extern errr get_mon_num_prep(player_type *player_ptr, monsterrace_hook_type monster_hook, monsterrace_hook_type monster_hook2);
extern MONRACE_IDX get_mon_num(player_type *player_ptr, DEPTH level);
extern int lore_do_probe(player_type *player_ptr, MONRACE_IDX r_idx);
-extern void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold);
+extern void lore_treasure(player_type *player_ptr, MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold);
extern void update_monster(player_type *subject_ptr, MONSTER_IDX m_idx, bool full);
extern void update_monsters(bool full);
extern bool multiply_monster(player_type *player_ptr, MONSTER_IDX m_idx, bool clone, BIT_FLAGS mode);
if (visible && (dump_item || dump_gold))
{
/* Take notes on treasure */
- lore_treasure(m_idx, dump_item, dump_gold);
+ lore_treasure(player_ptr, m_idx, dump_item, dump_gold);
}
/* Only process "Quest Monsters" */
/*!
* @brief モンスターの撃破に伴うドロップ情報の保管処理 / Take note that the given monster just dropped some treasure
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param m_idx モンスター情報のID
* @param num_item 手に入れたアイテム数
* @param num_gold 手に入れた財宝の単位数
* gold and items are dropped, and remembers that information to be
* described later by the monster recall code.
*/
-void lore_treasure(MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
+void lore_treasure(player_type *player_ptr, MONSTER_IDX m_idx, ITEM_NUMBER num_item, ITEM_NUMBER num_gold)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &player_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (r_ptr->flags1 & (RF1_DROP_GREAT)) r_ptr->r_flags1 |= (RF1_DROP_GREAT);
/* Update monster recall window */
- if (p_ptr->monster_race_idx == m_ptr->r_idx)
+ if (player_ptr->monster_race_idx == m_ptr->r_idx)
{
- p_ptr->window |= (PW_MONSTER);
+ player_ptr->window |= (PW_MONSTER);
}
}