#define IGNORE_BOTHHAND_SLOT 0x10 /*!< アイテム表示/選択範囲: 両手持ちスロットを選択に含めない */
#define USE_FULL 0x20 /*!< アイテム表示/選択範囲: 空欄まですべて表示する*/
extern bool can_get_item(OBJECT_TYPE_VALUE tval);
-extern bool get_item(OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval);
+extern bool get_item(player_type *owner_ptr, OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval);
#define REF_ITEM(P_PTR, FLOOR_PTR, ID) ((ID >= 0 ? &(P_PTR)->inventory_list[ID] : &(FLOOR_PTR)->o_list[0 - item]))
extern void excise_object_idx(OBJECT_IDX o_idx);
extern void delete_object_idx(OBJECT_IDX o_idx);
extern void delete_object(POSITION y, POSITION x);
-extern void compact_objects(int size);
extern OBJECT_IDX o_pop(void);
extern OBJECT_IDX get_obj_num(DEPTH level, BIT_FLAGS mode);
extern OBJECT_SUBTYPE_VALUE coin_type;
extern bool make_object(object_type *j_ptr, BIT_FLAGS mode);
-extern void place_object(POSITION y, POSITION x, BIT_FLAGS mode);
extern bool make_gold(object_type *j_ptr);
-extern void place_gold(POSITION y, POSITION x);
extern OBJECT_IDX drop_near(object_type *o_ptr, PERCENTAGE chance, POSITION y, POSITION x);
extern void vary_item(INVENTORY_IDX item, ITEM_NUMBER num);
extern void inven_item_charges(INVENTORY_IDX item);
extern s32b flag_cost(object_type *o_ptr, int plusses);
extern bool get_item_floor(COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval);
-extern void py_pickup_floor(bool pickup);
+extern void py_pickup_floor(player_type *creature_ptr, bool pickup);
extern void prepare_label_string(char *label, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval);
/*