#include "player-status.h"
#include "player-effects.h"
#include "player-class.h"
+#include "player-inventory.h"
#include "player-personality.h"
#include "spells-floor.h"
#include "feature.h"
void carry(player_type *creature_ptr, bool pickup)
{
/* Recenter the map around the player */
- verify_panel();
+ verify_panel(creature_ptr);
creature_ptr->update |= (PU_MONSTERS);
creature_ptr->redraw |= (PR_MAP);
lite_spot(ny, nx);
/* Check for new panel (redraw map) */
- verify_panel();
+ verify_panel(creature_ptr);
if (mpe_mode & MPE_FORGET_FLOW)
{
/* Disturb the monster */
(void)set_monster_csleep(creature_ptr, g_ptr->m_idx, 0);
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(creature_ptr, m_name, m_ptr, 0);
if (m_ptr->ml)
{
else if (MON_MONFEAR(riding_m_ptr))
{
GAME_TEXT steed_name[MAX_NLEN];
- monster_desc(steed_name, riding_m_ptr, 0);
+ monster_desc(creature_ptr, 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);
can_move = FALSE;
disturb(creature_ptr, FALSE, TRUE);
if (can_move && MON_STUNNED(riding_m_ptr) && one_in_(2))
{
GAME_TEXT steed_name[MAX_NLEN];
- monster_desc(steed_name, riding_m_ptr, 0);
+ monster_desc(creature_ptr, 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);
can_move = FALSE;
disturb(creature_ptr, FALSE, TRUE);
creature_ptr->running = 0;
/* Check for new panel if appropriate */
- if (center_player && !center_running) verify_panel();
+ if (center_player && !center_running) verify_panel(creature_ptr);
/* Calculate torch radius */
creature_ptr->update |= (PU_TORCH);
travel.run = 0;
/* Check for new panel if appropriate */
- if (center_player && !center_running) verify_panel();
+ if (center_player && !center_running) verify_panel(creature_ptr);
/* Calculate torch radius */
creature_ptr->update |= (PU_TORCH);