#endif /* CHECK_MODIFICATION_TIME */
#endif
-
-
+static void put_title(void);
/*!
* @brief 各データファイルを読み取るためのパスを取得する
/* Prepare to append to the Base Path */
tail = path + strlen(path);
-
-#ifdef VM
-
- /*** Use "flat" paths with VM/ESA ***/
-
- /* Use "blank" path names */
- ANGBAND_DIR_APEX = string_make("");
- ANGBAND_DIR_BONE = string_make("");
- ANGBAND_DIR_DATA = string_make("");
- ANGBAND_DIR_EDIT = string_make("");
- ANGBAND_DIR_SCRIPT = string_make("");
- ANGBAND_DIR_FILE = string_make("");
- ANGBAND_DIR_HELP = string_make("");
- ANGBAND_DIR_INFO = string_make("");
- ANGBAND_DIR_SAVE = string_make("");
- ANGBAND_DIR_USER = string_make("");
- ANGBAND_DIR_XTRA = string_make("");
-
-
-#else /* VM */
-
-
/*** Build the sub-directory names ***/
/* Build a path name */
strcpy(tail, "xtra");
ANGBAND_DIR_XTRA = string_make(path);
-#endif /* VM */
-
#ifdef NeXT
/*** Load the binary image file ***/
/* Build the filename */
-#ifdef JP
- path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format("%s_j.raw", filename));
-#else
- path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format("%s.raw", filename));
-#endif
+ path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
/* Attempt to open the "raw" file */
fp = my_fopen(buf, "r");
/* Parse it */
-#ifdef JP
- if (!fp) quit(format("'%s.txt'ファイルをオープンできません。", filename));
-#else
- if (!fp) quit(format("Cannot open '%s.txt' file.", filename));
-#endif
-
+ if (!fp) quit(format(_("'%s.txt'ファイルをオープンできません。", "Cannot open '%s.txt' file."), filename));
/* Parse the file */
err = init_info_txt(fp, buf, head, head->parse_info_txt);
FILE_TYPE(FILE_TYPE_DATA);
/* Build the filename */
-#ifdef JP
- path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format("%s_j.raw", filename));
-#else
- path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format("%s.raw", filename));
-#endif
+ path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
/* Grab permissions */
/*** Load the binary image file ***/
/* Build the filename */
-#ifdef JP
- path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format("%s_j.raw", filename));
-#else
- path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format("%s.raw", filename));
-#endif
-
+ path_build(buf, sizeof(buf), ANGBAND_DIR_DATA, format(_("%s_j.raw", "%s.raw"), filename));
/* Attempt to open the "raw" file */
fd = fd_open(buf, O_RDONLY);
/* Process existing "raw" file */
-#ifdef JP
- if (fd < 0) quit(format("'%s_j.raw'ファイルをロードできません。", filename));
-#else
- if (fd < 0) quit(format("Cannot load '%s.raw' file.", filename));
-#endif
-
+ if (fd < 0) quit(format(_("'%s_j.raw'ファイルをロードできません。", "Cannot load '%s.raw' file."), filename));
/* Attempt to parse the "raw" file */
err = init_info_raw(fd, head);
(void)fd_close(fd);
/* Error */
-#ifdef JP
- if (err) quit(format("'%s_j.raw'ファイルを解析できません。", filename));
-#else
- if (err) quit(format("Cannot parse '%s.raw' file.", filename));
-#endif
+ if (err) quit(format(_("'%s_j.raw'ファイルを解析できません。", "Cannot parse '%s.raw' file."), filename));
#ifdef ALLOW_TEMPLATES
}
/* Scan the choices */
for (k = 0; k < STORE_CHOICES; k++)
{
- int k_idx;
+ KIND_OBJECT_IDX k_idx;
/* Extract the tval/sval codes */
int tv = store_table[j][k][0];
*/
static errr init_feat_variables(void)
{
- int i;
+ FEAT_IDX i;
/* Nothing */
feat_none = f_tag_to_index_in_init("NONE");
}
/* Allocate and Wipe the max dungeon level */
- C_MAKE(max_dlv, max_d_idx, s16b);
+ C_MAKE(max_dlv, max_d_idx, DEPTH);
/* Allocate and wipe each line of the cave */
for (i = 0; i < MAX_HGT; i++)
quark_init();
/* Message variables */
- C_MAKE(message__ptr, MESSAGE_MAX, u16b);
+ C_MAKE(message__ptr, MESSAGE_MAX, u32b);
C_MAKE(message__buf, MESSAGE_BUF, char);
/* Hack -- No messages yet */
}
/* Paranoia */
-#ifdef JP
-if (!num[0]) quit("町のアイテムがない!");
-#else
- if (!num[0]) quit("No town objects!");
-#endif
-
-
+ if (!num[0]) quit(_("町のアイテムがない!", "No town objects!"));
/*** Initialize object allocation info ***/
z = y + aux[x];
/* Load the entry */
- table[z].index = i;
- table[z].level = x;
- table[z].prob1 = p;
- table[z].prob2 = p;
- table[z].prob3 = p;
+ table[z].index = (KIND_OBJECT_IDX)i;
+ table[z].level = (DEPTH)x;
+ table[z].prob1 = (PROB)p;
+ table[z].prob2 = (PROB)p;
+ table[z].prob3 = (PROB)p;
/* Another entry complete for this locale */
aux[x]++;
p = (100 / r_ptr->rarity);
/* Load the entry */
- alloc_race_table[i].index = elements[i].index;
- alloc_race_table[i].level = x;
- alloc_race_table[i].prob1 = p;
- alloc_race_table[i].prob2 = p;
- alloc_race_table[i].prob3 = p;
+ alloc_race_table[i].index = (KIND_OBJECT_IDX)elements[i].index;
+ alloc_race_table[i].level = (DEPTH)x;
+ alloc_race_table[i].prob1 = (PROB)p;
+ alloc_race_table[i].prob2 = (PROB)p;
+ alloc_race_table[i].prob3 = (PROB)p;
}
}
}
/* Paranoia */
-#ifdef JP
- if (!num[0]) quit("町のモンスターがない!");
-#else
- if (!num[0]) quit("No town monsters!");
-#endif
-
-
+ if (!num[0]) quit(_("町のモンスターがない!", "No town monsters!"));
/*** Initialize monster allocation info ***/
/*** Verify the "news" file ***/
/* Build the filename */
-#ifdef JP
- path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "news_j.txt");
-#else
- path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "news.txt");
-#endif
-
+ path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("news_j.txt", "news.txt"));
/* Attempt to open the file */
fd = fd_open(buf, O_RDONLY);
char why[1024];
/* Message */
-#ifdef JP
- sprintf(why, "'%s'ファイルにアクセスできません!", buf);
-#else
- sprintf(why, "Cannot access the '%s' file!", buf);
-#endif
-
+ sprintf(why, _("'%s'ファイルにアクセスできません!", "Cannot access the '%s' file!"), buf);
/* Crash and burn */
init_angband_aux(why);
Term_clear();
/* Build the filename */
-#ifdef JP
- path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "news_j.txt");
-#else
- path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, "news.txt");
-#endif
-
+ path_build(buf, sizeof(buf), ANGBAND_DIR_FILE, _("news_j.txt", "news.txt"));
/* Open the News file */
fp = my_fopen(buf, "r");
char why[1024];
/* Message */
-#ifdef JP
- sprintf(why, "'%s'ファイルを作成できません!", buf);
-#else
- sprintf(why, "Cannot create the '%s' file!", buf);
-#endif
-
+ sprintf(why, _("'%s'ファイルを作成できません!", "Cannot create the '%s' file!"), buf);
/* Crash and burn */
init_angband_aux(why);
/* Close it */
(void)fd_close(fd);
+ put_title();
/*** Initialize some arrays ***/
/* Initialize misc. values */
-#ifdef JP
-note("[変数を初期化しています...(その他)");
-#else
- note("[Initializing values... (misc)]");
-#endif
-
-#ifdef JP
-if (init_misc()) quit("その他の変数を初期化できません");
-#else
- if (init_misc()) quit("Cannot initialize misc. values");
-#endif
-
+ note(_("[変数を初期化しています...(その他)", "[Initializing values... (misc)]"));
+ if (init_misc()) quit(_("その他の変数を初期化できません", "Cannot initialize misc. values"));
/* Initialize feature info */
#ifdef JP
/* Initialize object info */
-#ifdef JP
- note("[データの初期化中... (アイテム)]");
- if (init_k_info()) quit("アイテム初期化不能");
-#else
- note("[Initializing arrays... (objects)]");
- if (init_k_info()) quit("Cannot initialize objects");
-#endif
+ note(_("[データの初期化中... (アイテム)]", "[Initializing arrays... (objects)]"));
+ if (init_k_info()) quit(_("アイテム初期化不能", "Cannot initialize objects"));
/* Initialize artifact info */
-#ifdef JP
- note("[データの初期化中... (伝説のアイテム)]");
- if (init_a_info()) quit("伝説のアイテム初期化不能");
-#else
- note("[Initializing arrays... (artifacts)]");
- if (init_a_info()) quit("Cannot initialize artifacts");
-#endif
+ note(_("[データの初期化中... (伝説のアイテム)]", "[Initializing arrays... (artifacts)]"));
+ if (init_a_info()) quit(_("伝説のアイテム初期化不能", "Cannot initialize artifacts"));
/* Initialize ego-item info */
-#ifdef JP
- note("[データの初期化中... (名のあるアイテム)]");
- if (init_e_info()) quit("名のあるアイテム初期化不能");
-#else
- note("[Initializing arrays... (ego-items)]");
- if (init_e_info()) quit("Cannot initialize ego-items");
-#endif
+ note(_("[データの初期化中... (名のあるアイテム)]", "[Initializing arrays... (ego-items)]"));
+ if (init_e_info()) quit(_("名のあるアイテム初期化不能", "Cannot initialize ego-items"));
/* Initialize monster info */
-#ifdef JP
- note("[データの初期化中... (モンスター)]");
- if (init_r_info()) quit("モンスター初期化不能");
-#else
- note("[Initializing arrays... (monsters)]");
- if (init_r_info()) quit("Cannot initialize monsters");
-#endif
+ note(_("[データの初期化中... (モンスター)]", "[Initializing arrays... (monsters)]"));
+ if (init_r_info()) quit(_("モンスター初期化不能", "Cannot initialize monsters"));
/* Initialize dungeon info */
-#ifdef JP
- note("[データの初期化中... (ダンジョン)]");
- if (init_d_info()) quit("ダンジョン初期化不能");
-#else
- note("[Initializing arrays... (dungeon)]");
- if (init_d_info()) quit("Cannot initialize dungeon");
-#endif
+ note(_("[データの初期化中... (ダンジョン)]", "[Initializing arrays... (dungeon)]"));
+ if (init_d_info()) quit(_("ダンジョン初期化不能", "Cannot initialize dungeon"));
{
int i;
for (i = 1; i < max_d_idx; i++)
}
/* Initialize magic info */
-#ifdef JP
- note("[データの初期化中... (魔法)]");
- if (init_m_info()) quit("魔法初期化不能");
-#else
- note("[Initializing arrays... (magic)]");
- if (init_m_info()) quit("Cannot initialize magic");
-#endif
+ note(_("[データの初期化中... (魔法)]", "[Initializing arrays... (magic)]"));
+ if (init_m_info()) quit(_("魔法初期化不能", "Cannot initialize magic"));
/* Initialize weapon_exp info */
-#ifdef JP
- note("[データの初期化中... (熟練度)]");
- if (init_s_info()) quit("熟練度初期化不能");
-#else
- note("[Initializing arrays... (skill)]");
- if (init_s_info()) quit("Cannot initialize skill");
-#endif
+ note(_("[データの初期化中... (熟練度)]", "[Initializing arrays... (skill)]"));
+ if (init_s_info()) quit(_("熟練度初期化不能", "Cannot initialize skill"));
/* Initialize wilderness array */
-#ifdef JP
-note("[配列を初期化しています... (荒野)]");
-#else
- note("[Initializing arrays... (wilderness)]");
-#endif
+ note(_("[配列を初期化しています... (荒野)]", "[Initializing arrays... (wilderness)]"));
-#ifdef JP
-if (init_wilderness()) quit("荒野を初期化できません");
-#else
- if (init_wilderness()) quit("Cannot initialize wilderness");
-#endif
+ if (init_wilderness()) quit(_("荒野を初期化できません", "Cannot initialize wilderness"));
/* Initialize town array */
-#ifdef JP
-note("[配列を初期化しています... (街)]");
-#else
- note("[Initializing arrays... (towns)]");
-#endif
-
-#ifdef JP
-if (init_towns()) quit("街を初期化できません");
-#else
- if (init_towns()) quit("Cannot initialize towns");
-#endif
+ note(_("[配列を初期化しています... (街)]", "[Initializing arrays... (towns)]"));
+ if (init_towns()) quit(_("街を初期化できません", "Cannot initialize towns"));
/* Initialize building array */
-#ifdef JP
-note("[配列を初期化しています... (建物)]");
-#else
- note("[Initializing arrays... (buildings)]");
-#endif
-
-#ifdef JP
-if (init_buildings()) quit("建物を初期化できません");
-#else
- if (init_buildings()) quit("Cannot initialize buildings");
-#endif
+ note(_("[配列を初期化しています... (建物)]", "[Initializing arrays... (buildings)]"));
+ if (init_buildings()) quit(_("建物を初期化できません", "Cannot initialize buildings"));
/* Initialize quest array */
-#ifdef JP
-note("[配列を初期化しています... (クエスト)]");
-#else
- note("[Initializing arrays... (quests)]");
-#endif
-
-#ifdef JP
-if (init_quests()) quit("クエストを初期化できません");
-#else
- if (init_quests()) quit("Cannot initialize quests");
-#endif
-
+ note(_("[配列を初期化しています... (クエスト)]", "[Initializing arrays... (quests)]"));
+ if (init_quests()) quit(_("クエストを初期化できません", "Cannot initialize quests"));
/* Initialize vault info */
-#ifdef JP
- if (init_v_info()) quit("vault 初期化不能");
-#else
- if (init_v_info()) quit("Cannot initialize vaults");
-#endif
-
+ if (init_v_info()) quit(_("vault 初期化不能", "Cannot initialize vaults"));
/* Initialize some other arrays */
-#ifdef JP
- note("[データの初期化中... (その他)]");
- if (init_other()) quit("その他のデータ初期化不能");
-#else
- note("[Initializing arrays... (other)]");
- if (init_other()) quit("Cannot initialize other stuff");
-#endif
+ note(_("[データの初期化中... (その他)]", "[Initializing arrays... (other)]"));
+ if (init_other()) quit(_("その他のデータ初期化不能", "Cannot initialize other stuff"));
/* Initialize some other arrays */
-#ifdef JP
- /* translation */
- note("[データの初期化中... (アロケーション)]");
- if (init_alloc()) quit("アロケーション・スタッフ初期化不能");
-#else
- note("[Initializing arrays... (alloc)]");
- if (init_alloc()) quit("Cannot initialize alloc stuff");
-#endif
+ note(_("[データの初期化中... (アロケーション)]", "[Initializing arrays... (alloc)]"));
+ if (init_alloc()) quit(_("アロケーション・スタッフ初期化不能", "Cannot initialize alloc stuff"));
/*** Load default user pref files ***/
/* Initialize feature info */
-#ifdef JP
-note("[ユーザー設定ファイルを初期化しています...]");
-#else
- note("[Initializing user pref files...]");
-#endif
-
+ note(_("[ユーザー設定ファイルを初期化しています...]", "[Initializing user pref files...]"));
/* Access the "basic" pref file */
strcpy(buf, "pref.prf");
process_pref_file(buf);
/* Done */
-#ifdef JP
- note("[初期化終了]");
+ note(_("[初期化終了]", "[Initialization complete]"));
+}
+
+/*!
+ * @brief タイトル記述
+ * @return なし
+ */
+static void put_title(void)
+{
+ char title[120];
+ int col;
+#if H_VER_EXTRA > 0
+ sprintf(title, _("変愚蛮怒 %d.%d.%d.%d(%s)", "Hengband %d.%d.%d.%d(%s)"), H_VER_MAJOR, H_VER_MINOR, H_VER_PATCH, H_VER_EXTRA,
#else
- note("[Initialization complete]");
+ sprintf(title, _("変愚蛮怒 %d.%d.%d(%s)", "Hengband %d.%d.%d(%s)"), H_VER_MAJOR, H_VER_MINOR, H_VER_PATCH,
#endif
-
+ IS_STABLE_VERSION ? _("安定版", "Stable") : _("開発版", "Developing"));
+ col = (80 - strlen(title)) / 2;
+ col = col < 0 ? 0 : col;
+ prt(title, VER_INFO_ROW, col);
}
/*!