* Hack -- this routine always makes a "dungeon object", and applies
* magic to it, and attempts to decline cursed items.
*/
-static void wiz_create_item(void)
+static void wiz_create_item(player_type *caster_ptr)
{
object_type forge;
object_type *q_ptr;
if (a_info[i].sval != k_info[k_idx].sval) continue;
/* Create this artifact */
- (void)create_named_art(i, p_ptr->y, p_ptr->x);
+ (void)create_named_art(i, caster_ptr->y, caster_ptr->x);
/* All done */
msg_print("Allocated(INSTA_ART).");
q_ptr = &forge;
object_prep(q_ptr, k_idx);
- apply_magic(q_ptr, p_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART);
+ apply_magic(q_ptr, caster_ptr->current_floor_ptr->dun_level, AM_NO_FIXED_ART);
/* Drop the object from heaven */
- (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
+ (void)drop_near(q_ptr, -1, caster_ptr->y, caster_ptr->x);
/* All done */
msg_print("Allocated.");
/* Create any object */
case 'c':
- wiz_create_item();
+ wiz_create_item(creature_ptr);
break;
/* Create a named artifact */