* @param pickup アイテムの自動拾いを行うならTRUE
* @return なし
*/
-void do_cmd_stay(bool pickup)
+void do_cmd_stay(player_type *creature_ptr, bool pickup)
{
u32b mpe_mode = MPE_STAYING | MPE_ENERGY_USE;
{
/* Set repeat count */
command_rep = command_arg - 1;
- p_ptr->redraw |= (PR_STATE);
+ creature_ptr->redraw |= (PR_STATE);
/* Cancel the arg */
command_arg = 0;
}
- take_turn(p_ptr, 100);
+ take_turn(creature_ptr, 100);
if (pickup) mpe_mode |= MPE_DO_PICKUP;
- (void)move_player_effect(p_ptr, p_ptr->y, p_ptr->x, mpe_mode);
+ (void)move_player_effect(creature_ptr, creature_ptr->y, creature_ptr->x, mpe_mode);
}
extern void do_cmd_alter(void);
extern void do_cmd_spike(player_type *creature_ptr);
extern void do_cmd_walk(player_type *creature_ptr, bool pickup);
-extern void do_cmd_stay(bool pickup);
+extern void do_cmd_stay(player_type *creature_ptr, bool pickup);
extern void do_cmd_run(player_type *creature_ptr);
extern void do_cmd_rest(player_type *creature_ptr);
extern void do_cmd_fire(player_type *creature_ptr, SPELL_IDX snipe_type);
/* Stay still (usually pick things up) */
case ',':
{
- do_cmd_stay(always_pickup);
+ do_cmd_stay(p_ptr, always_pickup);
break;
}
/* Stay still (usually do not pick up) */
case 'g':
{
- do_cmd_stay(!always_pickup);
+ do_cmd_stay(p_ptr, !always_pickup);
break;
}