q_ptr = &forge;
if(p_ptr->lev >= 20)
-#ifdef JP
- sprintf(com, "[S]弾, [A]矢, [B]クロスボウの矢 :");
-#else
- sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
-#endif
+ sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
else if(p_ptr->lev >= 10)
-#ifdef JP
- sprintf(com, "[S]弾, [A]矢:");
-#else
- sprintf(com, "Create [S]hots or Create [A]rrow ?");
-#endif
+ sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
else
-#ifdef JP
- sprintf(com, "[S]弾:");
-#else
- sprintf(com, "Create [S]hots ?");
-#endif
+ sprintf(com, _("[S]弾:", "Create [S]hots ?"));
if (p_ptr->confused)
{
-#ifdef JP
- msg_print("混乱してる!");
-#else
- msg_print("You are too confused!");
-#endif
+ msg_print(_("混乱してる!", "You are too confused!"));
return FALSE;
}
if (p_ptr->blind)
{
-#ifdef JP
- msg_print("目が見えない!");
-#else
- msg_print("You are blind!");
-#endif
+ msg_print(_("目が見えない!", "You are blind!"));
return FALSE;
}
cave_type *c_ptr;
if (!get_rep_dir(&dir, FALSE)) 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 (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
{
-#ifdef JP
- msg_print("そこには岩石がない。");
-#else
- msg_print("You need pile of rubble.");
-#endif
+ msg_print(_("そこには岩石がない。", "You need pile of rubble."));
return FALSE;
}
else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
{
-#ifdef JP
- msg_print("硬すぎて崩せなかった。");
-#else
- msg_print("You failed to make ammo.");
-#endif
+ msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
}
else
{
q_ptr = &forge;
/* Hack -- Give the player some small firestones */
- object_prep(q_ptr, lookup_kind(TV_SHOT, m_bonus(1, p_ptr->lev) + 1));
+ object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
q_ptr->number = (byte)rand_range(15,30);
object_aware(q_ptr);
object_known(q_ptr);
slot = inven_carry(q_ptr);
object_desc(o_name, q_ptr, 0);
-#ifdef JP
- msg_format("%sを作った。", o_name);
-#else
- msg_print("You make some ammo.");
-#endif
+ msg_format(_("%sを作った。", "You make some ammo."), o_name);
/* Auto-inscription */
if (slot >= 0) autopick_alter_item(slot, FALSE);
/**********Create arrows*********/
else if (ext == 2)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
s16b slot;
item_tester_hook = item_tester_hook_convertible;
/* Get an item */
-#ifdef JP
- q = "どのアイテムから作りますか? ";
- s = "材料を持っていない。";
-#else
- q = "Convert which item? ";
- s = "You have no item to convert.";
-#endif
+ q = _("どのアイテムから作りますか? ", "Convert which item? ");
+ s = _("材料を持っていない。", "You have no item to convert.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
/* Get the item (in the pack) */
q_ptr = &forge;
/* Hack -- Give the player some small firestones */
- object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
+ object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
q_ptr->number = (byte)rand_range(5, 10);
object_aware(q_ptr);
object_known(q_ptr);
q_ptr->discount = 99;
object_desc(o_name, q_ptr, 0);
-#ifdef JP
- msg_format("%sを作った。", o_name);
-#else
- msg_print("You make some ammo.");
-#endif
+ msg_format(_("%sを作った。", "You make some ammo."), o_name);
if (item >= 0)
{
/**********Create bolts*********/
else if (ext == 3)
{
- int item;
+ OBJECT_IDX item;
cptr q, s;
s16b slot;
item_tester_hook = item_tester_hook_convertible;
/* Get an item */
-#ifdef JP
- q = "どのアイテムから作りますか? ";
- s = "材料を持っていない。";
-#else
- q = "Convert which item? ";
- s = "You have no item to convert.";
-#endif
+ q = _("どのアイテムから作りますか? ", "Convert which item? ");
+ s = _("材料を持っていない。", "You have no item to convert.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
/* Get the item (in the pack) */
q_ptr = &forge;
/* Hack -- Give the player some small firestones */
- object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
+ object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
q_ptr->number = (byte)rand_range(4, 8);
object_aware(q_ptr);
object_known(q_ptr);
q_ptr->discount = 99;
object_desc(o_name, q_ptr, 0);
-#ifdef JP
- msg_format("%sを作った。", o_name);
-#else
- msg_print("You make some ammo.");
-#endif
+ msg_format(_("%sを作った。", "You make some ammo."), o_name);
if (item >= 0)
{
*/
bool gain_magic(void)
{
- int item;
- int pval;
+ OBJECT_IDX item;
+ PARAMETER_VALUE pval;
int ext = 0;
cptr q, s;
object_type *o_ptr;
item_tester_hook = item_tester_hook_recharge;
/* Get an item */
-#ifdef JP
-q = "どのアイテムの魔力を取り込みますか? ";
-s = "魔力を取り込めるアイテムがない。";
-#else
- q = "Gain power of which item? ";
- s = "You have nothing to gain power.";
-#endif
+ q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
+ s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
{
-#ifdef JP
- msg_print("この杖には発動の為の能力は何も備わっていないようだ。");
-#else
- msg_print("This staff doesn't have any magical ability.");
-#endif
+ msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
return FALSE;
}
if (!object_is_known(o_ptr))
{
-#ifdef JP
- msg_print("鑑定されていないと取り込めない。");
-#else
- msg_print("You need to identify before absorbing.");
-#endif
+ msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
return FALSE;
}
if (o_ptr->timeout)
{
-#ifdef JP
- msg_print("充填中のアイテムは取り込めない。");
-#else
- msg_print("This item is still charging.");
-#endif
+ msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
return FALSE;
}
if (o_ptr->tval == TV_ROD)
{
- p_ptr->magic_num2[o_ptr->sval + ext] += o_ptr->number;
+ p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
}
else
gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
if (gain_num < 1) gain_num = 1;
}
- p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
+ p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
object_desc(o_name, o_ptr, 0);
/* Message */
-#ifdef JP
- msg_format("%sの魔力を取り込んだ。", o_name);
-#else
- msg_format("You absorb magic of %s.", o_name);
-#endif
+ msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
/* Eliminate the item (from the pack) */
if (item >= 0)
floor_item_describe(0 - item);
floor_item_optimize(0 - item);
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
return TRUE;
}
{
if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
{
-#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);
return FALSE;
}
else if (p_ptr->anti_magic)
{
-#ifdef JP
- msg_print("反魔法バリアが魔法を邪魔した!");
-#else
- msg_print("An anti-magic shell disrupts your magic!");
-#endif
+ msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
return FALSE;
}
else if (p_ptr->shero)
{
-#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
+ msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
return FALSE;
}
else
if (p_ptr->confused)
{
-#ifdef JP
- msg_print("混乱していて構えられない!");
-#else
- msg_print("Too confused.");
-#endif
+ msg_print(_("混乱していて構えられない!", "Too confused."));
return FALSE;
}
/* Save screen */
screen_save();
-
-#ifdef JP
- prt(" a) 構えをとく", 2, 20);
-#else
- prt(" a) No form", 2, 20);
-#endif
+ prt(_(" a) 構えをとく", " a) No form"), 2, 20);
for (i = 0; i < MAX_KAMAE; i++)
{
}
prt("", 1, 0);
-#ifdef JP
- prt(" どの構えをとりますか?", 1, 14);
-#else
- prt(" Choose Form: ", 1, 14);
-#endif
+ prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
while(1)
{
set_action(ACTION_NONE);
}
else
-#ifdef JP
- msg_print("もともと構えていない。");
-#else
- msg_print("You are not assuming a posture.");
-#endif
+ msg_print(_("もともと構えていない。", "You are not assuming a posture."));
screen_load();
return TRUE;
}
if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
{
-#ifdef JP
- msg_print("構え直した。");
-#else
- msg_print("You reassume a posture.");
-#endif
+ msg_print(_("構え直した。", "You reassume a posture."));
}
else
{
p_ptr->special_defense &= ~(KAMAE_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->redraw |= (PR_STATE);
-#ifdef JP
- msg_format("%sの構えをとった。",kamae_shurui[new_kamae].desc);
-#else
- msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
-#endif
+ msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
}
p_ptr->redraw |= PR_STATE;
if (p_ptr->confused)
{
-#ifdef JP
- msg_print("混乱していて構えられない!");
-#else
- msg_print("Too confused.");
-#endif
+ msg_print(_("混乱していて構えられない!", "Too confused."));
return FALSE;
}
if (p_ptr->stun)
{
-#ifdef JP
- msg_print("意識がはっきりとしない。");
-#else
- msg_print("You are not clear headed");
-#endif
+ msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
return FALSE;
}
if (p_ptr->afraid)
{
-#ifdef JP
- msg_print("体が震えて構えられない!");
-#else
- msg_print("You are trembling with fear!");
-#endif
+ msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
return FALSE;
}
/* Save screen */
screen_save();
-
-#ifdef JP
- prt(" a) 型を崩す", 2, 20);
-#else
- prt(" a) No Form", 2, 20);
-#endif
+ prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
for (i = 0; i < MAX_KATA; i++)
{
if (p_ptr->lev >= kata_shurui[i].min_level)
{
-#ifdef JP
- sprintf(buf," %c) %sの型 %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
-#else
- sprintf(buf," %c) Form of %-12s %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
-#endif
+ sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
prt(buf, 3+i, 20);
}
}
prt("", 1, 0);
-#ifdef JP
- prt(" どの型で構えますか?", 1, 14);
-#else
- prt(" Choose Form: ", 1, 14);
-#endif
+ prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
while(1)
{
set_action(ACTION_NONE);
}
else
-#ifdef JP
- msg_print("もともと構えていない。");
-#else
- msg_print("You are not assuming posture.");
-#endif
+ msg_print(_("もともと構えていない。", "You are not assuming posture."));
screen_load();
return TRUE;
}
if (p_ptr->special_defense & (KATA_IAI << new_kata))
{
-#ifdef JP
- msg_print("構え直した。");
-#else
- msg_print("You reassume a posture.");
-#endif
+ msg_print(_("構え直した。", "You reassume a posture."));
}
else
{
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->update |= (PU_MONSTERS);
-#ifdef JP
- msg_format("%sの型で構えた。",kata_shurui[new_kata].desc);
-#else
- msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
-#endif
+ msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
p_ptr->special_defense |= (KATA_IAI << new_kata);
}
p_ptr->redraw |= (PR_STATE);
struct power_desc_type
{
char name[40];
- int level;
+ PLAYER_LEVEL level;
int cost;
int stat;
int fail;
*/
static int racial_chance(power_desc_type *pd_ptr)
{
- s16b min_level = pd_ptr->level;
+ PLAYER_LEVEL min_level = pd_ptr->level;
int difficulty = pd_ptr->fail;
int i;
/* Power is not available yet */
if (p_ptr->lev < min_level)
{
-#ifdef JP
- msg_format("この能力を使用するにはレベル %d に達していなければなりません。", min_level);
-#else
- msg_format("You need to attain level %d to use this power.", min_level);
-#endif
+ msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。",
+ "You need to attain level %d to use this power."), min_level);
- energy_use = 0;
+ p_ptr->energy_use = 0;
return 0;
}
/* Too confused */
else if (p_ptr->confused)
{
-#ifdef JP
- msg_print("混乱していてその能力は使えない。");
-#else
- msg_print("You are too confused to use this power.");
-#endif
-
- energy_use = 0;
+ msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
+ p_ptr->energy_use = 0;
return 0;
}
/* Risk death? */
else if (p_ptr->chp < use_hp)
{
-#ifdef JP
- if (!get_check("本当に今の衰弱した状態でこの能力を使いますか?"))
-#else
- if (!get_check("Really use the power in your weakened state? "))
-#endif
+ if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return 0;
}
}
}
/* take time and pay the price */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Success? */
if (randint1(p_ptr->stat_cur[use_stat]) >=
}
if (flush_failure) flush();
-#ifdef JP
- msg_print("充分に集中できなかった。");
-#else
- msg_print("You've failed to concentrate hard enough.");
-#endif
+ msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
return -1;
}
* @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
* @return なし
*/
-void ratial_stop_mouth()
+void ratial_stop_mouth(void)
{
if (music_singing_any()) stop_singing();
if (hex_spelling_any()) stop_hex_spell_all();
for (i = 0; i < 6; i++)
{
dir = randint0(8);
- y = py + ddy_ddd[dir];
- x = px + ddx_ddd[dir];
+ y = p_ptr->y + ddy_ddd[dir];
+ x = p_ptr->x + ddx_ddd[dir];
c_ptr = &cave[y][x];
/* Hack -- attack monsters */
py_attack(y, x, 0);
else
{
-#ifdef JP
- msg_print("攻撃が空をきった。");
-#else
- msg_print("You attack the empty air.");
-#endif
+ msg_print(_("攻撃が空をきった。", "You attack the empty air."));
}
}
break;
if (p_ptr->realm1 == REALM_HEX)
{
bool retval = stop_hex_spell();
- if (retval) energy_use = 10;
+ if (retval) p_ptr->energy_use = 10;
return (retval);
}
case CLASS_MAGE:
int x, y;
if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
if (cave[y][x].m_idx)
{
py_attack(y, x, 0);
if (randint0(p_ptr->skill_dis) < 7)
-#ifdef JP
- msg_print("うまく逃げられなかった。");
-#else
- msg_print("You are failed to run away.");
-#endif
+ msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
else teleport_player(30, 0L);
}
else
{
-#ifdef JP
- msg_print("その方向にはモンスターはいません。");
-#else
- msg_print("You don't see any monster in this direction");
-#endif
-
+ msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
msg_print(NULL);
}
break;
case CLASS_RANGER:
case CLASS_SNIPER:
{
-#ifdef JP
- msg_print("敵を調査した...");
-#else
- msg_print("You examine your foes...");
-#endif
-
+ msg_print(_("敵を調査した...", "You examine your foes..."));
probing();
break;
}
{
if (command == -3)
{
-#ifdef JP
- int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "HPからMPへの無謀な変換", -1) / 5;
-#else
- int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "thoughtless convertion from HP to SP", -1) / 5;
-#endif
+ int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev,
+ _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
if (gain_sp)
{
p_ptr->csp += gain_sp;
}
}
else
-#ifdef JP
- msg_print("変換に失敗した。");
-#else
- msg_print("You failed to convert.");
-#endif
+ {
+ msg_print(_("変換に失敗した。", "You failed to convert."));
+ }
}
else if (command == -4)
{
hp_player(p_ptr->lev);
}
else
-#ifdef JP
- msg_print("変換に失敗した。");
-#else
- msg_print("You failed to convert.");
-#endif
+ {
+ msg_print(_("変換に失敗した。", "You failed to convert."));
+ }
}
/* Redraw mana and hp */
}
case CLASS_CHAOS_WARRIOR:
{
-#ifdef JP
- msg_print("辺りを睨んだ...");
-#else
- msg_print("You glare nearby monsters...");
-#endif
+ msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
slow_monsters(p_ptr->lev);
stun_monsters(p_ptr->lev * 4);
confuse_monsters(p_ptr->lev * 4);
{
if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
{
-#ifdef JP
- msg_print("素手じゃないとできません。");
-#else
- msg_print("You need to be bare hand.");
-#endif
+ msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
return FALSE;
}
if (p_ptr->riding)
{
-#ifdef JP
- msg_print("乗馬中はできません。");
-#else
- msg_print("You need to get off a pet.");
-#endif
+ msg_print(_("乗馬中はできません。", "You need to get off a pet."));
return FALSE;
}
int x, y;
if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
if (cave[y][x].m_idx)
{
-#ifdef JP
- if (one_in_(2)) msg_print("あーたたたたたたたたたたたたたたたたたたたたたた!!!");
- else msg_print("オラオラオラオラオラオラオラオラオラオラオラオラ!!!");
-#else
- if (one_in_(2)) msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
- else msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
-#endif
+ if (one_in_(2))
+ msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
+ "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
+ else
+ msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
+ "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
py_attack(y, x, 0);
if (cave[y][x].m_idx)
}
else
{
-#ifdef JP
- msg_print("その方向にはモンスターはいません。");
-#else
- msg_print("You don't see any monster in this direction");
-#endif
-
+ msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
msg_print(NULL);
}
}
{
if (total_friends)
{
-#ifdef JP
- msg_print("今はペットを操ることに集中していないと。");
-#else
- msg_print("You need concentration on the pets now.");
-#endif
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
return FALSE;
}
-#ifdef JP
- msg_print("少し頭がハッキリした。");
-#else
- msg_print("You feel your head clear a little.");
-#endif
+ msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
p_ptr->csp += (3 + p_ptr->lev/20);
if (p_ptr->csp >= p_ptr->msp)
case CLASS_BARD:
{
/* Singing is already stopped */
- if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
+ if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
stop_singing();
- energy_use = 10;
+ p_ptr->energy_use = 10;
break;
}
case CLASS_RED_MAGE:
if (total_friends)
{
-#ifdef JP
- msg_print("今はペットを操ることに集中していないと。");
-#else
- msg_print("You need concentration on the pets now.");
-#endif
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
return FALSE;
}
if (p_ptr->special_defense & KATA_MASK)
{
-#ifdef JP
- msg_print("今は構えに集中している。");
-#else
- msg_print("You need concentration on your form.");
-#endif
+ msg_print(_("今は構えに集中している。", "You need concentration on your form."));
return FALSE;
}
-#ifdef JP
- msg_print("精神を集中して気合いを溜めた。");
-#else
- msg_print("You concentrate to charge your power.");
-#endif
+ msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
p_ptr->csp += p_ptr->msp / 2;
if (p_ptr->csp >= max_csp)
{
if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
{
-#ifdef JP
- msg_print("武器を持たないといけません。");
-#else
- msg_print("You need to wield a weapon.");
-#endif
+ msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
return FALSE;
}
if (!choose_kata()) return FALSE;
{
set_action(ACTION_LEARN);
}
- energy_use = 0;
+ p_ptr->energy_use = 0;
break;
}
case CLASS_CAVALRY:
if (p_ptr->riding)
{
-#ifdef JP
- msg_print("今は乗馬中だ。");
-#else
- msg_print("You ARE riding.");
-#endif
+ msg_print(_("今は乗馬中だ。", "You ARE riding."));
return FALSE;
}
if (!do_riding(TRUE)) return TRUE;
m_ptr = &m_list[p_ptr->riding];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(m_name, m_ptr, 0);
-#ifdef JP
- msg_format("%sに乗った。",m_name);
-#else
- msg_format("You ride on %s.",m_name);
-#endif
+ msg_format(_("%sに乗った。", "You ride on %s."),m_name);
if (is_pet(m_ptr)) break;
rlev = r_ptr->level;
if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
&& !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
&& (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
{
-#ifdef JP
- msg_format("%sを手なずけた。",m_name);
-#else
- msg_format("You tame %s.",m_name);
-#endif
+ msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
set_pet(m_ptr);
}
else
{
-#ifdef JP
- msg_format("%sに振り落とされた!",m_name);
-#else
- msg_format("You have thrown off by %s.",m_name);
-#endif
+ msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
rakuba(1,TRUE);
/* Paranoia */
{
if (total_friends)
{
-#ifdef JP
- msg_print("今はペットを操ることに集中していないと。");
-#else
- msg_print("You need concentration on the pets now.");
-#endif
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
return FALSE;
}
- if (is_mirror_grid(&cave[py][px]))
+ if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
{
-#ifdef JP
- msg_print("少し頭がハッキリした。");
-#else
- msg_print("You feel your head clear a little.");
-#endif
+ msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
if (p_ptr->csp >= p_ptr->msp)
}
else
{
-#ifdef JP
- msg_print("鏡の上でないと集中できない!");
-#else
- msg_print("Here are not any mirrors!");
-#endif
+ msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
}
}
break;
}
else
{
- cave_type *c_ptr = &cave[py][px];
+ cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
feature_type *f_ptr = &f_info[c_ptr->feat];
if (!have_flag(f_ptr->flags, FF_PROJECT) ||
(!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
{
-#ifdef JP
- msg_print("ここでは素早く動けない。");
-#else
- msg_print("You cannot run in here.");
-#endif
+ msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
}
else
{
}
- energy_use = 0;
+ p_ptr->energy_use = 0;
break;
}
msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
#endif
- fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
+ fire_breath(type, dir, plev * 3, (plev / 15) + 1);
break;
}
case MIMIC_VAMPIRE:
if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
{
-#ifdef JP
- msg_print("なぜか攻撃することができない。");
-#else
- msg_print("Something prevent you from attacking.");
-#endif
+ msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
return FALSE;
}
else
/* Only works on adjacent monsters */
if (!get_rep_dir(&dir, FALSE)) return FALSE; /* was get_aim_dir */
- 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];
ratial_stop_mouth();
if (!c_ptr->m_idx)
{
-#ifdef JP
- msg_print("何もない場所に噛みついた!");
-#else
- msg_print("You bite into thin air!");
-#endif
-
+ msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
break;
}
-#ifdef JP
- msg_print("あなたはニヤリとして牙をむいた...");
-#else
- msg_print("You grin and bare your fangs...");
-#endif
-
+ msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
- if (drain_life(dir, dummy))
+ if (hypodynamic_bolt(dir, dummy))
{
if (p_ptr->food < PY_FOOD_FULL)
/* No heal if we are "full" */
(void)hp_player(dummy);
else
-#ifdef JP
- msg_print("あなたは空腹ではありません。");
-#else
- msg_print("You were not hungry.");
-#endif
+ msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
/* Gain nutritional sustenance: 150/hp drained */
/* A Food ration gives 5000 food points (by contrast) */
(void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
}
else
-#ifdef JP
- msg_print("げぇ。ひどい味だ。");
-#else
- msg_print("Yechh. That tastes foul.");
-#endif
-
+ msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
}
break;
}
switch (p_ptr->prace)
{
case RACE_DWARF:
-#ifdef JP
- msg_print("周囲を調べた。");
-#else
- msg_print("You examine your surroundings.");
-#endif
-
+ msg_print(_("周囲を調べた。", "You examine your surroundings."));
(void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
/* Drop the object from heaven */
- (void)drop_near(q_ptr, -1, py, px);
-#ifdef JP
- msg_print("食事を料理して作った。");
-#else
- msg_print("You cook some food.");
-#endif
-
+ (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
+ msg_print(_("食事を料理して作った。", "You cook some food."));
}
break;
case RACE_GNOME:
-#ifdef JP
- msg_print("パッ!");
-#else
- msg_print("Blink!");
-#endif
-
+ msg_print(_("パッ!", "Blink!"));
teleport_player(10, 0L);
break;
case RACE_HALF_ORC:
-#ifdef JP
- msg_print("勇気を出した。");
-#else
- msg_print("You play tough.");
-#endif
-
+ msg_print(_("勇気を出した。", "You play tough."));
(void)set_afraid(0);
break;
case RACE_HALF_TROLL:
-#ifdef JP
- msg_print("うがぁぁ!");
-#else
- msg_print("RAAAGH!");
-#endif
-
+ msg_print(_("うがぁぁ!", "RAAAGH!"));
(void)set_afraid(0);
(void)set_shero(10 + randint1(plev), FALSE);
(void)hp_player(30);
case RACE_AMBERITE:
if (command == -1)
{
-#ifdef JP
- msg_print("あなたは歩き周り始めた。");
-#else
- msg_print("You start walking around. ");
-#endif
+ msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
alter_reality();
}
else if (command == -2)
{
-#ifdef JP
- msg_print("あなたは「パターン」を心に描いてその上を歩いた...");
-#else
- msg_print("You picture the Pattern in your mind and walk it...");
-#endif
+ msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
(void)set_poisoned(0);
(void)set_image(0);
break;
case RACE_BARBARIAN:
-#ifdef JP
- msg_print("うぉぉおお!");
-#else
- msg_print("Raaagh!");
-#endif
-
+ msg_print(_("うぉぉおお!", "Raaagh!"));
(void)set_afraid(0);
(void)set_shero(10 + randint1(plev), FALSE);
(void)hp_player(30);
break;
case RACE_HALF_OGRE:
-#ifdef JP
- msg_print("爆発のルーンを慎重に仕掛けた...");
-#else
- msg_print("You carefully set an explosive rune...");
-#endif
-
+ msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
explosive_rune();
break;
break;
case RACE_HALF_TITAN:
-#ifdef JP
- msg_print("敵を調査した...");
-#else
- msg_print("You examine your foes...");
-#endif
-
+ msg_print(_("敵を調査した...", "You examine your foes..."));
probing();
break;
case RACE_CYCLOPS:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("巨大な岩を投げた。");
-#else
- msg_print("You throw a huge boulder.");
-#endif
-
+ msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
break;
case RACE_YEEK:
if (!get_aim_dir(&dir)) return FALSE;
ratial_stop_mouth();
-#ifdef JP
- msg_print("身の毛もよだつ叫び声を上げた!");
-#else
- msg_print("You make a horrible scream!");
-#endif
-
+ msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
(void)fear_monster(dir, plev);
break;
case RACE_KLACKON:
if (!get_aim_dir(&dir)) return FALSE;
ratial_stop_mouth();
-#ifdef JP
- msg_print("酸を吐いた。");
-#else
- msg_print("You spit acid.");
-#endif
-
+ msg_print(_("酸を吐いた。", "You spit acid."));
if (plev < 25) fire_bolt(GF_ACID, dir, plev);
else fire_ball(GF_ACID, dir, plev, 2);
break;
case RACE_KOBOLD:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("毒のダーツを投げた。");
-#else
- msg_print("You throw a dart of poison.");
-#endif
-
+ msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
fire_bolt(GF_POIS, dir, plev);
break;
case RACE_NIBELUNG:
-#ifdef JP
- msg_print("周囲を調査した。");
-#else
- msg_print("You examine your surroundings.");
-#endif
-
+ msg_print(_("周囲を調査した。", "You examine your surroundings."));
(void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
case RACE_DARK_ELF:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("マジック・ミサイルを放った。");
-#else
- msg_print("You cast a magic missile.");
-#endif
-
+ msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
fire_bolt_or_beam(10, GF_MISSILE, dir,
damroll(3 + ((plev - 1) / 5), 4));
break;
if (one_in_(3))
{
Type = GF_MISSILE;
-#ifdef JP
- Type_desc = "エレメント";
-#else
- Type_desc = "the elements";
-#endif
+ Type_desc = _("エレメント", "the elements");
}
else
{
Type = GF_SHARDS;
-#ifdef JP
- Type_desc = "破片";
-#else
- Type_desc = "shards";
-#endif
+ Type_desc = _("破片", "shards");
}
break;
case CLASS_MAGE:
if (one_in_(3))
{
Type = GF_MANA;
-#ifdef JP
- Type_desc = "魔力";
-#else
- Type_desc = "mana";
-#endif
+ Type_desc = _("魔力", "mana");
}
else
{
Type = GF_DISENCHANT;
-#ifdef JP
- Type_desc = "劣化";
-#else
- Type_desc = "disenchantment";
-#endif
+ Type_desc = _("劣化", "disenchantment");
}
break;
case CLASS_CHAOS_WARRIOR:
if (!one_in_(3))
{
Type = GF_CONFUSION;
-#ifdef JP
- Type_desc = "混乱";
-#else
- Type_desc = "confusion";
-#endif
+ Type_desc = _("混乱", "confusion");
}
else
{
Type = GF_CHAOS;
-#ifdef JP
- Type_desc = "カオス";
-#else
- Type_desc = "chaos";
-#endif
+ Type_desc = _("カオス", "chaos");
}
break;
case CLASS_MONK:
if (!one_in_(3))
{
Type = GF_CONFUSION;
-#ifdef JP
- Type_desc = "混乱";
-#else
- Type_desc = "confusion";
-#endif
+ Type_desc = _("混乱", "confusion");
}
else
{
Type = GF_SOUND;
-#ifdef JP
- Type_desc = "轟音";
-#else
- Type_desc = "sound";
-#endif
+ Type_desc = _("轟音", "sound");
}
break;
case CLASS_MINDCRAFTER:
if (!one_in_(3))
{
Type = GF_CONFUSION;
-#ifdef JP
- Type_desc = "混乱";
-#else
- Type_desc = "confusion";
-#endif
+ Type_desc = _("混乱", "confusion");
}
else
{
Type = GF_PSI;
-#ifdef JP
- Type_desc = "精神エネルギー";
-#else
- Type_desc = "mental energy";
-#endif
+ Type_desc = _("精神エネルギー", "mental energy");
}
break;
case CLASS_PRIEST:
if (one_in_(3))
{
Type = GF_HELL_FIRE;
-#ifdef JP
- Type_desc = "地獄の劫火";
-#else
- Type_desc = "hellfire";
-#endif
+ Type_desc = _("地獄の劫火", "hellfire");
}
else
{
Type = GF_HOLY_FIRE;
-#ifdef JP
- Type_desc = "聖なる炎";
-#else
- Type_desc = "holy fire";
-#endif
+ Type_desc = _("聖なる炎", "holy fire");
}
break;
case CLASS_ROGUE:
if (one_in_(3))
{
Type = GF_DARK;
-#ifdef JP
- Type_desc = "暗黒";
-#else
- Type_desc = "darkness";
-#endif
+ Type_desc = _("暗黒", "darkness");
}
else
{
Type = GF_POIS;
-#ifdef JP
- Type_desc = "毒";
-#else
- Type_desc = "poison";
-#endif
+ Type_desc = _("毒", "poison");
}
break;
case CLASS_BARD:
if (!one_in_(3))
{
Type = GF_SOUND;
-#ifdef JP
- Type_desc = "轟音";
-#else
- Type_desc = "sound";
-#endif
+ Type_desc = _("轟音", "sound");
}
else
{
Type = GF_CONFUSION;
-#ifdef JP
- Type_desc = "混乱";
-#else
- Type_desc = "confusion";
-#endif
+ Type_desc = _("混乱", "confusion");
}
break;
}
}
ratial_stop_mouth();
-
-#ifdef JP
- msg_format("あなたは%sのブレスを吐いた。", Type_desc);
-#else
- msg_format("You breathe %s.", Type_desc);
-#endif
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
fire_ball(Type, dir, plev * 2,
-(plev / 15) - 1);
case RACE_MIND_FLAYER:
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("あなたは集中し、目が赤く輝いた...");
-#else
- msg_print("You concentrate and your eyes glow red...");
-#endif
-
+ msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
fire_bolt(GF_PSI, dir, plev);
break;
if (!get_aim_dir(&dir)) return FALSE;
if (plev >= 30)
{
-#ifdef JP
- msg_print("ファイア・ボールを放った。");
-#else
- msg_print("You cast a ball of fire.");
-#endif
-
+ msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
fire_ball(GF_FIRE, dir, plev, 2);
}
else
{
-#ifdef JP
- msg_print("ファイア・ボルトを放った。");
-#else
- msg_print("You cast a bolt of fire.");
-#endif
-
+ msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
fire_bolt(GF_FIRE, dir, plev);
}
break;
case RACE_SKELETON:
case RACE_ZOMBIE:
-#ifdef JP
- msg_print("あなたは失ったエネルギーを取り戻そうと試みた。");
-#else
- msg_print("You attempt to restore your lost energies.");
-#endif
-
+ msg_print(_("あなたは失ったエネルギーを取り戻そうと試みた。", "You attempt to restore your lost energies."));
(void)restore_level();
break;
case RACE_VAMPIRE:
if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
{
-#ifdef JP
- msg_print("なぜか攻撃することができない。");
-#else
- msg_print("Something prevent you from attacking.");
-#endif
+ msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
return FALSE;
}
else
/* Only works on adjacent monsters */
if (!get_rep_dir(&dir,FALSE)) return FALSE; /* was get_aim_dir */
- 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];
ratial_stop_mouth();
if (!c_ptr->m_idx)
{
-#ifdef JP
- msg_print("何もない場所に噛みついた!");
-#else
- msg_print("You bite into thin air!");
-#endif
-
+ msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
break;
}
-#ifdef JP
- msg_print("あなたはニヤリとして牙をむいた...");
-#else
- msg_print("You grin and bare your fangs...");
-#endif
-
+ msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
- if (drain_life(dir, dummy))
+ if (hypodynamic_bolt(dir, dummy))
{
if (p_ptr->food < PY_FOOD_FULL)
/* No heal if we are "full" */
(void)hp_player(dummy);
else
-#ifdef JP
- msg_print("あなたは空腹ではありません。");
-#else
- msg_print("You were not hungry.");
-#endif
+ msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
/* Gain nutritional sustenance: 150/hp drained */
/* A Food ration gives 5000 food points (by contrast) */
(void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
}
else
-#ifdef JP
- msg_print("げぇ。ひどい味だ。");
-#else
- msg_print("Yechh. That tastes foul.");
-#endif
-
+ msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
}
break;
case RACE_SPECTRE:
if (!get_aim_dir(&dir)) return FALSE;
ratial_stop_mouth();
-#ifdef JP
- msg_print("あなたはおどろおどろしい叫び声をあげた!");
-#else
- msg_print("You emit an eldritch howl!");
-#endif
-
+ msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!"));
(void)fear_monster(dir, plev);
break;
case RACE_SPRITE:
-#ifdef JP
- msg_print("あなたは魔法の粉を投げつけた...");
-#else
- msg_print("You throw some magic dust...");
-#endif
-
+ msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
if (plev < 25) sleep_monsters_touch();
else (void)sleep_monsters(plev);
break;
msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
#endif
- fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
+ fire_breath(type, dir, plev * 3, (plev / 15) + 1);
}
break;
if (!get_aim_dir(&dir)) return FALSE;
if (plev < 10)
{
-#ifdef JP
- msg_print("レイガンを発射した。");
-#else
- msg_print("You fire your ray gun.");
-#endif
+ msg_print(_("レイガンを発射した。", "You fire your ray gun."));
fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
}
else if (plev < 25)
{
-#ifdef JP
- msg_print("ブラスターを発射した。");
-#else
- msg_print("You fire your blaster.");
-#endif
+ msg_print(_("ブラスターを発射した。", "You fire your blaster."));
fire_bolt(GF_MISSILE, dir, plev);
}
else if (plev < 35)
{
-#ifdef JP
- msg_print("バズーカを発射した。");
-#else
- msg_print("You fire your bazooka.");
-#endif
+ msg_print(_("バズーカを発射した。", "You fire your bazooka."));
fire_ball(GF_MISSILE, dir, plev * 2, 2);
}
else if (plev < 45)
{
-#ifdef JP
- msg_print("ビームキャノンを発射した。");
-#else
- msg_print("You fire a beam cannon.");
-#endif
+ msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
fire_beam(GF_MISSILE, dir, plev * 2);
}
else
{
-#ifdef JP
- msg_print("ロケットを発射した。");
-#else
- msg_print("You fire a rocket.");
-#endif
+ msg_print(_("ロケットを発射した。", "You fire a rocket."));
fire_rocket(GF_ROCKET, dir, plev * 5, 2);
}
break;
default:
-#ifdef JP
- msg_print("この種族は特殊な能力を持っていません。");
-#else
- msg_print("This race has no bonus power.");
-#endif
-
- energy_use = 0;
+ msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power."));
+ p_ptr->energy_use = 0;
}
}
return TRUE;
void do_cmd_racial_power(void)
{
power_desc_type power_desc[36];
- int num, i = 0;
- int ask = TRUE;
- int lvl = p_ptr->lev;
+ int num;
+ COMMAND_CODE i = 0;
+ int ask = TRUE;
+ PLAYER_LEVEL lvl = p_ptr->lev;
bool flag, redraw, cast = FALSE;
bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
char choice;
if (p_ptr->confused)
{
-#ifdef JP
-msg_print("混乱していて特殊能力を使えません!");
-#else
- msg_print("You are too confused to use any powers!");
-#endif
-
- energy_use = 0;
+ msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
+ p_ptr->energy_use = 0;
return;
}
{
case CLASS_WARRIOR:
{
-#ifdef JP
-strcpy(power_desc[num].name, "剣の舞い");
-#else
- strcpy(power_desc[num].name, "Sword Dancing");
-#endif
-
+ strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
power_desc[num].level = 40;
power_desc[num].cost = 75;
power_desc[num].stat = A_DEX;
case CLASS_HIGH_MAGE:
if (p_ptr->realm1 == REALM_HEX)
{
-#ifdef JP
- strcpy(power_desc[num].name, "詠唱をやめる");
-#else
- strcpy(power_desc[num].name, "Stop spelling");
-#endif
+ strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
/* case CLASS_HIGH_MAGE: */
case CLASS_SORCERER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "魔力食い");
-#else
- strcpy(power_desc[num].name, "Eat Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
power_desc[num].level = 25;
power_desc[num].cost = 1;
power_desc[num].stat = A_INT;
{
if (is_good_realm(p_ptr->realm1))
{
-#ifdef JP
-strcpy(power_desc[num].name, "武器祝福");
-#else
- strcpy(power_desc[num].name, "Bless Weapon");
-#endif
-
+ strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
power_desc[num].level = 35;
power_desc[num].cost = 70;
power_desc[num].stat = A_WIS;
}
else
{
-#ifdef JP
-strcpy(power_desc[num].name, "召魂");
-#else
- strcpy(power_desc[num].name, "Evocation");
-#endif
-
+ strcpy(power_desc[num].name, _("召魂", "Evocation"));
power_desc[num].level = 42;
power_desc[num].cost = 40;
power_desc[num].stat = A_WIS;
}
case CLASS_ROGUE:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ヒット&アウェイ");
-#else
- strcpy(power_desc[num].name, "Hit and Away");
-#endif
-
+ strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
power_desc[num].level = 8;
power_desc[num].cost = 12;
power_desc[num].stat = A_DEX;
case CLASS_RANGER:
case CLASS_SNIPER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "モンスター調査");
-#else
- strcpy(power_desc[num].name, "Probe Monster");
-#endif
-
+ strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
power_desc[num].level = 15;
power_desc[num].cost = 20;
power_desc[num].stat = A_INT;
{
if (is_good_realm(p_ptr->realm1))
{
-#ifdef JP
-strcpy(power_desc[num].name, "ホーリー・ランス");
-#else
- strcpy(power_desc[num].name, "Holy Lance");
-#endif
-
+ strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
power_desc[num].level = 30;
power_desc[num].cost = 30;
power_desc[num].stat = A_WIS;
}
else
{
-#ifdef JP
-strcpy(power_desc[num].name, "ヘル・ランス");
-#else
- strcpy(power_desc[num].name, "Hell Lance");
-#endif
-
+ strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
power_desc[num].level = 30;
power_desc[num].cost = 30;
power_desc[num].stat = A_WIS;
}
case CLASS_WARRIOR_MAGE:
{
-#ifdef JP
-strcpy(power_desc[num].name, "変換: HP→MP");
-#else
- strcpy(power_desc[num].name, "Convert HP to SP");
-#endif
-
+ strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
power_desc[num].fail = 10;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "変換: MP→HP");
-#else
- strcpy(power_desc[num].name, "Convert SP to HP");
-#endif
-
+
+ strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
}
case CLASS_CHAOS_WARRIOR:
{
-#ifdef JP
-strcpy(power_desc[num].name, "幻惑の光");
-#else
- strcpy(power_desc[num].name, "Confusing Light");
-#endif
-
+ strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
power_desc[num].level = 40;
power_desc[num].cost = 50;
power_desc[num].stat = A_INT;
}
case CLASS_MONK:
{
-#ifdef JP
-strcpy(power_desc[num].name, "構える");
-#else
- strcpy(power_desc[num].name, "Assume a Posture");
-#endif
-
+ strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
power_desc[num].stat = A_DEX;
power_desc[num].fail = 0;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "百裂拳");
-#else
- strcpy(power_desc[num].name, "Double Attack");
-#endif
-
+
+ strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
power_desc[num].level = 30;
power_desc[num].cost = 30;
power_desc[num].stat = A_STR;
case CLASS_MINDCRAFTER:
case CLASS_FORCETRAINER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "明鏡止水");
-#else
- strcpy(power_desc[num].name, "Clear Mind");
-#endif
-
+ strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
power_desc[num].level = 15;
power_desc[num].cost = 0;
power_desc[num].stat = A_WIS;
}
case CLASS_TOURIST:
{
-#ifdef JP
-strcpy(power_desc[num].name, "写真撮影");
-#else
- strcpy(power_desc[num].name, "Take a Photograph");
-#endif
-
+ strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_DEX;
power_desc[num].fail = 0;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "真・鑑定");
-#else
- strcpy(power_desc[num].name, "Identify True");
-#endif
-
+
+ strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
power_desc[num].level = 25;
power_desc[num].cost = 20;
power_desc[num].stat = A_INT;
}
case CLASS_IMITATOR:
{
-#ifdef JP
-strcpy(power_desc[num].name, "倍返し");
-#else
- strcpy(power_desc[num].name, "Double Revenge");
-#endif
-
+ strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
power_desc[num].level = 30;
power_desc[num].cost = 100;
power_desc[num].stat = A_DEX;
}
case CLASS_BEASTMASTER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "生物支配");
-#else
- strcpy(power_desc[num].name, "Dominate a Living Thing");
-#endif
-
+ strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
power_desc[num].level = 1;
power_desc[num].cost = (p_ptr->lev+3)/4;
power_desc[num].stat = A_CHR;
power_desc[num].fail = 10;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "真・生物支配");
-#else
- strcpy(power_desc[num].name, "Dominate Living Things");
-#endif
-
+
+ strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
power_desc[num].level = 30;
power_desc[num].cost = (p_ptr->lev+20)/2;
power_desc[num].stat = A_CHR;
}
case CLASS_ARCHER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "弾/矢の製造");
-#else
- strcpy(power_desc[num].name, "Create Ammo");
-#endif
-
+ strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_DEX;
}
case CLASS_MAGIC_EATER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "魔力の取り込み");
-#else
- strcpy(power_desc[num].name, "Absorb Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
}
case CLASS_BARD:
{
-#ifdef JP
-strcpy(power_desc[num].name, "歌を止める");
-#else
- strcpy(power_desc[num].name, "Stop Singing");
-#endif
-
+ strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_CHR;
}
case CLASS_RED_MAGE:
{
-#ifdef JP
-strcpy(power_desc[num].name, "連続魔");
-#else
- strcpy(power_desc[num].name, "Double Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
power_desc[num].level = 48;
power_desc[num].cost = 20;
power_desc[num].stat = A_INT;
}
case CLASS_SAMURAI:
{
-#ifdef JP
-strcpy(power_desc[num].name, "気合いため");
-#else
- strcpy(power_desc[num].name, "Concentration");
-#endif
-
+ strcpy(power_desc[num].name, _("気合いため", "Concentration"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_WIS;
power_desc[num].fail = 0;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "型");
-#else
- strcpy(power_desc[num].name, "Assume a Posture");
-#endif
-
+
+ strcpy(power_desc[num].name, _("型", "Assume a Posture"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
power_desc[num].stat = A_DEX;
}
case CLASS_BLUE_MAGE:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ラーニング");
-#else
- strcpy(power_desc[num].name, "Learning");
-#endif
-
+ strcpy(power_desc[num].name, _("ラーニング", "Learning"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
}
case CLASS_CAVALRY:
{
-#ifdef JP
-strcpy(power_desc[num].name, "荒馬ならし");
-#else
- strcpy(power_desc[num].name, "Rodeo");
-#endif
-
+ strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
power_desc[num].level = 10;
power_desc[num].cost = 0;
power_desc[num].stat = A_STR;
}
case CLASS_BERSERKER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "帰還");
-#else
- strcpy(power_desc[num].name, "Recall");
-#endif
-
+ strcpy(power_desc[num].name, _("帰還", "Recall"));
power_desc[num].level = 10;
power_desc[num].cost = 10;
power_desc[num].stat = A_DEX;
}
case CLASS_MIRROR_MASTER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "鏡割り");
-#else
- strcpy(power_desc[num].name, "Break Mirrors");
-#endif
-
+ strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
power_desc[num].fail = 0;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "静水");
-#else
- strcpy(power_desc[num].name, "Mirror Concentration");
-#endif
-
+
+ strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
power_desc[num].level = 30;
power_desc[num].cost = 0;
power_desc[num].stat = A_INT;
}
case CLASS_SMITH:
{
-#ifdef JP
-strcpy(power_desc[num].name, "目利き");
-#else
- strcpy(power_desc[num].name, "Judgment");
-#endif
-
+ strcpy(power_desc[num].name, _("目利き", "Judgment"));
power_desc[num].level = 5;
power_desc[num].cost = 15;
power_desc[num].stat = A_INT;
}
case CLASS_NINJA:
{
-#ifdef JP
-strcpy(power_desc[num].name, "速駆け");
-#else
- strcpy(power_desc[num].name, "Quick Walk");
-#endif
-
+ strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
power_desc[num].level = 20;
power_desc[num].cost = 0;
power_desc[num].stat = A_DEX;
break;
}
default:
-#ifdef JP
-strcpy(power_desc[0].name, "(なし)");
-#else
- strcpy(power_desc[0].name, "(none)");
-#endif
-
+ strcpy(power_desc[0].name, _("(なし)", "(none)"));
}
if (p_ptr->mimic_form)
{
case MIMIC_DEMON:
case MIMIC_DEMON_LORD:
-#ifdef JP
-sprintf(power_desc[num].name, "地獄/火炎のブレス (ダメージ %d)", lvl * 3);
-#else
- sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
-#endif
-
+ sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
power_desc[num].level = 15;
power_desc[num].cost = 10+lvl/3;
power_desc[num].stat = A_CON;
power_desc[num++].number = -1;
break;
case MIMIC_VAMPIRE:
-#ifdef JP
-strcpy(power_desc[num].name, "生命力吸収");
-#else
- strcpy(power_desc[num].name, "Drain Life");
-#endif
-
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = 1 + (lvl / 3);
power_desc[num].stat = A_CON;
switch (p_ptr->prace)
{
case RACE_DWARF:
-#ifdef JP
-strcpy(power_desc[num].name, "ドアと罠 感知");
-#else
- strcpy(power_desc[num].name, "Detect Doors+Traps");
-#endif
-
+ strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
power_desc[num].level = 5;
power_desc[num].cost = 5;
power_desc[num].stat = A_WIS;
power_desc[num++].number = -1;
break;
case RACE_NIBELUNG:
-#ifdef JP
-strcpy(power_desc[num].name, "ドアと罠 感知");
-#else
- strcpy(power_desc[num].name, "Detect Doors+Traps");
-#endif
-
+ strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
power_desc[num].level = 10;
power_desc[num].cost = 5;
power_desc[num].stat = A_WIS;
power_desc[num++].number = -1;
break;
case RACE_HOBBIT:
-#ifdef JP
-strcpy(power_desc[num].name, "食糧生成");
-#else
- strcpy(power_desc[num].name, "Create Food");
-#endif
-
+ strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
power_desc[num].level = 15;
power_desc[num].cost = 10;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_GNOME:
-#ifdef JP
-sprintf(power_desc[num].name, "ショート・テレポート");
-#else
- sprintf(power_desc[num].name, "Blink");
-#endif
-
+ sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
power_desc[num].level = 5;
power_desc[num].cost = 5;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_HALF_ORC:
-#ifdef JP
-strcpy(power_desc[num].name, "恐怖除去");
-#else
- strcpy(power_desc[num].name, "Remove Fear");
-#endif
-
+ strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
power_desc[num].level = 3;
power_desc[num].cost = 5;
power_desc[num].stat = A_WIS;
power_desc[num].fail = warrior ? 5 : 10;
- power_desc[num++].number = -1;
- break;
- case RACE_HALF_TROLL:
-#ifdef JP
-strcpy(power_desc[num].name, "狂戦士化");
-#else
- strcpy(power_desc[num].name, "Berserk");
-#endif
-
+ power_desc[num++].number = -1;
+ break;
+ case RACE_HALF_TROLL:
+ strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
power_desc[num].level = 10;
power_desc[num].cost = 12;
power_desc[num].stat = A_STR;
power_desc[num++].number = -1;
break;
case RACE_BARBARIAN:
-#ifdef JP
-strcpy(power_desc[num].name, "狂戦士化");
-#else
- strcpy(power_desc[num].name, "Berserk");
-#endif
-
+ strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
power_desc[num].level = 8;
power_desc[num].cost = 10;
power_desc[num].stat = A_STR;
power_desc[num++].number = -1;
break;
case RACE_AMBERITE:
-#ifdef JP
-strcpy(power_desc[num].name, "シャドウ・シフト");
-#else
- strcpy(power_desc[num].name, "Shadow Shifting");
-#endif
-
+ strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
power_desc[num].level = 30;
power_desc[num].cost = 50;
power_desc[num].stat = A_INT;
power_desc[num].fail = 50;
power_desc[num++].number = -1;
-#ifdef JP
-strcpy(power_desc[num].name, "パターン・ウォーク");
-#else
- strcpy(power_desc[num].name, "Pattern Mindwalking");
-#endif
-
+
+ strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
power_desc[num].level = 40;
power_desc[num].cost = 75;
power_desc[num].stat = A_WIS;
power_desc[num++].number = -2;
break;
case RACE_HALF_OGRE:
-#ifdef JP
-strcpy(power_desc[num].name, "爆発のルーン");
-#else
- strcpy(power_desc[num].name, "Explosive Rune");
-#endif
-
+ strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
power_desc[num].level = 25;
power_desc[num].cost = 35;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_HALF_GIANT:
-#ifdef JP
-strcpy(power_desc[num].name, "岩石溶解");
-#else
- strcpy(power_desc[num].name, "Stone to Mud");
-#endif
-
+ strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
power_desc[num].level = 20;
power_desc[num].cost = 10;
power_desc[num].stat = A_STR;
power_desc[num++].number = -1;
break;
case RACE_HALF_TITAN:
-#ifdef JP
-strcpy(power_desc[num].name, "スキャン・モンスター");
-#else
- strcpy(power_desc[num].name, "Probing");
-#endif
-
+ strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
power_desc[num].level = 15;
power_desc[num].cost = 10;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_CYCLOPS:
-#ifdef JP
-sprintf(power_desc[num].name, "岩石投げ(ダメージ %d)", (3 * lvl) / 2);
-#else
- sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
-#endif
-
+ sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
power_desc[num].level = 20;
power_desc[num].cost = 15;
power_desc[num].stat = A_STR;
power_desc[num++].number = -1;
break;
case RACE_YEEK:
-#ifdef JP
-strcpy(power_desc[num].name, "モンスター恐慌");
-#else
- strcpy(power_desc[num].name, "Scare Monster");
-#endif
-
+ strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
power_desc[num].level = 15;
power_desc[num].cost = 15;
power_desc[num].stat = A_WIS;
power_desc[num++].number = -1;
break;
case RACE_SPECTRE:
-#ifdef JP
-strcpy(power_desc[num].name, "モンスター恐慌");
-#else
- strcpy(power_desc[num].name, "Scare Monster");
-#endif
-
+ strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
power_desc[num].level = 4;
power_desc[num].cost = 6;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_KLACKON:
-#ifdef JP
-sprintf(power_desc[num].name, "酸の唾 (ダメージ %d)", lvl);
-#else
- sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
-#endif
-
+ sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
power_desc[num].level = 9;
power_desc[num].cost = 9;
power_desc[num].stat = A_DEX;
power_desc[num++].number = -1;
break;
case RACE_KOBOLD:
-#ifdef JP
-sprintf(power_desc[num].name, "毒のダーツ (ダメージ %d)", lvl);
-#else
- sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
-#endif
-
+ sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
power_desc[num].level = 12;
power_desc[num].cost = 8;
power_desc[num].stat = A_DEX;
power_desc[num++].number = -1;
break;
case RACE_DARK_ELF:
-#ifdef JP
-sprintf(power_desc[num].name, "マジック・ミサイル (ダメージ %dd%d)", 3 + ((lvl - 1) / 5), 4);
-#else
- sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
-#endif
-
+ sprintf(power_desc[num].name, _("マジック・ミサイル (ダメージ %dd%d)", "Magic Missile (dm %dd%d)"), 3 + ((lvl - 1) / 5), 4);
power_desc[num].level = 2;
power_desc[num].cost = 2;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_DRACONIAN:
-#ifdef JP
-sprintf(power_desc[num].name, "ブレス (ダメージ %d)", lvl * 2);
-#else
- sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
-#endif
-
+ sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
power_desc[num].level = 1;
power_desc[num].cost = lvl;
power_desc[num].stat = A_CON;
power_desc[num++].number = -1;
break;
case RACE_MIND_FLAYER:
-#ifdef JP
-sprintf(power_desc[num].name, "精神攻撃 (ダメージ %d)", lvl);
-#else
- sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
-#endif
-
+ sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
power_desc[num].level = 15;
power_desc[num].cost = 12;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_IMP:
-#ifdef JP
-sprintf(power_desc[num].name, "ファイア・ボルト/ボール (ダメージ %d)", lvl);
-#else
- sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
-#endif
-
+ sprintf(power_desc[num].name, _("ファイア・ボルト/ボール (ダメージ %d)", "Fire Bolt/Ball (dam %d)"), lvl);
power_desc[num].level = 9;
power_desc[num].cost = 15;
power_desc[num].stat = A_WIS;
power_desc[num++].number = -1;
break;
case RACE_GOLEM:
-#ifdef JP
-strcpy(power_desc[num].name, "肌石化 (期間 1d20+30)");
-#else
- strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
-#endif
-
+ strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
power_desc[num].level = 20;
power_desc[num].cost = 15;
power_desc[num].stat = A_CON;
break;
case RACE_SKELETON:
case RACE_ZOMBIE:
-#ifdef JP
-strcpy(power_desc[num].name, "経験値復活");
-#else
- strcpy(power_desc[num].name, "Restore Experience");
-#endif
-
+ strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
power_desc[num].level = 30;
power_desc[num].cost = 30;
power_desc[num].stat = A_WIS;
power_desc[num++].number = -1;
break;
case RACE_VAMPIRE:
-#ifdef JP
-strcpy(power_desc[num].name, "生命力吸収");
-#else
- strcpy(power_desc[num].name, "Drain Life");
-#endif
-
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = 1 + (lvl / 3);
power_desc[num].stat = A_CON;
power_desc[num++].number = -1;
break;
case RACE_SPRITE:
-#ifdef JP
-strcpy(power_desc[num].name, "眠り粉");
-#else
- strcpy(power_desc[num].name, "Sleeping Dust");
-#endif
-
+ strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
power_desc[num].level = 12;
power_desc[num].cost = 12;
power_desc[num].stat = A_INT;
power_desc[num++].number = -1;
break;
case RACE_DEMON:
-#ifdef JP
-sprintf(power_desc[num].name, "地獄/火炎のブレス (ダメージ %d)", lvl * 3);
-#else
- sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
-#endif
-
+ sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
power_desc[num].level = 15;
power_desc[num].cost = 10+lvl/3;
power_desc[num].stat = A_CON;
power_desc[num++].number = -1;
break;
case RACE_KUTAR:
-#ifdef JP
-strcpy(power_desc[num].name, "横に伸びる");
-#else
- strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
-#endif
-
+ strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
power_desc[num].level = 20;
power_desc[num].cost = 15;
power_desc[num].stat = A_CHR;
case RACE_ANDROID:
if (p_ptr->lev < 10)
{
-#ifdef JP
-strcpy(power_desc[num].name, "レイガン");
-#else
- strcpy(power_desc[num].name, "Ray Gun");
-#endif
-
+ strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
power_desc[num].level = 1;
power_desc[num].cost = 7;
power_desc[num].fail = 8;
}
else if (p_ptr->lev < 25)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ブラスター");
-#else
- strcpy(power_desc[num].name, "Blaster");
-#endif
-
+ strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
power_desc[num].level = 10;
power_desc[num].cost = 13;
power_desc[num].fail = 10;
}
else if (p_ptr->lev < 35)
{
-#ifdef JP
-strcpy(power_desc[num].name, "バズーカ");
-#else
- strcpy(power_desc[num].name, "Bazooka");
-#endif
-
+ strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
power_desc[num].level = 25;
power_desc[num].cost = 26;
power_desc[num].fail = 12;
}
else if (p_ptr->lev < 45)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ビームキャノン");
-#else
- strcpy(power_desc[num].name, "Beam Cannon");
-#endif
-
+ strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
power_desc[num].level = 35;
power_desc[num].cost = 40;
power_desc[num].fail = 15;
}
else
{
-#ifdef JP
-strcpy(power_desc[num].name, "ロケット");
-#else
- strcpy(power_desc[num].name, "Rocket");
-#endif
-
+ strcpy(power_desc[num].name, _("ロケット", "Rocket"));
power_desc[num].level = 45;
power_desc[num].cost = 60;
power_desc[num].fail = 18;
{
if (p_ptr->muta1 & MUT1_SPIT_ACID)
{
-#ifdef JP
-strcpy(power_desc[num].name, "酸の唾");
-#else
- strcpy(power_desc[num].name, "Spit Acid");
-#endif
-
+ strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
power_desc[num].level = 9;
power_desc[num].cost = 9;
power_desc[num].stat = A_DEX;
if (p_ptr->muta1 & MUT1_BR_FIRE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "炎のブレス");
-#else
- strcpy(power_desc[num].name, "Fire Breath");
-#endif
-
+ strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
power_desc[num].level = 20;
power_desc[num].cost = lvl;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_HYPN_GAZE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "催眠睨み");
-#else
- strcpy(power_desc[num].name, "Hypnotic Gaze");
-#endif
-
+ strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
power_desc[num].level = 12;
power_desc[num].cost = 12;
power_desc[num].stat = A_CHR;
if (p_ptr->muta1 & MUT1_TELEKINES)
{
-#ifdef JP
-strcpy(power_desc[num].name, "念動力");
-#else
- strcpy(power_desc[num].name, "Telekinesis");
-#endif
-
+ strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
power_desc[num].level = 9;
power_desc[num].cost = 9;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_VTELEPORT)
{
-#ifdef JP
-strcpy(power_desc[num].name, "テレポート");
-#else
- strcpy(power_desc[num].name, "Teleport");
-#endif
-
+ strcpy(power_desc[num].name, _("テレポート", "Teleport"));
power_desc[num].level = 7;
power_desc[num].cost = 7;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_MIND_BLST)
{
-#ifdef JP
-strcpy(power_desc[num].name, "精神攻撃");
-#else
- strcpy(power_desc[num].name, "Mind Blast");
-#endif
-
+ strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
power_desc[num].level = 5;
power_desc[num].cost = 3;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_RADIATION)
{
-#ifdef JP
-strcpy(power_desc[num].name, "放射能");
-#else
- strcpy(power_desc[num].name, "Emit Radiation");
-#endif
-
+ strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
power_desc[num].level = 15;
power_desc[num].cost = 15;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_VAMPIRISM)
{
-#ifdef JP
-strcpy(power_desc[num].name, "吸血ドレイン");
-#else
- strcpy(power_desc[num].name, "Vampiric Drain");
-#endif
-
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = (1 + (lvl / 3));
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_SMELL_MET)
{
-#ifdef JP
-strcpy(power_desc[num].name, "金属嗅覚");
-#else
- strcpy(power_desc[num].name, "Smell Metal");
-#endif
-
+ strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
power_desc[num].level = 3;
power_desc[num].cost = 2;
power_desc[num].stat = A_INT;
if (p_ptr->muta1 & MUT1_SMELL_MON)
{
-#ifdef JP
-strcpy(power_desc[num].name, "敵臭嗅覚");
-#else
- strcpy(power_desc[num].name, "Smell Monsters");
-#endif
-
+ strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
power_desc[num].level = 5;
power_desc[num].cost = 4;
power_desc[num].stat = A_INT;
if (p_ptr->muta1 & MUT1_BLINK)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ショート・テレポート");
-#else
- strcpy(power_desc[num].name, "Blink");
-#endif
-
+ strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
power_desc[num].level = 3;
power_desc[num].cost = 3;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_EAT_ROCK)
{
-#ifdef JP
-strcpy(power_desc[num].name, "岩食い");
-#else
- strcpy(power_desc[num].name, "Eat Rock");
-#endif
-
+ strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
power_desc[num].level = 8;
power_desc[num].cost = 12;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_SWAP_POS)
{
-#ifdef JP
-strcpy(power_desc[num].name, "位置交換");
-#else
- strcpy(power_desc[num].name, "Swap Position");
-#endif
-
+ strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
power_desc[num].level = 15;
power_desc[num].cost = 12;
power_desc[num].stat = A_DEX;
if (p_ptr->muta1 & MUT1_SHRIEK)
{
-#ifdef JP
-strcpy(power_desc[num].name, "叫び");
-#else
- strcpy(power_desc[num].name, "Shriek");
-#endif
-
+ strcpy(power_desc[num].name, _("叫び", "Shriek"));
power_desc[num].level = 20;
power_desc[num].cost = 14;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_ILLUMINE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "照明");
-#else
- strcpy(power_desc[num].name, "Illuminate");
-#endif
-
+ strcpy(power_desc[num].name, _("照明", "Illuminate"));
power_desc[num].level = 3;
power_desc[num].cost = 2;
power_desc[num].stat = A_INT;
if (p_ptr->muta1 & MUT1_DET_CURSE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "呪い感知");
-#else
- strcpy(power_desc[num].name, "Detect Curses");
-#endif
-
+ strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
power_desc[num].level = 7;
power_desc[num].cost = 14;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_BERSERK)
{
-#ifdef JP
-strcpy(power_desc[num].name, "狂戦士化");
-#else
- strcpy(power_desc[num].name, "Berserk");
-#endif
-
+ strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
power_desc[num].level = 8;
power_desc[num].cost = 8;
power_desc[num].stat = A_STR;
if (p_ptr->muta1 & MUT1_POLYMORPH)
{
-#ifdef JP
-strcpy(power_desc[num].name, "変身");
-#else
- strcpy(power_desc[num].name, "Polymorph");
-#endif
-
+ strcpy(power_desc[num].name, _("変身", "Polymorph"));
power_desc[num].level = 18;
power_desc[num].cost = 20;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_MIDAS_TCH)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ミダスの手");
-#else
- strcpy(power_desc[num].name, "Midas Touch");
-#endif
-
+ strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
power_desc[num].level = 10;
power_desc[num].cost = 5;
power_desc[num].stat = A_INT;
if (p_ptr->muta1 & MUT1_GROW_MOLD)
{
-#ifdef JP
-strcpy(power_desc[num].name, "カビ発生");
-#else
- strcpy(power_desc[num].name, "Grow Mold");
-#endif
-
+ strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
power_desc[num].level = 1;
power_desc[num].cost = 6;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_RESIST)
{
-#ifdef JP
-strcpy(power_desc[num].name, "エレメント耐性");
-#else
- strcpy(power_desc[num].name, "Resist Elements");
-#endif
-
+ strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
power_desc[num].level = 10;
power_desc[num].cost = 12;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_EARTHQUAKE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "地震");
-#else
- strcpy(power_desc[num].name, "Earthquake");
-#endif
-
+ strcpy(power_desc[num].name, _("地震", "Earthquake"));
power_desc[num].level = 12;
power_desc[num].cost = 12;
power_desc[num].stat = A_STR;
if (p_ptr->muta1 & MUT1_EAT_MAGIC)
{
-#ifdef JP
-strcpy(power_desc[num].name, "魔力食い");
-#else
- strcpy(power_desc[num].name, "Eat Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
power_desc[num].level = 17;
power_desc[num].cost = 1;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_WEIGH_MAG)
{
-#ifdef JP
-strcpy(power_desc[num].name, "魔力感知");
-#else
- strcpy(power_desc[num].name, "Weigh Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
power_desc[num].level = 6;
power_desc[num].cost = 6;
power_desc[num].stat = A_INT;
if (p_ptr->muta1 & MUT1_STERILITY)
{
-#ifdef JP
-strcpy(power_desc[num].name, "増殖阻止");
-#else
- strcpy(power_desc[num].name, "Sterilize");
-#endif
-
+ strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
power_desc[num].level = 12;
power_desc[num].cost = 23;
power_desc[num].stat = A_CHR;
if (p_ptr->muta1 & MUT1_PANIC_HIT)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ヒット&アウェイ");
-#else
- strcpy(power_desc[num].name, "Panic Hit");
-#endif
-
+ strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
power_desc[num].level = 10;
power_desc[num].cost = 12;
power_desc[num].stat = A_DEX;
if (p_ptr->muta1 & MUT1_DAZZLE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "眩惑");
-#else
- strcpy(power_desc[num].name, "Dazzle");
-#endif
-
+ strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
power_desc[num].level = 7;
power_desc[num].cost = 15;
power_desc[num].stat = A_CHR;
if (p_ptr->muta1 & MUT1_LASER_EYE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "レーザー・アイ");
-#else
- strcpy(power_desc[num].name, "Laser Eye");
-#endif
-
+ strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
power_desc[num].level = 7;
power_desc[num].cost = 10;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_RECALL)
{
-#ifdef JP
-strcpy(power_desc[num].name, "帰還");
-#else
- strcpy(power_desc[num].name, "Recall");
-#endif
-
+ strcpy(power_desc[num].name, _("帰還", "Recall"));
power_desc[num].level = 17;
power_desc[num].cost = 50;
power_desc[num].stat = A_INT;
if (p_ptr->muta1 & MUT1_BANISH)
{
-#ifdef JP
-strcpy(power_desc[num].name, "邪悪消滅");
-#else
- strcpy(power_desc[num].name, "Banish Evil");
-#endif
-
+ strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
power_desc[num].level = 25;
power_desc[num].cost = 25;
power_desc[num].stat = A_WIS;
if (p_ptr->muta1 & MUT1_COLD_TOUCH)
{
-#ifdef JP
-strcpy(power_desc[num].name, "凍結の手");
-#else
- strcpy(power_desc[num].name, "Cold Touch");
-#endif
-
+ strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
power_desc[num].level = 2;
power_desc[num].cost = 2;
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_LAUNCHER)
{
-#ifdef JP
-strcpy(power_desc[num].name, "アイテム投げ");
-#else
- strcpy(power_desc[num].name, "Throw Object");
-#endif
-
+ strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
power_desc[num].level = 1;
power_desc[num].cost = lvl;
power_desc[num].stat = A_STR;
redraw = FALSE;
/* Build a prompt */
-#ifdef JP
-(void) strnfmt(out_val, 78, "(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?",
-#else
- (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
-#endif
-
- I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
+ (void) strnfmt(out_val, 78,
+ _("(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?", "(Powers %c-%c, *=List, ESC=exit) Use which power? "),
+ I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
#ifdef ALLOW_REPEAT
if (!repeat_pull(&i) || i<0 || i>=num) {
case '0':
{
screen_load();
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
/* Print header(s) */
if (num < 18)
-#ifdef JP
-prt(" Lv MP 失率", y++, x);
-#else
- prt(" Lv Cost Fail", y++, x);
-#endif
-
+ prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
else
-#ifdef JP
-prt(" Lv MP 失率 Lv MP 失率", y++, x);
-#else
- prt(" Lv Cost Fail Lv Cost Fail", y++, x);
-#endif
+ prt(_(" Lv MP 失率 Lv MP 失率",
+ " Lv Cost Fail Lv Cost Fail"), y++, x);
/* Print list */
if (use_menu)
{
-#ifdef JP
- if (ctr == (menu_line-1)) strcpy(dummy, " 》 ");
-#else
- if (ctr == (menu_line-1)) strcpy(dummy, " > ");
-#endif
+ if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
else strcpy(dummy, " ");
}
else
ask = (isupper(choice));
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
char tmp_val[160];
/* Prompt */
-#ifdef JP
-(void) strnfmt(tmp_val, 78, "%sを使いますか? ", power_desc[i].name);
-#else
- (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
-#endif
-
+ (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
/* Belay that order */
if (!get_check(tmp_val)) continue;
/* Abort if needed */
if (!flag)
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
#ifdef ALLOW_REPEAT
{
actual_racial_cost -= p_ptr->csp;
p_ptr->csp = 0;
-#ifdef JP
- take_hit(DAMAGE_USELIFE, actual_racial_cost, "過度の集中", -1);
-#else
- take_hit(DAMAGE_USELIFE, actual_racial_cost, "concentrating too hard", -1);
-#endif
+ take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
}
else p_ptr->csp -= actual_racial_cost;
p_ptr->window |= (PW_PLAYER | PW_SPELL);
}
}
- else energy_use = 0;
+ else p_ptr->energy_use = 0;
/* Success */
return;