*/
bool create_artifact(object_type *o_ptr, bool a_scroll)
{
- char new_name[1024];
+ GAME_TEXT new_name[1024];
PARAMETER_VALUE has_pval = 0;
int powers = randint1(5) + 1;
int max_powers;
if (a_scroll)
{
- char dummy_name[80] = "";
+ GAME_TEXT dummy_name[80] = "";
cptr ask_msg = _("このアーティファクトを何と名付けますか?", "What do you want to call the artifact? ");
/* Identify it fully */
static char KEY_ARTIFACT[] = "artifact";
static char KEY_EGO[] = "ego";
static char KEY_GOOD[] = "good";
-static char KEY_NAMELESS[] = "nameless";
+static GAME_TEXT KEY_nameLESS[] = "nameless";
static char KEY_AVERAGE[] = "average";
static char KEY_WORTHLESS[] = "worthless";
static char KEY_RARE[] = "rare";
/* Prepare the object description */
if (name)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NO_PLURAL | OD_NAME_ONLY));
int is_autopick(object_type *o_ptr)
{
int i;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
if (o_ptr->tval == TV_GOLD) return -1;
/* Artifact? */
if (!can_player_destroy_object(o_ptr))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Describe the object (with {terrible/special}) */
object_desc(o_name, o_ptr, 0);
if (o_ptr->k_idx && (o_ptr->marked & OM_AUTODESTROY))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Describe the object (with {terrible/special}) */
object_desc(o_name, o_ptr, 0);
if (!inven_carry_okay(o_ptr))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, 0);
else if (autopick_list[idx].action & DO_QUERY_AUTOPICK)
{
char out_val[MAX_NLEN+20];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
if (o_ptr->marked & OM_NO_QUERY)
{
((o_ptr->ident & IDENT_SENSE) &&
(o_ptr->feeling == FEEL_TERRIBLE || o_ptr->feeling == FEEL_SPECIAL)))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Describe the object (with {terrible/special}) */
object_desc(o_name, o_ptr, 0);
static void search_for_object(text_body_type *tb, object_type *o_ptr, bool forward)
{
autopick_type an_entry, *entry = &an_entry;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
int bypassed_cy = -1;
/* Start searching from current cursor position */
for (v_nr = 0; v_nr < 8; v_nr++)
{
- char vir_name [20];
+ GAME_TEXT vir_name [20];
int tester = p_ptr->virtues[v_nr];
strcpy(vir_name, virtue[(p_ptr->vir_types[v_nr])-1]);
INVENTORY_IDX i;
int j;
bool change = FALSE;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
/* Loop for inventory and right/left arm */
*/
static void list_weapon(object_type *o_ptr, TERM_LEN row, TERM_LEN col)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char tmp_str[80];
DICE_NUMBER eff_dd = o_ptr->dd + p_ptr->to_dd[0];
static int sd; /* ソケットのファイルディスクリプタ */
static long time_diff; /* プレイ側との時間のずれ(これを見ながらディレイを調整していく) */
static int server_port;
-static char server_name[MAX_HOSTNAME];
+static GAME_TEXT server_name[MAX_HOSTNAME];
#endif
static int movie_fd;
INVENTORY_IDX inv;
int t;
OBJECT_IDX o_idx;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_type forge;
/* Cast off activated item */
}
else if (cave[y][x].m_idx)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
msg_format(_("%sが邪魔だ!", "%^s is stand in your way."), m_name);
p_ptr->energy_use = 0;
my_strchr("pht", r_info[o_ptr->pval].d_char)))\r
{\r
/* Drain vitality of humanoids */\r
- char o_name[MAX_NLEN];\r
+ GAME_TEXT o_name[MAX_NLEN];\r
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));\r
msg_format(_("%sは燃え上り灰になった。精力を吸収した気がする。", "%^s is burnt to ashes. You absorb its vitality!"), o_name);\r
(void)set_food(PY_FOOD_MAX - 1);\r
cptr act;
cptr q, s;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
OBJECT_IDX need_switch_wielding = 0;
object_type *switch_o_ptr = &inventory[need_switch_wielding];
object_type object_tmp;
object_type *otmp_ptr = &object_tmp;
- char switch_name[MAX_NLEN];
+ GAME_TEXT switch_name[MAX_NLEN];
object_desc(switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
void kamaenaoshi(INVENTORY_IDX item)
{
object_type *o_ptr, *new_o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
if (item == INVEN_RARM)
{
object_type forge;
object_type *q_ptr = &forge;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[MAX_NLEN+40];
cptr q, s;
{
OBJECT_IDX item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
cptr q, s;
{
OBJECT_IDX item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[80];
cptr q, s;
for (i = 0; i < max_pet; i++)
{
bool delete_this;
- char friend_name[80];
+ GAME_TEXT friend_name[80];
bool kakunin;
/* Access the monster */
{
if (record_named_pet && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DISMISS, m_name);
if (MON_CSLEEP(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
(void)set_monster_csleep(c_ptr->m_idx, 0);
msg_format(_("%sを起こした。", "You have waked %s up."), m_name);
{
monster_type *m_ptr;
char out_val[20];
- char m_name[80];
+ GAME_TEXT m_name[80];
bool old_name = FALSE;
bool old_target_pet = target_pet;
{
int i, y, x, oy, ox;
int sn = 0, sy = 0, sx = 0;
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_type *m_ptr = &m_list[p_ptr->riding];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
bool fall_dam = FALSE;
else if (o_ptr->tval==TV_PARCHMENT)\r
{\r
cptr q;\r
- char o_name[MAX_NLEN];\r
+ GAME_TEXT o_name[MAX_NLEN];\r
char buf[1024];\r
screen_save();\r
\r
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;
bool hit_body = FALSE;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
u16b path_g[512]; /* For calcuration of path length */
/* Handle visible monster */
else
{
- char m_name[80];
+ GAME_TEXT m_name[80];
/* Get "the monster" or "it" */
monster_desc(m_name, m_ptr, 0);
if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
&& !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
/* Get "the monster" or "it" */
monster_desc(m_name, m_ptr, 0);
if (object_is_fixed_artifact(q_ptr) &&
(p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
if (fear && m_ptr->ml)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
sound(SOUND_FLEE);
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
bool equiped_item = FALSE;
bool return_when_thrown = FALSE;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
int msec = delay_factor * delay_factor * delay_factor;
/* Handle visible monster */
else
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
if (fear && m_ptr->ml)
{
sound(SOUND_FLEE);
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
is_friendly(&m_list[cave[y][x].m_idx]) &&
!MON_INVULNER(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
set_hostile(&m_list[cave[y][x].m_idx]);
{
int day, hour, min;
FILE *fff = NULL;
- char file_name[80];
+ GAME_TEXT file_name[80];
char buf[1024];
cptr note_level = "";
bool do_level = TRUE;
static void do_cmd_disp_nikki(void)
{
char nikki_title[256];
- char file_name[80];
+ GAME_TEXT file_name[80];
char buf[1024];
char tmp[80];
#ifdef JP
*/
static void do_cmd_erase_nikki(void)
{
- char file_name[80];
+ GAME_TEXT file_name[80];
char buf[256];
FILE *fff = NULL;
/* Dump objects */
for (k_idx = 0; k_idx < max_k_idx; k_idx++)
{
- char o_name[80];
+ GAME_TEXT o_name[80];
object_kind *k_ptr = &k_info[k_idx];
/* Skip non-entries */
/* XTRA HACK RESLIST */
static void do_cmd_knowledge_inven_aux(FILE *fff, object_type *o_ptr, int *j, OBJECT_TYPE_VALUE tval, char *where)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
BIT_FLAGS flgs[TR_FLAG_SIZE];
if (!o_ptr->k_idx) return;
{
FILE *fff;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
store_type *st_ptr;
FILE *fff;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
- char base_name[MAX_NLEN];
+ GAME_TEXT base_name[MAX_NLEN];
bool *okay;
FILE *fff;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
int n_alive[10];
int n_alive_surface = 0;
FILE *fff;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
char tmp[30];
/* Open a new file */
FILE *fff;
const magic_type *s_ptr;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
/* Open a new file */
fff = my_fopen_temp(file_name, 1024);
FILE *fff;
- char file_name[1024];
- char skill_name[3][20]={_("マーシャルアーツ", "Martial Arts "),
+ GAME_TEXT file_name[1024];
+ GAME_TEXT skill_name[3][20]={_("マーシャルアーツ", "Martial Arts "),
_("二刀流 ", "Dual Wielding "),
_("乗馬 ", "Riding ")};
int i;
FILE *fff;
monster_type *m_ptr;
- char pet_name[80];
+ GAME_TEXT pet_name[80];
int t_friends = 0;
int show_upkeep = 0;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
/* Open a new file */
FILE *fff;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
s32b Total = 0;
/* Display lines until done */
for (i = 0; i < per_page && (object_idx[object_top + i] >= 0); i++)
{
- char o_name[80];
+ GAME_TEXT o_name[80];
TERM_COLOR a;
byte c;
object_kind *flavor_k_ptr;
int i;
FILE *fff;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
/* Open a new file */
static void do_cmd_knowledge_virtues(void)
{
FILE *fff;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
/* Open a new file */
fff = my_fopen_temp(file_name, 1024);
{
FILE *fff;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
int i;
/* Open a new file */
{
FILE *fff;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
int percent, v_nr;
/* Open a new file */
static void do_cmd_knowledge_quests(void)
{
FILE *fff;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
IDX *quest_num;
int dummy;
IDX i;
FILE *fff;
int i;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
store_type *st_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
cptr paren = ")";
process_dungeon_file("w_info.txt", 0, 0, max_wild_y, max_wild_x);
{
int k;
FILE *fff;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
/* Open a new file */
fff = my_fopen_temp(file_name, 1024);
{
byte feel;
object_type *o_ptr = &inventory[slot];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* We know about it already, do not tell us again */
if (o_ptr->ident & (IDENT_SENSE))return;
*/
static void recharged_notice(object_type *o_ptr)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
cptr s;
!p_ptr->resist_lite)
{
object_type * o_ptr = &inventory[INVEN_LITE];
- char o_name [MAX_NLEN];
+ GAME_TEXT o_name [MAX_NLEN];
char ouch [MAX_NLEN+40];
/* Get an object description */
*/
if ((p_ptr->cursed & TRC_TELEPORT_SELF) && one_in_(200))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
int i, i_keep = 0, count = 0;
new_curse = get_curse(0, o_ptr);
if (!(o_ptr->curse_flags & new_curse))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
new_curse = get_curse(1, o_ptr);
if (!(o_ptr->curse_flags & new_curse))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_ANIMAL,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_ANIMAL), (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sが動物を引き寄せた!", "Your %s have attracted an animal!"), o_name);
{
if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DEMON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sが悪魔を引き寄せた!", "Your %s have attracted a demon!"), o_name);
if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_DRAGON,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_DRAGON), (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sがドラゴンを引き寄せた!", "Your %s have attracted an dragon!"), o_name);
if (summon_specific(0, p_ptr->y, p_ptr->x, dun_level, SUMMON_UNDEAD,
(PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET)))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_CALL_UNDEAD), (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sが死霊を引き寄せた!", "Your %s have attracted an undead!"), o_name);
/* Handle HP draining */
if ((p_ptr->cursed & TRC_DRAIN_HP) && one_in_(666))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_HP), (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sはあなたの体力を吸収した!", "Your %s drains HP from you!"), o_name);
/* Handle mana draining */
if ((p_ptr->cursed & TRC_DRAIN_MANA) && p_ptr->csp && one_in_(666))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, choose_cursed_obj_name(TRC_DRAIN_MANA), (OD_OMIT_PREFIX | OD_NAME_ONLY));
msg_format(_("%sはあなたの魔力を吸収した!", "Your %s drains mana from you!"), o_name);
}
else if ((number_mon-1) == 0)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_type *wm_ptr;
wm_ptr = &m_list[win_m_idx];
{
if (inventory[INVEN_PACK].k_idx)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
/* Is auto-destroy done? */
x = p_ptr->x + ddx[p_ptr->fishing_dir];
if (place_monster_aux(0, y, x, r_idx, PM_NO_KAGE))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
msg_format(_("%sが釣れた!", "You have a good catch!"), m_name);
success = TRUE;
if (MON_CSLEEP(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
/* Recover fully */
(void)set_monster_csleep(p_ptr->riding, 0);
if (set_monster_stunned(p_ptr->riding,
(randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_STUNNED(m_ptr) - 1)))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sを朦朧状態から立ち直らせた。", "%^s is no longer stunned."), m_name);
}
if (set_monster_confused(p_ptr->riding,
(randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_CONFUSED(m_ptr) - 1)))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sを混乱状態から立ち直らせた。", "%^s is no longer confused."), m_name);
}
if(set_monster_monfear(p_ptr->riding,
(randint0(r_ptr->level) < p_ptr->skill_exp[GINOU_RIDING]) ? 0 : (MON_MONFEAR(m_ptr) - 1)))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sを恐怖から立ち直らせた。", "%^s is no longer fear."), m_name);
}
int i;
bool pet = FALSE;
bool pet_settings = FALSE;
- char pet_name[80];
+ GAME_TEXT pet_name[80];
for (i = m_max - 1; i >= 1; i--)
{
static void dump_aux_equipment_inventory(FILE *fff)
{
int i;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Dump the equipment */
if (equip_cnt)
*/
static void dump_aux_home_museum(FILE *fff)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
store_type *st_ptr;
/* Do we need it?? */
/* Show 12 items */
for (j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char tmp_val[80];
/* Acquire item */
for (i = m_max - 1; i >=1; i--)
{
monster_type *m_ptr = &m_list[i];
- char m_name[80];
+ GAME_TEXT m_name[80];
if (!m_ptr->r_idx) continue;
if (!is_pet(m_ptr)) continue;
if (is_seen(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
}
{
monster_type *m_ptr = &party_mon[i];
monster_race *r_ptr = real_r_ptr(m_ptr);
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sとはぐれてしまった。", "You have lost sight of %s."), m_name);
if (cheat_peek)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
msg_format(_("伝説のアイテム (%s) はストリーマーにより削除された。",
"Artifact (%s) was deleted by streamer."), o_name);
typedef s32b ALIGNMENT; /*!< 善悪属性の型定義 */
typedef byte FEAT_SUBTYPE; /*!< 地形情報の副値 (トラップ種別/パターン種別/店舗種別)*/
+typedef char GAME_TEXT; /*!< ゲーム中のテキスト型定義 */
+
+
/*!
* @var typedef s32b HIT_POINT
* @brief HPとその増減量の型定義
static void save_prefs_aux(int i)\r
{\r
term_data *td = &data[i];\r
- char sec_name[128];\r
+ GAME_TEXT sec_name[128];\r
char buf[1024];\r
\r
RECT rc;\r
static void load_prefs_aux(int i)\r
{\r
term_data *td = &data[i];\r
- char sec_name[128];\r
+ GAME_TEXT sec_name[128];\r
char tmp[1024];\r
\r
int wid, hgt, posx, posy;\r
{
monster_type *m_ptr;
monster_race *r_ptr;
- char m_name[80];
+ GAME_TEXT m_name[80];
if (!target_set(TARGET_KILL)) return FALSE;
if (!cave[target_row][target_col].m_idx) break;
IDX target_m_idx;
monster_type *m_ptr;
monster_race *r_ptr;
- char m_name[80];
+ GAME_TEXT m_name[80];
if (!target_set(TARGET_KILL)) return FALSE;
target_m_idx = cave[target_row][target_col].m_idx;
if ((atoffset(u32b, r_ptr, flags_offset) & aura_flag) && !immune)
{
- char mon_name[80];
+ GAME_TEXT mon_name[80];
int aura_damage = damroll(1 + (r_ptr->level / 26), 1 + (r_ptr->level / 17));
/* Hack -- Get the "died from" name */
int n_weight = 0;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ GAME_TEXT m_name[80];
int dice_num, dice_side;
/* Access the weapon */
object_type *o_ptr = &inventory[INVEN_RARM + hand];
- char m_name[80];
+ GAME_TEXT m_name[80];
bool success_hit = FALSE;
bool backstab = FALSE;
if (target_ptr->hold_o_idx)
{
object_type *q_ptr = &o_list[target_ptr->hold_o_idx];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, q_ptr, OD_NAME_ONLY);
q_ptr->held_m_idx = 0;
cave_type *c_ptr = &cave[y][x];
monster_type *m_ptr = &m_list[c_ptr->m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ GAME_TEXT m_name[80];
disturb(FALSE, TRUE);
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
- char m_name[80];
+ GAME_TEXT m_name[80];
char ddesc[80];
#ifdef JP
msg_format("攻撃が%s自身を傷つけた!", m_name);
#else
- char m_name_self[80];
+ GAME_TEXT m_name_self[80];
/* hisself */
monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
{
monster_type *m_ptr;
MONSTER_IDX m_idx;
- char m_name[80];
+ GAME_TEXT m_name[80];
int i;
int path_n;
u16b path_g[512];
{
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[160];
+ GAME_TEXT m_name[160];
bool seen = is_seen(m_ptr);
/* Can the player be aware of this attack? */
ARMOUR_CLASS ac;
DEPTH rlev;
int pt;
- char m_name[80], t_name[80];
+ GAME_TEXT m_name[80], t_name[80];
char temp[MAX_NLEN];
bool blinked;
bool explode = FALSE, touched = FALSE, fear = FALSE, dead = FALSE;
#ifdef JP
msg_print("地面に落とされた。");
#else
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, &m_list[p_ptr->riding], 0);
msg_format("You have fallen from %s.", m_name);
#endif
if (see_m)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
}
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
}
if (see_m)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sは消え去った!", "%^s disappears!"), m_name);
if (m_ptr->hp < m_ptr->maxhp/3)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
if (is_riding_mon && riding_pinch < 2)
/* Notice the "waking up" */
if (m_ptr->ml)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
}
{
if (is_pet(m_ptr) || see_m)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
msg_format(_("%^sは突然敵にまわった!", "%^s suddenly becomes hostile!"), m_name);
}
player_has_los_bold(oy, ox) &&
projectable(oy, ox, p_ptr->y, p_ptr->x))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
char monmessage[1024];
cptr filename;
for (this_o_idx = c_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
- char m_name[80], o_name[MAX_NLEN];
+ GAME_TEXT m_name[80], o_name[MAX_NLEN];
object_type *o_ptr = &o_list[this_o_idx];
/* Acquire next object */
/* Message if seen */
if (see_m)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは戦いを決意した!", "%^s turns to fight!"), m_name);
}
/* Notice the "waking up" */
if (m_ptr->ml)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
}
{
if (is_seen(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
}
{
if (is_seen(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
}
/* Message if visible */
if (is_seen(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
}
/* Message if visible */
if (is_seen(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
}
/* Visual note */
if (is_seen(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
#ifndef JP
char m_poss[80];
{
if (is_seen(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
}
void dispel_monster_status(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
if (set_monster_invulner(m_idx, 0, TRUE))
if (vs_player)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
if (who == 1)
if (m_ptr->exp >= r_ptr->next_exp)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
int old_hp = m_ptr->hp;
int old_maxhp = m_ptr->max_maxhp;
int old_r_idx = m_ptr->r_idx;
if (p_ptr->inside_battle) return;
if (is_friendly(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_COMPACT, m_name);
}
cptr name;
char buf[128];
- char silly_name[1024];
+ GAME_TEXT silly_name[1024];
bool seen, pron;
bool named = FALSE;
if (!necro && m_ptr)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_race *r_ptr = &r_info[m_ptr->ap_r_idx];
power = r_ptr->level / 2;
else if(!necro)
{
monster_race *r_ptr;
- char m_name[80];
+ GAME_TEXT m_name[80];
cptr desc;
get_mon_num_prep(get_nightmare, NULL);
if (m_idx == p_ptr->riding)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("突然%sが変身した。", "Suddenly, %s transforms!"), old_m_name);
if (!(r_ptr->flags7 & RF7_RIDING))
{
cptr color;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
if (r_ptr->level > p_ptr->lev + 30)
color = _("黒く", "black");
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ GAME_TEXT m_name[80];
/* Get the monster name */
monster_desc(m_name, m_ptr, 0);
BIT_FLAGS f4, f5, f6;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ GAME_TEXT m_name[80];
#ifndef JP
char m_poss[80];
#endif
byte spell[96], num = 0;
- char m_name[160];
- char t_name[160];
+ GAME_TEXT m_name[160];
+ GAME_TEXT t_name[160];
#ifndef JP
char m_poss[160];
{
monster_type *m_ptr;
monster_race *r_ptr;
- char m_name[80];
+ GAME_TEXT m_name[80];
if (!target_set(TARGET_KILL)) return FALSE;
if (!cave[target_row][target_col].m_idx) break;
MONSTER_IDX target_m_idx;
monster_type *m_ptr;
monster_race *r_ptr;
- char m_name[80];
+ GAME_TEXT m_name[80];
if (!target_set(TARGET_KILL)) return FALSE;
target_m_idx = cave[target_row][target_col].m_idx;
bool see_either = see_monster(m_idx) || see_monster(t_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- char m_name[80], t_name[80];
+ GAME_TEXT m_name[80], t_name[80];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
*/
void spell_RF4_DISPEL(MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
- char m_name[80], t_name[80];
+ GAME_TEXT m_name[80], t_name[80];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
bool see_either = see_monster(m_idx) || see_monster(t_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- char m_name[80], t_name[80];
+ GAME_TEXT m_name[80], t_name[80];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
bool see_either = see_monster(m_idx) || see_monster(t_idx);
bool mon_to_mon = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool mon_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
- char t_name[80];
+ GAME_TEXT t_name[80];
monster_name(t_idx, t_name);
HIT_POINT spell_RF5_DRAIN_MANA(POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
HIT_POINT dam;
- char m_name[80], t_name[80];
+ GAME_TEXT m_name[80], t_name[80];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
monster_type *m_ptr = &m_list[m_idx];
bool seen = (!p_ptr->blind && m_ptr->ml);
HIT_POINT dam;
- char m_name[80], t_name[80];
+ GAME_TEXT m_name[80], t_name[80];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
monster_type *m_ptr = &m_list[m_idx];
bool seen = (!p_ptr->blind && m_ptr->ml);
HIT_POINT dam;
- char m_name[80], t_name[80];
+ GAME_TEXT m_name[80], t_name[80];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
*/
void spell_RF5_CAUSE(int GF_TYPE, HIT_POINT dam, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, cptr msg1, cptr msg2, cptr msg3, int MS_TYPE, int TARGET_TYPE)
{
- char m_name[80], t_name[80];
+ GAME_TEXT m_name[80], t_name[80];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
bool see_either = see_monster(m_idx) || see_monster(t_idx);
bool see_t = see_monster(t_idx);
bool known = monster_near_player(m_idx, t_idx);
- char m_name[80], t_name[80];
+ GAME_TEXT m_name[80], t_name[80];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
else if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
cptr msg1;
- char t_name[80];
+ GAME_TEXT t_name[80];
monster_name(t_idx, t_name);
if (streq(t_name, "it"))
else if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
cptr msg1;
- char t_name[80];
+ GAME_TEXT t_name[80];
monster_name(t_idx, t_name);
if (streq(t_name, "it"))
{
bool see_m = see_monster(m_idx);
monster_type *m_ptr = &m_list[m_idx];
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_name(m_idx, m_name);
monspell_message_base(m_idx, t_idx,
monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
bool seen = (!p_ptr->blind && m_ptr->ml);
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_name(m_idx, m_name);
disturb(TRUE, TRUE);
*/
void spell_RF6_BLINK(MONSTER_IDX m_idx, int TARGET_TYPE)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_name(m_idx, m_name);
if (TARGET_TYPE==MONSTER_TO_PLAYER)
*/
void spell_RF6_TPORT(MONSTER_IDX m_idx, int TARGET_TYPE)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_name(m_idx, m_name);
if (TARGET_TYPE==MONSTER_TO_PLAYER)
{
monster_type *m_ptr = &m_list[m_idx];
MONSTER_IDX who = 0;
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_name(m_idx, m_name);
disturb(TRUE, TRUE);
bool monster_to_player = (TARGET_TYPE == MONSTER_TO_PLAYER);
bool monster_to_monster = (TARGET_TYPE == MONSTER_TO_MONSTER);
bool direct = player_bold(y, x);
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_name(m_idx, m_name);
disturb(TRUE, TRUE);
get_damage = take_hit(DAMAGE_NOESCAPE, dam, m_name, -1);
if (p_ptr->tim_eyeeye && get_damage > 0 && !p_ptr->is_dead)
{
- char m_name_self[80];
+ GAME_TEXT m_name_self[80];
/* hisself */
monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
else if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
bool resists_tele = FALSE;
- char t_name[80];
+ GAME_TEXT t_name[80];
monster_name(t_idx, t_name);
if (tr_ptr->flagsr & RFR_RES_TELE)
else if (TARGET_TYPE == MONSTER_TO_MONSTER)
{
bool resists_tele = FALSE;
- char t_name[80];
+ GAME_TEXT t_name[80];
monster_name(t_idx, t_name);
if (tr_ptr->flagsr & RFR_RES_TELE)
bool can_use_lite_area = FALSE;
bool monster_to_monster = TARGET_TYPE == MONSTER_TO_MONSTER;
bool monster_to_player = TARGET_TYPE == MONSTER_TO_PLAYER;
- char t_name[80];
+ GAME_TEXT t_name[80];
monster_name(t_idx, t_name);
if ((p_ptr->pclass == CLASS_NINJA) &&
*/
void spell_RF6_TRAPS(POSITION y, POSITION x, MONSTER_IDX m_idx)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_name(m_idx, m_name);
disturb(TRUE, TRUE);
void spell_RF6_FORGET(MONSTER_IDX m_idx)
{
int rlev = monster_level_idx(m_idx);
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_name(m_idx, m_name);
disturb(TRUE, TRUE);
monster_race *r_ptr = &r_info[m_ptr->r_idx];
int rlev = monster_level_idx(m_idx);
int count = 0;
- char m_name[80], t_name[80], m_poss[80];
+ GAME_TEXT m_name[80], t_name[80], m_poss[80];
monster_name(m_idx, m_name);
monster_name(t_idx, t_name);
monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
int count = 0, k;
POSITION cy = y;
POSITION cx = x;
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_name(m_idx, m_name);
if (p_ptr->blind)
monster_type *m_ptr = &m_list[m_idx];
int rlev = monster_level_idx(m_idx);
int k, count = 0;
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_name(m_idx, m_name);
disturb(TRUE, TRUE);
void do_cmd_knowledge_mutations(void)
{
FILE *fff;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
/* Open a new file */
fff = my_fopen_temp(file_name, 1024);
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
}
BIT_FLAGS new_curse;\r
BIT_FLAGS oflgs[TR_FLAG_SIZE];\r
object_type *o_ptr = &inventory[INVEN_RARM + randint0(12)];\r
- char o_name[MAX_NLEN];\r
+ GAME_TEXT o_name[MAX_NLEN];\r
\r
if (randint1(100) > chance) return;\r
\r
char temp[70 * 20];
cptr info[128];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
int wid, hgt;
POSITION rad;
char desc[256];
object_type *o_ptr;
TERM_COLOR attr = TERM_WHITE;
char tmp_val[80];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
object_type *o_ptr;
TERM_COLOR attr = TERM_WHITE;
char tmp_val[80];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
int j, k, l, z = 0;
int col, cur_col, len;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char tmp_val[80];
COMMAND_CODE out_index[23];
TERM_COLOR out_color[23];
int col, cur_col, len;
object_type *o_ptr;
char tmp_val[80];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
COMMAND_CODE out_index[23];
TERM_COLOR out_color[23];
char out_desc[23][MAX_NLEN];
*/
static bool verify(cptr prompt, INVENTORY_IDX item)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[MAX_NLEN+20];
object_type *o_ptr;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char tmp_val[80];
COMMAND_CODE out_index[23];
{
OBJECT_IDX this_o_idx, next_o_idx = 0;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
int floor_num = 0;
{
object_type forge;
object_type *q_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
q_ptr = &forge;
object_copy(q_ptr, o_ptr);
*/
static void object_mention(object_type *o_ptr)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_aware(o_ptr);
object_known(o_ptr);
cave_type *c_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
bool flag = FALSE;
bool done = FALSE;
void inven_item_describe(INVENTORY_IDX item)
{
object_type *o_ptr = &inventory[item];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, 0);
void floor_item_describe(INVENTORY_IDX item)
{
object_type *o_ptr = &o_list[item];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, 0);
cptr act;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Get the item to take off */
object_type *q_ptr;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Access original object */
o_ptr = &inventory[item];
int sval;
REALM_IDX use_realm;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Erase the window */
{
POSITION mx, my;
cave_type *c_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
#define WARNING_AWARE_RANGE 12
int dam_max = 0;
if (object_is_known(o_ptr) && !object_is_nameless(o_ptr))
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if (!get_check(format(_("本当に%sから抽出してよろしいですか?", "Really extract from %s? "), o_name))) return;
}
int ask = TRUE;
char out_val[160];
int num[22];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
int use_essence;
essence_type *es_ptr;
bool able[22] = { 0 };
OBJECT_IDX item;
cptr q, s;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
BIT_FLAGS flgs[TR_FLAG_SIZE];
item_tester_hook = object_is_smith;
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;
{
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))
object_type *q_ptr;
char com[80];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
q_ptr = &forge;
int ext = 0;
cptr q, s;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Only accept legal items */
item_tester_hook = item_tester_hook_recharge;
}
case CLASS_CAVALRY:
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_type *m_ptr;
monster_race *r_ptr;
int rlev;
{
OBJECT_IDX item;
cptr q, s;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
u32b f[TR_FLAG_SIZE];
{
OBJECT_IDX item;
cptr q, s;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
u32b f[TR_FLAG_SIZE];
POSITION oy = y, ox = x;
MONSTER_IDX m_idx = cave[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
{
if (!monster_living(m_ptr->r_idx))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
{
char buf[1024];
FILE *fff;
- char file_name[1024];
+ GAME_TEXT file_name[1024];
/* Open a new file */
fff = my_fopen_temp(file_name, 1024);
info[i++] = buf[1];\r
for (v_nr = 0; v_nr < 8; v_nr++)\r
{\r
- char vir_name [20];\r
+ GAME_TEXT vir_name [20];\r
char vir_desc[80];\r
int tester = p_ptr->virtues[v_nr];\r
\r
{
if (m_ptr->r_idx == MON_GOEMON && !MON_CSLEEP(m_ptr))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
/* Extract monster name */
monster_desc(m_name, m_ptr, 0);
BIT_FLAGS flgs[TR_FLAG_SIZE];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
KIND_OBJECT_IDX k_idx = 0;
bool is_potion = FALSE;
bool heal_leper = FALSE;
/* Hold the monster name */
- char m_name[80];
+ GAME_TEXT m_name[80];
char m_poss[10];
PARAMETER_VALUE photo = 0;
monster_type *m_ptr = NULL;
/* Monster name (for attacks) */
- char m_name[80];
+ GAME_TEXT m_name[80];
/* Monster name (for damage) */
char killer[80];
if ((p_ptr->tim_eyeeye || hex_spelling(HEX_EYE_FOR_EYE))
&& (get_damage > 0) && !p_ptr->is_dead && (who > 0))
{
- char m_name_self[80];
+ GAME_TEXT m_name_self[80];
/* hisself */
monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
bool jump = FALSE;
/* Attacker's name (prepared before polymorph)*/
- char who_name[80];
+ GAME_TEXT who_name[80];
/* Can the player see the source of this effect? */
bool see_s_msg = TRUE;
if (p_ptr->riding)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, &m_list[p_ptr->riding], 0);
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
if (resist && player_cast)
{
bool see_m = is_seen(m_ptr);
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
if (see_m)
/* Probe visible monsters */
if (m_ptr->ml)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
/* Start the message */
if (!probe)
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
if (in_generate && cheat_peek)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
msg_format(_("伝説のアイテム (%s) は生成中に*破壊*された。", "Artifact (%s) was *destroyed* during generation."), o_name);
}
if (m_idx)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_type *m_ptr = &m_list[m_idx];
/* Get the monster's real name */
if (!(r_ptr->flags2 & (RF2_KILL_WALL)) &&
!(r_ptr->flags2 & (RF2_PASS_WALL)))
{
- char m_name[80];
+ GAME_TEXT m_name[80];
/* Assume not safe */
sn = 0;
/* Uniques resist discharging */
if (r_ptr->flags1 & RF1_UNIQUE)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0x00);
msg_format(_("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", "%^s resists to be blasted, and run away."), m_name);
delete_monster_idx(i);
if (record_named_pet && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
/* Notice the "waking up" */
if (m_ptr->ml)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
}
else if (!player_bold(ty, tx))
{
/* Hold the monster name */
- char m_name[80];
+ GAME_TEXT m_name[80];
/* Get the monster name (BEFORE polymorphing) */
monster_desc(m_name, m_ptr, 0);
{
OBJECT_IDX item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
byte feel;
cptr q, s;
bool okay = FALSE;
void teleport_level(MONSTER_IDX m_idx)
{
bool go_up;
- char m_name[160];
+ GAME_TEXT m_name[160];
bool see_m = TRUE;
if (m_idx <= 0) /* To player */
{
int t = 0;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
int to_h, to_d, to_a, pval;
/* Pick a random slot */
cptr act = NULL;
/* Let's get the name before it is changed... */
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
switch (brand_type)
cave_type *c_ptr;
feature_type *f_ptr;
monster_type *m_ptr;
- char m_name[80];
+ GAME_TEXT m_name[80];
/* Prevent vasishing of quest levels and town */
if ((p_ptr->inside_quest && is_fixed_quest_idx(p_ptr->inside_quest)) || !dun_level)
OBJECT_IDX i;
cave_type *c_ptr;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Check to see if an object is already there */
if (cave[p_ptr->y][p_ptr->x].o_idx)
PRICE price;
bool force = FALSE;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[MAX_NLEN+40];
cptr q, s;
OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
cptr q, s;
/* Assume enchant weapon */
OBJECT_IDX item;
bool okay = FALSE;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
cptr q, s;
/* Enchant weapon/armour */
bool identify_item(object_type *o_ptr)
{
bool old_known = FALSE;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_desc(o_name, o_ptr, 0);
{
OBJECT_IDX item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
cptr q, s;
bool old_known;
{
OBJECT_IDX item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
cptr q, s;
bool old_known;
byte fail_type = 1;
cptr q, s;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Only accept legal items */
item_tester_hook = item_tester_hook_recharge;
OBJECT_IDX item;
object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
cptr q, s;
/* Bless only weapons */
OBJECT_IDX item;
object_type *o_ptr;
BIT_FLAGS flgs[TR_FLAG_SIZE];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
cptr q, s;
/* Assume enchant weapon */
{
OBJECT_IDX item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
cptr q, s;
/* Select a piece of armour */
int i;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Curse the body armor */
bool curse_weapon_object(bool force, object_type *o_ptr)
{
int i;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Nothing to curse */
if (!o_ptr->k_idx) return (FALSE);
byte fail_type = 1;
cptr q, s;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
item_tester_hook = item_tester_hook_recharge;
MONSTER_IDX m_idx = cave[y][x].m_idx;
monster_type *m_ptr = &m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, 0);
object_type *o_ptr;
s32b x;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[160];
int maxwid = 75;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[160];
cptr q, s;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Prepare a prompt */
int i;
COMMAND_CODE item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[160];
/* Empty? */
int i;
COMMAND_CODE item;
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[160];
/* Empty? */
object_type forge;
object_type *q_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Give a message */
msg_print(_("ザックからアイテムがあふれてしまった!", "Your pack overflows!"));
struct building_type
{
char name[20]; /* proprietor name */
- char owner_name[20]; /* proprietor name */
+ GAME_TEXT owner_name[20]; /* proprietor name */
char owner_race[20]; /* proprietor race */
- char act_names[8][30]; /* action names */
+ GAME_TEXT act_names[8][30]; /* action names */
PRICE member_costs[8]; /* Costs for class members of building */
PRICE other_costs[8]; /* Costs for nonguild members */
char letters[8]; /* action letters */
{
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_WIZ_ZAP, m_name);
if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
do_cmd_write_nikki(NIKKI_NAMED_PET, 3, m_name);
p_ptr->arena_number++;
if (record_arena)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
/* Extract monster name */
monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
/* It is dead now */
if (m_ptr->hp < 0)
{
- char m_name[80];
+ GAME_TEXT m_name[80];
if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
{
{
monster_type *m_ptr = &m_list[c_ptr->m_idx];
monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
- char m_name[80];
+ GAME_TEXT m_name[80];
bool recall = FALSE;
/* Not boring */
/* Scan all objects being carried */
for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
o_ptr = &o_list[this_o_idx];
{
if (floor_num == 1)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
o_ptr = &o_list[floor_list[0]];
if (o_ptr->marked & OM_FOUND)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
/* Not boring */
boring = FALSE;
}
else
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_type *m_ptr = &m_list[p_ptr->riding];
monster_desc(m_name, m_ptr, 0);
}
else
{
- char m_name[80];
+ GAME_TEXT m_name[80];
monster_type *m_ptr = &m_list[p_ptr->riding];
monster_desc(m_name, m_ptr, 0);
OBJECT_SUBTYPE_VALUE dummy2 = 0;
int type, effect;
cptr reward = NULL;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
int count = 0;