* @param tval 魔法書のtval
* @return 領域魔法の技能名称を保管した文字列ポインタ
*/
-cptr spell_category_name(int tval)
+cptr spell_category_name(OBJECT_TYPE_VALUE tval)
{
switch (tval)
{
* The "known" should be TRUE for cast/pray, FALSE for study
* </pre>
*/
-static int get_spell(int *sn, cptr prompt, int sval, bool learned, int use_realm)
+static int get_spell(COMMAND_CODE *sn, cptr prompt, OBJECT_SUBTYPE_VALUE sval, bool learned, REALM_IDX use_realm)
{
int i;
- int spell = -1;
+ SPELL_IDX spell = -1;
int num = 0;
int ask = TRUE;
- int need_mana;
- byte spells[64];
+ MANA_POINT need_mana;
+ SPELL_IDX spells[64];
bool flag, redraw, okay;
char choice;
const magic_type *s_ptr;
ask = (isupper(choice));
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
if (o_ptr->k_idx && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
}
- for (i = cave[py][px].o_idx; i; i = o_ptr->next_o_idx)
+ for (i = cave[p_ptr->y][p_ptr->x].o_idx; i; i = o_ptr->next_o_idx)
{
o_ptr = &o_list[i];
if (o_ptr->k_idx && (o_ptr->marked & OM_FOUND) && check_book_realm(o_ptr->tval, o_ptr->sval)) return FALSE;
*/
static void confirm_use_force(bool browse_only)
{
- int item;
+ SPELL_IDX item;
char which;
#ifdef ALLOW_REPEAT
#endif /* ALLOW_REPEAT */
/* Show the prompt */
-#ifdef JP
- prt("('w'練気術, ESC) 'w'かESCを押してください。 ", 0, 0);
-#else
- prt("(w for the Force, ESC) Hit 'w' or ESC. ", 0, 0);
-#endif
+ prt(_("('w'練気術, ESC) 'w'かESCを押してください。 ", "(w for the Force, ESC) Hit 'w' or ESC. "), 0, 0);
while (1)
{
*/
void do_cmd_browse(void)
{
- int item, sval, use_realm = 0, j, line;
- int spell = -1;
+ OBJECT_IDX item;
+ OBJECT_SUBTYPE_VALUE sval;
+ REALM_IDX use_realm = 0;
+ int j, line;
+ SPELL_IDX spell = -1;
int num = 0;
- byte spells[64];
- char temp[62*4];
+ int spells[64];
+ char temp[62*4];
object_type *o_ptr;
/* Warriors are illiterate */
if (!(p_ptr->realm1 || p_ptr->realm2) && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE))
{
-#ifdef JP
- msg_print("本を読むことができない!");
-#else
- msg_print("You cannot read books!");
-#endif
-
+ msg_print(_("本を読むことができない!", "You cannot read books!"));
return;
}
else item_tester_hook = item_tester_learn_spell;
/* Get an item */
-#ifdef JP
- q = "どの本を読みますか? ";
-#else
- q = "Browse which book? ";
-#endif
-
-#ifdef JP
- s = "読める本がない。";
-#else
- s = "You have no books that you can read.";
-#endif
+ q = _("どの本を読みますか? ", "Browse which book? ");
+ s = _("読める本がない。", "You have no books that you can read.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
{
while(TRUE)
{
/* Ask for a spell, allow cancel */
-#ifdef JP
- if (!get_spell(&spell, "読む", o_ptr->sval, TRUE, use_realm))
-#else
- if (!get_spell(&spell, "browse", o_ptr->sval, TRUE, use_realm))
-#endif
+ if (!get_spell(&spell, _("読む", "browse"), o_ptr->sval, TRUE, use_realm))
{
/* If cancelled, leave immediately. */
if (spell == -1) break;
/* Notify that there's nothing to see, and wait. */
if (use_realm == REALM_HISSATSU)
-#ifdef JP
- prt("読める技がない。", 0, 0);
-#else
- prt("No techniques to browse.", 0, 0);
-#endif
+ prt(_("読める技がない。", "No techniques to browse."), 0, 0);
else
-#ifdef JP
- prt("読める呪文がない。", 0, 0);
-#else
- prt("No spells to browse.", 0, 0);
-#endif
+ prt(_("読める呪文がない。", "No spells to browse."), 0, 0);
(void)inkey();
* @param next_realm 変更先の魔法領域ID
* @return なし
*/
-static void change_realm2(int next_realm)
+static void change_realm2(CHARACTER_IDX next_realm)
{
int i, j = 0;
char tmp[80];
p_ptr->spell_worked2 = 0L;
p_ptr->spell_forgotten2 = 0L;
-#ifdef JP
- sprintf(tmp,"魔法の領域を%sから%sに変更した。", realm_names[p_ptr->realm2], realm_names[next_realm]);
-#else
- sprintf(tmp,"change magic realm from %s to %s.", realm_names[p_ptr->realm2], realm_names[next_realm]);
-#endif
+ sprintf(tmp,_("魔法の領域を%sから%sに変更した。", "change magic realm from %s to %s."), realm_names[p_ptr->realm2], realm_names[next_realm]);
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, tmp);
p_ptr->old_realm |= 1 << (p_ptr->realm2-1);
p_ptr->realm2 = next_realm;
*/
void do_cmd_study(void)
{
- int i, item, sval;
+ int i;
+ OBJECT_IDX item;
+ OBJECT_SUBTYPE_VALUE sval;
int increment = 0;
bool learned = FALSE;
/* Spells of realm2 will have an increment of +32 */
- int spell = -1;
+ SPELL_IDX spell = -1;
cptr p = spell_category_name(mp_ptr->spell_book);
if (!p_ptr->realm1)
{
-#ifdef JP
-msg_print("本を読むことができない!");
-#else
- msg_print("You cannot read books!");
-#endif
-
+ msg_print(_("本を読むことができない!", "You cannot read books!"));
return;
}
if (p_ptr->blind || no_lite())
{
-#ifdef JP
-msg_print("目が見えない!");
-#else
- msg_print("You cannot see!");
-#endif
-
+ msg_print(_("目が見えない!", "You cannot see!"));
return;
}
if (p_ptr->confused)
{
-#ifdef JP
-msg_print("混乱していて読めない!");
-#else
- msg_print("You are too confused!");
-#endif
-
+ msg_print(_("混乱していて読めない!", "You are too confused!"));
return;
}
if (!(p_ptr->new_spells))
{
-#ifdef JP
-msg_format("新しい%sを覚えることはできない!", p);
-#else
- msg_format("You cannot learn any new %ss!", p);
-#endif
-
+ msg_format(_("新しい%sを覚えることはできない!", "You cannot learn any new %ss!"), p);
return;
}
else item_tester_hook = item_tester_learn_spell;
/* Get an item */
-#ifdef JP
-q = "どの本から学びますか? ";
-#else
- q = "Study which book? ";
-#endif
-
-#ifdef JP
-s = "読める本がない。";
-#else
- s = "You have no books that you can read.";
-#endif
+ q = _("どの本から学びますか? ", "Study which book? ");
+ s = _("読める本がない。", "You have no books that you can read.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
if (o_ptr->tval == REALM2_BOOK) increment = 32;
else if (o_ptr->tval != REALM1_BOOK)
{
-#ifdef JP
- if (!get_check("本当に魔法の領域を変更しますか?")) return;
-#else
- if (!get_check("Really, change magic realm? ")) return;
-#endif
+ if (!get_check(_("本当に魔法の領域を変更しますか?", "Really, change magic realm? "))) return;
change_realm2(tval2realm(o_ptr->tval));
increment = 32;
}
if (spell < 0)
{
/* Message */
-#ifdef JP
-msg_format("その本には学ぶべき%sがない。", p);
-#else
- msg_format("You cannot learn any %ss in that book.", p);
-#endif
-
+ msg_format(_("その本には学ぶべき%sがない。", "You cannot learn any %ss in that book."), p);
/* Abort */
return;
if (old_exp >= max_exp)
{
-#ifdef JP
- msg_format("その%sは完全に使いこなせるので学ぶ必要はない。", p);
-#else
- msg_format("You don't need to study this %s anymore.", p);
-#endif
+ msg_format(_("その%sは完全に使いこなせるので学ぶ必要はない。", "You don't need to study this %s anymore."), p);
return;
}
#ifdef JP
p_ptr->spell_exp[spell] = SPELL_EXP_BEGINNER + old_exp / 3;
new_rank = EXP_LEVEL_BEGINNER;
}
-#ifdef JP
- msg_format("%sの熟練度が%sに上がった。", name, exp_level_str[new_rank]);
-#else
- msg_format("Your proficiency of %s is now %s rank.", name, exp_level_str[new_rank]);
-#endif
+ msg_format(_("%sの熟練度が%sに上がった。", "Your proficiency of %s is now %s rank."), name, exp_level_str[new_rank]);
}
else
{
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
switch (mp_ptr->spell_book)
{
static void wild_magic(int spell)
{
int counter = 0;
- int type = SUMMON_BIZARRE1 + randint0(6);
+ int type = SUMMON_MOLD + randint0(6);
- if (type < SUMMON_BIZARRE1) type = SUMMON_BIZARRE1;
- else if (type > SUMMON_BIZARRE6) type = SUMMON_BIZARRE6;
+ if (type < SUMMON_MOLD) type = SUMMON_MOLD;
+ else if (type > SUMMON_MIMIC) type = SUMMON_MIMIC;
switch (randint1(spell) + randint1(8) + 1)
{
break;
case 19:
case 20:
- trap_creation(py, px);
+ trap_creation(p_ptr->y, p_ptr->x);
break;
case 21:
case 22:
aggravate_monsters(0);
break;
case 26:
- earthquake(py, px, 5);
+ earthquake(p_ptr->y, p_ptr->x, 5);
break;
case 27:
case 28:
case 35:
while (counter++ < 8)
{
- (void)summon_specific(0, py, px, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
+ (void)summon_specific(0, p_ptr->y, p_ptr->x, (dun_level * 3) / 2, type, (PM_ALLOW_GROUP | PM_NO_PET));
}
break;
case 36:
case 37:
- activate_hi_summon(py, px, FALSE);
+ activate_hi_summon(p_ptr->y, p_ptr->x, FALSE);
break;
case 38:
- (void)summon_cyber(-1, py, px);
+ (void)summon_cyber(-1, p_ptr->y, p_ptr->x);
break;
default:
{
*/
void do_cmd_cast(void)
{
- int item, sval, spell, realm;
+ OBJECT_IDX item;
+ OBJECT_SUBTYPE_VALUE sval;
+ SPELL_IDX spell;
+ REALM_IDX realm;
int chance;
int increment = 0;
int use_realm;
/* Require spell ability */
if (!p_ptr->realm1 && (p_ptr->pclass != CLASS_SORCERER) && (p_ptr->pclass != CLASS_RED_MAGE))
{
-#ifdef JP
- msg_print("呪文を唱えられない!");
-#else
- msg_print("You cannot cast spells!");
-#endif
-
+ msg_print(_("呪文を唱えられない!", "You cannot cast spells!"));
return;
}
if (p_ptr->pclass == CLASS_FORCETRAINER) confirm_use_force(FALSE);
else
{
-#ifdef JP
- msg_print("目が見えない!");
-#else
- msg_print("You cannot see!");
-#endif
+ msg_print(_("目が見えない!", "You cannot see!"));
flush();
}
return;
/* Not when confused */
if (p_ptr->confused)
{
-#ifdef JP
- msg_print("混乱していて唱えられない!");
-#else
- msg_print("You are too confused!");
-#endif
+ msg_print(_("混乱していて唱えられない!", "You are too confused!"));
flush();
return;
}
if (hex_spell_fully())
{
bool flag = FALSE;
-#ifdef JP
- msg_print("これ以上新しい呪文を詠唱することはできない。");
-#else
- msg_print("Can not spell new spells more.");
-#endif
+ msg_print(_("これ以上新しい呪文を詠唱することはできない。", "Can not spell new spells more."));
flush();
if (p_ptr->lev >= 35) flag = stop_hex_spell();
if (!flag) return;
item_tester_tval = mp_ptr->spell_book;
/* Get an item */
-#ifdef JP
- q = "どの呪文書を使いますか? ";
-#else
- q = "Use which book? ";
-#endif
-
-#ifdef JP
- s = "呪文書がない!";
-#else
- s = "You have no spell books!";
-#endif
+ q = _("どの呪文書を使いますか? ", "Use which book? ");
+ s = _("呪文書がない!", "You have no spell books!");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR)))
{
{
if (hex_spelling(spell))
{
-#ifdef JP
- msg_print("その呪文はすでに詠唱中だ。");
-#else
- msg_print("You are already casting it.");
-#endif
+ msg_print(_("その呪文はすでに詠唱中だ。", "You are already casting it."));
return;
}
}
if (!over_exert) return;
/* Verify */
-#ifdef JP
- if (!get_check_strict("それでも挑戦しますか? ", CHECK_OKAY_CANCEL)) return;
-#else
- if (!get_check_strict("Attempt it anyway? ", CHECK_OKAY_CANCEL)) return;
-#endif
-
+ if (!get_check_strict(_("それでも挑戦しますか? ", "Attempt it anyway? "), CHECK_OKAY_CANCEL)) return;
}
/* Spell failure chance */
if (randint0(100) < chance)
{
if (flush_failure) flush();
-
-#ifdef JP
-msg_format("%sをうまく唱えられなかった!", prayer);
-#else
- msg_format("You failed to get the %s off!", prayer);
-#endif
-
+
+ msg_format(_("%sをうまく唱えられなかった!", "You failed to get the %s off!"), prayer);
sound(SOUND_FAIL);
switch (realm)
if ((o_ptr->tval == TV_CHAOS_BOOK) && (randint1(100) < spell))
{
-#ifdef JP
-msg_print("カオス的な効果を発生した!");
-#else
- msg_print("You produce a chaotic effect!");
-#endif
-
+ msg_print(_("カオス的な効果を発生した!", "You produce a chaotic effect!"));
wild_magic(spell);
}
else if ((o_ptr->tval == TV_DEATH_BOOK) && (randint1(100) < spell))
}
else
{
-#ifdef JP
- msg_print("痛い!");
-#else
- msg_print("It hurts!");
-#endif
-
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(o_ptr->sval + 1, 6), "暗黒魔法の逆流", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, damroll(o_ptr->sval + 1, 6), "a miscast Death spell", -1);
-#endif
+ msg_print(_("痛い!", "It hurts!"));
+ take_hit(DAMAGE_LOSELIFE, damroll(o_ptr->sval + 1, 6), _("暗黒魔法の逆流", "a miscast Death spell"), -1);
if ((spell > 15) && one_in_(6) && !p_ptr->hold_exp)
lose_exp(spell * 250);
}
else if ((o_ptr->tval == TV_MUSIC_BOOK) && (randint1(200) < spell))
{
-#ifdef JP
-msg_print("いやな音が響いた");
-#else
-msg_print("An infernal sound echoed.");
-#endif
-
+ msg_print(_("いやな音が響いた", "An infernal sound echoed."));
aggravate_monsters(0);
}
if (randint1(100) >= chance)
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Over-exert the player */
p_ptr->csp_frac = 0;
/* Message */
-#ifdef JP
-msg_print("精神を集中しすぎて気を失ってしまった!");
-#else
- msg_print("You faint from the effort!");
-#endif
-
+ msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!"));
/* Hack -- Bypass free action */
(void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
bool perm = (randint0(100) < 25);
/* Message */
-#ifdef JP
-msg_print("体を悪くしてしまった!");
-#else
- msg_print("You have damaged your health!");
-#endif
-
+ msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));
/* Reduce constitution */
(void)dec_stat(A_CON, 15 + randint1(10), perm);
int calculate_upkeep(void)
{
s32b old_friend_align = friend_align;
- int m_idx;
+ MONSTER_IDX m_idx;
bool have_a_unique = FALSE;
s32b total_friend_levels = 0;
{
monster_type *m_ptr;
bool all_pets = FALSE;
- int pet_ctr, i;
+ MONSTER_IDX pet_ctr;
+ int i;
int Dismissed = 0;
- u16b *who;
+ MONSTER_IDX *who;
u16b dummy_why;
int max_pet = 0;
- int cu, cv;
+ bool_hack cu, cv;
cu = Term->scr->cu;
cv = Term->scr->cv;
Term->scr->cv = 1;
/* Allocate the "who" array */
- C_MAKE(who, max_m_idx, u16b);
+ C_MAKE(who, max_m_idx, MONSTER_IDX);
/* Process the monsters (backwards) */
for (pet_ctr = m_max - 1; pet_ctr >= 1; pet_ctr--)
Term->scr->cv = cv;
Term_fresh();
- C_KILL(who, max_m_idx, u16b);
+ C_KILL(who, max_m_idx, MONSTER_IDX);
#ifdef JP
msg_format("%d 体のペットを放しました。", Dismissed);
(Dismissed == 1 ? "" : "s"));
#endif
if (Dismissed == 0 && all_pets)
-#ifdef JP
- msg_print("'U'nnamed は、乗馬以外の名前のないペットだけを全て解放します。");
-#else
- msg_print("'U'nnamed means all your pets except named pets and your mount.");
-#endif
+ msg_print(_("'U'nnamed は、乗馬以外の名前のないペットだけを全て解放します。", "'U'nnamed means all your pets except named pets and your mount."));
}
/*!
{
bool p_can_enter;
bool old_character_xtra = character_xtra;
- int old_riding = p_ptr->riding;
+ MONSTER_IDX old_riding = p_ptr->riding;
bool old_riding_ryoute = p_ptr->riding_ryoute;
bool old_old_riding_ryoute = p_ptr->old_riding_ryoute;
bool old_pf_ryoute = (p_ptr->pet_extra_flags & PF_RYOUTE) ? TRUE : FALSE;
* @param force TRUEならば強制的に落馬する
* @return 実際に落馬したらTRUEを返す
*/
-bool rakuba(int dam, bool force)
+bool rakuba(HIT_POINT dam, bool force)
{
int i, y, x, oy, ox;
int sn = 0, sy = 0, sx = 0;
cave_type *c_ptr;
/* Access the location */
- y = py + ddy_ddd[i];
- x = px + ddx_ddd[i];
+ y = p_ptr->y + ddy_ddd[i];
+ x = p_ptr->x + ddx_ddd[i];
c_ptr = &cave[y][x];
return FALSE;
}
- oy = py;
- ox = px;
+ oy = p_ptr->y;
+ ox = p_ptr->x;
- py = sy;
- px = sx;
+ p_ptr->y = sy;
+ p_ptr->x = sx;
/* Redraw the old spot */
lite_spot(oy, ox);
/* Redraw the new spot */
- lite_spot(py, px);
+ lite_spot(p_ptr->y, p_ptr->x);
/* Check for new panel */
verify_panel();
if (p_ptr->levitation && !force)
{
monster_desc(m_name, m_ptr, 0);
-#ifdef JP
- msg_format("%sから落ちたが、空中でうまく体勢を立て直して着地した。",m_name);
-#else
- msg_format("You are thrown from %s, but make a good landing.",m_name);
-#endif
+ msg_format(_("%sから落ちたが、空中でうまく体勢を立て直して着地した。", "You are thrown from %s, but make a good landing."),m_name);
}
else
{
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, r_ptr->level+3, "落馬", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, r_ptr->level+3, "Falling from riding", -1);
-#endif
+ take_hit(DAMAGE_NOESCAPE, r_ptr->level+3, _("落馬", "Falling from riding"), -1);
fall_dam = TRUE;
}
/* Move the player */
if (sy && !p_ptr->is_dead)
- (void)move_player_effect(py, px, MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);
+ (void)move_player_effect(p_ptr->y, p_ptr->x, MPE_DONT_PICKUP | MPE_DONT_SWAP_MON);
return fall_dam;
}
monster_type *m_ptr;
if (!get_rep_dir2(&dir)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
c_ptr = &cave[y][x];
if (p_ptr->special_defense & KATA_MUSOU) set_action(ACTION_NONE);
/* Skip non-empty grids */
if (!player_can_ride_aux(c_ptr, FALSE))
{
-#ifdef JP
- msg_print("そちらには降りられません。");
-#else
- msg_print("You cannot go to that direction.");
-#endif
+ msg_print(_("そちらには降りられません。", "You cannot go to that direction."));
return FALSE;
}
- if (!pattern_seq(py, px, y, x)) return FALSE;
+ if (!pattern_seq(p_ptr->y, p_ptr->x, y, x)) return FALSE;
if (c_ptr->m_idx)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Message */
-#ifdef JP
- msg_print("モンスターが立ちふさがっている!");
-#else
- msg_print("There is a monster in the way!");
-#endif
+ msg_print(_("モンスターが立ちふさがっている!", "There is a monster in the way!"));
py_attack(y, x, 0);
return FALSE;
{
if (p_ptr->confused)
{
-#ifdef JP
- msg_print("混乱していて乗れない!");
-#else
- msg_print("You are too confused!");
-#endif
+ msg_print(_("混乱していて乗れない!", "You are too confused!"));
return FALSE;
}
if (!c_ptr->m_idx || !m_ptr->ml)
{
-#ifdef JP
- msg_print("その場所にはモンスターはいません。");
-#else
- msg_print("Here is no monster.");
-#endif
-
+ msg_print(_("その場所にはモンスターはいません。", "Here is no monster."));
return FALSE;
}
if (!is_pet(m_ptr) && !force)
{
-#ifdef JP
- msg_print("そのモンスターはペットではありません。");
-#else
- msg_print("That monster is not a pet.");
-#endif
-
+ msg_print(_("そのモンスターはペットではありません。", "That monster is not a pet."));
return FALSE;
}
if (!(r_info[m_ptr->r_idx].flags7 & RF7_RIDING))
{
-#ifdef JP
- msg_print("そのモンスターには乗れなさそうだ。");
-#else
- msg_print("This monster doesn't seem suitable for riding.");
-#endif
-
+ msg_print(_("そのモンスターには乗れなさそうだ。", "This monster doesn't seem suitable for riding."));
return FALSE;
}
- if (!pattern_seq(py, px, y, x)) return FALSE;
+ if (!pattern_seq(p_ptr->y, p_ptr->x, y, x)) return FALSE;
if (!player_can_ride_aux(c_ptr, TRUE))
{
}
if (r_info[m_ptr->r_idx].level > randint1((p_ptr->skill_exp[GINOU_RIDING] / 50 + p_ptr->lev / 2 + 20)))
{
-#ifdef JP
- msg_print("うまく乗れなかった。");
-#else
- msg_print("You failed to ride.");
-#endif
-
- energy_use = 100;
-
+ msg_print(_("うまく乗れなかった。", "You failed to ride."));
+ p_ptr->energy_use = 100;
return FALSE;
}
char m_name[80];
monster_desc(m_name, m_ptr, 0);
(void)set_monster_csleep(c_ptr->m_idx, 0);
-#ifdef JP
- msg_format("%sを起こした。", m_name);
-#else
- msg_format("You have waked %s up.", m_name);
-#endif
+ msg_format(_("%sを起こした。", "You have waked %s up."), m_name);
}
if (p_ptr->action == ACTION_KAMAE) set_action(ACTION_NONE);
if (p_ptr->riding == p_ptr->health_who) health_track(0);
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Mega-Hack -- Forget the view and lite */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
if (!is_pet(m_ptr))
{
/* Message */
-#ifdef JP
- msg_print("そのモンスターはペットではない。");
-#else
- msg_format("This monster is not a pet.");
-#endif
+ msg_print(_("そのモンスターはペットではない。", "This monster is not a pet."));
return;
}
if (r_info[m_ptr->r_idx].flags1 & RF1_UNIQUE)
{
-#ifdef JP
- msg_print("そのモンスターの名前は変えられない!");
-#else
- msg_format("You cannot change name of this monster!");
-#endif
+ msg_print(_("そのモンスターの名前は変えられない!", "You cannot change name of this monster!"));
return;
}
monster_desc(m_name, m_ptr, 0);
/* Message */
-#ifdef JP
- msg_format("%sに名前をつける。", m_name);
-#else
- msg_format("Name %s.", m_name);
-#endif
-
+ msg_format(_("%sに名前をつける。", "Name %s."), m_name);
msg_print(NULL);
/* Start with nothing */
}
/* Get a new inscription (possibly empty) */
-#ifdef JP
- if (get_string("名前: ", out_val, 15))
-#else
- if (get_string("Name: ", out_val, 15))
-#endif
-
+ if (get_string(_("名前: ", "Name: "), out_val, 15))
{
if (out_val[0])
{
m_ptr->nickname = quark_add(out_val);
if (record_named_pet)
{
- char m_name[80];
-
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_NAME, m_name);
}
{
if (record_named_pet && old_name)
{
- char m_name[80];
-
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_UNNAME, m_name);
}
*/
void do_cmd_pet(void)
{
- int i = 0;
+ COMMAND_CODE i = 0;
int num;
int powers[36];
cptr power_desc[36];
num = 0;
-#ifdef JP
- power_desc[num] = "ペットを放す";
-#else
- power_desc[num] = "dismiss pets";
-#endif
-
+ power_desc[num] = _("ペットを放す", "dismiss pets");
powers[num++] = PET_DISMISS;
#ifdef JP
(pet_t_m_idx ? (p_ptr->image ? "something strange" : (r_name + r_info[m_list[pet_t_m_idx].ap_r_idx].name)) : "nothing"));
#endif
power_desc[num] = target_buf;
-
powers[num++] = PET_TARGET;
-
-#ifdef JP
- power_desc[num] = "近くにいろ";
-#else
- power_desc[num] = "stay close";
-#endif
+ power_desc[num] = _("近くにいろ", "stay close");
if (p_ptr->pet_follow_distance == PET_CLOSE_DIST) mode = num;
powers[num++] = PET_STAY_CLOSE;
-
-#ifdef JP
- power_desc[num] = "ついて来い";
-#else
- power_desc[num] = "follow me";
-#endif
+ power_desc[num] = _("ついて来い", "follow me");
if (p_ptr->pet_follow_distance == PET_FOLLOW_DIST) mode = num;
powers[num++] = PET_FOLLOW_ME;
-
-#ifdef JP
- power_desc[num] = "敵を見つけて倒せ";
-#else
- power_desc[num] = "seek and destroy";
-#endif
+ power_desc[num] = _("敵を見つけて倒せ", "seek and destroy");
if (p_ptr->pet_follow_distance == PET_DESTROY_DIST) mode = num;
powers[num++] = PET_SEEK_AND_DESTROY;
-
-#ifdef JP
- power_desc[num] = "少し離れていろ";
-#else
- power_desc[num] = "give me space";
-#endif
+ power_desc[num] = _("少し離れていろ", "give me space");
if (p_ptr->pet_follow_distance == PET_SPACE_DIST) mode = num;
powers[num++] = PET_ALLOW_SPACE;
-
-#ifdef JP
- power_desc[num] = "離れていろ";
-#else
- power_desc[num] = "stay away";
-#endif
+ power_desc[num] = _("離れていろ", "stay away");
if (p_ptr->pet_follow_distance == PET_AWAY_DIST) mode = num;
powers[num++] = PET_STAY_AWAY;
if (p_ptr->pet_extra_flags & PF_OPEN_DOORS)
{
-#ifdef JP
- power_desc[num] = "ドアを開ける (現在:ON)";
-#else
- power_desc[num] = "pets open doors (now On)";
-#endif
+ power_desc[num] = _("ドアを開ける (現在:ON)", "pets open doors (now On)");
}
else
{
-#ifdef JP
- power_desc[num] = "ドアを開ける (現在:OFF)";
-#else
- power_desc[num] = "pets open doors (now Off)";
-#endif
+ power_desc[num] = _("ドアを開ける (現在:OFF)", "pets open doors (now Off)");
}
powers[num++] = PET_OPEN_DOORS;
if (p_ptr->pet_extra_flags & PF_PICKUP_ITEMS)
{
-#ifdef JP
- power_desc[num] = "アイテムを拾う (現在:ON)";
-#else
- power_desc[num] = "pets pick up items (now On)";
-#endif
+ power_desc[num] = _("アイテムを拾う (現在:ON)", "pets pick up items (now On)");
}
else
{
-#ifdef JP
- power_desc[num] = "アイテムを拾う (現在:OFF)";
-#else
- power_desc[num] = "pets pick up items (now Off)";
-#endif
+ power_desc[num] = _("アイテムを拾う (現在:OFF)", "pets pick up items (now Off)");
}
powers[num++] = PET_TAKE_ITEMS;
if (p_ptr->pet_extra_flags & PF_TELEPORT)
{
-#ifdef JP
- power_desc[num] = "テレポート系魔法を使う (現在:ON)";
-#else
- power_desc[num] = "allow teleport (now On)";
-#endif
+ power_desc[num] = _("テレポート系魔法を使う (現在:ON)", "allow teleport (now On)");
}
else
{
-#ifdef JP
- power_desc[num] = "テレポート系魔法を使う (現在:OFF)";
-#else
- power_desc[num] = "allow teleport (now Off)";
-#endif
+ power_desc[num] = _("テレポート系魔法を使う (現在:OFF)", "allow teleport (now Off)");
}
powers[num++] = PET_TELEPORT;
if (p_ptr->pet_extra_flags & PF_ATTACK_SPELL)
{
-#ifdef JP
- power_desc[num] = "攻撃魔法を使う (現在:ON)";
-#else
- power_desc[num] = "allow cast attack spell (now On)";
-#endif
+ power_desc[num] = _("攻撃魔法を使う (現在:ON)", "allow cast attack spell (now On)");
}
else
{
-#ifdef JP
- power_desc[num] = "攻撃魔法を使う (現在:OFF)";
-#else
- power_desc[num] = "allow cast attack spell (now Off)";
-#endif
+ power_desc[num] = _("攻撃魔法を使う (現在:OFF)", "allow cast attack spell (now Off)");
}
powers[num++] = PET_ATTACK_SPELL;
if (p_ptr->pet_extra_flags & PF_SUMMON_SPELL)
{
-#ifdef JP
- power_desc[num] = "召喚魔法を使う (現在:ON)";
-#else
- power_desc[num] = "allow cast summon spell (now On)";
-#endif
+ power_desc[num] = _("召喚魔法を使う (現在:ON)", "allow cast summon spell (now On)");
}
else
{
-#ifdef JP
- power_desc[num] = "召喚魔法を使う (現在:OFF)";
-#else
- power_desc[num] = "allow cast summon spell (now Off)";
-#endif
+ power_desc[num] = _("召喚魔法を使う (現在:OFF)", "allow cast summon spell (now Off)");
}
powers[num++] = PET_SUMMON_SPELL;
if (p_ptr->pet_extra_flags & PF_BALL_SPELL)
{
-#ifdef JP
- power_desc[num] = "プレイヤーを巻き込む範囲魔法を使う (現在:ON)";
-#else
- power_desc[num] = "allow involve player in area spell (now On)";
-#endif
+ power_desc[num] = _("プレイヤーを巻き込む範囲魔法を使う (現在:ON)", "allow involve player in area spell (now On)");
}
else
{
-#ifdef JP
- power_desc[num] = "プレイヤーを巻き込む範囲魔法を使う (現在:OFF)";
-#else
- power_desc[num] = "allow involve player in area spell (now Off)";
-#endif
+ power_desc[num] = _("プレイヤーを巻き込む範囲魔法を使う (現在:OFF)", "allow involve player in area spell (now Off)");
}
powers[num++] = PET_BALL_SPELL;
if (p_ptr->riding)
{
-#ifdef JP
- power_desc[num] = "ペットから降りる";
-#else
- power_desc[num] = "get off a pet";
-#endif
+ power_desc[num] = _("ペットから降りる", "get off a pet");
}
else
{
-#ifdef JP
- power_desc[num] = "ペットに乗る";
-#else
- power_desc[num] = "ride a pet";
-#endif
+ power_desc[num] = _("ペットに乗る", "ride a pet");
}
powers[num++] = PET_RIDING;
-
-#ifdef JP
- power_desc[num] = "ペットに名前をつける";
-#else
- power_desc[num] = "name pets";
-#endif
-
+ power_desc[num] = _("ペットに名前をつける", "name pets");
powers[num++] = PET_NAME;
if (p_ptr->riding)
{
if (p_ptr->pet_extra_flags & PF_RYOUTE)
{
-#ifdef JP
- power_desc[num] = "武器を片手で持つ";
-#else
- power_desc[num] = "use one hand to control a riding pet";
-#endif
+ power_desc[num] = _("武器を片手で持つ", "use one hand to control a riding pet");
}
else
{
-#ifdef JP
- power_desc[num] = "武器を両手で持つ";
-#else
- power_desc[num] = "use both hands for a weapon";
-#endif
+ power_desc[num] = _("武器を両手で持つ", "use both hands for a weapon");
}
powers[num++] = PET_RYOUTE;
{
if (p_ptr->pet_extra_flags & PF_RYOUTE)
{
-#ifdef JP
- power_desc[num] = "片手で格闘する";
-#else
- power_desc[num] = "use one hand to control a riding pet";
-#endif
+ power_desc[num] = _("片手で格闘する", "use one hand to control a riding pet");
}
else
{
-#ifdef JP
- power_desc[num] = "両手で格闘する";
-#else
- power_desc[num] = "use both hands for melee";
-#endif
+ power_desc[num] = _("両手で格闘する", "use both hands for melee");
}
powers[num++] = PET_RYOUTE;
{
if (p_ptr->pet_extra_flags & PF_RYOUTE)
{
-#ifdef JP
- power_desc[num] = "格闘を行わない";
-#else
- power_desc[num] = "use one hand to control a riding pet";
-#endif
+ power_desc[num] = _("格闘を行わない", "use one hand to control a riding pet");
}
else
{
-#ifdef JP
- power_desc[num] = "格闘を行う";
-#else
- power_desc[num] = "use one hand for melee";
-#endif
+ power_desc[num] = _("格闘を行う", "use one hand for melee");
}
powers[num++] = PET_RYOUTE;
screen_save();
/* Build a prompt */
-#ifdef JP
- strnfmt(out_val, 78, "(コマンド、ESC=終了) コマンドを選んでください:");
-#else
- strnfmt(out_val, 78, "(Command, ESC=exit) Choose command from menu.");
-#endif
+ strnfmt(out_val, 78, _("(コマンド、ESC=終了) コマンドを選んでください:", "(Command, ESC=exit) Choose command from menu."));
}
else
{
/* Build a prompt */
strnfmt(out_val, 78,
-#ifdef JP
- "(コマンド %c-%c、'*'=一覧、ESC=終了) コマンドを選んでください:",
-#else
- "(Command %c-%c, *=List, ESC=exit) Select a command: ",
-#endif
+ _("(コマンド %c-%c、'*'=一覧、ESC=終了) コマンドを選んでください:", "(Command %c-%c, *=List, ESC=exit) Select a command: "),
I2A(0), I2A(num - 1));
}
for (ctr = 0; ctr < num; ctr++)
{
/* Letter/number for power selection */
-#ifdef JP
- if (use_menu) sprintf(buf, "%c%s ", (ctr == mode) ? '*' : ' ', (ctr == (menu_line - 1)) ? "》" : " ");
-#else
- if (use_menu) sprintf(buf, "%c%s ", (ctr == mode) ? '*' : ' ', (ctr == (menu_line - 1)) ? "> " : " ");
-#endif
- else sprintf(buf, "%c%c) ", (ctr == mode) ? '*' : ' ', I2A(ctr));
+ if (use_menu)
+ sprintf(buf, "%c%s ", (ctr == mode) ? '*' : ' ', (ctr == (menu_line - 1)) ? _("》", "> ") : " ");
+ else
+ sprintf(buf, "%c%c) ", (ctr == mode) ? '*' : ' ', I2A(ctr));
strcat(buf, power_desc[ctr]);
ask = (isupper(choice));
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
if (ask)
{
/* Prompt */
-#ifdef JP
- strnfmt(buf, 78, "%sを使いますか? ", power_desc[i]);
-#else
- strnfmt(buf, 78, "Use %s? ", power_desc[i]);
-#endif
+ strnfmt(buf, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i]);
/* Belay that order */
if (!get_check(buf)) continue;
/* Abort if needed */
if (!flag)
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
if (!pet_ctr)
{
-#ifdef JP
- msg_print("ペットがいない!");
-#else
- msg_print("You have no pets!");
-#endif
+ msg_print(_("ペットがいない!", "You have no pets!"));
break;
}
do_cmd_pet_dismiss();