* / Handle recharging objects once every 10 game turns
* @return なし
*/
-static void process_world_aux_recharge(void)
+static void process_world_aux_recharge(player_type *creature_ptr)
{
int i;
bool changed;
for (changed = FALSE, i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
/* Get the object */
- object_type *o_ptr = &p_ptr->inventory_list[i];
+ object_type *o_ptr = &creature_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
/* Recharge activatable objects */
/* Notice changes */
if (changed)
{
- p_ptr->window |= (PW_EQUIP);
+ creature_ptr->window |= (PW_EQUIP);
wild_regen = 20;
}
*/
for (changed = FALSE, i = 0; i < INVEN_PACK; i++)
{
- object_type *o_ptr = &p_ptr->inventory_list[i];
+ object_type *o_ptr = &creature_ptr->inventory_list[i];
object_kind *k_ptr = &k_info[o_ptr->k_idx];
if (!o_ptr->k_idx) continue;
/* Notice changes */
if (changed)
{
- p_ptr->window |= (PW_INVEN);
+ creature_ptr->window |= (PW_INVEN);
wild_regen = 20;
}
process_world_aux_light(p_ptr);
process_world_aux_mutation(p_ptr);
process_world_aux_curse(p_ptr);
- process_world_aux_recharge();
+ process_world_aux_recharge(p_ptr);
sense_inventory1();
sense_inventory2();
process_world_aux_movement();