#include "cmd-item.h"
#include "cmd-zapwand.h"
#include "cmd-magiceat.h"
+#include "store.h"
#define MIN_STOCK 12
/* Take note */
combined = TRUE;
-
break;
}
}
object_type *o_ptr;
s32b x;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[160];
int maxwid = 75;
cur_col = 3;
if (show_item_graph)
{
- byte a = object_attr(o_ptr);
- char c = object_char(o_ptr);
+ TERM_COLOR a = object_attr(o_ptr);
+ SYMBOL_CODE c = object_char(o_ptr);
Term_queue_bigchar(cur_col, i + 6, a, c, 0, 0);
if (use_bigtile) cur_col++;
if(show_weights)
{
/* Only show the weight of an individual item */
- int wgt = o_ptr->weight;
+ WEIGHT wgt = o_ptr->weight;
#ifdef JP
sprintf(out_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
put_str(out_val, i+6, 67);
{
char buf[80];
-
- /* Clear screen */
Term_clear();
/* The "Home" is special */
if (cur_store_num == STORE_HOME)
{
/* Put the owner name */
-#ifdef JP
- put_str("我が家", 3, 31);
-#else
- put_str("Your Home", 3, 30);
-#endif
-
+ put_str(_("我が家", "Your Home"), 3, 31);
/* Label the item descriptions */
-#ifdef JP
- put_str("アイテムの一覧", 5, 4);
-#else
- put_str("Item Description", 5, 3);
-#endif
-
+ put_str(_("アイテムの一覧", "Item Description"), 5, 4);
/* If showing weights, show label */
if (show_weights)
{
-#ifdef JP
- put_str("重さ", 5, 72);
-#else
- put_str("Weight", 5, 70);
-#endif
-
+ put_str(_(" 重さ", "Weight"), 5, 70);
}
}
else if (cur_store_num == STORE_MUSEUM)
{
/* Put the owner name */
-#ifdef JP
- put_str("博物館", 3, 31);
-#else
- put_str("Museum", 3, 30);
-#endif
-
+ put_str(_("博物館", "Museum"), 3, 31);
/* Label the item descriptions */
-#ifdef JP
- put_str("アイテムの一覧", 5, 4);
-#else
- put_str("Item Description", 5, 3);
-#endif
-
+ put_str(_("アイテムの一覧", "Item Description"), 5, 4);
/* If showing weights, show label */
if (show_weights)
{
-#ifdef JP
- put_str("重さ", 5, 72);
-#else
- put_str("Weight", 5, 70);
-#endif
-
+ put_str(_(" 重さ", "Weight"), 5, 70);
}
}
prt(buf, 3, 50);
/* Label the item descriptions */
-#ifdef JP
- put_str("商品の一覧", 5, 7);
-#else
- put_str("Item Description", 5, 3);
-#endif
+ put_str(_("商品の一覧", "Item Description"), 5, 5);
/* If showing weights, show label */
if (show_weights)
{
-#ifdef JP
- put_str("重さ", 5, 62);
-#else
- put_str("Weight", 5, 60);
-#endif
-
+ put_str(_(" 重さ", "Weight"), 5, 60);
}
/* Label the asking price (in stores) */
-#ifdef JP
- put_str("価格", 5, 73);
-#else
- put_str("Price", 5, 72);
-#endif
-
+ put_str(_(" 価格", "Price"), 5, 72);
}
/* Display the current gold */
*/
static int get_stock(COMMAND_CODE *com_val, cptr pmt, int i, int j)
{
- char command;
- char out_val[160];
- char lo, hi;
+ char command;
+ char out_val[160];
+ char lo, hi;
/* Get the item index */
if (repeat_pull(com_val))
/* Paranoia */
msg_print(NULL);
-
/* Assume failure */
*com_val = (-1);
/* Clear the prompt */
prt("", 0, 0);
- /* Cancel */
if (command == ESCAPE) return (FALSE);
repeat_push(*com_val);
}
}
- /* Cancel */
if (cancel) return (TRUE);
- /* Update bargaining info */
updatebargain(*price, final_ask, o_ptr->number);
/* Do not cancel */
}
}
- /* Cancel */
if (cancel) return (TRUE);
- /* Update bargaining info */
updatebargain(*price, final_ask, o_ptr->number);
/* Do not cancel */
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[160];
/* Hack -- require room in pack */
if (!inven_carry_okay(j_ptr))
{
-#ifdef JP
-msg_print("そんなにアイテムを持てない。");
-#else
- msg_print("You cannot carry that many different items.");
-#endif
-
+ msg_print(_("そんなにアイテムを持てない。", "You cannot carry that many different items."));
return;
}
if ((cur_store_num != STORE_HOME) &&
(o_ptr->ident & IDENT_FIXED))
{
-#ifdef JP
-msg_format("一つにつき $%ldです。", (long)(best));
-#else
- msg_format("That costs %ld gold per item.", (long)(best));
-#endif
-
+ msg_format(_("一つにつき $%ldです。", "That costs %ld gold per item."), (long)(best));
}
/* Get a quantity */
/* Hack -- require room in pack */
if (!inven_carry_okay(j_ptr))
{
-#ifdef JP
- msg_print("ザックにそのアイテムを入れる隙間がない。");
-#else
- msg_print("You cannot carry that many items.");
-#endif
-
+ msg_print(_("ザックにそのアイテムを入れる隙間がない。", "You cannot carry that many items."));
return;
}
{
/* Describe the object (fully) */
object_desc(o_name, j_ptr, 0);
-
-#ifdef JP
- msg_format("%s(%c)を購入する。", o_name, I2A(item));
-#else
- msg_format("Buying %s (%c).", o_name, I2A(item));
-#endif
-
+ msg_format(_("%s(%c)を購入する。", "Buying %s (%c)."), o_name, I2A(item));
msg_print(NULL);
/* Haggle for a final price */
/* Describe the transaction */
object_desc(o_name, j_ptr, 0);
-#ifdef JP
-msg_format("%sを $%ldで購入しました。", o_name, (long)price);
-#else
- msg_format("You bought %s for %ld gold.", o_name, (long)price);
-#endif
+ msg_format(_("%sを $%ldで購入しました。", "You bought %s for %ld gold."), o_name, (long)price);
strcpy(record_o_name, o_name);
record_turn = turn;
/* Describe the final result */
object_desc(o_name, &inventory[item_new], 0);
-
-#ifdef JP
- msg_format("%s(%c)を手に入れた。", o_name, index_to_label(item_new));
-#else
- msg_format("You have %s (%c).",
- o_name, index_to_label(item_new));
-#endif
+ msg_format(_("%s(%c)を手に入れた。", "You have %s (%c)."), o_name, index_to_label(item_new));
/* Auto-inscription */
autopick_alter_item(item_new, FALSE);
{
o_ptr->pval -= j_ptr->pval;
}
-
- /* Handle stuff */
handle_stuff();
/* Note how many slots the store used to have */
if (one_in_(STORE_SHUFFLE))
{
char buf[80];
-#ifdef JP
- msg_print("店主は引退した。");
-#else
- msg_print("The shopkeeper retires.");
-#endif
-
+ msg_print(_("店主は引退した。", "The shopkeeper retires."));
/* Shuffle the store */
store_shuffle(cur_store_num);
/* Maintain */
else
{
-#ifdef JP
- msg_print("店主は新たな在庫を取り出した。");
-#else
- msg_print("The shopkeeper brings out some new stock.");
-#endif
-
+ msg_print(_("店主は新たな在庫を取り出した。", "The shopkeeper brings out some new stock."));
}
/* New inventory */
/* Start over */
store_top = 0;
-
- /* Redraw everything */
display_inventory();
}
{
/* Pick the correct screen */
if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
-
- /* Redraw everything */
display_inventory();
}
else
{
/* Simple message (no insult) */
-#ifdef JP
- msg_print("お金が足りません。");
-#else
- msg_print("You do not have enough gold.");
-#endif
-
+ msg_print(_("お金が足りません。", "You do not have enough gold."));
}
}
}
/* Describe just the result */
object_desc(o_name, &inventory[item_new], 0);
-#ifdef JP
- msg_format("%s(%c)を取った。",
-#else
- msg_format("You have %s (%c).",
-#endif
- o_name, index_to_label(item_new));
-
- /* Handle stuff */
+ msg_format(_("%s(%c)を取った。", "You have %s (%c)."), o_name, index_to_label(item_new));
handle_stuff();
/* Take note if we take the last one */
/* Hack -- Item is still here */
if (i == st_ptr->stock_num)
{
- /* Redraw everything */
if (combined_or_reordered) display_inventory();
/* Redraw the item */
/* Nothing left on that screen */
else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
-
- /* Redraw everything */
display_inventory();
chg_virtue(V_SACRIFICE, 1);
cptr q, s;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Prepare a prompt */
if (cur_store_num == STORE_HOME)
-#ifdef JP
- q = "どのアイテムを置きますか? ";
-#else
- q = "Drop which item? ";
-#endif
+ q = _("どのアイテムを置きますか? ", "Drop which item? ");
else if (cur_store_num == STORE_MUSEUM)
-#ifdef JP
- q = "どのアイテムを寄贈しますか? ";
-#else
- q = "Give which item? ";
-#endif
+ q = _("どのアイテムを寄贈しますか? ", "Give which item? ");
else
-#ifdef JP
- q = "どのアイテムを売りますか? ";
-#else
- q = "Sell which item? ";
-#endif
-
+ q = _("どのアイテムを売りますか? ", "Sell which item? ");
- item_tester_no_ryoute = TRUE;
/* Only allow items the store will buy */
item_tester_hook = store_will_buy;
/* 我が家でおかしなメッセージが出るオリジナルのバグを修正 */
if (cur_store_num == STORE_HOME)
{
-#ifdef JP
- s = "置けるアイテムを持っていません。";
-#else
- s = "You don't have any item to drop.";
-#endif
+ s = _("置けるアイテムを持っていません。", "You don't have any item to drop.");
}
else if (cur_store_num == STORE_MUSEUM)
{
-#ifdef JP
- s = "寄贈できるアイテムを持っていません。";
-#else
- s = "You don't have any item to give.";
-#endif
- }
- else
- {
-#ifdef JP
- s = "欲しい物がないですねえ。";
-#else
- s = "You have nothing that I want.";
-#endif
- }
-
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
+ s = _("寄贈できるアイテムを持っていません。", "You don't have any item to give.");
}
-
- /* Get the item (on the floor) */
else
{
- o_ptr = &o_list[0 - item];
+ s = _("欲しい物がないですねえ。", "You have nothing that I want.");
}
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* Hack -- Cannot remove cursed items */
if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
{
-#ifdef JP
- msg_print("ふーむ、どうやらそれは呪われているようだね。");
-#else
- msg_print("Hmmm, it seems to be cursed.");
-#endif
-
-
+ msg_print(_("ふーむ、どうやらそれは呪われているようだね。", "Hmmm, it seems to be cursed."));
return;
}
-
/* Assume one item */
amt = 1;
if (!store_check_num(q_ptr))
{
if (cur_store_num == STORE_HOME)
-#ifdef JP
- msg_print("我が家にはもう置く場所がない。");
-#else
- msg_print("Your home is full.");
-#endif
+ msg_print(_("我が家にはもう置く場所がない。", "Your home is full."));
else if (cur_store_num == STORE_MUSEUM)
-#ifdef JP
- msg_print("博物館はもう満杯だ。");
-#else
- msg_print("Museum is full.");
-#endif
+ msg_print(_("博物館はもう満杯だ。", "Museum is full."));
else
-#ifdef JP
- msg_print("すいませんが、店にはもう置く場所がありません。");
-#else
- msg_print("I have not the room in my store to keep it.");
-#endif
+ msg_print(_("すいませんが、店にはもう置く場所がありません。", "I have not the room in my store to keep it."));
return;
}
if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
{
/* Describe the transaction */
-#ifdef JP
- msg_format("%s(%c)を売却する。", o_name, index_to_label(item));
-#else
- msg_format("Selling %s (%c).", o_name, index_to_label(item));
-#endif
+ msg_format(_("%s(%c)を売却する。", "Selling %s (%c)."), o_name, index_to_label(item));
msg_print(NULL);
/* Get the "apparent" value */
dummy = object_value(q_ptr) * q_ptr->number;
- /* Identify it */
identify_item(o_ptr);
q_ptr = &forge;
object_desc(o_name, q_ptr, 0);
/* Describe the result (in message buffer) */
-#ifdef JP
-msg_format("%sを $%ldで売却しました。", o_name, (long)price);
-#else
- msg_format("You sold %s for %ld gold.", o_name, (long)price);
-#endif
+ msg_format(_("%sを $%ldで売却しました。", "You sold %s for %ld gold."), o_name, (long)price);
if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
autopick_alter_item(item, FALSE);
inven_item_optimize(item);
-
- /* Handle stuff */
handle_stuff();
/* The store gets that (known) item */
if (-1 == store_check_num(q_ptr))
{
-#ifdef JP
- msg_print("それと同じ品物は既に博物館にあるようです。");
-#else
- msg_print("The same object as it is already in the Museum.");
-#endif
+ msg_print(_("それと同じ品物は既に博物館にあるようです。", "The same object as it is already in the Museum."));
}
else
{
-#ifdef JP
- msg_print("博物館に寄贈したものは取り出すことができません!!");
-#else
- msg_print("You cannot take items which is given to the Museum back!!");
-#endif
+ msg_print(_("博物館に寄贈したものは取り出すことができません!!", "You cannot take items which is given to the Museum back!!"));
}
-#ifdef JP
- if (!get_check(format("本当に%sを寄贈しますか?", o2_name))) return;
-#else
- if (!get_check(format("Really give %s to the Museum? ", o2_name))) return;
-#endif
- /* Identify it */
+ if (!get_check(format(_("本当に%sを寄贈しますか?", "Really give %s to the Museum? "), o2_name))) return;
+
identify_item(q_ptr);
q_ptr->ident |= IDENT_MENTAL;
/* Distribute charges of wands/rods */
distribute_charges(o_ptr, q_ptr, amt);
-#ifdef JP
- msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
-#else
- msg_format("You drop %s (%c).", o_name, index_to_label(item));
-#endif
-
+ msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
choice = 0;
/* Take it from the players inventory */
inven_item_increase(item, -amt);
inven_item_describe(item);
inven_item_optimize(item);
-
- /* Handle stuff */
handle_stuff();
/* Let the home carry it */
{
/* Distribute charges of wands/rods */
distribute_charges(o_ptr, q_ptr, amt);
-#ifdef JP
- msg_format("%sを置いた。(%c)", o_name, index_to_label(item));
-#else
- msg_format("You drop %s (%c).", o_name, index_to_label(item));
-#endif
+ msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
choice = 0;
inven_item_increase(item, -amt);
inven_item_describe(item);
inven_item_optimize(item);
-
- /* Handle stuff */
handle_stuff();
/* Let the home carry it */
int i;
COMMAND_CODE item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[160];
-
/* Empty? */
if (st_ptr->stock_num <= 0)
{
if (cur_store_num == STORE_HOME)
-#ifdef JP
- msg_print("我が家には何も置いてありません。");
-#else
- msg_print("Your home is empty.");
-#endif
-
+ msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
else if (cur_store_num == STORE_MUSEUM)
-#ifdef JP
- msg_print("博物館には何も置いてありません。");
-#else
- msg_print("Museum is empty.");
-#endif
-
+ msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
else
-#ifdef JP
- msg_print("現在商品の在庫を切らしています。");
-#else
- msg_print("I am currently out of stock.");
-#endif
-
+ msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
return;
}
-
/* Find the number of objects on this and following pages */
i = (st_ptr->stock_num - store_top);
if (i > store_bottom) i = store_bottom;
/* Prompt */
-#ifdef JP
-sprintf(out_val, "どれを調べますか?");
-#else
- sprintf(out_val, "Which item do you want to examine? ");
-#endif
-
+ sprintf(out_val, _("どれを調べますか?", "Which item do you want to examine? "));
/* Get the item number to be examined */
if (!get_stock(&item, out_val, 0, i - 1)) return;
if (!(o_ptr->ident & IDENT_MENTAL))
{
/* This can only happen in the home */
-#ifdef JP
-msg_print("このアイテムについて特に知っていることはない。");
-#else
- msg_print("You have no special knowledge about that item.");
-#endif
-
+ msg_print(_("このアイテムについて特に知っていることはない。", "You have no special knowledge about that item."));
return;
}
- /* Description */
object_desc(o_name, o_ptr, 0);
-#ifdef JP
-msg_format("%sを調べている...", o_name);
-#else
- msg_format("Examining %s...", o_name);
-#endif
-
+ msg_format(_("%sを調べている...", "Examining %s..."), o_name);
- /* Describe it fully */
if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL))
-#ifdef JP
-msg_print("特に変わったところはないようだ。");
-#else
- msg_print("You see nothing special.");
-#endif
-
+ msg_print(_("特に変わったところはないようだ。", "You see nothing special."));
return;
}
*/
static void museum_remove_object(void)
{
- int i;
+ int i;
COMMAND_CODE item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
- char out_val[160];
+ GAME_TEXT o_name[MAX_NLEN];
+ char out_val[160];
/* Empty? */
if (st_ptr->stock_num <= 0)
{
-#ifdef JP
- msg_print("博物館には何も置いてありません。");
-#else
- msg_print("Museum is empty.");
-#endif
-
+ msg_print(_("博物館には何も置いてありません。", "Museum is empty."));
return;
}
if (i > store_bottom) i = store_bottom;
/* Prompt */
-#ifdef JP
- sprintf(out_val, "どのアイテムの展示をやめさせますか?");
-#else
- sprintf(out_val, "Which item do you want to order to remove? ");
-#endif
+ sprintf(out_val, _("どのアイテムの展示をやめさせますか?", "Which item do you want to order to remove? "));
/* Get the item number to be removed */
if (!get_stock(&item, out_val, 0, i - 1)) return;
/* Get the actual item */
o_ptr = &st_ptr->stock[item];
- /* Description */
object_desc(o_name, o_ptr, 0);
-#ifdef JP
- msg_print("展示をやめさせたアイテムは二度と見ることはできません!");
- if (!get_check(format("本当に%sの展示をやめさせますか?", o_name))) return;
-#else
- msg_print("You cannot see items which is removed from the Museum!");
- if (!get_check(format("Really order to remove %s from the Museum? ", o_name))) return;
-#endif
+ msg_print(_("展示をやめさせたアイテムは二度と見ることはできません!", "You cannot see items which is removed from the Museum!"));
+ if (!get_check(format(_("本当に%sの展示をやめさせますか?", "Really order to remove %s from the Museum? "), o_name))) return;
-#ifdef JP
- msg_format("%sの展示をやめさせた。", o_name);
-#else
- msg_format("You ordered to remove %s.", o_name);
-#endif
+ msg_format(_("%sの展示をやめさせた。", "You ordered to remove %s."), o_name);
/* Remove the items from the home */
store_item_increase(item, -o_ptr->number);
/* Nothing left on that screen */
else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
-
- /* Redraw everything */
display_inventory();
return;
case '-':
{
if (st_ptr->stock_num <= store_bottom) {
-#ifdef JP
- msg_print("これで全部です。");
-#else
- msg_print("Entire inventory is shown.");
-#endif
+ msg_print(_("これで全部です。", "Entire inventory is shown."));
}
else{
store_top -= store_bottom;
{
if (st_ptr->stock_num <= store_bottom)
{
-#ifdef JP
- msg_print("これで全部です。");
-#else
- msg_print("Entire inventory is shown.");
-#endif
-
+ msg_print(_("これで全部です。", "Entire inventory is shown."));
}
else
{
break;
}
-
-
/*** Use various objects ***/
/* Browse a book */
}
else
{
-#ifdef JP
- msg_print("そのコマンドは店の中では使えません。");
-#else
- msg_print("That command does not work in stores.");
-#endif
+ msg_print(_("そのコマンドは店の中では使えません。", "That command does not work in stores."));
}
-
break;
}
}
*/
void do_cmd_store(void)
{
- int which;
- int maintain_num;
- int i;
- cave_type *c_ptr;
- bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
- int w, h;
+ int which;
+ int maintain_num;
+ int i;
+ cave_type *c_ptr;
+ bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
+ TERM_LEN w, h;
- /* Get term size */
+ if(p_ptr->wild_mode) return;
Term_get_size(&w, &h);
/* Calculate stocks per 1 page */
/* Verify a store */
if (!cave_have_flag_grid(c_ptr, FF_STORE))
{
-#ifdef JP
- msg_print("ここには店がありません。");
-#else
- msg_print("You see no store here.");
-#endif
-
+ msg_print(_("ここには店がありません。", "You see no store here."));
return;
}
if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
(ironman_shops))
{
-#ifdef JP
- msg_print("ドアに鍵がかかっている。");
-#else
- msg_print("The doors are locked.");
-#endif
-
+ msg_print(_("ドアに鍵がかかっている。", "The doors are locked."));
p_ptr->town_num = old_town_num;
return;
}
town[p_ptr->town_num].store[which].last_visit = turn;
}
- /* Forget the lite */
forget_lite();
-
- /* Forget the view */
forget_view();
-
/* Hack -- Character is in "icky" mode */
character_icky = TRUE;
-
- /* No command argument */
+ /* command reset */
command_arg = 0;
-
- /* No repeated command */
command_rep = 0;
-
- /* No automatic command */
command_new = 0;
/* Do not expand macros */
st_ptr = &town[p_ptr->town_num].store[cur_store_num];
ot_ptr = &owners[cur_store_num][st_ptr->owner];
-
/* Start at the beginning */
store_top = 0;
play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_BUILD);
- /* Display the store */
display_store();
/* Do not leave */
/* Clear */
clear_from(20 + xtra_stock);
-
/* Basic commands */
-#ifdef JP
- prt(" ESC) 建物から出る", 21 + xtra_stock, 0);
-#else
- prt(" ESC) Exit from Building.", 21 + xtra_stock, 0);
-#endif
-
+ prt(_(" ESC) 建物から出る", " ESC) Exit from Building."), 21 + xtra_stock, 0);
/* Browse if necessary */
if (st_ptr->stock_num > store_bottom)
{
-#ifdef JP
- prt(" -)前ページ", 22 + xtra_stock, 0);
- prt(" スペース) 次ページ", 23 + xtra_stock, 0);
-#else
- prt(" -) Previous page", 22 + xtra_stock, 0);
- prt(" SPACE) Next page", 23 + xtra_stock, 0);
-#endif
-
+ prt(_(" -)前ページ", " -) Previous page"), 22 + xtra_stock, 0);
+ prt(_(" スペース) 次ページ", " SPACE) Next page"), 23 + xtra_stock, 0);
}
/* Home commands */
if (cur_store_num == STORE_HOME)
{
-#ifdef JP
- prt("g) アイテムを取る", 21 + xtra_stock, 27);
- prt("d) アイテムを置く", 22 + xtra_stock, 27);
- prt("x) 家のアイテムを調べる", 23 + xtra_stock, 27);
-#else
- prt("g) Get an item.", 21 + xtra_stock, 27);
- prt("d) Drop an item.", 22 + xtra_stock, 27);
- prt("x) eXamine an item in the home.", 23 + xtra_stock, 27);
-#endif
+ prt(_("g) アイテムを取る", "g) Get an item."), 21 + xtra_stock, 27);
+ prt(_("d) アイテムを置く", "d) Drop an item."), 22 + xtra_stock, 27);
+ prt(_("x) 家のアイテムを調べる", "x) eXamine an item in the home."), 23 + xtra_stock, 27);
}
/* Museum commands */
else if (cur_store_num == STORE_MUSEUM)
{
-#ifdef JP
- prt("d) アイテムを置く", 21 + xtra_stock, 27);
- prt("r) アイテムの展示をやめる", 22 + xtra_stock, 27);
- prt("x) 博物館のアイテムを調べる", 23 + xtra_stock, 27);
-#else
- prt("d) Drop an item.", 21 + xtra_stock, 27);
- prt("r) order to Remove an item.", 22 + xtra_stock, 27);
- prt("x) eXamine an item in the museum.", 23 + xtra_stock, 27);
-#endif
+ prt(_("d) アイテムを置く", "d) Drop an item."), 21 + xtra_stock, 27);
+ prt(_("r) アイテムの展示をやめる", "r) order to Remove an item."), 22 + xtra_stock, 27);
+ prt(_("x) 博物館のアイテムを調べる", "x) eXamine an item in the museum."), 23 + xtra_stock, 27);
}
/* Shop commands */
else
{
-#ifdef JP
- prt("p) 商品を買う", 21 + xtra_stock, 30);
- prt("s) アイテムを売る", 22 + xtra_stock, 30);
- prt("x) 商品を調べる", 23 + xtra_stock,30);
-#else
- prt("p) Purchase an item.", 21 + xtra_stock, 30);
- prt("s) Sell an item.", 22 + xtra_stock, 30);
- prt("x) eXamine an item in the shop", 23 + xtra_stock,30);
-#endif
+ prt(_("p) 商品を買う", "p) Purchase an item."), 21 + xtra_stock, 30);
+ prt(_("s) アイテムを売る", "s) Sell an item."), 22 + xtra_stock, 30);
+ prt(_("x) 商品を調べる", "x) eXamine an item in the shop"), 23 + xtra_stock,30);
}
-#ifdef JP
/* 基本的なコマンドの追加表示 */
-
- prt("i/e) 持ち物/装備の一覧", 21 + xtra_stock, 56);
+ prt(_("i/e) 持ち物/装備の一覧", "i/e) Inventry/Equipment list"), 21 + xtra_stock, 56);
if (rogue_like_commands)
{
- prt("w/T) 装備する/はずす", 22 + xtra_stock, 56);
+ prt(_("w/T) 装備する/はずす", "w/T) Wear/Take off equipment"), 22 + xtra_stock, 56);
}
else
{
- prt("w/t) 装備する/はずす", 22 + xtra_stock, 56);
+ prt(_("w/t) 装備する/はずす", "w/t) Wear/Take off equipment"), 22 + xtra_stock, 56);
}
-#else
- prt("i/e) Inventry/Equipment list", 21 + xtra_stock, 56);
- if (rogue_like_commands)
- {
- prt("w/T) Wear/Take off equipment", 22 + xtra_stock, 56);
- }
- else
- {
- prt("w/t) Wear/Take off equipment", 22 + xtra_stock, 56);
- }
-#endif
/* Prompt */
prt(_("コマンド:", "You may: "), 20 + xtra_stock, 0);
- /* Get a command */
request_command(TRUE);
/* Process the command */
/* Hack -- Character is still in "icky" mode */
character_icky = TRUE;
- /* Notice stuff */
- notice_stuff();
-
- /* Handle stuff */
handle_stuff();
/* Pack Overflow */
/* Hack -- Flee from the store */
if (cur_store_num != STORE_HOME)
{
-#ifdef JP
if (cur_store_num == STORE_MUSEUM)
- msg_print("ザックからアイテムがあふれそうなので、あわてて博物館から出た...");
+ msg_print(_("ザックからアイテムがあふれそうなので、あわてて博物館から出た...", "Your pack is so full that you flee the Museum..."));
else
- msg_print("ザックからアイテムがあふれそうなので、あわてて店から出た...");
-#else
- if (cur_store_num == STORE_MUSEUM)
- msg_print("Your pack is so full that you flee the Museum...");
- else
- msg_print("Your pack is so full that you flee the store...");
-#endif
-
+ msg_print(_("ザックからアイテムがあふれそうなので、あわてて店から出た...", "Your pack is so full that you flee the store..."));
/* Leave */
leave_store = TRUE;
/* Hack -- Flee from the home */
else if (!store_check_num(o_ptr))
{
-#ifdef JP
- msg_print("ザックからアイテムがあふれそうなので、あわてて家から出た...");
-#else
- msg_print("Your pack is so full that you flee your home...");
-#endif
-
-
+ msg_print(_("ザックからアイテムがあふれそうなので、あわてて家から出た...", "Your pack is so full that you flee your home..."));
/* Leave */
leave_store = TRUE;
}
object_type forge;
object_type *q_ptr;
- char o_name[MAX_NLEN];
-
+ GAME_TEXT o_name[MAX_NLEN];
/* Give a message */
-#ifdef JP
- msg_print("ザックからアイテムがあふれてしまった!");
-#else
- msg_print("Your pack overflows!");
-#endif
+ msg_print(_("ザックからアイテムがあふれてしまった!", "Your pack overflows!"));
q_ptr = &forge;
- /* Grab a copy of the item */
object_copy(q_ptr, o_ptr);
-
- /* Describe it */
object_desc(o_name, q_ptr, 0);
-#ifdef JP
- msg_format("%sが落ちた。(%c)", o_name, index_to_label(item));
-#else
- msg_format("You drop %s (%c).", o_name, index_to_label(item));
-#endif
-
+ msg_format(_("%sが落ちた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
/* Remove it from the players inventory */
inven_item_increase(item, -255);
inven_item_describe(item);
inven_item_optimize(item);
-
- /* Handle stuff */
handle_stuff();
/* Let the home carry it */
/* Allow expanding macros */
get_com_no_macros = FALSE;
- /* Flush messages */
- msg_print(NULL);
-
-
- /* Clear the screen */
+ msg_erase();
Term_clear();
-
/* Update everything */
p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
p_ptr->update |= (PU_MONSTERS);
/* Redraw entire screen */
p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
-
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
*/
void store_init(int town_num, int store_num)
{
- int k;
-
+ int k;
cur_store_num = store_num;
/* Activate that store */