*/
#include "angband.h"
-
+#include "object-hook.h"
/*!
* ループ中で / hack as in leave_store in store.c
static void building_prt_gold(void)
{
char tmp_str[80];
-
-#ifdef JP
-prt("手持ちのお金: ", 23,53);
-#else
- prt("Gold Remaining: ", 23, 53);
-#endif
-
-
+ prt(_("手持ちのお金: ", "Gold Remaining: "), 23,53);
sprintf(tmp_str, "%9ld", (long)p_ptr->au);
prt(tmp_str, 23, 68);
}
else if (is_owner(bldg))
{
action_color = TERM_YELLOW;
-#ifdef JP
-sprintf(buff, "($%ld)", (long int)bldg->member_costs[i]);
-#else
- sprintf(buff, "(%ldgp)", (long int)bldg->member_costs[i]);
-#endif
-
+ sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
}
else
{
action_color = TERM_YELLOW;
-#ifdef JP
-sprintf(buff, "($%ld)", (long int)bldg->other_costs[i]);
-#else
- sprintf(buff, "(%ldgp)", (long int)bldg->other_costs[i]);
-#endif
-
- }
+ sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]); }
}
else if (bldg->action_restr[i] == 1)
{
if (!is_member(bldg))
{
action_color = TERM_L_DARK;
-#ifdef JP
-strcpy(buff, "(閉店)");
-#else
- strcpy(buff, "(closed)");
-#endif
-
+ strcpy(buff, _("(閉店)", "(closed)"));
}
else if ((is_owner(bldg) && (bldg->member_costs[i] == 0)) ||
(is_member(bldg) && (bldg->other_costs[i] == 0)))
else if (is_owner(bldg))
{
action_color = TERM_YELLOW;
-#ifdef JP
-sprintf(buff, "($%ld)", (long int)bldg->member_costs[i]);
-#else
- sprintf(buff, "(%ldgp)", (long int)bldg->member_costs[i]);
-#endif
-
+ sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
}
else
{
action_color = TERM_YELLOW;
-#ifdef JP
-sprintf(buff, "($%ld)", (long int)bldg->other_costs[i]);
-#else
- sprintf(buff, "(%ldgp)", (long int)bldg->other_costs[i]);
-#endif
-
+ sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->other_costs[i]);
}
}
else
if (!is_owner(bldg))
{
action_color = TERM_L_DARK;
-#ifdef JP
-strcpy(buff, "(閉店)");
-#else
- strcpy(buff, "(closed)");
-#endif
-
+ strcpy(buff, _("(閉店)", "(closed)"));
}
else if (bldg->member_costs[i] != 0)
{
action_color = TERM_YELLOW;
-#ifdef JP
-sprintf(buff, "($%ld)", (long int)bldg->member_costs[i]);
-#else
- sprintf(buff, "(%ldgp)", (long int)bldg->member_costs[i]);
-#endif
-
+ sprintf(buff, _("($%ld)", "(%ldgp)"), (long int)bldg->member_costs[i]);
}
else
{
c_put_str(action_color, tmp_str, 19+(i/2), 35*(i%2));
}
}
-
-#ifdef JP
-prt(" ESC) 建物を出る", 23, 0);
-#else
- prt(" ESC) Exit building", 23, 0);
-#endif
-
+ prt(_(" ESC) 建物を出る", " ESC) Exit building"), 23, 0);
}
/*!
if (p_ptr->arena_number == MAX_ARENA_MONS)
{
clear_bldg(5, 19);
-#ifdef JP
-prt("アリーナの優勝者!", 5, 0);
-prt("おめでとう!あなたは全ての敵を倒しました。", 7, 0);
-prt("賞金として $1,000,000 が与えられます。", 8, 0);
-#else
- prt(" Arena Victor!", 5, 0);
- prt("Congratulations! You have defeated all before you.", 7, 0);
- prt("For that, receive the prize: 1,000,000 gold pieces", 8, 0);
-#endif
+ prt(_("アリーナの優勝者!", " Arena Victor!"), 5, 0);
+ prt(_("おめでとう!あなたは全ての敵を倒しました。", "Congratulations! You have defeated all before you."), 7, 0);
+ prt(_("賞金として $1,000,000 が与えられます。", "For that, receive the prize: 1,000,000 gold pieces"), 8, 0);
prt("", 10, 0);
prt("", 11, 0);
p_ptr->au += 1000000L;
-#ifdef JP
-msg_print("スペースキーで続行");
-#else
- msg_print("Press the space bar to continue");
-#endif
-
+ msg_print(_("スペースキーで続行", "Press the space bar to continue"));
msg_print(NULL);
p_ptr->arena_number++;
}
{
if (p_ptr->arena_number < MAX_ARENA_MONS+2)
{
-#ifdef JP
-msg_print("君のために最強の挑戦者を用意しておいた。");
-#else
- msg_print("The strongest challenger is waiting for you.");
-#endif
-
+ msg_print(_("君のために最強の挑戦者を用意しておいた。", "The strongest challenger is waiting for you."));
msg_print(NULL);
-#ifdef JP
- if (get_check("挑戦するかね?"))
-#else
- if (get_check("Do you fight? "))
-#endif
+ if (get_check(_("挑戦するかね?", "Do you fight? ")))
{
-#ifdef JP
- msg_print("死ぬがよい。");
-#else
- msg_print("Die, maggots.");
-#endif
+ msg_print(_("死ぬがよい。", "Die, maggots."));
msg_print(NULL);
p_ptr->exit_bldg = FALSE;
}
else
{
-#ifdef JP
-msg_print("残念だ。");
-#else
- msg_print("We are disappointed.");
-#endif
+ msg_print(_("残念だ。", "We are disappointed."));
}
}
else
{
-#ifdef JP
-msg_print("あなたはアリーナに入り、しばらくの間栄光にひたった。");
-#else
- msg_print("You enter the arena briefly and bask in your glory.");
-#endif
-
+ msg_print(_("あなたはアリーナに入り、しばらくの間栄光にひたった。",
+ "You enter the arena briefly and bask in your glory."));
msg_print(NULL);
}
}
else if (p_ptr->riding && (p_ptr->pclass != CLASS_BEASTMASTER) && (p_ptr->pclass != CLASS_CAVALRY))
{
-#ifdef JP
-msg_print("ペットに乗ったままではアリーナへ入れさせてもらえなかった。");
-#else
- msg_print("You don't have permission to enter with pet.");
-#endif
-
+ msg_print(_("ペットに乗ったままではアリーナへ入れさせてもらえなかった。",
+ "You don't have permission to enter with pet."));
msg_print(NULL);
}
else
break;
case BACT_POSTER:
if (p_ptr->arena_number == MAX_ARENA_MONS)
-#ifdef JP
-msg_print("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。");
-#else
- msg_print("You are victorious. Enter the arena for the ceremony.");
-#endif
+ msg_print(_("あなたは勝利者だ。 アリーナでのセレモニーに参加しなさい。",
+ "You are victorious. Enter the arena for the ceremony."));
else if (p_ptr->arena_number > MAX_ARENA_MONS)
{
-#ifdef JP
-msg_print("あなたはすべての敵に勝利した。");
-#else
- msg_print("You have won against all foes.");
-#endif
+ msg_print(_("あなたはすべての敵に勝利した。", "You have won against all foes."));
}
else
{
r_ptr = &r_info[arena_info[p_ptr->arena_number].r_idx];
name = (r_name + r_ptr->name);
-#ifdef JP
-msg_format("%s に挑戦するものはいないか?", name);
-#else
- msg_format("Do I hear any challenges against: %s", name);
-#endif
+ msg_format(_("%s に挑戦するものはいないか?", "Do I hear any challenges against: %s"), name);
+
+ p_ptr->monster_race_idx = arena_info[p_ptr->arena_number].r_idx;
+ p_ptr->window |= (PW_MONSTER);
+ handle_stuff();
+
}
break;
case BACT_ARENA_RULES:
-
- /* Save screen */
screen_save();
/* Peruse the arena help file */
-#ifdef JP
-(void)show_file(TRUE, "arena_j.txt", NULL, 0, 0);
-#else
- (void)show_file(TRUE, "arena.txt", NULL, 0, 0);
-#endif
-
-
- /* Load screen */
+ (void)show_file(TRUE, _("arena_j.txt", "arena.txt"), NULL, 0, 0);
screen_load();
break;
switch (fruit)
{
case 0: /* lemon */
-#ifdef JP
- c_put_str(TERM_YELLOW, " ####.", row, col);
- c_put_str(TERM_YELLOW, " # #", row + 1, col);
- c_put_str(TERM_YELLOW, " # #", row + 2, col);
- c_put_str(TERM_YELLOW, "# #", row + 3, col);
- c_put_str(TERM_YELLOW, "# #", row + 4, col);
- c_put_str(TERM_YELLOW, "# # ", row + 5, col);
- c_put_str(TERM_YELLOW, "# # ", row + 6, col);
- c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
- prt( " レモン ", row + 8, col);
-#else
c_put_str(TERM_YELLOW, " ####.", row, col);
c_put_str(TERM_YELLOW, " # #", row + 1, col);
c_put_str(TERM_YELLOW, " # #", row + 2, col);
c_put_str(TERM_YELLOW, "# # ", row + 5, col);
c_put_str(TERM_YELLOW, "# # ", row + 6, col);
c_put_str(TERM_YELLOW, ".#### ", row + 7, col);
- prt( " Lemon ", row + 8, col);
-#endif
-
+ prt( _(" レモン ",
+ " Lemon "), row + 8, col);
break;
case 1: /* orange */
-#ifdef JP
- c_put_str(TERM_ORANGE, " ## ", row, col);
- c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
- c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
- c_put_str(TERM_ORANGE, "#......#", row + 3, col);
- c_put_str(TERM_ORANGE, "#......#", row + 4, col);
- c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
- c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
- c_put_str(TERM_ORANGE, " ## ", row + 7, col);
- prt( "オレンジ", row + 8, col);
-#else
c_put_str(TERM_ORANGE, " ## ", row, col);
c_put_str(TERM_ORANGE, " #..# ", row + 1, col);
c_put_str(TERM_ORANGE, " #....# ", row + 2, col);
c_put_str(TERM_ORANGE, " #....# ", row + 5, col);
c_put_str(TERM_ORANGE, " #..# ", row + 6, col);
c_put_str(TERM_ORANGE, " ## ", row + 7, col);
- prt( " Orange ", row + 8, col);
-#endif
-
+ prt( _("オレンジ",
+ " Orange "), row + 8, col);
break;
case 2: /* sword */
-#ifdef JP
- c_put_str(TERM_SLATE, " Λ " , row, col);
- c_put_str(TERM_SLATE, " || " , row + 1, col);
- c_put_str(TERM_SLATE, " || " , row + 2, col);
- c_put_str(TERM_SLATE, " || " , row + 3, col);
- c_put_str(TERM_SLATE, " || " , row + 4, col);
- c_put_str(TERM_SLATE, " || " , row + 5, col);
- c_put_str(TERM_UMBER, " |=亜=| " , row + 6, col);
- c_put_str(TERM_UMBER, " 目 " , row + 7, col);
- prt( " 剣 " , row + 8, col);
-#else
- c_put_str(TERM_SLATE, " /\\ " , row, col);
- c_put_str(TERM_SLATE, " ## " , row + 1, col);
- c_put_str(TERM_SLATE, " ## " , row + 2, col);
- c_put_str(TERM_SLATE, " ## " , row + 3, col);
- c_put_str(TERM_SLATE, " ## " , row + 4, col);
- c_put_str(TERM_SLATE, " ## " , row + 5, col);
- c_put_str(TERM_UMBER, " ###### " , row + 6, col);
- c_put_str(TERM_UMBER, " ## " , row + 7, col);
- prt( " Sword " , row + 8, col);
-#endif
-
+ c_put_str(TERM_SLATE, _(" Λ ", " /\\ ") , row, col);
+ c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 1, col);
+ c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 2, col);
+ c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 3, col);
+ c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 4, col);
+ c_put_str(TERM_SLATE, _(" || ", " ## ") , row + 5, col);
+ c_put_str(TERM_UMBER, _(" |=亜=| ", " ###### ") , row + 6, col);
+ c_put_str(TERM_UMBER, _(" 目 ", " ## ") , row + 7, col);
+ prt( _(" 剣 ", " Sword ") , row + 8, col);
break;
case 3: /* shield */
-#ifdef JP
- c_put_str(TERM_SLATE, " ###### ", row, col);
- c_put_str(TERM_SLATE, "# #", row + 1, col);
- c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
- c_put_str(TERM_SLATE, "# +==+ #", row + 3, col);
- c_put_str(TERM_SLATE, "# ++ #", row + 4, col);
- c_put_str(TERM_SLATE, " # # ", row + 5, col);
- c_put_str(TERM_SLATE, " # # ", row + 6, col);
- c_put_str(TERM_SLATE, " ## ", row + 7, col);
- prt( " 盾 ", row + 8, col);
-#else
c_put_str(TERM_SLATE, " ###### ", row, col);
c_put_str(TERM_SLATE, "# #", row + 1, col);
c_put_str(TERM_SLATE, "# ++++ #", row + 2, col);
c_put_str(TERM_SLATE, " # # ", row + 5, col);
c_put_str(TERM_SLATE, " # # ", row + 6, col);
c_put_str(TERM_SLATE, " ## ", row + 7, col);
- prt( " Shield ", row + 8, col);
-#endif
-
+ prt( _(" 盾 ",
+ " Shield "), row + 8, col);
break;
case 4: /* plum */
-#ifdef JP
c_put_str(TERM_VIOLET, " ## ", row, col);
c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
c_put_str(TERM_VIOLET, "########", row + 2, col);
c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
c_put_str(TERM_VIOLET, " #### ", row + 6, col);
c_put_str(TERM_VIOLET, " ## ", row + 7, col);
- prt( " プラム ", row + 8, col);
-#else
- c_put_str(TERM_VIOLET, " ## ", row, col);
- c_put_str(TERM_VIOLET, " ###### ", row + 1, col);
- c_put_str(TERM_VIOLET, "########", row + 2, col);
- c_put_str(TERM_VIOLET, "########", row + 3, col);
- c_put_str(TERM_VIOLET, "########", row + 4, col);
- c_put_str(TERM_VIOLET, " ###### ", row + 5, col);
- c_put_str(TERM_VIOLET, " #### ", row + 6, col);
- c_put_str(TERM_VIOLET, " ## ", row + 7, col);
- prt( " Plum ", row + 8, col);
-#endif
-
+ prt( _(" プラム ",
+ " Plum "), row + 8, col);
break;
case 5: /* cherry */
-#ifdef JP
- c_put_str(TERM_RED, " ##", row, col);
- c_put_str(TERM_RED, " ### ", row + 1, col);
- c_put_str(TERM_RED, " #..# ", row + 2, col);
- c_put_str(TERM_RED, " #..# ", row + 3, col);
- c_put_str(TERM_RED, " ###### ", row + 4, col);
- c_put_str(TERM_RED, "#..##..#", row + 5, col);
- c_put_str(TERM_RED, "#..##..#", row + 6, col);
- c_put_str(TERM_RED, " ## ## ", row + 7, col);
- prt( "チェリー", row + 8, col);
-#else
c_put_str(TERM_RED, " ##", row, col);
c_put_str(TERM_RED, " ### ", row + 1, col);
c_put_str(TERM_RED, " #..# ", row + 2, col);
c_put_str(TERM_RED, "#..##..#", row + 5, col);
c_put_str(TERM_RED, "#..##..#", row + 6, col);
c_put_str(TERM_RED, " ## ## ", row + 7, col);
- prt( " Cherry ", row + 8, col);
-#endif
-
+ prt( _("チェリー",
+ " Cherry "), row + 8, col);
break;
}
}
}
/*!
- * @brief ポーカーの手札がストレート役を得ているかを帰す。
- * @return 役の判定結果
+ * @brief ポーカーの手札がストレートを含んだ高位の役を得ているかを帰す。
+ * @return 役の判定結果 0…ストレート、フラッシュいずれもなし/1…ストレートのみ/2…ストレートフラッシュ/3…ロイヤルストレートフラッシュ
*/
static int yaku_check_straight(void)
{
int i, lowest = 99;
bool joker_is_used = FALSE;
+ bool straight = FALSE;
/* get lowest */
for (i = 0; i < 5; i++)
lowest = NUM_OF(cards[i]);
}
+ /* Check Royal Straight Flush */
if (yaku_check_flush())
{
if( lowest == 0 ){
break;
}
}
- if (i == 4) return 3; /* Wow! Royal Flush!!! */
+ if (i == 4) return 3; /* Wow! Royal Straight Flush!!! */
}
- if( lowest == 9 ){
+ if(lowest == 9){
for (i = 0; i < 3; i++)
{
if (!find_card_num(10 + i))
break;
}
- if (i == 3 && have_joker()) return 3; /* Wow! Royal Flush!!! */
+ if (i == 3 && have_joker()) return 3; /* Wow! Royal Straight Flush!!! */
}
}
joker_is_used = FALSE;
+
+ /* Straight Only Check */
+
+ if (lowest == 0) { /* (10 - J - Q - K)[JOKER] - A */
+ for (i = 0; i < 4; i++)
+ {
+ if (!find_card_num(9 + i)) {
+ if (have_joker() && !joker_is_used)
+ joker_is_used = TRUE;
+ else
+ break; /* None */
+ }
+ }
+ if(i == 4) straight = TRUE;
+ }
+
+ joker_is_used = FALSE;
+
for (i = 0; i < 5; i++)
{
- if (!find_card_num(lowest + i)){
- if( have_joker() && !joker_is_used )
- joker_is_used = TRUE;
- else
- return 0;
+ if(!find_card_num(lowest + i)){
+ if( have_joker() && !joker_is_used )
+ joker_is_used = TRUE;
+ else
+ break; /* None */
}
}
+ if(i == 5) straight = TRUE;
- if (yaku_check_flush())
- return 2; /* Straight Flush */
-
- return 1;
+ if (straight && yaku_check_flush()) return 2; /* Straight Flush */
+ else if(straight) return 1; /* Only Straight */
+ else return 0;
}
/*!
switch(yaku_check_straight()){
case 3: /* RF! */
-#ifdef JP
- c_put_str(TERM_YELLOW, "ロイヤルストレートフラッシュ", 4, 3);
-#else
- c_put_str(TERM_YELLOW, "Royal Flush", 4, 3);
-#endif
+ c_put_str(TERM_YELLOW, _("ロイヤルストレートフラッシュ", "Royal Flush"), 4, 3);
return ODDS_RF;
case 2: /* SF! */
-#ifdef JP
- c_put_str(TERM_YELLOW, "ストレートフラッシュ", 4, 3);
-#else
- c_put_str(TERM_YELLOW, "Straight Flush", 4, 3);
-#endif
+ c_put_str(TERM_YELLOW, _("ストレートフラッシュ", "Straight Flush"), 4, 3);
return ODDS_SF;
case 1:
-#ifdef JP
- c_put_str(TERM_YELLOW, "ストレート", 4, 3);
-#else
- c_put_str(TERM_YELLOW, "Straight", 4, 3);
-#endif
+ c_put_str(TERM_YELLOW, _("ストレート", "Straight"), 4, 3);
return ODDS_ST;
default:
/* Not straight -- fall through */
if (yaku_check_flush())
{
-
-#ifdef JP
- c_put_str(TERM_YELLOW, "フラッシュ", 4, 3);
-#else
- c_put_str(TERM_YELLOW, "Flush", 4, 3);
-#endif
+ c_put_str(TERM_YELLOW, _("フラッシュ", "Flush"), 4, 3);
return ODDS_FL;
}
switch (yaku_check_pair())
{
case 1:
-#ifdef JP
- c_put_str(TERM_YELLOW, "ワンペア", 4, 3);
-#else
- c_put_str(TERM_YELLOW, "One pair", 4, 3);
-#endif
+ c_put_str(TERM_YELLOW, _("ワンペア", "One pair"), 4, 3);
return 0;
case 2:
-#ifdef JP
- c_put_str(TERM_YELLOW, "ツーペア", 4, 3);
-#else
- c_put_str(TERM_YELLOW, "Two pair", 4, 3);
-#endif
+ c_put_str(TERM_YELLOW, _("ツーペア", "Two pair"), 4, 3);
return ODDS_2P;
case 3:
-#ifdef JP
- c_put_str(TERM_YELLOW, "スリーカード", 4, 3);
-#else
- c_put_str(TERM_YELLOW, "Three of a kind", 4, 3);
-#endif
+ c_put_str(TERM_YELLOW, _("スリーカード", "Three of a kind"), 4, 3);
return ODDS_3C;
case 4:
-#ifdef JP
- c_put_str(TERM_YELLOW, "フルハウス", 4, 3);
-#else
- c_put_str(TERM_YELLOW, "Full house", 4, 3);
-#endif
+ c_put_str(TERM_YELLOW, _("フルハウス", "Full house"), 4, 3);
return ODDS_FH;
case 6:
-#ifdef JP
- c_put_str(TERM_YELLOW, "フォーカード", 4, 3);
-#else
- c_put_str(TERM_YELLOW, "Four of a kind", 4, 3);
-#endif
+ c_put_str(TERM_YELLOW, _("フォーカード", "Four of a kind"), 4, 3);
return ODDS_4C;
case 7:
- if (!NUM_OF(cards[0]) || !NUM_OF(cards[1]))
+ if (!NUM_OF(cards[0]) && !NUM_OF(cards[1]))
{
-#ifdef JP
- c_put_str(TERM_YELLOW, "ファイブエース", 4, 3);
-#else
- c_put_str(TERM_YELLOW, "Five ace", 4, 3);
-#endif
+ c_put_str(TERM_YELLOW, _("ファイブエース", "Five ace"), 4, 3);
return ODDS_5A;
}
else
{
-#ifdef JP
- c_put_str(TERM_YELLOW, "ファイブカード", 4, 3);
-#else
- c_put_str(TERM_YELLOW, "Five of a kind", 4, 3);
-#endif
+ c_put_str(TERM_YELLOW, _("ファイブカード", "Five of a kind"), 4, 3);
return ODDS_5C;
}
default:
if (i == hoge) col = TERM_YELLOW;
else if(kaeruka[i]) col = TERM_WHITE;
else col = TERM_L_BLUE;
-#ifdef JP
- if(kaeruka[i])
- c_put_str(col, "かえる", 14, 5+i*16);
- else
- c_put_str(col, "のこす", 14, 5+i*16);
-#else
+
if(kaeruka[i])
- c_put_str(col, "Change", 14, 5+i*16);
+ c_put_str(col, _("かえる", "Change"), 14, 5+i*16);
else
- c_put_str(col, " Stay ", 14, 5+i*16);
-#endif
+ c_put_str(col, _("のこす", " Stay "), 14, 5+i*16);
}
if (hoge > 4) col = TERM_YELLOW;
else col = TERM_WHITE;
-#ifdef JP
- c_put_str(col, "決定", 16, 38);
-#else
- c_put_str(col, "Sure", 16, 38);
-#endif
+ c_put_str(col, _("決定", "Sure"), 16, 38);
/* Hilite current option */
if (hoge < 5) move_cursor(14, 5+hoge*16);
for (i = 0; i < 5; i++)
{
-#ifdef JP
- prt("┏━━━━━━┓", 5, i*16);
-#else
- prt(" +------------+ ", 5, i*16);
-#endif
+ prt(_("┏━━━━━━┓", " +------------+ "), 5, i*16);
}
for (i = 0; i < 5; i++)
{
for (j = 0; j < 7; j++)
{
-#ifdef JP
- prt("┃", j+6, i*16);
-#else
- prt(" |", j+6, i*16);
-#endif
+ prt(_("┃", " |"), j+6, i*16);
if(IS_JOKER(cards[i]))
c_put_str(TERM_VIOLET, joker_grph[j], j+6, 2+i*16);
else
c_put_str(suitcolor[SUIT_OF(cards[i])], format(card_grph[NUM_OF(cards[i])][j], suit[SUIT_OF(cards[i])], suit[SUIT_OF(cards[i])]), j+6, 2+i*16);
-#ifdef JP
- prt("┃", j+6, i*16+14);
-#else
- prt("| ", j+6, i*16+14);
-#endif
+ prt(_("┃", "| "), j+6, i*16+14);
}
}
for (i = 0; i < 5; i++)
{
-#ifdef JP
- prt("┗━━━━━━┛", 13, i*16);
-#else
- prt(" +------------+ ", 13, i*16);
-#endif
+ prt(_("┗━━━━━━┛", " +------------+ "), 13, i*16);
}
}
cards[i] = deck[deck_ptr++];
kaeruka[i] = 0; /* default:nokosu */
}
-
-#if 0
- /* debug:RF */
- cards[0] = 12;
- cards[1] = 0;
- cards[2] = 9;
- cards[3] = 11;
- cards[4] = 10;
-#endif
-#if 0
- /* debug:SF */
- cards[0] = 3;
- cards[1] = 2;
- cards[2] = 4;
- cards[3] = 6;
- cards[4] = 5;
-#endif
-#if 0
- /* debug:Four Cards */
- cards[0] = 0;
- cards[1] = 0 + 13 * 1;
- cards[2] = 0 + 13 * 2;
- cards[3] = 0 + 13 * 3;
- cards[4] = 51;
-#endif
-#if 0
- /* debug:Straight */
- cards[0] = 1;
- cards[1] = 0 + 13;
- cards[2] = 3;
- cards[3] = 2 + 26;
- cards[4] = 4;
-#endif
-#if 0
- /* debug */
- cards[0] = 52;
- cards[1] = 0;
- cards[2] = 1;
- cards[3] = 2;
- cards[4] = 3;
-#endif
/* suteruno wo kimeru */
-#ifdef JP
- prt("残すカードを決めて下さい(方向で移動, スペースで選択)。", 0, 0);
-#else
- prt("Stay witch? ", 0, 0);
-#endif
+ prt(_("残すカードを決めて下さい(方向で移動, スペースで選択)。", "Stay witch? "), 0, 0);
display_cards();
yaku_check();
if (cmd == BACT_GAMBLE_RULES)
{
/* Peruse the gambling help file */
-#ifdef JP
-(void)show_file(TRUE, "jgambling.txt", NULL, 0, 0);
-#else
- (void)show_file(TRUE, "gambling.txt", NULL, 0, 0);
-#endif
-
+ (void)show_file(TRUE, _("jgambling.txt", "gambling.txt"), NULL, 0, 0);
}
else
{
/* No money */
if (p_ptr->au < 1)
{
-#ifdef JP
- msg_print("おい!おまえ一文なしじゃないか!こっから出ていけ!");
-#else
- msg_print("Hey! You don't have gold - get out of here!");
-#endif
-
+ msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!",
+ "Hey! You don't have gold - get out of here!"));
msg_print(NULL);
screen_load();
return FALSE;
/* Get the wager */
strcpy(out_val, "");
-#ifdef JP
-sprintf(tmp_str,"賭け金 (1-%ld)?", (long int)maxbet);
-#else
- sprintf(tmp_str,"Your wager (1-%ld) ? ", (long int)maxbet);
-#endif
+ sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
/*
if (wager > p_ptr->au)
{
-#ifdef JP
-msg_print("おい!金が足りないじゃないか!出ていけ!");
-#else
- msg_print("Hey! You don't have the gold - get out of here!");
-#endif
-
+ msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
msg_print(NULL);
screen_load();
return (FALSE);
}
else if (wager > maxbet)
{
-#ifdef JP
-msg_format("%ldゴールドだけ受けよう。残りは取っときな。", (long int)maxbet);
-#else
- msg_format("I'll take %ld gold of that. Keep the rest.", (long int)maxbet);
-#endif
-
+ msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。",
+ "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
wager = maxbet;
}
else if (wager < 1)
{
-#ifdef JP
-msg_print("OK、1ゴールドからはじめよう。");
-#else
- msg_print("Ok, we'll start with 1 gold.");
-#endif
-
-
+ msg_print(_("OK、1ゴールドからはじめよう。", "Ok, we'll start with 1 gold."));
wager = 1;
}
msg_print(NULL);
odds = 0;
oldgold = p_ptr->au;
-#ifdef JP
-sprintf(tmp_str, "ゲーム前の所持金: %9ld", (long int)oldgold);
-#else
- sprintf(tmp_str, "Gold before game: %9ld", (long int)oldgold);
-#endif
-
+ sprintf(tmp_str, _("ゲーム前の所持金: %9ld", "Gold before game: %9ld"), (long int)oldgold);
prt(tmp_str, 20, 2);
-
-#ifdef JP
-sprintf(tmp_str, "現在の掛け金: %9ld", (long int)wager);
-#else
- sprintf(tmp_str, "Current Wager: %9ld", (long int)wager);
-#endif
-
+ sprintf(tmp_str, _("現在の掛け金: %9ld", "Current Wager: %9ld"), (long int)wager);
prt(tmp_str, 21, 2);
do
switch (cmd)
{
case BACT_IN_BETWEEN: /* Game of In-Between */
-#ifdef JP
-c_put_str(TERM_GREEN, "イン・ビトイーン",5,2);
-#else
- c_put_str(TERM_GREEN, "In Between", 5, 2);
-#endif
+ c_put_str(TERM_GREEN, _("イン・ビトイーン", "In Between"),5,2);
odds = 4;
win = FALSE;
roll1 = randint1(10);
roll2 = randint1(10);
choice = randint1(10);
-#ifdef JP
-sprintf(tmp_str, "黒ダイス: %d 黒ダイス: %d", roll1, roll2);
-#else
- sprintf(tmp_str, "Black die: %d Black Die: %d", roll1, roll2);
-#endif
+ sprintf(tmp_str, _("黒ダイス: %d 黒ダイス: %d", "Black die: %d Black Die: %d"), roll1, roll2);
prt(tmp_str, 8, 3);
-#ifdef JP
-sprintf(tmp_str, "赤ダイス: %d", choice);
-#else
- sprintf(tmp_str, "Red die: %d", choice);
-#endif
+ sprintf(tmp_str, _("赤ダイス: %d", "Red die: %d"), choice);
prt(tmp_str, 11, 14);
if (((choice > roll1) && (choice < roll2)) ||
win = TRUE;
break;
case BACT_CRAPS: /* Game of Craps */
-#ifdef JP
-c_put_str(TERM_GREEN, "クラップス", 5, 2);
-#else
- c_put_str(TERM_GREEN, "Craps", 5, 2);
-#endif
+ c_put_str(TERM_GREEN, _("クラップス", "Craps"), 5, 2);
win = 3;
odds = 2;
roll2 = randint1(6);
roll3 = roll1 + roll2;
choice = roll3;
-#ifdef JP
-sprintf(tmp_str, "1振りめ: %d %d Total: %d", roll1,
-#else
- sprintf(tmp_str, "First roll: %d %d Total: %d", roll1,
-#endif
-
- roll2, roll3);
+ sprintf(tmp_str, _("1振りめ: %d %d Total: %d",
+ "First roll: %d %d Total: %d"), roll1, roll2, roll3);
prt(tmp_str, 7, 5);
if ((roll3 == 7) || (roll3 == 11))
win = TRUE;
else
do
{
-#ifdef JP
-msg_print("なにかキーを押すともう一回振ります。");
-#else
- msg_print("Hit any key to roll again");
-#endif
+ msg_print(_("なにかキーを押すともう一回振ります。", "Hit any key to roll again"));
msg_print(NULL);
roll1 = randint1(6);
roll2 = randint1(6);
roll3 = roll1 + roll2;
-
-#ifdef JP
-sprintf(tmp_str, "出目: %d %d 合計: %d",
-#else
- sprintf(tmp_str, "Roll result: %d %d Total: %d",
-#endif
-
- roll1, roll2, roll3);
+ sprintf(tmp_str, _("出目: %d %d 合計: %d",
+ "Roll result: %d %d Total: %d"), roll1, roll2, roll3);
prt(tmp_str, 8, 5);
if (roll3 == choice)
win = TRUE;
case BACT_SPIN_WHEEL: /* Spin the Wheel Game */
win = FALSE;
odds = 9;
-#ifdef JP
-c_put_str(TERM_GREEN, "ルーレット", 5, 2);
-#else
- c_put_str(TERM_GREEN, "Wheel", 5, 2);
-#endif
+ c_put_str(TERM_GREEN, _("ルーレット", "Wheel"), 5, 2);
prt("0 1 2 3 4 5 6 7 8 9", 7, 5);
prt("--------------------------------", 8, 3);
strcpy(out_val, "");
-#ifdef JP
-get_string("何番? (0-9): ", out_val, 32);
-#else
- get_string("Pick a number (0-9): ", out_val, 32);
-#endif
+ get_string(_("何番? (0-9): ", "Pick a number (0-9): "), out_val, 32);
for (p = out_val; iswspace(*p); p++);
choice = atol(p);
if (choice < 0)
{
-#ifdef JP
-msg_print("0番にしとくぜ。");
-#else
- msg_print("I'll put you down for 0.");
-#endif
-
+ msg_print(_("0番にしとくぜ。", "I'll put you down for 0."));
choice = 0;
}
else if (choice > 9)
{
-#ifdef JP
-msg_print("OK、9番にしとくぜ。");
-#else
- msg_print("Ok, I'll put you down for 9.");
-#endif
-
+ msg_print(_("OK、9番にしとくぜ。", "Ok, I'll put you down for 9."));
choice = 9;
}
msg_print(NULL);
roll1 = randint0(10);
-#ifdef JP
-sprintf(tmp_str, "ルーレットは回り、止まった。勝者は %d番だ。",
-#else
- sprintf(tmp_str, "The wheel spins to a stop and the winner is %d",
-#endif
-
- roll1);
+ sprintf(tmp_str, _("ルーレットは回り、止まった。勝者は %d番だ。",
+ "The wheel spins to a stop and the winner is %d"), roll1);
prt(tmp_str, 13, 3);
prt("", 9, 0);
prt("*", 9, (3 * roll1 + 5));
break;
case BACT_DICE_SLOTS: /* The Dice Slots */
-#ifdef JP
-c_put_str(TERM_GREEN, "ダイス・スロット", 5, 2);
- c_put_str(TERM_YELLOW, "レモン レモン 2", 6, 37);
- c_put_str(TERM_YELLOW, "レモン レモン レモン 5", 7, 37);
- c_put_str(TERM_ORANGE, "オレンジ オレンジ オレンジ 10", 8, 37);
- c_put_str(TERM_UMBER, "剣 剣 剣 20", 9, 37);
- c_put_str(TERM_SLATE, "盾 盾 盾 50", 10, 37);
- c_put_str(TERM_VIOLET, "プラム プラム プラム 200", 11, 37);
- c_put_str(TERM_RED, "チェリー チェリー チェリー 1000", 12, 37);
-#else
- c_put_str(TERM_GREEN, "Dice Slots", 5, 2);
-#endif
-
+ c_put_str(TERM_GREEN, _("ダイス・スロット", "Dice Slots"), 5, 2);
+ c_put_str(TERM_YELLOW, _("レモン レモン 2", ""), 6, 37);
+ c_put_str(TERM_YELLOW, _("レモン レモン レモン 5", ""), 7, 37);
+ c_put_str(TERM_ORANGE, _("オレンジ オレンジ オレンジ 10", ""), 8, 37);
+ c_put_str(TERM_UMBER, _("剣 剣 剣 20", ""), 9, 37);
+ c_put_str(TERM_SLATE, _("盾 盾 盾 50", ""), 10, 37);
+ c_put_str(TERM_VIOLET, _("プラム プラム プラム 200", ""), 11, 37);
+ c_put_str(TERM_RED, _("チェリー チェリー チェリー 1000", ""), 12, 37);
+
win = FALSE;
roll1 = randint1(21);
for (i=6;i>0;i--)
if (win)
{
-#ifdef JP
-prt("あなたの勝ち", 16, 37);
-#else
- prt("YOU WON", 16, 37);
-#endif
+ prt(_("あなたの勝ち", "YOU WON"), 16, 37);
p_ptr->au += odds * wager;
-#ifdef JP
-sprintf(tmp_str, "倍率: %d", odds);
-#else
- sprintf(tmp_str, "Payoff: %d", odds);
-#endif
+ sprintf(tmp_str, _("倍率: %d", "Payoff: %d"), odds);
prt(tmp_str, 17, 37);
}
else
{
-#ifdef JP
-prt("あなたの負け", 16, 37);
-#else
- prt("You Lost", 16, 37);
-#endif
-
+ prt(_("あなたの負け", "You Lost"), 16, 37);
prt("", 17, 37);
}
-#ifdef JP
-sprintf(tmp_str, "現在の所持金: %9ld", (long int)p_ptr->au);
-#else
- sprintf(tmp_str, "Current Gold: %9ld", (long int)p_ptr->au);
-#endif
+ sprintf(tmp_str, _("現在の所持金: %9ld", "Current Gold: %9ld"), (long int)p_ptr->au);
prt(tmp_str, 22, 2);
-#ifdef JP
-prt("もう一度(Y/N)?", 18, 37);
-#else
- prt("Again(Y/N)?", 18, 37);
-#endif
+ prt(_("もう一度(Y/N)?", "Again(Y/N)?"), 18, 37);
move_cursor(18, 52);
again = inkey();
prt("", 18, 37);
if (wager > p_ptr->au)
{
-#ifdef JP
-msg_print("おい!金が足りないじゃないか!ここから出て行け!");
-#else
- msg_print("Hey! You don't have the gold - get out of here!");
-#endif
-
+ msg_print(_("おい!金が足りないじゃないか!ここから出て行け!",
+ "Hey! You don't have the gold - get out of here!"));
msg_print(NULL);
/* Get out here */
prt("", 18, 37);
if (p_ptr->au >= oldgold)
{
-#ifdef JP
-msg_print("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」");
-#else
- msg_print("You came out a winner! We'll win next time, I'm sure.");
-#endif
+ msg_print(_("「今回は儲けたな!でも次はこっちが勝ってやるからな、絶対に!」",
+ "You came out a winner! We'll win next time, I'm sure."));
chg_virtue(V_CHANCE, 3);
}
else
{
-#ifdef JP
-msg_print("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」");
-#else
- msg_print("You lost gold! Haha, better head home.");
-#endif
+ msg_print(_("「金をスッてしまったな、わはは!うちに帰った方がいいぜ。」", "You lost gold! Haha, better head home."));
chg_virtue(V_CHANCE, -3);
}
}
* 自爆以外のなんらかのHP攻撃手段を持っていること。
* @return 参加できるか否か
*/
-static bool vault_aux_battle(int r_idx)
+static bool vault_aux_battle(MONRACE_IDX r_idx)
{
int i;
- int dam = 0;
+ HIT_POINT dam = 0;
monster_race *r_ptr = &r_info[r_idx];
if (r_ptr->blow[i].method == RBM_EXPLODE) return (FALSE);
if (r_ptr->blow[i].effect != RBE_DR_MANA) dam += r_ptr->blow[i].d_dice;
}
- if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->flags5 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->flags6 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
+ if (!dam && !(r_ptr->flags4 & (RF4_BOLT_MASK | RF4_BEAM_MASK | RF4_BALL_MASK | RF4_BREATH_MASK)) && !(r_ptr->a_ability_flags1 & (RF5_BOLT_MASK | RF5_BEAM_MASK | RF5_BALL_MASK | RF5_BREATH_MASK)) && !(r_ptr->a_ability_flags2 & (RF6_BOLT_MASK | RF6_BEAM_MASK | RF6_BALL_MASK | RF6_BREATH_MASK))) return (FALSE);
- /* Okay */
return (TRUE);
}
{
total = 0;
tekitou = FALSE;
- for(i=0;i<4;i++)
+ for(i = 0; i < 4; i++)
{
- int r_idx, j;
+ MONRACE_IDX r_idx;
+ int j;
while (1)
{
get_mon_num_prep(vault_aux_battle, NULL);
power[i] = power[i] * (r_ptr->speed - 20) / 100;
if (num_taisei > 2)
power[i] = power[i] * (num_taisei*2+5) / 10;
- else if (r_ptr->flags6 & RF6_INVULNER)
+ else if (r_ptr->a_ability_flags2 & RF6_INVULNER)
power[i] = power[i] * 4 / 3;
- else if (r_ptr->flags6 & RF6_HEAL)
+ else if (r_ptr->a_ability_flags2 & RF6_HEAL)
power[i] = power[i] * 4 / 3;
- else if (r_ptr->flags5 & RF5_DRAIN_MANA)
+ else if (r_ptr->a_ability_flags1 & RF5_DRAIN_MANA)
power[i] = power[i] * 11 / 10;
if (r_ptr->flags1 & RF1_RAND_25)
power[i] = power[i] * 9 / 10;
if (r_ptr->flags1 & RF1_RAND_50)
power[i] = power[i] * 9 / 10;
+ if (r_ptr->flagsr & RFR_RES_ALL) power[i] *= 100000;
+ if (r_ptr->arena_ratio) power[i] = power[i] * r_ptr->arena_ratio / 100;
+
- switch (battle_mon[i])
- {
- case MON_GREEN_G:
- case MON_THAT_BAT:
- case MON_GHOST_Q:
- power[i] /= 4;
- break;
- case MON_LOST_SOUL:
- case MON_GHOST:
- power[i] /= 2;
- break;
- case MON_UND_BEHOLDER:
- case MON_SANTACLAUS:
- case MON_ULT_BEHOLDER:
- case MON_UNGOLIANT:
- case MON_ATLACH_NACHA:
- case MON_Y_GOLONAC:
- power[i] = power[i] * 3 / 5;
- break;
- case MON_ROBIN_HOOD:
- case MON_RICH:
- case MON_LICH:
- case MON_COLOSSUS:
- case MON_CRYPT_THING:
- case MON_MASTER_LICH:
- case MON_DREADMASTER:
- case MON_DEMILICH:
- case MON_SHADOWLORD:
- case MON_ARCHLICH:
- case MON_BLEYS:
- case MON_CAINE:
- case MON_JULIAN:
- case MON_VENOM_WYRM:
- case MON_MASTER_MYS:
- case MON_G_MASTER_MYS:
- power[i] = power[i] * 3 / 4;
- break;
- case MON_VORPAL_BUNNY:
- case MON_SHAGRAT:
- case MON_GORBAG:
- case MON_LOG_MASTER:
- case MON_JURT:
- case MON_GRAV_HOUND:
- case MON_SHIM_VOR:
- case MON_JUBJUB:
- case MON_CLUB_DEMON:
- case MON_LLOIGOR:
- case MON_NIGHTCRAWLER:
- case MON_NIGHTWALKER:
- case MON_RAPHAEL:
- case MON_SHAMBLER:
- case MON_SKY_DRAKE:
- case MON_GERARD:
- case MON_G_CTHULHU:
- case MON_SPECT_WYRM:
- case MON_BAZOOKER:
- case MON_GCWADL:
- case MON_KIRIN:
- case MON_FENGHUANG:
- power[i] = power[i] * 4 / 3;
- break;
- case MON_UMBER_HULK:
- case MON_FIRE_VOR:
- case MON_WATER_VOR:
- case MON_COLD_VOR:
- case MON_ENERGY_VOR:
- case MON_GACHAPIN:
- case MON_REVENANT:
- case MON_NEXUS_VOR:
- case MON_PLASMA_VOR:
- case MON_TIME_VOR:
- case MON_MANDOR:
- case MON_KAVLAX:
- case MON_RINALDO:
- case MON_STORMBRINGER:
- case MON_TIME_HOUND:
- case MON_PLASMA_HOUND:
- case MON_TINDALOS:
- case MON_CHAOS_VOR:
- case MON_AETHER_VOR:
- case MON_AETHER_HOUND:
- case MON_CANTORAS:
- case MON_GODZILLA:
- case MON_TARRASQUE:
- case MON_DESTROYER:
- case MON_MORGOTH:
- case MON_SERPENT:
- case MON_OROCHI:
- case MON_D_ELF_SHADE:
- case MON_MANA_HOUND:
- case MON_SHARD_VOR:
- case MON_BANORLUPART:
- case MON_BOTEI:
- case MON_JAIAN:
- case MON_BAHAMUT:
- case MON_WAHHA:
- power[i] = power[i] * 3 / 2;
- break;
- case MON_ROLENTO:
- case MON_CYBER:
- case MON_CYBER_KING:
- case MON_UNICORN_ORD:
- power[i] = power[i] * 5 / 3;
- break;
- case MON_ARCH_VILE:
- case MON_PHANTOM_B:
- case MON_WYRM_POWER:
- power[i] *= 2;
- break;
- case MON_NODENS:
- case MON_CULVERIN:
- power[i] *= 3;
- break;
- case MON_ECHIZEN:
- power[i] *= 9;
- break;
- case MON_HAGURE:
- power[i] *= 100000;
- break;
- default:
- break;
- }
total += power[i];
}
for (i=0;i<4;i++)
/* No money */
if (p_ptr->au < 1)
{
-#ifdef JP
- msg_print("おい!おまえ一文なしじゃないか!こっから出ていけ!");
-#else
- msg_print("Hey! You don't have gold - get out of here!");
-#endif
-
+ msg_print(_("おい!おまえ一文なしじゃないか!こっから出ていけ!", "Hey! You don't have gold - get out of here!"));
msg_print(NULL);
screen_load();
return FALSE;
clear_bldg(4, 10);
-#ifdef JP
- prt("モンスター 倍率", 4, 4);
-#else
- prt("Monsters Odds", 4, 4);
-#endif
+ prt(_("モンスター 倍率",
+ "Monsters Odds"), 4, 4);
for (i=0;i<4;i++)
{
char buf[80];
monster_race *r_ptr = &r_info[battle_mon[i]];
-#ifdef JP
- sprintf(buf,"%d) %-58s %4ld.%02ld倍", i+1, format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "), (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
-#else
- sprintf(buf,"%d) %-58s %4ld.%02ld", i+1, format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name), (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
-#endif
+ sprintf(buf, _("%d) %-58s %4ld.%02ld倍", "%d) %-58s %4ld.%02ld"), i+1,
+ _(format("%s%s",r_name + r_ptr->name, (r_ptr->flags1 & RF1_UNIQUE) ? "もどき" : " "),
+ format("%s%s", (r_ptr->flags1 & RF1_UNIQUE) ? "Fake " : "", r_name + r_ptr->name)),
+ (long int)mon_odds[i]/100, (long int)mon_odds[i]%100);
prt(buf, 5+i, 1);
}
-
-#ifdef JP
- prt("どれに賭けますか:", 0, 0);
-#else
- prt("Which monster: ", 0, 0);
-#endif
+ prt(_("どれに賭けますか:", "Which monster: "), 0, 0);
while(1)
{
i = inkey();
/* Get the wager */
strcpy(out_val, "");
-#ifdef JP
-sprintf(tmp_str,"賭け金 (1-%ld)?", (long int)maxbet);
-#else
- sprintf(tmp_str,"Your wager (1-%ld) ? ", (long int)maxbet);
-#endif
-
-
+ sprintf(tmp_str,_("賭け金 (1-%ld)?", "Your wager (1-%ld) ? "), (long int)maxbet);
/*
* Use get_string() because we may need more than
* the s16b value returned by get_quantity().
if (wager > p_ptr->au)
{
-#ifdef JP
-msg_print("おい!金が足りないじゃないか!出ていけ!");
-#else
- msg_print("Hey! You don't have the gold - get out of here!");
-#endif
+ msg_print(_("おい!金が足りないじゃないか!出ていけ!", "Hey! You don't have the gold - get out of here!"));
msg_print(NULL);
screen_load();
}
else if (wager > maxbet)
{
-#ifdef JP
-msg_format("%ldゴールドだけ受けよう。残りは取っときな。", (long int)maxbet);
-#else
- msg_format("I'll take %ld gold of that. Keep the rest.",(long int) maxbet);
-#endif
+ msg_format(_("%ldゴールドだけ受けよう。残りは取っときな。", "I'll take %ld gold of that. Keep the rest."), (long int)maxbet);
wager = maxbet;
}
else if (wager < 1)
{
-#ifdef JP
-msg_print("OK、1ゴールドでいこう。");
-#else
- msg_print("Ok, we'll start with 1 gold.");
-#endif
-
-
+ msg_print(_("OK、1ゴールドでいこう。", "Ok, we'll start with 1 gold."));
wager = 1;
}
msg_print(NULL);
monster_race *r_ptr = &r_info[today_mon];
clear_bldg(4,18);
-#ifdef JP
-c_put_str(TERM_YELLOW, "本日の賞金首", 5, 10);
-#else
- prt("Wanted monster that changes from day to day", 5, 10);
-#endif
-#ifdef JP
- sprintf(buf,"ターゲット: %s",r_name + r_ptr->name);
-#else
- sprintf(buf,"target: %s",r_name + r_ptr->name);
-#endif
+ c_put_str(TERM_YELLOW, _("本日の賞金首", "Wanted monster that changes from day to day"), 5, 10);
+ sprintf(buf,_("ターゲット: %s", "target: %s"),r_name + r_ptr->name);
c_put_str(TERM_YELLOW, buf, 6, 10);
-#ifdef JP
- sprintf(buf,"死体 ---- $%d",r_ptr->level * 50 + 100);
-#else
- sprintf(buf,"corpse ---- $%d",r_ptr->level * 50 + 100);
-#endif
+ sprintf(buf,_("死体 ---- $%d", "corpse ---- $%d"), (int)r_ptr->level * 50 + 100);
prt(buf, 8, 10);
-#ifdef JP
- sprintf(buf,"骨 ---- $%d",r_ptr->level * 30 + 60);
-#else
- sprintf(buf,"skeleton ---- $%d",r_ptr->level * 30 + 60);
-#endif
+ sprintf(buf,_("骨 ---- $%d", "skeleton ---- $%d"), (int)r_ptr->level * 30 + 60);
prt(buf, 9, 10);
p_ptr->today_mon = today_mon;
}
static void tsuchinoko(void)
{
clear_bldg(4,18);
-#ifdef JP
-c_put_str(TERM_YELLOW, "一獲千金の大チャンス!!!", 5, 10);
-c_put_str(TERM_YELLOW, "ターゲット:幻の珍獣「ツチノコ」", 6, 10);
-c_put_str(TERM_WHITE, "生け捕り ---- $1,000,000", 8, 10);
-c_put_str(TERM_WHITE, "死体 ---- $200,000", 9, 10);
-c_put_str(TERM_WHITE, "骨 ---- $100,000", 10, 10);
-#else
-c_put_str(TERM_YELLOW, "Big chance to quick money!!!", 5, 10);
-c_put_str(TERM_YELLOW, "target: the rarest animal 'Tsuchinoko'", 6, 10);
-c_put_str(TERM_WHITE, "catch alive ---- $1,000,000", 8, 10);
-c_put_str(TERM_WHITE, "corpse ---- $200,000", 9, 10);
-c_put_str(TERM_WHITE, "bones ---- $100,000", 10, 10);
-#endif
+ c_put_str(TERM_YELLOW, _("一獲千金の大チャンス!!!", "Big chance to quick money!!!"), 5, 10);
+ c_put_str(TERM_YELLOW, _("ターゲット:幻の珍獣「ツチノコ」", "target: the rarest animal 'Tsuchinoko'"), 6, 10);
+ c_put_str(TERM_WHITE, _("生け捕り ---- $1,000,000", "catch alive ---- $1,000,000"), 8, 10);
+ c_put_str(TERM_WHITE, _("死体 ---- $200,000", "corpse ---- $200,000"), 9, 10);
+ c_put_str(TERM_WHITE, _("骨 ---- $100,000", "bones ---- $100,000"), 10, 10);
}
/*!
static void shoukinkubi(void)
{
int i;
- int y = 0;
+ TERM_LEN y = 0;
clear_bldg(4,18);
-
-#ifdef JP
- prt("死体を持ち帰れば報酬を差し上げます。",4 ,10);
-c_put_str(TERM_YELLOW, "現在の賞金首", 6, 10);
-#else
- prt("Offer a prize when you bring a wanted monster's corpse",4 ,10);
-c_put_str(TERM_YELLOW, "Wanted monsters", 6, 10);
-#endif
+ prt(_("死体を持ち帰れば報酬を差し上げます。", "Offer a prize when you bring a wanted monster's corpse"),4 ,10);
+ c_put_str(TERM_YELLOW, _("現在の賞金首", "Wanted monsters"), 6, 10);
for (i = 0; i < MAX_KUBI; i++)
{
if (kubi_r_idx[i] > 10000)
{
color = TERM_RED;
-#ifdef JP
- done_mark = "(済)";
-#else
- done_mark = "(done)";
-#endif
+ done_mark = _("(済)", "(done)");
}
else
{
y = (y+1) % 10;
if (!y && (i < MAX_KUBI -1))
{
-#ifdef JP
- prt("何かキーを押してください", 0, 0);
-#else
- prt("Hit any key.", 0, 0);
-#endif
+ prt(_("何かキーを押してください", "Hit any key."), 0, 0);
(void)inkey();
prt("", 0, 0);
clear_bldg(7,18);
* 賞金首の報酬テーブル / List of prize object
*/
static struct {
- s16b tval;
- s16b sval;
+ OBJECT_TYPE_VALUE tval; /*!< ベースアイテムのメイン種別ID */
+ OBJECT_SUBTYPE_VALUE sval; /*!< ベースアイテムのサブ種別ID */
} prize_list[MAX_KUBI] =
{
{TV_POTION, SV_POTION_CURING},
*/
static bool kankin(void)
{
- int i, j;
+ INVENTORY_IDX i;
+ int j;
bool change = FALSE;
char o_name[MAX_NLEN];
object_type *o_ptr;
{
char buf[MAX_NLEN+20];
object_desc(o_name, o_ptr, 0);
-#ifdef JP
- sprintf(buf, "%s を換金しますか?",o_name);
-#else
- sprintf(buf, "Convert %s into money? ",o_name);
-#endif
+ sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
if (get_check(buf))
{
-#ifdef JP
- msg_format("賞金 %ld$を手に入れた。", (long int)(1000000L * o_ptr->number));
-#else
- msg_format("You get %ldgp.", (long int)(1000000L * o_ptr->number));
-#endif
+ msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(1000000L * o_ptr->number));
p_ptr->au += 1000000L * o_ptr->number;
p_ptr->redraw |= (PR_GOLD);
inven_item_increase(i, -o_ptr->number);
{
char buf[MAX_NLEN+20];
object_desc(o_name, o_ptr, 0);
-#ifdef JP
- sprintf(buf, "%s を換金しますか?",o_name);
-#else
- sprintf(buf, "Convert %s into money? ",o_name);
-#endif
+ sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
if (get_check(buf))
{
-#ifdef JP
- msg_format("賞金 %ld$を手に入れた。", (long int)(200000L * o_ptr->number));
-#else
- msg_format("You get %ldgp.", (long int)(200000L * o_ptr->number));
-#endif
+ msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(200000L * o_ptr->number));
p_ptr->au += 200000L * o_ptr->number;
p_ptr->redraw |= (PR_GOLD);
inven_item_increase(i, -o_ptr->number);
{
char buf[MAX_NLEN+20];
object_desc(o_name, o_ptr, 0);
-#ifdef JP
- sprintf(buf, "%s を換金しますか?",o_name);
-#else
- sprintf(buf, "Convert %s into money? ",o_name);
-#endif
+ sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
if (get_check(buf))
{
-#ifdef JP
- msg_format("賞金 %ld$を手に入れた。", (long int)(100000L * o_ptr->number));
-#else
- msg_format("You get %ldgp.", (long int)(100000L * o_ptr->number));
-#endif
+ msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)(100000L * o_ptr->number));
p_ptr->au += 100000L * o_ptr->number;
p_ptr->redraw |= (PR_GOLD);
inven_item_increase(i, -o_ptr->number);
{
char buf[MAX_NLEN+20];
object_desc(o_name, o_ptr, 0);
-#ifdef JP
- sprintf(buf, "%s を換金しますか?",o_name);
-#else
- sprintf(buf, "Convert %s into money? ",o_name);
-#endif
+ sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
if (get_check(buf))
{
-#ifdef JP
- msg_format("賞金 %ld$を手に入れた。", (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
-#else
- msg_format("You get %ldgp.", (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
-#endif
+ msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 50 + 100) * o_ptr->number));
p_ptr->au += (r_info[today_mon].level * 50 + 100) * o_ptr->number;
p_ptr->redraw |= (PR_GOLD);
inven_item_increase(i, -o_ptr->number);
{
char buf[MAX_NLEN+20];
object_desc(o_name, o_ptr, 0);
-#ifdef JP
- sprintf(buf, "%s を換金しますか?",o_name);
-#else
- sprintf(buf, "Convert %s into money? ",o_name);
-#endif
+ sprintf(buf, _("%s を換金しますか?", "Convert %s into money? "),o_name);
if (get_check(buf))
{
-#ifdef JP
- msg_format("賞金 %ld$を手に入れた。", (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
-#else
- msg_format("You get %ldgp.", (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
-#endif
+ msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (long int)((r_info[today_mon].level * 30 + 60) * o_ptr->number));
p_ptr->au += (r_info[today_mon].level * 30 + 60) * o_ptr->number;
p_ptr->redraw |= (PR_GOLD);
inven_item_increase(i, -o_ptr->number);
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == kubi_r_idx[j]))
{
char buf[MAX_NLEN+20];
- int num, k, item_new;
+ int num, k;
+ INVENTORY_IDX item_new;
object_type forge;
object_desc(o_name, o_ptr, 0);
-#ifdef JP
- sprintf(buf, "%sを渡しますか?",o_name);
-#else
- sprintf(buf, "Hand %s over? ",o_name);
-#endif
+ sprintf(buf, _("%sを渡しますか?", "Hand %s over? "),o_name);
if (!get_check(buf)) continue;
#if 0 /* Obsoleted */
-#ifdef JP
- msg_format("賞金 %ld$を手に入れた。", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
-#else
- msg_format("You get %ldgp.", (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
-#endif
+ msg_format(_("賞金 %ld$を手に入れた。", "You get %ldgp."), (r_info[kubi_r_idx[j]].level + 1) * 300 * o_ptr->number);
p_ptr->au += (r_info[kubi_r_idx[j]].level+1) * 300 * o_ptr->number;
p_ptr->redraw |= (PR_GOLD);
inven_item_increase(i, -o_ptr->number);
{
if (kubi_r_idx[k] >= 10000) num++;
}
-
-#ifdef JP
- msg_format("これで合計 %d ポイント獲得しました。", num);
-#else
- msg_format("You earned %d point%s total.", num, (num > 1 ? "s" : ""));
-#endif
+ msg_format(_("これで合計 %d ポイント獲得しました。" ,"You earned %d point%s total."), num, (num > 1 ? "s" : ""));
/* Prepare to make a prize */
object_prep(&forge, lookup_kind(prize_list[num-1].tval, prize_list[num-1].sval));
*/
item_new = inven_carry(&forge);
- /* Describe the object */
object_desc(o_name, &forge, 0);
-#ifdef JP
- msg_format("%s(%c)を貰った。", o_name, index_to_label(item_new));
-#else
- msg_format("You get %s (%c). ", o_name, index_to_label(item_new));
-#endif
+ msg_format(_("%s(%c)を貰った。", "You get %s (%c). "), o_name, index_to_label(item_new));
/* Auto-inscription */
autopick_alter_item(item_new, FALSE);
-
- /* Handle stuff */
handle_stuff();
change = TRUE;
if (!change)
{
-#ifdef JP
- msg_print("賞金を得られそうなものは持っていなかった。");
-#else
- msg_print("You have nothing.");
-#endif
+ msg_print(_("賞金を得られそうなものは持っていなかった。", "You have nothing."));
msg_print(NULL);
return FALSE;
}
* @param r_idx 判定対象となるモンスターのID
* @return 悪夢の元凶となり得るか否か。
*/
-bool get_nightmare(int r_idx)
+bool get_nightmare(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
}
/*!
- * @brief 悪夢モード時に睡眠/麻痺に陥った際のEldritchHorror処理
- * @param r_idx 狂気の元凶となるモンスターのID
- * @return なし
- * @todo 重複関数あり、要リファクタリング。
- */
-void have_nightmare(int r_idx)
-{
- bool happened = FALSE;
- monster_race *r_ptr = &r_info[r_idx];
- int power = r_ptr->level + 10;
- char m_name[80];
- cptr desc = r_name + r_ptr->name;
-
- /* Describe it */
-#ifndef JP
- if (!(r_ptr->flags1 & RF1_UNIQUE))
- sprintf(m_name, "%s %s", (is_a_vowel(desc[0]) ? "an" : "a"), desc);
- else
-#endif
- sprintf(m_name, "%s", desc);
-
- if (!(r_ptr->flags1 & RF1_UNIQUE))
- {
- if (r_ptr->flags1 & RF1_FRIENDS) power /= 2;
- }
- else power *= 2;
-
- if (saving_throw(p_ptr->skill_sav * 100 / power))
- {
-#ifdef JP
- msg_format("夢の中で%sに追いかけられた。", m_name);
-#else
- msg_format("%^s chases you through your dreams.", m_name);
-#endif
-
- /* Safe */
- return;
- }
-
- if (p_ptr->image)
- {
- /* Something silly happens... */
-#ifdef JP
- msg_format("%s%sの顔を見てしまった!",
-#else
- msg_format("You behold the %s visage of %s!",
-#endif
-
- funny_desc[randint0(MAX_SAN_FUNNY)], m_name);
-
- if (one_in_(3))
- {
- msg_print(funny_comments[randint0(MAX_SAN_COMMENT)]);
- p_ptr->image = p_ptr->image + randint1(r_ptr->level);
- }
-
- /* Never mind; we can't see it clearly enough */
- return;
- }
-
- /* Something frightening happens... */
-#ifdef JP
- msg_format("%s%sの顔を見てしまった!",
-#else
- msg_format("You behold the %s visage of %s!",
-#endif
-
- horror_desc[randint0(MAX_SAN_HORROR)], desc);
-
- r_ptr->r_flags2 |= RF2_ELDRITCH_HORROR;
-
- if (!p_ptr->mimic_form)
- {
- switch (p_ptr->prace)
- {
- /* Demons may make a saving throw */
- case RACE_IMP:
- case RACE_DEMON:
- if (saving_throw(20 + p_ptr->lev)) return;
- break;
- /* Undead may make a saving throw */
- case RACE_SKELETON:
- case RACE_ZOMBIE:
- case RACE_SPECTRE:
- case RACE_VAMPIRE:
- if (saving_throw(10 + p_ptr->lev)) return;
- break;
- }
- }
- else
- {
- /* Demons may make a saving throw */
- if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON)
- {
- if (saving_throw(20 + p_ptr->lev)) return;
- }
- /* Undead may make a saving throw */
- else if (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_UNDEAD)
- {
- if (saving_throw(10 + p_ptr->lev)) return;
- }
- }
-
- /* Mind blast */
- if (!saving_throw(p_ptr->skill_sav * 100 / power))
- {
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + randint0(4) + 4);
- }
- if (!p_ptr->resist_chaos && one_in_(3))
- {
- (void)set_image(p_ptr->image + randint0(250) + 150);
- }
- return;
- }
-
- /* Lose int & wis */
- if (!saving_throw(p_ptr->skill_sav * 100 / power))
- {
- do_dec_stat(A_INT);
- do_dec_stat(A_WIS);
- return;
- }
-
- /* Brain smash */
- if (!saving_throw(p_ptr->skill_sav * 100 / power))
- {
- if (!p_ptr->resist_conf)
- {
- (void)set_confused(p_ptr->confused + randint0(4) + 4);
- }
- if (!p_ptr->free_act)
- {
- (void)set_paralyzed(p_ptr->paralyzed + randint0(4) + 4);
- }
- while (!saving_throw(p_ptr->skill_sav))
- {
- (void)do_dec_stat(A_INT);
- }
- while (!saving_throw(p_ptr->skill_sav))
- {
- (void)do_dec_stat(A_WIS);
- }
- if (!p_ptr->resist_chaos)
- {
- (void)set_image(p_ptr->image + randint0(250) + 150);
- }
- return;
- }
-
-
- /* Amnesia */
- if (!saving_throw(p_ptr->skill_sav * 100 / power))
- {
- if (lose_all_info())
- {
-#ifdef JP
-msg_print("あまりの恐怖に全てのことを忘れてしまった!");
-#else
- msg_print("You forget everything in your utmost terror!");
-#endif
-
- }
- return;
- }
-
- /* Else gain permanent insanity */
- if ((p_ptr->muta3 & MUT3_MORONIC) && (p_ptr->muta2 & MUT2_BERS_RAGE) &&
- ((p_ptr->muta2 & MUT2_COWARDICE) || (p_ptr->resist_fear)) &&
- ((p_ptr->muta2 & MUT2_HALLU) || (p_ptr->resist_chaos)))
- {
- /* The poor bastard already has all possible insanities! */
- return;
- }
-
- while (!happened)
- {
- switch (randint1(4))
- {
- case 1:
- {
- if (!(p_ptr->muta3 & MUT3_MORONIC))
- {
- if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4))
- {
-#ifdef JP
-msg_print("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。");
-#else
- msg_print("You turn into an utter moron!");
-#endif
- }
- else
- {
-#ifdef JP
-msg_print("あなたは完璧な馬鹿になった!");
-#else
- msg_print("You turn into an utter moron!");
-#endif
- }
-
- if (p_ptr->muta3 & MUT3_HYPER_INT)
- {
-#ifdef JP
-msg_print("あなたの脳は生体コンピュータではなくなった。");
-#else
- msg_print("Your brain is no longer a living computer.");
-#endif
-
- p_ptr->muta3 &= ~(MUT3_HYPER_INT);
- }
- p_ptr->muta3 |= MUT3_MORONIC;
- happened = TRUE;
- }
- break;
- }
- case 2:
- {
- if (!(p_ptr->muta2 & MUT2_COWARDICE) && !p_ptr->resist_fear)
- {
-#ifdef JP
-msg_print("あなたはパラノイアになった!");
-#else
- msg_print("You become paranoid!");
-#endif
-
-
- /* Duh, the following should never happen, but anyway... */
- if (p_ptr->muta3 & MUT3_FEARLESS)
- {
-#ifdef JP
-msg_print("あなたはもう恐れ知らずではなくなった。");
-#else
- msg_print("You are no longer fearless.");
-#endif
-
- p_ptr->muta3 &= ~(MUT3_FEARLESS);
- }
-
- p_ptr->muta2 |= MUT2_COWARDICE;
- happened = TRUE;
- }
- break;
- }
- case 3:
- {
- if (!(p_ptr->muta2 & MUT2_HALLU) && !p_ptr->resist_chaos)
- {
-#ifdef JP
-msg_print("幻覚をひき起こす精神錯乱に陥った!");
-#else
- msg_print("You are afflicted by a hallucinatory insanity!");
-#endif
-
- p_ptr->muta2 |= MUT2_HALLU;
- happened = TRUE;
- }
- break;
- }
- default:
- {
- if (!(p_ptr->muta2 & MUT2_BERS_RAGE))
- {
-#ifdef JP
-msg_print("激烈な感情の発作におそわれるようになった!");
-#else
- msg_print("You become subject to fits of berserk rage!");
-#endif
-
- p_ptr->muta2 |= MUT2_BERS_RAGE;
- happened = TRUE;
- }
- break;
- }
- }
- }
-
- p_ptr->update |= PU_BONUS;
- handle_stuff();
-}
-
-
-/*!
* @brief 宿屋の利用サブルーチン
* @details inn commands\n
* Note that resting for the night was a perfect way to avoid player\n
case BACT_FOOD: /* Buy food & drink */
if (p_ptr->food >= PY_FOOD_FULL)
{
-#ifdef JP
- msg_print("今は満腹だ。");
-#else
- msg_print("You are full now.");
-#endif
+ msg_print(_("今は満腹だ。", "You are full now."));
return FALSE;
}
-
-#ifdef JP
-msg_print("バーテンはいくらかの食べ物とビールをくれた。");
-#else
- msg_print("The barkeep gives you some gruel and a beer.");
-#endif
-
+ msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
(void)set_food(PY_FOOD_MAX - 1);
break;
case BACT_REST: /* Rest for the night */
if ((p_ptr->poisoned) || (p_ptr->cut))
{
-#ifdef JP
- msg_print("あなたに必要なのは部屋ではなく、治療者です。");
-#else
- msg_print("You need a healer, not a room.");
-#endif
-
+ msg_print(_("あなたに必要なのは部屋ではなく、治療者です。", "You need a healer, not a room."));
msg_print(NULL);
-#ifdef JP
- msg_print("すみません、でもうちで誰かに死なれちゃ困りますんで。");
-#else
- msg_print("Sorry, but don't want anyone dying in here.");
-#endif
+ msg_print(_("すみません、でもうちで誰かに死なれちゃ困りますんで。", "Sorry, but don't want anyone dying in here."));
}
else
{
int prev_day, prev_hour, prev_min;
extract_day_hour_min(&prev_day, &prev_hour, &prev_min);
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "宿屋に泊まった。");
-#else
- if ((prev_hour >= 6) && (prev_hour <= 17)) do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over daytime at the inn.");
- else do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "stay over night at the inn.");
-#endif
- turn = (turn / (TURNS_PER_TICK*TOWN_DAWN/2) + 1) * (TURNS_PER_TICK*TOWN_DAWN/2);
+ if ((prev_hour >= 6) && (prev_hour <= 17))
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over daytime at the inn."));
+ else
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("宿屋に泊まった。", "stay over night at the inn."));
+
+ turn = (turn / (TURNS_PER_TICK * TOWN_DAWN / 2) + 1) * (TURNS_PER_TICK * TOWN_DAWN / 2);
if (dungeon_turn < dungeon_turn_limit)
{
- dungeon_turn += MIN(turn - oldturn, TURNS_PER_TICK * 250);
+ dungeon_turn += MIN((turn - oldturn), TURNS_PER_TICK * 250) * INN_DUNGEON_TURN_ADJ;
if (dungeon_turn > dungeon_turn_limit) dungeon_turn = dungeon_turn_limit;
}
if (ironman_nightmare)
{
-#ifdef JP
- msg_print("眠りに就くと恐ろしい光景が心をよぎった。");
-#else
- msg_print("Horrible visions flit through your mind as you sleep.");
-#endif
-
- /* Pick a nightmare */
- get_mon_num_prep(get_nightmare, NULL);
+ msg_print(_("眠りに就くと恐ろしい光景が心をよぎった。", "Horrible visions flit through your mind as you sleep."));
/* Have some nightmares */
while(1)
{
- have_nightmare(get_mon_num(MAX_DEPTH));
-
+ sanity_blast(NULL, FALSE);
if (!one_in_(3)) break;
}
- /* Remove the monster restriction */
- get_mon_num_prep(NULL, NULL);
-
-#ifdef JP
- msg_print("あなたは絶叫して目を覚ました。");
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "悪夢にうなされてよく眠れなかった。");
-#else
- msg_print("You awake screaming.");
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "be troubled by a nightmare.");
-#endif
+ msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("悪夢にうなされてよく眠れなかった。", "be troubled by a nightmare."));
}
else
{
int i;
for (i = 0; i < 72; i++)
{
- p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
+ p_ptr->magic_num1[i] = p_ptr->magic_num2[i] * EATER_CHARGE;
}
for (; i < 108; i++)
{
if ((prev_hour >= 6) && (prev_hour <= 17))
{
-#ifdef JP
- msg_print("あなたはリフレッシュして目覚め、夕方を迎えた。");
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "夕方を迎えた。");
-#else
- msg_print("You awake refreshed for the evening.");
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
-#endif
+ msg_print(_("あなたはリフレッシュして目覚め、夕方を迎えた。", "You awake refreshed for the evening."));
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("夕方を迎えた。", "awake refreshed."));
}
else
{
-#ifdef JP
- msg_print("あなたはリフレッシュして目覚め、新たな日を迎えた。");
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "すがすがしい朝を迎えた。");
-#else
- msg_print("You awake refreshed for the new day.");
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "awake refreshed.");
-#endif
+ msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("すがすがしい朝を迎えた。", "awake refreshed."));
}
}
}
* @param do_init クエストの開始処理(TRUE)、結果処理か(FALSE)
* @return なし
*/
-static void get_questinfo(int questnum, bool do_init)
+static void get_questinfo(IDX questnum, bool do_init)
{
int i;
- int old_quest;
+ IDX old_quest;
char tmp_str[80];
-
/* Clear the text */
for (i = 0; i < 10; i++)
{
p_ptr->inside_quest = old_quest;
/* Print the quest info */
-#ifdef JP
-sprintf(tmp_str, "クエスト情報 (危険度: %d 階相当)", quest[questnum].level);
-#else
- sprintf(tmp_str, "Quest Information (Danger level: %d)", quest[questnum].level);
-#endif
+ sprintf(tmp_str, _("クエスト情報 (危険度: %d 階相当)", "Quest Information (Danger level: %d)"), (int)quest[questnum].level);
prt(tmp_str, 5, 0);
*/
static void castle_quest(void)
{
- int q_index = 0;
+ IDX q_index = 0;
monster_race *r_ptr;
quest_type *q_ptr;
cptr name;
clear_bldg(4, 18);
/* Current quest of the building */
- q_index = cave[py][px].special;
+ q_index = cave[p_ptr->y][p_ptr->x].special;
/* Is there a quest available at the building? */
if (!q_index)
{
-#ifdef JP
-put_str("今のところクエストはありません。", 8, 0);
-#else
- put_str("I don't have a quest for you at the moment.", 8, 0);
-#endif
-
+ put_str(_("今のところクエストはありません。", "I don't have a quest for you at the moment."), 8, 0);
return;
}
/* Quest is still unfinished */
else if (q_ptr->status == QUEST_STATUS_TAKEN)
{
-#ifdef JP
-put_str("あなたは現在のクエストを終了させていません!", 8, 0);
-#else
- put_str("You have not completed your current quest yet!", 8, 0);
-#endif
-
-#ifdef JP
-put_str("CTRL-Qを使えばクエストの状態がチェックできます。", 9, 0);
-#else
- put_str("Use CTRL-Q to check the status of your quest.", 9, 0);
-#endif
-
-#ifdef JP
-put_str("クエストを終わらせたら戻って来て下さい。", 12, 0);
-#else
- put_str("Return when you have completed your quest.", 12, 0);
-#endif
-
+ put_str(_("あなたは現在のクエストを終了させていません!", "You have not completed your current quest yet!"), 8, 0);
+ put_str(_("CTRL-Qを使えばクエストの状態がチェックできます。", "Use CTRL-Q to check the status of your quest."), 9, 0);
+ put_str(_("クエストを終わらせたら戻って来て下さい。", "Return when you have completed your quest."), 12, 0);
}
/* No quest yet */
else if (q_ptr->status == QUEST_STATUS_UNTAKEN)
q_ptr->cur_num = 0;
name = (r_name + r_ptr->name);
-#ifdef JP
-msg_format("クエスト: %sを %d体倒す", name,q_ptr->max_num);
-#else
- msg_format("Your quest: kill %d %s", q_ptr->max_num, name);
-#endif
-
+ msg_format(_("クエスト: %sを %d体倒す", "Your quest: kill %d %s"), name,q_ptr->max_num);
}
else
{
*/
static void town_history(void)
{
- /* Save screen */
screen_save();
/* Peruse the building help file */
-#ifdef JP
-(void)show_file(TRUE, "jbldg.txt", NULL, 0, 0);
-#else
- (void)show_file(TRUE, "bldg.txt", NULL, 0, 0);
-#endif
-
-
- /* Load screen */
+ (void)show_file(TRUE, _("jbldg.txt", "bldg.txt"), NULL, 0, 0);
screen_load();
}
/*!
* @brief 射撃時クリティカルによるダメージ期待値修正計算(スナイパーの集中処理と武器経験値) / critical happens at i / 10000
- * @param weight 武器の重量
* @param plus_ammo 矢弾のダメージ修正
* @param plus_bow 弓のダメージ修正
- * @param dam 基本ダメージ量
* @return ダメージ期待値
+ * @note 基本ダメージ量と重量はこの部位では計算に加わらない。
*/
-s16b calc_crit_ratio_shot(int weight, int plus_ammo, int plus_bow, int dam)
+HIT_POINT calc_crit_ratio_shot(HIT_POINT plus_ammo, HIT_POINT plus_bow)
{
- int i;
+ HIT_POINT i;
object_type *j_ptr = &inventory[INVEN_BOW];
/* Extract "shot" power */
* @param dam 基本ダメージ量
* @return ダメージ期待値
*/
-s16b calc_expect_crit_shot(int weight, int plus_ammo, int plus_bow, int dam)
+HIT_POINT calc_expect_crit_shot(WEIGHT weight, int plus_ammo, int plus_bow, HIT_POINT dam)
{
u32b num;
int i, k, crit;
- i = calc_crit_ratio_shot(weight, plus_ammo, plus_bow, dam);
+ i = calc_crit_ratio_shot(plus_ammo, plus_bow);
k = 0;
num = 0;
* @param dokubari 毒針処理か否か
* @return ダメージ期待値
*/
-s16b calc_expect_crit(int weight, int plus, int dam, s16b meichuu, bool dokubari)
+HIT_POINT calc_expect_crit(WEIGHT weight, int plus, HIT_POINT dam, s16b meichuu, bool dokubari)
{
u32b k, num;
int i;
* @param force 理力特別計算フラグ
* @return ダメージ期待値
*/
-static s16b calc_slaydam(int dam, int mult, int div, bool force)
+static HIT_POINT calc_slaydam(HIT_POINT dam, int mult, int div, bool force)
{
int tmp;
if(force)
* @param vorpal_div 切れ味倍率(割り算部分)
* @return ダメージ期待値
*/
-static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, int weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
+static u32b calc_expect_dice(u32b dam, int mult, int div, bool force, WEIGHT weight, int plus, s16b meichuu, bool dokubari, int vorpal_mult, int vorpal_div)
{
dam = calc_slaydam(dam, mult, div, force);
dam = calc_expect_crit(weight, plus, dam, meichuu, dokubari);
c_put_str(color, attr, r, c);
/* Calculate the min and max damage figures */
-#ifdef JP
- sprintf(tmp_str, "1ターン: %d-%d ダメージ",
-#else
- sprintf(tmp_str, "Attack: %d-%d damage",
-#endif
- mindam, maxdam);
+ sprintf(tmp_str, _("1ターン: %d-%d ダメージ", "Attack: %d-%d damage"), mindam, maxdam);
/* Print the damage */
put_str(tmp_str, r, c + 8);
*/
static void compare_weapon_aux(object_type *o_ptr, int col, int r)
{
- u32b flgs[TR_FLAG_SIZE];
+ BIT_FLAGS flgs[TR_FLAG_SIZE];
int blow = p_ptr->num_blow[0];
bool force = FALSE;
bool dokubari = FALSE;
* @brief モンスターへの命中率の計算
* @param to_h 命中値
* @param ac 敵AC
- * @return なし
+ * @return 命中確率
*/
-static int hit_chance(int to_h, int ac)
+static PERCENTAGE hit_chance(HIT_PROB to_h, ARMOUR_CLASS ac)
{
- int chance = 0;
+ PERCENTAGE chance = 0;
int meichuu = p_ptr->skill_thn + (p_ptr->to_h[0] + to_h) * BTH_PLUS_ADJ;
if (meichuu <= 0) return 5;
if (chance > 95) chance = 95;
if (chance < 5) chance = 5;
if (p_ptr->pseikaku == SEIKAKU_NAMAKE)
- chance = (chance*19+9)/20;
+ chance = (chance * 19 + 9) / 20;
return chance;
}
* various info about the player's +to_dam and number of blows.
* @return なし
*/
-static void list_weapon(object_type *o_ptr, int row, int col)
+static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
{
char o_name[MAX_NLEN];
char tmp_str[80];
/* Effective dices */
- int eff_dd = o_ptr->dd + p_ptr->to_dd[0];
- int eff_ds = o_ptr->ds + p_ptr->to_ds[0];
+ DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
+ DICE_SID eff_ds = o_ptr->ds + p_ptr->to_ds[0];
/* Print the weapon name */
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
- c_put_str(TERM_YELLOW, o_name, row, col);
-
- /* Print the player's number of blows */
-#ifdef JP
-sprintf(tmp_str, "攻撃回数: %d", p_ptr->num_blow[0]);
-#else
- sprintf(tmp_str, "Number of Blows: %d", p_ptr->num_blow[0]);
-#endif
-
- put_str(tmp_str, row+1, col);
-
- /* Print to_hit and to_dam of the weapon */
-#ifdef JP
-sprintf(tmp_str, "命中率: 0 50 100 150 200 (敵のAC)");
-#else
-sprintf(tmp_str, "To Hit: 0 50 100 150 200 (AC)");
-#endif
-
- put_str(tmp_str, row+2, col);
-
- /* Print the weapons base damage dice */
-#ifdef JP
-sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)", hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100), hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
-#else
-sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)", hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100), hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
-#endif
-
- put_str(tmp_str, row+3, col);
-
-#ifdef JP
-c_put_str(TERM_YELLOW, "可能なダメージ:", row+5, col);
-#else
- c_put_str(TERM_YELLOW, "Possible Damage:", row+5, col);
-#endif
-
-
- /* Damage for one blow (if it hits) */
-#ifdef JP
-sprintf(tmp_str, "攻撃一回につき %d-%d",
-#else
- sprintf(tmp_str, "One Strike: %d-%d damage",
-#endif
-
- eff_dd + o_ptr->to_d + p_ptr->to_d[0],
- eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]);
- put_str(tmp_str, row+6, col+1);
-
- /* Damage for the complete attack (if all blows hit) */
-#ifdef JP
-sprintf(tmp_str, "1ターンにつき %d-%d",
-#else
- sprintf(tmp_str, "One Attack: %d-%d damage",
-#endif
-
- p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
- p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
- put_str(tmp_str, row+7, col+1);
-}
-
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ c_put_str(TERM_YELLOW, o_name, row, col);
-/*!
- * @brief 武器匠の「武器」鑑定対象になるかを判定する。/ Hook to specify "weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 対象になるならTRUEを返す。
- */
-static bool item_tester_hook_melee_weapon(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_DIGGING:
- {
- return (TRUE);
- }
- case TV_SWORD:
- {
- if (o_ptr->sval != SV_DOKUBARI) return (TRUE);
- }
- }
+ /* Print the player's number of blows */
+ sprintf(tmp_str, _("攻撃回数: %d", "Number of Blows: %d"), p_ptr->num_blow[0]);
+ put_str(tmp_str, row+1, col);
- return (FALSE);
-}
+ /* Print to_hit and to_dam of the weapon */
+ sprintf(tmp_str, _("命中率: 0 50 100 150 200 (敵のAC)", "To Hit: 0 50 100 150 200 (AC)"));
+ put_str(tmp_str, row+2, col);
+ /* Print the weapons base damage dice */
+ sprintf(tmp_str, " %2d %2d %2d %2d %2d (%%)",
+ hit_chance(o_ptr->to_h, 0), hit_chance(o_ptr->to_h, 50), hit_chance(o_ptr->to_h, 100),
+ hit_chance(o_ptr->to_h, 150), hit_chance(o_ptr->to_h, 200));
+ put_str(tmp_str, row+3, col);
+ c_put_str(TERM_YELLOW, _("可能なダメージ:", "Possible Damage:"), row+5, col);
-/*!
- * @brief 武器匠の「矢弾」鑑定対象になるかを判定する。/ Hook to specify "weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 対象になるならTRUEを返す。
- */
-static bool item_tester_hook_ammo(object_type *o_ptr)
-{
- switch (o_ptr->tval)
- {
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- {
- return (TRUE);
- }
- }
+ /* Damage for one blow (if it hits) */
+ sprintf(tmp_str, _("攻撃一回につき %d-%d", "One Strike: %d-%d damage"),
+ (int)(eff_dd + o_ptr->to_d + p_ptr->to_d[0]),
+ (int)(eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0]));
+ put_str(tmp_str, row+6, col+1);
- return (FALSE);
+ /* Damage for the complete attack (if all blows hit) */
+ sprintf(tmp_str, _("1ターンにつき %d-%d", "One Attack: %d-%d damage"),
+ (int)(p_ptr->num_blow[0] * (eff_dd + o_ptr->to_d + p_ptr->to_d[0])),
+ (int)(p_ptr->num_blow[0] * (eff_ds * eff_dd + o_ptr->to_d + p_ptr->to_d[0])));
+ put_str(tmp_str, row+7, col+1);
}
-
/*!
* @brief 武器匠鑑定1回分(オブジェクト2種)の処理。/ Compare weapons
* @details
* @param bcost 基本鑑定費用
* @return 最終的にかかった費用
*/
-static int compare_weapons(int bcost)
+static PRICE compare_weapons(PRICE bcost)
{
int i, n;
- int item, item2;
+ OBJECT_IDX item, item2;
object_type *o_ptr[2];
object_type orig_weapon;
object_type *i_ptr;
cptr q, s;
- int row = 2;
- int wid = 38, mgn = 2;
+ TERM_LEN row = 2;
+ TERM_LEN wid = 38, mgn = 2;
bool old_character_xtra = character_xtra;
char ch;
- int total = 0;
- int cost = 0; /* First time no price */
+ PRICE total = 0;
+ PRICE cost = 0; /* First time no price */
/* Save the screen */
screen_save();
/* Only compare melee weapons */
item_tester_no_ryoute = TRUE;
- item_tester_hook = item_tester_hook_melee_weapon;
+ item_tester_hook = item_tester_hook_orthodox_melee_weapons;
/* Get the first weapon */
q = _("第一の武器は?", "What is your first weapon? ");
/* Only compare melee weapons */
item_tester_no_ryoute = TRUE;
- item_tester_hook = item_tester_hook_melee_weapon;
+ item_tester_hook = item_tester_hook_orthodox_melee_weapons;
/* Hack -- prevent "icky" message */
character_xtra = TRUE;
/* Copy i-th weapon into the weapon slot (if it's not already there) */
if (o_ptr[i] != i_ptr) object_copy(i_ptr, o_ptr[i]);
- /* Get the new values */
- calc_bonuses();
+ p_ptr->update |= PU_BONUS;
+ handle_stuff();
/* List the new values */
list_weapon(o_ptr[i], row, col);
}
/* Reset the values for the old weapon */
- calc_bonuses();
+ p_ptr->update |= PU_BONUS;
+ handle_stuff();
character_xtra = old_character_xtra;
/* Restore the screen */
screen_load();
- /* Done */
return (total);
}
* @param iAC プレイヤーのAC。
* @return 常にTRUEを返す。
*/
-static bool eval_ac(int iAC)
+static bool eval_ac(ARMOUR_CLASS iAC)
{
#ifdef JP
const char memo[] =
#endif
int protection;
- int col, row = 2;
- int lvl;
+ TERM_LEN col, row = 2;
+ DEPTH lvl;
char buf[80*20], *t;
/* AC lower than zero has no effect */
for (t = buf; t[0]; t += strlen(t) + 1)
put_str(t, (row++) + 4, 4);
-#ifdef JP
- prt("現在のあなたの装備からすると、あなたの防御力は"
- "これくらいです:", 0, 0);
-#else
- prt("Defense abilities from your current Armor Class are evaluated below.", 0, 0);
-#endif
+ prt(_("現在のあなたの装備からすると、あなたの防御力はこれくらいです:", "Defense abilities from your current Armor Class are evaluated below."), 0, 0);
flush();
(void)inkey();
screen_load();
- /* Done */
return (TRUE);
}
-/*!
- * @brief 修復対象となる壊れた武器かを判定する。 / Hook to specify "broken weapon"
- * @param o_ptr オブジェクトの構造体の参照ポインタ。
- * @return 修復対象になるならTRUEを返す。
- */
-static bool item_tester_hook_broken_weapon(object_type *o_ptr)
-{
- if (o_ptr->tval != TV_SWORD) return FALSE;
-
- switch (o_ptr->sval)
- {
- case SV_BROKEN_DAGGER:
- case SV_BROKEN_SWORD:
- return TRUE;
- }
-
- return FALSE;
-}
/*!
* @brief 修復材料のオブジェクトから修復対象に特性を移植する。
{
int i, n = 0;
int cand[TR_FLAG_MAX];
- u32b to_flgs[TR_FLAG_SIZE];
- u32b from_flgs[TR_FLAG_SIZE];
+ BIT_FLAGS to_flgs[TR_FLAG_SIZE];
+ BIT_FLAGS from_flgs[TR_FLAG_SIZE];
object_flags(to_ptr, to_flgs);
object_flags(from_ptr, from_flgs);
/*!
* @brief アイテム修復処理のメインルーチン / Repair broken weapon
- * @param bcost 基本鑑定費用
+ * @param bcost 基本修復費用
* @return 実際にかかった費用
*/
-static int repair_broken_weapon_aux(int bcost)
+static PRICE repair_broken_weapon_aux(PRICE bcost)
{
- s32b cost;
- int item, mater;
+ PRICE cost;
+ OBJECT_IDX item, mater;
object_type *o_ptr, *mo_ptr; /* broken weapon and material weapon */
object_kind *k_ptr;
- int i, k_idx, dd_bonus, ds_bonus;
+ int i, dd_bonus, ds_bonus;
+ KIND_OBJECT_IDX k_idx;
char basenm[MAX_NLEN];
cptr q, s; /* For get_item prompt */
int row = 7;
/* Clear screen */
clear_bldg(0, 22);
- /* Notice */
prt(_("修復には材料となるもう1つの武器が必要です。", "Hand one material weapon to repair a broken weapon."), row, 2);
prt(_("材料に使用した武器はなくなります!", "The material weapon will disappear after repairing!!"), row+1, 2);
- /* Get an item */
q = _("どの折れた武器を修復しますか?", "Repair which broken weapon? ");
s = _("修復できる折れた武器がありません。", "You have no broken weapon to repair.");
object_desc(basenm, o_ptr, OD_NAME_ONLY);
prt(format(_("修復する武器 : %s", "Repairing: %s"), basenm), row+3, 2);
- /* Get an item */
q = _("材料となる武器は?", "Which weapon for material? ");
s = _("材料となる武器がありません。", "You have no material to repair.");
/* Only forge broken weapons */
- item_tester_hook = item_tester_hook_melee_weapon;
+ item_tester_hook = item_tester_hook_orthodox_melee_weapons;
if (!get_item(&mater, q, s, (USE_INVEN | USE_EQUIP))) return (0);
if (mater == item)
/* Get the value of one of the items (except curses) */
cost = bcost + object_value_real(o_ptr) * 2;
-#ifdef JP
- if (!get_check(format("$%dかかりますがよろしいですか? ", cost))) return (0);
-#else
- if (!get_check(format("Costs %d gold, okay? ", cost))) return (0);
-#endif
+ if (!get_check(format(_("$%dかかりますがよろしいですか? ", "Costs %d gold, okay? "), cost))) return (0);
/* Check if the player has enough money */
if (p_ptr->au < cost)
{
object_desc(basenm, o_ptr, OD_NAME_ONLY);
- msg_format(_("%sを修復するだけのゴールドがありません!",
- "You do not have the gold to repair %s!"), basenm);
+ msg_format(_("%sを修復するだけのゴールドがありません!", "You do not have the gold to repair %s!"), basenm);
msg_print(NULL);
return (0);
}
if (o_ptr->sval == SV_BROKEN_DAGGER)
{
- int i, n = 1;
+ IDX j;
+ int n = 1;
/* Suppress compiler warning */
k_idx = 0;
- for (i = 1; i < max_k_idx; i++)
+ for (j = 1; j < max_k_idx; j++)
{
- object_kind *k_ptr = &k_info[i];
+ object_kind *k_aux_ptr = &k_info[j];
- if (k_ptr->tval != TV_SWORD) continue;
- if ((k_ptr->sval == SV_BROKEN_DAGGER) ||
- (k_ptr->sval == SV_BROKEN_SWORD) ||
- (k_ptr->sval == SV_DOKUBARI)) continue;
- if (k_ptr->weight > 99) continue;
+ if (k_aux_ptr->tval != TV_SWORD) continue;
+ if ((k_aux_ptr->sval == SV_BROKEN_DAGGER) ||
+ (k_aux_ptr->sval == SV_BROKEN_SWORD) ||
+ (k_aux_ptr->sval == SV_DOKUBARI)) continue;
+ if (k_aux_ptr->weight > 99) continue;
if (one_in_(n))
{
- k_idx = i;
+ k_idx = j;
n++;
}
}
else /* TV_BROKEN_SWORD */
{
/* Repair to a sword or sometimes material's type weapon */
- int tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
+ OBJECT_TYPE_VALUE tval = (one_in_(5) ? mo_ptr->tval : TV_SWORD);
while(1)
{
/* Copy base object's ability */
for (i = 0; i < TR_FLAG_SIZE; i++) o_ptr->art_flags[i] |= k_ptr->flags[i];
if (k_ptr->pval) o_ptr->pval = MAX(o_ptr->pval, randint1(k_ptr->pval));
- if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = k_ptr->act_idx;
+ if (have_flag(k_ptr->flags, TR_ACTIVATE)) o_ptr->xtra2 = (byte_hack)k_ptr->act_idx;
/* Dice up */
if (dd_bonus > 0)
{
o_ptr->dd++;
- for (i = 0; i < dd_bonus; i++)
+ for (i = 1; i < dd_bonus; i++)
{
if (one_in_(o_ptr->dd + i)) o_ptr->dd++;
}
if (ds_bonus > 0)
{
o_ptr->ds++;
- for (i = 0; i < ds_bonus; i++)
+ for (i = 1; i < ds_bonus; i++)
{
if (one_in_(o_ptr->ds + i)) o_ptr->ds++;
}
* @param bcost 基本鑑定費用
* @return 実際にかかった費用
*/
-static int repair_broken_weapon(int bcost)
+static int repair_broken_weapon(PRICE bcost)
{
- int cost;
-
+ PRICE cost;
screen_save();
cost = repair_broken_weapon_aux(bcost);
screen_load();
* @param to_hit 命中をアップさせる量
* @param to_dam ダメージをアップさせる量
* @param to_ac ACをアップさせる量
- * @return 実際にかかった費用
+ * @return 実際に行ったらTRUE
*/
-static bool enchant_item(int cost, int to_hit, int to_dam, int to_ac)
+static bool enchant_item(PRICE cost, HIT_PROB to_hit, HIT_POINT to_dam, ARMOUR_CLASS to_ac)
{
- int i, item;
+ int i;
+ OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
cptr q, s;
item_tester_no_ryoute = TRUE;
- /* Get an item */
-#ifdef JP
- q = "どのアイテムを改良しますか?";
- s = "改良できるものがありません。";
-#else
- q = "Improve which item? ";
- s = "You have nothing to improve.";
-#endif
+ q = _("どのアイテムを改良しますか?", "Improve which item? ");
+ s = _("改良できるものがありません。", "You have nothing to improve.");
if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP))) return (FALSE);
if (p_ptr->au < (cost * o_ptr->number))
{
object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
-#ifdef JP
- msg_format("%sを改良するだけのゴールドがありません!", tmp_str);
-#else
- msg_format("You do not have the gold to improve %s!", tmp_str);
-#endif
-
+ msg_format(_("%sを改良するだけのゴールドがありません!", "You do not have the gold to improve %s!"), tmp_str);
return (FALSE);
}
/* Failure */
if (!okay)
{
- /* Flush */
if (flush_failure) flush();
-
- /* Message */
-#ifdef JP
- msg_print("改良に失敗した。");
-#else
- msg_print("The improvement failed.");
-#endif
-
+ msg_print(_("改良に失敗した。", "The improvement failed."));
return (FALSE);
}
else
*/
static void building_recharge(void)
{
- int item, lev;
+ OBJECT_IDX item;
+ DEPTH lev;
object_type *o_ptr;
object_kind *k_ptr;
cptr q, s;
- int price;
- int charges;
+ PRICE price;
+ PARAMETER_VALUE charges;
int max_charges;
char tmp_str[MAX_NLEN];
/* Display some info */
clear_bldg(4, 18);
-#ifdef JP
-prt(" 再充填の費用はアイテムの種類によります。", 6, 0);
-#else
- prt(" The prices of recharge depend on the type.", 6, 0);
-#endif
+ prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
/* Only accept legal items */
item_tester_hook = item_tester_hook_recharge;
- /* Get an item */
-#ifdef JP
-q = "どのアイテムに魔力を充填しますか? ";
-s = "魔力を充填すべきアイテムがない。";
-#else
- q = "Recharge which item? ";
- s = "You have nothing to recharge.";
-#endif
-
+ q = _("どのアイテムに魔力を充填しますか? ", "Recharge which item? ");
+ s = _("魔力を充填すべきアイテムがない。", "You have nothing to recharge.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
/* Get the item (in the pack) */
/* The item must be "known" */
if (!object_is_known(o_ptr))
{
-#ifdef JP
-msg_format("充填する前に鑑定されている必要があります!");
-#else
- msg_format("The item must be identified first!");
-#endif
-
+ msg_format(_("充填する前に鑑定されている必要があります!", "The item must be identified first!"));
msg_print(NULL);
if ((p_ptr->au >= 50) &&
-#ifdef JP
-get_check("$50で鑑定しますか? "))
-#else
- get_check("Identify for 50 gold? "))
-#endif
+ get_check(_("$50で鑑定しますか? ", "Identify for 50 gold? ")))
{
/* Pay the price */
/* Description */
object_desc(tmp_str, o_ptr, 0);
-
-#ifdef JP
-msg_format("%s です。", tmp_str);
-#else
- msg_format("You have: %s.", tmp_str);
-#endif
+ msg_format(_("%s です。", "You have: %s."), tmp_str);
/* Auto-inscription */
autopick_alter_item(item, FALSE);
{
/* No recharge necessary */
price = 0;
-#ifdef JP
-msg_format("それは再充填する必要はありません。");
-#else
- msg_format("That doesn't need to be recharged.");
-#endif
-
+ msg_format(_("それは再充填する必要はありません。", "That doesn't need to be recharged."));
return;
}
}
{
if (o_ptr->number > 1)
{
-#ifdef JP
-msg_print("この魔法棒はもう充分に充填されています。");
-#else
- msg_print("These wands are already fully charged.");
-#endif
+ msg_print(_("この魔法棒はもう充分に充填されています。", "These wands are already fully charged."));
}
else
{
-#ifdef JP
-msg_print("この魔法棒はもう充分に充填されています。");
-#else
- msg_print("This wand is already fully charged.");
-#endif
+ msg_print(_("この魔法棒はもう充分に充填されています。", "This wand is already fully charged."));
}
return;
}
{
if (o_ptr->number > 1)
{
-#ifdef JP
-msg_print("この杖はもう充分に充填されています。");
-#else
- msg_print("These staffs are already fully charged.");
-#endif
+ msg_print(_("この杖はもう充分に充填されています。", "These staffs are already fully charged."));
}
else
{
-#ifdef JP
-msg_print("この杖はもう充分に充填されています。");
-#else
- msg_print("This staff is already fully charged.");
-#endif
+ msg_print(_("この杖はもう充分に充填されています。", "This staff is already fully charged."));
}
return;
}
{
object_desc(tmp_str, o_ptr, OD_NAME_ONLY);
#ifdef JP
-msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
+ msg_format("%sを再充填するには$%d 必要です!", tmp_str,price );
#else
msg_format("You need %d gold to recharge %s!", price, tmp_str);
#endif
max_charges = o_ptr->number * k_ptr->pval - o_ptr->pval;
/* Get the quantity for staves and wands */
-#ifdef JP
-charges = get_quantity(format("一回分$%d で何回分充填しますか?",
-#else
- charges = get_quantity(format("Add how many charges for %d gold? ",
-#endif
-
- price), MIN(p_ptr->au / price, max_charges));
+ charges = (PARAMETER_VALUE)get_quantity(format(_("一回分$%d で何回分充填しますか?", "Add how many charges for %d gold? "), price),
+ MIN(p_ptr->au / price, max_charges));
/* Do nothing */
if (charges < 1) return;
/* Give feedback */
object_desc(tmp_str, o_ptr, 0);
#ifdef JP
-msg_format("%sを$%d で再充填しました。", tmp_str, price);
+ msg_format("%sを$%d で再充填しました。", tmp_str, price);
#else
msg_format("%^s %s recharged for %d gold.", tmp_str, ((o_ptr->number > 1) ? "were" : "was"), price);
#endif
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
/* Pay the price */
*/
static void building_recharge_all(void)
{
- int i;
- int lev;
+ INVENTORY_IDX i;
+ DEPTH lev;
object_type *o_ptr;
object_kind *k_ptr;
- int price = 0;
- int total_cost = 0;
+ PRICE price = 0;
+ PRICE total_cost = 0;
/* Display some info */
msg_flag = FALSE;
clear_bldg(4, 18);
-#ifdef JP
- prt(" 再充填の費用はアイテムの種類によります。", 6, 0);
-#else
- prt(" The prices of recharge depend on the type.", 6, 0);
-#endif
+ prt(_(" 再充填の費用はアイテムの種類によります。", " The prices of recharge depend on the type."), 6, 0);
/* Calculate cost */
for ( i = 0; i < INVEN_PACK; i++)
if (!total_cost)
{
-#ifdef JP
- msg_print("充填する必要はありません。");
-#else
- msg_print("No need to recharge.");
-#endif
-
+ msg_print(_("充填する必要はありません。", "No need to recharge."));
msg_print(NULL);
return;
}
/* Check if the player has enough money */
if (p_ptr->au < total_cost)
{
-#ifdef JP
- msg_format("すべてのアイテムを再充填するには$%d 必要です!", total_cost );
-#else
- msg_format("You need %d gold to recharge all items!",total_cost);
-#endif
-
+ msg_format(_("すべてのアイテムを再充填するには$%d 必要です!", "You need %d gold to recharge all items!"), total_cost );
msg_print(NULL);
return;
}
-
-#ifdef JP
- if (!get_check(format("すべてのアイテムを $%d で再充填しますか?", total_cost))) return;
-#else
- if (!get_check(format("Recharge all items for %d gold? ", total_cost))) return;
-#endif
-
+ if (!get_check(format(_("すべてのアイテムを $%d で再充填しますか?", "Recharge all items for %d gold? "), total_cost))) return;
+
for (i = 0; i < INVEN_PACK; i++)
{
o_ptr = &inventory[i];
}
/* Give feedback */
-#ifdef JP
- msg_format("$%d で再充填しました。", total_cost);
-#else
- msg_format("You pay %d gold.", total_cost);
-#endif
-
+ msg_format(_("$%d で再充填しました。", "You pay %d gold."), total_cost);
msg_print(NULL);
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
/* Pay the price */
if (dun_level)
{
-#ifdef JP
- msg_print("この魔法は地上でしか使えない!");
-#else
- msg_print("This spell can only be used on the surface!");
-#endif
+ msg_print(_("この魔法は地上でしか使えない!", "This spell can only be used on the surface!"));
return FALSE;
}
if (p_ptr->inside_arena || p_ptr->inside_battle)
{
-#ifdef JP
- msg_print("この魔法は外でしか使えない!");
-#else
- msg_print("This spell can only be used outside!");
-#endif
+ msg_print(_("この魔法は外でしか使えない!", "This spell can only be used outside!"));
return FALSE;
}
screen_save();
clear_bldg(4, 10);
- for (i=1;i<max_towns;i++)
+ for (i = 1; i < max_towns; i++)
{
char buf[80];
- if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i-1)))) continue;
+ if ((i == NO_TOWN) || (i == SECRET_TOWN) || (i == p_ptr->town_num) || !(p_ptr->visit & (1L << (i - 1)))) continue;
- sprintf(buf,"%c) %-20s", I2A(i-1), town[i].name);
- prt(buf, 5+i, 5);
+ sprintf(buf, "%c) %-20s", I2A(i - 1), town[i].name);
+ prt(buf, 5 + i, 5);
num++;
}
if (!num)
{
-#ifdef JP
- msg_print("まだ行けるところがない。");
-#else
- msg_print("You have not yet visited any town.");
-#endif
-
+ msg_print(_("まだ行けるところがない。", "You have not yet visited any town."));
msg_print(NULL);
screen_load();
return FALSE;
}
-#ifdef JP
- prt("どこに行きますか:", 0, 0);
-#else
- prt("Which town you go: ", 0, 0);
-#endif
+ prt(_("どこに行きますか:", "Which town you go: "), 0, 0);
while(1)
{
i = inkey();
*/
static bool research_mon(void)
{
- int i, n, r_idx;
+ IDX i;
+ int n;
+ MONRACE_IDX r_idx;
char sym, query;
char buf[128];
-
bool notpicked;
-
bool recall = FALSE;
-
u16b why = 0;
-
- u16b *who;
+ MONSTER_IDX *who;
/* XTRA HACK WHATSEARCH */
bool all = FALSE;
/* XTRA HACK REMEMBER_IDX */
static int old_sym = '\0';
- static int old_i = 0;
+ static IDX old_i = 0;
/* Save the screen */
screen_save();
/* Get a character, or abort */
-#ifdef JP
-if (!get_com("モンスターの文字を入力して下さい(記号 or ^A全,^Uユ,^N非ユ,^M名前):", &sym, FALSE))
-#else
- if (!get_com("Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): ", &sym, FALSE))
-#endif
+ if (!get_com(_("モンスターの文字を入力して下さい(記号 or ^A全,^Uユ,^N非ユ,^M名前):",
+ "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE))
{
/* Restore */
if (sym == KTRL('A'))
{
all = TRUE;
-#ifdef JP
- strcpy(buf, "全モンスターのリスト");
-#else
- strcpy(buf, "Full monster list.");
-#endif
+ strcpy(buf, _("全モンスターのリスト", "Full monster list."));
}
else if (sym == KTRL('U'))
{
all = uniq = TRUE;
-#ifdef JP
- strcpy(buf, "ユニーク・モンスターのリスト");
-#else
- strcpy(buf, "Unique monster list.");
-#endif
+ strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
}
else if (sym == KTRL('N'))
{
all = norm = TRUE;
-#ifdef JP
- strcpy(buf, "ユニーク外モンスターのリスト");
-#else
- strcpy(buf, "Non-unique monster list.");
-#endif
+ strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
}
else if (sym == KTRL('M'))
{
all = TRUE;
-#ifdef JP
- if (!get_string("名前(英語の場合小文字で可)",temp, 70))
-#else
- if (!get_string("Enter name:",temp, 70))
-#endif
+ if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
{
temp[0]=0;
return FALSE;
}
-#ifdef JP
- sprintf(buf, "名前:%sにマッチ",temp);
-#else
- sprintf(buf, "Monsters with a name \"%s\"",temp);
-#endif
+ sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
}
else if (ident_info[i])
{
}
else
{
-#ifdef JP
-sprintf(buf, "%c - %s", sym, "無効な文字");
-#else
- sprintf(buf, "%c - %s.", sym, "Unknown Symbol");
-#endif
-
+ sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
}
/* Display the result */
/* Allocate the "who" array */
- C_MAKE(who, max_r_idx, u16b);
+ C_MAKE(who, max_r_idx, IDX);
/* Collect matching monsters */
for (n = 0, i = 1; i < max_r_idx; i++)
continue;
}
#endif
- if (isupper(temp[xx])) temp[xx] = tolower(temp[xx]);
+ if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
}
#ifdef JP
strcpy(temp2, r_name + r_ptr->name);
#endif
for (xx = 0; temp2[xx] && xx < 80; xx++)
- if (isupper(temp2[xx])) temp2[xx] = tolower(temp2[xx]);
+ if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
#ifdef JP
if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
if (!n)
{
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
/* Restore */
screen_load();
roff_top(r_idx);
/* Hack -- Complete the prompt */
-#ifdef JP
-Term_addstr(-1, TERM_WHITE, " ['r'思い出, ' 'で続行, ESC]");
-#else
- Term_addstr(-1, TERM_WHITE, " [(r)ecall, ESC, space to continue]");
-#endif
-
+ Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ' 'で続行, ESC]", " [(r)ecall, ESC, space to continue]"));
/* Interact */
while (1)
/* Save this monster ID */
monster_race_track(r_idx);
-
- /* Hack -- Handle stuff */
handle_stuff();
/* know every thing mode */
/* prt(buf, 5, 5);*/
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
/* Restore */
screen_load();
*/
static void bldg_process_command(building_type *bldg, int i)
{
- int bact = bldg->actions[i];
- int bcost;
+ BACT_IDX bact = bldg->actions[i];
+ PRICE bcost;
bool paid = FALSE;
int amt;
- /* Flush messages XXX XXX XXX */
+ /* Flush messages */
msg_flag = FALSE;
msg_print(NULL);
if (((bldg->action_restr[i] == 1) && !is_member(bldg)) ||
((bldg->action_restr[i] == 2) && !is_owner(bldg)))
{
-#ifdef JP
-msg_print("それを選択する権利はありません!");
-#else
- msg_print("You have no right to choose that!");
-#endif
+ msg_print(_("それを選択する権利はありません!", "You have no right to choose that!"));
return;
}
(((bldg->member_costs[i] > p_ptr->au) && is_owner(bldg)) ||
((bldg->other_costs[i] > p_ptr->au) && !is_owner(bldg))))
{
-#ifdef JP
-msg_print("お金が足りません!");
-#else
- msg_print("You do not have the gold!");
-#endif
+ msg_print(_("お金が足りません!", "You do not have the gold!"));
return;
}
building_recharge_all();
break;
case BACT_IDENTS: /* needs work */
-#ifdef JP
- if (!get_check("持ち物を全て鑑定してよろしいですか?")) break;
- identify_pack();
- msg_print(" 持ち物全てが鑑定されました。");
-#else
- if (!get_check("Do you pay for identify all your possession? ")) break;
+ if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
identify_pack();
- msg_print("Your possessions have been identified.");
-#endif
-
+ msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
paid = TRUE;
break;
case BACT_IDENT_ONE: /* needs work */
do_cmd_study();
break;
case BACT_HEALING: /* needs work */
- hp_player(200);
- set_poisoned(0);
- set_blind(0);
- set_confused(0);
- set_cut(0);
- set_stun(0);
- paid = TRUE;
+ paid = cure_critical_wounds(200);
break;
case BACT_RESTORE: /* needs work */
- if (do_res_stat(A_STR)) paid = TRUE;
- if (do_res_stat(A_INT)) paid = TRUE;
- if (do_res_stat(A_WIS)) paid = TRUE;
- if (do_res_stat(A_DEX)) paid = TRUE;
- if (do_res_stat(A_CON)) paid = TRUE;
- if (do_res_stat(A_CHR)) paid = TRUE;
+ paid = restore_all_status();
break;
case BACT_ENCHANT_ARROWS:
item_tester_hook = item_tester_hook_ammo;
break;
case BACT_TELEPORT_LEVEL:
{
- int select_dungeon;
- int max_depth;
+ IDX select_dungeon;
+ DEPTH max_depth;
clear_bldg(4, 20);
-#ifdef JP
- select_dungeon = choose_dungeon("にテレポート", 4, 0);
-#else
- select_dungeon = choose_dungeon("teleport", 4, 0);
-#endif
+ select_dungeon = choose_dungeon(_("にテレポート", "teleport"), 4, 0);
show_building(bldg);
if (!select_dungeon) return;
if (quest[QUEST_OBERON].status != QUEST_STATUS_FINISHED) max_depth = 98;
else if(quest[QUEST_SERPENT].status != QUEST_STATUS_FINISHED) max_depth = 99;
}
-
-#ifdef JP
- amt = get_quantity(format("%sの何階にテレポートしますか?", d_name + d_info[select_dungeon].name), max_depth);
-#else
- amt = get_quantity(format("Teleport to which level of %s? ", d_name + d_info[select_dungeon].name), max_depth);
-#endif
+ amt = get_quantity(format(_("%sの何階にテレポートしますか?", "Teleport to which level of %s? "),
+ d_name + d_info[select_dungeon].name), (QUANTITY)max_depth);
if (amt > 0)
{
p_ptr->recall_dungeon = select_dungeon;
max_dlv[p_ptr->recall_dungeon] = ((amt > d_info[select_dungeon].maxdepth) ? d_info[select_dungeon].maxdepth : ((amt < d_info[select_dungeon].mindepth) ? d_info[select_dungeon].mindepth : amt));
if (record_maxdepth)
-#ifdef JP
- do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "トランプタワーで");
-#else
- do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, "at Trump Tower");
-#endif
-#ifdef JP
- msg_print("回りの大気が張りつめてきた...");
-#else
- msg_print("The air about you becomes charged...");
-#endif
+ do_cmd_write_nikki(NIKKI_TRUMP, select_dungeon, _("トランプタワーで", "at Trump Tower"));
+
+ msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
paid = TRUE;
p_ptr->redraw |= (PR_STATUS);
}
else
{
-#ifdef JP
- msg_print("治すべき突然変異が無い。");
-#else
- msg_print("You have no mutations.");
-#endif
+ msg_print(_("治すべき突然変異が無い。", "You have no mutations."));
msg_print(NULL);
}
break;
kankin();
break;
case BACT_HEIKOUKA:
-#ifdef JP
- msg_print("平衡化の儀式を行なった。");
-#else
- msg_print("You received an equalization ritual.");
-#endif
+ msg_print(_("平衡化の儀式を行なった。", "You received an equalization ritual."));
set_virtue(V_COMPASSION, 0);
set_virtue(V_HONOUR, 0);
set_virtue(V_JUSTICE, 0);
*/
void do_cmd_quest(void)
{
- energy_use = 100;
+ p_ptr->energy_use = 100;
- if (!cave_have_flag_bold(py, px, FF_QUEST_ENTER))
+ if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_QUEST_ENTER))
{
-#ifdef JP
-msg_print("ここにはクエストの入口はない。");
-#else
- msg_print("You see no quest level here.");
-#endif
-
+ msg_print(_("ここにはクエストの入口はない。", "You see no quest level here."));
return;
}
else
{
-#ifdef JP
- msg_print("ここにはクエストへの入口があります。");
- if (!get_check("クエストに入りますか?")) return;
+ msg_print(_("ここにはクエストへの入口があります。", "There is an entry of a quest."));
+ if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
- msg_print("『とにかく入ってみようぜぇ。』");
-#else
- msg_print("There is an entry of a quest.");
- if (!get_check("Do you enter? ")) return;
-#endif
+ msg_print(_("『とにかく入ってみようぜぇ。』", ""));
/* Player enters a new quest */
p_ptr->oldpy = 0;
leave_quest_check();
if (quest[p_ptr->inside_quest].type != QUEST_TYPE_RANDOM) dun_level = 1;
- p_ptr->inside_quest = cave[py][px].special;
+ p_ptr->inside_quest = cave[p_ptr->y][p_ptr->x].special;
p_ptr->leaving = TRUE;
}
building_type *bldg;
- energy_use = 100;
+ p_ptr->energy_use = 100;
- if (!cave_have_flag_bold(py, px, FF_BLDG))
+ if (!cave_have_flag_bold(p_ptr->y, p_ptr->x, FF_BLDG))
{
-#ifdef JP
- msg_print("ここには建物はない。");
-#else
- msg_print("You see no building here.");
-#endif
-
+ msg_print(_("ここには建物はない。", "You see no building here."));
return;
}
- which = f_info[cave[py][px].feat].subtype;
+ which = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
bldg = &building[which];
if ((which == 2) && (p_ptr->arena_number < 0))
{
-#ifdef JP
- msg_print("「敗者に用はない。」");
-#else
- msg_print("'There's no place here for a LOSER like you!'");
-#endif
+ msg_print(_("「敗者に用はない。」", "'There's no place here for a LOSER like you!'"));
return;
}
else if ((which == 2) && p_ptr->inside_arena)
{
if (!p_ptr->exit_bldg && m_cnt > 0)
{
-#ifdef JP
- prt("ゲートは閉まっている。モンスターがあなたを待っている!", 0, 0);
-#else
- prt("The gates are closed. The monster awaits!", 0, 0);
-#endif
+ prt(_("ゲートは閉まっている。モンスターがあなたを待っている!", "The gates are closed. The monster awaits!"), 0, 0);
}
else
{
command_new = SPECIAL_KEY_BUILDING;
/* No energy needed to re-enter the arena */
- energy_use = 0;
+ p_ptr->energy_use = 0;
}
return;
command_new = SPECIAL_KEY_BUILDING;
/* No energy needed to re-enter the arena */
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
else
{
- p_ptr->oldpy = py;
- p_ptr->oldpx = px;
+ p_ptr->oldpy = p_ptr->y;
+ p_ptr->oldpx = p_ptr->x;
}
/* Forget the lite */
}
}
- if (validcmd)
- bldg_process_command(bldg, i);
-
- /* Notice stuff */
- notice_stuff();
+ if(validcmd) bldg_process_command(bldg, i);
- /* Handle stuff */
handle_stuff();
}
select_floor_music();
- /* Flush messages XXX XXX XXX */
+ /* Flush messages */
msg_flag = FALSE;
msg_print(NULL);
/* Redraw entire screen */
p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY | PR_MAP);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
*/
static cptr find_quest[] =
{
-#ifdef JP
-"床にメッセージが刻まれている:",
-#else
- "You find the following inscription in the floor",
-#endif
-
-#ifdef JP
-"壁にメッセージが刻まれている:",
-#else
- "You see a message inscribed in the wall",
-#endif
-
-#ifdef JP
-"メッセージを見つけた:",
-#else
- "There is a sign saying",
-#endif
-
-#ifdef JP
-"何かが階段の上に書いてある:",
-#else
- "Something is written on the staircase",
-#endif
-
-#ifdef JP
-"巻物を見つけた。メッセージが書いてある:",
-#else
- "You find a scroll with the following message",
-#endif
-
+ _("床にメッセージが刻まれている:", "You find the following inscription in the floor"),
+ _("壁にメッセージが刻まれている:", "You see a message inscribed in the wall"),
+ _("メッセージを見つけた:", "There is a sign saying"),
+ _("何かが階段の上に書いてある:", "Something is written on the staircase"),
+ _("巻物を見つけた。メッセージが書いてある:", "You find a scroll with the following message"),
};
* @brief クエストの導入メッセージを表示する / Discover quest
* @param q_idx 開始されたクエストのID
*/
-void quest_discovery(int q_idx)
+void quest_discovery(QUEST_IDX q_idx)
{
quest_type *q_ptr = &quest[q_idx];
monster_race *r_ptr = &r_info[q_ptr->r_idx];
if ((r_ptr->flags1 & RF1_UNIQUE) &&
(0 == r_ptr->max_num))
{
-#ifdef JP
- msg_print("この階は以前は誰かによって守られていたようだ…。");
-#else
- msg_print("It seems that this level was protected by someone before...");
-#endif
+ msg_print(_("この階は以前は誰かによって守られていたようだ…。", "It seems that this level was protected by someone before..."));
/* The unique is already dead */
quest[q_idx].status = QUEST_STATUS_FINISHED;
q_ptr->complev = 0;
}
else
{
-#ifdef JP
- msg_format("注意せよ!この階は%sによって守られている!", name);
-#else
- msg_format("Beware, this level is protected by %s!", name);
-#endif
+ msg_format(_("注意せよ!この階は%sによって守られている!", "Beware, this level is protected by %s!"), name);
}
}
else
{
/* Normal monsters */
-#ifdef JP
- msg_format("注意しろ!この階は%d体の%sによって守られている!", q_num, name);
-#else
+#ifndef JP
plural_aux(name);
- msg_format("Be warned, this level is guarded by %d %s!", q_num, name);
#endif
+ msg_format(_("注意しろ!この階は%d体の%sによって守られている!", "Be warned, this level is guarded by %d %s!"), q_num, name);
}
}
* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-int quest_number(int level)
+QUEST_IDX quest_number(DEPTH level)
{
- int i;
+ QUEST_IDX i;
/* Check quests */
if (p_ptr->inside_quest)
return (p_ptr->inside_quest);
- for (i = 0; i < max_quests; i++)
+ for (i = 0; i < max_q_idx; i++)
{
if (quest[i].status != QUEST_STATUS_TAKEN) continue;
* @param level 検索対象になる階
* @return クエストIDを返す。該当がない場合0を返す。
*/
-int random_quest_number(int level)
+QUEST_IDX random_quest_number(DEPTH level)
{
- int i;
+ QUEST_IDX i;
if (dungeon_type != DUNGEON_ANGBAND) return 0;
for (i = MIN_RANDOM_QUEST; i < MAX_RANDOM_QUEST + 1; i++)
{
if ((quest[i].type == QUEST_TYPE_RANDOM) &&
- (quest[i].status == QUEST_STATUS_TAKEN) &&
- (quest[i].level == level) &&
- (quest[i].dungeon == DUNGEON_ANGBAND))
+ (quest[i].status == QUEST_STATUS_TAKEN) &&
+ (quest[i].level == level) &&
+ (quest[i].dungeon == DUNGEON_ANGBAND))
{
return i;
}
}
- /* Nope */
return 0;
}