1 #include "load/store-loader.h"
2 #include "avatar/avatar.h"
3 #include "floor/floor-town.h"
4 #include "load/angband-version-comparer.h"
5 #include "load/item/item-loader-factory.h"
6 #include "load/load-util.h"
7 #include "load/old/item-loader-savefile50.h"
8 #include "object/object-stack.h"
9 #include "object/object-value.h"
10 #include "store/store.h"
11 #include "system/object-type-definition.h"
12 #include "system/player-type-definition.h"
13 #include "util/object-sort.h"
17 * @brief 店置きのアイテムオブジェクトを読み込む / Add the item "o_ptr" to the inventory of the "Home"
18 * @param player_ptr プレイヤーへの参照ポインタ
19 * @param store_ptr 店舗の参照ポインタ
20 * @param o_ptr アイテムオブジェクト参照ポインタ
22 * In all cases, return the slot (or -1) where the object was placed
24 * Note that this is a hacked up version of "store_item_to_inventory()".
26 * Also note that it may not correctly "adapt" to "knowledge" bacoming
27 * known, the player may have to pick stuff up and drop it again.
29 static void home_carry_load(PlayerType *player_ptr, store_type *store_ptr, object_type *o_ptr)
31 for (auto i = 0; i < store_ptr->stock_num; i++) {
32 auto *j_ptr = &store_ptr->stock[i];
33 if (!object_similar(j_ptr, o_ptr)) {
37 object_absorb(j_ptr, o_ptr);
41 if (store_ptr->stock_num >= store_get_stock_max(StoreSaleType::HOME)) {
45 auto value = object_value(o_ptr);
47 for (slot = 0; slot < store_ptr->stock_num; slot++) {
48 if (object_sort_comp(player_ptr, o_ptr, value, &store_ptr->stock[slot]))
52 for (auto i = store_ptr->stock_num; i > slot; i--) {
53 store_ptr->stock[i] = store_ptr->stock[i - 1];
56 store_ptr->stock_num++;
57 store_ptr->stock[slot] = *o_ptr;
58 chg_virtue(player_ptr, V_SACRIFICE, -1);
62 * @brief 店舗情報を読み込む / Read a store
63 * @param player_ptr プレイヤーへの参照ポインタ
64 * @param town_number 街ID
65 * @param store_number 店舗ID
68 static void rd_store(PlayerType *player_ptr, int town_number, int store_number)
70 store_type *store_ptr;
72 if (h_older_than(0, 3, 3) && (i2enum<StoreSaleType>(store_number) == StoreSaleType::HOME)) {
73 store_ptr = &town_info[1].store[store_number];
74 if (store_ptr->stock_num) {
78 store_ptr = &town_info[town_number].store[store_number];
81 store_ptr->store_open = rd_s32b();
82 store_ptr->insult_cur = rd_s16b();
83 store_ptr->owner = rd_byte();
86 if (h_older_than(1, 0, 4)) {
87 inven_num = rd_byte();
89 inven_num = rd_s16b();
92 store_ptr->good_buy = rd_s16b();
93 store_ptr->bad_buy = rd_s16b();
94 store_ptr->last_visit = rd_s32b();
96 auto item_loader = ItemLoaderFactory::create_loader();
97 for (int j = 0; j < inven_num; j++) {
99 item_loader->rd_item(&item);
100 auto stock_max = store_get_stock_max(i2enum<StoreSaleType>(store_number));
101 if (store_ptr->stock_num >= stock_max) {
106 home_carry_load(player_ptr, store_ptr, &item);
108 int k = store_ptr->stock_num++;
109 store_ptr->stock[k].copy_from(&item);
116 * @param player_ptr プレイヤー情報への参照ポインタ(未使用)
117 * @return 読み込み終わったら0、失敗したら22
119 void load_store(PlayerType *player_ptr)
121 int16_t town_count = rd_u16b();
122 int16_t store_count = rd_u16b();
123 for (int16_t town_idx = 1; town_idx < town_count; town_idx++) {
124 for (int16_t store_idx = 0; store_idx < store_count; store_idx++) {
125 rd_store(player_ptr, town_idx, store_idx);