#include "rumor.h"
#include "player-status.h"
#include "player-class.h"
+#include "player-inventory.h"
#include "object-flavor.h"
#include "object-hook.h"
#include "floor-events.h"
if ((value <= 0) && (price > value))
{
msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
- chg_virtue(V_HONOUR, -1);
- chg_virtue(V_JUSTICE, -1);
+ chg_virtue(p_ptr, V_HONOUR, -1);
+ chg_virtue(p_ptr, V_JUSTICE, -1);
sound(SOUND_STORE1);
}
else if ((value < guess) && (price > value))
{
msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
- chg_virtue(V_JUSTICE, -1);
- if (one_in_(4)) chg_virtue(V_HONOUR, -1);
+ chg_virtue(p_ptr, V_JUSTICE, -1);
+ if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, -1);
sound(SOUND_STORE2);
}
else if ((value > guess) && (value < (4 * guess)) && (price < value))
{
msg_print(comment_7c[randint0(MAX_COMMENT_7C)]);
- if (one_in_(4)) chg_virtue(V_HONOUR, -1);
- else if (one_in_(4)) chg_virtue(V_HONOUR, 1);
+ if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, -1);
+ else if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, 1);
sound(SOUND_STORE3);
}
else if ((value > guess) && (price < value))
{
msg_print(comment_7d[randint0(MAX_COMMENT_7D)]);
- if (one_in_(2)) chg_virtue(V_HONOUR, -1);
- if (one_in_(4)) chg_virtue(V_HONOUR, 1);
- if (10 * price < value) chg_virtue(V_SACRIFICE, 1);
+ if (one_in_(2)) chg_virtue(p_ptr, V_HONOUR, -1);
+ if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, 1);
+ if (10 * price < value) chg_virtue(p_ptr, V_SACRIFICE, 1);
sound(SOUND_STORE4);
}
}
/*!
* @brief 我が家にオブジェクトを加える /
- * Add the item "o_ptr" to the p_ptr->inventory_list of the "Home"
+ * Add the item "o_ptr" to the inventory of the "Home"
* @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
* @return 収めた先のID
* @details
/* Insert the new item */
st_ptr->stock[slot] = *o_ptr;
- chg_virtue(V_SACRIFICE, -1);
+ chg_virtue(p_ptr, V_SACRIFICE, -1);
(void)combine_and_reorder_home(cur_store_num);
/*!
* @brief 店舗にオブジェクトを加える /
- * Add the item "o_ptr" to a real stores p_ptr->inventory_list.
+ * Add the item "o_ptr" to a real stores inventory.
* @param o_ptr 加えたいオブジェクトの構造体参照ポインタ
* @return 収めた先のID
* @details
/*!
* @brief 店舗のオブジェクト数を増やす /
- * Add the item "o_ptr" to a real stores p_ptr->inventory_list.
+ * Add the item "o_ptr" to a real stores inventory.
* @param item 増やしたいアイテムのID
* @param num 増やしたい数
* @return なし
/*!
* @brief 店の商品リストを表示する /
- * Displays a store's p_ptr->inventory_list -RAK-
+ * Displays a store's inventory -RAK-
* @return なし
* @details
* All prices are listed as "per individual object". -BEN-
/* Display the current gold */
store_prt_gold();
-
- /* Draw in the p_ptr->inventory_list */
display_inventory();
}
say_comment_1();
if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
- chg_virtue(V_JUSTICE, -1);
+ chg_virtue(p_ptr, V_JUSTICE, -1);
if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
- chg_virtue(V_NATURE, -1);
+ chg_virtue(p_ptr, V_NATURE, -1);
/* Make a sound */
sound(SOUND_BUY);
strcpy(record_o_name, o_name);
record_turn = current_world_ptr->game_turn;
- if (record_buy) do_cmd_write_nikki(NIKKI_BUY, 0, o_name);
+ if (record_buy) exe_write_diary(p_ptr, NIKKI_BUY, 0, o_name);
object_desc(o_name, o_ptr, OD_NAME_ONLY);
if(record_rand_art && o_ptr->art_name)
- do_cmd_write_nikki(NIKKI_ART, 0, o_name);
+ exe_write_diary(p_ptr, NIKKI_ART, 0, o_name);
/* Erase the inscription */
j_ptr->inscription = 0;
msg_print(_("店主は新たな在庫を取り出した。", "The shopkeeper brings out some new stock."));
}
- /* New p_ptr->inventory_list */
for (i = 0; i < 10; i++)
{
/* Maintain the store */
else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
display_inventory();
- chg_virtue(V_SACRIFICE, 1);
+ chg_virtue(p_ptr, V_SACRIFICE, 1);
}
}
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 */
/* Be happy */
if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
- chg_virtue(V_JUSTICE, -1);
+ chg_virtue(p_ptr, V_JUSTICE, -1);
if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
- chg_virtue(V_NATURE, 1);
+ chg_virtue(p_ptr, V_NATURE, 1);
decrease_insults();
/* Get some money */
/* 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 */
/* Describe the result (in message buffer) */
msg_format(_("%sを $%ldで売却しました。", "You sold %s for %ld gold."), o_name, (long)price);
- if (record_sell) do_cmd_write_nikki(NIKKI_SELL, 0, o_name);
+ if (record_sell) exe_write_diary(p_ptr, NIKKI_SELL, 0, o_name);
if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
{
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 */
msg_format(_("%sを置いた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
choice = 0;
- /* Take it from the players p_ptr->inventory_list */
- inven_item_increase(item, -amt);
- inven_item_describe(item);
- inven_item_optimize(item);
+ vary_item(item, -amt);
handle_stuff();
/* Let the home carry it */
choice = 0;
- /* Take it from the players p_ptr->inventory_list */
- inven_item_increase(item, -amt);
- inven_item_describe(item);
- inven_item_optimize(item);
+ vary_item(item, -amt);
handle_stuff();
/* Let the home carry it */
if ((choice == 0) && (item >= INVEN_RARM))
{
- calc_android_exp();
- kamaenaoshi(item);
+ calc_android_exp(p_ptr);
+ 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();
+ 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;
}
- /* Hack -- toggle windows */
case KTRL('I'):
{
- toggle_inven_equip();
+ 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->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->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->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->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();
+ do_cmd_redraw(client_ptr);
display_store();
break;
}
/* Repeat level feeling */
case KTRL('F'):
{
- do_cmd_feeling();
+ 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;
{
/* Hack -- Clear line 1 */
prt("", 1, 0);
-
- /* Clear */
clear_from(20 + xtra_stock);
/* Basic commands */
request_command(TRUE);
/* Process the command */
- store_process_command();
+ store_process_command(p_ptr);
/*
* Hack -- To redraw missiles damage and prices in store
msg_format(_("%sが落ちた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
- /* Remove it from the players p_ptr->inventory_list */
- inven_item_increase(item, -255);
- inven_item_describe(item);
- inven_item_optimize(item);
+ vary_item(item, -255);
handle_stuff();
/* Let the home carry it */
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;
/*!
* @brief 店の品揃えを変化させる /
- * Maintain the p_ptr->inventory_list at the stores.
+ * Maintain the inventory at the stores.
* @param town_num 町のID
* @param store_num 店舗種類のID
* @return なし