* @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
* @return concptr 発動名称を返す文字列ポインタ
*/
-concptr item_activation(object_type *o_ptr)
+concptr activation_explanation(object_type *o_ptr)
{
BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(o_ptr, flgs);
#define OBJ_GOLD_LIST 480 /* First "gold" entry */
-concptr item_activation(object_type *o_ptr);
+concptr activation_explanation(object_type *o_ptr);
char index_to_label(int i);
s16b wield_slot(player_type *owner_ptr, object_type *o_ptr);
bool check_book_realm(player_type *owner_ptr, const tval_type book_tval, const OBJECT_SUBTYPE_VALUE book_sval);
if (have_flag(flgs, TR_ACTIVATE)) {
info[i++] = _("始動したときの効果...", "It can be activated for...");
- info[i++] = item_activation(o_ptr);
+ info[i++] = activation_explanation(o_ptr);
info[i++] = _("...ただし装備していなければならない。", "...if it is being worn.");
}
analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
analyze_addition(o_ptr, desc_ptr->addition);
analyze_misc(o_ptr, desc_ptr->misc_desc);
- desc_ptr->activation = item_activation(o_ptr);
+ desc_ptr->activation = activation_explanation(o_ptr);
}
analyze_resist(o_ptr, desc_ptr->resistances);
analyze_sustains(o_ptr, desc_ptr->sustains);
analyze_misc_magic(o_ptr, desc_ptr->misc_magic);
- desc_ptr->activation = item_activation(o_ptr);
+ desc_ptr->activation = activation_explanation(o_ptr);
#ifdef JP
sprintf(desc_ptr->misc_desc, "重さ %d.%d kg",
lbtokg1(o_ptr->weight), lbtokg2(o_ptr->weight));