break;
case BACT_IDENTS: /* needs work */
if (!get_check(_("持ち物を全て鑑定してよろしいですか?", "Do you pay for identify all your possession? "))) break;
- identify_pack();
+ identify_pack(p_ptr);
msg_print(_(" 持ち物全てが鑑定されました。", "Your possessions have been identified."));
paid = TRUE;
break;
(void)detect_treasure(DETECT_RAD_DEFAULT);
(void)detect_objects_gold(DETECT_RAD_DEFAULT);
(void)detect_objects_normal(DETECT_RAD_DEFAULT);
- identify_pack();
+ identify_pack(creature_ptr);
self_knowledge(creature_ptr);
ident = TRUE;
break;
extern void call_the_void(player_type *caster_ptr);
extern void fetch(player_type *caster_ptr, DIRECTION dir, WEIGHT wgt, bool require_los);
extern void reserve_alter_reality(player_type *caster_ptr);
-extern void identify_pack(void);
+extern void identify_pack(player_type *target_ptr);
extern int remove_curse(player_type *caster_ptr);
extern int remove_all_curse(player_type *caster_ptr);
extern bool alchemy(player_type *caster_ptr);
* Done by a potion of "self knowledge".
* @return なし
*/
-void identify_pack(void)
+void identify_pack(player_type *target_ptr)
{
INVENTORY_IDX i;
/* Simply identify and know every item */
for (i = 0; i < INVEN_TOTAL; i++)
{
- object_type *o_ptr = &p_ptr->inventory_list[i];
+ object_type *o_ptr = &target_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
- identify_item(p_ptr, o_ptr);
+ identify_item(target_ptr, o_ptr);
/* Auto-inscription */
autopick_alter_item(i, FALSE);