s = _("欲しい物がないですねえ。", "You have nothing that I want.");
}
- o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr) return;
/* Hack -- Cannot remove cursed items */
/* Get the "apparent" value */
dummy = object_value(q_ptr) * q_ptr->number;
- identify_item(o_ptr);
+ identify_item(p_ptr, o_ptr);
q_ptr = &forge;
/* Get a copy of the object */
if (!get_check(format(_("本当に%sを寄贈しますか?", "Really give %s to the Museum? "), o2_name))) return;
- identify_item(q_ptr);
+ identify_item(p_ptr, q_ptr);
q_ptr->ident |= IDENT_MENTAL;
/* Distribute charges of wands/rods */
if ((choice == 0) && (item >= INVEN_RARM))
{
calc_android_exp(p_ptr);
- kamaenaoshi(item);
+ verify_equip_slot(p_ptr, item);
}
}
/*!
* @brief 店舗処理コマンド選択のメインルーチン /
* Process a command in a store
+ * @param client_ptr 顧客となるクリーチャーの参照ポインタ
* @return なし
* @note
* <pre>
* but not in the stores, to prevent chaos.
* </pre>
*/
-static void store_process_command(void)
+static void store_process_command(player_type *client_ptr)
{
/* Handle repeating the last command */
repeat_check();
case '-':
{
if (st_ptr->stock_num <= store_bottom) {
- msg_print(_("これで全部です。", "Entire p_ptr->inventory_list is shown."));
+ msg_print(_("これで全部です。", "Entire client_ptr->inventory_list is shown."));
}
else{
store_top -= store_bottom;
{
if (st_ptr->stock_num <= store_bottom)
{
- msg_print(_("これで全部です。", "Entire p_ptr->inventory_list is shown."));
+ msg_print(_("これで全部です。", "Entire client_ptr->inventory_list is shown."));
}
else
{
case KTRL('R'):
{
- do_cmd_redraw(p_ptr);
+ do_cmd_redraw(client_ptr);
display_store();
break;
}
/* Wear/wield equipment */
case 'w':
{
- do_cmd_wield();
+ do_cmd_wield(client_ptr);
break;
}
/* Take off equipment */
case 't':
{
- do_cmd_takeoff();
+ do_cmd_takeoff(client_ptr);
break;
}
/* Destroy an item */
case 'k':
{
- do_cmd_destroy();
+ do_cmd_destroy(client_ptr);
break;
}
/* Equipment list */
case 'e':
{
- do_cmd_equip();
+ do_cmd_equip(client_ptr);
break;
}
/* Inventory list */
case 'i':
{
- do_cmd_inven();
+ do_cmd_inven(client_ptr);
break;
}
/* Identify an object */
case 'I':
{
- do_cmd_observe();
+ do_cmd_observe(client_ptr);
break;
}
case KTRL('I'):
{
- toggle_inven_equip(p_ptr);
+ toggle_inven_equip(client_ptr);
break;
}
/* Browse a book */
case 'b':
{
- if ( (p_ptr->pclass == CLASS_MINDCRAFTER) ||
- (p_ptr->pclass == CLASS_BERSERKER) ||
- (p_ptr->pclass == CLASS_NINJA) ||
- (p_ptr->pclass == CLASS_MIRROR_MASTER)
+ if ( (client_ptr->pclass == CLASS_MINDCRAFTER) ||
+ (client_ptr->pclass == CLASS_BERSERKER) ||
+ (client_ptr->pclass == CLASS_NINJA) ||
+ (client_ptr->pclass == CLASS_MIRROR_MASTER)
) do_cmd_mind_browse();
- else if (p_ptr->pclass == CLASS_SMITH)
- do_cmd_kaji(TRUE);
- else if (p_ptr->pclass == CLASS_MAGIC_EATER)
- do_cmd_magic_eater(TRUE, FALSE);
- else if (p_ptr->pclass == CLASS_SNIPER)
- do_cmd_snipe_browse();
- else do_cmd_browse();
+ else if (client_ptr->pclass == CLASS_SMITH)
+ do_cmd_kaji(client_ptr, TRUE);
+ else if (client_ptr->pclass == CLASS_MAGIC_EATER)
+ do_cmd_magic_eater(client_ptr, TRUE, FALSE);
+ else if (client_ptr->pclass == CLASS_SNIPER)
+ do_cmd_snipe_browse(client_ptr);
+ else do_cmd_browse(client_ptr);
break;
}
/* Inscribe an object */
case '{':
{
- do_cmd_inscribe();
+ do_cmd_inscribe(client_ptr);
break;
}
/* Uninscribe an object */
case '}':
{
- do_cmd_uninscribe();
+ do_cmd_uninscribe(client_ptr);
break;
}
/* Character description */
case 'C':
{
- p_ptr->town_num = old_town_num;
- do_cmd_player_status(p_ptr);
- p_ptr->town_num = inner_town_num;
+ client_ptr->town_num = old_town_num;
+ do_cmd_player_status(client_ptr);
+ client_ptr->town_num = inner_town_num;
display_store();
break;
}
/* Single line from a pref file */
case '"':
{
- p_ptr->town_num = old_town_num;
+ client_ptr->town_num = old_town_num;
do_cmd_pref();
- p_ptr->town_num = inner_town_num;
+ client_ptr->town_num = inner_town_num;
break;
}
/* Interact with macros */
case '@':
{
- p_ptr->town_num = old_town_num;
- do_cmd_macros(p_ptr);
- p_ptr->town_num = inner_town_num;
+ client_ptr->town_num = old_town_num;
+ do_cmd_macros(client_ptr);
+ client_ptr->town_num = inner_town_num;
break;
}
/* Interact with visuals */
case '%':
{
- p_ptr->town_num = old_town_num;
- do_cmd_visuals(p_ptr);
- p_ptr->town_num = inner_town_num;
+ client_ptr->town_num = old_town_num;
+ do_cmd_visuals(client_ptr);
+ client_ptr->town_num = inner_town_num;
break;
}
/* Interact with colors */
case '&':
{
- p_ptr->town_num = old_town_num;
- do_cmd_colors(p_ptr);
- p_ptr->town_num = inner_town_num;
+ client_ptr->town_num = old_town_num;
+ do_cmd_colors(client_ptr);
+ client_ptr->town_num = inner_town_num;
break;
}
{
do_cmd_options();
(void)combine_and_reorder_home(STORE_HOME);
- do_cmd_redraw(p_ptr);
+ do_cmd_redraw(client_ptr);
display_store();
break;
}
/* Repeat level feeling */
case KTRL('F'):
{
- do_cmd_feeling(p_ptr);
+ do_cmd_feeling(client_ptr);
break;
}
store_bottom = MIN_STOCK + xtra_stock;
/* Access the player grid */
- g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+ g_ptr = &p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
/* Verify a store */
if (!cave_have_flag_grid(g_ptr, FF_STORE))
old_town_num = p_ptr->town_num;
if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
- if (current_floor_ptr->dun_level) p_ptr->town_num = NO_TOWN;
+ if (p_ptr->current_floor_ptr->dun_level) p_ptr->town_num = NO_TOWN;
inner_town_num = p_ptr->town_num;
/* Hack -- Check the "locked doors" */
town_info[p_ptr->town_num].store[which].last_visit = current_world_ptr->game_turn;
}
- forget_lite();
- forget_view();
+ forget_lite(p_ptr->current_floor_ptr);
+ forget_view(p_ptr->current_floor_ptr);
/* Hack -- Character is in "icky" mode */
current_world_ptr->character_icky = TRUE;
request_command(TRUE);
/* Process the command */
- store_process_command();
+ store_process_command(p_ptr);
/*
* Hack -- To redraw missiles damage and prices in store
if (st_ptr->store_open >= current_world_ptr->game_turn) leave_store = TRUE;
}
- select_floor_music();
+ select_floor_music(p_ptr);
p_ptr->town_num = old_town_num;