From 055a652ac5b3a3fdc7a58d4bf25a3db71e95ddee Mon Sep 17 00:00:00 2001 From: Hourier Date: Sat, 11 Jan 2020 23:46:47 +0900 Subject: [PATCH] =?utf8?q?[Refactor]=20#38997=20label=5Fto=5Fequip()=20?= =?utf8?q?=E3=81=A8=20label=5Fto=5Finven()=20=E3=81=ABplayer=5Ftype=20*=20?= =?utf8?q?=E5=BC=95=E6=95=B0=E3=82=92=E8=BF=BD=E5=8A=A0=20/=20Added=20floo?= =?utf8?q?r=5Ftype=20*=20argument=20to=20label=5Fto=5Fequip()=20and=20labe?= =?utf8?q?l=5Fto=5Finven()?= MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit --- src/player-inventory.c | 143 +++++++++++++++++++++++++------------------------ src/player-inventory.h | 4 +- 2 files changed, 74 insertions(+), 73 deletions(-) diff --git a/src/player-inventory.c b/src/player-inventory.c index 4a5d351fb..c4640175c 100644 --- a/src/player-inventory.c +++ b/src/player-inventory.c @@ -28,11 +28,11 @@ bool is_ring_slot(int i) /*! * @brief 選択アルファベットラベルからプレイヤーの装備オブジェクトIDを返す / - * @param player_ptr プレーヤーへの参照ポインタ + * @param owner_ptr プレーヤーへの参照ポインタ * Convert a label into the index of a item in the "equip" * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item */ -static INVENTORY_IDX label_to_equip(int c) +static INVENTORY_IDX label_to_equip(player_type* owner_ptr, int c) { INVENTORY_IDX i; @@ -45,10 +45,10 @@ static INVENTORY_IDX label_to_equip(int c) if (select_ring_slot) return is_ring_slot(i) ? i : -1; /* Empty slots can never be chosen */ - if (!p_ptr->inventory_list[i].k_idx) return (-1); + if (!owner_ptr->inventory_list[i].k_idx) return (-1); /* Return the index */ - return (i); + return i; } /*! @@ -57,7 +57,7 @@ static INVENTORY_IDX label_to_equip(int c) * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item * @details Note that the label does NOT distinguish inven/equip. */ -static INVENTORY_IDX label_to_inven(int c) +static INVENTORY_IDX label_to_inven(player_type* owner_ptr, int c) { INVENTORY_IDX i; @@ -68,10 +68,10 @@ static INVENTORY_IDX label_to_inven(int c) if ((i < 0) || (i > INVEN_PACK)) return (-1); /* Empty slots can never be chosen */ - if (!p_ptr->inventory_list[i].k_idx) return (-1); + if (!owner_ptr->inventory_list[i].k_idx) return (-1); /* Return the index */ - return (i); + return i; } @@ -81,7 +81,7 @@ static INVENTORY_IDX label_to_inven(int c) * @param i 部位表現を求めるプレイヤーの所持/装備オブジェクトID * @return 部位表現の文字列ポインタ */ -static concptr mention_use(player_type *creature_ptr, int i) +static concptr mention_use(player_type *owner_ptr, int i) { concptr p; @@ -89,18 +89,18 @@ static concptr mention_use(player_type *creature_ptr, int i) switch (i) { #ifdef JP - case INVEN_RARM: p = creature_ptr->heavy_wield[0] ? "運搬中" : ((creature_ptr->ryoute && creature_ptr->migite) ? " 両手" : (left_hander ? " 左手" : " 右手")); break; + case INVEN_RARM: p = owner_ptr->heavy_wield[0] ? "運搬中" : ((owner_ptr->ryoute && owner_ptr->migite) ? " 両手" : (left_hander ? " 左手" : " 右手")); break; #else - case INVEN_RARM: p = creature_ptr->heavy_wield[0] ? "Just lifting" : (creature_ptr->migite ? "Wielding" : "On arm"); break; + case INVEN_RARM: p = owner_ptr->heavy_wield[0] ? "Just lifting" : (owner_ptr->migite ? "Wielding" : "On arm"); break; #endif #ifdef JP - case INVEN_LARM: p = creature_ptr->heavy_wield[1] ? "運搬中" : ((creature_ptr->ryoute && creature_ptr->hidarite) ? " 両手" : (left_hander ? " 右手" : " 左手")); break; + case INVEN_LARM: p = owner_ptr->heavy_wield[1] ? "運搬中" : ((owner_ptr->ryoute && owner_ptr->hidarite) ? " 両手" : (left_hander ? " 右手" : " 左手")); break; #else - case INVEN_LARM: p = creature_ptr->heavy_wield[1] ? "Just lifting" : (creature_ptr->hidarite ? "Wielding" : "On arm"); break; + case INVEN_LARM: p = owner_ptr->heavy_wield[1] ? "Just lifting" : (owner_ptr->hidarite ? "Wielding" : "On arm"); break; #endif - case INVEN_BOW: p = (adj_str_hold[creature_ptr->stat_ind[A_STR]] < creature_ptr->inventory_list[i].weight / 10) ? _("運搬中", "Just holding") : _("射撃用", "Shooting"); break; + case INVEN_BOW: p = (adj_str_hold[owner_ptr->stat_ind[A_STR]] < owner_ptr->inventory_list[i].weight / 10) ? _("運搬中", "Just holding") : _("射撃用", "Shooting"); break; case INVEN_RIGHT: p = (left_hander ? _("左手指", "On left hand") : _("右手指", "On right hand")); break; case INVEN_LEFT: p = (left_hander ? _("右手指", "On right hand") : _("左手指", "On left hand")); break; case INVEN_NECK: p = _(" 首", "Around neck"); break; @@ -122,7 +122,7 @@ static concptr mention_use(player_type *creature_ptr, int i) * Choice window "shadow" of the "show_equip()" function * @return なし */ -void display_equip(player_type *creature_ptr, OBJECT_TYPE_VALUE tval) +void display_equip(player_type *owner_ptr, OBJECT_TYPE_VALUE tval) { register int i, n; object_type *o_ptr; @@ -131,13 +131,13 @@ void display_equip(player_type *creature_ptr, OBJECT_TYPE_VALUE tval) GAME_TEXT o_name[MAX_NLEN]; TERM_LEN wid, hgt; - if (!creature_ptr || !creature_ptr->inventory_list) return; + if (!owner_ptr || !owner_ptr->inventory_list) return; Term_get_size(&wid, &hgt); for (i = INVEN_RARM; i < INVEN_TOTAL; i++) { - o_ptr = &creature_ptr->inventory_list[i]; + o_ptr = &owner_ptr->inventory_list[i]; tmp_val[0] = tmp_val[1] = tmp_val[2] = ' '; if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr, tval)) { @@ -146,7 +146,7 @@ void display_equip(player_type *creature_ptr, OBJECT_TYPE_VALUE tval) } Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val); - if ((((i == INVEN_RARM) && creature_ptr->hidarite) || ((i == INVEN_LARM) && creature_ptr->migite)) && creature_ptr->ryoute) + if ((((i == INVEN_RARM) && owner_ptr->hidarite) || ((i == INVEN_LARM) && owner_ptr->migite)) && owner_ptr->ryoute) { strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)")); attr = TERM_WHITE; @@ -181,7 +181,7 @@ void display_equip(player_type *creature_ptr, OBJECT_TYPE_VALUE tval) if (show_labels) { Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- "); - prt(mention_use(creature_ptr, i), i - INVEN_RARM, wid - 15); + prt(mention_use(owner_ptr, i), i - INVEN_RARM, wid - 15); } } @@ -196,7 +196,7 @@ void display_equip(player_type *creature_ptr, OBJECT_TYPE_VALUE tval) * Flip "inven" and "equip" in any sub-windows * @return なし */ -void toggle_inven_equip(player_type *creature_ptr) +void toggle_inven_equip(player_type *owner_ptr) { int j; @@ -213,7 +213,7 @@ void toggle_inven_equip(player_type *creature_ptr) window_flag[j] &= ~(PW_INVEN); window_flag[j] |= (PW_EQUIP); - creature_ptr->window |= (PW_EQUIP); + owner_ptr->window |= (PW_EQUIP); } /* Flip inven to equip */ @@ -223,7 +223,7 @@ void toggle_inven_equip(player_type *creature_ptr) window_flag[j] &= ~(PW_EQUIP); window_flag[j] |= (PW_INVEN); - creature_ptr->window |= (PW_INVEN); + owner_ptr->window |= (PW_INVEN); } } } @@ -1527,7 +1527,7 @@ bool get_item(player_type *owner_ptr, OBJECT_IDX *cp, concptr pmt, concptr str, { if (which == '(') k = i1; else if (which == ')') k = i2; - else k = label_to_inven(which); + else k = label_to_inven(owner_ptr, which); } /* Convert letter to equipment index */ @@ -1535,7 +1535,7 @@ bool get_item(player_type *owner_ptr, OBJECT_IDX *cp, concptr pmt, concptr str, { if (which == '(') k = e1; else if (which == ')') k = e2; - else k = label_to_equip(which); + else k = label_to_equip(owner_ptr, which); } /* Validate the item */ @@ -1608,16 +1608,17 @@ bool get_item(player_type *owner_ptr, OBJECT_IDX *cp, concptr pmt, concptr str, return (item); } + /* * Choose an item and get auto-picker entry from it. */ -object_type *choose_object(player_type *creature_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, OBJECT_TYPE_VALUE tval) +object_type *choose_object(player_type *owner_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, OBJECT_TYPE_VALUE tval) { OBJECT_IDX item; - if (!get_item(creature_ptr, &item, q, s, option, tval)) return NULL; + if (!get_item(owner_ptr, &item, q, s, option, tval)) return NULL; if (idx) *idx = item; if (item == INVEN_FORCE) return NULL; - return REF_ITEM(creature_ptr, creature_ptr->current_floor_ptr, item); + return REF_ITEM(owner_ptr, owner_ptr->current_floor_ptr, item); } @@ -1811,7 +1812,7 @@ COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_LEN *min_w * @param mode オプションフラグ * @return プレイヤーによりアイテムが選択されたならTRUEを返す。/ */ -bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval) +bool get_item_floor(player_type *owner_ptr, COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval) { char n1 = ' ', n2 = ' ', which = ' '; @@ -1869,7 +1870,7 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co if (prev_tag && command_cmd) { /* Scan all objects in the grid */ - floor_num = scan_floor(floor_list, creature_ptr->y, creature_ptr->x, 0x03); + floor_num = scan_floor(floor_list, owner_ptr->y, owner_ptr->x, 0x03); /* Look up the tag */ if (get_tag_floor(&k, prev_tag, floor_list, floor_num)) @@ -1890,7 +1891,7 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co } /* Validate the item */ - else if (item_tester_okay(&creature_ptr->current_floor_ptr->o_list[0 - (*cp)], tval) || (mode & USE_FULL)) + else if (item_tester_okay(&owner_ptr->current_floor_ptr->o_list[0 - (*cp)], tval) || (mode & USE_FULL)) { /* Forget restrictions */ tval = 0; @@ -1958,7 +1959,7 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co else if (use_menu) { for (j = 0; j < INVEN_PACK; j++) - if (item_tester_okay(&creature_ptr->inventory_list[j], tval) || (mode & USE_FULL)) max_inven++; + if (item_tester_okay(&owner_ptr->inventory_list[j], tval) || (mode & USE_FULL)) max_inven++; } while ((i1 <= i2) && (!get_item_okay(i1))) i1++; @@ -1974,21 +1975,21 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co else if (use_menu) { for (j = INVEN_RARM; j < INVEN_TOTAL; j++) - if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&creature_ptr->inventory_list[j], tval) || (mode & USE_FULL)) max_equip++; - if (creature_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) max_equip++; + if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&owner_ptr->inventory_list[j], tval) || (mode & USE_FULL)) max_equip++; + if (owner_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) max_equip++; } /* Restrict equipment indexes */ while ((e1 <= e2) && (!get_item_okay(e1))) e1++; while ((e1 <= e2) && (!get_item_okay(e2))) e2--; - if (equip && creature_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) + if (equip && owner_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) { - if (creature_ptr->migite) + if (owner_ptr->migite) { if (e2 < INVEN_LARM) e2 = INVEN_LARM; } - else if (creature_ptr->hidarite) e1 = INVEN_RARM; + else if (owner_ptr->hidarite) e1 = INVEN_RARM; } @@ -1999,7 +2000,7 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co if (floor) { /* Scan all objects in the grid */ - floor_num = scan_floor(floor_list, creature_ptr->y, creature_ptr->x, 0x03); + floor_num = scan_floor(floor_list, owner_ptr->y, owner_ptr->x, 0x03); } if (i1 <= i2) allow_inven = TRUE; @@ -2088,12 +2089,12 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co if ((command_wrk == (USE_EQUIP) && ni && !ne) || (command_wrk == (USE_INVEN) && !ni && ne)) { - toggle_inven_equip(creature_ptr); + toggle_inven_equip(owner_ptr); toggle = !toggle; } - creature_ptr->window |= (PW_INVEN | PW_EQUIP); - handle_stuff(creature_ptr); + owner_ptr->window |= (PW_INVEN | PW_EQUIP); + handle_stuff(owner_ptr); /* Inventory screen */ if (command_wrk == (USE_INVEN)) @@ -2103,7 +2104,7 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co n2 = I2A(i2); /* Redraw if needed */ - if (command_see) get_item_label = show_inven(creature_ptr, menu_line, mode, tval); + if (command_see) get_item_label = show_inven(owner_ptr, menu_line, mode, tval); } /* Equipment screen */ @@ -2114,7 +2115,7 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co n2 = I2A(e2 - INVEN_RARM); /* Redraw if needed */ - if (command_see) get_item_label = show_equip(creature_ptr, menu_line, mode, tval); + if (command_see) get_item_label = show_equip(owner_ptr, menu_line, mode, tval); } /* Floor screen */ @@ -2128,7 +2129,7 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co n2 = I2A(k - floor_top); /* Redraw if needed */ - if (command_see) get_item_label = show_floor(menu_line, creature_ptr->y, creature_ptr->x, &min_width); + if (command_see) get_item_label = show_floor(menu_line, owner_ptr->y, owner_ptr->x, &min_width); } if (command_wrk == (USE_INVEN)) @@ -2514,7 +2515,7 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co { int i; OBJECT_IDX o_idx; - grid_type *g_ptr = &creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x]; + grid_type *g_ptr = &owner_ptr->current_floor_ptr->grid_array[owner_ptr->y][owner_ptr->x]; if (command_wrk != (USE_FLOOR)) break; @@ -2522,21 +2523,21 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co o_idx = g_ptr->o_idx; /* Only rotate a pile of two or more objects. */ - if (!(o_idx && creature_ptr->current_floor_ptr->o_list[o_idx].next_o_idx)) break; + if (!(o_idx && owner_ptr->current_floor_ptr->o_list[o_idx].next_o_idx)) break; /* Remove the first object from the list. */ - excise_object_idx(creature_ptr->current_floor_ptr, o_idx); + excise_object_idx(owner_ptr->current_floor_ptr, o_idx); /* Find end of the list. */ i = g_ptr->o_idx; - while (creature_ptr->current_floor_ptr->o_list[i].next_o_idx) - i = creature_ptr->current_floor_ptr->o_list[i].next_o_idx; + while (owner_ptr->current_floor_ptr->o_list[i].next_o_idx) + i = owner_ptr->current_floor_ptr->o_list[i].next_o_idx; /* Add after the last object. */ - creature_ptr->current_floor_ptr->o_list[i].next_o_idx = o_idx; + owner_ptr->current_floor_ptr->o_list[i].next_o_idx = o_idx; /* Re-scan floor list */ - floor_num = scan_floor(floor_list, creature_ptr->y, creature_ptr->x, 0x03); + floor_num = scan_floor(floor_list, owner_ptr->y, owner_ptr->x, 0x03); /* Hack -- Fix screen */ if (command_see) @@ -2837,7 +2838,7 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co { if (which == '(') k = i1; else if (which == ')') k = i2; - else k = label_to_inven(which); + else k = label_to_inven(owner_ptr, which); } /* Convert letter to equipment index */ @@ -2845,7 +2846,7 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co { if (which == '(') k = e1; else if (which == ')') k = e2; - else k = label_to_equip(which); + else k = label_to_equip(owner_ptr, which); } /* Convert letter to floor index */ @@ -2913,10 +2914,10 @@ bool get_item_floor(player_type *creature_ptr, COMMAND_CODE *cp, concptr pmt, co /* Clean up 'show choices' */ - if (toggle) toggle_inven_equip(creature_ptr); + if (toggle) toggle_inven_equip(owner_ptr); - creature_ptr->window |= (PW_INVEN | PW_EQUIP); - handle_stuff(creature_ptr); + owner_ptr->window |= (PW_INVEN | PW_EQUIP); + handle_stuff(owner_ptr); /* Clear the prompt line */ prt("", 0, 0); @@ -2972,7 +2973,7 @@ static bool py_pickup_floor_aux(void) * @details * This is called by py_pickup() when easy_floor is TRUE. */ -void py_pickup_floor(player_type *creature_ptr, bool pickup) +void py_pickup_floor(player_type *owner_ptr, bool pickup) { OBJECT_IDX this_o_idx, next_o_idx = 0; @@ -2985,17 +2986,17 @@ void py_pickup_floor(player_type *creature_ptr, bool pickup) int can_pickup = 0; /* Scan the pile of objects */ - for (this_o_idx = creature_ptr->current_floor_ptr->grid_array[creature_ptr->y][creature_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx) + for (this_o_idx = owner_ptr->current_floor_ptr->grid_array[owner_ptr->y][owner_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx) { /* Access the object */ - o_ptr = &creature_ptr->current_floor_ptr->o_list[this_o_idx]; + o_ptr = &owner_ptr->current_floor_ptr->o_list[this_o_idx]; object_desc(o_name, o_ptr, 0); /* Access the next object */ next_o_idx = o_ptr->next_o_idx; - disturb(creature_ptr, FALSE, FALSE); + disturb(owner_ptr, FALSE, FALSE); /* Pick up gold */ if (o_ptr->tval == TV_GOLD) @@ -3009,15 +3010,15 @@ void py_pickup_floor(player_type *creature_ptr, bool pickup) #endif /* Collect the gold */ - creature_ptr->au += o_ptr->pval; + owner_ptr->au += o_ptr->pval; /* Redraw gold */ - creature_ptr->redraw |= (PR_GOLD); + owner_ptr->redraw |= (PR_GOLD); - creature_ptr->window |= (PW_PLAYER); + owner_ptr->window |= (PW_PLAYER); /* Delete the gold */ - delete_object_idx(creature_ptr->current_floor_ptr, this_o_idx); + delete_object_idx(owner_ptr->current_floor_ptr, this_o_idx); /* Check the next object */ continue; @@ -3054,7 +3055,7 @@ void py_pickup_floor(player_type *creature_ptr, bool pickup) if (floor_num == 1) { /* Access the object */ - o_ptr = &creature_ptr->current_floor_ptr->o_list[floor_o_idx]; + o_ptr = &owner_ptr->current_floor_ptr->o_list[floor_o_idx]; #ifdef ALLOW_EASY_SENSE @@ -3088,7 +3089,7 @@ void py_pickup_floor(player_type *creature_ptr, bool pickup) if (floor_num == 1) { /* Access the object */ - o_ptr = &creature_ptr->current_floor_ptr->o_list[floor_o_idx]; + o_ptr = &owner_ptr->current_floor_ptr->o_list[floor_o_idx]; #ifdef ALLOW_EASY_SENSE @@ -3125,7 +3126,7 @@ void py_pickup_floor(player_type *creature_ptr, bool pickup) char out_val[MAX_NLEN + 20]; /* Access the object */ - o_ptr = &creature_ptr->current_floor_ptr->o_list[floor_o_idx]; + o_ptr = &owner_ptr->current_floor_ptr->o_list[floor_o_idx]; #ifdef ALLOW_EASY_SENSE @@ -3150,7 +3151,7 @@ void py_pickup_floor(player_type *creature_ptr, bool pickup) } /* Access the object */ - o_ptr = &creature_ptr->current_floor_ptr->o_list[floor_o_idx]; + o_ptr = &owner_ptr->current_floor_ptr->o_list[floor_o_idx]; #ifdef ALLOW_EASY_SENSE @@ -3164,7 +3165,7 @@ void py_pickup_floor(player_type *creature_ptr, bool pickup) #endif /* ALLOW_EASY_SENSE */ /* Pick up the object */ - py_pickup_aux(creature_ptr, floor_o_idx); + py_pickup_aux(owner_ptr, floor_o_idx); } /* Allow the user to choose an object */ @@ -3184,7 +3185,7 @@ void py_pickup_floor(player_type *creature_ptr, bool pickup) * Choice window "shadow" of the "show_inven()" function * @return なし */ -void display_inven(player_type *creature_ptr, OBJECT_TYPE_VALUE tval) +void display_inven(player_type *owner_ptr, OBJECT_TYPE_VALUE tval) { register int i, n, z = 0; object_type *o_ptr; @@ -3193,20 +3194,20 @@ void display_inven(player_type *creature_ptr, OBJECT_TYPE_VALUE tval) GAME_TEXT o_name[MAX_NLEN]; TERM_LEN wid, hgt; - if (!creature_ptr || !creature_ptr->inventory_list) return; + if (!owner_ptr || !owner_ptr->inventory_list) return; Term_get_size(&wid, &hgt); for (i = 0; i < INVEN_PACK; i++) { - o_ptr = &creature_ptr->inventory_list[i]; + o_ptr = &owner_ptr->inventory_list[i]; if (!o_ptr->k_idx) continue; z = i + 1; } for (i = 0; i < z; i++) { - o_ptr = &creature_ptr->inventory_list[i]; + o_ptr = &owner_ptr->inventory_list[i]; tmp_val[0] = tmp_val[1] = tmp_val[2] = ' '; if (item_tester_okay(o_ptr, tval)) { diff --git a/src/player-inventory.h b/src/player-inventory.h index 692779e3c..2e4cc63d2 100644 --- a/src/player-inventory.h +++ b/src/player-inventory.h @@ -10,6 +10,6 @@ extern void display_inven(player_type *creature_ptr, OBJECT_TYPE_VALUE tval); extern void display_equip(player_type *creature_ptr, OBJECT_TYPE_VALUE tval); extern COMMAND_CODE show_inven(player_type *owner_ptr, int target_item, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval); extern COMMAND_CODE show_equip(player_type *owner_ptr, int target_item, BIT_FLAGS mode, OBJECT_TYPE_VALUE tval); -extern void toggle_inven_equip(player_type *creature_ptr); +extern void toggle_inven_equip(player_type *owner_ptr); -extern object_type *choose_object(player_type *creature_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, OBJECT_TYPE_VALUE tval); +extern object_type *choose_object(player_type *owner_ptr, OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option, OBJECT_TYPE_VALUE tval); -- 2.11.0