}
if (player_ptr->town_num && !floor_ref.is_in_dungeon()) {
- if (!strcmp(towns_info[player_ptr->town_num].name, _("荒野", "wilderness"))) {
+ if (towns_info[player_ptr->town_num].name == _("荒野", "wilderness")) {
msg_print(_("何かありそうな荒野のようだ。", "Looks like a strange wilderness."));
return;
}
#include "store/store-util.h"
#include "system/angband.h"
+#include <string>
#include <vector>
/*
* stores and buildings
*/
struct town_type {
- GAME_TEXT name[32];
+ std::string name;
std::vector<store_type> store; /* The stores [MAX_STORES] */
};
wilderness[*y][*x].level = w_letter[id].level;
wilderness[*y][*x].town = w_letter[id].town;
wilderness[*y][*x].road = w_letter[id].road;
- strcpy(towns_info[w_letter[id].town].name, w_letter[id].name);
+ towns_info[w_letter[id].town].name = w_letter[id].name;
}
(*y)++;
continue;
}
- strnfmt(buf, sizeof(buf), "%c) %-20s", I2A(i - 1), towns_info[i].name);
+ strnfmt(buf, sizeof(buf), "%c) %-20s", I2A(i - 1), towns_info[i].name.data());
prt(buf, 5 + i, 5);
num++;
}
const auto &town_name = tokens[1];
while (true) {
t_idx = get_rumor_num(town_name, VALID_TOWNS);
- if (towns_info[t_idx].name[0] != '\0') {
+ if (!towns_info[t_idx].name.empty()) {
break;
}
}
return _("道", "road");
}
- return eg_ptr->f_ptr->name.data();
+ return eg_ptr->f_ptr->name;
}
static void describe_grid_monster_all(eg_type *eg_ptr)