#include "floor.h"
#include "floor-events.h"
#include "floor-save.h"
+#include "objectkind.h"
#include "object-boost.h"
#include "object-flavor.h"
#include "object-hook.h"
GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
- /* Loop for inventory and right/left arm */
+ /* Loop for p_ptr->inventory_list and right/left arm */
for (i = 0; i <= INVEN_LARM; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
/* Living Tsuchinoko worthes $1000000 */
if ((o_ptr->tval == TV_CAPTURE) && (o_ptr->pval == MON_TSUCHINOKO))
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
/* Corpse of Tsuchinoko worthes $200000 */
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (o_ptr->pval == MON_TSUCHINOKO))
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
/* Bones of Tsuchinoko worthes $100000 */
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (o_ptr->pval == MON_TSUCHINOKO))
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_CORPSE) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
{
char buf[MAX_NLEN+20];
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON) && (streq(r_name + r_info[o_ptr->pval].name, r_name + r_info[today_mon].name)))
{
/* Need reverse order --- Positions will be changed in the loop */
for (i = INVEN_PACK-1; i >= 0; i--)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
if ((o_ptr->tval == TV_CORPSE) && (o_ptr->pval == current_world_ptr->bounty_r_idx[j]))
{
char buf[MAX_NLEN+20];
clear_bldg(0, 22);
/* Store copy of original wielded weapon */
- i_ptr = &inventory[INVEN_RARM];
+ i_ptr = &p_ptr->inventory_list[INVEN_RARM];
object_copy(&orig_weapon, i_ptr);
item_tester_hook = item_tester_hook_orthodox_melee_weapons;
/* Calculate cost */
for ( i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
/* skip non magic device */
if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD) continue;
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
k_ptr = &k_info[o_ptr->k_idx];
/* skip non magic device */
}
else if ((which == 2) && p_ptr->inside_arena)
{
- if (!p_ptr->exit_bldg && m_cnt > 0)
+ if (!p_ptr->exit_bldg && current_floor_ptr->m_cnt > 0)
{
prt(_("ゲートは閉まっている。モンスターがあなたを待っている!", "The gates are closed. The monster awaits!"), 0, 0);
}