* Also note that it may not correctly "adapt" to "knowledge" bacoming
* known, the player may have to pick stuff up and drop it again.
*/
-static void home_carry_load(PlayerType *player_ptr, store_type *store_ptr, object_type *o_ptr)
+static void home_carry_load(PlayerType *player_ptr, store_type *store_ptr, ObjectType *o_ptr)
{
for (auto i = 0; i < store_ptr->stock_num; i++) {
auto *j_ptr = &store_ptr->stock[i];
auto item_loader = ItemLoaderFactory::create_loader();
for (int j = 0; j < inven_num; j++) {
- object_type item;
+ ObjectType item;
item_loader->rd_item(&item);
auto stock_max = store_get_stock_max(i2enum<StoreSaleType>(store_number));
if (store_ptr->stock_num >= stock_max) {