}
/* Pick up the object */
- py_pickup_aux(this_o_idx);
+ py_pickup_aux(p_ptr, this_o_idx);
return (TRUE);
}
#endif /* ALLOW_EASY_SENSE */
/* Pick up the object */
- py_pickup_aux(floor_o_idx);
+ py_pickup_aux(creature_ptr, floor_o_idx);
}
/* Allow the user to choose an object */
* Add the given dungeon object to the character's inventory.\n
* Delete the object afterwards.\n
*/
-void py_pickup_aux(OBJECT_IDX o_idx)
+void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx)
{
INVENTORY_IDX slot;
object_type *o_ptr;
- o_ptr = &p_ptr->current_floor_ptr->o_list[o_idx];
+ o_ptr = &owner_ptr->current_floor_ptr->o_list[o_idx];
#ifdef JP
object_desc(old_name, o_ptr, OD_NAME_ONLY);
hirottakazu = o_ptr->number;
#endif
/* Carry the object */
- slot = inven_carry(p_ptr, o_ptr);
+ slot = inven_carry(owner_ptr, o_ptr);
/* Get the object again */
- o_ptr = &p_ptr->inventory_list[slot];
+ o_ptr = &owner_ptr->inventory_list[slot];
delete_object_idx(o_idx);
- if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+ if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN)
{
- bool old_known = identify_item(p_ptr, o_ptr);
+ bool old_known = identify_item(owner_ptr, o_ptr);
/* Auto-inscription/destroy */
autopick_alter_item(slot, (bool)(destroy_identify && !old_known));
object_desc(o_name, o_ptr, 0);
#ifdef JP
- if ((o_ptr->name1 == ART_CRIMSON) && (p_ptr->pseikaku == SEIKAKU_COMBAT))
+ if ((o_ptr->name1 == ART_CRIMSON) && (owner_ptr->pseikaku == SEIKAKU_COMBAT))
{
- msg_format("こうして、%sは『クリムゾン』を手に入れた。", p_ptr->name);
+ msg_format("こうして、%sは『クリムゾン』を手に入れた。", owner_ptr->name);
msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
- msg_format("%sに襲いかかる...", p_ptr->name);
+ msg_format("%sに襲いかかる...", owner_ptr->name);
}
else
{
if (okay)
{
/* Pick up the object */
- py_pickup_aux(this_o_idx);
+ py_pickup_aux(creature_ptr, this_o_idx);
}
}
}
#define MPE_DONT_SWAP_MON 0x00000080
extern bool move_player_effect(player_type *creature_ptr, POSITION ny, POSITION nx, BIT_FLAGS mpe_mode);
-extern void py_pickup_aux(OBJECT_IDX o_idx);
+extern void py_pickup_aux(player_type *owner_ptr, OBJECT_IDX o_idx);
extern bool pattern_seq(player_type *creature_ptr, POSITION c_y, POSITION c_x, POSITION n_y, POSITION n_x);
extern bool trap_can_be_ignored(player_type *creature_ptr, FEAT_IDX feat);
extern void search(player_type *creature_ptr);