/*!
* @brief プレイヤーの所持品情報を読み込む / Read the player inventory
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return なし
* @details
* Note that the inventory changed in Angband 2.7.4. Two extra
*
* Note that the inventory is "re-sorted" later by "dungeon()".
*/
-static errr rd_inventory(void)
+static errr rd_inventory(player_type *player_ptr)
{
int slot = 0;
object_type *q_ptr;
/* No weight */
- p_ptr->total_weight = 0;
+ player_ptr->total_weight = 0;
/* No items */
- p_ptr->inven_cnt = 0;
- p_ptr->equip_cnt = 0;
+ player_ptr->inven_cnt = 0;
+ player_ptr->equip_cnt = 0;
- if (p_ptr->inventory_list != NULL) C_WIPE(p_ptr->inventory_list, INVEN_TOTAL, object_type);
- C_MAKE(p_ptr->inventory_list, INVEN_TOTAL, object_type);
+ if (player_ptr->inventory_list != NULL) C_WIPE(player_ptr->inventory_list, INVEN_TOTAL, object_type);
+ C_MAKE(player_ptr->inventory_list, INVEN_TOTAL, object_type);
/* Read until done */
while (TRUE)
if (n >= INVEN_RARM)
{
q_ptr->marked |= OM_TOUCHED;
- object_copy(&p_ptr->inventory_list[n], q_ptr);
+ object_copy(&player_ptr->inventory_list[n], q_ptr);
/* Add the weight */
- p_ptr->total_weight += (q_ptr->number * q_ptr->weight);
+ player_ptr->total_weight += (q_ptr->number * q_ptr->weight);
/* One more item */
- p_ptr->equip_cnt++;
+ player_ptr->equip_cnt++;
}
/* Warning -- backpack is full */
- else if (p_ptr->inven_cnt == INVEN_PACK)
+ else if (player_ptr->inven_cnt == INVEN_PACK)
{
note(_("持ち物の中のアイテムが多すぎる!", "Too many items in the inventory"));
n = slot++;
q_ptr->marked |= OM_TOUCHED;
- object_copy(&p_ptr->inventory_list[n], q_ptr);
+ object_copy(&player_ptr->inventory_list[n], q_ptr);
/* Add the weight */
- p_ptr->total_weight += (q_ptr->number * q_ptr->weight);
+ player_ptr->total_weight += (q_ptr->number * q_ptr->weight);
/* One more item */
- p_ptr->inven_cnt++;
+ player_ptr->inven_cnt++;
}
}
rd_s16b(&tmp16s); /* max_panel_cols */
#if 0
- if (!p_ptr->y || !p_ptr->x) {p_ptr->y = 10;p_ptr->x = 10;}/* ダンジョン生成に失敗してセグメンテったときの復旧用 */
+ if (!creature_ptr->y || !creature_ptr->x) {creature_ptr->y = 10;creature_ptr->x = 10;}/* ダンジョン生成に失敗してセグメンテったときの復旧用 */
#endif
/* Maximal size */
creature_ptr->spell_order[i] = (SPELL_IDX)tmp8u;
}
- if (rd_inventory())
+ if (rd_inventory(creature_ptr))
{
note(_("持ち物情報を読み込むことができません", "Unable to read inventory"));
return (21);