const char *s;
if (odoor_diag)
+/*JP
You("hit the door edge!");
+*/
+ You("\94à\82Ì\92[\82É\93\96\82½\82Á\82½\81I");
/*JP
pline("Ouch!");
*/
mon->mundetected = 0; /* wakeup() will handle mimic */
mnam = a_monnam(mon); /* after unhiding */
pronoun = mhim(mon);
+#if 0 /*JP*/
if (!strcmp(mnam, "it")) {
+#else
+ if (!strcmp(mnam, "\89½\8eÒ\82©")) {
+#endif
/* mhim() uses pronoun_gender() which forces neuter if monster
can't be seen; we want him/her for humanoid sensed by touch */
+#if 0 /*JP*/
if (!strcmp(pronoun, "it") && humanoid(mon->data))
+#else
+ if (!strcmp(pronoun, "\89½\8eÒ\82©") && humanoid(mon->data))
+#endif
pronoun = genders[mon->female].him;
+#if 0 /*JP*/
mnam = !strcmp(pronoun, "it") ? "something" : "someone";
+#else
+ mnam = !strcmp(pronoun, "\89½\8eÒ\82©") ? "\89½\82©" : "\89½\8eÒ\82©";
+#endif
}
if (!glyph_is_monster(glyph) && !glyph_is_invisible(glyph))
+#if 0 /*JP*/
You("find %s by bumping into %s.", mnam, pronoun);
+#else
+ You("\82Ô\82¿\82 \82½\82Á\82½\82±\82Æ\82Å%s\82ð\8c©\82Â\82¯\82½\81D", mnam);
+#endif
else
/*JP
You("bump into %s.", mnam);
dotrap(ttmp, 0);
return FALSE;
} else if (ttmp->ttyp == VIBRATING_SQUARE) {
+/*JP
pline("The ground vibrates as you pass it.");
+*/
+ pline("\82 \82È\82½\82ª\92Ê\89ß\82·\82é\82Æ\92n\96Ê\82ª\90k\93®\82µ\82½\81D");
dotrap(ttmp, 0); /* doesn't print messages */
} else if (ttmp->ttyp == FIRE_TRAP) {
dotrap(ttmp, 0);
that slot is empty at the time; since hero will need to
explicitly rewield the weapon to get throw-and-return
capability back anyway, quivered or not shouldn't matter */
+/*JP
pline("%s to return!", Tobjnam(obj, "fail"));
+*/
+ pline("%s\82Í\96ß\82é\82Ì\82É\8e¸\94s\82µ\82½\81I", xname(obj));
/* continue below with placing 'obj' at target location */
}
}