For monster_carry(), I suggest you handle it how you see fit in your variant; if V then decides to introduce limited monster inventories, we can copy PWMangband
memset(&list->total_entries, 0, OBJECT_LIST_SECTION_MAX * sizeof(u16b)); memset(&list->total_objects, 0, OBJECT_LIST_SECTION_MAX * sizeof(u16b));
memset(list->total_entries, 0, OBJECT_LIST_SECTION_MAX * sizeof(u16b)); memset(list->total_objects, 0, OBJECT_LIST_SECTION_MAX * sizeof(u16b));
memset(&list->total_entries, 0, OBJECT_LIST_SECTION_MAX * sizeof(u16b)); memset(&list->total_objects, 0, OBJECT_LIST_SECTION_MAX * sizeof(u16b));
memset(list->total_entries, 0, OBJECT_LIST_SECTION_MAX * sizeof(u16b)); memset(list->total_objects, 0, OBJECT_LIST_SECTION_MAX * sizeof(u16b));
Leave a comment: