*/
void do_cmd_wield(void)
{
- int item, slot;
+ OBJECT_IDX item, slot;
object_type forge;
object_type *q_ptr;
cptr q, s;
- int need_switch_wielding = 0;
+ OBJECT_IDX need_switch_wielding = 0;
if (p_ptr->special_defense & KATA_MUSOU)
{
item_tester_hook = item_tester_hook_wear;
/* Get an item */
-#ifdef JP
- q = "どれを装備しますか? ";
- s = "装備可能なアイテムがない。";
-#else
- q = "Wear/Wield which item? ";
- s = "You have nothing you can wear or wield.";
-#endif
+ q = _("どれを装備しますか? ", "Wear/Wield which item? ");
+ s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
item_tester_no_ryoute = TRUE;
/* Choose a weapon from the equipment only */
-#ifdef JP
- q = "どちらの武器と取り替えますか?";
- s = "おっと。";
-#else
- q = "Replace which weapon? ";
- s = "Oops.";
-#endif
-
+ q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
+ s = _("おっと。", "Oops.");
if (!get_item(&slot, q, s, (USE_EQUIP))) return;
if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
}
item_tester_hook = item_tester_hook_mochikae;
/* Choose a hand */
-#ifdef JP
- q = "どちらの手に装備しますか?";
- s = "おっと。";
-#else
- q = "Equip which hand? ";
- s = "Oops.";
-#endif
-
+ q = _("どちらの手に装備しますか?", "Equip which hand? ");
+ s = _("おっと。", "Oops.");
if (!get_item(&slot, q, s, (USE_EQUIP))) return;
}
break;
/* Asking for dual wielding */
if (slot == INVEN_LARM)
{
-#ifdef JP
- if (!get_check("二刀流で戦いますか?")) slot = INVEN_RARM;
-#else
- if (!get_check("Dual wielding? ")) slot = INVEN_RARM;
-#endif
+ if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
}
else if (!inventory[INVEN_RARM].k_idx && buki_motteruka(INVEN_LARM))
{
-#ifdef JP
- if (!get_check("二刀流で戦いますか?")) slot = INVEN_LARM;
-#else
- if (!get_check("Dual wielding? ")) slot = INVEN_LARM;
-#endif
+ if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
}
/* Both arms are already used */
item_tester_hook = item_tester_hook_mochikae;
/* Choose a hand */
-#ifdef JP
- q = "どちらの手に装備しますか?";
- s = "おっと。";
-#else
- q = "Equip which hand? ";
- s = "Oops.";
-#endif
-
+ q = _("どちらの手に装備しますか?", "Equip which hand? ");
+ s = _("おっと。", "Oops.");
+
if (!get_item(&slot, q, s, (USE_EQUIP))) return;
if ((slot == INVEN_LARM) && !buki_motteruka(INVEN_RARM))
need_switch_wielding = INVEN_RARM;
/* Choose a ring slot */
if (inventory[INVEN_LEFT].k_idx && inventory[INVEN_RIGHT].k_idx)
{
-#ifdef JP
- q = "どちらの指輪と取り替えますか?";
-#else
- q = "Replace which ring? ";
-#endif
+ q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
}
else
{
-#ifdef JP
- q = "どちらの手に装備しますか?";
-#else
- q = "Equip which hand? ";
-#endif
+ q = _("どちらの手に装備しますか?", "Equip which hand? ");
}
-
-#ifdef JP
- s = "おっと。";
-#else
- s = "Oops.";
-#endif
+ s = _("おっと。", "Oops.");
/* Restrict the choices */
select_ring_slot = TRUE;
/* Describe it */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-#ifdef JP
-sprintf(dummy, "本当に%s{呪われている}を使いますか?", o_name);
-#else
- sprintf(dummy, "Really use the %s {cursed}? ", o_name);
-#endif
+ sprintf(dummy, _("本当に%s{呪われている}を使いますか?", "Really use the %s {cursed}? "), o_name);
if (!get_check(dummy)) return;
}
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
-sprintf(dummy, "%sを装備すると吸血鬼になります。よろしいですか?", o_name);
+ sprintf(dummy, "%sを装備すると吸血鬼になります。よろしいですか?", o_name);
#else
msg_format("%s will transforms you into a vampire permanently when equiped.", o_name);
sprintf(dummy, "Do you become a vampire?");
object_copy(otmp_ptr, switch_o_ptr);
object_copy(switch_o_ptr, slot_o_ptr);
object_copy(slot_o_ptr, otmp_ptr);
-#ifdef JP
- msg_format("%sを%sに構えなおした。", switch_name, (slot == INVEN_RARM) ? (left_hander ? "左手" : "右手") : (left_hander ? "右手" : "左手"));
-#else
- msg_format("You wield %s at %s hand.", switch_name, (slot == INVEN_RARM) ? (left_hander ? "left" : "right") : (left_hander ? "right" : "left"));
-#endif
-
+
+ msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
+ (slot == INVEN_RARM) ? (left_hander ? _("左手", "left") : _("右手", "right")) :
+ (left_hander ? _("右手", "right") : _("左手", "left")));
slot = need_switch_wielding;
}
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Get local object */
q_ptr = &forge;
break;
case INVEN_BOW:
-#ifdef JP
- act = "%s(%c)を射撃用に装備した。";
-#else
- act = "You are shooting with %s (%c).";
-#endif
+ act = _("%s(%c)を射撃用に装備した。", "You are shooting with %s (%c).");
break;
case INVEN_LITE:
-#ifdef JP
- act = "%s(%c)を光源にした。";
-#else
- act = "Your light source is %s (%c).";
-#endif
+ act = _("%s(%c)を光源にした。", "Your light source is %s (%c).");
break;
default:
-#ifdef JP
- act = "%s(%c)を装備した。";
-#else
- act = "You are wearing %s (%c).";
-#endif
+ act = _("%s(%c)を装備した。", "You are wearing %s (%c).");
break;
}
if (object_is_cursed(o_ptr))
{
/* Warn the player */
-#ifdef JP
- msg_print("うわ! すさまじく冷たい!");
-#else
- msg_print("Oops! It feels deathly cold!");
-#endif
-
-
+ msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
chg_virtue(V_HARMONY, -1);
/* Note the curse */
inven_item_increase(INVEN_LARM, -((int)o_ptr->number));
inven_item_optimize(INVEN_LARM);
if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
-#ifdef JP
- msg_format("%sを両手で構えた。", o_name);
-#else
- msg_format("You are wielding %s with both hands.", o_name);
-#endif
+ msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
else
-#ifdef JP
- msg_format("%sを%sで構えた。", o_name, (left_hander ? "左手" : "右手"));
-#else
- msg_format("You are wielding %s in your %s hand.", o_name, (left_hander ? "left":"right"));
-#endif
+ msg_format(_("%sを%sで構えた。", "You are wielding %s in your %s hand."), o_name,
+ (left_hander ? _("左手", "left") : _("右手", "right")));
}
else
{
if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
-#ifdef JP
- msg_format("%sを両手で構えた。", o_name);
-#else
- msg_format("You are wielding %s with both hands.", o_name);
-#endif
+ msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
}
}
}
if (buki_motteruka(INVEN_RARM))
{
if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
-#ifdef JP
- msg_format("%sを両手で構えた。", o_name);
-#else
- msg_format("You are wielding %s with both hands.", o_name);
-#endif
+ msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
}
else if (!(empty_hands(FALSE) & EMPTY_HAND_RARM) && !object_is_cursed(o_ptr))
{
p_ptr->total_weight += o_ptr->weight;
inven_item_increase(INVEN_RARM, -((int)o_ptr->number));
inven_item_optimize(INVEN_RARM);
-#ifdef JP
- msg_format("%sを持ち替えた。", o_name);
-#else
- msg_format("You switched hand of %s.", o_name);
-#endif
+ msg_format(_("%sを持ち替えた。", "You switched hand of %s."), o_name);
}
}
}
*/
void do_cmd_takeoff(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
if ((o_ptr->curse_flags & TRC_PERMA_CURSE) || (p_ptr->pclass != CLASS_BERSERKER))
{
/* Oops */
-#ifdef JP
- msg_print("ふーむ、どうやら呪われているようだ。");
-#else
- msg_print("Hmmm, it seems to be cursed.");
-#endif
+ msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
/* Nope */
return;
if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && one_in_(7)) || one_in_(4))
{
-#ifdef JP
- msg_print("呪われた装備を力づくで剥がした!");
-#else
- msg_print("You teared a cursed equipment off by sheer strength!");
-#endif
+ msg_print(_("呪われた装備を力づくで剥がした!", "You teared a cursed equipment off by sheer strength!"));
/* Hack -- Assume felt */
o_ptr->ident |= (IDENT_SENSE);
/* Window stuff */
p_ptr->window |= (PW_EQUIP);
-#ifdef JP
- msg_print("呪いを打ち破った。");
-#else
- msg_print("You break the curse.");
-#endif
+ msg_print(_("呪いを打ち破った。", "You break the curse."));
}
else
{
-#ifdef JP
- msg_print("装備を外せなかった。");
-#else
- msg_print("You couldn't remove the equipment.");
-#endif
- energy_use = 50;
+ msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
+ p_ptr->energy_use = 50;
return;
}
}
/* Take a partial turn */
- energy_use = 50;
+ p_ptr->energy_use = 50;
/* Take off the item */
(void)inven_takeoff(item, 255);
*/
void do_cmd_drop(void)
{
- int item, amt = 1;
+ OBJECT_IDX item;
+ int amt = 1;
object_type *o_ptr;
if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
{
/* Oops */
-#ifdef JP
- msg_print("ふーむ、どうやら呪われているようだ。");
-#else
- msg_print("Hmmm, it seems to be cursed.");
-#endif
-
-
+ msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
/* Nope */
return;
}
/* Take a partial turn */
- energy_use = 50;
+ p_ptr->energy_use = 50;
/* Drop (some of) the item */
inven_drop(item, amt);
*/
void do_cmd_destroy(void)
{
- int item, amt = 1;
+ OBJECT_IDX item, amt = 1;
int old_number;
bool force = FALSE;
object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
/* Make a verification */
- sprintf(out_val,
-#ifdef JP
- "本当に%sを壊しますか? [y/n/Auto]",
-#else
- "Really destroy %s? [y/n/Auto]",
-#endif
- o_name);
-
+ sprintf(out_val, _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]"), o_name);
msg_print(NULL);
/* HACK : Add the line to message buffer */
o_ptr->number = old_number;
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Artifacts cannot be destroyed */
if (!can_player_destroy_object(o_ptr))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
/* Message */
-#ifdef JP
- msg_format("%sは破壊不可能だ。", o_name);
-#else
- msg_format("You cannot destroy %s.", o_name);
-#endif
-
+ msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
/* Done */
return;
}
object_copy(q_ptr, o_ptr);
/* Message */
-#ifdef JP
- msg_format("%sを壊した。", o_name);
-#else
- msg_format("You destroy %s.", o_name);
-#endif
-
+ msg_format(_("%sを壊した。", "You destroy %s."), o_name);
sound(SOUND_DESTITEM);
/* Reduce the charges of rods/wands */
if (q_ptr->sval < 3) tester_exp /= 4;
if (tester_exp<1) tester_exp = 1;
-#ifdef JP
-msg_print("更に経験を積んだような気がする。");
-#else
- msg_print("You feel more experienced.");
-#endif
-
+ msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
gain_exp(tester_exp * amt);
}
if (high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
*/
void do_cmd_observe(void)
{
- int item;
-
+ OBJECT_IDX item;
object_type *o_ptr;
-
char o_name[MAX_NLEN];
cptr q, s;
/* Require full knowledge */
if (!(o_ptr->ident & IDENT_MENTAL))
{
-#ifdef JP
- msg_print("このアイテムについて特に知っていることはない。");
-#else
- msg_print("You have no special knowledge about that item.");
-#endif
-
+ msg_print(_("このアイテムについて特に知っていることはない。", "You have no special knowledge about that item."));
return;
}
object_desc(o_name, o_ptr, 0);
/* Describe */
-#ifdef JP
- msg_format("%sを調べている...", o_name);
-#else
- msg_format("Examining %s...", o_name);
-#endif
-
+ msg_format(_("%sを調べている...", "Examining %s..."), o_name);
/* Describe it fully */
-#ifdef JP
- if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL)) msg_print("特に変わったところはないようだ。");
-#else
- if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL)) msg_print("You see nothing special.");
-#endif
-
+ if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL)) msg_print(_("特に変わったところはないようだ。", "You see nothing special."));
}
*/
void do_cmd_uninscribe(void)
{
- int item;
-
+ OBJECT_IDX item;
object_type *o_ptr;
-
cptr q, s;
item_tester_no_ryoute = TRUE;
/* Nothing to remove */
if (!o_ptr->inscription)
{
-#ifdef JP
- msg_print("このアイテムには消すべき銘がない。");
-#else
- msg_print("That item had no inscription to remove.");
-#endif
-
+ msg_print(_("このアイテムには消すべき銘がない。", "That item had no inscription to remove."));
return;
}
/* Message */
-#ifdef JP
- msg_print("銘を消した。");
-#else
- msg_print("Inscription removed.");
-#endif
-
+ msg_print(_("銘を消した。", "Inscription removed."));
/* Remove the incription */
o_ptr->inscription = 0;
*/
void do_cmd_inscribe(void)
{
- int item;
-
+ OBJECT_IDX item;
object_type *o_ptr;
-
char o_name[MAX_NLEN];
-
char out_val[80];
-
cptr q, s;
item_tester_no_ryoute = TRUE;
object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
/* Message */
-#ifdef JP
- msg_format("%sに銘を刻む。", o_name);
-#else
- msg_format("Inscribing %s.", o_name);
-#endif
-
+ msg_format(_("%sに銘を刻む。", "Inscribing %s."), o_name);
msg_print(NULL);
/* Start with nothing */
}
/* Get a new inscription (possibly empty) */
-#ifdef JP
- if (get_string("銘: ", out_val, 80))
-#else
- if (get_string("Inscription: ", out_val, 80))
-#endif
+ if (get_string(_("銘: ", "Inscription: "), out_val, 80))
{
/* Save the inscription */
o_ptr->inscription = quark_add(out_val);
*/
static void do_cmd_refill_lamp(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
object_type *j_ptr;
/* Take a partial turn */
- energy_use = 50;
+ p_ptr->energy_use = 50;
/* Access the lantern */
j_ptr = &inventory[INVEN_LITE];
j_ptr->xtra4 += o_ptr->xtra4;
/* Message */
-#ifdef JP
- msg_print("ランプに油を注いだ。");
-#else
- msg_print("You fuel your lamp.");
-#endif
+ msg_print(_("ランプに油を注いだ。", "You fuel your lamp."));
/* Comment */
if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
{
j_ptr->xtra4 = 0;
-#ifdef JP
- msg_print("ランプが消えてしまった!");
-#else
- msg_print("Your lamp has gone out!");
-#endif
+ msg_print(_("ランプが消えてしまった!", "Your lamp has gone out!"));
}
else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
{
j_ptr->xtra4 = 0;
-#ifdef JP
- msg_print("しかしランプは全く光らない。");
-#else
- msg_print("Curiously, your lamp doesn't light.");
-#endif
+ msg_print(_("しかしランプは全く光らない。", "Curiously, your lamp doesn't light."));
}
else if (j_ptr->xtra4 >= FUEL_LAMP)
{
j_ptr->xtra4 = FUEL_LAMP;
-#ifdef JP
- msg_print("ランプの油は一杯だ。");
-#else
- msg_print("Your lamp is full.");
-#endif
-
+ msg_print(_("ランプの油は一杯だ。", "Your lamp is full."));
}
/* Decrease the item (from the pack) */
*/
static void do_cmd_refill_torch(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
object_type *j_ptr;
/* Take a partial turn */
- energy_use = 50;
+ p_ptr->energy_use = 50;
/* Access the primary torch */
j_ptr = &inventory[INVEN_LITE];
j_ptr->xtra4 += o_ptr->xtra4 + 5;
/* Message */
-#ifdef JP
- msg_print("松明を結合した。");
-#else
- msg_print("You combine the torches.");
-#endif
-
+ msg_print(_("松明を結合した。", "You combine the torches."));
/* Comment */
if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
{
j_ptr->xtra4 = 0;
-#ifdef JP
- msg_print("松明が消えてしまった!");
-#else
- msg_print("Your torch has gone out!");
-#endif
+ msg_print(_("松明が消えてしまった!", "Your torch has gone out!"));
}
else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
{
j_ptr->xtra4 = 0;
-#ifdef JP
- msg_print("しかし松明は全く光らない。");
-#else
- msg_print("Curiously, your torche don't light.");
-#endif
+ msg_print(_("しかし松明は全く光らない。", "Curiously, your torche don't light."));
}
/* Over-fuel message */
else if (j_ptr->xtra4 >= FUEL_TORCH)
{
j_ptr->xtra4 = FUEL_TORCH;
-#ifdef JP
- msg_print("松明の寿命は十分だ。");
-#else
- msg_print("Your torch is fully fueled.");
-#endif
-
+ msg_print(_("松明の寿命は十分だ。", "Your torch is fully fueled."));
}
/* Refuel message */
else
{
-#ifdef JP
- msg_print("松明はいっそう明るく輝いた。");
-#else
- msg_print("Your torch glows more brightly.");
-#endif
-
+ msg_print(_("松明はいっそう明るく輝いた。", "Your torch glows more brightly."));
}
/* Decrease the item (from the pack) */
/* It is nothing */
if (o_ptr->tval != TV_LITE)
{
-#ifdef JP
- msg_print("光源を装備していない。");
-#else
- msg_print("You are not wielding a light.");
-#endif
-
+ msg_print(_("光源を装備していない。", "You are not wielding a light."));
}
/* It's a lamp */
/* No torch to refill */
else
{
-#ifdef JP
- msg_print("この光源は寿命を延ばせない。");
-#else
- msg_print("Your light cannot be refilled.");
-#endif
-
+ msg_print(_("この光源は寿命を延ばせない。", "Your light cannot be refilled."));
}
}
/* Target set */
if (target_set(TARGET_KILL))
{
-#ifdef JP
- msg_print("ターゲット決定。");
-#else
- msg_print("Target Selected.");
-#endif
-
+ msg_print(_("ターゲット決定。", "Target Selected."));
}
/* Target aborted */
else
{
-#ifdef JP
- msg_print("ターゲット解除。");
-#else
- msg_print("Target Aborted.");
-#endif
-
+ msg_print(_("ターゲット解除。", "Target Aborted."));
}
}
/* Look around */
if (target_set(TARGET_LOOK))
{
-#ifdef JP
- msg_print("ターゲット決定。");
-#else
- msg_print("Target Selected.");
-#endif
-
+ msg_print(_("ターゲット決定。", "Target Selected."));
}
}
}
/* Prepare to ask which way to look */
- sprintf(out_val,
-#ifdef JP
- "マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
-#else
- "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?",
-#endif
-
+ sprintf(out_val, _("マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
+ "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?"),
y2 / (hgt / 2), y2 % (hgt / 2),
x2 / (wid / 2), x2 % (wid / 2), tmp_val);
*/
void do_cmd_query_symbol(void)
{
- int i, n, r_idx;
+ IDX i;
+ int n;
+ MONRACE_IDX r_idx;
char sym, query;
char buf[128];
bool recall = FALSE;
u16b why = 0;
- u16b *who;
+ IDX *who;
/* Get a character, or abort */
-#ifdef JP
- if (!get_com("知りたい文字を入力して下さい(記号 or ^A全,^Uユ,^N非ユ,^R乗馬,^M名前): ", &sym, FALSE)) return;
-#else
- if (!get_com("Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): ", &sym, FALSE)) return;
-#endif
+ if (!get_com(_("知りたい文字を入力して下さい(記号 or ^A全,^Uユ,^N非ユ,^R乗馬,^M名前): ",
+ "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) return;
/* Find that character info, and describe it */
for (i = 0; ident_info[i]; ++i)
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('R'))
{
all = ride = TRUE;
-#ifdef JP
- strcpy(buf, "乗馬可能モンスターのリスト");
-#else
- strcpy(buf, "Ridable monster list.");
-#endif
+ strcpy(buf, _("乗馬可能モンスターのリスト", "Ridable monster list."));
}
/* XTRA HACK WHATSEARCH */
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;
}
-#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 */
prt(buf, 0, 0);
/* 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++)
#ifdef JP
if (iskanji( temp[xx])) { xx++; 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) )
#else
if (my_strstr(temp2, temp))
#endif
- who[n++]=i;
+ who[n++] = i;
}
/* Collect "appropriate" monsters */
if (!n)
{
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
return;
}
/* Prompt XXX XXX XXX */
-#ifdef JP
- put_str("思い出を見ますか? (k:殺害順/y/n): ", 0, 36);
-#else
- put_str("Recall details? (k/y/n): ", 0, 40);
-#endif
+ put_str(_("思い出を見ますか? (k:殺害順/y/n): ", "Recall details? (k/y/n): "), 0, _(36, 40));
/* Query */
if (query != 'y')
{
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
return;
}
roff_top(r_idx);
/* Hack -- Complete the prompt */
-#ifdef JP
- Term_addstr(-1, TERM_WHITE, " ['r'思い出, ESC]");
-#else
- Term_addstr(-1, TERM_WHITE, " [(r)ecall, ESC]");
-#endif
+ Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
/* Command */
query = inkey();
}
/* Free the "who" array */
- C_KILL(who, max_r_idx, u16b);
+ C_KILL(who, max_r_idx, IDX);
/* Re-display the identity */
prt(buf, 0, 0);