/* Success */
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else
msg_print(_("上の階に登った。", "You enter the up staircase."));
if (record_stair) do_cmd_write_nikki(NIKKI_STAIR, 0-up_num, _("階段を上った", "climbed up the stairs to"));
/* Success */
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else if (up_num == current_floor_ptr->dun_level)
msg_print(_("地上に戻った。", "You go back to the surface."));
/* Confirm Leaving */
if(!confirm_leave_level(TRUE)) return;
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else
msg_print(_("下の階に降りた。", "You enter the down staircase."));
}
else
{
- if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
+ if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (p_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("なんだこの階段は!", "What's this STAIRWAY!"));
else
msg_print(_("階段を下りて新たなる迷宮へと足を踏み入れた。", "You enter a maze of down staircases."));
/* Check every item in the pack */
for (i = 0; i < INVEN_PACK; i++)
{
- object_type *o_ptr = &inventory[i];
+ object_type *o_ptr = &p_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
/* Check the "tval" code */
is_fired = FALSE; /* not fired yet */
/* Get the "bow" (if any) */
- j_ptr = &inventory[INVEN_BOW];
+ j_ptr = &p_ptr->inventory_list[INVEN_BOW];
/* Require a launcher */
if (!j_ptr->tval)
if (shuriken >= 0)
{
item = shuriken;
- o_ptr = &inventory[item];
+ o_ptr = &p_ptr->inventory_list[item];
}
else if (boomerang)
{
else if (has_melee_weapon(INVEN_LARM))
{
item = INVEN_LARM;
- o_ptr = &inventory[item];
+ o_ptr = &p_ptr->inventory_list[item];
}
else
{
item = INVEN_RARM;
- o_ptr = &inventory[item];
+ o_ptr = &p_ptr->inventory_list[item];
}
}
else
(q_ptr->name1 == ART_AEGISFANG) || boomerang)
return_when_thrown = TRUE;
- /* Reduce and describe inventory */
+ /* Reduce and describe p_ptr->inventory_list */
if (item >= 0)
{
inven_item_increase(item, -1);
if (item == INVEN_RARM || item == INVEN_LARM)
{
/* Access the wield slot */
- o_ptr = &inventory[item];
+ o_ptr = &p_ptr->inventory_list[item];
/* Wear the new stuff */
object_copy(o_ptr, q_ptr);