"A Kutar is an expressionless animal-like living creature. The word 'kuta' means 'absentmindedly' or 'vacantly'. Their absentmindedness hurts their searching and perception skills, but renders them incapable of being confused. Their unearthly calmness and serenity make them among the most stealthy of any race. Kutars, although expressionless, are beautiful and so have a high charisma. Members of this race can learn to expand their body horizontally. This increases armour class, but renders them vulnerable to magical attacks.",
-"An android is a artificial creation with a body of machinery. They are poor at spell casting, but they make excellent warriors. They don't acquire experience like other races, but rather gain in power as they attach new equipment to their frame. Rings, amulets, and lights do not influence growth. Androids are resistant to poison, can move freely, and are immune to exp-draining attacks. Moreover, because of their hard metallic bodies, they get a bonus to AC. Androids have electronic circuits throughout their body and must beware of electric shocks. They gain very little nutrition from the food of mortals, but they can use flasks of oil as their energy source."
+"An android is a artificial creation with a body of machinery. They are poor at spell casting, but they make excellent warriors. They don't acquire experience like other races, but rather gain in power as they attach new equipment to their frame. Rings, amulets, and lights do not influence growth. Androids are resistant to poison, can move freely, and are immune to exp-draining attacks. Moreover, because of their hard metallic bodies, they get a bonus to AC. Androids have electronic circuits throughout their body and must beware of electric shocks. They gain very little nutrition from the food of mortals, but they can use flasks of oil as their energy source.",
"Merfolk implementing.",
"A Rogue is a character that prefers to live by his cunning, but is capable of fighting his way out of a tight spot. Rogues are good at locating hidden traps and doors and are the masters of disarming traps and picking locks. A rogue has a high stealth allowing him to sneak around many creatures without having to fight, or to get in a telling first blow. A rogue may also backstab a fleeing monster. Intelligence determines a Rogue's spell casting ability.",
-"A Ranger is a combination of a warrior and a mage who has developed a special affinity for the natural world around him. He is a good fighter and also good about a missile weapon such as a bow. A ranger has a good stealth, good perception, good searching, a good saving throw and is good with magical devices. Intelligence determines a Ranger's spell casting ability.",
+"A Ranger is a combination of a warrior and a mage who has developed a special affinity for the natural world. He or she is a good fighter and also good with missile weapons such as bows. A ranger has good stealth, good perception, good searching, good saving throws and is good with magical devices. Intelligence determines a Ranger's spell casting ability.",
"A Paladin is a combination of a warrior and a priest. Paladins are very good fighters, but not very good at missile weapons. A paladin lacks much in the way of abilities. He is poor at stealth, perception, searching, and magical devices but has a decent saving throw due to his divine alliance. Wisdom determines a Paladin's success at praying to his deity.",
"\"munchkin\" is a personality for beginners. It raises all your stats and skills. With this personality, you can win the game easily, but gain little honor in doing so.",
-"\ChargeMan\" is crazy killer. It render you powerfull strength and constitution, but poor intelligence.you are not confused and seen the illusion because this you go mad from the beginning.",
+"\"ChargeMan\" is crazy killer. It render you powerfull strength and constitution, but poor intelligence.you are not confused and seen the illusion because this you go mad from the beginning.",
#endif
};
/*!
* @brief put_stats()のサブルーチンとして、オートロール中のステータスを表示する / Display stat values, subset of "put_stats()"
- * @details See 'display_player()' for screen layout constraints.
+ * @details See 'display_player(p_ptr, )' for screen layout constraints.
* @return なし
*/
-static void birth_put_stats(void)
+static void birth_put_stats(player_type *creature_ptr)
{
int i, j, m, p;
int col;
j = rp_ptr->r_adj[i] + cp_ptr->c_adj[i] + ap_ptr->a_adj[i];
/* Obtain the current stat */
- m = adjust_stat(p_ptr->stat_max[i], j);
+ m = adjust_stat(creature_ptr->stat_max[i], j);
/* Put the stat */
cnv_stat(m, buf);
/* Hack -- zero the struct */
(void)WIPE(creature_ptr, player_type);
+ //TODO: キャラ作成からゲーム開始までに current_floor_ptr を参照しなければならない処理は今後整理して外す。
+ creature_ptr->current_floor_ptr = &floor_info;
+
C_MAKE(creature_ptr->inventory_list, INVEN_TOTAL, object_type);
/* Wipe the history */
cheat_turn = FALSE;
/* Assume no winning game */
- creature_ptr->total_winner = FALSE;
+ current_world_ptr->total_winner = FALSE;
creature_ptr->timewalk = FALSE;
creature_ptr->panic_save = 0;
/* Assume no cheating */
- creature_ptr->noscore = 0;
- creature_ptr->wizard = FALSE;
+ current_world_ptr->noscore = 0;
+ current_world_ptr->wizard = FALSE;
/* Not waiting to report score */
creature_ptr->wait_report_score = FALSE;
creature_ptr->pet_extra_flags = (PF_TELEPORT | PF_ATTACK_SPELL | PF_SUMMON_SPELL);
/* Wipe the recall depths */
- for (i = 0; i < max_d_idx; i++)
+ for (i = 0; i < current_world_ptr->max_d_idx; i++)
{
max_dlv[i] = 0;
}
/* Initialize arena and rewards information -KMW- */
creature_ptr->arena_number = 0;
- creature_ptr->inside_arena = FALSE;
- creature_ptr->inside_quest = 0;
+ creature_ptr->current_floor_ptr->inside_arena = FALSE;
+ creature_ptr->current_floor_ptr->inside_quest = 0;
for (i = 0; i < MAX_MANE; i++)
{
creature_ptr->mane_spell[i] = -1;
/*!
* @brief ダンジョン内部のクエストを初期化する / Initialize random quests and final quests
+ * @param creature_ptr プレーヤーへの参照ポインタ
* @return なし
*/
static void init_dungeon_quests(player_type *creature_ptr)
/* Init the random quests */
init_flags = INIT_ASSIGN;
- creature_ptr->inside_quest = MIN_RANDOM_QUEST;
+ creature_ptr->current_floor_ptr->inside_quest = MIN_RANDOM_QUEST;
- process_dungeon_file("q_info.txt", 0, 0, 0, 0);
+ process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
- creature_ptr->inside_quest = 0;
+ creature_ptr->current_floor_ptr->inside_quest = 0;
/* Generate quests */
for (i = MIN_RANDOM_QUEST + number_of_quests - 1; i >= MIN_RANDOM_QUEST; i--)
/* Init the two main quests (Oberon + Serpent) */
init_flags = INIT_ASSIGN;
- creature_ptr->inside_quest = QUEST_OBERON;
+ creature_ptr->current_floor_ptr->inside_quest = QUEST_OBERON;
- process_dungeon_file("q_info.txt", 0, 0, 0, 0);
+ process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
quest[QUEST_OBERON].status = QUEST_STATUS_TAKEN;
- creature_ptr->inside_quest = QUEST_SERPENT;
+ creature_ptr->current_floor_ptr->inside_quest = QUEST_SERPENT;
- process_dungeon_file("q_info.txt", 0, 0, 0, 0);
+ process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
quest[QUEST_SERPENT].status = QUEST_STATUS_TAKEN;
- creature_ptr->inside_quest = 0;
+ creature_ptr->current_floor_ptr->inside_quest = 0;
}
/*!
- * @brief ゲームターンを初期化する / Reset current_world_ptr->game_turn
+ * @brief ゲームターンを初期化する / Reset turn
* @details アンデッド系種族は開始時刻を夜からにする。
* @return なし
*/
-static void init_turn(void)
+static void init_turn(player_type *creature_ptr)
{
- if ((p_ptr->prace == RACE_VAMPIRE) ||
- (p_ptr->prace == RACE_SKELETON) ||
- (p_ptr->prace == RACE_ZOMBIE) ||
- (p_ptr->prace == RACE_SPECTRE))
+ if ((creature_ptr->prace == RACE_VAMPIRE) ||
+ (creature_ptr->prace == RACE_SKELETON) ||
+ (creature_ptr->prace == RACE_ZOMBIE) ||
+ (creature_ptr->prace == RACE_SPECTRE))
{
/* Undead start just after midnight */
current_world_ptr->game_turn = (TURNS_PER_TICK*3 * TOWN_DAWN) / 4 + 1;
/*!
* @brief 所持状態にあるアイテムの中から一部枠の装備可能なものを装備させる。
- * @details アンデッド系種族は開始時刻を夜からにする。
* @return なし
*/
-static void wield_all(void)
+static void wield_all(player_type *creature_ptr)
{
object_type *o_ptr;
object_type *i_ptr;
/* Scan through the slots backwards */
for (item = INVEN_PACK - 1; item >= 0; item--)
{
- o_ptr = &p_ptr->inventory_list[item];
+ o_ptr = &creature_ptr->inventory_list[item];
/* Skip non-objects */
if (!o_ptr->k_idx) continue;
/* Make sure we can wield it and that there's nothing else in that slot */
- slot = wield_slot(o_ptr);
+ slot = wield_slot(creature_ptr, o_ptr);
if (slot < INVEN_RARM) continue;
if (slot == INVEN_LITE) continue; /* Does not wield toaches because buys a lantern soon */
- if (p_ptr->inventory_list[slot].k_idx) continue;
+ if (creature_ptr->inventory_list[slot].k_idx) continue;
i_ptr = &object_type_body;
object_copy(i_ptr, o_ptr);
/* Decrease the item (from the pack) */
if (item >= 0)
{
- inven_item_increase(item, -1);
+ inven_item_increase(creature_ptr, item, -1);
inven_item_optimize(item);
}
floor_item_optimize(0 - item);
}
- o_ptr = &p_ptr->inventory_list[slot];
+ o_ptr = &creature_ptr->inventory_list[slot];
object_copy(o_ptr, i_ptr);
- p_ptr->total_weight += i_ptr->weight;
+ creature_ptr->total_weight += i_ptr->weight;
/* Increment the equip counter by hand */
- p_ptr->equip_cnt++;
+ creature_ptr->equip_cnt++;
}
return;
* @param o_ptr 処理したいオブジェクト構造体の参照ポインタ
* @return なし
*/
-static void add_outfit(object_type *o_ptr)
+static void add_outfit(player_type *creature_ptr, object_type *o_ptr)
{
s16b slot;
- object_aware(o_ptr);
+ object_aware(creature_ptr, o_ptr);
object_known(o_ptr);
- slot = inven_carry(o_ptr);
+ slot = inven_carry(creature_ptr, o_ptr);
/* Auto-inscription */
autopick_alter_item(slot, FALSE);
/* Now try wielding everything */
- wield_all();
+ wield_all(creature_ptr);
}
if(q_ptr->pval)
{
q_ptr->number = 1;
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
}
break;
object_prep(q_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
q_ptr->number = 1;
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
break;
case RACE_ENT:
/* Potions of Water */
object_prep(q_ptr, lookup_kind(TV_POTION, SV_POTION_WATER));
q_ptr->number = (ITEM_NUMBER)rand_range(15, 23);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
break;
object_prep(q_ptr, lookup_kind(TV_FLASK, SV_ANY));
/* Fuel with oil (move pval to xtra4) */
- apply_magic(q_ptr, 1, AM_NO_FIXED_ART);
+ apply_magic(creature_ptr, q_ptr, 1, AM_NO_FIXED_ART);
q_ptr->number = (ITEM_NUMBER)rand_range(7, 12);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
break;
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
q_ptr = &forge;
q_ptr->number = (ITEM_NUMBER)rand_range(2, 5);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
else if (creature_ptr->pclass != CLASS_NINJA)
{
q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
q_ptr->xtra4 = rand_range(3, 7) * 500;
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
q_ptr = &forge;
{
object_prep(q_ptr, lookup_kind(TV_RING, SV_RING_LEVITATION_FALL));
q_ptr->number = 1;
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
if ((creature_ptr->pclass == CLASS_RANGER) || (creature_ptr->pclass == CLASS_CAVALRY))
object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
q_ptr->number = (byte)rand_range(15, 20);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
if (creature_ptr->pclass == CLASS_RANGER)
{
/* Hack -- Give the player some arrows */
object_prep(q_ptr, lookup_kind(TV_BOW, SV_SHORT_BOW));
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
else if (creature_ptr->pclass == CLASS_ARCHER)
{
object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
q_ptr->number = (ITEM_NUMBER)rand_range(15, 20);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
else if (creature_ptr->pclass == CLASS_HIGH_MAGE)
{
q_ptr->number = 1;
q_ptr->pval = (PARAMETER_VALUE)rand_range(25, 30);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
else if (creature_ptr->pclass == CLASS_SORCERER)
{
object_prep(q_ptr, lookup_kind(book_tval, 0));
q_ptr->number = 1;
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
}
else if (creature_ptr->pclass == CLASS_TOURIST)
object_prep(q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
q_ptr->number = rand_range(15, 20);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
q_ptr->number = rand_range(2, 4);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
q_ptr->number = rand_range(2, 4);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
q_ptr->number = rand_range(1, 3);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
q_ptr->number = rand_range(2, 4);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
q_ptr->number = rand_range(2, 4);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
else if (creature_ptr->pclass == CLASS_NINJA)
{
object_prep(q_ptr, lookup_kind(TV_SPIKE, 0));
q_ptr->number = rand_range(15, 20);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
else if (creature_ptr->pclass == CLASS_SNIPER)
{
object_prep(q_ptr, lookup_kind(TV_BOLT, SV_AMMO_NORMAL));
q_ptr->number = rand_range(15, 20);
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
if(creature_ptr->pseikaku == SEIKAKU_SEXY)
q_ptr->name2 = EGO_BRAND_POIS;
}
- add_outfit(q_ptr);
+ add_outfit(creature_ptr, q_ptr);
}
/* Hack -- make aware of the water */
* @brief プレイヤーの種族選択を行う / Player race
* @return なし
*/
-static bool get_player_race(void)
+static bool get_player_race(player_type *creature_ptr)
{
int k, n, cs, os;
concptr str;
/* Choose */
k = -1;
- cs = p_ptr->prace;
+ cs = creature_ptr->prace;
os = MAX_RACES;
while (1)
{
}
/* Set race */
- p_ptr->prace = (byte_hack)k;
+ creature_ptr->prace = (byte_hack)k;
- rp_ptr = &race_info[p_ptr->prace];
+ rp_ptr = &race_info[creature_ptr->prace];
/* Display */
c_put_str(TERM_L_BLUE, rp_ptr->title, 4, 15);
* @brief プレイヤーの職業選択を行う / Player class
* @return なし
*/
-static bool get_player_class(void)
+static bool get_player_class(player_type *creature_ptr)
{
int k, n, cs, os;
char c;
/* Get a class */
k = -1;
- cs = p_ptr->pclass;
+ cs = creature_ptr->pclass;
os = MAX_CLASS_CHOICE;
while (1)
{
}
/* Set class */
- p_ptr->pclass = (byte_hack)k;
- cp_ptr = &class_info[p_ptr->pclass];
- mp_ptr = &m_info[p_ptr->pclass];
+ creature_ptr->pclass = (byte_hack)k;
+ cp_ptr = &class_info[creature_ptr->pclass];
+ mp_ptr = &m_info[creature_ptr->pclass];
/* Display */
c_put_str(TERM_L_BLUE, cp_ptr->title, 5, 15);
* @brief 生い立ちメッセージをファイルからロードする。
* @return なし
*/
-static bool do_cmd_histpref(void)
+static bool do_cmd_histpref(player_type *creature_ptr)
{
char buf[80];
errr err;
histpref_buf = histbuf;
#ifdef JP
- sprintf(buf, "histedit-%s.prf", p_ptr->base_name);
+ sprintf(buf, "histedit-%s.prf", creature_ptr->base_name);
#else
- sprintf(buf, "histpref-%s.prf", p_ptr->base_name);
+ sprintf(buf, "histpref-%s.prf", creature_ptr->base_name);
#endif
err = process_histpref_file(buf);
}
/* Clear the previous history strings */
- for (i = 0; i < 4; i++) p_ptr->history[i][0] = '\0';
+ for (i = 0; i < 4; i++) creature_ptr->history[i][0] = '\0';
/* Skip leading spaces */
for (s = histpref_buf; *s == ' '; s++) /* loop */;
if (t[0] == 0) break;
else
{
- strcpy(p_ptr->history[i], t);
+ strcpy(creature_ptr->history[i], t);
t += strlen(t) + 1;
}
}
/* Fill the remaining spaces */
for (i = 0; i < 4; i++)
{
- for (j = 0; p_ptr->history[i][j]; j++) /* loop */;
+ for (j = 0; creature_ptr->history[i][j]; j++) /* loop */;
- for (; j < 59; j++) p_ptr->history[i][j] = ' ';
- p_ptr->history[i][59] = '\0';
+ for (; j < 59; j++) creature_ptr->history[i][j] = ' ';
+ creature_ptr->history[i][59] = '\0';
}
/* Kill the buffer */
for (; j < 59; j++) creature_ptr->history[i][j] = ' ';
creature_ptr->history[i][59] = '\0';
}
- display_player(1);
+ display_player(p_ptr, 1);
#ifdef JP
c_put_str(TERM_L_GREEN, "(キャラクターの生い立ち - 編集モード)", 11, 20);
put_str("[ カーソルキーで移動、Enterで終了、Ctrl-Aでファイル読み込み ]", 17, 10);
}
else if (c == KTRL('A'))
{
- if (do_cmd_histpref())
+ if (do_cmd_histpref(creature_ptr))
{
#ifdef JP
if ((x > 0) && (iskanji2(creature_ptr->history[y], x - 1))) x--;
char temp[80*10];
concptr t;
- if (!get_player_race()) return FALSE;
+ if (!get_player_race(creature_ptr)) return FALSE;
clear_from(10);
char temp[80*9];
concptr t;
- if (!get_player_class()) return FALSE;
+ if (!get_player_class(creature_ptr)) return FALSE;
clear_from(10);
roff_to_buf(class_jouhou[creature_ptr->pclass], 74, temp, sizeof(temp));
}
#endif /* ALLOW_AUTOROLLER */
-
- /* Clear */
clear_from(10);
- /* Reset current_world_ptr->game_turn; before auto-roll and after choosing race */
- init_turn();
+ /* Reset turn; before auto-roll and after choosing race */
+ init_turn(creature_ptr);
/*** Generate ***/
if (flag)
{
/* Dump data */
- birth_put_stats();
+ birth_put_stats(creature_ptr);
/* Dump round */
put_str(format("%10ld", auto_round), 10, col+20);
creature_ptr->chp = creature_ptr->mhp;
creature_ptr->csp = creature_ptr->msp;
- display_player(mode);
+ display_player(p_ptr, mode);
/* Prepare a prompt (must squeeze everything in) */
Term_gotoxy(2, 23);
continue;
}
- /* Toggle the display */
if ((c == 'H') || (c == 'h'))
{
mode = ((mode != 0) ? 0 : 1);
clear_from(23);
/* Get a name, recolor it, prepare savefile */
- get_name();
+ get_name(creature_ptr);
/* Process the player name */
process_player_name(current_world_ptr->creating_savefile);
/*** Edit character background ***/
- edit_history(p_ptr);
+ edit_history(creature_ptr);
/*** Finish up ***/
/* Initialize random quests */
- init_dungeon_quests(p_ptr);
+ init_dungeon_quests(creature_ptr);
/* Save character data for quick start */
save_prev_data(creature_ptr, &previous_char);
}
load_prev_data(creature_ptr, FALSE);
- init_turn();
+ init_turn(creature_ptr);
init_dungeon_quests(creature_ptr);
sp_ptr = &sex_info[creature_ptr->psex];
/*
* Wipe monsters in old dungeon
- * This wipe destroys value of current_floor_ptr->m_list[].cur_num .
+ * This wipe destroys value of m_list[].cur_num .
*/
wipe_m_list();
message_add(" ");
message_add(" ");
- do_cmd_write_nikki(NIKKI_GAMESTART, 1, _("-------- 新規ゲーム開始 --------", "-------- Start New Game --------"));
- do_cmd_write_nikki(NIKKI_HIGAWARI, 0, NULL);
+ exe_write_diary(creature_ptr, NIKKI_GAMESTART, 1, _("-------- 新規ゲーム開始 --------", "-------- Start New Game --------"));
+ exe_write_diary(creature_ptr, NIKKI_HIGAWARI, 0, NULL);
sprintf(buf,_(" 性別に%sを選択した。", " choose %s personality."), sex_info[creature_ptr->psex].title);
- do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
+ exe_write_diary(creature_ptr, NIKKI_BUNSHOU, 1, buf);
sprintf(buf,_(" 種族に%sを選択した。", " choose %s race."), race_info[creature_ptr->prace].title);
- do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
+ exe_write_diary(creature_ptr, NIKKI_BUNSHOU, 1, buf);
sprintf(buf,_(" 職業に%sを選択した。", " choose %s class."), class_info[creature_ptr->pclass].title);
- do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
+ exe_write_diary(creature_ptr, NIKKI_BUNSHOU, 1, buf);
if (creature_ptr->realm1)
{
sprintf(buf,_(" 魔法の領域に%s%sを選択した。", " choose %s%s realm."),realm_names[creature_ptr->realm1], creature_ptr->realm2 ? format("と%s",realm_names[creature_ptr->realm2]) : "");
- do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
+ exe_write_diary(creature_ptr, NIKKI_BUNSHOU, 1, buf);
}
sprintf(buf,_(" 性格に%sを選択した。", " choose %s."), seikaku_info[creature_ptr->pseikaku].title);
- do_cmd_write_nikki(NIKKI_BUNSHOU, 1, buf);
+ exe_write_diary(creature_ptr, NIKKI_BUNSHOU, 1, buf);
/* Init the shops */
for (i = 1; i < max_towns; i++)