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Added an English description for the sexy swimsuit of Milim the Valkyrie. The descrip...
[hengband/hengband.git] / src / targeting.c
index 51f7782..c46d530 100644 (file)
@@ -30,6 +30,7 @@
 #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"
@@ -587,7 +588,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                /* 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);
@@ -602,7 +603,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                                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));
@@ -674,7 +675,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                        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);
@@ -718,7 +719,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                                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);
@@ -824,7 +825,7 @@ static char target_set_aux(player_type *subject_ptr, POSITION y, POSITION x, BIT
                        /* 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);
@@ -1725,7 +1726,7 @@ bool get_direction(player_type *creature_ptr, DIRECTION *dp, bool allow_under, b
                        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);
@@ -1863,7 +1864,7 @@ bool get_rep_dir(player_type *creature_ptr, DIRECTION *dp, bool under)
                        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);