GAME_TEXT o_name[MAX_NLEN];
/* Curse the body armor */
- o_ptr = &inventory[INVEN_BODY];
+ o_ptr = &p_ptr->inventory_list[INVEN_BODY];
/* Nothing to curse */
if (!o_ptr->k_idx) return (FALSE);
*/
bool curse_weapon(bool force, int slot)
{
- return curse_weapon_object(force, &inventory[slot]);
+ return curse_weapon_object(force, &p_ptr->inventory_list[slot]);
}
/* Use the first acceptable bolts */
for (i = 0; i < INVEN_PACK; i++)
{
- object_type *o_ptr = &inventory[i];
+ object_type *o_ptr = &p_ptr->inventory_list[i];
/* Skip non-bolts */
if (o_ptr->tval != TV_BOLT) continue;
void phlogiston(void)
{
GAME_TURN max_flog = 0;
- object_type * o_ptr = &inventory[INVEN_LITE];
+ object_type * o_ptr = &p_ptr->inventory_list[INVEN_LITE];
/* It's a lamp */
if ((o_ptr->tval == TV_LITE) && (o_ptr->sval == SV_LITE_LANTERN))