GAME_TEXT m_name_self[80];
/* hisself */
- monster_desc(m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
+ monster_desc(target_ptr, m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
msg_format("The attack of %s has wounded %s!", m_name, m_name_self);
#endif
fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
#else
if ((i % 12) == 0) fprintf(fff, "\n ( page %d )\n", x++);
- object_desc(player_ptr, o_name, &st_ptr->stock[i], 0);
+ object_desc(creature_ptr, o_name, &st_ptr->stock[i], 0);
fprintf(fff, "%c) %s\n", I2A(i % 12), o_name);
#endif
}
msg_print("地面に落とされた。");
#else
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
+ monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
msg_format("You have fallen from %s.", m_name);
#endif
}
if (is_seen(m_ptr))
{
GAME_TEXT m_name[MAX_NLEN];
-#ifdef JP
-#else
-
+#ifndef JP
char m_poss[80];
/* Acquire the monster possessive */
- monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
+ monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
#endif
monster_desc(target_ptr, m_name, m_ptr, 0);
#ifdef JP
#ifdef JP
hooked_roff(format(" %d レベルのキャラクタにとって 約%ld.%02ld ポイントの経験となる。", player_ptr->lev, (long)i, (long)j));
#else
-
- /* Mention the experience */
- hooked_roff(format(" is worth about %ld.%02ld point%s",
- (long)i, (long)j, ((i == 1) && (j == 0)) ? "" : "s"));
-
- /* Take account of annoying English */
- p = "th";
- i = player_ptr->lev % 10;
- if ((player_ptr->lev / 10) == 1) /* nothing */;
- else if (i == 1) p = "st";
- else if (i == 2) p = "nd";
- else if (i == 3) p = "rd";
-
- /* Take account of "leading vowels" in numbers */
- q = "";
- i = player_ptr->lev;
- if ((i == 8) || (i == 11) || (i == 18)) q = "n";
-
- /* Mention the dependance on the player's level */
- hooked_roff(format(" for a%s %lu%s level character. ",
- q, (long)i, p));
+ {
+ char *p, *q;
+ /* Mention the experience */
+ hooked_roff(format(" is worth about %ld.%02ld point%s",
+ (long)i, (long)j, ((i == 1) && (j == 0)) ? "" : "s"));
+
+ /* Take account of annoying English */
+ p = "th";
+ i = player_ptr->lev % 10;
+ if ((player_ptr->lev / 10) == 1) /* nothing */;
+ else if (i == 1) p = "st";
+ else if (i == 2) p = "nd";
+ else if (i == 3) p = "rd";
+
+ /* Take account of "leading vowels" in numbers */
+ q = "";
+ i = player_ptr->lev;
+ if ((i == 8) || (i == 11) || (i == 18)) q = "n";
+
+ /* Mention the dependance on the player's level */
+ hooked_roff(format(" for a%s %lu%s level character. ",
+ q, (long)i, p));
+ }
#endif
}
GAME_TEXT m_name[MAX_NLEN];
monster_desc(target_ptr, m_name, m_ptr, 0x00);
-#ifdef JP
-#else
-
+#ifndef JP
/* Get the monster possessive ("his"/"her"/"its") */
- monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
+ monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
#endif
SPELL_IDX thrown_spell = 0;
/* Get the monster name (or "it") */
monster_desc(target_ptr, m_name, m_ptr, 0x00);
-#ifdef JP
-#else
-
+#ifndef JP
/* Get the monster possessive ("his"/"her"/"its") */
- monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
+ monster_desc(target_ptr, m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
#endif
/* Get the target's name (or "it") */