}
case NIKKI_RAND_QUEST_C:
{
- char name[MAX_NLEN];
+ GAME_TEXT name[MAX_NLEN];
strcpy(name, r_name+r_info[quest[num].r_idx].name);
fprintf(fff, _(" %2d:%02d %20s ランダムクエスト(%s)を達成した。\n",
" %2d:%02d %20s completed random quest '%s'\n"), hour, min, note_level, name);
}
case NIKKI_RAND_QUEST_F:
{
- char name[MAX_NLEN];
+ GAME_TEXT name[MAX_NLEN];
strcpy(name, r_name+r_info[quest[num].r_idx].name);
fprintf(fff, _(" %2d:%02d %20s ランダムクエスト(%s)から逃げ出した。\n",
" %2d:%02d %20s ran away from quest '%s'.\n"), hour, min, note_level, name);
{
char tmp_str[120];
char rand_tmp_str[120] = "\0";
- char name[MAX_NLEN];
+ GAME_TEXT name[MAX_NLEN];
monster_race *r_ptr;
IDX i;
int rand_level = 100;
else
{
#ifdef JP
- hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n],
- r_name + rf_ptr->name));
+ hooked_roff(format("、 %dd%d 体の%s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], r_name + rf_ptr->name));
#else
bool plural = (r_ptr->reinforce_dd[n] * r_ptr->reinforce_ds[n] > 1);
- char name[MAX_NLEN];
+ GAME_TEXT name[MAX_NLEN];
strcpy(name, r_name + rf_ptr->name);
if(plural) plural_aux(name);
hooked_roff(format(",%dd%d %s", r_ptr->reinforce_dd[n], r_ptr->reinforce_ds[n], name));
*/
struct power_desc_type
{
- char name[MAX_NLEN]; //!<レイシャル名
+ GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
PLAYER_LEVEL level; //!<体得レベル
int cost;
int stat;
TERM_LEN y, x;
int m[9];
const magic_type *s_ptr;
- char name[MAX_NLEN];
+ GAME_TEXT name[MAX_NLEN];
char out_val[160];
QUEST_STATUS status; /*!< クエストの進行ステータス / Is the quest taken, completed, finished? */
QUEST_TYPE type; /*!< クエストの種別 / The quest type */
- char name[60]; /*!< クエスト名 / Quest name */
+ GAME_TEXT name[60]; /*!< クエスト名 / Quest name */
DEPTH level; /*!< 処理階層 / Dungeon level */
MONRACE_IDX r_idx; /*!< クエスト対象のモンスターID / Monster race */
struct owner_type
{
cptr owner_name; /* Name */
-
PRICE max_cost; /* Purse limit */
-
byte max_inflate; /* Inflation (max) */
byte min_inflate; /* Inflation (min) */
-
byte haggle_per; /* Haggle unit */
-
byte insult_max; /* Insult limit */
-
byte owner_race; /* Owner race */
};
POSITION y; /* Player location in dungeon */
POSITION x; /* Player location in dungeon */
- char name[32]; /*!< 現在のプレイヤー名 / Current player's character name */
+ GAME_TEXT name[32]; /*!< 現在のプレイヤー名 / Current player's character name */
};
struct building_type
{
- char name[20]; /* proprietor name */
+ GAME_TEXT name[20]; /* proprietor name */
GAME_TEXT owner_name[20]; /* proprietor name */
char owner_race[20]; /* proprietor race */
typedef struct wilderness_type wilderness_type;
struct wilderness_type
{
- int terrain;
- int town;
- int road;
- u32b seed;
- DEPTH level;
- byte entrance;
+ int terrain;
+ int town;
+ int road;
+ u32b seed;
+ DEPTH level;
+ byte entrance;
};
typedef struct town_type town_type;
struct town_type
{
- char name[32];
- u32b seed; /* Seed for RNG */
- store_type *store; /* The stores [MAX_STORES] */
- byte numstores;
+ GAME_TEXT name[32];
+ u32b seed; /* Seed for RNG */
+ store_type *store; /* The stores [MAX_STORES] */
+ byte numstores;
};
/* Dungeons */