/* Now decided to destroy */
- disturb(p_ptr, FALSE, FALSE);
+ disturb(player_ptr, FALSE, FALSE);
/* Artifact? */
if (!can_player_destroy_object(o_ptr))
/* Destroy Later */
o_ptr->marked |= OM_AUTODESTROY;
- p_ptr->update |= PU_AUTODESTROY;
+ player_ptr->update |= PU_AUTODESTROY;
}
static void autopick_delayed_alter_aux(player_type *player_ptr, INVENTORY_IDX item)
{
object_type *o_ptr;
- o_ptr = REF_ITEM(p_ptr, p_ptr->current_floor_ptr, item);
+ o_ptr = REF_ITEM(player_ptr, player_ptr->current_floor_ptr, item);
if (o_ptr->k_idx == 0 || !(o_ptr->marked & OM_AUTODESTROY)) return;
autopick_delayed_alter_aux(owner_ptr, item);
/* Scan the pile of objects */
- item = p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx;
+ floor_type *floor_ptr = owner_ptr->current_floor_ptr;
+ item = floor_ptr->grid_array[owner_ptr->y][owner_ptr->x].o_idx;
while (item)
{
- OBJECT_IDX next = p_ptr->current_floor_ptr->o_list[item].next_o_idx;
+ OBJECT_IDX next = floor_ptr->o_list[item].next_o_idx;
autopick_delayed_alter_aux(owner_ptr, -item);
item = next;
}
for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
{
int idx;
- object_type *o_ptr = &p_ptr->current_floor_ptr->o_list[this_o_idx];
+ object_type *o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
idx = is_autopick(player_ptr, o_ptr);
if (idx >= 0 &&
(autopick_list[idx].action & (DO_AUTOPICK | DO_QUERY_AUTOPICK)))
{
- disturb(p_ptr, FALSE, FALSE);
+ disturb(player_ptr, FALSE, FALSE);
if (!inven_carry_okay(o_ptr))
{
}
}
- py_pickup_aux(p_ptr, this_o_idx);
+ py_pickup_aux(player_ptr, this_o_idx);
}
/*
/*
* Choose an item for search
*/
-static byte get_object_for_search(object_type **o_handle, concptr *search_strp)
+static byte get_object_for_search(player_type *player_ptr, object_type **o_handle, concptr *search_strp)
{
char buf[MAX_NLEN+20];
object_type *o_ptr;
q = _("どのアイテムを検索しますか? ", "Enter which item? ");
s = _("アイテムを持っていない。", "You have nothing to enter.");
- o_ptr = choose_object(p_ptr, NULL, q, s, USE_INVEN | USE_FLOOR | USE_EQUIP, 0);
+ o_ptr = choose_object(player_ptr, NULL, q, s, USE_INVEN | USE_FLOOR | USE_EQUIP, 0);
if (!o_ptr) return 0;
*o_handle = o_ptr;
/*
* Choose an item or string for search
*/
-static byte get_string_for_search(object_type **o_handle, concptr *search_strp)
+static byte get_string_for_search(player_type *player_ptr, object_type **o_handle, concptr *search_strp)
{
int pos = 0;
return (back ? -1 : 1);
case KTRL('i'):
- return get_object_for_search(o_handle, search_strp);
+ return get_object_for_search(player_ptr, o_handle, search_strp);
case KTRL('l'):
/* Prepare string for destroyed object if there is one. */
static GAME_TEXT MN_SEARCH_STR[] = "Search by string";
static GAME_TEXT MN_SEARCH_FORW[] = "Search forward";
static GAME_TEXT MN_SEARCH_BACK[] = "Search backward";
-static GAME_TEXT MN_SEARCH_OBJ[] = "Search by p_ptr->inventory_list object";
+static GAME_TEXT MN_SEARCH_OBJ[] = "Search by inventory list object";
static GAME_TEXT MN_SEARCH_DESTROYED[] = "Search by destroyed object";
static GAME_TEXT MN_INSERT[] = "Insert...";
/* Become dirty because of item/equip menu */
tb->dirty_flags |= DIRTY_SCREEN;
- search_dir = get_string_for_search(&tb->search_o_ptr, &tb->search_str);
+ search_dir = get_string_for_search(player_ptr, &tb->search_o_ptr, &tb->search_str);
if (!search_dir) break;
/* Become dirty because of item/equip menu */
tb->dirty_flags |= DIRTY_SCREEN;
- if (!get_object_for_search(&tb->search_o_ptr, &tb->search_str)) break;
+ if (!get_object_for_search(player_ptr, &tb->search_o_ptr, &tb->search_str)) break;
do_editor_command(player_ptr, tb, EC_SEARCH_FORW);
break;