/* Character is now "complete" */
current_world_ptr->character_generated = TRUE;
-
/* Hack -- Character is no longer "icky" */
current_world_ptr->character_icky = FALSE;
-
if (new_game)
{
char buf[80];
- sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name());
+ sprintf(buf, _("%sに降り立った。", "You are standing in the %s."), map_name(player_ptr));
exe_write_diary(player_ptr, NIKKI_BUNSHOU, 0, buf);
}
-
/* Start game */
player_ptr->playing = TRUE;
else if (!floor_ptr->dun_level)
{
#ifdef JP
- sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(), creature_ptr->died_from);
+ sprintf(statmsg, "…あなたは%sで%sに殺された。", map_name(creature_ptr), creature_ptr->died_from);
#else
- sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name());
+ sprintf(statmsg, "...You were killed by %s in %s.", creature_ptr->died_from, map_name(creature_ptr));
#endif
}
else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
else
{
#ifdef JP
- sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(), (int)floor_ptr->dun_level, creature_ptr->died_from);
+ sprintf(statmsg, "…あなたは、%sの%d階で%sに殺された。", map_name(creature_ptr), (int)floor_ptr->dun_level, creature_ptr->died_from);
#else
- sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, floor_ptr->dun_level, map_name());
+ sprintf(statmsg, "...You were killed by %s on level %d of %s.", creature_ptr->died_from, floor_ptr->dun_level, map_name(creature_ptr));
#endif
}
}
{
if (!floor_ptr->dun_level)
{
- sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name());
+ sprintf(statmsg, _("…あなたは現在、 %s にいる。", "...Now, you are in %s."), map_name(creature_ptr));
}
else if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest))
{
else
{
#ifdef JP
- sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(), (int)floor_ptr->dun_level);
+ sprintf(statmsg, "…あなたは現在、 %s の %d 階で探索している。", map_name(creature_ptr), (int)floor_ptr->dun_level);
#else
- sprintf(statmsg, "...Now, you are exploring level %d of %s.", floor_ptr->dun_level, map_name());
+ sprintf(statmsg, "...Now, you are exploring level %d of %s.", floor_ptr->dun_level, map_name(creature_ptr));
#endif
}
}
// Blue mage
int l1 = 0;
int l2 = 0;
- int num = 0;
int spellnum[MAX_MONSPELLS];
BIT_FLAGS f4 = 0, f5 = 0, f6 = 0;
char p[60][80];
break;
}
- for (int i = 0, num = 0; i < 32; i++)
+ int num = 0;
+ for (int i = 0; i < 32; i++)
{
if ((0x00000001 << i) & f4) spellnum[num++] = i;
}
/*!
* @brief 現在のマップ名を返す /
+ * @param creature_ptr プレーヤーへの参照ポインタ
* @return マップ名の文字列参照ポインタ
*/
-concptr map_name(void)
+concptr map_name(player_type *creature_ptr)
{
- if (p_ptr->current_floor_ptr->inside_quest && is_fixed_quest_idx(p_ptr->current_floor_ptr->inside_quest)
- && (quest[p_ptr->current_floor_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
+ floor_type *floor_ptr = creature_ptr->current_floor_ptr;
+ if (floor_ptr->inside_quest && is_fixed_quest_idx(floor_ptr->inside_quest)
+ && (quest[floor_ptr->inside_quest].flags & QUEST_FLAG_PRESET))
return _("クエスト", "Quest");
- else if (p_ptr->wild_mode)
+ else if (creature_ptr->wild_mode)
return _("地上", "Surface");
- else if (p_ptr->current_floor_ptr->inside_arena)
+ else if (creature_ptr->current_floor_ptr->inside_arena)
return _("アリーナ", "Arena");
- else if (p_ptr->phase_out)
+ else if (creature_ptr->phase_out)
return _("闘技場", "Monster Arena");
- else if (!p_ptr->current_floor_ptr->dun_level && p_ptr->town_num)
- return town_info[p_ptr->town_num].name;
+ else if (!floor_ptr->dun_level && creature_ptr->town_num)
+ return town_info[creature_ptr->town_num].name;
else
- return d_name+d_info[p_ptr->dungeon_idx].name;
+ return d_name+d_info[creature_ptr->dungeon_idx].name;
}
/*!
* @brief 現在のマップ名を描画する / Print dungeon
+ * @param creature_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-static void prt_dungeon(void)
+static void print_dungeon(player_type *creature_ptr)
{
concptr dungeon_name;
TERM_LEN col;
/* Dump 13 spaces to clear */
c_put_str(TERM_WHITE, " ", ROW_DUNGEON, COL_DUNGEON);
- dungeon_name = map_name();
+ dungeon_name = map_name(creature_ptr);
col = COL_DUNGEON + 6 - strlen(dungeon_name)/2;
if (col < 0) col = 0;
creature_ptr->redraw &= ~(PR_DEPTH | PR_HEALTH | PR_UHEALTH);
prt_frame_basic();
prt_time();
- prt_dungeon();
+ print_dungeon(creature_ptr);
}
if (creature_ptr->redraw & (PR_EQUIPPY))
extern void health_track(MONSTER_IDX m_idx);
extern void prt_time(void);
-extern concptr map_name(void);
+extern concptr map_name(player_type *creature_ptr);
extern void print_monster_list(floor_type *floor_ptr, TERM_LEN x, TERM_LEN y, TERM_LEN max_lines);
extern void move_cursor_relative(int row, int col);
extern void prt_path(floor_type *floor_ptr, POSITION y, POSITION x);