/*** Recall on screen ***/
/* Get maximal info about this monster */
- lore_do_probe(r_idx);
+ lore_do_probe(player_ptr, r_idx);
/* Save this monster ID */
monster_race_track(player_ptr, r_idx);
extern MONSTER_IDX m_pop(player_type *player_ptr);
extern errr get_mon_num_prep(player_type *player_ptr, monsterrace_hook_type monster_hook, monsterrace_hook_type monster_hook2);
extern MONRACE_IDX get_mon_num(player_type *player_ptr, DEPTH level);
-extern int lore_do_probe(MONRACE_IDX r_idx);
+extern int lore_do_probe(player_type *player_ptr, MONRACE_IDX r_idx);
extern void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold);
extern void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full);
extern void update_monsters(bool full);
*/
void monster_name(player_type *player_ptr, MONSTER_IDX m_idx, char* m_name)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
monster_desc(player_ptr, m_name, m_ptr, 0x00);
}
/*!
* @brief モンスターの調査による思い出補完処理 / Learn about a monster (by "probing" it)
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param r_idx 補完されるモンスター種族ID
* @return 明らかになった情報の度数
* @details
* Return the number of new flags learnt. -Mogami-
*/
-int lore_do_probe(MONRACE_IDX r_idx)
+int lore_do_probe(player_type *player_ptr, MONRACE_IDX r_idx)
{
monster_race *r_ptr = &r_info[r_idx];
int i, n = 0;
r_ptr->r_xtra1 |= MR1_SINKA;
/* Update monster recall window */
- if (p_ptr->monster_race_idx == r_idx)
+ if (player_ptr->monster_race_idx == r_idx)
{
- p_ptr->window |= (PW_MONSTER);
+ player_ptr->window |= (PW_MONSTER);
}
/* Return the number of new flags learnt */
Term_erase(0, 0, 255);
- if (lore_do_probe(m_ptr->r_idx))
+ if (lore_do_probe(caster_ptr, m_ptr->r_idx))
{
strcpy(buf, (r_name + r_ptr->name));
#ifdef JP