INVENTORY_IDX i;
int j, k, amt;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
if (CHECK_MULTISHADOW()) return 0;
/* Some casualities */
if (amt)
{
- /* Get a description */
object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
msg_format(_("%s(%c)が%s壊れてしまった!", "%sour %s (%c) %s destroyed!"),
-
#ifdef JP
o_name, index_to_label(i), ((o_ptr->number > 1) ?
((amt == o_ptr->number) ? "全部" : (amt > 1 ? "何個か" : "一個")) : ""));
/*!
* @brief 酸攻撃による装備のAC劣化処理 /
* Acid has hit the player, attempt to affect some armor.
-* @return ACが実際に劣化したらTRUEを返す
+* @return 装備が酸を浴びたならTRUEを返す
* @details
* Note that the "base armor" of an object never changes.
* If any armor is damaged (or resists), the player takes less damage.
*/
-static int minus_ac(void)
+static bool minus_ac(void)
{
object_type *o_ptr = NULL;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- char o_name[MAX_NLEN];
-
+ GAME_TEXT o_name[MAX_NLEN];
/* Pick a (possibly empty) inventory slot */
switch (randint1(7))
/* No damage left to be done */
if (o_ptr->ac + o_ptr->to_a <= 0) return (FALSE);
-
-
- /* Describe */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
/* Extract the flags */