virtuous in %s (%d).", -#endif - v_name, tester); + sprintf(vir_desc, _("[%s]ã®é«å¾³è (%d)", "You are very virtuous in %s (%d)."), + vir_name, tester); else if (tester < 80) -#ifdef JP - sprintf(vir_desc, "[%s]¤ÎÇÆ¼Ô (%d)", -#else - sprintf(vir_desc,"You are a champion of %s (%d).", -#endif - v_name, tester); + sprintf(vir_desc, _("[%s]ã®è¦è (%d)", "You are a champion of %s (%d)."), + vir_name, tester); else if (tester < 100) -#ifdef JP - sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇÆ¼Ô (%d)", -#else - sprintf(vir_desc,"You are a great champion of %s (%d).", -#endif - v_name, tester); + sprintf(vir_desc, _("[%s]ã®å大ãªè¦è (%d)", "You are a great champion of %s (%d)."), + vir_name, tester); else -#ifdef JP - sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)", -#else - sprintf(vir_desc,"You are the living embodiment of %s (%d).", -#endif - v_name, tester); + sprintf(vir_desc, _("[%s]ã®å ·ç¾è (%d)", "You are the living embodiment of %s (%d)."), + vir_name, tester); strcpy(v_string[v_nr], vir_desc); @@ -233,23 +169,16 @@ sprintf(Dummy, " { case MIMIC_DEMON: case MIMIC_DEMON_LORD: -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3); -#else - sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3); -#endif + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®å°çãç«çã®ãã¬ã¹ãåããã¨ãã§ããã(%d MP)", + "You can nether breathe, dam. %d (cost %d)."), 3 * plev, 10+plev/3); info[i++] = Dummy; break; case MIMIC_VAMPIRE: if (plev > 1) { -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)", -#else - sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).", -#endif - + sprintf(Dummy, _("ããªãã¯æµãã %d-%d HP ã®çå½åãå¸åã§ããã(%d MP)", + "You can steal life from a foe, dam. %d-%d (cost %d)."), plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3)); info[i++] = Dummy; } @@ -263,138 +192,72 @@ sprintf(Dummy, " case RACE_NIBELUNG: case RACE_DWARF: if (plev > 4) -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ¤ë¡£(5 MP)"; -#else - info[i++] = "You can find traps, doors and stairs (cost 5)."; -#endif - + info[i++] = _("ããªãã¯ç½ ã¨ãã¢ã¨é段ãæç¥ã§ããã(5 MP)", "You can find traps, doors and stairs (cost 5)."); break; case RACE_HOBBIT: if (plev > 14) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤¤ë¡£(10 MP)"; -#else - info[i++] = "You can produce food (cost 10)."; -#endif - + info[i++] = _("ããªãã¯é£æãçæã§ããã(10 MP)", "You can produce food (cost 10)."); } break; case RACE_GNOME: if (plev > 4) { -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£(%d MP)", -#else - sprintf(Dummy, "You can teleport, range %d (cost %d).", -#endif - + sprintf(Dummy, _("ããªãã¯ç¯å² %d 以å ã«ãã¬ãã¼ãã§ããã(%d MP)", "You can teleport, range %d (cost %d)."), (1 + plev), (5 + (plev / 5))); info[i++] = Dummy; } break; case RACE_HALF_ORC: if (plev > 2) -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤¤ë¡£(5 MP)"; -#else - info[i++] = "You can remove fear (cost 5)."; -#endif - + info[i++] = _("ããªãã¯ææãé¤å»ã§ããã(5 MP)", "You can remove fear (cost 5)."); break; case RACE_HALF_TROLL: if (plev > 9) -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP) "; -#else - info[i++] = "You enter berserk fury (cost 12)."; -#endif - + info[i++] = _("ããªãã¯çæ´åãããã¨ãã§ããã(12 MP) ", "You enter berserk fury (cost 12)."); break; case RACE_AMBERITE: if (plev > 29) -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)"; -#else - info[i++] = "You can Shift Shadows (cost 50)."; -#endif + info[i++] = _("ããªãã¯ã·ã£ãã¦ã·ãããããã¨ãã§ããã(50 MP)", "You can Shift Shadows (cost 50)."); if (plev > 39) -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)"; -#else - info[i++] = "You can mentally Walk the Pattern (cost 75)."; -#endif + info[i++] = _("ããªãã¯ããã¿ã¼ã³ããå¿ã«æãã¦æ©ããã¨ãã§ããã(75 MP)", "You can mentally Walk the Pattern (cost 75)."); break; case RACE_BARBARIAN: if (plev > 7) -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(10 MP) "; -#else - info[i++] = "You can enter berserk fury (cost 10)."; -#endif + info[i++] = _("ããªãã¯çæ´åãããã¨ãã§ããã(10 MP) ", "You can enter berserk fury (cost 10)."); break; case RACE_HALF_OGRE: if (plev > 24) -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(35 MP)"; -#else - info[i++] = "You can set an Explosive Rune (cost 35)."; -#endif + info[i++] = _("ããªãã¯ççºã®ã«ã¼ã³ãä»æãããã¨ãã§ããã(35 MP)", "You can set an Explosive Rune (cost 35)."); break; case RACE_HALF_GIANT: if (plev > 19) -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤¤ë¡£(10 MP)"; -#else - info[i++] = "You can break stone walls (cost 10)."; -#endif - + info[i++] = _("ããªãã¯ç³ã®å£ãå£ããã¨ãã§ããã(10 MP)", "You can break stone walls (cost 10)."); break; case RACE_HALF_TITAN: if (plev > 34) -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)"; -#else - info[i++] = "You can probe monsters (cost 20)."; -#endif - + info[i++] = _("ããªãã¯ã¢ã³ã¹ã¿ã¼ãã¹ãã£ã³ãããã¨ãã§ããã(20 MP)", "You can probe monsters (cost 20)."); break; case RACE_CYCLOPS: if (plev > 19) { -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)", -#else - sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).", -#endif - - 3 * plev); + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®å²©ç³ãæãããã¨ãã§ããã(15 MP)", + "You can throw a boulder, dam. %d (cost 15)."), 3 * plev); info[i++] = Dummy; } break; case RACE_YEEK: if (plev > 14) -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)"; -#else - info[i++] = "You can make a terrifying scream (cost 15)."; -#endif - + info[i++] = _("ããªãã¯ææãå¼ã³èµ·ããå«ã³å£°ãçºãããã¨ãã§ããã(15 MP)", "You can make a terrifying scream (cost 15)."); break; case RACE_KLACKON: if (plev > 8) { -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(9 MP)", plev); -#else - sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev); -#endif - + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®é ¸ãå¹ãããããã¨ãã§ããã(9 MP)", "You can spit acid, dam. %d (cost 9)."), plev); info[i++] = Dummy; } break; @@ -402,97 +265,52 @@ sprintf(Dummy, " if (plev > 11) { sprintf(Dummy, -#ifdef JP - "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(8 MP)", plev); -#else - "You can throw a dart of poison, dam. %d (cost 8).", plev); -#endif - + _("ããªã㯠%d ãã¡ã¼ã¸ã®æ¯ç¢ãæãããã¨ãã§ããã(8 MP)", "You can throw a dart of poison, dam. %d (cost 8)."), plev); info[i++] = Dummy; } break; case RACE_DARK_ELF: if (plev > 1) { -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)", -#else - sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).", -#endif - + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®ãã¸ãã¯ã»ããµã¤ã«ã®åªæã使ããã(2 MP)", "You can cast a Magic Missile, dam %d (cost 2)."), (3 + ((plev-1) / 5))); info[i++] = Dummy; } break; case RACE_DRACONIAN: -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 2 * plev, plev); -#else - sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev); -#endif - + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®ãã¬ã¹ãåããã¨ãã§ããã(%d MP)", "You can breathe, dam. %d (cost %d)."), 2 * plev, plev); info[i++] = Dummy; break; case RACE_MIND_FLAYER: if (plev > 14) -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)", plev); -#else - sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev); -#endif - + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®ç²¾ç¥æ»æããããã¨ãã§ããã(12 MP)", "You can mind blast your enemies, dam %d (cost 12)."), plev); info[i++] = Dummy; break; case RACE_IMP: if (plev > 29) { -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev); -#else - sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev); -#endif - + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®ãã¡ã¤ã¢ã»ãã¼ã«ã®åªæã使ããã(15 MP)", "You can cast a Fire Ball, dam. %d (cost 15)."), plev); info[i++] = Dummy; } else if (plev > 8) { -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev); -#else - sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev); -#endif - + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®ãã¡ã¤ã¢ã»ãã«ãã®åªæã使ããã(15 MP)", "You can cast a Fire Bolt, dam. %d (cost 15)."), plev); info[i++] = Dummy; } break; case RACE_GOLEM: if (plev > 19) -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)"; -#else - info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15)."; -#endif - + info[i++] = _("ããªã㯠d20+30 ã¿ã¼ã³ã®éèãç³ã«å¤åãããããã(15 MP)", "You can turn your skin to stone, dur d20+30 (cost 15)."); break; case RACE_ZOMBIE: case RACE_SKELETON: if (plev > 29) -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)"; -#else - info[i++] = "You can restore lost life forces (cost 30)."; -#endif - + info[i++] = _("ããªãã¯å¤±ã£ãçµé¨å¤ãå復ãããã¨ãã§ããã(30 MP)", "You can restore lost experience (cost 30)."); break; case RACE_VAMPIRE: if (plev > 1) { -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)", -#else - sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).", -#endif - + sprintf(Dummy, _("ããªãã¯æµãã %d-%d HP ã®çå½åãå¸åã§ããã(%d MP)", "You can steal life from a foe, dam. %d-%d (cost %d)."), plev + MAX(1, plev / 10), plev + plev * MAX(1, plev / 10), 1 + (plev / 3)); info[i++] = Dummy; } @@ -500,74 +318,39 @@ sprintf(Dummy, " case RACE_SPECTRE: if (plev > 3) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ïµã¤¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(3 MP)"; -#else - info[i++] = "You can wail to terrify your enemies (cost 3)."; -#endif - + info[i++] = _("ããªãã¯æ³£ãå«ãã§æµãææããããã¨ãã§ããã(3 MP)", "You can wail to terrify your enemies (cost 3)."); } break; case RACE_SPRITE: if (plev > 11) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)"; -#else - info[i++] = "You can throw magical dust which induces sleep (cost 12)."; -#endif - + info[i++] = _("ããªãã¯æµãç ãããéæ³ã®ç²ãæãããã¨ãã§ããã(12 MP)", "You can throw magical dust which induces sleep (cost 12)."); } break; case RACE_DEMON: -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3); -#else - sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3); -#endif + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®å°çãç«çã®ãã¬ã¹ãåããã¨ãã§ããã(%d MP)", + "You can breathe nether, dam. %d (cost %d)."), 3 * plev, 10+plev/3); info[i++] = Dummy; break; case RACE_KUTAR: if (plev > 19) -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿¤Ó¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)"; -#else - info[i++] = "You can expand horizontally, dur d20+30 (cost 15)."; -#endif - + info[i++] = _("ããªã㯠d20+30 ã¿ã¼ã³ã®é横ã«ä¼¸ã³ããã¨ãã§ããã(15 MP)", "You can expand horizontally, dur d20+30 (cost 15)."); break; case RACE_ANDROID: if (plev < 10) -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(7 MP)", (plev + 1) / 2); -#else - sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2); -#endif + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®ã¬ã¤ã¬ã³ãæã¤ãã¨ãã§ããã(7 MP)", "You can fire a ray gun with damage %d (cost 7)."), + (plev + 1) / 2); else if (plev < 25) -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(13 MP)", plev); -#else - sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev); -#endif + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®ãã©ã¹ã¿ã¼ãæã¤ãã¨ãã§ããã(13 MP)", "You can fire a blaster with damage %d (cost 13)."), plev); else if (plev < 35) -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(26 MP)", plev * 2); -#else - sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2); -#endif + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®ããºã¼ã«ãæã¤ãã¨ãã§ããã(26 MP)", "You can fire a bazooka with damage %d (cost 26)."), plev * 2); else if (plev < 45) -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ó¡¼¥à¥¥ã¥Î¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)", plev * 2); -#else - sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2); -#endif + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®ãã¼ã ãã£ãã³ãæã¤ãã¨ãã§ããã(40 MP)", + "You can fire a beam cannon with damage %d (cost 40)."), plev * 2); else -#ifdef JP -sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(60 MP)", plev * 5); -#else - sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5); -#endif + sprintf(Dummy, _("ããªã㯠%d ãã¡ã¼ã¸ã®ãã±ãããæã¤ãã¨ãã§ããã(60 MP)", + "You can fire a rocket with damage %d (cost 60)."), plev * 5); info[i++] = Dummy; break; @@ -581,11 +364,8 @@ sprintf(Dummy, " case CLASS_WARRIOR: if (plev > 39) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)"; -#else - info[i++] = "You can attack some random directions at a time (cost 75)."; -#endif + info[i++] = _("ããªãã¯ã©ã³ãã ãªæ¹åã«å¯¾ãã¦æ°åæ»æãããã¨ãã§ããã(75 MP)", + "You can attack some random directions at a time (cost 75)."); } break; case CLASS_HIGH_MAGE: @@ -594,11 +374,8 @@ info[i++] = " case CLASS_SORCERER: if (plev > 24) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(1 MP)"; -#else - info[i++] = "You can absorb charges from an item (cost 1)."; -#endif + info[i++] = _("ããªãã¯ã¢ã¤ãã ã®éåãå¸åãããã¨ãã§ããã(1 MP)", + "You can absorb charges from an item (cost 1)."); } break; case CLASS_PRIEST: @@ -606,43 +383,27 @@ info[i++] = " { if (plev > 34) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(70 MP)"; -#else - info[i++] = "You can bless a weapon (cost 70)."; -#endif + info[i++] = _("ããªãã¯æ¦å¨ãç¥ç¦ãããã¨ãã§ããã(70 MP)", "You can bless a weapon (cost 70)."); } } else { if (plev > 41) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼þ¤ê¤Î¤¹¤Ù¤Æ¤Î¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)"; -#else - info[i++] = "You can damages all monsters in sight (cost 40)."; -#endif + info[i++] = _("ããªãã¯å¨ãã®ãã¹ã¦ã®ã¢ã³ã¹ã¿ã¼ãæ»æãããã¨ãã§ããã(40 MP)", "You can damages all monsters in sight (cost 40)."); } } break; case CLASS_ROGUE: if (plev > 7) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)"; -#else - info[i++] = "You can hit a monster and teleport at a time (cost 12)."; -#endif + info[i++] = _("ããªãã¯æ»æãã¦å³åº§ã«éãããã¨ãã§ããã(12 MP)", "You can hit a monster and teleport at a time (cost 12)."); } break; case CLASS_RANGER: if (plev > 14) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)"; -#else - info[i++] = "You can prove monsters (cost 20)."; -#endif + info[i++] = _("ããªãã¯æªç©ã調æ»ãããã¨ãã§ããã(20 MP)", "You can prove monsters (cost 20)."); } break; case CLASS_PALADIN: @@ -650,200 +411,111 @@ info[i++] = " { if (plev > 29) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)"; -#else - info[i++] = "You can fires a holy spear (cost 30)."; -#endif + info[i++] = _("ããªãã¯èãªãæ§ãæ¾ã¤ãã¨ãã§ããã(30 MP)", "You can fires a holy spear (cost 30)."); } } else { if (plev > 29) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)"; -#else - info[i++] = "You can fires a spear which drains vitality (cost 30)."; -#endif + info[i++] = _("ããªãã¯çå½åãæ¸å°ãããæ§ãæ¾ã¤ãã¨ãã§ããã(30 MP)", "You can fires a spear which drains vitality (cost 30)."); } } break; case CLASS_WARRIOR_MAGE: if (plev > 24) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)"; -#else - info[i++] = "You can convert HP to SP (cost 0)."; -#endif -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)"; -#else - info[i++] = "You can convert SP to HP (cost 0)."; -#endif + info[i++] = _("ããªãã¯ï¼¨ï¼°ãï¼ï¼°ã«å¤æãããã¨ãã§ããã(0 MP)", "You can convert HP to SP (cost 0)."); + info[i++] = _("ããªãã¯ï¼ï¼°ãHPã«å¤æãããã¨ãã§ããã(0 MP)", "You can convert SP to HP (cost 0)."); } break; case CLASS_CHAOS_WARRIOR: if (plev > 39) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)"; -#else - info[i++] = "You can radiate light which confuses nearby monsters (cost 50)."; -#endif + info[i++] = _("ããªãã¯å¨å²ã«æªç©ãæããå ãçºçããããã¨ãã§ããã(50 MP)", + "You can radiate light which confuses nearby monsters (cost 50)."); } break; case CLASS_MONK: if (plev > 24) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)"; -#else - info[i++] = "You can assume a posture of special form (cost 0)."; -#endif + info[i++] = _("ããªãã¯æ§ãããã¨ãã§ããã(0 MP)", "You can assume a posture of special form (cost 0)."); } if (plev > 29) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)"; -#else - info[i++] = "You can perform double attacks in a time (cost 30)."; -#endif + info[i++] = _("ããªãã¯é常ã®2åã®æ»æãè¡ããã¨ãã§ããã(30 MP)", "You can perform double attacks in a time (cost 30)."); } break; case CLASS_MINDCRAFTER: case CLASS_FORCETRAINER: if (plev > 14) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)"; -#else - info[i++] = "You can concentrate to regenerate your mana (cost 0)."; -#endif + info[i++] = _("ããªãã¯ç²¾ç¥ãéä¸ãã¦ï¼ï¼°ãå復ããããã¨ãã§ããã(0 MP)", "You can concentrate to regenerate your mana (cost 0)."); } break; case CLASS_TOURIST: -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)"; -#else - info[i++] = "You can take a photograph (cost 0)."; -#endif + info[i++] = _("ããªãã¯åçãæ®å½±ãããã¨ãã§ããã(0 MP)", "You can take a photograph (cost 0)."); if (plev > 24) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)"; -#else - info[i++] = "You can *identify* items (cost 20)."; -#endif + info[i++] = _("ããªãã¯ã¢ã¤ãã ãå®å ¨ã«éå®ãããã¨ãã§ããã(20 MP)", "You can *identify* items (cost 20)."); } break; case CLASS_IMITATOR: if (plev > 29) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤¤ë¡£(100 MP)"; -#else - info[i++] = "You can imitate monster's special attacks with double damage (cost 100)."; -#endif + info[i++] = _("ããªãã¯æªç©ã®ç¹æ®æ»æããã¡ã¼ã¸2åã§ã¾ãããã¨ãã§ããã(100 MP)", + "You can imitate monster's special attacks with double damage (cost 100)."); } break; case CLASS_BEASTMASTER: -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï1ÂΤÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥ì¥Ù¥ë/4 MP)"; -#else - info[i++] = "You can dominate a monster (cost level/4)."; -#endif + info[i++] = _("ããªãã¯1ä½ã®çå½ã®ããã¢ã³ã¹ã¿ã¼ãæ¯é ãããã¨ãã§ããã(ã¬ãã«/4 MP)", "You can dominate a monster (cost level/4)."); if (plev > 29) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»ë³¦Æâ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£((¥ì¥Ù¥ë+20)/2 MP)"; -#else - info[i++] = "You can dominate living monsters in sight (cost (level+20)/4)."; -#endif + info[i++] = _("ããªãã¯è¦çå ã®çå½ã®ããã¢ã³ã¹ã¿ã¼ãæ¯é ãããã¨ãã§ããã((ã¬ãã«+20)/2 MP)", + "You can dominate living monsters in sight (cost (level+20)/4)."); } break; case CLASS_MAGIC_EATER: -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can absorb a staff, wand or rod itself."; -#endif + info[i++] = _("ããªãã¯æ/éæ³æ£/ãããã®éåãèªåã®ãã®ã«ãããã¨ãã§ããã", "You can absorb a staff, wand or rod itself."); break; case CLASS_RED_MAGE: if (plev > 47) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)"; -#else - info[i++] = "You can cast two spells in one time (cost 20)."; -#endif + info[i++] = _("ããªãã¯1ã¿ã¼ã³ã«2åéæ³ãå±ãããã¨ãã§ããã(20 MP)", "You can cast two spells in one time (cost 20)."); } break; case CLASS_SAMURAI: { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can concentrate to regenerate your mana."; -#endif + info[i++] = _("ããªãã¯ç²¾ç¥ãéä¸ãã¦æ°åããæºãããã¨ãã§ããã", "You can concentrate to regenerate your mana."); } if (plev > 24) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can assume a posture of special form."; -#endif + info[i++] = _("ããªãã¯ç¹æ®ãªåã§æ§ãããã¨ãã§ããã", "You can assume a posture of special form."); } break; case CLASS_BLUE_MAGE: -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can study spells which your enemy casts on you."; -#endif + info[i++] = _("ããªãã¯ç¸æã«ä½¿ãããéæ³ãå¦ã¶ãã¨ãã§ããã", "You can study spells which your enemy casts on you."); break; case CLASS_CAVALRY: if (plev > 9) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can ride on a hostile monster forcibly to turn it into pet."; -#endif + info[i++] = _("ããªãã¯ã¢ã³ã¹ã¿ã¼ã«ä¹ã£ã¦ç¡çç¢çãããã«ãããã¨ãã§ããã", "You can ride on a hostile monster forcibly to turn it into pet."); } break; case CLASS_BERSERKER: if (plev > 9) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can travel between town and the depths."; -#endif + info[i++] = _("ããªãã¯è¡ã¨ãã³ã¸ã§ã³ã®éãè¡ãæ¥ãããã¨ãã§ããã", "You can travel between town and the depths."); } break; case CLASS_MIRROR_MASTER: -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤ë¡£(2 MP)"; -#else - info[i++] = "You can create a Mirror (cost 2)."; -#endif -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)"; -#else - info[i++] = "You can break distant Mirrors (cost 0)."; -#endif + info[i++] = _("ããªãã¯é¡ãä½ãåºããã¨ãã§ããã(2 MP)", "You can create a Mirror (cost 2)."); + info[i++] = _("ããªãã¯é¡ãå²ããã¨ãã§ããã(0 MP)", "You can break distant Mirrors (cost 0)."); break; case CLASS_NINJA: if (plev > 19) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can walk extremery fast."; -#endif + info[i++] = _("ããªãã¯ç´ æ©ã移åãããã¨ãã§ããã", "You can walk extremery fast."); } break; } @@ -852,291 +524,132 @@ info[i++] = " { if (p_ptr->muta1 & MUT1_SPIT_ACID) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)"; -#else - info[i++] = "You can spit acid (dam lvl)."; -#endif - + info[i++] = _("ããªãã¯é ¸ãå¹ãããããã¨ãã§ããã(ãã¡ã¼ã¸ ã¬ãã«X1)", "You can spit acid (dam lvl)."); } if (p_ptr->muta1 & MUT1_BR_FIRE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)"; -#else - info[i++] = "You can breathe fire (dam lvl * 2)."; -#endif - + info[i++] = _("ããªãã¯çã®ãã¬ã¹ãåããã¨ãã§ããã(ãã¡ã¼ã¸ ã¬ãã«X2)", "You can breathe fire (dam lvl * 2)."); } if (p_ptr->muta1 & MUT1_HYPN_GAZE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£"; -#else - info[i++] = "Your gaze is hypnotic."; -#endif - + info[i++] = _("ããªãã®ç¨ã¿ã¯å¬ç å¹æããã¤ã", "Your gaze is hypnotic."); } if (p_ptr->muta1 & MUT1_TELEKINES) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are telekinetic."; -#endif - + info[i++] = _("ããªãã¯å¿µååããã£ã¦ããã", "You are telekinetic."); } if (p_ptr->muta1 & MUT1_VTELEPORT) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£"; -#else - info[i++] = "You can teleport at will."; -#endif - + info[i++] = _("ããªãã¯èªåã®ææã§ãã¬ãã¼ãã§ããã", "You can teleport at will."); } if (p_ptr->muta1 & MUT1_MIND_BLST) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)"; -#else - info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam)."; -#endif - + info[i++] = _("ããªãã¯ç²¾ç¥æ»æãè¡ããã(ãã¡ã¼ã¸ 3ï½12d3)", "You can Mind Blast your enemies (3 to 12d3 dam)."); } if (p_ptr->muta1 & MUT1_RADIATION) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)"; -#else - info[i++] = "You can emit hard radiation at will (dam lvl * 2)."; -#endif - + info[i++] = _("ããªãã¯èªåã®ææã§å¼·ãæ¾å°ç·ãçºçãããã¨ãã§ããã(ãã¡ã¼ã¸ ã¬ãã«X2)", "You can emit hard radiation at will (dam lvl * 2)."); } if (p_ptr->muta1 & MUT1_VAMPIRISM) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)"; -#else - info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2)."; -#endif - + info[i++] = _("ããªãã¯å¸è¡é¬¼ã®ããã«æµããçå½åãå¸åãããã¨ãã§ããã(ãã¡ã¼ã¸ ã¬ãã«X2)", + "You can drain life from a foe like a vampire (dam lvl * 2)."); } if (p_ptr->muta1 & MUT1_SMELL_MET) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can smell nearby precious metal."; -#endif - + info[i++] = _("ããªãã¯è¿ãã«ããè²´éå±ãããåãããã¨ãã§ããã", "You can smell nearby precious metal."); } if (p_ptr->muta1 & MUT1_SMELL_MON) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can smell nearby monsters."; -#endif - + info[i++] = _("ããªãã¯è¿ãã®ã¢ã³ã¹ã¿ã¼ã®åå¨ãããåãããã¨ãã§ããã", "You can smell nearby monsters."); } if (p_ptr->muta1 & MUT1_BLINK) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£"; -#else - info[i++] = "You can teleport yourself short distances."; -#endif - + info[i++] = _("ããªãã¯çãè·é¢ããã¬ãã¼ãã§ããã", "You can teleport yourself short distances."); } if (p_ptr->muta1 & MUT1_EAT_ROCK) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can consume solid rock."; -#endif - + info[i++] = _("ããªãã¯ç¡¬ã岩ãé£ã¹ããã¨ãã§ããã", "You can consume solid rock."); } if (p_ptr->muta1 & MUT1_SWAP_POS) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can switch locations with another being."; -#endif - + info[i++] = _("ããªãã¯ä»ã®è ã¨å ´æãå ¥ãæ¿ãããã¨ãã§ããã", "You can switch locations with another being."); } if (p_ptr->muta1 & MUT1_SHRIEK) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)"; -#else - info[i++] = "You can emit a horrible shriek (dam 2 * lvl)."; -#endif - + info[i++] = _("ããªãã¯èº«ã®æ¯ããã ã¤å«ã³å£°ãçºãããã¨ãã§ããã(ãã¡ã¼ã¸ ã¬ãã«X2)", "You can emit a horrible shriek (dam 2 * lvl)."); } if (p_ptr->muta1 & MUT1_ILLUMINE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can emit bright light."; -#endif - + info[i++] = _("ããªãã¯æããå ãæ¾ã¤ãã¨ãã§ããã", "You can emit bright light."); } if (p_ptr->muta1 & MUT1_DET_CURSE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can feel the danger of evil magic."; -#endif - + info[i++] = _("ããªãã¯éªæªãªéæ³ã®å±éºãæãã¨ããã¨ãã§ããã", "You can feel the danger of evil magic."); } if (p_ptr->muta1 & MUT1_BERSERK) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can drive yourself into a berserk frenzy."; -#endif - + info[i++] = _("ããªãã¯èªåã®ææã§çä¹±æ¦éç¶æ ã«ãªããã¨ãã§ããã", "You can drive yourself into a berserk frenzy."); } if (p_ptr->muta1 & MUT1_POLYMORPH) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤¤ë¡£"; -#else - info[i++] = "You can polymorph yourself at will."; -#endif - + info[i++] = _("ããªãã¯èªåã®æå¿ã§å¤åã§ããã", "You can polymorph yourself at will."); } if (p_ptr->muta1 & MUT1_MIDAS_TCH) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can turn ordinary items to gold."; -#endif - + info[i++] = _("ããªãã¯é常ã¢ã¤ãã ãéã«å¤ãããã¨ãã§ããã", "You can turn ordinary items to gold."); } if (p_ptr->muta1 & MUT1_GROW_MOLD) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can cause mold to grow near you."; -#endif - + info[i++] = _("ããªãã¯å¨å²ã«ããã³ãçãããã¨ãã§ããã", "You can cause mold to grow near you."); } if (p_ptr->muta1 & MUT1_RESIST) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can harden yourself to the ravages of the elements."; -#endif - + info[i++] = _("ããªãã¯å ç´ ã®æ»æã«å¯¾ãã¦èº«ã硬ããããã¨ãã§ããã", "You can harden yourself to the ravages of the elements."); } if (p_ptr->muta1 & MUT1_EARTHQUAKE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can bring down the dungeon around your ears."; -#endif - + info[i++] = _("ããªãã¯å¨å²ã®ãã³ã¸ã§ã³ãå´©å£ããããã¨ãã§ããã", "You can bring down the dungeon around your ears."); } if (p_ptr->muta1 & MUT1_EAT_MAGIC) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ¤ë¡£"; -#else - info[i++] = "You can consume magic energy for your own use."; -#endif - + info[i++] = _("ããªãã¯éæ³ã®ã¨ãã«ã®ã¼ãèªåã®ç©ã¨ãã¦ä½¿ç¨ã§ããã", "You can consume magic energy for your own use."); } if (p_ptr->muta1 & MUT1_WEIGH_MAG) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can feel the strength of the magics affecting you."; -#endif - + info[i++] = _("ããªãã¯èªåã«å½±é¿ãä¸ããéæ³ã®åãæãããã¨ãã§ããã", "You can feel the strength of the magics affecting you."); } if (p_ptr->muta1 & MUT1_STERILITY) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can cause mass impotence."; -#endif - + info[i++] = _("ããªãã¯éå£ççæ®ä¸è½ãèµ·ãããã¨ãã§ããã", "You can cause mass impotence."); } if (p_ptr->muta1 & MUT1_PANIC_HIT) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can run for your life after hitting something."; -#endif - + info[i++] = _("ããªãã¯æ»æããå¾èº«ãå®ãããéãããã¨ãã§ããã", "You can run for your life after hitting something."); } if (p_ptr->muta1 & MUT1_DAZZLE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£ "; -#else - info[i++] = "You can emit confusing, blinding radiation."; -#endif - + info[i++] = _("ããªãã¯æ··ä¹±ã¨ç²ç®ãå¼ãèµ·ããæ¾å°è½ãçºçãããã¨ãã§ããã ", "You can emit confusing, blinding radiation."); } if (p_ptr->muta1 & MUT1_LASER_EYE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)"; -#else - info[i++] = "Your eyes can fire laser beams (dam 2 * lvl)."; -#endif - + info[i++] = _("ããªãã¯ç®ããã¬ã¼ã¶ã¼å ç·ãçºãããã¨ãã§ããã(ãã¡ã¼ã¸ ã¬ãã«X2)", "Your eyes can fire laser beams (dam 2 * lvl)."); } if (p_ptr->muta1 & MUT1_RECALL) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can travel between town and the depths."; -#endif - + info[i++] = _("ããªãã¯è¡ã¨ãã³ã¸ã§ã³ã®éãè¡ãæ¥ãããã¨ãã§ããã", "You can travel between town and the depths."); } if (p_ptr->muta1 & MUT1_BANISH) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can send evil creatures directly to Hell."; -#endif - + info[i++] = _("ããªãã¯éªæªãªã¢ã³ã¹ã¿ã¼ãå°çã«è½ã¨ããã¨ãã§ããã", "You can send evil creatures directly to Hell."); } if (p_ptr->muta1 & MUT1_COLD_TOUCH) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)"; -#else - info[i++] = "You can freeze things with a touch (dam 3 * lvl)."; -#endif - + info[i++] = _("ããªãã¯æµã触ã£ã¦åããããã¨ãã§ããã(ãã¡ã¼ã¸ ã¬ãã«X3)", "You can freeze things with a touch (dam 3 * lvl)."); } if (p_ptr->muta1 & MUT1_LAUNCHER) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can hurl objects with great force."; -#endif - + info[i++] = _("ããªãã¯ã¢ã¤ãã ãåå¼·ãæãããã¨ãã§ããã", "You can hurl objects with great force."); } } @@ -1144,291 +657,131 @@ info[i++] = " { if (p_ptr->muta2 & MUT2_BERS_RAGE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£"; -#else - info[i++] = "You are subject to berserker fits."; -#endif - + info[i++] = _("ããªãã¯çæ¦å£«åã®çºä½ãèµ·ããã", "You are subject to berserker fits."); } if (p_ptr->muta2 & MUT2_COWARDICE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣"; -#else - info[i++] = "You are subject to cowardice."; -#endif - + info[i++] = _("ããªãã¯æã èç ã«ãªãã", "You are subject to cowardice."); } if (p_ptr->muta2 & MUT2_RTELEPORT) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£"; -#else - info[i++] = "You are teleporting randomly."; -#endif - + info[i++] = _("ããªãã¯ã©ã³ãã ã«ãã¬ãã¼ãããã", "You are teleporting randomly."); } if (p_ptr->muta2 & MUT2_ALCOHOL) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£"; -#else - info[i++] = "Your body produces alcohol."; -#endif - + info[i++] = _("ããªãã®ä½ã¯ã¢ã«ã³ã¼ã«ãåæ³ããã", "Your body produces alcohol."); } if (p_ptr->muta2 & MUT2_HALLU) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You have a hallucinatory insanity."; -#endif - + info[i++] = _("ããªãã¯å¹»è¦ãå¼ãèµ·ããç²¾ç¥é¯ä¹±ã«ä¾µããã¦ããã", "You have a hallucinatory insanity."); } if (p_ptr->muta2 & MUT2_FLATULENT) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£"; -#else - info[i++] = "You are subject to uncontrollable flatulence."; -#endif - + info[i++] = _("ããªãã¯å¶å¾¡ã§ããªãå¼·çãªå±ãããã", "You are subject to uncontrollable flatulence."); } if (p_ptr->muta2 & MUT2_PROD_MANA) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are producing magical energy uncontrollably."; -#endif - + info[i++] = _("ããªãã¯å¶å¾¡ä¸è½ãªéæ³ã®ã¨ãã«ã®ã¼ãçºãã¦ããã", "You are producing magical energy uncontrollably."); } if (p_ptr->muta2 & MUT2_ATT_DEMON) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤¤Ä¤±¤ë¡£"; -#else - info[i++] = "You attract demons."; -#endif - + info[i++] = _("ããªãã¯ãã¼ã¢ã³ãå¼ãã¤ããã", "You attract demons."); } if (p_ptr->muta2 & MUT2_SCOR_TAIL) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)"; -#else - info[i++] = "You have a scorpion tail (poison, 3d7)."; -#endif - + info[i++] = _("ããªãã¯ãµã½ãªã®å°»å°¾ãçãã¦ããã(æ¯ããã¡ã¼ã¸ 3d7)", "You have a scorpion tail (poison, 3d7)."); } if (p_ptr->muta2 & MUT2_HORNS) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)"; -#else - info[i++] = "You have horns (dam. 2d6)."; -#endif - + info[i++] = _("ããªãã¯è§ãçãã¦ããã(ãã¡ã¼ã¸ 2d6)", "You have horns (dam. 2d6)."); } if (p_ptr->muta2 & MUT2_BEAK) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)"; -#else - info[i++] = "You have a beak (dam. 2d4)."; -#endif - + info[i++] = _("ããªãã¯ã¯ããã·ãçãã¦ããã(ãã¡ã¼ã¸ 2d4)", "You have a beak (dam. 2d4)."); } if (p_ptr->muta2 & MUT2_SPEED_FLUX) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£"; -#else - info[i++] = "You move faster or slower randomly."; -#endif - + info[i++] = _("ããªãã¯ã©ã³ãã ã«æ©ãåãããé ãåãããããã", "You move faster or slower randomly."); } if (p_ptr->muta2 & MUT2_BANISH_ALL) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£"; -#else - info[i++] = "You sometimes cause nearby creatures to vanish."; -#endif - + info[i++] = _("ããªãã¯æã è¿ãã®ã¢ã³ã¹ã¿ã¼ãæ¶æ» ãããã", "You sometimes cause nearby creatures to vanish."); } if (p_ptr->muta2 & MUT2_EAT_LIGHT) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£"; -#else - info[i++] = "You sometimes feed off of the light around you."; -#endif - + info[i++] = _("ããªãã¯æã å¨å²ã®å ãå¸åãã¦æ é¤ã«ããã", "You sometimes feed off of the light around you."); } if (p_ptr->muta2 & MUT2_TRUNK) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)"; -#else - info[i++] = "You have an elephantine trunk (dam 1d4)."; -#endif - + info[i++] = _("ããªãã¯è±¡ã®ãããªé¼»ãæã£ã¦ããã(ãã¡ã¼ã¸ 1d4)", "You have an elephantine trunk (dam 1d4)."); } if (p_ptr->muta2 & MUT2_ATT_ANIMAL) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤¤Ä¤±¤ë¡£"; -#else - info[i++] = "You attract animals."; -#endif - + info[i++] = _("ããªãã¯åç©ãå¼ãã¤ããã", "You attract animals."); } if (p_ptr->muta2 & MUT2_TENTACLES) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)"; -#else - info[i++] = "You have evil looking tentacles (dam 2d5)."; -#endif - + info[i++] = _("ããªãã¯éªæªãªè§¦æãæã£ã¦ããã(ãã¡ã¼ã¸ 2d5)", "You have evil looking tentacles (dam 2d5)."); } if (p_ptr->muta2 & MUT2_RAW_CHAOS) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£"; -#else - info[i++] = "You occasionally are surrounded with raw chaos."; -#endif - + info[i++] = _("ããªãã¯ãã°ãã°ç´ã«ãªã¹ã«å ã¾ããã", "You occasionally are surrounded with raw chaos."); } if (p_ptr->muta2 & MUT2_NORMALITY) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You may be mutated, but you're recovering."; -#endif - + info[i++] = _("ããªãã¯å¤ç°ãã¦ããããå復ãã¦ãã¦ããã", "You may be mutated, but you're recovering."); } if (p_ptr->muta2 & MUT2_WRAITH) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£"; -#else - info[i++] = "You fade in and out of physical reality."; -#endif - + info[i++] = _("ããªãã®èä½ã¯å¹½ä½åãããå®ä½åãããããã", "You fade in and out of physical reality."); } if (p_ptr->muta2 & MUT2_POLY_WOUND) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£"; -#else - info[i++] = "Your health is subject to chaotic forces."; -#endif - + info[i++] = _("ããªãã®å¥åº·ã¯ã«ãªã¹ã®åã«å½±é¿ãåããã", "Your health is subject to chaotic forces."); } if (p_ptr->muta2 & MUT2_WASTING) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You have a horrible wasting disease."; -#endif - + info[i++] = _("ããªãã¯è¡°å¼±ããæãããç æ°ã«ããã£ã¦ããã", "You have a horrible wasting disease."); } if (p_ptr->muta2 & MUT2_ATT_DRAGON) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤¤Ä¤±¤ë¡£"; -#else - info[i++] = "You attract dragons."; -#endif - + info[i++] = _("ããªãã¯ãã©ã´ã³ãå¼ãã¤ããã", "You attract dragons."); } if (p_ptr->muta2 & MUT2_WEIRD_MIND) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your mind randomly expands and contracts."; -#endif - + info[i++] = _("ããªãã®ç²¾ç¥ã¯ã©ã³ãã ã«æ¡å¤§ããã縮å°ããããã¦ããã", "Your mind randomly expands and contracts."); } if (p_ptr->muta2 & MUT2_NAUSEA) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夤¬¤Ê¤¤¡£"; -#else - info[i++] = "You have a seriously upset stomach."; -#endif - + info[i++] = _("ããªãã®èã¯é常ã«è½ã¡çãããªãã", "You have a seriously upset stomach."); } if (p_ptr->muta2 & MUT2_CHAOS_GIFT) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£"; -#else - info[i++] = "Chaos deities give you gifts."; -#endif - + info[i++] = _("ããªãã¯ã«ãªã¹ã®å®è·æªéããè¤ç¾ãããã¨ãã", "Chaos deities give you gifts."); } if (p_ptr->muta2 & MUT2_WALK_SHAD) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£"; -#else - info[i++] = "You occasionally stumble into other shadows."; -#endif - + info[i++] = _("ããªãã¯ãã°ãã°ä»ã®ãå½±ãã«è¿·ãè¾¼ãã", "You occasionally stumble into other shadows."); } if (p_ptr->muta2 & MUT2_WARNING) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£"; -#else - info[i++] = "You receive warnings about your foes."; -#endif - + info[i++] = _("ããªãã¯æµã«é¢ããè¦åãæããã", "You receive warnings about your foes."); } if (p_ptr->muta2 & MUT2_INVULN) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£"; -#else - info[i++] = "You occasionally feel invincible."; -#endif - + info[i++] = _("ããªãã¯æã è² ãç¥ãããªæ°åã«ãªãã", "You occasionally feel invincible."); } if (p_ptr->muta2 & MUT2_SP_TO_HP) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£"; -#else - info[i++] = "Your blood sometimes rushes to your muscles."; -#endif - + info[i++] = _("ããªãã¯æã è¡ãçèã«ã©ã£ã¨æµããã", "Your blood sometimes rushes to your muscles."); } if (p_ptr->muta2 & MUT2_HP_TO_SP) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£"; -#else - info[i++] = "Your blood sometimes rushes to your head."; -#endif - + info[i++] = _("ããªãã¯æã é ã«è¡ãã©ã£ã¨æµããã", "Your blood sometimes rushes to your head."); } if (p_ptr->muta2 & MUT2_DISARM) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£"; -#else - info[i++] = "You occasionally stumble and drop things."; -#endif - + info[i++] = _("ããªãã¯ããã¤ã¾ã¥ãã¦ç©ãè½ã¨ãã", "You occasionally stumble and drop things."); } } @@ -1436,209 +789,95 @@ info[i++] = " { if (p_ptr->muta3 & MUT3_HYPER_STR) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)"; -#else - info[i++] = "You are superhumanly strong (+4 STR)."; -#endif - + info[i++] = _("ããªãã¯è¶ 人çã«å¼·ãã(è å+4)", "You are superhumanly strong (+4 STR)."); } if (p_ptr->muta3 & MUT3_PUNY) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)"; -#else - info[i++] = "You are puny (-4 STR)."; -#endif - + info[i++] = _("ããªãã¯èå¼±ã ã(è å-4)", "You are puny (-4 STR)."); } if (p_ptr->muta3 & MUT3_HYPER_INT) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸¤µ+4)"; -#else - info[i++] = "Your brain is a living computer (+4 INT/WIS)."; -#endif - + info[i++] = _("ããªãã®è³ã¯çä½ã³ã³ãã¥ã¼ã¿ã ã(ç¥è½ï¼è³¢ã+4)", "Your brain is a living computer (+4 INT/WIS)."); } if (p_ptr->muta3 & MUT3_MORONIC) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸¤µ-4)"; -#else - info[i++] = "You are moronic (-4 INT/WIS)."; -#endif - + info[i++] = _("ããªãã¯ç²¾ç¥èå¼±ã ã(ç¥è½ï¼è³¢ã-4)", "You are moronic (-4 INT/WIS)."); } if (p_ptr->muta3 & MUT3_RESILIENT) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)"; -#else - info[i++] = "You are very resilient (+4 CON)."; -#endif - + info[i++] = _("ããªãã¯é常ã«ã¿ãã ã(èä¹ +4)", "You are very resilient (+4 CON)."); } if (p_ptr->muta3 & MUT3_XTRA_FAT) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)"; -#else - info[i++] = "You are extremely fat (+2 CON, -2 speed)."; -#endif - + info[i++] = _("ããªãã¯æ¥µç«¯ã«å¤ªã£ã¦ããã(èä¹ +2,ã¹ãã¼ã-2)", "You are extremely fat (+2 CON, -2 speed)."); } if (p_ptr->muta3 & MUT3_ALBINO) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)"; -#else - info[i++] = "You are albino (-4 CON)."; -#endif - + info[i++] = _("ããªãã¯ã¢ã«ããã ã(èä¹ -4)", "You are albino (-4 CON)."); } if (p_ptr->muta3 & MUT3_FLESH_ROT) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)"; -#else - info[i++] = "Your flesh is rotting (-2 CON, -1 CHR)."; -#endif - + info[i++] = _("ããªãã®èä½ã¯è æãã¦ããã(èä¹ -2,é å-1)", "Your flesh is rotting (-2 CON, -1 CHR)."); } if (p_ptr->muta3 & MUT3_SILLY_VOI) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥¡¼¥¡¼À¼¤À¡£(Ì¥ÎÏ-4)"; -#else - info[i++] = "Your voice is a silly squeak (-4 CHR)."; -#endif - + info[i++] = _("ããªãã®å£°ã¯éæããªãã¼ãã¼å£°ã ã(é å-4)", "Your voice is a silly squeak (-4 CHR)."); } if (p_ptr->muta3 & MUT3_BLANK_FAC) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)"; -#else - info[i++] = "Your face is featureless (-1 CHR)."; -#endif - + info[i++] = _("ããªãã¯ã®ã£ãºãã¼ãã ã(é å-1)", "Your face is featureless (-1 CHR)."); } if (p_ptr->muta3 & MUT3_ILL_NORM) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your appearance is masked with illusion."; -#endif - + info[i++] = _("ããªãã¯å¹»å½±ã«è¦ããã¦ããã", "Your appearance is masked with illusion."); } if (p_ptr->muta3 & MUT3_XTRA_EYES) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)"; -#else - info[i++] = "You have an extra pair of eyes (+15 search)."; -#endif - + info[i++] = _("ããªãã¯ä½åã«äºã¤ã®ç®ãæã£ã¦ããã(æ¢ç´¢+15)", "You have an extra pair of eyes (+15 search)."); } if (p_ptr->muta3 & MUT3_MAGIC_RES) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ¤ò¤â¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to magic."; -#endif - + info[i++] = _("ããªãã¯éæ³ã¸ã®èæ§ããã£ã¦ããã", "You are resistant to magic."); } if (p_ptr->muta3 & MUT3_XTRA_NOIS) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)"; -#else - info[i++] = "You make a lot of strange noise (-3 stealth)."; -#endif - + info[i++] = _("ããªãã¯å¤ãªé³ãçºãã¦ããã(é å¯-3)", "You make a lot of strange noise (-3 stealth)."); } if (p_ptr->muta3 & MUT3_INFRAVIS) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)"; -#else - info[i++] = "You have remarkable infravision (+3)."; -#endif - + info[i++] = _("ããªãã¯ç´ æ´ããã赤å¤ç·è¦åãæã£ã¦ããã(+3)", "You have remarkable infravision (+3)."); } if (p_ptr->muta3 & MUT3_XTRA_LEGS) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤΤ¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)"; -#else - info[i++] = "You have an extra pair of legs (+3 speed)."; -#endif - + info[i++] = _("ããªãã¯ä½åã«äºæ¬ã®è¶³ãçãã¦ããã(å é+3)", "You have an extra pair of legs (+3 speed)."); } if (p_ptr->muta3 & MUT3_SHORT_LEG) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)"; -#else - info[i++] = "Your legs are short stubs (-3 speed)."; -#endif - + info[i++] = _("ããªãã®è¶³ã¯çãçªèµ·ã ã(å é-3)", "Your legs are short stubs (-3 speed)."); } if (p_ptr->muta3 & MUT3_ELEC_TOUC) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Electricity is running through your veins."; -#endif - + info[i++] = _("ããªãã®è¡ç®¡ã«ã¯é»æµãæµãã¦ããã", "Electricity is running through your veins."); } if (p_ptr->muta3 & MUT3_FIRE_BODY) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your body is enveloped in flames."; -#endif + info[i++] = _("ããªãã®ä½ã¯çã«ã¤ã¤ã¾ãã¦ããã", "Your body is enveloped in flames."); } if (p_ptr->muta3 & MUT3_WART_SKIN) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)"; -#else - info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC)."; -#endif - + info[i++] = _("ããªãã®èã¯ã¤ãã«è¢«ããã¦ããã(é å-2, AC+5)", "Your skin is covered with warts (-2 CHR, +5 AC)."); } if (p_ptr->muta3 & MUT3_SCALES) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)"; -#else - info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC)."; -#endif - + info[i++] = _("ããªãã®èã¯é±ã«ãªã£ã¦ããã(é å-1, AC+10)", "Your skin has turned into scales (-1 CHR, +10 AC)."); } if (p_ptr->muta3 & MUT3_IRON_SKIN) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)"; -#else - info[i++] = "Your skin is made of steel (-1 DEX, +25 AC)."; -#endif - + info[i++] = _("ããªãã®èã¯éã§ã§ãã¦ããã(å¨ç¨-1, AC+25)", "Your skin is made of steel (-1 DEX, +25 AC)."); } if (p_ptr->muta3 & MUT3_WINGS) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You have wings."; -#endif - + info[i++] = _("ããªãã¯ç¾½ãæã£ã¦ããã", "You have wings."); } if (p_ptr->muta3 & MUT3_FEARLESS) { @@ -1654,1188 +893,542 @@ info[i++] = " } if (p_ptr->muta3 & MUT3_LIMBER) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)"; -#else - info[i++] = "Your body is very limber (+3 DEX)."; -#endif - + info[i++] = _("ããªãã®ä½ã¯é常ã«ããªããã ã(å¨ç¨+3)", "Your body is very limber (+3 DEX)."); } if (p_ptr->muta3 & MUT3_ARTHRITIS) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)"; -#else - info[i++] = "Your joints ache constantly (-3 DEX)."; -#endif - + info[i++] = _("ããªãã¯ãã¤ãé¢ç¯ã«çã¿ãæãã¦ããã(å¨ç¨-3)", "Your joints ache constantly (-3 DEX)."); } if (p_ptr->muta3 & MUT3_VULN_ELEM) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£"; -#else - info[i++] = "You are susceptible to damage from the elements."; -#endif - + info[i++] = _("ããªãã¯å ç´ ã®æ»æã«å¼±ãã", "You are susceptible to damage from the elements."); } if (p_ptr->muta3 & MUT3_MOTION) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)"; -#else - info[i++] = "Your movements are precise and forceful (+1 STL)."; -#endif - + info[i++] = _("ããªãã®åä½ã¯æ£ç¢ºã§åå¼·ãã(é å¯+1)", "Your movements are precise and forceful (+1 STL)."); } if (p_ptr->muta3 & MUT3_GOOD_LUCK) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "There is a white aura surrounding you."; -#endif + info[i++] = _("ããªãã¯ç½ããªã¼ã©ã«ã¤ã¤ã¾ãã¦ããã", "There is a white aura surrounding you."); } if (p_ptr->muta3 & MUT3_BAD_LUCK) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "There is a black aura surrounding you."; -#endif + info[i++] = _("ããªãã¯é»ããªã¼ã©ã«ã¤ã¤ã¾ãã¦ããã", "There is a black aura surrounding you."); } } if (p_ptr->blind) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£"; -#else - info[i++] = "You cannot see."; -#endif - + info[i++] = _("ããªãã¯ç®ãè¦ããªãã", "You cannot see."); } if (p_ptr->confused) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£"; -#else - info[i++] = "You are confused."; -#endif - + info[i++] = _("ããªãã¯æ··ä¹±ãã¦ããã", "You are confused."); } if (p_ptr->afraid) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are terrified."; -#endif - + info[i++] = _("ããªãã¯ææã«ä¾µããã¦ããã", "You are terrified."); } if (p_ptr->cut) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are bleeding."; -#endif - + info[i++] = _("ããªãã¯åºè¡ãã¦ããã", "You are bleeding."); } if (p_ptr->stun) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are stunned."; -#endif - + info[i++] = _("ããªãã¯ããããã¨ãã¦ããã", "You are stunned."); } if (p_ptr->poisoned) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are poisoned."; -#endif - + info[i++] = _("ããªãã¯æ¯ã«ä¾µããã¦ããã", "You are poisoned."); } if (p_ptr->image) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are hallucinating."; -#endif - + info[i++] = _("ããªãã¯å¹»è¦ãè¦ã¦ããã", "You are hallucinating."); } if (p_ptr->cursed & TRC_TY_CURSE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê±åÇ°¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You carry an ancient foul curse."; -#endif - + info[i++] = _("ããªãã¯éªæªãªæ¨å¿µã«å ã¾ãã¦ããã", "You carry an ancient foul curse."); } if (p_ptr->cursed & TRC_AGGRAVATE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You aggravate monsters."; -#endif - + info[i++] = _("ããªãã¯ã¢ã³ã¹ã¿ã¼ãæããã¦ããã", "You aggravate monsters."); } if (p_ptr->cursed & TRC_DRAIN_EXP) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï·Ð¸³ÃͤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are drained."; -#endif - + info[i++] = _("ããªãã¯çµé¨å¤ãå¸ããã¦ããã", "You are drained."); } if (p_ptr->cursed & TRC_SLOW_REGEN) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î²óÉüÎϤÏÈó¾ï¤ËÃÙ¤¤¡£"; -#else - info[i++] = "You regenerate slowly."; -#endif - + info[i++] = _("ããªãã®å復åã¯é常ã«é ãã", "You regenerate slowly."); } if (p_ptr->cursed & TRC_ADD_L_CURSE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¼å¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */ -#else - info[i++] = "Your weak curses multiply."; -#endif - + info[i++] = _("ããªãã®å¼±ãåªãã¯å¢ããã","Your weak curses multiply."); /* æ«å®ç -- henkma */ } if (p_ptr->cursed & TRC_ADD_H_CURSE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¶¯¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */ -#else - info[i++] = "Your heavy curses multiply."; -#endif - + info[i++] = _("ããªãã®å¼·ãåªãã¯å¢ããã","Your heavy curses multiply."); /* æ«å®ç -- henkma */ } if (p_ptr->cursed & TRC_CALL_ANIMAL) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You attract animals."; -#endif - + info[i++] = _("ããªãã¯åç©ã«çããã¦ããã", "You attract animals."); } if (p_ptr->cursed & TRC_CALL_DEMON) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You attract demons."; -#endif - + info[i++] = _("ããªãã¯æªéã«çããã¦ããã", "You attract demons."); } if (p_ptr->cursed & TRC_CALL_DRAGON) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You attract dragons."; -#endif - + info[i++] = _("ããªãã¯ãã©ã´ã³ã«çããã¦ããã", "You attract dragons."); } if (p_ptr->cursed & TRC_COWARDICE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣"; -#else - info[i++] = "You are subject to cowardice."; -#endif - + info[i++] = _("ããªãã¯æã èç ã«ãªãã", "You are subject to cowardice."); } if (p_ptr->cursed & TRC_TELEPORT) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£"; -#else - info[i++] = "Your position is very uncertain."; -#endif - + info[i++] = _("ããªãã®ä½ç½®ã¯ã²ãããã«ä¸å®å®ã ã", "Your position is very uncertain."); } if (p_ptr->cursed & TRC_LOW_MELEE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£"; -#else - info[i++] = "Your weapon causes you to miss blows."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯æ»æãå¤ããããã", "Your weapon causes you to miss blows."); } if (p_ptr->cursed & TRC_LOW_AC) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£"; -#else - info[i++] = "You are subject to be hit."; -#endif - + info[i++] = _("ããªãã¯æ»æãåããããã", "You are subject to be hit."); } if (p_ptr->cursed & TRC_LOW_MAGIC) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤ò¼ºÇÔ¤·¤ä¤¹¤¤¡£"; -#else - info[i++] = "You are subject to fail spellcasting."; -#endif - + info[i++] = _("ããªãã¯éæ³ã失æããããã", "You are subject to fail spellcasting."); } if (p_ptr->cursed & TRC_FAST_DIGEST) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤ªÊ¢¤¬¤Ø¤ë¡£"; -#else - info[i++] = "You have a good appetite."; -#endif - + info[i++] = _("ããªãã¯ãããè ¹ãã¸ãã", "You have a good appetite."); } if (p_ptr->cursed & TRC_DRAIN_HP) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÂÎÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are drained."; -#endif - + info[i++] = _("ããªãã¯ä½åãå¸ããã¦ããã", "You are drained."); } if (p_ptr->cursed & TRC_DRAIN_MANA) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏËâÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You brain is drained."; -#endif - + info[i++] = _("ããªãã¯éåãå¸ããã¦ããã", "You brain is drained."); } if (IS_BLESSED()) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¹â·é¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You feel rightous."; -#endif - + info[i++] = _("ããªãã¯é«æ½ããæãã¦ããã", "You feel rightous."); } if (IS_HERO()) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£"; -#else - info[i++] = "You feel heroic."; -#endif - + info[i++] = _("ããªãã¯ãã¼ãã¼æ°åã ã", "You feel heroic."); } if (p_ptr->shero) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£"; -#else - info[i++] = "You are in a battle rage."; -#endif - + info[i++] = _("ããªãã¯æ¦éçã ã", "You are in a battle rage."); } if (p_ptr->protevil) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are protected from evil."; -#endif - + info[i++] = _("ããªãã¯éªæªãªãåå¨ããå®ããã¦ããã", "You are protected from evil."); } if (p_ptr->shield) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are protected by a mystic shield."; -#endif - + info[i++] = _("ããªãã¯ç¥ç§ã®ã·ã¼ã«ãã§å®ããã¦ããã", "You are protected by a mystic shield."); } if (IS_INVULN()) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£"; -#else - info[i++] = "You are temporarily invulnerable."; -#endif - + info[i++] = _("ããªãã¯ç¾å¨å·ã¤ããªãã", "You are temporarily invulnerable."); } if (p_ptr->wraith_form) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are temporarily incorporeal."; -#endif - + info[i++] = _("ããªãã¯ä¸æçã«å¹½ä½åãã¦ããã", "You are temporarily incorporeal."); } if (p_ptr->special_attack & ATTACK_CONFUSE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your hands are glowing dull red."; -#endif - + info[i++] = _("ããªãã®æã¯èµ¤ãè¼ãã¦ããã", "Your hands are glowing dull red."); } if (p_ptr->special_attack & ATTACK_FIRE) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You can strike the enemy with flame."; -#endif - + info[i++] = _("ããªãã®æã¯ç«çã«è¦ããã¦ããã", "You can strike the enemy with flame."); } if (p_ptr->special_attack & ATTACK_COLD) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You can strike the enemy with cold."; -#endif - + info[i++] = _("ããªãã®æã¯å·æ°ã«è¦ããã¦ããã", "You can strike the enemy with cold."); } if (p_ptr->special_attack & ATTACK_ACID) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You can strike the enemy with acid."; -#endif - + info[i++] = _("ããªãã®æã¯é ¸ã«è¦ããã¦ããã", "You can strike the enemy with acid."); } if (p_ptr->special_attack & ATTACK_ELEC) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You can strike the enemy with electoric shock."; -#endif - + info[i++] = _("ããªãã®æã¯é»æã«è¦ããã¦ããã", "You can strike the enemy with electoric shock."); } if (p_ptr->special_attack & ATTACK_POIS) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You can strike the enemy with poison."; -#endif - + info[i++] = _("ããªãã®æã¯æ¯ã«è¦ããã¦ããã", "You can strike the enemy with poison."); } switch (p_ptr->action) { case ACTION_SEARCH: -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are looking around very carefully."; -#endif + info[i++] = _("ããªãã¯ã²ãããã«æ³¨ææ·±ãå¨å²ãè¦æ¸¡ãã¦ããã", "You are looking around very carefully."); break; } if (p_ptr->new_spells) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can learn some spells/prayers."; -#endif - + info[i++] = _("ããªãã¯åªæãç¥ããå¦ã¶ãã¨ãã§ããã", "You can learn some spells/prayers."); } if (p_ptr->word_recall) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£"; -#else - info[i++] = "You will soon be recalled."; -#endif - + info[i++] = _("ããªãã¯ããã«å¸°éããã ããã", "You will soon be recalled."); } if (p_ptr->alter_reality) { -#ifdef JP - info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ë¤³¤ÎÀ¤³¦¤òÎ¥¤ì¤ë¤À¤í¤¦¡£"; -#else - info[i++] = "You will soon be altered."; -#endif - + info[i++] = _("ããªãã¯ããã«ãã®ä¸çãé¢ããã ããã", "You will soon be altered."); } if (p_ptr->see_infra) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£"; -#else - info[i++] = "Your eyes are sensitive to infrared light."; -#endif - + info[i++] = _("ããªãã®ç³ã¯èµ¤å¤ç·ã«ææã§ããã", "Your eyes are sensitive to infrared light."); } if (p_ptr->see_inv) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can see invisible creatures."; -#endif - + info[i++] = _("ããªãã¯éæãªã¢ã³ã¹ã¿ã¼ãè¦ããã¨ãã§ããã", "You can see invisible creatures."); } if (p_ptr->levitation) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can fly."; -#endif - + info[i++] = _("ããªãã¯é£ã¶ãã¨ãã§ããã", "You can fly."); } if (p_ptr->free_act) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You have free action."; -#endif - + info[i++] = _("ããªãã¯éº»çºç¥ããã®å¹æãæã£ã¦ããã", "You have free action."); } if (p_ptr->regenerate) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£"; -#else - info[i++] = "You regenerate quickly."; -#endif - + info[i++] = _("ããªãã¯ç´ æ©ãä½åãå復ããã", "You regenerate quickly."); } if (p_ptr->slow_digest) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£"; -#else - info[i++] = "Your appetite is small."; -#endif - + info[i++] = _("ããªãã¯é£æ¬²ãå°ãªãã", "Your appetite is small."); } if (p_ptr->telepathy) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You have ESP."; -#endif - + info[i++] = _("ããªãã¯ãã¬ãã·ã¼è½åãæã£ã¦ããã", "You have ESP."); } if (p_ptr->esp_animal) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼«Á³³¦¤ÎÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You sense natural creatures."; -#endif - + info[i++] = _("ããªãã¯èªç¶çã®çç©ã®åå¨ãæããè½åãæã£ã¦ããã", "You sense natural creatures."); } if (p_ptr->esp_undead) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ó¥Ç¥Ã¥É¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You sense undead."; -#endif - + info[i++] = _("ããªãã¯ã¢ã³ãããã®åå¨ãæããè½åãæã£ã¦ããã", "You sense undead."); } if (p_ptr->esp_demon) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You sense demons."; -#endif - + info[i++] = _("ããªãã¯æªéã®åå¨ãæããè½åãæã£ã¦ããã", "You sense demons."); } if (p_ptr->esp_orc) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥ª¡¼¥¯¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You sense orcs."; -#endif - + info[i++] = _("ããªãã¯ãªã¼ã¯ã®åå¨ãæããè½åãæã£ã¦ããã", "You sense orcs."); } if (p_ptr->esp_troll) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥È¥í¥ë¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You sense trolls."; -#endif - + info[i++] = _("ããªãã¯ããã«ã®åå¨ãæããè½åãæã£ã¦ããã", "You sense trolls."); } if (p_ptr->esp_giant) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ïµð¿Í¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You sense giants."; -#endif - + info[i++] = _("ããªãã¯å·¨äººã®åå¨ãæããè½åãæã£ã¦ããã", "You sense giants."); } if (p_ptr->esp_dragon) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You sense dragons."; -#endif - + info[i++] = _("ããªãã¯ãã©ã´ã³ã®åå¨ãæããè½åãæã£ã¦ããã", "You sense dragons."); } if (p_ptr->esp_human) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¿Í´Ö¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You sense humans."; -#endif - + info[i++] = _("ããªãã¯äººéã®åå¨ãæããè½åãæã£ã¦ããã", "You sense humans."); } if (p_ptr->esp_evil) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You sense evil creatures."; -#endif - + info[i++] = _("ããªãã¯éªæªãªçãç©ã®åå¨ãæããè½åãæã£ã¦ããã", "You sense evil creatures."); } if (p_ptr->esp_good) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÁ±ÎɤÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You sense good creatures."; -#endif - + info[i++] = _("ããªãã¯åè¯ãªçãç©ã®åå¨ãæããè½åãæã£ã¦ããã", "You sense good creatures."); } if (p_ptr->esp_nonliving) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤθºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You sense non-living creatures."; -#endif - + info[i++] = _("ããªãã¯æ´»åããç¡çç©ä½ã®åå¨ãæããè½åãæã£ã¦ããã", "You sense non-living creatures."); } if (p_ptr->esp_unique) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÆÃÊ̤ʶ¯Å¨¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You sense unique monsters."; -#endif - + info[i++] = _("ããªãã¯ç¹å¥ãªå¼·æµã®åå¨ãæããè½åãæã£ã¦ããã", "You sense unique monsters."); } - if (p_ptr->hold_life) + if (p_ptr->hold_exp) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£"; -#else - info[i++] = "You have a firm hold on your life force."; -#endif - + info[i++] = _("ããªãã¯èªå·±ã®çµé¨å¤ããã£ããã¨ç¶æããã", "You have a firm hold on your experience."); } if (p_ptr->reflect) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£"; -#else - info[i++] = "You reflect arrows and bolts."; -#endif - + info[i++] = _("ããªãã¯ç¢ã®åªæãåå°ããã", "You reflect bolt spells."); } if (p_ptr->sh_fire) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are surrounded with a fiery aura."; -#endif - + info[i++] = _("ããªãã¯çã®ãªã¼ã©ã«å ã¾ãã¦ããã", "You are surrounded with a fiery aura."); } if (p_ptr->sh_elec) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are surrounded with electricity."; -#endif - + info[i++] = _("ããªãã¯é»æ°ã«å ã¾ãã¦ããã", "You are surrounded with electricity."); } if (p_ptr->sh_cold) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are surrounded with an aura of coldness."; -#endif - + info[i++] = _("ããªãã¯å·æ°ã®ãªã¼ã©ã«å ã¾ãã¦ããã", "You are surrounded with an aura of coldness."); } if (p_ptr->tim_sh_holy) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are surrounded with a holy aura."; -#endif - + info[i++] = _("ããªãã¯èãªããªã¼ã©ã«å ã¾ãã¦ããã", "You are surrounded with a holy aura."); } if (p_ptr->tim_sh_touki) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÆ®µ¤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are surrounded with a energy aura."; -#endif - + info[i++] = _("ããªãã¯éæ°ã®ãªã¼ã©ã«å ã¾ãã¦ããã", "You are surrounded with a energy aura."); } if (p_ptr->anti_magic) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are surrounded by an anti-magic shell."; -#endif - + info[i++] = _("ããªãã¯åéæ³ã·ã¼ã«ãã«å ã¾ãã¦ããã", "You are surrounded by an anti-magic shell."); } if (p_ptr->anti_tele) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤Ê¤¤¡£"; -#else - info[i++] = "You cannot teleport."; -#endif - + info[i++] = _("ããªãã¯ãã¬ãã¼ãã§ããªãã", "You cannot teleport."); } if (p_ptr->lite) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are carrying a permanent light."; -#endif - + info[i++] = _("ããªãã®èº«ä½ã¯å ã£ã¦ããã", "You are carrying a permanent light."); } if (p_ptr->warning) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You will be warned before dangerous actions."; -#endif - + info[i++] = _("ããªãã¯è¡åã®åã«å±éºãå¯ç¥ãããã¨ãã§ããã", "You will be warned before dangerous actions."); } if (p_ptr->dec_mana) - { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "You can cast spells with fewer mana points."; -#endif - + { + info[i++] = _("ããªãã¯å°ãªãæ¶è²»éåã§éæ³ãå±ãããã¨ãã§ããã", "You can cast spells with fewer mana points."); } if (p_ptr->easy_spell) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "Fail rate of your magic is decreased."; -#endif - + info[i++] = _("ããªãã¯ä½ã失æçã§éæ³ãå±ãããã¨ãã§ããã", "Fail rate of your magic is decreased."); } if (p_ptr->heavy_spell) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£"; -#else - info[i++] = "Fail rate of your magic is increased."; -#endif - + info[i++] = _("ããªãã¯é«ã失æçã§éæ³ãå±ããªããã°ãããªãã", "Fail rate of your magic is increased."); } if (p_ptr->mighty_throw) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£"; -#else - info[i++] = "You can throw objects powerfully."; -#endif - + info[i++] = _("ããªãã¯å¼·ãç©ãæããã", "You can throw objects powerfully."); } if (p_ptr->immune_acid) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are completely immune to acid."; -#endif - + info[i++] = _("ããªãã¯é ¸ã«å¯¾ããå®å ¨ãªãå ç«ãæã£ã¦ããã", "You are completely immune to acid."); } else if (p_ptr->resist_acid && IS_OPPOSE_ACID()) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You resist acid exceptionally well."; -#endif - + info[i++] = _("ããªãã¯é ¸ã¸ã®å¼·åãªèæ§ãæã£ã¦ããã", "You resist acid exceptionally well."); } else if (p_ptr->resist_acid || IS_OPPOSE_ACID()) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to acid."; -#endif - + info[i++] = _("ããªãã¯é ¸ã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to acid."); } if (p_ptr->immune_elec) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are completely immune to lightning."; -#endif - + info[i++] = _("ããªãã¯é»æã«å¯¾ããå®å ¨ãªãå ç«ãæã£ã¦ããã", "You are completely immune to lightning."); } else if (p_ptr->resist_elec && IS_OPPOSE_ELEC()) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You resist lightning exceptionally well."; -#endif - + info[i++] = _("ããªãã¯é»æã¸ã®å¼·åãªèæ§ãæã£ã¦ããã", "You resist lightning exceptionally well."); } else if (p_ptr->resist_elec || IS_OPPOSE_ELEC()) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to lightning."; -#endif - + info[i++] = _("ããªãã¯é»æã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to lightning."); } if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£"; -#else - info[i++] = "You are susceptible to damage from lightning."; -#endif - + info[i++] = _("ããªãã¯é»æã«å¼±ãã", "You are susceptible to damage from lightning."); } if (p_ptr->immune_fire) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are completely immune to fire."; -#endif - + info[i++] = _("ããªãã¯ç«ã«å¯¾ããå®å ¨ãªãå ç«ãæã£ã¦ããã", "You are completely immune to fire."); } else if (p_ptr->resist_fire && IS_OPPOSE_FIRE()) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You resist fire exceptionally well."; -#endif - + info[i++] = _("ããªãã¯ç«ã¸ã®å¼·åãªèæ§ãæã£ã¦ããã", "You resist fire exceptionally well."); } else if (p_ptr->resist_fire || IS_OPPOSE_FIRE()) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to fire."; -#endif - + info[i++] = _("ããªãã¯ç«ã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to fire."); } if (prace_is_(RACE_ENT) && !p_ptr->immune_fire) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£"; -#else - info[i++] = "You are susceptible to damage from fire."; -#endif - + info[i++] = _("ããªãã¯ç«ã«å¼±ãã", "You are susceptible to damage from fire."); } if (p_ptr->immune_cold) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are completely immune to cold."; -#endif - + info[i++] = _("ããªãã¯å·æ°ã«å¯¾ããå®å ¨ãªãå ç«ãæã£ã¦ããã", "You are completely immune to cold."); } else if (p_ptr->resist_cold && IS_OPPOSE_COLD()) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You resist cold exceptionally well."; -#endif - + info[i++] = _("ããªãã¯å·æ°ã¸ã®å¼·åãªèæ§ãæã£ã¦ããã", "You resist cold exceptionally well."); } else if (p_ptr->resist_cold || IS_OPPOSE_COLD()) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to cold."; -#endif - + info[i++] = _("ããªãã¯å·æ°ã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to cold."); } if (p_ptr->resist_pois && IS_OPPOSE_POIS()) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You resist poison exceptionally well."; -#endif - + info[i++] = _("ããªãã¯æ¯ã¸ã®å¼·åãªèæ§ãæã£ã¦ããã", "You resist poison exceptionally well."); } else if (p_ptr->resist_pois || IS_OPPOSE_POIS()) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to poison."; -#endif - + info[i++] = _("ããªãã¯æ¯ã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to poison."); } if (p_ptr->resist_lite) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to bright light."; -#endif - + info[i++] = _("ããªãã¯éå ã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to bright light."); } if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£"; -#else - info[i++] = "You are susceptible to damage from bright light."; -#endif - + info[i++] = _("ããªãã¯éå ã«å¼±ãã", "You are susceptible to damage from bright light."); } if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are completely immune to darkness."; -#endif + info[i++] = _("ããªãã¯æé»ã«å¯¾ããå®å ¨ãªãå ç«ãæã£ã¦ããã", "You are completely immune to darkness."); } else if (p_ptr->resist_dark) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to darkness."; -#endif - + info[i++] = _("ããªãã¯æé»ã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to darkness."); } if (p_ptr->resist_conf) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to confusion."; -#endif - + info[i++] = _("ããªãã¯æ··ä¹±ã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to confusion."); } if (p_ptr->resist_sound) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to sonic attacks."; -#endif - + info[i++] = _("ããªãã¯é³æ³¢ã®è¡æã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to sonic attacks."); } if (p_ptr->resist_disen) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to disenchantment."; -#endif - + info[i++] = _("ããªãã¯å£åã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to disenchantment."); } if (p_ptr->resist_chaos) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to chaos."; -#endif - + info[i++] = _("ããªãã¯ã«ãªã¹ã®åã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to chaos."); } if (p_ptr->resist_shard) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to blasts of shards."; -#endif - + info[i++] = _("ããªãã¯ç ´çã®æ»æã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to blasts of shards."); } if (p_ptr->resist_nexus) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to nexus attacks."; -#endif - + info[i++] = _("ããªãã¯å ææ··ä¹±ã®æ»æã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to nexus attacks."); } if (prace_is_(RACE_SPECTRE)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤¤ë¡£"; -#else - info[i++] = "You can drain nether forces."; -#endif - + info[i++] = _("ããªãã¯å°çã®åãå¸åã§ããã", "You can drain nether forces."); } else if (p_ptr->resist_neth) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to nether forces."; -#endif - + info[i++] = _("ããªãã¯å°çã®åã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to nether forces."); } if (p_ptr->resist_fear) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£"; -#else - info[i++] = "You are completely fearless."; -#endif - + info[i++] = _("ããªãã¯å ¨ãææãæããªãã", "You are completely fearless."); } if (p_ptr->resist_blind) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your eyes are resistant to blindness."; -#endif - + info[i++] = _("ããªãã®ç®ã¯ç²ç®ã¸ã®èæ§ãæã£ã¦ããã", "Your eyes are resistant to blindness."); } if (p_ptr->resist_time) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£"; -#else - info[i++] = "You are resistant to time."; -#endif - + info[i++] = _("ããªãã¯æéé転ã¸ã®èæ§ãæã£ã¦ããã", "You are resistant to time."); } if (p_ptr->sustain_str) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your strength is sustained."; -#endif - + info[i++] = _("ããªãã®è åã¯ç¶æããã¦ããã", "Your strength is sustained."); } if (p_ptr->sustain_int) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your intelligence is sustained."; -#endif - + info[i++] = _("ããªãã®ç¥è½ã¯ç¶æããã¦ããã", "Your intelligence is sustained."); } if (p_ptr->sustain_wis) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your wisdom is sustained."; -#endif - + info[i++] = _("ããªãã®è³¢ãã¯ç¶æããã¦ããã", "Your wisdom is sustained."); } if (p_ptr->sustain_con) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your constitution is sustained."; -#endif - + info[i++] = _("ããªãã®èä¹ åã¯ç¶æããã¦ããã", "Your constitution is sustained."); } if (p_ptr->sustain_dex) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your dexterity is sustained."; -#endif - + info[i++] = _("ããªãã®å¨ç¨ãã¯ç¶æããã¦ããã", "Your dexterity is sustained."); } if (p_ptr->sustain_chr) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your charisma is sustained."; -#endif - + info[i++] = _("ããªãã®é åã¯ç¶æããã¦ããã", "Your charisma is sustained."); } if (have_flag(flgs, TR_STR)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your strength is affected by your equipment."; -#endif - + info[i++] = _("ããªãã®è åã¯è£ åã«ãã£ã¦å½±é¿ãåãã¦ããã", "Your strength is affected by your equipment."); } if (have_flag(flgs, TR_INT)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your intelligence is affected by your equipment."; -#endif - + info[i++] = _("ããªãã®ç¥è½ã¯è£ åã«ãã£ã¦å½±é¿ãåãã¦ããã", "Your intelligence is affected by your equipment."); } if (have_flag(flgs, TR_WIS)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your wisdom is affected by your equipment."; -#endif - + info[i++] = _("ããªãã®è³¢ãã¯è£ åã«ãã£ã¦å½±é¿ãåãã¦ããã", "Your wisdom is affected by your equipment."); } if (have_flag(flgs, TR_DEX)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your dexterity is affected by your equipment."; -#endif - + info[i++] = _("ããªãã®å¨ç¨ãã¯è£ åã«ãã£ã¦å½±é¿ãåãã¦ããã", "Your dexterity is affected by your equipment."); } if (have_flag(flgs, TR_CON)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your constitution is affected by your equipment."; -#endif - + info[i++] = _("ããªãã®èä¹ åã¯è£ åã«ãã£ã¦å½±é¿ãåãã¦ããã", "Your constitution is affected by your equipment."); } if (have_flag(flgs, TR_CHR)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your charisma is affected by your equipment."; -#endif - + info[i++] = _("ããªãã®é åã¯è£ åã«ãã£ã¦å½±é¿ãåãã¦ããã", "Your charisma is affected by your equipment."); } if (have_flag(flgs, TR_STEALTH)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your stealth is affected by your equipment."; -#endif - + info[i++] = _("ããªãã®é å¯è¡åè½åã¯è£ åã«ãã£ã¦å½±é¿ãåãã¦ããã", "Your stealth is affected by your equipment."); } if (have_flag(flgs, TR_SEARCH)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your searching ability is affected by your equipment."; -#endif - + info[i++] = _("ããªãã®æ¢ç´¢è½åã¯è£ åã«ãã£ã¦å½±é¿ãåãã¦ããã", "Your searching ability is affected by your equipment."); } if (have_flag(flgs, TR_INFRA)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your infravision is affected by your equipment."; -#endif - + info[i++] = _("ããªãã®èµ¤å¤ç·è¦åã¯è£ åã«ãã£ã¦å½±é¿ãåãã¦ããã", "Your infravision is affected by your equipment."); } if (have_flag(flgs, TR_TUNNEL)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your digging ability is affected by your equipment."; -#endif - + info[i++] = _("ããªãã®æ¡æè½åã¯è£ åã«ãã£ã¦å½±é¿ãåãã¦ããã", "Your digging ability is affected by your equipment."); } if (have_flag(flgs, TR_SPEED)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your speed is affected by your equipment."; -#endif - + info[i++] = _("ããªãã®ã¹ãã¼ãã¯è£ åã«ãã£ã¦å½±é¿ãåãã¦ããã", "Your speed is affected by your equipment."); } if (have_flag(flgs, TR_BLOWS)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your attack speed is affected by your equipment."; -#endif - + info[i++] = _("ããªãã®æ»æé度ã¯è£ åã«ãã£ã¦å½±é¿ãåãã¦ããã", "Your attack speed is affected by your equipment."); } @@ -2848,283 +1441,134 @@ info[i++] = " /* Indicate Blessing */ if (have_flag(flgs, TR_BLESSED)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£"; -#else - info[i++] = "Your weapon has been blessed by the gods."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ç¥ã®ç¥ç¦ãåãã¦ããã", "Your weapon has been blessed by the gods."); } if (have_flag(flgs, TR_CHAOTIC)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À¤ò¤â¤Ä¡£"; -#else - info[i++] = "Your weapon is branded with the Sign of Logrus."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ãã°ã«ã¹ã®å¾´ã®å±æ§ããã¤ã", "Your weapon is branded with the Sign of Logrus."); } /* Hack */ if (have_flag(flgs, TR_IMPACT)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£"; -#else - info[i++] = "The impact of your weapon can cause earthquakes."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ææã§å°éãçºçãããã¨ãã§ããã", "The impact of your weapon can cause earthquakes."); } if (have_flag(flgs, TR_VORPAL)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£"; -#else - info[i++] = "Your weapon is very sharp."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯é常ã«éãã", "Your weapon is very sharp."); } if (have_flag(flgs, TR_VAMPIRIC)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£"; -#else - info[i++] = "Your weapon drains life from your foes."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯æµããçå½åãå¸åããã", "Your weapon drains life from your foes."); } /* Special "Attack Bonuses" */ if (have_flag(flgs, TR_BRAND_ACID)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£"; -#else - info[i++] = "Your weapon melts your foes."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯æµã溶ããã", "Your weapon melts your foes."); } if (have_flag(flgs, TR_BRAND_ELEC)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£"; -#else - info[i++] = "Your weapon shocks your foes."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯æµãæé»ãããã", "Your weapon shocks your foes."); } if (have_flag(flgs, TR_BRAND_FIRE)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£"; -#else - info[i++] = "Your weapon burns your foes."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯æµãçããã", "Your weapon burns your foes."); } if (have_flag(flgs, TR_BRAND_COLD)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£"; -#else - info[i++] = "Your weapon freezes your foes."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯æµãåãããã", "Your weapon freezes your foes."); } if (have_flag(flgs, TR_BRAND_POIS)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£"; -#else - info[i++] = "Your weapon poisons your foes."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯æµãæ¯ã§ä¾µãã", "Your weapon poisons your foes."); } /* Special "slay" flags */ if (have_flag(flgs, TR_KILL_ANIMAL)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "Your weapon is a great bane of animals."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯åç©ã®å¤©æµã§ããã", "Your weapon is a great bane of animals."); } else if (have_flag(flgs, TR_SLAY_ANIMAL)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "Your weapon strikes at animals with extra force."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯åç©ã«å¯¾ãã¦å¼·ãåãçºæ®ããã", "Your weapon strikes at animals with extra force."); } if (have_flag(flgs, TR_KILL_EVIL)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "Your weapon is a great bane of evil."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯éªæªãªãåå¨ã®å¤©æµã§ããã", "Your weapon is a great bane of evil."); } else if (have_flag(flgs, TR_SLAY_EVIL)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "Your weapon strikes at evil with extra force."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯éªæªãªãåå¨ã«å¯¾ãã¦å¼·ãåãçºæ®ããã", "Your weapon strikes at evil with extra force."); } if (have_flag(flgs, TR_KILL_HUMAN)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "Your weapon is a great bane of humans."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯äººéã®å¤©æµã§ããã", "Your weapon is a great bane of humans."); } else if (have_flag(flgs, TR_SLAY_HUMAN)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "Your weapon is especially deadly against humans."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯äººéã«å¯¾ãã¦ç¹ã«å¼·ãåãçºæ®ããã", "Your weapon is especially deadly against humans."); } if (have_flag(flgs, TR_KILL_UNDEAD)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "Your weapon is a great bane of undead."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ã¢ã³ãããã®å¤©æµã§ããã", "Your weapon is a great bane of undead."); } else if (have_flag(flgs, TR_SLAY_UNDEAD)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "Your weapon strikes at undead with holy wrath."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ã¢ã³ãããã«å¯¾ãã¦ç¥èãªãåãçºæ®ããã", "Your weapon strikes at undead with holy wrath."); } if (have_flag(flgs, TR_KILL_DEMON)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "Your weapon is a great bane of demons."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ãã¼ã¢ã³ã®å¤©æµã§ããã", "Your weapon is a great bane of demons."); } else if (have_flag(flgs, TR_SLAY_DEMON)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "Your weapon strikes at demons with holy wrath."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ãã¼ã¢ã³ã«å¯¾ãã¦ç¥èãªãåãçºæ®ããã", "Your weapon strikes at demons with holy wrath."); } if (have_flag(flgs, TR_KILL_ORC)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "Your weapon is a great bane of orcs."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ãªã¼ã¯ã®å¤©æµã§ããã", "Your weapon is a great bane of orcs."); } else if (have_flag(flgs, TR_SLAY_ORC)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "Your weapon is especially deadly against orcs."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ãªã¼ã¯ã«å¯¾ãã¦ç¹ã«å¼·ãåãçºæ®ããã", "Your weapon is especially deadly against orcs."); } if (have_flag(flgs, TR_KILL_TROLL)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "Your weapon is a great bane of trolls."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ããã«ã®å¤©æµã§ããã", "Your weapon is a great bane of trolls."); } else if (have_flag(flgs, TR_SLAY_TROLL)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "Your weapon is especially deadly against trolls."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ããã«ã«å¯¾ãã¦ç¹ã«å¼·ãåãçºæ®ããã", "Your weapon is especially deadly against trolls."); } if (have_flag(flgs, TR_KILL_GIANT)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "Your weapon is a great bane of giants."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ã¸ã£ã¤ã¢ã³ãã®å¤©æµã§ããã", "Your weapon is a great bane of giants."); } else if (have_flag(flgs, TR_SLAY_GIANT)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "Your weapon is especially deadly against giants."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ã¸ã£ã¤ã¢ã³ãã«å¯¾ãã¦ç¹ã«å¼·ãåãçºæ®ããã", "Your weapon is especially deadly against giants."); } /* Special "kill" flags */ if (have_flag(flgs, TR_KILL_DRAGON)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£"; -#else - info[i++] = "Your weapon is a great bane of dragons."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ãã©ã´ã³ã®å¤©æµã§ããã", "Your weapon is a great bane of dragons."); } else if (have_flag(flgs, TR_SLAY_DRAGON)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£"; -#else - info[i++] = "Your weapon is especially deadly against dragons."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯ãã©ã´ã³ã«å¯¾ãã¦ç¹ã«å¼·ãåãçºæ®ããã", "Your weapon is especially deadly against dragons."); } if (have_flag(flgs, TR_FORCE_WEAPON)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£"; -#else - info[i++] = "Your weapon causes greate damages using your MP."; -#endif - + info[i++] = _("ããªãã®æ¦å¨ã¯MPã使ã£ã¦æ»æããã", "Your weapon causes greate damages using your MP."); } if (have_flag(flgs, TR_THROW)) { -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£"; -#else - info[i++] = "Your weapon can be thrown well."; -#endif + info[i++] = _("ããªãã®æ¦å¨ã¯æããããã", "Your weapon can be thrown well."); } } @@ -3136,12 +1580,7 @@ info[i++] = " for (k = 1; k < 24; k++) prt("", k, 13); /* Label the information */ -#ifdef JP -prt(" ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15); -#else - prt(" Your Attributes:", 1, 15); -#endif - + prt(_(" ããªãã®ç¶æ :", " Your Attributes:"), 1, 15); /* We will print on top of the map (column 13) */ for (k = 2, j = 0; j < i; j++) @@ -3152,31 +1591,25 @@ prt(" /* Every 20 entries (lines 2 to 21), start over */ if ((k == 22) && (j+1 < i)) { -#ifdef JP -prt("-- ³¤¯ --", k, 15); -#else - prt("-- more --", k, 15); -#endif - + prt(_("-- ç¶ã --", "-- more --"), k, 15); inkey(); for (; k > 2; k--) prt("", k, 15); } } /* Pause */ -#ifdef JP -prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13); -#else - prt("[Press any key to continue]", k, 13); -#endif - + prt(_("[ä½ããã¼ãæ¼ãã¨ã²ã¼ã ã«æ»ãã¾ã]", "[Press any key to continue]"), k, 13); inkey(); /* Restore the screen */ screen_load(); } - +/*! + * @brief éæ³å¹ææéã®ã¿ã¼ã³æ°ã«åºã¥ãã¦è¡¨ç¾IDãè¿ãã + * @param dur å¹æã¿ã¼ã³æ° + * @return å¹ææéã®è¡¨ç¾ID + */ static int report_magics_aux(int dur) { if (dur <= 5) @@ -3212,14 +1645,14 @@ static int report_magics_aux(int dur) static cptr report_magic_durations[] = { #ifdef JP -"¤´¤¯Ã»¤¤´Ö", -"¾¯¤·¤Î´Ö", -"¤·¤Ð¤é¤¯¤Î´Ö", -"¿¾¯Ä¹¤¤´Ö", -"Ť¤´Ö", -"Èó¾ï¤ËŤ¤´Ö", -"¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö", -"¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç" +"ããçãé", +"å°ãã®é", +"ãã°ããã®é", +"å¤å°é·ãé", +"é·ãé", +"é常ã«é·ãé", +"ä¿¡ãé£ãã»ã©é·ãé", +"ã¢ã³ã¹ã¿ã¼ãæ»æããã¾ã§" #else "for a short time", "for a little while", @@ -3233,9 +1666,9 @@ static cptr report_magic_durations[] = }; - -/* - * Report all currently active magical effects. +/*! + * @brief ç¾å¨ã®ä¸æçå¹æä¸è¦§ãè¿ã / Report all currently active magical effects. + * @return ãªã */ void report_magics(void) { @@ -3248,202 +1681,102 @@ void report_magics(void) if (p_ptr->blind) { info2[i] = report_magics_aux(p_ptr->blind); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤"; -#else - info[i++] = "You cannot see"; -#endif - + info[i++] = _("ããªãã¯ç®ãè¦ããªã", "You cannot see"); } if (p_ptr->confused) { info2[i] = report_magics_aux(p_ptr->confused); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë"; -#else - info[i++] = "You are confused"; -#endif - + info[i++] = _("ããªãã¯æ··ä¹±ãã¦ãã", "You are confused"); } if (p_ptr->afraid) { info2[i] = report_magics_aux(p_ptr->afraid); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë"; -#else - info[i++] = "You are terrified"; -#endif - + info[i++] = _("ããªãã¯ææã«ä¾µããã¦ãã", "You are terrified"); } if (p_ptr->poisoned) { info2[i] = report_magics_aux(p_ptr->poisoned); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë"; -#else - info[i++] = "You are poisoned"; -#endif - + info[i++] = _("ããªãã¯æ¯ã«ä¾µããã¦ãã", "You are poisoned"); } if (p_ptr->image) { info2[i] = report_magics_aux(p_ptr->image); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë"; -#else - info[i++] = "You are hallucinating"; -#endif - + info[i++] = _("ããªãã¯å¹»è¦ãè¦ã¦ãã", "You are hallucinating"); } if (p_ptr->blessed) { info2[i] = report_magics_aux(p_ptr->blessed); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¹â·é¤µ¤ò´¶¤¸¤Æ¤¤¤ë"; -#else - info[i++] = "You feel rightous"; -#endif - + info[i++] = _("ããªãã¯é«æ½ããæãã¦ãã", "You feel rightous"); } if (p_ptr->hero) { info2[i] = report_magics_aux(p_ptr->hero); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À"; -#else - info[i++] = "You feel heroic"; -#endif - + info[i++] = _("ããªãã¯ãã¼ãã¼æ°åã ", "You feel heroic"); } if (p_ptr->shero) { info2[i] = report_magics_aux(p_ptr->shero); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À"; -#else - info[i++] = "You are in a battle rage"; -#endif - + info[i++] = _("ããªãã¯æ¦éçã ", "You are in a battle rage"); } if (p_ptr->protevil) { info2[i] = report_magics_aux(p_ptr->protevil); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë"; -#else - info[i++] = "You are protected from evil"; -#endif - + info[i++] = _("ããªãã¯éªæªãªãåå¨ããå®ããã¦ãã", "You are protected from evil"); } if (p_ptr->shield) { info2[i] = report_magics_aux(p_ptr->shield); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë"; -#else - info[i++] = "You are protected by a mystic shield"; -#endif - + info[i++] = _("ããªãã¯ç¥ç§ã®ã·ã¼ã«ãã§å®ããã¦ãã", "You are protected by a mystic shield"); } if (p_ptr->invuln) { info2[i] = report_magics_aux(p_ptr->invuln); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï̵Ũ¤À"; -#else - info[i++] = "You are invulnerable"; -#endif - + info[i++] = _("ããªãã¯ç¡æµã ", "You are invulnerable"); } if (p_ptr->wraith_form) { info2[i] = report_magics_aux(p_ptr->wraith_form); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÍ©Â⽤·¤Æ¤¤¤ë"; -#else - info[i++] = "You are incorporeal"; -#endif - + info[i++] = _("ããªãã¯å¹½ä½åãã¦ãã", "You are incorporeal"); } if (p_ptr->special_attack & ATTACK_CONFUSE) { info2[i] = 7; -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë"; -#else - info[i++] = "Your hands are glowing dull red."; -#endif - + info[i++] = _("ããªãã®æã¯èµ¤ãè¼ãã¦ãã", "Your hands are glowing dull red."); } if (p_ptr->word_recall) { info2[i] = report_magics_aux(p_ptr->word_recall); -#ifdef JP - info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤¬È¯Æ°¤¹¤ë"; -#else - info[i++] = "You are waiting to be recalled"; -#endif - + info[i++] = _("ãã®å¾å¸°éã®è©ãçºåãã", "You are waiting to be recalled"); } if (p_ptr->alter_reality) { info2[i] = report_magics_aux(p_ptr->alter_reality); -#ifdef JP - info[i++] = "¤³¤Î¸å¸½¼ÂÊÑÍƤ¬È¯Æ°¤¹¤ë"; -#else - info[i++] = "You waiting to be altered"; -#endif - + info[i++] = _("ãã®å¾ç¾å®å¤å®¹ãçºåãã", "You waiting to be altered"); } if (p_ptr->oppose_acid) { info2[i] = report_magics_aux(p_ptr->oppose_acid); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë"; -#else - info[i++] = "You are resistant to acid"; -#endif - + info[i++] = _("ããªãã¯é ¸ã¸ã®èæ§ãæã£ã¦ãã", "You are resistant to acid"); } if (p_ptr->oppose_elec) { info2[i] = report_magics_aux(p_ptr->oppose_elec); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë"; -#else - info[i++] = "You are resistant to lightning"; -#endif - + info[i++] = _("ããªãã¯é»æã¸ã®èæ§ãæã£ã¦ãã", "You are resistant to lightning"); } if (p_ptr->oppose_fire) { info2[i] = report_magics_aux(p_ptr->oppose_fire); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë"; -#else - info[i++] = "You are resistant to fire"; -#endif - + info[i++] = _("ããªãã¯ç«ã¸ã®èæ§ãæã£ã¦ãã", "You are resistant to fire"); } if (p_ptr->oppose_cold) { info2[i] = report_magics_aux(p_ptr->oppose_cold); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë"; -#else - info[i++] = "You are resistant to cold"; -#endif - + info[i++] = _("ããªãã¯å·æ°ã¸ã®èæ§ãæã£ã¦ãã", "You are resistant to cold"); } if (p_ptr->oppose_pois) { info2[i] = report_magics_aux(p_ptr->oppose_pois); -#ifdef JP -info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë"; -#else - info[i++] = "You are resistant to poison"; -#endif - + info[i++] = _("ããªãã¯æ¯ã¸ã®èæ§ãæã£ã¦ãã", "You are resistant to poison"); } /* Save the screen */ @@ -3453,54 +1786,41 @@ info[i++] = " for (k = 1; k < 24; k++) prt("", k, 13); /* Label the information */ -#ifdef JP -prt(" ¸½ºß¤«¤«¤Ã¤Æ¤¤¤ëËâË¡ :", 1, 15); -#else - prt(" Your Current Magic:", 1, 15); -#endif + prt(_(" ç¾å¨ããã£ã¦ããéæ³ :", " Your Current Magic:"), 1, 15); /* We will print on top of the map (column 13) */ for (k = 2, j = 0; j < i; j++) { /* Show the info */ -#ifdef JP - sprintf(Dummy, "%-28s : ´ü´Ö - %s ", info[j], -#else - sprintf(Dummy, "%s %s.", info[j], -#endif - + sprintf(Dummy, _("%-28s : æé - %s ", "%s %s."), info[j], report_magic_durations[info2[j]]); prt(Dummy, k++, 15); /* Every 20 entries (lines 2 to 21), start over */ if ((k == 22) && (j + 1 < i)) { -#ifdef JP -prt("-- ³¤¯ --", k, 15); -#else - prt("-- more --", k, 15); -#endif - + prt(_("-- ç¶ã --", "-- more --"), k, 15); inkey(); for (; k > 2; k--) prt("", k, 15); } } /* Pause */ -#ifdef JP -prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13); -#else - prt("[Press any key to continue]", k, 13); -#endif - + prt(_("[ä½ããã¼ãæ¼ãã¨ã²ã¼ã ã«æ»ãã¾ã]", "[Press any key to continue]"), k, 13); inkey(); /* Restore the screen */ screen_load(); } - +/*! + * @brief ãã¬ã¤ã¤ã¼å¨è¾ºã®å°å½¢ãæç¥ãã + * @param range å¹æç¯å² + * @param flag ç¹å®å°å½¢ID + * @param known å°å½¢ããå±éºãã©ã°ãå¤ããªãTRUE + * @return å¹åããã£ãå ´åTRUEãè¿ã + */ static bool detect_feat_flag(int range, int flag, bool known) { int x, y; @@ -3514,7 +1834,7 @@ static bool detect_feat_flag(int range, int flag, bool known) { for (x = 1; x <= cur_wid - 1; x++) { - int dist = distance(py, px, y, x); + int dist = distance(p_ptr->y, p_ptr->x, y, x); if (dist > range) continue; /* Access the grid */ @@ -3558,8 +1878,11 @@ static bool detect_feat_flag(int range, int flag, bool known) } -/* - * Detect all traps on current panel +/*! + * @brief ãã¬ã¤ã¤ã¼å¨è¾ºã®ãã©ãããæç¥ãã / Detect all traps on current panel + * @param range å¹æç¯å² + * @param known æç¥å¤ç¯å²ãè¶ ããè¦åãã©ã°ãç«ã¦ãå ´åTRUEãè¿ã + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_traps(int range, bool known) { @@ -3572,11 +1895,7 @@ bool detect_traps(int range, bool known) /* Describe */ if (detect) { -#ifdef JP - msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª"); -#else - msg_print("You sense the presence of traps!"); -#endif + msg_print(_("ãã©ããã®åå¨ãæãã¨ã£ãï¼", "You sense the presence of traps!")); } /* Result */ @@ -3584,8 +1903,10 @@ bool detect_traps(int range, bool known) } -/* - * Detect all doors on current panel +/*! + * @brief ãã¬ã¤ã¤ã¼å¨è¾ºã®ãã¢ãæç¥ãã / Detect all doors on current panel + * @param range å¹æç¯å² + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_doors(int range) { @@ -3596,11 +1917,7 @@ bool detect_doors(int range) /* Describe */ if (detect) { -#ifdef JP - msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª"); -#else - msg_print("You sense the presence of doors!"); -#endif + msg_print(_("ãã¢ã®åå¨ãæãã¨ã£ãï¼", "You sense the presence of doors!")); } /* Result */ @@ -3608,8 +1925,10 @@ bool detect_doors(int range) } -/* - * Detect all stairs on current panel +/*! + * @brief ãã¬ã¤ã¤ã¼å¨è¾ºã®é段ãæç¥ãã / Detect all stairs on current panel + * @param range å¹æç¯å² + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_stairs(int range) { @@ -3620,11 +1939,7 @@ bool detect_stairs(int range) /* Describe */ if (detect) { -#ifdef JP - msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª"); -#else - msg_print("You sense the presence of stairs!"); -#endif + msg_print(_("é段ã®åå¨ãæãã¨ã£ãï¼", "You sense the presence of stairs!")); } /* Result */ @@ -3632,8 +1947,10 @@ bool detect_stairs(int range) } -/* - * Detect any treasure on the current panel +/*! + * @brief ãã¬ã¤ã¤ã¼å¨è¾ºã®å°å½¢è²¡å®ãæç¥ãã / Detect any treasure on the current panel + * @param range å¹æç¯å² + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_treasure(int range) { @@ -3644,11 +1961,7 @@ bool detect_treasure(int range) /* Describe */ if (detect) { -#ifdef JP - msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª"); -#else - msg_print("You sense the presence of buried treasure!"); -#endif + msg_print(_("åèµããã財å®ã®åå¨ãæãã¨ã£ãï¼", "You sense the presence of buried treasure!")); } /* Result */ @@ -3656,8 +1969,10 @@ bool detect_treasure(int range) } -/* - * Detect all "gold" objects on the current panel +/*! + * @brief ãã¬ã¤ã¤ã¼å¨è¾ºã®ã¢ã¤ãã 財å®ãæç¥ãã / Detect all "gold" objects on the current panel + * @param range å¹æç¯å² + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_objects_gold(int range) { @@ -3684,7 +1999,7 @@ bool detect_objects_gold(int range) x = o_ptr->ix; /* Only detect nearby objects */ - if (distance(py, px, y, x) > range2) continue; + if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue; /* Detect "gold" objects */ if (o_ptr->tval == TV_GOLD) @@ -3705,12 +2020,7 @@ bool detect_objects_gold(int range) /* Describe */ if (detect) { -#ifdef JP -msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª"); -#else - msg_print("You sense the presence of treasure!"); -#endif - + msg_print(_("財å®ã®åå¨ãæãã¨ã£ãï¼", "You sense the presence of treasure!")); } if (detect_monsters_string(range, "$")) @@ -3723,8 +2033,10 @@ msg_print(" } -/* - * Detect all "normal" objects on the current panel +/*! + * @brief é常ã®ã¢ã¤ãã ãªãã¸ã§ã¯ããæç¥ãã / Detect all "normal" objects on the current panel + * @param range å¹æç¯å² + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_objects_normal(int range) { @@ -3751,7 +2063,7 @@ bool detect_objects_normal(int range) x = o_ptr->ix; /* Only detect nearby objects */ - if (distance(py, px, y, x) > range2) continue; + if (distance(p_ptr->y, p_ptr->x, y, x) > range2) continue; /* Detect "real" objects */ if (o_ptr->tval != TV_GOLD) @@ -3772,12 +2084,7 @@ bool detect_objects_normal(int range) /* Describe */ if (detect) { -#ifdef JP -msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª"); -#else - msg_print("You sense the presence of objects!"); -#endif - + msg_print(_("ã¢ã¤ãã ã®åå¨ãæãã¨ã£ãï¼", "You sense the presence of objects!")); } if (detect_monsters_string(range, "!=?|/`")) @@ -3790,14 +2097,18 @@ msg_print(" } -/* - * Detect all "magic" objects on the current panel. - * +/*! + * @brief éæ³å¹æã®ããã®ã¢ã¤ãã ãªãã¸ã§ã¯ããæç¥ãã / Detect all "magic" objects on the current panel. + * @param range å¹æç¯å² + * @return å¹åããã£ãå ´åTRUEãè¿ã + * @details + *
* This will light up all spaces with "magic" items, including artifacts, * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings, * and "enchanted" items of the "good" variety. * * It can probably be argued that this function is now too powerful. + **/ bool detect_objects_magic(int range) { @@ -3823,7 +2134,7 @@ bool detect_objects_magic(int range) x = o_ptr->ix; /* Only detect nearby objects */ - if (distance(py, px, y, x) > range) continue; + if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue; /* Examine the tval */ tv = o_ptr->tval; @@ -3868,12 +2179,7 @@ bool detect_objects_magic(int range) /* Describe */ if (detect) { -#ifdef JP -msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª"); -#else - msg_print("You sense the presence of magic objects!"); -#endif - + msg_print(_("éæ³ã®ã¢ã¤ãã ã®åå¨ãæãã¨ã£ãï¼", "You sense the presence of magic objects!")); } /* Return result */ @@ -3881,8 +2187,10 @@ msg_print(" } -/* - * Detect all "normal" monsters on the current panel +/*! + * @brief ä¸è¬ã®ã¢ã³ã¹ã¿ã¼ãæç¥ãã / Detect all "normal" monsters on the current panel + * @param range å¹æç¯å² + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_monsters_normal(int range) { @@ -3906,7 +2214,7 @@ bool detect_monsters_normal(int range) x = m_ptr->fx; /* Only detect nearby monsters */ - if (distance(py, px, y, x) > range) continue; + if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue; /* Detect all non-invisible monsters */ if (!(r_ptr->flags2 & RF2_INVISIBLE) || p_ptr->see_inv) @@ -3931,12 +2239,7 @@ bool detect_monsters_normal(int range) if (flag) { /* Describe result */ -#ifdef JP -msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª"); -#else - msg_print("You sense the presence of monsters!"); -#endif - + msg_print(_("ã¢ã³ã¹ã¿ã¼ã®åå¨ãæãã¨ã£ãï¼", "You sense the presence of monsters!")); } /* Result */ @@ -3944,8 +2247,10 @@ msg_print(" } -/* - * Detect all "invisible" monsters around the player +/*! + * @brief ä¸å¯è¦ã®ã¢ã³ã¹ã¿ã¼ãæç¥ãã / Detect all "invisible" monsters around the player + * @param range å¹æç¯å² + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_monsters_invis(int range) { @@ -3968,7 +2273,7 @@ bool detect_monsters_invis(int range) x = m_ptr->fx; /* Only detect nearby monsters */ - if (distance(py, px, y, x) > range) continue; + if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue; /* Detect invisible monsters */ if (r_ptr->flags2 & RF2_INVISIBLE) @@ -4000,22 +2305,17 @@ bool detect_monsters_invis(int range) if (flag) { /* Describe result */ -#ifdef JP -msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª"); -#else - msg_print("You sense the presence of invisible creatures!"); -#endif - + msg_print(_("éæãªçç©ã®åå¨ãæãã¨ã£ãï¼", "You sense the presence of invisible creatures!")); } /* Result */ return (flag); } - - -/* - * Detect all "evil" monsters on current panel +/*! + * @brief éªæªãªã¢ã³ã¹ã¿ã¼ãæç¥ãã / Detect all "evil" monsters on current panel + * @param range å¹æç¯å² + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_monsters_evil(int range) { @@ -4038,7 +2338,7 @@ bool detect_monsters_evil(int range) x = m_ptr->fx; /* Only detect nearby monsters */ - if (distance(py, px, y, x) > range) continue; + if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue; /* Detect evil monsters */ if (r_ptr->flags3 & RF3_EVIL) @@ -4074,23 +2374,17 @@ bool detect_monsters_evil(int range) if (flag) { /* Describe result */ -#ifdef JP -msg_print("¼Ù°¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª"); -#else - msg_print("You sense the presence of evil creatures!"); -#endif - + msg_print(_("éªæªãªãçç©ã®åå¨ãæãã¨ã£ãï¼", "You sense the presence of evil creatures!")); } /* Result */ return (flag); } - - - -/* - * Detect all "nonliving", "undead" or "demonic" monsters on current panel +/*! + * @brief ç¡çå½ã®ã¢ã³ã¹ã¿ã¼ãæç¥ãã(ã¢ã³ããããæªéç³»ãå«ã) / Detect all "nonliving", "undead" or "demonic" monsters on current panel + * @param range å¹æç¯å² + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_monsters_nonliving(int range) { @@ -4113,7 +2407,7 @@ bool detect_monsters_nonliving(int range) x = m_ptr->fx; /* Only detect nearby monsters */ - if (distance(py, px, y, x) > range) continue; + if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue; /* Detect non-living monsters */ if (!monster_living(r_ptr)) @@ -4143,21 +2437,17 @@ bool detect_monsters_nonliving(int range) if (flag) { /* Describe result */ -#ifdef JP -msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª"); -#else - msg_print("You sense the presence of unnatural beings!"); -#endif - + msg_print(_("èªç¶ã§ãªãã¢ã³ã¹ã¿ã¼ã®åå¨ãæããï¼", "You sense the presence of unnatural beings!")); } /* Result */ return (flag); } - -/* - * Detect all monsters it has mind on current panel +/*! + * @brief ç²¾ç¥ã®ããã¢ã³ã¹ã¿ã¼ãæç¥ãã / Detect all monsters it has mind on current panel + * @param range å¹æç¯å² + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_monsters_mind(int range) { @@ -4180,7 +2470,7 @@ bool detect_monsters_mind(int range) x = m_ptr->fx; /* Only detect nearby monsters */ - if (distance(py, px, y, x) > range) continue; + if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue; /* Detect non-living monsters */ if (!(r_ptr->flags2 & RF2_EMPTY_MIND)) @@ -4210,12 +2500,7 @@ bool detect_monsters_mind(int range) if (flag) { /* Describe result */ -#ifdef JP -msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª"); -#else - msg_print("You sense the presence of someone's mind!"); -#endif - + msg_print(_("殺æ°ãæãã¨ã£ãï¼", "You sense the presence of someone's mind!")); } /* Result */ @@ -4223,8 +2508,11 @@ msg_print(" } -/* - * Detect all (string) monsters on current panel +/*! + * @brief 該å½ã·ã³ãã«ã®ã¢ã³ã¹ã¿ã¼ãæç¥ãã / Detect all (string) monsters on current panel + * @param range å¹æç¯å² + * @param Match 対å¿ã·ã³ãã«ã®æ··ãã£ãã¢ã³ã¹ã¿ã¼æåå(è¤æ°æå®å) + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_monsters_string(int range, cptr Match) { @@ -4247,7 +2535,7 @@ bool detect_monsters_string(int range, cptr Match) x = m_ptr->fx; /* Only detect nearby monsters */ - if (distance(py, px, y, x) > range) continue; + if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue; /* Detect monsters with the same symbol */ if (my_strchr(Match, r_ptr->d_char)) @@ -4279,31 +2567,24 @@ bool detect_monsters_string(int range, cptr Match) if (flag) { /* Describe result */ -#ifdef JP -msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª"); -#else - msg_print("You sense the presence of monsters!"); -#endif - + msg_print(_("ã¢ã³ã¹ã¿ã¼ã®åå¨ãæãã¨ã£ãï¼", "You sense the presence of monsters!")); } /* Result */ return (flag); } - -/* - * A "generic" detect monsters routine, tagged to flags3 +/*! + * @brief flags3ã«å¯¾å¿ããã¢ã³ã¹ã¿ã¼ãæç¥ãã / A "generic" detect monsters routine, tagged to flags3 + * @param range å¹æç¯å² + * @param match_flag æç¥ãã©ã° + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_monsters_xxx(int range, u32b match_flag) { int i, y, x; bool flag = FALSE; -#ifdef JP -cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼"; -#else - cptr desc_monsters = "weird monsters"; -#endif + cptr desc_monsters = _("å¤ãªã¢ã³ã¹ã¿ã¼", "weird monsters"); if (d_info[dungeon_type].flags1 & DF1_DARKNESS) range /= 3; @@ -4321,7 +2602,7 @@ cptr desc_monsters = " x = m_ptr->fx; /* Only detect nearby monsters */ - if (distance(py, px, y, x) > range) continue; + if (distance(p_ptr->y, p_ptr->x, y, x) > range) continue; /* Detect evil monsters */ if (r_ptr->flags3 & (match_flag)) @@ -4359,30 +2640,15 @@ cptr desc_monsters = " switch (match_flag) { case RF3_DEMON: -#ifdef JP -desc_monsters = "¥Ç¡¼¥â¥ó"; -#else - desc_monsters = "demons"; -#endif - + desc_monsters = _("ãã¼ã¢ã³", "demons"); break; case RF3_UNDEAD: -#ifdef JP -desc_monsters = "¥¢¥ó¥Ç¥Ã¥É"; -#else - desc_monsters = "the undead"; -#endif - + desc_monsters = _("ã¢ã³ããã", "the undead"); break; } /* Describe result */ -#ifdef JP -msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters); -#else - msg_format("You sense the presence of %s!", desc_monsters); -#endif - + msg_format(_("%sã®åå¨ãæãã¨ã£ãï¼", "You sense the presence of %s!"), desc_monsters); msg_print(NULL); } @@ -4391,8 +2657,10 @@ msg_format("%s } -/* - * Detect everything +/*! + * @brief å ¨æç¥å¦ç / Detect everything + * @param range å¹æç¯å² + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool detect_all(int range) { @@ -4416,13 +2684,18 @@ bool detect_all(int range) } -/* - * Apply a "project()" directly to all viewable monsters - * +/*! + * @brief è¦çå ã¢ã³ã¹ã¿ã¼ã«éæ³å¹æãä¸ãã / Apply a "project()" directly to all viewable monsters + * @param typ å±æ§å¹æ + * @param dam å¹æé + * @return å¹åããã£ãå ´åTRUEãè¿ã + * @details + *
* Note that affected monsters are NOT auto-tracked by this usage. * * To avoid misbehavior when monster deaths have side-effects, * this is done in two passes. -- JDL + **/ bool project_hack(int typ, int dam) { @@ -4444,7 +2717,7 @@ bool project_hack(int typ, int dam) x = m_ptr->fx; /* Require line of sight */ - if (!player_has_los_bold(y, x) || !projectable(py, px, y, x)) continue; + if (!player_has_los_bold(y, x) || !projectable(p_ptr->y, p_ptr->x, y, x)) continue; /* Mark the monster */ m_ptr->mflag |= (MFLAG_TEMP); @@ -4474,42 +2747,45 @@ bool project_hack(int typ, int dam) } -/* - * Speed monsters +/*! + * @brief è¦çå ã¢ã³ã¹ã¿ã¼ãå éããå¦ç / Speed monsters + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool speed_monsters(void) { return (project_hack(GF_OLD_SPEED, p_ptr->lev)); } -/* - * Slow monsters +/*! + * @brief è¦çå ã¢ã³ã¹ã¿ã¼ãå éããå¦ç / Slow monsters + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool slow_monsters(int power) { return (project_hack(GF_OLD_SLOW, power)); } -/* - * Sleep monsters +/*! + * @brief è¦çå ã¢ã³ã¹ã¿ã¼ãç ãããå¦ç / Sleep monsters + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool sleep_monsters(int power) { return (project_hack(GF_OLD_SLEEP, power)); } - -/* - * Banish evil monsters +/*! + * @brief è¦çå ã®éªæªãªã¢ã³ã¹ã¿ã¼ããã¬ãã¼ãã»ã¢ã¦ã§ã¤ãããå¦ç / Banish evil monsters + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool banish_evil(int dist) { return (project_hack(GF_AWAY_EVIL, dist)); } - -/* - * Turn undead +/*! + * @brief è¦çå ã®ã¢ã³ãããã»ã¢ã³ã¹ã¿ã¼ãææãããå¦ç / Turn undead + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool turn_undead(void) { @@ -4519,9 +2795,9 @@ bool turn_undead(void) return tester; } - -/* - * Dispel undead monsters +/*! + * @brief è¦çå ã®ã¢ã³ãããã»ã¢ã³ã¹ã¿ã¼ã«ãã¡ã¼ã¸ãä¸ããå¦ç / Dispel undead monsters + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool dispel_undead(int dam) { @@ -4531,58 +2807,64 @@ bool dispel_undead(int dam) return tester; } -/* - * Dispel evil monsters +/*! + * @brief è¦çå ã®éªæªãªã¢ã³ã¹ã¿ã¼ã«ãã¡ã¼ã¸ãä¸ããå¦ç / Dispel evil monsters + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool dispel_evil(int dam) { return (project_hack(GF_DISP_EVIL, dam)); } -/* - * Dispel good monsters +/*! + * @brief è¦çå ã®åè¯ãªã¢ã³ã¹ã¿ã¼ã«ãã¡ã¼ã¸ãä¸ããå¦ç / Dispel good monsters + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool dispel_good(int dam) { return (project_hack(GF_DISP_GOOD, dam)); } -/* - * Dispel all monsters +/*! + * @brief è¦çå ã®ããããã¢ã³ã¹ã¿ã¼ã«ãã¡ã¼ã¸ãä¸ããå¦ç / Dispel all monsters + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool dispel_monsters(int dam) { return (project_hack(GF_DISP_ALL, dam)); } -/* - * Dispel 'living' monsters +/*! + * @brief è¦çå ã®çå½ã®ããã¢ã³ã¹ã¿ã¼ã«ãã¡ã¼ã¸ãä¸ããå¦ç / Dispel 'living' monsters + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool dispel_living(int dam) { return (project_hack(GF_DISP_LIVING, dam)); } -/* - * Dispel demons +/*! + * @brief è¦çå ã®æªéç³»ã¢ã³ã¹ã¿ã¼ã«ãã¡ã¼ã¸ãä¸ããå¦ç / Dispel 'living' monsters + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool dispel_demons(int dam) { return (project_hack(GF_DISP_DEMON, dam)); } - -/* - * Crusade +/*! + * @brief è¦çå ã®ã¢ã³ã¹ã¿ã¼ã«ãèæ¦ãå¹æãä¸ããå¦ç + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool crusade(void) { return (project_hack(GF_CRUSADE, p_ptr->lev*4)); } - -/* - * Wake up all monsters, and speed up "los" monsters. +/*! + * @brief è¦çå ã¢ã³ã¹ã¿ã¼ãæãããå¦ç / Wake up all monsters, and speed up "los" monsters. + * @param who æãããåå ãèµ·ãããã¢ã³ã¹ã¿ã¼(0ãªãã°ãã¬ã¤ã¤ã¼) + * @return ãªã */ void aggravate_monsters(int who) { @@ -4628,8 +2910,8 @@ void aggravate_monsters(int who) /* Messages */ #ifdef JP - if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª"); - else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª"); + if (speed) msg_print("ä»è¿ã§ä½ããçªå¦è奮ãããããªæããåããï¼"); + else if (sleep) msg_print("ä½ããçªå¦è奮ãããããªé¨ã ããé³ãé ãã«èãããï¼"); #else if (speed) msg_print("You feel a sudden stirring nearby!"); else if (sleep) msg_print("You hear a sudden stirring in the distance!"); @@ -4638,8 +2920,14 @@ void aggravate_monsters(int who) } -/* - * Delete a non-unique/non-quest monster +/*! + * @brief ã¢ã³ã¹ã¿ã¼ã¸ã®åä½æ¹æ®ºå¦çãµãã«ã¼ãã³ / Delete a non-unique/non-quest monster + * @param m_idx æ¹æ®ºããã¢ã³ã¹ã¿ã¼ID + * @param power æ¹æ®ºã®å¨å + * @param player_cast ãã¬ã¤ã¤ã¼ã®éæ³ã«ãããã®ãªãã° TRUE + * @param dam_side ãã¬ã¤ã¤ã¼ã¸ã®è² æ ãã¡ã¼ã¸é(1d(dam_side)) + * @param spell_name æ¹æ®ºå¹æãèµ·ãããéæ³ã®åå + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool genocide_aux(int m_idx, int power, bool player_cast, int dam_side, cptr spell_name) { @@ -4685,33 +2973,21 @@ bool genocide_aux(int m_idx, int power, bool player_cast, int dam_side, cptr spe monster_desc(m_name, m_ptr, 0); if (see_m) { -#ifdef JP - msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name); -#else - msg_format("%^s is unaffected.", m_name); -#endif + msg_format(_("%^sã«ã¯å¹æããªãã£ãã", "%^s is unaffected."), m_name); } if (MON_CSLEEP(m_ptr)) { (void)set_monster_csleep(m_idx, 0); if (m_ptr->ml) { -#ifdef JP - msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name); -#else - msg_format("%^s wakes up.", m_name); -#endif + msg_format(_("%^sãç®ãè¦ã¾ããã", "%^s wakes up."), m_name); } } if (is_friendly(m_ptr) && !is_pet(m_ptr)) { if (see_m) { -#ifdef JP - msg_format("%s¤ÏÅܤä¿¡ª", m_name); -#else - msg_format("%^s gets angry!", m_name); -#endif + msg_format(_("%sã¯æã£ãï¼", "%^s gets angry!"), m_name); } set_hostile(m_ptr); } @@ -4721,15 +2997,11 @@ bool genocide_aux(int m_idx, int power, bool player_cast, int dam_side, cptr spe if (player_cast) { /* Take damage */ -#ifdef JP - take_hit(DAMAGE_GENO, randint1(dam_side), format("%^s¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", spell_name), -1); -#else - take_hit(DAMAGE_GENO, randint1(dam_side), format("the strain of casting %^s", spell_name), -1); -#endif + take_hit(DAMAGE_GENO, randint1(dam_side), format(_("%^sã®åªæãå±ããç²å´", "the strain of casting %^s"), spell_name), -1); } /* Visual feedback */ - move_cursor_relative(py, px); + move_cursor_relative(p_ptr->y, p_ptr->x); /* Redraw */ p_ptr->redraw |= (PR_HP); @@ -4750,8 +3022,11 @@ bool genocide_aux(int m_idx, int power, bool player_cast, int dam_side, cptr spe } -/* - * Delete all non-unique/non-quest monsters of a given "type" from the level +/*! + * @brief ã¢ã³ã¹ã¿ã¼ã¸ã®ã·ã³ãã«æ¹æ®ºå¦çã«ã¼ãã³ / Delete all non-unique/non-quest monsters of a given "type" from the level + * @param power æ¹æ®ºã®å¨å + * @param player_cast ãã¬ã¤ã¤ã¼ã®éæ³ã«ãããã®ãªãã° TRUE + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool symbol_genocide(int power, bool player_cast) { @@ -4766,11 +3041,7 @@ bool symbol_genocide(int power, bool player_cast) } /* Mega-Hack -- Get a monster symbol */ -#ifdef JP - while (!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE)) ; -#else - while (!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE)) ; -#endif + while (!get_com(_("ã©ã®ç¨®é¡(æå)ã®ã¢ã³ã¹ã¿ã¼ãæ¹æ®ºãã¾ãã: ", "Choose a monster race (by symbol) to genocide: "), &typ, FALSE)) ; /* Delete the monsters of that "type" */ for (i = 1; i < m_max; i++) @@ -4785,11 +3056,7 @@ bool symbol_genocide(int power, bool player_cast) if (r_ptr->d_char != typ) continue; /* Take note */ -#ifdef JP - result |= genocide_aux(i, power, player_cast, 4, "Ëõ»¦"); -#else - result |= genocide_aux(i, power, player_cast, 4, "Genocide"); -#endif + result |= genocide_aux(i, power, player_cast, 4, _("æ¹æ®º", "Genocide")); } if (result) @@ -4802,8 +3069,11 @@ bool symbol_genocide(int power, bool player_cast) } -/* - * Delete all nearby (non-unique) monsters +/*! + * @brief ã¢ã³ã¹ã¿ã¼ã¸ã®å¨è¾ºæ¹æ®ºå¦çã«ã¼ãã³ / Delete all nearby (non-unique) monsters + * @param power æ¹æ®ºã®å¨å + * @param player_cast ãã¬ã¤ã¤ã¼ã®éæ³ã«ãããã®ãªãã° TRUE + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool mass_genocide(int power, bool player_cast) { @@ -4828,11 +3098,7 @@ bool mass_genocide(int power, bool player_cast) if (m_ptr->cdis > MAX_SIGHT) continue; /* Note effect */ -#ifdef JP - result |= genocide_aux(i, power, player_cast, 3, "¼þÊÕËõ»¦"); -#else - result |= genocide_aux(i, power, player_cast, 3, "Mass Genocide"); -#endif + result |= genocide_aux(i, power, player_cast, 3, _("å¨è¾ºæ¹æ®º", "Mass Genocide")); } if (result) @@ -4845,9 +3111,11 @@ bool mass_genocide(int power, bool player_cast) } - -/* - * Delete all nearby (non-unique) undead +/*! + * @brief ã¢ã³ãããã»ã¢ã³ã¹ã¿ã¼ã¸ã®å¨è¾ºæ¹æ®ºå¦çã«ã¼ãã³ / Delete all nearby (non-unique) undead + * @param power æ¹æ®ºã®å¨å + * @param player_cast ãã¬ã¤ã¤ã¼ã®éæ³ã«ãããã®ãªãã° TRUE + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool mass_genocide_undead(int power, bool player_cast) { @@ -4875,11 +3143,7 @@ bool mass_genocide_undead(int power, bool player_cast) if (m_ptr->cdis > MAX_SIGHT) continue; /* Note effect */ -#ifdef JP - result |= genocide_aux(i, power, player_cast, 3, "¥¢¥ó¥Ç¥Ã¥É¾ÃÌÇ"); -#else - result |= genocide_aux(i, power, player_cast, 3, "Annihilate Undead"); -#endif + result |= genocide_aux(i, power, player_cast, 3, _("ã¢ã³ãããæ¶æ» ", "Annihilate Undead")); } if (result) @@ -4892,9 +3156,9 @@ bool mass_genocide_undead(int power, bool player_cast) } - -/* - * Probe nearby monsters +/*! + * @brief å¨è¾ºã¢ã³ã¹ã¿ã¼ã調æ»ãã / Probe nearby monsters + * @return å¹åããã£ãå ´åTRUEãè¿ã */ bool probing(void) { @@ -4929,11 +3193,7 @@ bool probing(void) /* Start the message */ if (!probe) { -#ifdef JP - msg_print("Ä´ººÃæ..."); -#else - msg_print("Probing..."); -#endif + msg_print(_("調æ»ä¸...", "Probing...")); } msg_print(NULL); @@ -4955,13 +3215,13 @@ bool probing(void) /* Get the monster's alignment */ #ifdef JP - if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "Á±°"; - else if (r_ptr->flags3 & RF3_EVIL) align = "¼Ù°"; - else if (r_ptr->flags3 & RF3_GOOD) align = "Á±ÎÉ"; - else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "ÃæΩ(Á±°)"; - else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "ÃæΩ(¼Ù°)"; - else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "ÃæΩ(Á±ÎÉ)"; - else align = "ÃæΩ"; + if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "åæª"; + else if (r_ptr->flags3 & RF3_EVIL) align = "éªæª"; + else if (r_ptr->flags3 & RF3_GOOD) align = "åè¯"; + else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "ä¸ç«(åæª)"; + else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "ä¸ç«(éªæª)"; + else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "ä¸ç«(åè¯)"; + else align = "ä¸ç«"; #else if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "good&evil"; else if (r_ptr->flags3 & RF3_EVIL) align = "evil"; @@ -4974,7 +3234,7 @@ bool probing(void) /* Describe the monster */ #ifdef JP -sprintf(buf,"%s ... °À:%s HP:%d/%d AC:%d ®ÅÙ:%s%d ·Ð¸³:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed); +sprintf(buf,"%s ... å±æ§:%s HP:%d/%d AC:%d é度:%s%d çµé¨:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed); #else sprintf(buf, "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed); #endif @@ -4988,11 +3248,11 @@ sprintf(buf, "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:", m_name, align, m_ } #ifdef JP - if (MON_CSLEEP(m_ptr)) strcat(buf,"¿ç̲ "); - if (MON_STUNNED(m_ptr)) strcat(buf,"Û¯Û° "); - if (MON_MONFEAR(m_ptr)) strcat(buf,"¶²ÉÝ "); - if (MON_CONFUSED(m_ptr)) strcat(buf,"º®Íð "); - if (MON_INVULNER(m_ptr)) strcat(buf,"̵Ũ "); + if (MON_CSLEEP(m_ptr)) strcat(buf,"ç¡ç "); + if (MON_STUNNED(m_ptr)) strcat(buf,"æ¦æ§ "); + if (MON_MONFEAR(m_ptr)) strcat(buf,"ææ "); + if (MON_CONFUSED(m_ptr)) strcat(buf,"æ··ä¹± "); + if (MON_INVULNER(m_ptr)) strcat(buf,"ç¡æµ "); #else if (MON_CSLEEP(m_ptr)) strcat(buf,"sleeping "); if (MON_STUNNED(m_ptr)) strcat(buf,"stunned "); @@ -5016,14 +3276,12 @@ sprintf(buf, "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:", m_name, align, m_ /* Learn everything about this monster */ if (lore_do_probe(m_ptr->r_idx)) { - char buf[80]; - /* Get base name of monster */ strcpy(buf, (r_name + r_ptr->name)); #ifdef JP /* Note that we learnt some new flags -Mogami- */ - msg_format("%s¤Ë¤Ä¤¤¤Æ¤µ¤é¤Ë¾Ü¤·¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£", buf); + msg_format("%sã«ã¤ãã¦ããã«è©³ãããªã£ãæ°ãããã", buf); #else /* Pluralize it */ plural_aux(buf); @@ -5048,13 +3306,7 @@ sprintf(buf, "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:", m_name, align, m_ if (probe) { chg_virtue(V_KNOWLEDGE, 1); - -#ifdef JP -msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£"); -#else - msg_print("That's all."); -#endif - + msg_print(_("ããã§å ¨é¨ã§ãã", "That's all.")); } /* Result */ @@ -5063,13 +3315,20 @@ msg_print(" -/* - * The spell of destruction - * +/*! + * @brief *ç ´å£*å¦çãè¡ã / The spell of destruction + * @param y1 ç ´å£ã®ä¸å¿Yåº§æ¨ + * @param x1 ç ´å£ã®ä¸å¿Xåº§æ¨ + * @param r ç ´å£ã®åå¾ + * @param in_generate ãã³ã¸ã§ã³ããã¢çæä¸ã®å¦çãªãã°TRUE + * @return å¹åããã£ãå ´åTRUEãè¿ã + * @details + *
* This spell "deletes" monsters (instead of "killing" them). * * Later we may use one function for both "destruction" and * "earthquake" by using the "full" to select "destruction". + **/ bool destroy_area(int y1, int x1, int r, bool in_generate) { @@ -5187,20 +3446,13 @@ bool destroy_area(int y1, int x1, int r, bool in_generate) { char o_name[MAX_NLEN]; object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE)); -#ifdef JP - msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s) ¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£", o_name); -#else - msg_format("Artifact (%s) was *destroyed* during generation.", o_name); -#endif + msg_format(_("ä¼èª¬ã®ã¢ã¤ãã (%s) ã¯çæä¸ã«*ç ´å£*ãããã", "Artifact (%s) was *destroyed* during generation."), o_name); } } else if (in_generate && cheat_peek && o_ptr->art_name) { -#ifdef JP - msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î1¤Ä¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£"); -#else - msg_print("One of the random artifacts was *destroyed* during generation."); -#endif + msg_print(_("ã©ã³ãã ã»ã¢ã¼ãã£ãã¡ã¯ãã®1ã¤ã¯çæä¸ã«*ç ´å£*ãããã", + "One of the random artifacts was *destroyed* during generation.")); } } } @@ -5312,11 +3564,7 @@ bool destroy_area(int y1, int x1, int r, bool in_generate) if (flag) { /* Message */ -#ifdef JP - msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª"); -#else - msg_print("There is a searing blast of light!"); -#endif + msg_print(_("çãããããªéå ãçºçããï¼", "There is a searing blast of light!")); /* Blind the player */ if (!p_ptr->resist_blind && !p_ptr->resist_lite) @@ -5342,7 +3590,7 @@ bool destroy_area(int y1, int x1, int r, bool in_generate) if (p_ptr->special_defense & NINJA_S_STEALTH) { - if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE); + if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE); } } @@ -5351,8 +3599,16 @@ bool destroy_area(int y1, int x1, int r, bool in_generate) } -/* +/*! + * @brief å°éå¦ç(ãµãã«ã¼ãã³) / * Induce an "earthquake" of the given radius at the given location. + * @return å¹åããã£ãå ´åTRUEãè¿ã + * @param cy ä¸å¿Yåº§æ¨ + * @param cx ä¸å¿Xåº§æ¨ + * @param r å¹æåå¾ + * @param m_idx å°éãèµ·ãããã¢ã³ã¹ã¿ã¼ID(0ãªãã°ãã¬ã¤ã¤ã¼) + * @details + *
* * This will turn some walls into floors and some floors into walls. * @@ -5368,6 +3624,7 @@ bool destroy_area(int y1, int x1, int r, bool in_generate) * Note that as of now (2.7.8) no monster may occupy a "wall" grid, even * for a single turn, unless that monster can pass_walls or kill_walls. * This has allowed massive simplification of the "monster" code. + **/ bool earthquake_aux(int cy, int cx, int r, int m_idx) { @@ -5442,8 +3699,8 @@ bool earthquake_aux(int cy, int cx, int r, int m_idx) for (i = 0; i < 8; i++) { /* Access the location */ - y = py + ddy_ddd[i]; - x = px + ddx_ddd[i]; + y = p_ptr->y + ddy_ddd[i]; + x = p_ptr->x + ddx_ddd[i]; /* Skip non-empty grids */ if (!cave_empty_bold(y, x)) continue; @@ -5468,29 +3725,17 @@ bool earthquake_aux(int cy, int cx, int r, int m_idx) { case 1: { -#ifdef JP - msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª"); -#else - msg_print("The cave ceiling collapses!"); -#endif + msg_print(_("ãã³ã¸ã§ã³ã®å£ãå´©ããï¼", "The cave ceiling collapses!")); break; } case 2: { -#ifdef JP - msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª"); -#else - msg_print("The cave floor twists in an unnatural way!"); -#endif + msg_print(_("ãã³ã¸ã§ã³ã®åºãä¸èªç¶ã«ããæ²ãã£ãï¼", "The cave floor twists in an unnatural way!")); break; } default: { -#ifdef JP - msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª"); -#else - msg_print("The cave quakes! You are pummeled with debris!"); -#endif + msg_print(_("ãã³ã¸ã§ã³ãæºããï¼å´©ãã岩ãé ã«éã£ã¦ããï¼", "The cave quakes! You are pummeled with debris!")); break; } } @@ -5499,11 +3744,7 @@ bool earthquake_aux(int cy, int cx, int r, int m_idx) if (!sn) { /* Message and damage */ -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª"); -#else - msg_print("You are severely crushed!"); -#endif + msg_print(_("ããªãã¯ã²ã©ãæªæãè² ã£ãï¼", "You are severely crushed!")); damage = 200; } @@ -5515,32 +3756,20 @@ bool earthquake_aux(int cy, int cx, int r, int m_idx) { case 1: { -#ifdef JP - msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª"); -#else - msg_print("You nimbly dodge the blast!"); -#endif + msg_print(_("éã注ã岩ããã¾ãé¿ããï¼", "You nimbly dodge the blast!")); damage = 0; break; } case 2: { -#ifdef JP - msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!"); -#else - msg_print("You are bashed by rubble!"); -#endif + msg_print(_("岩ç³ãããªãã«ç´æãã!", "You are bashed by rubble!")); damage = damroll(10, 4); (void)set_stun(p_ptr->stun + randint1(50)); break; } case 3: { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª"); -#else - msg_print("You are crushed between the floor and ceiling!"); -#endif + msg_print(_("ããªãã¯åºã¨å£ã¨ã®éã«æã¾ãã¦ãã¾ã£ãï¼", "You are crushed between the floor and ceiling!")); damage = damroll(10, 4); (void)set_stun(p_ptr->stun + randint1(50)); break; @@ -5552,7 +3781,7 @@ bool earthquake_aux(int cy, int cx, int r, int m_idx) } /* Important -- no wall on player */ - map[16+py-cy][16+px-cx] = FALSE; + map[16+p_ptr->y-cy][16+p_ptr->x-cx] = FALSE; /* Take some damage */ if (damage) @@ -5567,19 +3796,11 @@ bool earthquake_aux(int cy, int cx, int r, int m_idx) /* Get the monster's real name */ monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE); -#ifdef JP - killer = format("%s¤Îµ¯¤³¤·¤¿ÃÏ¿Ì", m_name); -#else - killer = format("an earthquake caused by %s", m_name); -#endif + killer = format(_("%sã®èµ·ãããå°é", "an earthquake caused by %s"), m_name); } else { -#ifdef JP - killer = "ÃÏ¿Ì"; -#else - killer = "an earthquake"; -#endif + killer = _("å°é", "an earthquake"); } take_hit(DAMAGE_ATTACK, damage, killer, -1); @@ -5668,11 +3889,7 @@ bool earthquake_aux(int cy, int cx, int r, int m_idx) monster_desc(m_name, m_ptr, 0); /* Scream in pain */ -#ifdef JP - if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name); -#else - if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s wails out in pain!", m_name); -#endif + if (!ignore_unview || is_seen(m_ptr)) msg_format(_("%^sã¯è¦çã§æ³£ãããããï¼", "%^s wails out in pain!"), m_name); /* Take damage from the quake */ damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1)); @@ -5687,11 +3904,8 @@ bool earthquake_aux(int cy, int cx, int r, int m_idx) if (m_ptr->hp < 0) { /* Message */ -#ifdef JP - if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name); -#else - if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s is embedded in the rock!", m_name); -#endif + if (!ignore_unview || is_seen(m_ptr)) + msg_format(_("%^sã¯å²©ç³ã«åããã¦ãã¾ã£ãï¼", "%^s is embedded in the rock!"), m_name); if (c_ptr->m_idx) { @@ -5714,13 +3928,13 @@ bool earthquake_aux(int cy, int cx, int r, int m_idx) /* Hack -- Escape from the rock */ if (sn) { - int m_idx = cave[yy][xx].m_idx; + int m_idx_aux = cave[yy][xx].m_idx; /* Update the old location */ cave[yy][xx].m_idx = 0; /* Update the new location */ - cave[sy][sx].m_idx = m_idx; + cave[sy][sx].m_idx = m_idx_aux; /* Move the monster */ m_ptr->fy = sy; @@ -5860,19 +4074,30 @@ bool earthquake_aux(int cy, int cx, int r, int m_idx) if (p_ptr->special_defense & NINJA_S_STEALTH) { - if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE); + if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE); } /* Success */ return (TRUE); } +/*! + * @brief å°éå¦ç(ãã¬ã¤ã¤ã¼ã®ä¸å¿çºå) / + * Induce an "earthquake" of the given radius at the given location. + * @return å¹åããã£ãå ´åTRUEãè¿ã + * @param cy ä¸å¿Yåº§æ¨ + * @param cx ä¸å¿Xåº§æ¨ + * @param r å¹æåå¾ + */ bool earthquake(int cy, int cx, int r) { return earthquake_aux(cy, cx, r, 0); } - +/*! + * @brief ãããçç ´å¦ç / + * @return ãªã + */ void discharge_minion(void) { int i; @@ -5886,11 +4111,7 @@ void discharge_minion(void) } if (!okay || p_ptr->riding) { -#ifdef JP - if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©")) -#else - if (!get_check("You will blast all pets. Are you sure? ")) -#endif + if (!get_check(_("æ¬å½ã«å ¨ããããçç ´ãã¾ããï¼", "You will blast all pets. Are you sure? "))) return; } for (i = 1; i < m_max; i++) @@ -5907,11 +4128,7 @@ void discharge_minion(void) { char m_name[80]; monster_desc(m_name, m_ptr, 0x00); -#ifdef JP - msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name); -#else - msg_format("%^s resists to be blasted, and run away.", m_name); -#endif + msg_format(_("%sã¯çç ´ãããã®ãå«ãããåæã«èªåã®ä¸çã¸ã¨å¸°ã£ãã", "%^s resists to be blasted, and run away."), m_name); delete_monster_idx(i); continue; } @@ -5936,20 +4153,21 @@ void discharge_minion(void) } -/* +/*! + * @brief é¨å±å ¨ä½ãç §ãããµãã«ã¼ãã³ + * @return ãªã + * @details + *
* This routine clears the entire "temp" set. - * * This routine will Perma-Lite all "temp" grids. - * * This routine is used (only) by "lite_room()" - * * Dark grids are illuminated. - * * Also, process all affected monsters. * * SMART monsters always wake up when illuminated * NORMAL monsters wake up 1/4 the time when illuminated * STUPID monsters wake up 1/10 the time when illuminated + **/ static void cave_temp_room_lite(void) { @@ -6005,11 +4223,7 @@ static void cave_temp_room_lite(void) monster_desc(m_name, m_ptr, 0); /* Dump a message */ -#ifdef JP - msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name); -#else - msg_format("%^s wakes up.", m_name); -#endif + msg_format(_("%^sãç®ãè¦ã¾ããã", "%^s wakes up."), m_name); } } } @@ -6029,16 +4243,17 @@ static void cave_temp_room_lite(void) -/* +/*! + * @brief é¨å±å ¨ä½ãæããããµãã«ã¼ãã³ + * @return ãªã + * @details + *
* This routine clears the entire "temp" set. - * * This routine will "darken" all "temp" grids. - * * In addition, some of these grids will be "unmarked". - * * This routine is used (only) by "unlite_room()" - * * Also, process all affected monsters + **/ static void cave_temp_room_unlite(void) { @@ -6113,8 +4328,12 @@ static void cave_temp_room_unlite(void) } -/* - * Determine how much contiguous open space this grid is next to +/*! + * @brief å¨è¾ºã«é¢æ°ãã¤ã³ã¿ã®æ¡ä»¶ã«è©²å½ããå°å½¢ãããã¤ããããè¨ç®ãã / Determine how much contiguous open space this grid is next to + * @param cy Yåº§æ¨ + * @param cx Xåº§æ¨ + * @param pass_bold å°å½¢æ¡ä»¶ãè¿ãé¢æ°ãã¤ã³ã¿ + * @return 該å½å°å½¢ã®æ° */ static int next_to_open(int cy, int cx, bool (*pass_bold)(int, int)) { @@ -6150,7 +4369,13 @@ static int next_to_open(int cy, int cx, bool (*pass_bold)(int, int)) return (MAX(len, blen)); } - +/*! + * @brief å¨è¾ºã«é¢æ°ãã¤ã³ã¿ã®æ¡ä»¶ã«è©²å½ããå°å½¢ãããã¤ããããè¨ç®ãã / Determine how much contiguous open space this grid is next to + * @param cy Yåº§æ¨ + * @param cx Xåº§æ¨ + * @param pass_bold å°å½¢æ¡ä»¶ãè¿ãé¢æ°ãã¤ã³ã¿ + * @return 該å½å°å½¢ã®æ° + */ static int next_to_walls_adj(int cy, int cx, bool (*pass_bold)(int, int)) { int i; @@ -6171,8 +4396,13 @@ static int next_to_walls_adj(int cy, int cx, bool (*pass_bold)(int, int)) } -/* - * Aux function -- see below +/*! + * @brief é¨å±å ã«ããä¸ç¹ã®å¨å²ã«è©²å½ããå°å½¢æ°ãããã¤ããããã°ãã¼ãã«å¤æ°temp_nã«è¿ã / Aux function -- see below + * @param y é¨å±å ã®y座æ¨1ç¹ + * @param x é¨å±å ã®x座æ¨1ç¹ + * @param only_room é¨å±å å°å½¢ã®ã¿ããã§ãã¯å¯¾è±¡ã«ãããªãã° TRUE + * @param pass_bold å°å½¢æ¡ä»¶ãè¿ãé¢æ°ãã¤ã³ã¿ + * @return 該å½å°å½¢ã®æ° */ static void cave_temp_room_aux(int y, int x, bool only_room, bool (*pass_bold)(int, int)) { @@ -6193,7 +4423,7 @@ static void cave_temp_room_aux(int y, int x, bool only_room, bool (*pass_bold)(i if (!in_bounds2(y, x)) return; /* Do not exceed the maximum spell range */ - if (distance(py, px, y, x) > MAX_RANGE) return; + if (distance(p_ptr->y, p_ptr->x, y, x) > MAX_RANGE) return; /* Verify this grid */ /* @@ -6220,32 +4450,45 @@ static void cave_temp_room_aux(int y, int x, bool only_room, bool (*pass_bold)(i temp_n++; } -/* - * Aux function -- see below +/*! + * @brief æå®ã®ãã¹ãå ãéãã(LOSãã©ã°ãæã¤ã)ãè¿ãã / Aux function -- see below + * @param y æå®Yåº§æ¨ + * @param x æå®Xåº§æ¨ + * @return å ãéããªãã°trueãè¿ãã */ static bool cave_pass_lite_bold(int y, int x) { return cave_los_bold(y, x); } -/* - * Aux function -- see below +/*! + * @brief é¨å±å ã«ããä¸ç¹ã®å¨å²ãããã¤å ãéãããã°ãã¼ãã«å¤æ°temp_nã«è¿ã / Aux function -- see below + * @param y æå®Yåº§æ¨ + * @param x æå®Xåº§æ¨ + * @return ãªã */ static void cave_temp_lite_room_aux(int y, int x) { cave_temp_room_aux(y, x, FALSE, cave_pass_lite_bold); } -/* - * Aux function -- see below +/*! + * @brief æå®ã®ãã¹ãå ãéããå°ç·ã®ã¿ãéãããè¿ãã / Aux function -- see below + * @param y æå®Yåº§æ¨ + * @param x æå®Xåº§æ¨ + * @return å°ç·ãéããªãã°trueãè¿ãã */ static bool cave_pass_dark_bold(int y, int x) { return cave_have_flag_bold(y, x, FF_PROJECT); } -/* - * Aux function -- see below + +/*! + * @brief é¨å±å ã«ããä¸ç¹ã®å¨å²ãããã¤å°ç·ãéãããã°ãã¼ãã«å¤æ°temp_nã«è¿ã / Aux function -- see below + * @param y æå®Yåº§æ¨ + * @param x æå®Xåº§æ¨ + * @return ãªã */ static void cave_temp_unlite_room_aux(int y, int x) { @@ -6253,10 +4496,11 @@ static void cave_temp_unlite_room_aux(int y, int x) } - - -/* - * Illuminate any room containing the given location. +/*! + * @brief æå®ãããé¨å±å ãç §ãã / Illuminate any room containing the given location. + * @param y1 æå®Yåº§æ¨ + * @param x1 æå®Xåº§æ¨ + * @return ãªã */ void lite_room(int y1, int x1) { @@ -6291,13 +4535,16 @@ void lite_room(int y1, int x1) if (p_ptr->special_defense & NINJA_S_STEALTH) { - if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE); + if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE); } } -/* - * Darken all rooms containing the given location +/*! + * @brief æå®ãããé¨å±å ãæããã / Darken all rooms containing the given location + * @param y1 æå®Yåº§æ¨ + * @param x1 æå®Xåº§æ¨ + * @return ãªã */ void unlite_room(int y1, int x1) { @@ -6333,9 +4580,11 @@ void unlite_room(int y1, int x1) -/* - * Hack -- call light around the player - * Affect all monsters in the projection radius +/*! + * @brief ãã¬ã¤ã¤ã¼ä½ç½®ãä¸å¿ã«LITE_WEAKå±æ§ãéããç §æå¦çãè¡ã / Hack -- call light around the player Affect all monsters in the projection radius + * @param dam å¨å + * @param rad å¹æåå¾ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool lite_area(int dam, int rad) { @@ -6343,39 +4592,32 @@ bool lite_area(int dam, int rad) if (d_info[dungeon_type].flags1 & DF1_DARKNESS) { -#ifdef JP - msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£"); -#else - msg_print("The darkness of this dungeon absorb your light."); -#endif + msg_print(_("ãã³ã¸ã§ã³ãå ãå¸åããã", "The darkness of this dungeon absorb your light.")); return FALSE; } /* Hack -- Message */ if (!p_ptr->blind) { -#ifdef JP -msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£"); -#else - msg_print("You are surrounded by a white light."); -#endif - + msg_print(_("ç½ãå ã辺ããè¦ã£ãã", "You are surrounded by a white light.")); } /* Hook into the "project()" function */ - (void)project(0, rad, py, px, dam, GF_LITE_WEAK, flg, -1); + (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_LITE_WEAK, flg, -1); /* Lite up the room */ - lite_room(py, px); + lite_room(p_ptr->y, p_ptr->x); /* Assume seen */ return (TRUE); } -/* - * Hack -- call darkness around the player - * Affect all monsters in the projection radius +/*! + * @brief ãã¬ã¤ã¤ã¼ä½ç½®ãä¸å¿ã«LITE_DARKå±æ§ãéããæ¶ç¯å¦çãè¡ã / Hack -- call light around the player Affect all monsters in the projection radius + * @param dam å¨å + * @param rad å¹æåå¾ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool unlite_area(int dam, int rad) { @@ -6384,19 +4626,14 @@ bool unlite_area(int dam, int rad) /* Hack -- Message */ if (!p_ptr->blind) { -#ifdef JP -msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£"); -#else - msg_print("Darkness surrounds you."); -#endif - + msg_print(_("æéã辺ããè¦ã£ãã", "Darkness surrounds you.")); } /* Hook into the "project()" function */ - (void)project(0, rad, py, px, dam, GF_DARK_WEAK, flg, -1); + (void)project(0, rad, p_ptr->y, p_ptr->x, dam, GF_DARK_WEAK, flg, -1); /* Lite up the room */ - unlite_room(py, px); + unlite_room(p_ptr->y, p_ptr->x); /* Assume seen */ return (TRUE); @@ -6404,11 +4641,19 @@ msg_print(" -/* - * Cast a ball spell +/*! + * @brief ãã¼ã«ç³»ã¹ãã«ã®çºå / Cast a ball spell + * @param typ å¹æå±æ§ + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param dam å¨å + * @param rad åå¾ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + * @details + *
* Stop if we hit a monster, act as a "ball" * Allow "target" mode to pass over monsters * Affect grids, objects, and monsters + **/ bool fire_ball(int typ, int dir, int dam, int rad) { @@ -6418,8 +4663,8 @@ bool fire_ball(int typ, int dir, int dam, int rad) if (typ == GF_CONTROL_LIVING) flg|= PROJECT_HIDE; /* Use the given direction */ - tx = px + 99 * ddx[dir]; - ty = py + 99 * ddy[dir]; + tx = p_ptr->x + 99 * ddx[dir]; + ty = p_ptr->y + 99 * ddy[dir]; /* Hack -- Use an actual "target" */ if ((dir == 5) && target_okay()) @@ -6434,11 +4679,20 @@ bool fire_ball(int typ, int dir, int dam, int rad) } -/* - * Cast a ball spell + +/*! + * @brief ãã±ããç³»ã¹ãã«ã®çºå(詳細ãªå·®ã¯ç¢ºèªä¸) / Cast a ball spell + * @param typ å¹æå±æ§ + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param dam å¨å + * @param rad åå¾ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + * @details + *
* Stop if we hit a monster, act as a "ball" * Allow "target" mode to pass over monsters * Affect grids, objects, and monsters + **/ bool fire_rocket(int typ, int dir, int dam, int rad) { @@ -6447,8 +4701,8 @@ bool fire_rocket(int typ, int dir, int dam, int rad) int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; /* Use the given direction */ - tx = px + 99 * ddx[dir]; - ty = py + 99 * ddy[dir]; + tx = p_ptr->x + 99 * ddx[dir]; + ty = p_ptr->y + 99 * ddy[dir]; /* Hack -- Use an actual "target" */ if ((dir == 5) && target_okay()) @@ -6462,11 +4716,19 @@ bool fire_rocket(int typ, int dir, int dam, int rad) } -/* - * Cast a ball spell +/*! + * @brief ãã¼ã«(ãã¤ã)ç³»ã¹ãã«ã®çºå / Cast a ball spell + * @param typ å¹æå±æ§ + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param dam å¨å + * @param rad åå¾ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + * @details + *
* Stop if we hit a monster, act as a "ball" * Allow "target" mode to pass over monsters * Affect grids, objects, and monsters + **/ bool fire_ball_hide(int typ, int dir, int dam, int rad) { @@ -6475,8 +4737,8 @@ bool fire_ball_hide(int typ, int dir, int dam, int rad) int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_HIDE; /* Use the given direction */ - tx = px + 99 * ddx[dir]; - ty = py + 99 * ddy[dir]; + tx = p_ptr->x + 99 * ddx[dir]; + ty = p_ptr->y + 99 * ddy[dir]; /* Hack -- Use an actual "target" */ if ((dir == 5) && target_okay()) @@ -6491,13 +4753,23 @@ bool fire_ball_hide(int typ, int dir, int dam, int rad) } -/* +/*! + * @brief ã¡ããªç³»ã¹ãã«ã®çºå / Cast a meteor spell + * @param who ã¹ãºã«è© å±è ã®ã¢ã³ã¹ã¿ã¼ID(0=ãã¬ã¤ã¤ã¼) + * @param typ å¹æå±æ§ + * @param dam å¨å + * @param rad åå¾ + * @param y ä¸å¿ç¹Yåº§æ¨ + * @param x ä¸å¿ç¹Xåº§æ¨ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + * @details + *
* Cast a meteor spell, defined as a ball spell cast by an arbitary monster, * player, or outside source, that starts out at an arbitrary location, and * leaving no trail from the "caster" to the target. This function is * especially useful for bombardments and similar. -LM- - * * Option to hurt the player. + **/ bool fire_meteor(int who, int typ, int y, int x, int dam, int rad) { @@ -6508,6 +4780,16 @@ bool fire_meteor(int who, int typ, int y, int x, int dam, int rad) } +/*! + * @brief ãã©ã¹ãç³»ã¹ãã«ã®çºå / Cast a blast spell + * @param typ å¹æå±æ§ + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param dd å¨åãã¤ã¹æ° + * @param ds å¨åãã¤ã¹ç® + * @param num åºæ¬åæ° + * @param dev åæ°åæ£ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev) { int ly, lx, ld; @@ -6522,8 +4804,8 @@ bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev) /* Use the given direction */ if (dir != 5) { - ly = ty = py + 20 * ddy[dir]; - lx = tx = px + 20 * ddx[dir]; + ly = ty = p_ptr->y + 20 * ddy[dir]; + lx = tx = p_ptr->x + 20 * ddx[dir]; } /* Use an actual "target" */ @@ -6532,11 +4814,11 @@ bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev) tx = target_col; ty = target_row; - lx = 20 * (tx - px) + px; - ly = 20 * (ty - py) + py; + lx = 20 * (tx - p_ptr->x) + p_ptr->x; + ly = 20 * (ty - p_ptr->y) + p_ptr->y; } - ld = distance(py, px, ly, lx); + ld = distance(p_ptr->y, p_ptr->x, ly, lx); /* Blast */ for (i = 0; i < num; i++) @@ -6561,8 +4843,10 @@ bool fire_blast(int typ, int dir, int dd, int ds, int num, int dev) } -/* - * Switch position with a monster. +/*! + * @brief ã¢ã³ã¹ã¿ã¼ã¨ã®ä½ç½®äº¤æå¦ç / Switch position with a monster. + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool teleport_swap(int dir) { @@ -6578,43 +4862,28 @@ bool teleport_swap(int dir) } else { - tx = px + ddx[dir]; - ty = py + ddy[dir]; + tx = p_ptr->x + ddx[dir]; + ty = p_ptr->y + ddy[dir]; } c_ptr = &cave[ty][tx]; if (p_ptr->anti_tele) { -#ifdef JP -msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª"); -#else - msg_print("A mysterious force prevents you from teleporting!"); -#endif - + msg_print(_("ä¸æè°ãªåããã¬ãã¼ããé²ãã ï¼", "A mysterious force prevents you from teleporting!")); return FALSE; } if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding)) { -#ifdef JP -msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤¤Þ¤»¤ó¡£"); -#else - msg_print("You can't trade places with that!"); -#endif - + msg_print(_("ããã¨ã¯å ´æã交æã§ãã¾ããã", "You can't trade places with that!")); /* Failure */ return FALSE; } - if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10)) + if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, p_ptr->y, p_ptr->x) > p_ptr->lev * 3 / 2 + 10)) { -#ifdef JP -msg_print("¼ºÇÔ¤·¤¿¡£"); -#else - msg_print("Failed to swap."); -#endif - + msg_print(_("失æããã", "Failed to swap.")); /* Failure */ return FALSE; @@ -6627,11 +4896,7 @@ msg_print(" if (r_ptr->flagsr & RFR_RES_TELE) { -#ifdef JP - msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª"); -#else - msg_print("Your teleportation is blocked!"); -#endif + msg_print(_("ãã¬ãã¼ããéªéãããï¼", "Your teleportation is blocked!")); if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE; @@ -6649,8 +4914,13 @@ msg_print(" } -/* - * Hack -- apply a "projection()" in a direction (or at the target) +/*! + * @brief æå®æ¹åã«é£ã³éå ·ãé£ã°ãï¼ãã©ã°ä»»ææå®ï¼ / Hack -- apply a "projection()" in a direction (or at the target) + * @param typ å¹æå±æ§ + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param dam å¨å + * @param flg ãã©ã° + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool project_hook(int typ, int dir, int dam, int flg) { @@ -6660,8 +4930,8 @@ bool project_hook(int typ, int dir, int dam, int flg) flg |= (PROJECT_THRU); /* Use the given direction */ - tx = px + ddx[dir]; - ty = py + ddy[dir]; + tx = p_ptr->x + ddx[dir]; + ty = p_ptr->y + ddy[dir]; /* Hack -- Use an actual "target" */ if ((dir == 5) && target_okay()) @@ -6675,10 +4945,17 @@ bool project_hook(int typ, int dir, int dam, int flg) } -/* - * Cast a bolt spell. +/*! + * @brief ãã«ãç³»ã¹ãã«ã®çºå / Cast a bolt spell. + * @param typ å¹æå±æ§ + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param dam å¨å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + * @details + *
* Stop if we hit a monster, as a "bolt". * Affect monsters and grids (not objects). + **/ bool fire_bolt(int typ, int dir, int dam) { @@ -6688,10 +4965,17 @@ bool fire_bolt(int typ, int dir, int dam) } -/* - * Cast a beam spell. +/*! + * @brief ãã¼ã ç³»ã¹ãã«ã®çºå / Cast a beam spell. + * @param typ å¹æå±æ§ + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param dam å¨å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + * @details + *
* Pass through monsters, as a "beam". * Affect monsters, grids and objects. + **/ bool fire_beam(int typ, int dir, int dam) { @@ -6700,8 +4984,18 @@ bool fire_beam(int typ, int dir, int dam) } -/* - * Cast a bolt spell, or rarely, a beam spell +/*! + * @brief 確çã«å¿ãããã«ãç³»/ãã¼ã ç³»ã¹ãã«ã®çºå / Cast a bolt spell, or rarely, a beam spell. + * @param prob ãã¼ã åãã確ç(%) + * @param typ å¹æå±æ§ + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param dam å¨å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + * @details + *
+ * Pass through monsters, as a "beam". + * Affect monsters, grids and objects. + **/ bool fire_bolt_or_beam(int prob, int typ, int dir, int dam) { @@ -6715,9 +5009,11 @@ bool fire_bolt_or_beam(int prob, int typ, int dir, int dam) } } - -/* - * Some of the old functions +/*! + * @brief LITE_WEAKå±æ§ã«ããå æºãã¼ã å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param dam å¨å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool lite_line(int dir, int dam) { @@ -6725,96 +5021,163 @@ bool lite_line(int dir, int dam) return (project_hook(GF_LITE_WEAK, dir, dam, flg)); } - +/*! + * @brief å¸è¡ãã«ãå¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param dam å¨å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool drain_life(int dir, int dam) { int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_OLD_DRAIN, dir, dam, flg)); } - +/*! + * @brief 岩ç³æº¶è§£å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param dam å¨å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool wall_to_mud(int dir, int dam) { int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; return (project_hook(GF_KILL_WALL, dir, dam, flg)); } - +/*! + * @brief éæ³ã®æ½é å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool wizard_lock(int dir) { int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL; return (project_hook(GF_JAM_DOOR, dir, 20 + randint1(30), flg)); } - +/*! + * @brief ãã¢ç ´å£å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool destroy_door(int dir) { int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM; return (project_hook(GF_KILL_DOOR, dir, 0, flg)); } - +/*! + * @brief ãã©ãã解é¤å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool disarm_trap(int dir) { int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM; return (project_hook(GF_KILL_TRAP, dir, 0, flg)); } - +/*! + * @brief ã¢ã³ã¹ã¿ã¼å復å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param dam å¨å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool heal_monster(int dir, int dam) { int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_OLD_HEAL, dir, dam, flg)); } - +/*! + * @brief ã¢ã³ã¹ã¿ã¼å éå¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param power å¹å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool speed_monster(int dir, int power) { int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_OLD_SPEED, dir, power, flg)); } - +/*! + * @brief ã¢ã³ã¹ã¿ã¼æ¸éå¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param power å¹å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool slow_monster(int dir, int power) { int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_OLD_SLOW, dir, power, flg)); } - +/*! + * @brief ã¢ã³ã¹ã¿ã¼å¬ç å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param power å¹å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool sleep_monster(int dir, int power) { int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_OLD_SLEEP, dir, power, flg)); } - +/*! + * @brief ã¢ã³ã¹ã¿ã¼ææ(STASIS)å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + * @details å¨åã¯ãã¬ã¤ã¤ã¼ã¬ãã«*2ã«åºå® + */ bool stasis_monster(int dir) { return (fire_ball_hide(GF_STASIS, dir, p_ptr->lev*2, 0)); } - +/*! + * @brief éªæªãªã¢ã³ã¹ã¿ã¼ææ(STASIS)å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + * @details å¨åã¯ãã¬ã¤ã¤ã¼ã¬ãã«*2ã«åºå® + */ bool stasis_evil(int dir) { return (fire_ball_hide(GF_STASIS_EVIL, dir, p_ptr->lev*2, 0)); } - +/*! + * @brief ã¢ã³ã¹ã¿ã¼æ··ä¹±å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param plev ãã¬ã¤ã¤ã¼ã¬ãã«(=å¹å) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool confuse_monster(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_OLD_CONF, dir, plev, flg)); } - +/*! + * @brief ã¢ã³ã¹ã¿ã¼æ¦æ§å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param plev ãã¬ã¤ã¤ã¼ã¬ãã«(=å¹å) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool stun_monster(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_STUN, dir, plev, flg)); } - +/*! + * @brief ãã§ã³ã¸ã¢ã³ã¹ã¿ã¼å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param power å¹å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool poly_monster(int dir, int power) { int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; @@ -6824,70 +5187,104 @@ bool poly_monster(int dir, int power) return(tester); } - +/*! + * @brief ã¯ãã¼ã³ã¢ã³ã¹ã¿ã¼å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool clone_monster(int dir) { int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_OLD_CLONE, dir, 0, flg)); } - +/*! + * @brief ã¢ã³ã¹ã¿ã¼ææ å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param plev ãã¬ã¤ã¤ã¼ã¬ãã«(=å¹å) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool fear_monster(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_TURN_ALL, dir, plev, flg)); } - +/*! + * @brief æ»ã®å ç·å¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param plev ãã¬ã¤ã¤ã¼ã¬ãã«(å¹åã¯plev*200) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool death_ray(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE; return (project_hook(GF_DEATH_RAY, dir, plev * 200, flg)); } - +/*! + * @brief ã¢ã³ã¹ã¿ã¼ç¨ãã¬ãã¼ãå¦ç + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param distance 移åè·é¢ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool teleport_monster(int dir, int distance) { int flg = PROJECT_BEAM | PROJECT_KILL; return (project_hook(GF_AWAY_ALL, dir, distance, flg)); } -/* - * Hooks -- affect adjacent grids (radius 1 ball attack) +/*! + * @brief ãã¢çæå¦ç(ãã¬ã¤ã¤ã¼ä¸å¿ã«å¨å²1ãã¹) / Hooks -- affect adjacent grids (radius 1 ball attack) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool door_creation(void) { int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE; - return (project(0, 1, py, px, 0, GF_MAKE_DOOR, flg, -1)); + return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_DOOR, flg, -1)); } - +/*! + * @brief ãã©ããçæå¦ç(èµ·ç¹ããå¨å²1ãã¹) + * @param y èµ·ç¹Yåº§æ¨ + * @param x èµ·ç¹Xåº§æ¨ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool trap_creation(int y, int x) { int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE; return (project(0, 1, y, x, 0, GF_MAKE_TRAP, flg, -1)); } - +/*! + * @brief 森æçæå¦ç(ãã¬ã¤ã¤ã¼ä¸å¿ã«å¨å²1ãã¹) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool tree_creation(void) { int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE; - return (project(0, 1, py, px, 0, GF_MAKE_TREE, flg, -1)); + return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_TREE, flg, -1)); } - +/*! + * @brief éæ³ã®ã«ã¼ã³çæå¦ç(ãã¬ã¤ã¤ã¼ä¸å¿ã«å¨å²1ãã¹) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool glyph_creation(void) { int flg = PROJECT_GRID | PROJECT_ITEM; - return (project(0, 1, py, px, 0, GF_MAKE_GLYPH, flg, -1)); + return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_MAKE_GLYPH, flg, -1)); } - +/*! + * @brief å£çæå¦ç(ãã¬ã¤ã¤ã¼ä¸å¿ã«å¨å²1ãã¹) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool wall_stone(void) { int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE; - bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1)); + bool dummy = (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_STONE_WALL, flg, -1)); /* Update stuff */ p_ptr->update |= (PU_FLOW); @@ -6898,33 +5295,54 @@ bool wall_stone(void) return dummy; } - +/*! + * @brief ãã¢ç ´å£å¦ç(ãã¬ã¤ã¤ã¼ä¸å¿ã«å¨å²1ãã¹) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool destroy_doors_touch(void) { int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE; - return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1)); + return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_DOOR, flg, -1)); } +/*! + * @brief ãã©ãã解é¤å¦ç(ãã¬ã¤ã¤ã¼ä¸å¿ã«å¨å²1ãã¹) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool disarm_traps_touch(void) { int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE; - return (project(0, 1, py, px, 0, GF_KILL_TRAP, flg, -1)); + return (project(0, 1, p_ptr->y, p_ptr->x, 0, GF_KILL_TRAP, flg, -1)); } +/*! + * @brief ã¹ãªã¼ãã¢ã³ã¹ã¿ã¼å¦ç(ãã¬ã¤ã¤ã¼ä¸å¿ã«å¨å²1ãã¹) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool sleep_monsters_touch(void) { int flg = PROJECT_KILL | PROJECT_HIDE; - return (project(0, 1, py, px, p_ptr->lev, GF_OLD_SLEEP, flg, -1)); + return (project(0, 1, p_ptr->y, p_ptr->x, p_ptr->lev, GF_OLD_SLEEP, flg, -1)); } +/*! + * @brief æ»è 復活å¦ç(èµ·ç¹ããå¨å²5ãã¹) + * @param who è¡è ã¢ã³ã¹ã¿ã¼ID(0ãªãã°ãã¬ã¤ãã¼) + * @param y èµ·ç¹Yåº§æ¨ + * @param x èµ·ç¹Xåº§æ¨ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool animate_dead(int who, int y, int x) { int flg = PROJECT_ITEM | PROJECT_HIDE; return (project(who, 5, y, x, 0, GF_ANIM_DEAD, flg, -1)); } - +/*! + * @brief æ··æ²ææ¥å¦ç + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ void call_chaos(void) { int Chaos_type, dummy, dir; @@ -6936,7 +5354,7 @@ void call_chaos(void) GF_ELEC, GF_POIS, GF_ACID, GF_COLD, GF_FIRE, GF_MISSILE, GF_ARROW, GF_PLASMA, GF_HOLY_FIRE, GF_WATER, GF_LITE, GF_DARK, - GF_FORCE, GF_INERTIA, GF_MANA, GF_METEOR, + GF_FORCE, GF_INERTIAL, GF_MANA, GF_METEOR, GF_ICE, GF_CHAOS, GF_NETHER, GF_DISENCHANT, GF_SHARDS, GF_SOUND, GF_NEXUS, GF_CONFUSION, GF_TIME, GF_GRAVITY, GF_ROCKET, GF_NUKE, @@ -6973,11 +5391,16 @@ void call_chaos(void) } } - -/* - * Activate the evil Topi Ylinen curse +/*! + * @brief TY_CURSEå¦ççºå / Activate the evil Topi Ylinen curse + * @param stop_ty å帰å¦çåæ¢ãã©ã° + * @param count çºååæ° + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + * @details + *
* rr9: Stop the nasty things when a Cyberdemon is summoned * or the player gets paralyzed. + **/ bool activate_ty_curse(bool stop_ty, int *count) { @@ -6992,80 +5415,47 @@ bool activate_ty_curse(bool stop_ty, int *count) case 28: case 29: if (!(*count)) { -#ifdef JP -msg_print("ÃÏÌ̤¬Íɤ줿..."); -#else - msg_print("The ground trembles..."); -#endif - - earthquake(py, px, 5 + randint0(10)); + msg_print(_("å°é¢ãæºãã...", "The ground trembles...")); + earthquake(p_ptr->y, p_ptr->x, 5 + randint0(10)); if (!one_in_(6)) break; } case 30: case 31: if (!(*count)) { int dam = damroll(10, 10); -#ifdef JP -msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª"); -#else - msg_print("A portal opens to a plane of raw mana!"); -#endif - - project(0, 8, py, px, dam, GF_MANA, flg, -1); -#ifdef JP - take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1); -#else - take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1); -#endif + msg_print(_("ç´ç²ãªéåã®æ¬¡å ã¸ã®æãéããï¼", "A portal opens to a plane of raw mana!")); + project(0, 8, p_ptr->y, p_ptr->x, dam, GF_MANA, flg, -1); + take_hit(DAMAGE_NOESCAPE, dam, _("ç´ç²ãªéåã®è§£æ¾", "released pure mana"), -1); if (!one_in_(6)) break; } case 32: case 33: if (!(*count)) { -#ifdef JP -msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª"); -#else - msg_print("Space warps about you!"); -#endif - + msg_print(_("å¨å²ã®ç©ºéãæªãã ï¼", "Space warps about you!")); teleport_player(damroll(10, 10), TELEPORT_PASSIVE); - if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE); + if (randint0(13)) (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE); if (!one_in_(6)) break; } case 34: -#ifdef JP -msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª"); -#else - msg_print("You feel a surge of energy!"); -#endif - + msg_print(_("ã¨ãã«ã®ã¼ã®ããããæããï¼", "You feel a surge of energy!")); wall_breaker(); if (!randint0(7)) { - project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1); -#ifdef JP - take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1); -#else - take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1); -#endif + project(0, 7, p_ptr->y, p_ptr->x, 50, GF_KILL_WALL, flg, -1); + take_hit(DAMAGE_NOESCAPE, 50, _("ã¨ãã«ã®ã¼ã®ããã", "surge of energy"), -1); } if (!one_in_(6)) break; case 1: case 2: case 3: case 16: case 17: aggravate_monsters(0); if (!one_in_(6)) break; case 4: case 5: case 6: - (*count) += activate_hi_summon(py, px, FALSE); + (*count) += activate_hi_summon(p_ptr->y, p_ptr->x, FALSE); if (!one_in_(6)) break; case 7: case 8: case 9: case 18: - (*count) += summon_specific(0, py, px, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); + (*count) += summon_specific(0, p_ptr->y, p_ptr->x, dun_level, 0, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)); if (!one_in_(6)) break; case 10: case 11: case 12: -#ifdef JP -msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª"); -#else - msg_print("You feel your life draining away..."); -#endif - + msg_print(_("çµé¨å¤ãä½ããå¸ãåãããæ°ãããï¼", "You feel your experience draining away...")); lose_exp(p_ptr->exp / 16); if (!one_in_(6)) break; case 13: case 14: case 15: case 19: case 20: @@ -7075,12 +5465,7 @@ msg_print(" } else { -#ifdef JP -msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª"); -#else - msg_print("You feel like a statue!"); -#endif - + msg_print(_("彫åã«ãªã£ãæ°åã ï¼", "You feel like a statue!")); if (p_ptr->free_act) set_paralyzed(p_ptr->paralyzed + randint1(3)); else @@ -7092,12 +5477,7 @@ msg_print("Ħ (void)do_dec_stat(randint0(6)); if (!one_in_(6)) break; case 24: -#ifdef JP -msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©"); -#else - msg_print("Huh? Who am I? What am I doing here?"); -#endif - + msg_print(_("ã»ãï¼ç§ã¯èª°ï¼ããã§ä½ãã¦ãï¼", "Huh? Who am I? What am I doing here?")); lose_all_info(); if (!one_in_(6)) break; case 25: @@ -7106,7 +5486,7 @@ msg_print(" */ if ((dun_level > 65) && !stop_ty) { - (*count) += summon_cyber(-1, py, px); + (*count) += summon_cyber(-1, p_ptr->y, p_ptr->x); stop_ty = TRUE; break; } @@ -7129,7 +5509,13 @@ msg_print(" return stop_ty; } - +/*! + * @brief HI_SUMMON(ä¸ç´å¬å)å¦ççºå + * @param y å¬åä½ç½®Yåº§æ¨ + * @param x å¬åä½ç½®Xåº§æ¨ + * @param can_pet ãã¬ã¤ã¤ã¼ã®ãããã¨ãªãå¯è½æ§ããããªãã°TRUEã«ãã + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ int activate_hi_summon(int y, int x, bool can_pet) { int i; @@ -7212,7 +5598,13 @@ int activate_hi_summon(int y, int x, bool can_pet) } -/* ToDo: check */ +/*! + * @brief ãµã¤ãã¼ãã¼ã¢ã³ã®å¬å + * @param who å¬å主ã®ã¢ã³ã¹ã¿ã¼ID(0ãªãã°ãã¬ã¤ã¤ã¼) + * @param y å¬åä½ç½®Yåº§æ¨ + * @param x å¬åä½ç½®Xåº§æ¨ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ int summon_cyber(int who, int y, int x) { int i; @@ -7237,18 +5629,21 @@ int summon_cyber(int who, int y, int x) return count; } - +/*! + * @brief å¨è¾ºç ´å£å¹æ(ãã¬ã¤ã¤ã¼ä¸å¿) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ void wall_breaker(void) { int i; - int y, x; + int y = 0, x = 0; int attempts = 1000; if (randint1(80 + p_ptr->lev) < 70) { while (attempts--) { - scatter(&y, &x, py, px, 4, 0); + scatter(&y, &x, p_ptr->y, p_ptr->x, 4, 0); if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue; @@ -7260,7 +5655,7 @@ void wall_breaker(void) } else if (randint1(100) > 30) { - earthquake(py, px, 1); + earthquake(p_ptr->y, p_ptr->x, 1); } else { @@ -7270,7 +5665,7 @@ void wall_breaker(void) { while (1) { - scatter(&y, &x, py, px, 10, 0); + scatter(&y, &x, p_ptr->y, p_ptr->x, 10, 0); if (!player_bold(y, x)) break; } @@ -7282,8 +5677,10 @@ void wall_breaker(void) } -/* - * Confuse monsters +/*! + * @brief ãããã¯ã»ã¢ã³ã¹ã¿ã¼å¹æ(ãã¬ã¤ã¤ã¼è¦çç¯å²å ) / Confuse monsters + * @param dam å¹å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool confuse_monsters(int dam) { @@ -7291,8 +5688,10 @@ bool confuse_monsters(int dam) } -/* - * Charm monsters +/*! + * @brief ãã£ã¼ã ã»ã¢ã³ã¹ã¿ã¼å¹æ(ãã¬ã¤ã¤ã¼è¦çç¯å²å ) / Charm monsters + * @param dam å¹å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool charm_monsters(int dam) { @@ -7300,8 +5699,10 @@ bool charm_monsters(int dam) } -/* - * Charm animals +/*! + * @brief åç©é äºå¹æ(ãã¬ã¤ã¤ã¼è¦çç¯å²å ) / Charm Animals + * @param dam å¹å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool charm_animals(int dam) { @@ -7309,8 +5710,10 @@ bool charm_animals(int dam) } -/* - * Stun monsters +/*! + * @brief ã¢ã³ã¹ã¿ã¼æ¦æ§å¹æ(ãã¬ã¤ã¤ã¼è¦çç¯å²å ) / Stun monsters + * @param dam å¹å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool stun_monsters(int dam) { @@ -7318,8 +5721,10 @@ bool stun_monsters(int dam) } -/* - * Stasis monsters +/*! + * @brief ã¢ã³ã¹ã¿ã¼åæ¢å¹æ(ãã¬ã¤ã¤ã¼è¦çç¯å²å ) / Stasis monsters + * @param dam å¹å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool stasis_monsters(int dam) { @@ -7327,8 +5732,10 @@ bool stasis_monsters(int dam) } -/* - * Mindblast monsters +/*! + * @brief ã¢ã³ã¹ã¿ã¼ç²¾ç¥æ»æå¹æ(ãã¬ã¤ã¤ã¼è¦çç¯å²å ) / Mindblast monsters + * @param dam å¹å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool mindblast_monsters(int dam) { @@ -7336,8 +5743,10 @@ bool mindblast_monsters(int dam) } -/* - * Banish all monsters +/*! + * @brief ã¢ã³ã¹ã¿ã¼è¿½æ¾å¹æ(ãã¬ã¤ã¤ã¼è¦çç¯å²å ) / Banish all monsters + * @param dist å¹åï¼è·é¢ï¼ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool banish_monsters(int dist) { @@ -7345,8 +5754,10 @@ bool banish_monsters(int dist) } -/* - * Turn evil +/*! + * @brief éªæªéæ£å¹æ(ãã¬ã¤ã¤ã¼è¦çç¯å²å ) / Turn evil + * @param dam å¹å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool turn_evil(int dam) { @@ -7354,8 +5765,10 @@ bool turn_evil(int dam) } -/* - * Turn everyone +/*! + * @brief å ¨ã¢ã³ã¹ã¿ã¼éæ£å¹æ(ãã¬ã¤ã¤ã¼è¦çç¯å²å ) / Turn everyone + * @param dam å¹å + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool turn_monsters(int dam) { @@ -7363,50 +5776,80 @@ bool turn_monsters(int dam) } -/* - * Death-ray all monsters (note: OBSCENELY powerful) +/*! + * @brief æ»ã®å ç·(ãã¬ã¤ã¤ã¼è¦çç¯å²å ) / Death-ray all monsters (note: OBSCENELY powerful) + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã */ bool deathray_monsters(void) { return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200)); } - +/*! + * @brief ãã£ã¼ã ã»ã¢ã³ã¹ã¿ã¼(1ä½) + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param plev ãã¯ã¼ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool charm_monster(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_CHARM, dir, plev, flg)); } - +/*! + * @brief ã¢ã³ãããæ¯é (1ä½) + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param plev ãã¯ã¼ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool control_one_undead(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_CONTROL_UNDEAD, dir, plev, flg)); } - +/*! + * @brief æªéæ¯é (1ä½) + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param plev ãã¯ã¼ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool control_one_demon(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_CONTROL_DEMON, dir, plev, flg)); } - +/*! + * @brief åç©æ¯é (1ä½) + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param plev ãã¯ã¼ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool charm_animal(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_CONTROL_ANIMAL, dir, plev, flg)); } - +/*! + * @brief çç©æ¯é (1ä½) + * @param dir æ¹å(5ãªãã°ã°ãã¼ãã«å¤æ° target_col/target_row ã®åº§æ¨ãç®æ¨ã«ãã) + * @param plev ãã¯ã¼ + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool charm_living(int dir, int plev) { int flg = PROJECT_STOP | PROJECT_KILL; return (project_hook(GF_CONTROL_LIVING, dir, plev, flg)); } - +/*! + * @brief å¤ãã身å¦ç + * @param success å¤å®æåä¸ã®å¦çãªãã°TRUE + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã + */ bool kawarimi(bool success) { object_type forge; @@ -7419,18 +5862,14 @@ bool kawarimi(bool success) if (!success && one_in_(3)) { -#ifdef JP - msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£"); -#else - msg_print("Failed! You couldn't run away."); -#endif + msg_print(_("失æï¼éããããªãã£ãã", "Failed! You couldn't run away.")); p_ptr->special_defense &= ~(NINJA_KAWARIMI); p_ptr->redraw |= (PR_STATUS); return FALSE; } - y = py; - x = px; + y = p_ptr->y; + x = p_ptr->x; teleport_player(10 + randint1(90), 0L); @@ -7444,8 +5883,8 @@ bool kawarimi(bool success) (void)drop_near(q_ptr, -1, y, x); #ifdef JP - if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£"); - else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£"); + if (success) msg_print("æ»æãåããåã«ç´ æ©ã身ãã²ãããããã"); + else msg_print("失æï¼æ»æãåãã¦ãã¾ã£ãã"); #else if (success) msg_print("You have turned around just before the attack hit you."); else msg_print("Failed! You are hit by the attack."); @@ -7459,9 +5898,10 @@ bool kawarimi(bool success) } -/* - * "Rush Attack" routine for Samurai or Ninja - * Return value is for checking "done" +/*! + * @brief å ¥èº«å¦ç / "Rush Attack" routine for Samurai or Ninja + * @param mdeath ç®æ¨ã¢ã³ã¹ã¿ã¼ãæ»äº¡ããããè¿ã + * @return ä½ç¨ãå®éã«ãã£ãå ´åTRUEãè¿ã / Return value is for checking "done" */ bool rush_attack(bool *mdeath) { @@ -7479,8 +5919,8 @@ bool rush_attack(bool *mdeath) if (!get_aim_dir(&dir)) return FALSE; /* Use the given direction */ - tx = px + project_length * ddx[dir]; - ty = py + project_length * ddy[dir]; + tx = p_ptr->x + project_length * ddx[dir]; + ty = p_ptr->y + project_length * ddy[dir]; /* Hack -- Use an actual "target" */ if ((dir == 5) && target_okay()) @@ -7491,15 +5931,15 @@ bool rush_attack(bool *mdeath) if (in_bounds(ty, tx)) tm_idx = cave[ty][tx].m_idx; - path_n = project_path(path_g, project_length, py, px, ty, tx, PROJECT_STOP | PROJECT_KILL); + path_n = project_path(path_g, project_length, p_ptr->y, p_ptr->x, ty, tx, PROJECT_STOP | PROJECT_KILL); project_length = 0; /* No need to move */ if (!path_n) return TRUE; /* Use ty and tx as to-move point */ - ty = py; - tx = px; + ty = p_ptr->y; + tx = p_ptr->x; /* Project along the path */ for (i = 0; i < path_n; i++) @@ -7522,19 +5962,11 @@ bool rush_attack(bool *mdeath) { if (tm_idx) { -#ifdef JP - msg_print("¼ºÇÔ¡ª"); -#else - msg_print("Failed!"); -#endif + msg_print(_("失æï¼", "Failed!")); } else { -#ifdef JP - msg_print("¤³¤³¤Ë¤ÏÆþ¿È¤Ç¤ÏÆþ¤ì¤Ê¤¤¡£"); -#else - msg_print("You can't move to that place."); -#endif + msg_print(_("ããã«ã¯å ¥èº«ã§ã¯å ¥ããªãã", "You can't move to that place.")); } /* Exit loop */ @@ -7553,8 +5985,8 @@ bool rush_attack(bool *mdeath) if (tm_idx != cave[ny][nx].m_idx) { #ifdef JP - msg_format("%s%s¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª", tm_idx ? "Ê̤Î" : "", - m_ptr->ml ? "¥â¥ó¥¹¥¿¡¼" : "²¿¤«"); + msg_format("%s%sãç«ã¡ãµããã£ã¦ããï¼", tm_idx ? "å¥ã®" : "", + m_ptr->ml ? "ã¢ã³ã¹ã¿ã¼" : "ä½ã"); #else msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone"); #endif @@ -7566,11 +5998,7 @@ bool rush_attack(bool *mdeath) /* Get the monster name (BEFORE polymorphing) */ monster_desc(m_name, m_ptr, 0); -#ifdef JP - msg_format("ÁÇÁ᤯%s¤Î²û¤ËÆþ¤ê¹þ¤ó¤À¡ª", m_name); -#else - msg_format("You quickly jump in and attack %s!", m_name); -#endif + msg_format(_("ç´ æ©ã%sã®æã«å ¥ãè¾¼ãã ï¼", "You quickly jump in and attack %s!"), m_name); } if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL); @@ -7587,8 +6015,10 @@ bool rush_attack(bool *mdeath) } -/* - * Remove all mirrors in this floor +/*! + * @brief å ¨é¡ã®æ¶å» / Remove all mirrors in this floor + * @param explode ççºå¦çãä¼´ããªãã°TRUE + * @return ãªã */ void remove_all_mirrors(bool explode) {