if (a_idx < 0) a_idx = 0;
if (a_idx >= max_a_idx) a_idx = 0;
- (void)create_named_art(a_idx, caster_ptr->y, caster_ptr->x);
+ (void)create_named_art(caster_ptr, a_idx, caster_ptr->y, caster_ptr->x);
/* All done */
msg_print("Allocated.");
if (a_info[i].sval != k_info[k_idx].sval) continue;
/* Create this artifact */
- (void)create_named_art(i, caster_ptr->y, caster_ptr->x);
+ (void)create_named_art(caster_ptr, i, caster_ptr->y, caster_ptr->x);
/* All done */
msg_print("Allocated(INSTA_ART).");
apply_magic(q_ptr, caster_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART);
/* Drop the object from heaven */
- (void)drop_near(q_ptr, -1, caster_ptr->y, caster_ptr->x);
+ (void)drop_near(caster_ptr, q_ptr, -1, caster_ptr->y, caster_ptr->x);
/* All done */
msg_print("Allocated.");
/* Good Objects */
case 'g':
if (command_arg <= 0) command_arg = 1;
- acquirement(creature_ptr->y, creature_ptr->x, command_arg, FALSE, FALSE, TRUE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, FALSE, FALSE, TRUE);
break;
/* Hitpoint rerating */
if (tmp_int >= max_q_idx) break;
creature_ptr->current_floor_ptr->inside_quest = (QUEST_IDX)tmp_int;
- process_dungeon_file("q_info.txt", 0, 0, 0, 0);
+ process_dungeon_file(creature_ptr, "q_info.txt", 0, 0, 0, 0);
quest[tmp_int].status = QUEST_STATUS_TAKEN;
creature_ptr->current_floor_ptr->inside_quest = 0;
}
/* Special(Random Artifact) Objects */
case 'S':
if (command_arg <= 0) command_arg = 1;
- acquirement(creature_ptr->y, creature_ptr->x, command_arg, TRUE, TRUE, TRUE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, TRUE, TRUE, TRUE);
break;
/* Teleport */
/* Very Good Objects */
case 'v':
if (command_arg <= 0) command_arg = 1;
- acquirement(creature_ptr->y, creature_ptr->x, command_arg, TRUE, FALSE, TRUE);
+ acquirement(creature_ptr, creature_ptr->y, creature_ptr->x, command_arg, TRUE, FALSE, TRUE);
break;
/* Wizard Light the Level */
INVENTORY_IDX i;
for (i = INVEN_TOTAL - 1; i >= 0; i--)
{
- if (creature_ptr->inventory_list[i].k_idx) inven_drop(i, 999);
+ if (creature_ptr->inventory_list[i].k_idx) inven_drop(creature_ptr, i, 999);
}
player_outfit(creature_ptr);
break;