* Note that "feeling" is set to zero unless some time has passed.
* Note that this is done when the level is GENERATED, not entered.
*/
-void do_cmd_feeling(void)
+void do_cmd_feeling(player_type *creature_ptr)
{
- if (p_ptr->wild_mode) return;
+ if (creature_ptr->wild_mode) return;
/* No useful feeling in quests */
- if (p_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level))
+ if (creature_ptr->inside_quest && !random_quest_number(current_floor_ptr->dun_level))
{
msg_print(_("典型的なクエストのダンジョンのようだ。", "Looks like a typical quest level."));
return;
}
/* No useful feeling in town */
- else if (p_ptr->town_num && !current_floor_ptr->dun_level)
+ else if (creature_ptr->town_num && !current_floor_ptr->dun_level)
{
- if (!strcmp(town_info[p_ptr->town_num].name, _("荒野", "wilderness")))
+ if (!strcmp(town_info[creature_ptr->town_num].name, _("荒野", "wilderness")))
{
msg_print(_("何かありそうな荒野のようだ。", "Looks like a strange wilderness."));
return;
}
/* Display the feeling */
- if (p_ptr->muta3 & MUT3_GOOD_LUCK)
- msg_print(do_cmd_feeling_text_lucky[p_ptr->feeling]);
- else if (p_ptr->pseikaku == SEIKAKU_COMBAT ||
- p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON)
- msg_print(do_cmd_feeling_text_combat[p_ptr->feeling]);
+ if (creature_ptr->muta3 & MUT3_GOOD_LUCK)
+ msg_print(do_cmd_feeling_text_lucky[creature_ptr->feeling]);
+ else if (creature_ptr->pseikaku == SEIKAKU_COMBAT ||
+ creature_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON)
+ msg_print(do_cmd_feeling_text_combat[creature_ptr->feeling]);
else
- msg_print(do_cmd_feeling_text[p_ptr->feeling]);
+ msg_print(do_cmd_feeling_text[creature_ptr->feeling]);
}
extern void do_cmd_colors(player_type *creature_ptr);
extern void do_cmd_note(void);
extern void do_cmd_version(void);
-extern void do_cmd_feeling(void);
+extern void do_cmd_feeling(player_type *creature_ptr);
extern void do_cmd_load_screen(void);
extern void do_cmd_save_screen_html_aux(char *filename, int message);
extern void do_cmd_save_screen(void);
/* Repeat level feeling */
case KTRL('F'):
{
- do_cmd_feeling();
+ do_cmd_feeling(p_ptr);
break;
}
if (quest_num && (is_fixed_quest_idx(quest_num) &&
!((quest_num == QUEST_OBERON) || (quest_num == QUEST_SERPENT) ||
- !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling();
+ !(quest[quest_num].flags & QUEST_FLAG_PRESET)))) do_cmd_feeling(p_ptr);
if (p_ptr->phase_out)
{