#include "floor.h"
#include "floor-events.h"
#include "floor-town.h"
+#include "player-inventory.h"
#include "player-move.h"
#include "player-status.h"
#include "monster-status.h"
/* Not boring */
boring = FALSE;
- monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ monster_desc(subject_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
monster_race_track(subject_ptr, m_ptr->ap_r_idx);
health_track(subject_ptr, g_ptr->m_idx);
handle_stuff(subject_ptr);
screen_save();
/* Recall on screen */
- screen_roff(m_ptr->ap_r_idx, 0);
+ screen_roff(subject_ptr, m_ptr->ap_r_idx, 0);
/* Hack -- Complete the prompt (again) */
Term_addstr(-1, TERM_WHITE, format(_(" [r思 %s%s]", " [r,%s%s]"), x_info, info));
o_ptr = &subject_ptr->current_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
- object_desc(o_name, o_ptr, 0);
+ object_desc(subject_ptr, o_name, o_ptr, 0);
#ifdef JP
sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
object_type *o_ptr;
o_ptr = &subject_ptr->current_floor_ptr->o_list[floor_list[0]];
- object_desc(o_name, o_ptr, 0);
+ object_desc(subject_ptr, o_name, o_ptr, 0);
#ifdef JP
sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
/* Not boring */
boring = FALSE;
- object_desc(o_name, o_ptr, 0);
+ object_desc(subject_ptr, o_name, o_ptr, 0);
#ifdef JP
sprintf(out_val, "%s%s%s%s[%s]", s1, o_name, s2, s3, info);
GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(creature_ptr, m_name, m_ptr, 0);
if (MON_CONFUSED(m_ptr))
{
msg_format(_("%sは混乱している。", "%^s is confused."), m_name);
GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr = &creature_ptr->current_floor_ptr->m_list[creature_ptr->riding];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(creature_ptr, m_name, m_ptr, 0);
if (MON_CONFUSED(m_ptr))
{
msg_format(_("%sは混乱している。", "%^s is confused."), m_name);