INVENTORY_IDX slot;
#ifdef JP
- char o_name[MAX_NLEN];
- char old_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
+ GAME_TEXT old_name[MAX_NLEN];
char kazu_str[80];
int hirottakazu;
#else
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
#endif
object_type *o_ptr;
OBJECT_IDX this_o_idx, next_o_idx = 0;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Recenter the map around the player */
verify_panel();
monster_type *riding_m_ptr = &m_list[p_ptr->riding];
monster_race *riding_r_ptr = &r_info[p_ptr->riding ? riding_m_ptr->r_idx : 0]; /* Paranoia */
- char m_name[80];
+ GAME_TEXT m_name[80];
bool p_can_enter = player_can_enter(c_ptr->feat, CEM_P_CAN_ENTER_PATTERN);
bool p_can_kill_walls = FALSE;
}
else if (MON_MONFEAR(riding_m_ptr))
{
- char steed_name[80];
+ GAME_TEXT steed_name[80];
monster_desc(steed_name, riding_m_ptr, 0);
msg_format(_("%sが恐怖していて制御できない。", "%^s is too scared to control."), steed_name);
oktomove = FALSE;
if (oktomove && MON_STUNNED(riding_m_ptr) && one_in_(2))
{
- char steed_name[80];
+ GAME_TEXT steed_name[80];
monster_desc(steed_name, riding_m_ptr, 0);
msg_format(_("%sが朦朧としていてうまく動けない!", "You cannot control stunned %s!"), steed_name);
oktomove = FALSE;