#include "angband.h"
#include "melee.h"
+#include "sort.h"
/*!
* @brief プレイヤーの騎乗/下馬処理判定
for (i = 0; i < max_pet; i++)
{
bool delete_this;
- GAME_TEXT friend_name[80];
+ GAME_TEXT friend_name[MAX_NLEN];
bool kakunin;
/* Access the monster */
{
if (record_named_pet && m_ptr->nickname)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
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))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
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];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
bool old_name = FALSE;
bool old_target_pet = target_pet;
COMMAND_CODE i = 0;
int num;
int powers[36];
- cptr power_desc[36];
+ concptr power_desc[36];
bool flag, redraw;
char choice;
char out_val[160];
num = 0;
+ if(p_ptr->wild_mode) return;
+
power_desc[num] = _("ペットを放す", "dismiss pets");
powers[num++] = PET_DISMISS;
{
int i, y, x, oy, ox;
int sn = 0, sy = 0, sx = 0;
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr = &m_list[p_ptr->riding];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
bool fall_dam = FALSE;