take_turn(creature_ptr, 50);
/* Drop (some of) the item */
- inven_drop(creature_ptr, item, amt);
+ drop_from_inventory(creature_ptr, item, amt);
if (item >= INVEN_RARM)
{
if (slot && !object_is_cursed(o_ptr))
{
msg_print(_("武器を落としてしまった!", "You drop your weapon!"));
- inven_drop(creature_ptr, slot, 1);
+ drop_from_inventory(creature_ptr, slot, 1);
}
}
extern bool object_sort_comp(object_type *o_ptr, s32b o_value, object_type *j_ptr);
extern s16b inven_carry(player_type *owner_ptr, object_type *o_ptr);
extern INVENTORY_IDX inven_takeoff(INVENTORY_IDX item, ITEM_NUMBER amt);
-extern void inven_drop(player_type *owner_type, INVENTORY_IDX item, ITEM_NUMBER amt);
+extern void drop_from_inventory(player_type *owner_type, INVENTORY_IDX item, ITEM_NUMBER amt);
extern void combine_pack(player_type *owner_ptr);
extern void reorder_pack(void);
extern void display_koff(KIND_OBJECT_IDX k_idx);
* @details
* The object will be dropped "near" the current location
*/
-void inven_drop(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
+void drop_from_inventory(player_type *owner_ptr, INVENTORY_IDX item, ITEM_NUMBER amt)
{
object_type forge;
object_type *q_ptr;
INVENTORY_IDX i;
for (i = INVEN_TOTAL - 1; i >= 0; i--)
{
- if (creature_ptr->inventory_list[i].k_idx) inven_drop(creature_ptr, i, 999);
+ if (creature_ptr->inventory_list[i].k_idx) drop_from_inventory(creature_ptr, i, 999);
}
player_outfit(creature_ptr);
break;