}
}
+static void describe_monster_person(eg_type *eg_ptr)
+{
+ monster_race *ap_r_ptr = &r_info[eg_ptr->m_ptr->ap_r_idx];
+ eg_ptr->s1 = _("それは", "It is ");
+ if (ap_r_ptr->flags1 & RF1_FEMALE)
+ eg_ptr->s1 = _("彼女は", "She is ");
+ else if (ap_r_ptr->flags1 & RF1_MALE)
+ eg_ptr->s1 = _("彼は", "He is ");
+
+#ifdef JP
+ eg_ptr->s2 = "を";
+ eg_ptr->s3 = "持っている";
+#else
+ eg_ptr->s2 = "carrying ";
+#endif
+}
+
/*
* todo xとlで処理を分ける?
* @brief xまたはlで指定したグリッドにあるアイテムやモンスターの説明を記述する
return 0;
if (eg_ptr->g_ptr->m_idx && subject_ptr->current_floor_ptr->m_list[eg_ptr->g_ptr->m_idx].ml) {
- monster_race *ap_r_ptr = &r_info[eg_ptr->m_ptr->ap_r_idx];
boring = FALSE;
monster_race_track(subject_ptr, eg_ptr->m_ptr->ap_r_idx);
health_track(subject_ptr, eg_ptr->g_ptr->m_idx);
if ((eg_ptr->query == ' ') && !(mode & TARGET_LOOK))
return eg_ptr->query;
- eg_ptr->s1 = _("それは", "It is ");
- if (ap_r_ptr->flags1 & RF1_FEMALE)
- eg_ptr->s1 = _("彼女は", "She is ");
- else if (ap_r_ptr->flags1 & RF1_MALE)
- eg_ptr->s1 = _("彼は", "He is ");
-
-#ifdef JP
- eg_ptr->s2 = "を";
- eg_ptr->s3 = "持っている";
-#else
- eg_ptr->s2 = "carrying ";
-#endif
-
+ describe_monster_person(eg_ptr);
for (OBJECT_IDX this_o_idx = eg_ptr->m_ptr->hold_o_idx; this_o_idx; this_o_idx = eg_ptr->next_o_idx) {
GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;