*/
static void pattern_teleport(void)
{
- int min_level = 0;
- int max_level = 99;
+ DEPTH min_level = 0;
+ DEPTH max_level = 99;
/* Ask for level */
-#ifdef JP
- if (get_check("他の階にテレポートしますか?"))
-#else
- if (get_check("Teleport level? "))
-#endif
-
+ if (get_check(_("他の階にテレポートしますか?", "Teleport level? ")))
{
char ppp[80];
char tmp_val[160];
}
/* Prompt */
-#ifdef JP
- sprintf(ppp, "テレポート先:(%d-%d)", min_level, max_level);
-#else
- sprintf(ppp, "Teleport to level (%d-%d): ", min_level, max_level);
-#endif
-
+ sprintf(ppp, _("テレポート先:(%d-%d)", "Teleport to level (%d-%d): "), (int)min_level, (int)max_level);
/* Default */
- sprintf(tmp_val, "%d", dun_level);
+ sprintf(tmp_val, "%d", (int)dun_level);
/* Ask for a level */
if (!get_string(ppp, tmp_val, 10)) return;
/* Extract request */
- command_arg = atoi(tmp_val);
+ command_arg = (COMMAND_ARG)atoi(tmp_val);
}
-#ifdef JP
- else if (get_check("通常テレポート?"))
-#else
- else if (get_check("Normal teleport? "))
-#endif
+ else if (get_check(_("通常テレポート?", "Normal teleport? ")))
{
teleport_player(200, 0L);
return;
}
/* Paranoia */
- if (command_arg < min_level) command_arg = min_level;
+ if (command_arg < min_level) command_arg = (COMMAND_ARG)min_level;
/* Paranoia */
- if (command_arg > max_level) command_arg = max_level;
+ if (command_arg > max_level) command_arg = (COMMAND_ARG)max_level;
/* Accept request */
-#ifdef JP
- msg_format("%d 階にテレポートしました。", command_arg);
-#else
- msg_format("You teleport to dungeon level %d.", command_arg);
-#endif
-
+ msg_format(_("%d 階にテレポートしました。", "You teleport to dungeon level %d."), command_arg);
if (autosave_l) do_cmd_save_game(TRUE);
if (record_stair) do_cmd_write_nikki(NIKKI_PAT_TELE,0,NULL);
p_ptr->inside_quest = 0;
- energy_use = 0;
+ p_ptr->energy_use = 0;
/*
* Clear all saved floors
*/
static void wreck_the_pattern(void)
{
- int to_ruin = 0, r_y, r_x;
- int pattern_type = f_info[cave[py][px].feat].subtype;
+ int to_ruin = 0;
+ POSITION r_y, r_x;
+ int pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
if (pattern_type == PATTERN_TILE_WRECKED)
{
return;
}
-#ifdef JP
- msg_print("パターンを血で汚してしまった!");
- msg_print("何か恐ろしい事が起こった!");
-#else
- msg_print("You bleed on the Pattern!");
- msg_print("Something terrible happens!");
-#endif
+ msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
+ msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
if (!IS_INVULN())
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "パターン損壊", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, damroll(10, 8), "corrupting the Pattern", -1);
-#endif
+ take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
to_ruin = randint1(45) + 35;
while (to_ruin--)
{
- scatter(&r_y, &r_x, py, px, 4, 0);
+ scatter(&r_y, &r_x, p_ptr->y, p_ptr->x, 4, 0);
if (pattern_tile(r_y, r_x) &&
(f_info[cave[r_y][r_x].feat].subtype != PATTERN_TILE_WRECKED))
}
}
- cave_set_feat(py, px, feat_pattern_corrupted);
+ cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_corrupted);
}
/*!
{
int pattern_type;
- if (!pattern_tile(py, px)) return FALSE;
+ if (!pattern_tile(p_ptr->y, p_ptr->x)) return FALSE;
if ((prace_is_(RACE_AMBERITE)) &&
(p_ptr->cut > 0) && one_in_(10))
wreck_the_pattern();
}
- pattern_type = f_info[cave[py][px].feat].subtype;
+ pattern_type = f_info[cave[p_ptr->y][p_ptr->x].feat].subtype;
switch (pattern_type)
{
(void)restore_level();
(void)hp_player(1000);
- cave_set_feat(py, px, feat_pattern_old);
-
-#ifdef JP
- msg_print("「パターン」のこの部分は他の部分より強力でないようだ。");
-#else
- msg_print("This section of the Pattern looks less powerful.");
-#endif
+ cave_set_feat(p_ptr->y, p_ptr->x, feat_pattern_old);
+ msg_print(_("「パターン」のこの部分は他の部分より強力でないようだ。", "This section of the Pattern looks less powerful."));
/*
* We could make the healing effect of the
case PATTERN_TILE_WRECKED:
if (!IS_INVULN())
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 200, "壊れた「パターン」を歩いたダメージ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 200, "walking the corrupted Pattern", -1);
-#endif
+ take_hit(DAMAGE_NOESCAPE, 200, _("壊れた「パターン」を歩いたダメージ", "walking the corrupted Pattern"), -1);
break;
default:
if (prace_is_(RACE_AMBERITE) && !one_in_(2))
return TRUE;
else if (!IS_INVULN())
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "「パターン」を歩いたダメージ", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, damroll(1, 3), "walking the Pattern", -1);
-#endif
+ take_hit(DAMAGE_NOESCAPE, damroll(1, 3), _("「パターン」を歩いたダメージ", "walking the Pattern"), -1);
break;
}
else if (o_ptr->xtra4 == 0)
{
disturb(0, 1);
-#ifdef JP
-msg_print("明かりが消えてしまった!");
-#else
- msg_print("Your light has gone out!");
-#endif
+ msg_print(_("明かりが消えてしまった!", "Your light has gone out!"));
/* Recalculate torch radius */
p_ptr->update |= (PU_TORCH);
&& (turn % (TURNS_PER_TICK*2)))
{
if (disturb_minor) disturb(0, 1);
-#ifdef JP
-msg_print("明かりが微かになってきている。");
-#else
- msg_print("Your light is growing faint.");
-#endif
-
+ msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
}
}
else if ((o_ptr->xtra4 < 100) && (!(o_ptr->xtra4 % 10)))
{
if (disturb_minor) disturb(0, 1);
-#ifdef JP
-msg_print("明かりが微かになってきている。");
-#else
- msg_print("Your light is growing faint.");
-#endif
-
+ msg_print(_("明かりが微かになってきている。", "Your light is growing faint."));
}
}
*/
bool psychometry(void)
{
- int item;
+ OBJECT_IDX item;
object_type *o_ptr;
char o_name[MAX_NLEN];
byte feel;
item_tester_no_ryoute = TRUE;
/* Get an item */
-#ifdef JP
-q = "どのアイテムを調べますか?";
-s = "調べるアイテムがありません。";
-#else
- q = "Meditate on which item? ";
- s = "You have nothing appropriate.";
-#endif
+ q = _("どのアイテムを調べますか?", "Meditate on which item? ");
+ s = _("調べるアイテムがありません。", "You have nothing appropriate.");
if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
/* It is fully known, no information needed */
if (object_is_known(o_ptr))
{
-#ifdef JP
-msg_print("何も新しいことは判らなかった。");
-#else
- msg_print("You cannot find out anything more about that.");
-#endif
-
+ msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
return TRUE;
}
/* Skip non-feelings */
if (!feel)
{
-#ifdef JP
-msg_format("%sからは特に変わった事は感じとれなかった。", o_name);
-#else
- msg_format("You do not perceive anything unusual about the %s.", o_name);
-#endif
-
+ msg_format(_("%sからは特に変わった事は感じとれなかった。", "You do not perceive anything unusual about the %s."), o_name);
return TRUE;
}
{
p_ptr->magic_num1[0] = p_ptr->magic_num1[1];
p_ptr->magic_num1[1] = 0;
-#ifdef JP
- msg_print("歌を再開した。");
-#else
- msg_print("You restart singing.");
-#endif
+ msg_print(_("歌を再開した。", "You restart singing."));
p_ptr->action = ACTION_SING;
/* Recalculate bonuses */
*/
static void process_world_aux_hp_and_sp(void)
{
- feature_type *f_ptr = &f_info[cave[py][px].feat];
+ feature_type *f_ptr = &f_info[cave[p_ptr->y][p_ptr->x].feat];
bool cave_no_regen = FALSE;
int upkeep_factor = 0;
if (p_ptr->poisoned && !IS_INVULN())
{
/* Take damage */
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 1, "毒", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, 1, "poison", -1);
-#endif
-
+ take_hit(DAMAGE_NOESCAPE, 1, _("毒", "poison"), -1);
}
/* Take damage from cuts */
}
/* Take damage */
-#ifdef JP
- take_hit(DAMAGE_NOESCAPE, dam, "致命傷", -1);
-#else
- take_hit(DAMAGE_NOESCAPE, dam, "a fatal wound", -1);
-#endif
-
+ take_hit(DAMAGE_NOESCAPE, dam, _("致命傷", "a fatal wound"), -1);
}
{
if (!dun_level && !p_ptr->resist_lite && !IS_INVULN() && is_daytime())
{
- if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
/* Take damage */
-#ifdef JP
-msg_print("日光があなたのアンデッドの肉体を焼き焦がした!");
-take_hit(DAMAGE_NOESCAPE, 1, "日光", -1);
-#else
- msg_print("The sun's rays scorch your undead flesh!");
- take_hit(DAMAGE_NOESCAPE, 1, "sunlight", -1);
-#endif
+ msg_print(_("日光があなたのアンデッドの肉体を焼き焦がした!", "The sun's rays scorch your undead flesh!"));
+ take_hit(DAMAGE_NOESCAPE, 1, _("日光", "sunlight"), -1);
cave_no_regen = TRUE;
}
/* Get an object description */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-#ifdef JP
-msg_format("%sがあなたのアンデッドの肉体を焼き焦がした!", o_name);
-#else
- msg_format("The %s scorches your undead flesh!", o_name);
-#endif
-
+ msg_format(_("%sがあなたのアンデッドの肉体を焼き焦がした!", "The %s scorches your undead flesh!"), o_name);
cave_no_regen = TRUE;
/* Get an object description */
object_desc(o_name, o_ptr, OD_NAME_ONLY);
-
-#ifdef JP
-sprintf(ouch, "%sを装備したダメージ", o_name);
-#else
- sprintf(ouch, "wielding %s", o_name);
-#endif
+ sprintf(ouch, _("%sを装備したダメージ", "wielding %s"), o_name);
if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, 1, ouch, -1);
}
if (p_ptr->levitation)
{
-#ifdef JP
- msg_print("熱で火傷した!");
- take_hit(DAMAGE_NOESCAPE, damage, format("%sの上に浮遊したダメージ", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
-#else
- msg_print("The heat burns you!");
- take_hit(DAMAGE_NOESCAPE, damage, format("flying over %s", f_name + f_info[get_feat_mimic(&cave[py][px])].name), -1);
-#endif
+ msg_print(_("熱で火傷した!", "The heat burns you!"));
+ take_hit(DAMAGE_NOESCAPE, damage, format(_("%sの上に浮遊したダメージ", "flying over %s"),
+ f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name), -1);
}
else
{
- cptr name = f_name + f_info[get_feat_mimic(&cave[py][px])].name;
-#ifdef JP
- msg_format("%sで火傷した!", name);
-#else
- msg_format("The %s burns you!", name);
-#endif
+ cptr name = f_name + f_info[get_feat_mimic(&cave[p_ptr->y][p_ptr->x])].name;
+ msg_format(_("%sで火傷した!", "The %s burns you!"), name);
take_hit(DAMAGE_NOESCAPE, damage, name, -1);
}
if (p_ptr->total_weight > weight_limit())
{
/* Take damage */
-#ifdef JP
- msg_print("溺れている!");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "溺れ", -1);
-#else
- msg_print("You are drowning!");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), "drowning", -1);
-#endif
-
+ msg_print(_("溺れている!", "You are drowning!"));
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->lev), _("溺れ", "drowning"), -1);
cave_no_regen = TRUE;
}
}
if (prace_is_(RACE_ENT)) damage += damage / 3;
if (p_ptr->resist_fire) damage = damage / 3;
if (IS_OPPOSE_FIRE()) damage = damage / 3;
-#ifdef JP
-msg_print("熱い!");
-take_hit(DAMAGE_NOESCAPE, damage, "炎のオーラ", -1);
-#else
- msg_print("It's hot!");
- take_hit(DAMAGE_NOESCAPE, damage, "Fire aura", -1);
-#endif
+ msg_print(_("熱い!", "It's hot!"));
+ take_hit(DAMAGE_NOESCAPE, damage, _("炎のオーラ", "Fire aura"), -1);
}
if ((r_info[m_list[p_ptr->riding].r_idx].flags2 & RF2_AURA_ELEC) && !p_ptr->immune_elec)
{
if (prace_is_(RACE_ANDROID)) damage += damage / 3;
if (p_ptr->resist_elec) damage = damage / 3;
if (IS_OPPOSE_ELEC()) damage = damage / 3;
-#ifdef JP
-msg_print("痛い!");
-take_hit(DAMAGE_NOESCAPE, damage, "電気のオーラ", -1);
-#else
- msg_print("It hurts!");
- take_hit(DAMAGE_NOESCAPE, damage, "Elec aura", -1);
-#endif
+ msg_print(_("痛い!", "It hurts!"));
+ take_hit(DAMAGE_NOESCAPE, damage, _("電気のオーラ", "Elec aura"), -1);
}
if ((r_info[m_list[p_ptr->riding].r_idx].flags3 & RF3_AURA_COLD) && !p_ptr->immune_cold)
{
damage = r_info[m_list[p_ptr->riding].r_idx].level / 2;
if (p_ptr->resist_cold) damage = damage / 3;
if (IS_OPPOSE_COLD()) damage = damage / 3;
-#ifdef JP
-msg_print("冷たい!");
-take_hit(DAMAGE_NOESCAPE, damage, "冷気のオーラ", -1);
-#else
- msg_print("It's cold!");
- take_hit(DAMAGE_NOESCAPE, damage, "Cold aura", -1);
-#endif
+ msg_print(_("冷たい!", "It's cold!"));
+ take_hit(DAMAGE_NOESCAPE, damage, _("冷気のオーラ", "Cold aura"), -1);
}
}
if (p_ptr->pass_wall)
{
-#ifdef JP
- msg_print("体の分子が分解した気がする!");
- dam_desc = "密度";
-#else
- msg_print("Your molecules feel disrupted!");
- dam_desc = "density";
-#endif
+ msg_print(_("体の分子が分解した気がする!", "Your molecules feel disrupted!"));
+ dam_desc = _("密度", "density");
}
else
{
-#ifdef JP
- msg_print("崩れた岩に押し潰された!");
- dam_desc = "硬い岩";
-#else
- msg_print("You are being crushed!");
- dam_desc = "solid rock";
-#endif
+ msg_print(_("崩れた岩に押し潰された!", "You are being crushed!"));
+ dam_desc = _("硬い岩", "solid rock");
}
take_hit(DAMAGE_NOESCAPE, 1 + (p_ptr->lev / 5), dam_desc, -1);
{
while (upkeep_factor > 100)
{
-#ifdef JP
- msg_print("こんなに多くのペットを制御できない!");
-#else
- msg_print("Too many pets to control at once!");
-#endif
+ msg_print(_("こんなに多くのペットを制御できない!", "Too many pets to control at once!"));
msg_print(NULL);
do_cmd_pet_dismiss();
upkeep_factor = calculate_upkeep();
-#ifdef JP
- msg_format("維持MPは %d%%", upkeep_factor);
-#else
- msg_format("Upkeep: %d%% mana.", upkeep_factor);
-#endif
+ msg_format(_("維持MPは %d%%", "Upkeep: %d%% mana."), upkeep_factor);
msg_print(NULL);
}
}
if ((p_ptr->muta2 & MUT2_BERS_RAGE) && one_in_(3000))
{
disturb(0, 1);
-#ifdef JP
- msg_print("ウガァァア!");
- msg_print("激怒の発作に襲われた!");
-#else
- msg_print("RAAAAGHH!");
- msg_print("You feel a fit of rage coming over you!");
-#endif
+ msg_print(_("ウガァァア!", "RAAAAGHH!"));
+ msg_print(_("激怒の発作に襲われた!", "You feel a fit of rage coming over you!"));
(void)set_shero(10 + randint1(p_ptr->lev), FALSE);
(void)set_afraid(0);
if (!p_ptr->resist_fear)
{
disturb(0, 1);
-#ifdef JP
- msg_print("とても暗い... とても恐い!");
-#else
- msg_print("It's so dark... so scary!");
-#endif
-
+ msg_print(_("とても暗い... とても恐い!", "It's so dark... so scary!"));
set_afraid(p_ptr->afraid + 13 + randint1(26));
}
}
disturb(0, 1);
/* Teleport player */
-#ifdef JP
- msg_print("あなたの位置は突然ひじょうに不確定になった...");
-#else
- msg_print("Your position suddenly seems very uncertain...");
-#endif
-
+ msg_print(_("あなたの位置は突然ひじょうに不確定になった...", "Your position suddenly seems very uncertain..."));
msg_print(NULL);
teleport_player(40, TELEPORT_PASSIVE);
}
{
disturb(0, 1);
p_ptr->redraw |= PR_EXTRA;
-#ifdef JP
- msg_print("いひきがもーろーとひてきたきがふる...ヒック!");
-#else
- msg_print("You feel a SSSCHtupor cOmINg over yOu... *HIC*!");
-#endif
-
+ msg_print(_("いひきがもーろーとひてきたきがふる...ヒック!", "You feel a SSSCHtupor cOmINg over yOu... *HIC*!"));
}
if (!p_ptr->resist_conf)
else wiz_dark();
(void)teleport_player_aux(100, TELEPORT_NONMAGICAL | TELEPORT_PASSIVE);
wiz_dark();
-#ifdef JP
- msg_print("あなたは見知らぬ場所で目が醒めた...頭が痛い。");
- msg_print("何も覚えていない。どうやってここに来たかも分からない!");
-#else
- msg_print("You wake up somewhere with a sore head...");
- msg_print("You can't remember a thing, or how you got here!");
-#endif
-
+ msg_print(_("あなたは見知らぬ場所で目が醒めた...頭が痛い。", "You wake up somewhere with a sore head..."));
+ msg_print(_("何も覚えていない。どうやってここに来たかも分からない!", "You can't remember a thing, or how you got here!"));
}
else
{
if (one_in_(3))
{
-#ifdef JP
- msg_print("き~れいなちょおちょらとんれいる~");
-#else
- msg_print("Thishcischs GooDSChtuff!");
-#endif
-
+ msg_print(_("き~れいなちょおちょらとんれいる~", "Thishcischs GooDSChtuff!"));
(void)set_image(p_ptr->image + randint0(150) + 150);
}
}
{
disturb(0, 1);
-#ifdef JP
- msg_print("ブゥーーッ!おっと。");
-#else
- msg_print("BRRAAAP! Oops.");
-#endif
+ msg_print(_("ブゥーーッ!おっと。", "BRRAAAP! Oops."));
msg_print(NULL);
fire_ball(GF_POIS, 0, p_ptr->lev, 3);
{
int dire = 0;
disturb(0, 1);
-#ifdef JP
- msg_print("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!");
-#else
- msg_print("Magical energy flows through you! You must release it!");
-#endif
+ msg_print(_("魔法のエネルギーが突然あなたの中に流れ込んできた!エネルギーを解放しなければならない!",
+ "Magical energy flows through you! You must release it!"));
flush();
msg_print(NULL);
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px,
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x,
dun_level, SUMMON_DEMON, mode))
{
-#ifdef JP
- msg_print("あなたはデーモンを引き寄せた!");
-#else
- msg_print("You have attracted a demon!");
-#endif
-
+ msg_print(_("あなたはデーモンを引き寄せた!", "You have attracted a demon!"));
disturb(0, 1);
}
}
disturb(0, 1);
if (one_in_(2))
{
-#ifdef JP
- msg_print("精力的でなくなった気がする。");
-#else
- msg_print("You feel less energetic.");
-#endif
+ msg_print(_("精力的でなくなった気がする。", "You feel less energetic."));
if (p_ptr->fast > 0)
{
}
else
{
-#ifdef JP
- msg_print("精力的になった気がする。");
-#else
- msg_print("You feel more energetic.");
-#endif
+ msg_print(_("精力的になった気がする。", "You feel more energetic."));
if (p_ptr->slow > 0)
{
if ((p_ptr->muta2 & MUT2_BANISH_ALL) && one_in_(9000))
{
disturb(0, 1);
-#ifdef JP
- msg_print("突然ほとんど孤独になった気がする。");
-#else
- msg_print("You suddenly feel almost lonely.");
-#endif
+ msg_print(_("突然ほとんど孤独になった気がする。", "You suddenly feel almost lonely."));
banish_monsters(100);
if (!dun_level && p_ptr->town_num)
}
while ((n == STORE_HOME) || (n == STORE_MUSEUM));
-#ifdef JP
- msg_print("店の主人が丘に向かって走っている!");
-#else
- msg_print("You see one of the shopkeepers running for the hills!");
-#endif
-
+ msg_print(_("店の主人が丘に向かって走っている!", "You see one of the shopkeepers running for the hills!"));
store_shuffle(n);
}
msg_print(NULL);
{
object_type *o_ptr;
-#ifdef JP
- msg_print("影につつまれた。");
-#else
- msg_print("A shadow passes over you.");
-#endif
-
+ msg_print(_("影につつまれた。", "A shadow passes over you."));
msg_print(NULL);
/* Absorb light from the current possition */
- if ((cave[py][px].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
+ if ((cave[p_ptr->y][p_ptr->x].info & (CAVE_GLOW | CAVE_MNDK)) == CAVE_GLOW)
{
hp_player(10);
}
/* Decrease life-span of lite */
o_ptr->xtra4 /= 2;
-
-#ifdef JP
- msg_print("光源からエネルギーを吸収した!");
-#else
- msg_print("You absorb energy from your light!");
-#endif
-
+ msg_print(_("光源からエネルギーを吸収した!", "You absorb energy from your light!"));
/* Notice interesting fuel steps */
notice_lite_change(o_ptr);
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_ANIMAL, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL, mode))
{
-#ifdef JP
- msg_print("動物を引き寄せた!");
-#else
- msg_print("You have attracted an animal!");
-#endif
-
+ msg_print(_("動物を引き寄せた!", "You have attracted an animal!"));
disturb(0, 1);
}
}
!p_ptr->anti_magic && one_in_(8000))
{
disturb(0, 1);
-#ifdef JP
- msg_print("周りの空間が歪んでいる気がする!");
-#else
- msg_print("You feel the world warping around you!");
-#endif
+ msg_print(_("周りの空間が歪んでいる気がする!", "You feel the world warping around you!"));
msg_print(NULL);
fire_ball(GF_CHAOS, 0, p_ptr->lev, 8);
if ((p_ptr->muta2 & MUT2_NORMALITY) && one_in_(5000))
{
if (!lose_mutation(0))
-#ifdef JP
- msg_print("奇妙なくらい普通になった気がする。");
-#else
- msg_print("You feel oddly normal.");
-#endif
-
+ msg_print(_("奇妙なくらい普通になった気がする。", "You feel oddly normal."));
}
if ((p_ptr->muta2 & MUT2_WRAITH) && !p_ptr->anti_magic && one_in_(3000))
{
disturb(0, 1);
-#ifdef JP
- msg_print("非物質化した!");
-#else
- msg_print("You feel insubstantial!");
-#endif
+ msg_print(_("非物質化した!", "You feel insubstantial!"));
msg_print(NULL);
set_wraith_form(randint1(p_ptr->lev / 2) + (p_ptr->lev / 2), FALSE);
if (p_ptr->sustain_chr) sustained = TRUE;
break;
default:
-#ifdef JP
- msg_print("不正な状態!");
-#else
- msg_print("Invalid stat chosen!");
-#endif
-
+ msg_print(_("不正な状態!", "Invalid stat chosen!"));
sustained = TRUE;
}
if (!sustained)
{
disturb(0, 1);
-#ifdef JP
- msg_print("自分が衰弱していくのが分かる!");
-#else
- msg_print("You can feel yourself wasting away!");
-#endif
-
+ msg_print(_("自分が衰弱していくのが分かる!", "You can feel yourself wasting away!"));
msg_print(NULL);
(void)dec_stat(which_stat, randint1(6) + 6, one_in_(3));
}
if (pet) mode |= PM_FORCE_PET;
else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px, dun_level, SUMMON_DRAGON, mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON, mode))
{
-#ifdef JP
- msg_print("ドラゴンを引き寄せた!");
-#else
- msg_print("You have attracted a dragon!");
-#endif
-
+ msg_print(_("ドラゴンを引き寄せた!", "You have attracted a dragon!"));
disturb(0, 1);
}
}
{
if (p_ptr->tim_esp > 0)
{
-#ifdef JP
- msg_print("精神にもやがかかった!");
-#else
- msg_print("Your mind feels cloudy!");
-#endif
-
+ msg_print(_("精神にもやがかかった!", "Your mind feels cloudy!"));
set_tim_esp(0, TRUE);
}
else
{
-#ifdef JP
- msg_print("精神が広がった!");
-#else
- msg_print("Your mind expands!");
-#endif
-
+ msg_print(_("精神が広がった!", "Your mind expands!"));
set_tim_esp(p_ptr->lev, FALSE);
}
}
one_in_(9000))
{
disturb(0, 1);
-#ifdef JP
- msg_print("胃が痙攣し、食事を失った!");
-#else
- msg_print("Your stomach roils, and you lose your lunch!");
-#endif
-
+ msg_print(_("胃が痙攣し、食事を失った!", "Your stomach roils, and you lose your lunch!"));
msg_print(NULL);
set_food(PY_FOOD_WEAK);
if (music_singing_any()) stop_singing();
}
if (danger_amount > 100)
-#ifdef JP
- msg_print("非常に恐ろしい気がする!");
-#else
- msg_print("You feel utterly terrified!");
-#endif
-
+ msg_print(_("非常に恐ろしい気がする!", "You feel utterly terrified!"));
else if (danger_amount > 50)
-#ifdef JP
- msg_print("恐ろしい気がする!");
-#else
- msg_print("You feel terrified!");
-#endif
-
+ msg_print(_("恐ろしい気がする!", "You feel terrified!"));
else if (danger_amount > 20)
-#ifdef JP
- msg_print("非常に心配な気がする!");
-#else
- msg_print("You feel very worried!");
-#endif
-
+ msg_print(_("非常に心配な気がする!", "You feel very worried!"));
else if (danger_amount > 10)
-#ifdef JP
- msg_print("心配な気がする!");
-#else
- msg_print("You feel paranoid!");
-#endif
-
+ msg_print(_("心配な気がする!", "You feel paranoid!"));
else if (danger_amount > 5)
-#ifdef JP
- msg_print("ほとんど安全な気がする。");
-#else
- msg_print("You feel almost safe.");
-#endif
-
+ msg_print(_("ほとんど安全な気がする。", "You feel almost safe."));
else
-#ifdef JP
- msg_print("寂しい気がする。");
-#else
- msg_print("You feel lonely.");
-#endif
-
+ msg_print(_("寂しい気がする。", "You feel lonely."));
}
if ((p_ptr->muta2 & MUT2_INVULN) && !p_ptr->anti_magic &&
one_in_(5000))
{
disturb(0, 1);
-#ifdef JP
- msg_print("無敵な気がする!");
-#else
- msg_print("You feel invincible!");
-#endif
-
+ msg_print(_("無敵な気がする!", "You feel invincible!"));
msg_print(NULL);
(void)set_invuln(randint1(8) + 8, FALSE);
}
/* Redraw mana */
p_ptr->redraw |= (PR_MANA);
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, healing, "頭に昇った血", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, healing, "blood rushing to the head", -1);
-#endif
-
+ take_hit(DAMAGE_LOSELIFE, healing, _("頭に昇った血", "blood rushing to the head"), -1);
}
}
if ((p_ptr->muta2 & MUT2_DISARM) && one_in_(10000))
object_type *o_ptr = NULL;
disturb(0, 1);
-#ifdef JP
- msg_print("足がもつれて転んだ!");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "転倒", -1);
-#else
- msg_print("You trip over your own feet!");
- take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), "tripping", -1);
-#endif
+ msg_print(_("足がもつれて転んだ!", "You trip over your own feet!"));
+ take_hit(DAMAGE_NOESCAPE, randint1(p_ptr->wt / 6), _("転倒", "tripping"), -1);
msg_print(NULL);
if (buki_motteruka(INVEN_RARM))
if (slot && !object_is_cursed(o_ptr))
{
-#ifdef JP
- msg_print("武器を落としてしまった!");
-#else
- msg_print("You drop your weapon!");
-#endif
+ msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
inven_drop(slot, 1);
}
}
o_ptr = &inventory[i_keep];
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
-#ifdef JP
- msg_format("%sがテレポートの能力を発動させようとしている。", o_name);
-#else
- msg_format("Your %s is activating teleportation.", o_name);
-#endif
-
-#ifdef JP
- if (get_check_strict("テレポートしますか?", CHECK_OKAY_CANCEL))
-#else
- if (get_check_strict("Teleport? ", CHECK_OKAY_CANCEL))
-#endif
+ msg_format(_("%sがテレポートの能力を発動させようとしている。", "Your %s is activating teleportation."), o_name);
+ if (get_check_strict(_("テレポートしますか?", "Teleport? "), CHECK_OKAY_CANCEL))
{
disturb(0, 1);
teleport_player(50, 0L);
}
else
{
-#ifdef JP
- msg_format("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。", o_name);
-#else
- msg_format("You can inscribe {.} on your %s to disable random teleportation. ", o_name);
-#endif
+ msg_format(_("%sに{.}(ピリオド)と銘を刻むと発動を抑制できます。",
+ "You can inscribe {.} on your %s to disable random teleportation. "), o_name);
disturb(1, 1);
}
}
/* Call animal */
if ((p_ptr->cursed & TRC_CALL_ANIMAL) && one_in_(2500))
{
- if (summon_specific(0, py, px, dun_level, SUMMON_ANIMAL,
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
char o_name[MAX_NLEN];
/* Call demon */
if ((p_ptr->cursed & TRC_CALL_DEMON) && one_in_(1111))
{
- if (summon_specific(0, py, px, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
char o_name[MAX_NLEN];
/* Call dragon */
if ((p_ptr->cursed & TRC_CALL_DRAGON) && one_in_(800))
{
- if (summon_specific(0, py, px, dun_level, SUMMON_DRAGON,
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
char o_name[MAX_NLEN];
/* Call undead */
if ((p_ptr->cursed & TRC_CALL_UNDEAD) && one_in_(1111))
{
- if (summon_specific(0, py, px, dun_level, SUMMON_UNDEAD,
+ if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
char o_name[MAX_NLEN];
if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
{
/* Determine how many rods are charging. */
- int temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
- if (temp > o_ptr->number) temp = o_ptr->number;
+ TIME_EFFECT temp = (o_ptr->timeout + (k_ptr->pval - 1)) / k_ptr->pval;
+ if (temp > o_ptr->number) temp = (TIME_EFFECT)o_ptr->number;
/* Decrease timeout by that number. */
o_ptr->timeout -= temp;
if ((o_ptr->tval == TV_ROD) && (o_ptr->timeout))
{
/* Charge it */
- o_ptr->timeout -= o_ptr->number;
+ o_ptr->timeout -= (TIME_EFFECT)o_ptr->number;
/* Boundary control. */
if (o_ptr->timeout < 0) o_ptr->timeout = 0;
if (p_ptr->wild_mode)
{
- p_ptr->wilderness_y = py;
- p_ptr->wilderness_x = px;
+ p_ptr->wilderness_y = p_ptr->y;
+ p_ptr->wilderness_x = p_ptr->x;
}
else
{
/* Save player position */
- p_ptr->oldpx = px;
- p_ptr->oldpy = py;
+ p_ptr->oldpx = p_ptr->x;
+ p_ptr->oldpy = p_ptr->y;
}
p_ptr->wild_mode = FALSE;
/* Determine the level */
if (!quest_number(dun_level) && dun_level)
{
-#ifdef JP
- msg_print("世界が変わった!");
-#else
- msg_print("The world changes!");
-#endif
+ msg_print(_("世界が変わった!", "The world changes!"));
/*
* Clear all saved floors
}
else
{
-#ifdef JP
- msg_print("世界が少しの間変化したようだ。");
-#else
- msg_print("The world seems to change for a moment!");
-#endif
+ msg_print(_("世界が少しの間変化したようだ。", "The world seems to change for a moment!"));
}
/* Sound */
* @param m_idx 隣接数を調べたいモンスターのID
* @return 隣接しているモンスターの数
*/
-static int get_monster_crowd_number(int m_idx)
+static int get_monster_crowd_number(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
int my = m_ptr->fy;
{
const int base = 10;
int rating = 0;
- int i;
+ IDX i;
/* Hack -- no feeling in the town */
if (!dun_level) return 0;
/* Update dungeon feeling, and announce it if changed */
update_dungeon_feeling();
+ /* 帰還無しモード時のレベルテレポバグ対策 / Fix for level teleport bugs on ironman_downward.*/
+ if (ironman_downward && (dungeon_type != DUNGEON_ANGBAND && dungeon_type != 0))
+ {
+ dun_level = 0;
+ dungeon_type = 0;
+ prepare_change_floor_mode(CFM_FIRST_FLOOR | CFM_RAND_PLACE);
+ p_ptr->inside_arena = FALSE;
+ p_ptr->wild_mode = FALSE;
+ p_ptr->leaving = TRUE;
+ }
+
/*** Check monster arena ***/
if (p_ptr->inside_battle && !p_ptr->leaving)
{
if (number_mon == 0)
{
-#ifdef JP
- msg_print("相打ちに終わりました。");
-#else
- msg_print("They have kill each other at the same time.");
-#endif
+ msg_print(_("相打ちに終わりました。", "They have kill each other at the same time."));
msg_print(NULL);
p_ptr->energy_need = 0;
battle_monsters();
wm_ptr = &m_list[win_m_idx];
- monster_desc(m_name, wm_ptr, 0);
-#ifdef JP
- msg_format("%sが勝利した!", m_name);
-#else
- msg_format("%s is winner!", m_name);
-#endif
- msg_print(NULL);
-
- if (win_m_idx == (sel_monster+1))
- {
-#ifdef JP
- msg_print("おめでとうございます。");
-#else
- msg_print("Congratulations.");
-#endif
-#ifdef JP
- msg_format("%d$を受け取った。", battle_odds);
-#else
- msg_format("You received %d gold.", battle_odds);
-#endif
+ monster_desc(m_name, wm_ptr, 0);
+ msg_format(_("%sが勝利した!", "%s is winner!"), m_name);
+ msg_print(NULL);
+
+ if (win_m_idx == (sel_monster+1))
+ {
+ msg_print(_("おめでとうございます。", "Congratulations."));
+ msg_format(_("%d$を受け取った。", "You received %d gold."), battle_odds);
p_ptr->au += battle_odds;
}
else
{
-#ifdef JP
- msg_print("残念でした。");
-#else
- msg_print("You lost gold.");
-#endif
+ msg_print(_("残念でした。", "You lost gold."));
}
msg_print(NULL);
p_ptr->energy_need = 0;
}
else if (turn - old_turn == 150*TURNS_PER_TICK)
{
-#ifdef JP
- msg_print("申し分けありませんが、この勝負は引き分けとさせていただきます。");
-#else
- msg_format("This battle have ended in a draw.");
-#endif
+ msg_print(_("申し分けありませんが、この勝負は引き分けとさせていただきます。", "This battle have ended in a draw."));
p_ptr->au += kakekin;
msg_print(NULL);
p_ptr->energy_need = 0;
closing_flag++;
/* Message */
-#ifdef JP
-msg_print("アングバンドへの門が閉じかかっています...");
-msg_print("ゲームを終了するかセーブするかして下さい。");
-#else
- msg_print("The gates to ANGBAND are closing...");
- msg_print("Please finish up and/or save your game.");
-#endif
+ msg_print(_("アングバンドへの門が閉じかかっています...", "The gates to ANGBAND are closing..."));
+ msg_print(_("ゲームを終了するかセーブするかして下さい。", "Please finish up and/or save your game."));
}
else
{
/* Message */
-#ifdef JP
-msg_print("今、アングバンドへの門が閉ざされました。");
-#else
- msg_print("The gates to ANGBAND are now closed.");
-#endif
-
+ msg_print(_("今、アングバンドへの門が閉ざされました。", "The gates to ANGBAND are now closed."));
/* Stop playing */
p_ptr->playing = FALSE;
if (mon_fight && !ignore_unview)
{
-#ifdef JP
- msg_print("何かが聞こえた。");
-#else
- msg_print("You hear noise.");
-#endif
+ msg_print(_("何かが聞こえた。", "You hear noise."));
}
/*** Handle the wilderness/town (sunshine) ***/
int y, x;
/* Message */
-#ifdef JP
- msg_print("夜が明けた。");
-#else
- msg_print("The sun has risen.");
-#endif
+ msg_print(_("夜が明けた。", "The sun has risen."));
if (!p_ptr->wild_mode)
{
int y, x;
/* Message */
-#ifdef JP
- msg_print("日が沈んだ。");
-#else
- msg_print("The sun has fallen.");
-#endif
+ msg_print(_("日が沈んだ。", "The sun has fallen."));
if (!p_ptr->wild_mode)
{
if (p_ptr->special_defense & NINJA_S_STEALTH)
{
- if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
+ if (cave[p_ptr->y][p_ptr->x].info & CAVE_GLOW) set_superstealth(FALSE);
}
}
}
if (f_ptr->subtype == n)
{
/* Message */
-#ifdef JP
- if (cheat_xtra) msg_format("%sの店主をシャッフルします。", f_name + f_ptr->name);
-#else
- if (cheat_xtra) msg_format("Shuffle a Shopkeeper of %s.", f_name + f_ptr->name);
-#endif
+ if (cheat_xtra) msg_format(_("%sの店主をシャッフルします。", "Shuffle a Shopkeeper of %s."), f_name + f_ptr->name);
/* Shuffle it */
store_shuffle(n);
switch (min / 15)
{
case 0:
-#ifdef JP
- msg_print("遠くで不気味な鐘の音が鳴った。");
-#else
- msg_print("You hear a distant bell toll ominously.");
-#endif
+ msg_print(_("遠くで不気味な鐘の音が鳴った。", "You hear a distant bell toll ominously."));
break;
case 1:
-#ifdef JP
- msg_print("遠くで鐘が二回鳴った。");
-#else
- msg_print("A distant bell sounds twice.");
-#endif
+ msg_print(_("遠くで鐘が二回鳴った。", "A distant bell sounds twice."));
break;
case 2:
-#ifdef JP
- msg_print("遠くで鐘が三回鳴った。");
-#else
- msg_print("A distant bell sounds three times.");
-#endif
+ msg_print(_("遠くで鐘が三回鳴った。", "A distant bell sounds three times."));
break;
case 3:
-#ifdef JP
- msg_print("遠くで鐘が四回鳴った。");
-#else
- msg_print("A distant bell tolls four times.");
-#endif
+ msg_print(_("遠くで鐘が四回鳴った。", "A distant bell tolls four times."));
break;
}
}
int count = 0;
disturb(1, 1);
-#ifdef JP
- msg_print("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。");
-#else
- msg_print("A distant bell tolls many times, fading into an deathly silence.");
-#endif
-
+ msg_print(_("遠くで鐘が何回も鳴り、死んだような静けさの中へ消えていった。", "A distant bell tolls many times, fading into an deathly silence."));
activate_ty_curse(FALSE, &count);
}
}
if (!p_ptr->paralyzed && (randint0(100) < 10))
{
/* Message */
-#ifdef JP
- msg_print("あまりにも空腹で気絶してしまった。");
-#else
- msg_print("You faint from the lack of food.");
-#endif
-
+ msg_print(_("あまりにも空腹で気絶してしまった。", "You faint from the lack of food."));
disturb(1, 1);
/* Hack -- faint (bypass free action) */
int dam = (PY_FOOD_STARVE - p_ptr->food) / 10;
/* Take damage */
-#ifdef JP
- if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "空腹", -1);
-#else
- if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, "starvation", -1);
-#endif
+ if (!IS_INVULN()) take_hit(DAMAGE_LOSELIFE, dam, _("空腹", "starvation"), -1);
}
}
}
/* Wizard mode is not permitted */
if (!allow_debug_opts || arg_wizard)
{
-#ifdef JP
- msg_print("ウィザードモードは許可されていません。 ");
-#else
- msg_print("Wizard mode is not permitted.");
-#endif
+ msg_print(_("ウィザードモードは許可されていません。 ", "Wizard mode is not permitted."));
return FALSE;
}
/* Mention effects */
-#ifdef JP
- msg_print("ウィザードモードはデバッグと実験のためのモードです。 ");
- msg_print("一度ウィザードモードに入るとスコアは記録されません。");
-#else
- msg_print("Wizard mode is for debugging and experimenting.");
- msg_print("The game will not be scored if you enter wizard mode.");
-#endif
-
+ msg_print(_("ウィザードモードはデバッグと実験のためのモードです。 ", "Wizard mode is for debugging and experimenting."));
+ msg_print(_("一度ウィザードモードに入るとスコアは記録されません。", "The game will not be scored if you enter wizard mode."));
msg_print(NULL);
/* Verify request */
-#ifdef JP
- if (!get_check("本当にウィザードモードに入りたいのですか? "))
-#else
- if (!get_check("Are you sure you want to enter wizard mode? "))
-#endif
+ if (!get_check(_("本当にウィザードモードに入りたいのですか? ", "Are you sure you want to enter wizard mode? ")))
{
return (FALSE);
}
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ウィザードモードに突入してスコアを残せなくなった。");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to enter wizard mode.");
-#endif
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ウィザードモードに突入してスコアを残せなくなった。", "give up recording score to enter wizard mode."));
/* Mark savefile */
p_ptr->noscore |= 0x0002;
}
/* Debug mode is not permitted */
if (!allow_debug_opts)
{
-#ifdef JP
- msg_print("デバッグコマンドは許可されていません。 ");
-#else
- msg_print("Use of debug command is not permitted.");
-#endif
+ msg_print(_("デバッグコマンドは許可されていません。 ", "Use of debug command is not permitted."));
return FALSE;
}
/* Mention effects */
-#ifdef JP
- msg_print("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ");
- msg_print("デバッグ・コマンドを使うとスコアは記録されません。");
-#else
- msg_print("The debug commands are for debugging and experimenting.");
- msg_print("The game will not be scored if you use debug commands.");
-#endif
+ msg_print(_("デバッグ・コマンドはデバッグと実験のためのコマンドです。 ", "The debug commands are for debugging and experimenting."));
+ msg_print(_("デバッグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use debug commands."));
msg_print(NULL);
/* Verify request */
-#ifdef JP
- if (!get_check("本当にデバッグ・コマンドを使いますか? "))
-#else
- if (!get_check("Are you sure you want to use debug commands? "))
-#endif
+ if (!get_check(_("本当にデバッグ・コマンドを使いますか? ", "Are you sure you want to use debug commands? ")))
{
return (FALSE);
}
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "デバッグモードに突入してスコアを残せなくなった。");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up sending score to use debug commands.");
-#endif
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("デバッグモードに突入してスコアを残せなくなった。", "give up sending score to use debug commands."));
/* Mark savefile */
p_ptr->noscore |= 0x0008;
}
if (!(p_ptr->noscore & 0x0010))
{
/* Mention effects */
-#ifdef JP
- msg_print("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ");
- msg_print("ボーグ・コマンドを使うとスコアは記録されません。");
-#else
- msg_print("The borg commands are for debugging and experimenting.");
- msg_print("The game will not be scored if you use borg commands.");
-#endif
+ msg_print(_("ボーグ・コマンドはデバッグと実験のためのコマンドです。 ", "The borg commands are for debugging and experimenting."));
+ msg_print(_("ボーグ・コマンドを使うとスコアは記録されません。", "The game will not be scored if you use borg commands."));
msg_print(NULL);
/* Verify request */
-#ifdef JP
- if (!get_check("本当にボーグ・コマンドを使いますか? "))
-#else
- if (!get_check("Are you sure you want to use borg commands? "))
-#endif
+ if (!get_check(_("本当にボーグ・コマンドを使いますか? ", "Are you sure you want to use borg commands? ")))
{
return (FALSE);
}
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "ボーグ・コマンドを使用してスコアを残せなくなった。");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 0, "give up recording score to use borg commands.");
-#endif
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 0, _("ボーグ・コマンドを使用してスコアを残せなくなった。", "give up recording score to use borg commands."));
/* Mark savefile */
p_ptr->noscore |= 0x0010;
}
if (p_ptr->wizard)
{
p_ptr->wizard = FALSE;
-#ifdef JP
-msg_print("ウィザードモード解除。");
-#else
- msg_print("Wizard mode off.");
-#endif
-
+ msg_print(_("ウィザードモード解除。", "Wizard mode off."));
}
else if (enter_wizard_mode())
{
p_ptr->wizard = TRUE;
-#ifdef JP
-msg_print("ウィザードモード突入。");
-#else
- msg_print("Wizard mode on.");
-#endif
-
+ msg_print(_("ウィザードモード突入。", "Wizard mode on."));
}
/* Update monsters */
if (ambush_flag)
{
-#ifdef JP
- msg_print("襲撃から逃げるにはマップの端まで移動しなければならない。");
-#else
- msg_print("To flee the ambush you have to reach the edge of the map.");
-#endif
+ msg_print(_("襲撃から逃げるにはマップの端まで移動しなければならない。", "To flee the ambush you have to reach the edge of the map."));
break;
}
if (p_ptr->food < PY_FOOD_WEAK)
{
-#ifdef JP
- msg_print("その前に食事をとらないと。");
-#else
- msg_print("You must eat something here.");
-#endif
+ msg_print(_("その前に食事をとらないと。", "You must eat something here."));
break;
}
case 'G':
{
if ((p_ptr->pclass == CLASS_SORCERER) || (p_ptr->pclass == CLASS_RED_MAGE))
-#ifdef JP
- msg_print("呪文を学習する必要はない!");
-#else
- msg_print("You don't have to learn spells!");
-#endif
+ msg_print(_("呪文を学習する必要はない!", "You don't have to learn spells!"));
else if (p_ptr->pclass == CLASS_SAMURAI)
do_cmd_gain_hissatsu();
else if (p_ptr->pclass == CLASS_MAGIC_EATER)
{
if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_ARCHER) || (p_ptr->pclass == CLASS_CAVALRY))
{
-#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!"));
}
else if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC) && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
{
-#ifdef JP
- msg_print("ダンジョンが魔法を吸収した!");
-#else
- msg_print("The dungeon absorbs all attempted magic!");
-#endif
+ msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
msg_print(NULL);
}
else if (p_ptr->anti_magic && (p_ptr->pclass != CLASS_BERSERKER) && (p_ptr->pclass != CLASS_SMITH))
{
-#ifdef JP
-
- cptr which_power = "魔法";
-#else
- cptr which_power = "magic";
-#endif
+ cptr which_power = _("魔法", "magic");
if (p_ptr->pclass == CLASS_MINDCRAFTER)
-#ifdef JP
- which_power = "超能力";
-#else
- which_power = "psionic powers";
-#endif
+ which_power = _("超能力", "psionic powers");
else if (p_ptr->pclass == CLASS_IMITATOR)
-#ifdef JP
- which_power = "ものまね";
-#else
- which_power = "imitation";
-#endif
+ which_power = _("ものまね", "imitation");
else if (p_ptr->pclass == CLASS_SAMURAI)
-#ifdef JP
- which_power = "必殺剣";
-#else
- which_power = "hissatsu";
-#endif
+ which_power = _("必殺剣", "hissatsu");
else if (p_ptr->pclass == CLASS_MIRROR_MASTER)
-#ifdef JP
- which_power = "鏡魔法";
-#else
- which_power = "mirror magic";
-#endif
+ which_power = _("鏡魔法", "mirror magic");
else if (p_ptr->pclass == CLASS_NINJA)
-#ifdef JP
- which_power = "忍術";
-#else
- which_power = "ninjutsu";
-#endif
+ which_power = _("忍術", "ninjutsu");
else if (mp_ptr->spell_book == TV_LIFE_BOOK)
-#ifdef JP
- which_power = "祈り";
-#else
- which_power = "prayer";
-#endif
+ which_power = _("祈り", "prayer");
-#ifdef JP
- msg_format("反魔法バリアが%sを邪魔した!", which_power);
-#else
- msg_format("An anti-magic shell disrupts your %s!", which_power);
-#endif
- energy_use = 0;
+ msg_format(_("反魔法バリアが%sを邪魔した!", "An anti-magic shell disrupts your %s!"), which_power);
+ p_ptr->energy_use = 0;
}
else if (p_ptr->shero && (p_ptr->pclass != CLASS_BERSERKER))
{
-#ifdef JP
- msg_format("狂戦士化していて頭が回らない!");
-#else
- msg_format("You cannot think directly!");
-#endif
- energy_use = 0;
+ msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
+ p_ptr->energy_use = 0;
}
else
{
do_cmd_activate();
else
{
-#ifdef JP
-msg_print("アリーナが魔法を吸収した!");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
}
do_cmd_aim_wand();
else
{
-#ifdef JP
-msg_print("アリーナが魔法を吸収した!");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
}
{
if (p_ptr->inside_arena)
{
-#ifdef JP
-msg_print("アリーナが魔法を吸収した!");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
else if (use_command && rogue_like_commands)
do_cmd_quaff_potion();
else
{
-#ifdef JP
-msg_print("アリーナが魔法を吸収した!");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
}
do_cmd_read_scroll();
else
{
-#ifdef JP
-msg_print("アリーナが魔法を吸収した!");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
}
{
if (p_ptr->inside_arena)
{
-#ifdef JP
-msg_print("アリーナが魔法を吸収した!");
-#else
- msg_print("The arena absorbs all attempted magic!");
-#endif
-
+ msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
msg_print(NULL);
}
else if (use_command && !rogue_like_commands)
{
char error_m[1024];
sound(SOUND_ILLEGAL);
-#ifdef JP
- if (!get_rnd_line("error_j.txt", 0, error_m))
-#else
- if (!get_rnd_line("error.txt", 0, error_m))
-#endif
-
+ if (!get_rnd_line(_("error_j.txt", "error.txt"), 0, error_m))
msg_print(error_m);
}
else
-#ifdef JP
-prt(" '?' でヘルプが表示されます。", 0, 0);
-#else
- prt("Type '?' for help.", 0, 0);
-#endif
+ {
+ prt(_(" '?' でヘルプが表示されます。", "Type '?' for help."), 0, 0);
+ }
break;
}
}
- if (!energy_use && !now_message)
+ if (!p_ptr->energy_use && !now_message)
now_message = old_now_message;
}
* @param r_idx 判定したいモンスター種族のID
* @return 釣れる対象ならばTRUEを返す
*/
-static bool monster_tsuri(int r_idx)
+static bool monster_tsuri(MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
disturb(0, 1);
/* Warning */
-#ifdef JP
- msg_print("ザックからアイテムがあふれた!");
-#else
- msg_print("Your pack overflows!");
-#endif
+ msg_print(_("ザックからアイテムがあふれた!", "Your pack overflows!"));
/* Describe */
object_desc(o_name, o_ptr, 0);
/* Message */
-#ifdef JP
- msg_format("%s(%c)を落とした。", o_name, index_to_label(INVEN_PACK));
-#else
- msg_format("You drop %s (%c).", o_name, index_to_label(INVEN_PACK));
-#endif
+ msg_format(_("%s(%c)を落とした。", "You drop %s (%c)."), o_name, index_to_label(INVEN_PACK));
/* Drop it (carefully) near the player */
- (void)drop_near(o_ptr, 0, py, px);
+ (void)drop_near(o_ptr, 0, p_ptr->y, p_ptr->x);
/* Modify, Describe, Optimize */
inven_item_increase(INVEN_PACK, -255);
*/
static void process_player(void)
{
- int i;
+ IDX i;
/*** Apply energy ***/
if (hack_mutation)
{
-#ifdef JP
-msg_print("何か変わった気がする!");
-#else
- msg_print("You feel different!");
-#endif
+ msg_print(_("何か変わった気がする!", "You feel different!"));
(void)gain_random_mutation(0);
hack_mutation = FALSE;
Term_xtra(TERM_XTRA_DELAY, 10);
if (one_in_(1000))
{
- int r_idx;
+ MONRACE_IDX r_idx;
bool success = FALSE;
get_mon_num_prep(monster_tsuri,NULL);
r_idx = get_mon_num(dun_level ? dun_level : wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].level);
if (r_idx && one_in_(2))
{
int y, x;
- y = py+ddy[tsuri_dir];
- x = px+ddx[tsuri_dir];
+ y = p_ptr->y+ddy[tsuri_dir];
+ x = p_ptr->x+ddx[tsuri_dir];
if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
{
char m_name[80];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
-#ifdef JP
- msg_format("%sが釣れた!", m_name);
-#else
- msg_format("You have a good catch!", m_name);
-#endif
+ msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
success = TRUE;
}
}
if (!success)
{
-#ifdef JP
- msg_print("餌だけ食われてしまった!くっそ~!");
-#else
- msg_print("Damn! The fish stole your bait!");
-#endif
+ msg_print(_("餌だけ食われてしまった!くっそ~!", "Damn! The fish stole your bait!"));
}
disturb(0, 1);
}
disturb(0, 1);
/* Hack -- Show a Message */
-#ifdef JP
-msg_print("中断しました。");
-#else
- msg_print("Canceled.");
-#endif
-
+ msg_print(_("中断しました。", "Canceled."));
}
}
}
/* Acquire the monster name */
monster_desc(m_name, m_ptr, 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 (MON_STUNNED(m_ptr))
monster_desc(m_name, m_ptr, 0);
/* Dump a message */
-#ifdef JP
- msg_format("%^sを朦朧状態から立ち直らせた。", m_name);
-#else
- msg_format("%^s is no longer stunned.", m_name);
-#endif
+ msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
}
}
monster_desc(m_name, m_ptr, 0);
/* Dump a message */
-#ifdef JP
- msg_format("%^sを混乱状態から立ち直らせた。", m_name);
-#else
- msg_format("%^s is no longer confused.", m_name);
-#endif
+ msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
}
}
monster_desc(m_name, m_ptr, 0);
/* Dump a message */
-#ifdef JP
- msg_format("%^sを恐怖から立ち直らせた。", m_name);
-#else
- msg_format("%^s is no longer fear.", m_name);
-#endif
+ msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
}
}
{
(void)set_lightspeed(p_ptr->lightspeed - 1, TRUE);
}
- if ((p_ptr->pclass == CLASS_FORCETRAINER) && (p_ptr->magic_num1[0]))
+ if ((p_ptr->pclass == CLASS_FORCETRAINER) && P_PTR_KI)
{
- if (p_ptr->magic_num1[0] < 40)
+ if (P_PTR_KI < 40)
{
- p_ptr->magic_num1[0] = 0;
+ P_PTR_KI = 0;
}
- else p_ptr->magic_num1[0] -= 40;
+ else P_PTR_KI -= 40;
p_ptr->update |= (PU_BONUS);
}
if (p_ptr->action == ACTION_LEARN)
handle_stuff();
/* Place the cursor on the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
/* Refresh (optional) */
if (fresh_before) Term_fresh();
/* Assume free turn */
- energy_use = 0;
+ p_ptr->energy_use = 0;
if (p_ptr->inside_battle)
{
/* Place the cursor on the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
command_cmd = SPECIAL_KEY_BUILDING;
else if (p_ptr->paralyzed || (p_ptr->stun >= 100))
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
/* Resting */
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
/* Fishing */
else if (p_ptr->action == ACTION_FISH)
{
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
}
/* Running */
else
{
/* Place the cursor on the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
can_save = TRUE;
/* Get a command (normal) */
/*** Clean up ***/
/* Significant */
- if (energy_use)
+ if (p_ptr->energy_use)
{
/* Use some energy */
- if (world_player || energy_use > 400)
+ if (world_player || p_ptr->energy_use > 400)
{
/* The Randomness is irrelevant */
- p_ptr->energy_need += energy_use * TURNS_PER_TICK / 10;
+ p_ptr->energy_need += p_ptr->energy_use * TURNS_PER_TICK / 10;
}
else
{
/* There is some randomness of needed energy */
- p_ptr->energy_need += (s16b)((s32b)energy_use * ENERGY_NEED() / 100L);
+ p_ptr->energy_need += (s16b)((s32b)p_ptr->energy_use * ENERGY_NEED() / 100L);
}
/* Hack -- constant hallucination */
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-#ifdef JP
- msg_print("「時は動きだす…」");
-#else
- msg_print("You feel time flowing around you once more.");
-#endif
+ msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
msg_print(NULL);
world_player = FALSE;
p_ptr->energy_need = ENERGY_NEED();
}
/* Sniper */
- if (energy_use && reset_concent) reset_concentration(TRUE);
+ if (p_ptr->energy_use && reset_concent) reset_concentration(TRUE);
/* Handle "leaving" */
if (p_ptr->leaving) break;
}
else
{
-#ifdef JP
-msg_print("試合開始!");
-#else
- msg_format("Ready..Fight!");
-#endif
+ msg_print(_("試合開始!", "Ready..Fight!"));
msg_print(NULL);
}
}
handle_stuff();
/* Hack -- Hilite the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
/* Optional fresh */
if (fresh_after) Term_fresh();
handle_stuff();
/* Hack -- Hilite the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
/* Optional fresh */
if (fresh_after) Term_fresh();
handle_stuff();
/* Hack -- Hilite the player */
- move_cursor_relative(py, px);
+ move_cursor_relative(p_ptr->y, p_ptr->x);
/* Optional fresh */
if (fresh_after) Term_fresh();
*/
void play_game(bool new_game)
{
- int i;
+ MONSTER_IDX i;
bool load_game = TRUE;
bool init_random_seed = FALSE;
if (!load_player())
{
/* Oops */
-#ifdef JP
-quit("セーブファイルが壊れています");
-#else
- quit("broken savefile");
-#endif
-
+ quit(_("セーブファイルが壊れています", "broken savefile"));
}
/* Extract the options */
char buf[1024];
bool success;
-#ifdef JP
- if (!get_check_strict("待機していたスコア登録を今行ないますか?", CHECK_NO_HISTORY))
-#else
- if (!get_check_strict("Do you register score now? ", CHECK_NO_HISTORY))
-#endif
+ if (!get_check_strict(_("待機していたスコア登録を今行ないますか?", "Do you register score now? "), CHECK_NO_HISTORY))
quit(0);
/* Update stuff */
p_ptr->is_dead = TRUE;
- start_time = time(NULL);
+ start_time = (u32b)time(NULL);
/* No suspending now */
signals_ignore_tstp();
/* Handle score, show Top scores */
success = send_world_score(TRUE);
-#ifdef JP
- if (!success && !get_check_strict("スコア登録を諦めますか?", CHECK_NO_HISTORY))
-#else
- if (!success && !get_check_strict("Do you give up score registration? ", CHECK_NO_HISTORY))
-#endif
+ if (!success && !get_check_strict(_("スコア登録を諦めますか?", "Do you give up score registration? "), CHECK_NO_HISTORY))
{
-#ifdef JP
- prt("引き続き待機します。", 0, 0);
-#else
- prt("standing by for future registration...", 0, 0);
-#endif
+ prt(_("引き続き待機します。", "standing by for future registration..."), 0, 0);
(void)inkey();
}
else
{
p_ptr->wait_report_score = FALSE;
top_twenty();
-#ifdef JP
- if (!save_player()) msg_print("セーブ失敗!");
-#else
- if (!save_player()) msg_print("death save failed!");
-#endif
+ if (!save_player()) msg_print(_("セーブ失敗!", "death save failed!"));
}
/* Shut the high score file */
(void)fd_close(highscore_fd);
{
write_level = FALSE;
-#ifdef JP
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ----ゲーム再開----");
-#else
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, " ---- Restart Game ----");
-#endif
+ do_cmd_write_nikki(NIKKI_GAMESTART, 1,
+ _(" ----ゲーム再開----",
+ " ---- Restart Game ----"));
/*
* 1.0.9 以前はセーブ前に p_ptr->riding = -1 としていたので、再設定が必要だった。
flavor_init();
/* Flash a message */
-#ifdef JP
-prt("お待ち下さい...", 0, 0);
-#else
- prt("Please wait...", 0, 0);
-#endif
-
+ prt(_("お待ち下さい...", "Please wait..."), 0, 0);
/* Flush the message */
Term_fresh();
{
p_ptr->wizard = TRUE;
- if (p_ptr->is_dead || !py || !px)
+ if (p_ptr->is_dead || !p_ptr->y || !p_ptr->x)
{
/* Initialize the saved floors data */
init_saved_floors(TRUE);
p_ptr->inside_quest = 0;
/* Avoid crash in update_view() */
- py = px = 10;
+ p_ptr->y = p_ptr->x = 10;
}
}
else if (p_ptr->is_dead)
if (p_ptr->panic_save)
{
/* No player? -- Try to regenerate floor */
- if (!py || !px)
+ if (!p_ptr->y || !p_ptr->x)
{
-#ifdef JP
- msg_print("プレイヤーの位置がおかしい。フロアを再生成します。");
-#else
- msg_print("What a strange player location. Regenerate the dungeon floor.");
-#endif
+ msg_print(_("プレイヤーの位置がおかしい。フロアを再生成します。", "What a strange player location. Regenerate the dungeon floor."));
change_floor();
}
/* Still no player? -- Try to locate random place */
- if (!py || !px) py = px = 10;
+ if (!p_ptr->y || !p_ptr->x) p_ptr->y = p_ptr->x = 10;
/* No longer in panic */
p_ptr->panic_save = 0;
if (new_game)
{
char buf[80];
-
-#ifdef JP
- sprintf(buf, "%sに降り立った。", map_name());
-#else
- sprintf(buf, "You are standing in the %s.", map_name());
-#endif
+ sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
do_cmd_write_nikki(NIKKI_BUNSHOU, 0, buf);
}
if (new_game && ((p_ptr->pclass == CLASS_CAVALRY) || (p_ptr->pclass == CLASS_BEASTMASTER)))
{
monster_type *m_ptr;
- int pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
+ IDX pet_r_idx = ((p_ptr->pclass == CLASS_CAVALRY) ? MON_HORSE : MON_YASE_HORSE);
monster_race *r_ptr = &r_info[pet_r_idx];
- place_monster_aux(0, py, px - 1, pet_r_idx,
+ place_monster_aux(0, p_ptr->y, p_ptr->x - 1, pet_r_idx,
(PM_FORCE_PET | PM_NO_KAGE));
m_ptr = &m_list[hack_m_idx_ii];
m_ptr->mspeed = r_ptr->speed;
else
{
/* Mega-Hack -- Allow player to cheat death */
-#ifdef JP
- if ((p_ptr->wizard || cheat_live) && !get_check("死にますか? "))
-#else
- if ((p_ptr->wizard || cheat_live) && !get_check("Die? "))
-#endif
+ if ((p_ptr->wizard || cheat_live) && !get_check(_("死にますか? ", "Die? ")))
{
/* Mark social class, reset age, if needed */
if (p_ptr->sc) p_ptr->sc = p_ptr->age = 0;
p_ptr->noscore |= 0x0001;
/* Message */
-#ifdef JP
- msg_print("ウィザードモードに念を送り、死を欺いた。");
-#else
- msg_print("You invoke wizard mode and cheat death.");
-#endif
+ msg_print(_("ウィザードモードに念を送り、死を欺いた。", "You invoke wizard mode and cheat death."));
msg_print(NULL);
/* Restore hit points */
if (p_ptr->pclass == CLASS_MAGIC_EATER)
{
- for (i = 0; i < EATER_EXT*2; i++)
+ int magic_idx;
+ for (magic_idx = 0; magic_idx < EATER_EXT*2; magic_idx++)
{
- p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
+ p_ptr->magic_num1[magic_idx] = p_ptr->magic_num2[magic_idx]*EATER_CHARGE;
}
- for (; i < EATER_EXT*3; i++)
+ for (; magic_idx < EATER_EXT*3; magic_idx++)
{
- p_ptr->magic_num1[i] = 0;
+ p_ptr->magic_num1[magic_idx] = 0;
}
}
/* Restore spell points */
if (p_ptr->word_recall)
{
/* Message */
-#ifdef JP
- msg_print("張りつめた大気が流れ去った...");
-#else
- msg_print("A tension leaves the air around you...");
-#endif
-
+ msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
msg_print(NULL);
/* Hack -- Prevent recall */
}
/* Note cause of death XXX XXX XXX */
-#ifdef JP
- (void)strcpy(p_ptr->died_from, "死の欺き");
-#else
- (void)strcpy(p_ptr->died_from, "Cheating death");
-#endif
+ (void)strcpy(p_ptr->died_from, _("死の欺き", "Cheating death"));
/* Do not die */
p_ptr->is_dead = FALSE;
p_ptr->wild_mode = FALSE;
p_ptr->leaving = TRUE;
-#ifdef JP
- do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " しかし、生き返った。");
-#else
- do_cmd_write_nikki(NIKKI_BUNSHOU, 1, " but revived.");
-#endif
+ do_cmd_write_nikki(NIKKI_BUNSHOU, 1,
+ _(" しかし、生き返った。",
+ " but revived."));
/* Prepare next floor */
leave_floor();