*/
#include "angband.h"
+#include "core.h"
+#include "util.h"
+#include "term.h"
+
+#include "floor.h"
+#include "cmd-basic.h"
+#include "cmd-dump.h"
#include "cmd-item.h"
+#include "cmd-smith.h"
#include "cmd-zapwand.h"
#include "cmd-magiceat.h"
+#include "spells.h"
#include "store.h"
#include "avatar.h"
#include "cmd-spell.h"
#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"
+#include "snipe.h"
+#include "files.h"
+#include "player-effects.h"
+#include "player-race.h"
+#include "mind.h"
+#include "world.h"
+#include "objectkind.h"
+#include "autopick.h"
+#include "floor-town.h"
+#include "japanese.h"
+#include "view-mainwindow.h"
+#include "wild.h"
#define MIN_STOCK 12
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);
}
}
/*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE, Barbarian,
HfOg, HGn, HTn, Cyc, Yek, Klc, Kbd, Nbl, DkE, Drc, Mind Flayer,
Imp, Glm, Skl, Zombie, Vampire, Spectre, Fairy, Beastman, Ent,
- Angel, Demon, Kutar */
+ Angel, Demon, Kutar, Android, Merfolk */
/* Human */
{ 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
- 100, 120, 110, 105 },
+ 100, 120, 110, 105, 110 },
/* Half-Elf */
{ 110, 100, 100, 105, 110, 120, 125, 130, 110, 100, 110,
120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
120, 110, 110, 110, 120, 110, 100, 125, 100, 95, 140,
- 110, 115, 110, 110 },
+ 110, 115, 110, 110, 110 },
/* Elf */
{ 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
- 110, 110, 105, 110 },
+ 110, 110, 105, 110, 110 },
/* Halfling */
{ 115, 110, 105, 95, 105, 110, 115, 130, 115, 105, 115,
125, 120, 120, 125, 115, 110, 120, 120, 120, 115, 115,
120, 110, 120, 120, 130, 110, 110, 130, 110, 95, 140,
- 115, 120, 105, 115 },
+ 115, 120, 105, 115, 105 },
/* Gnome */
{ 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
120, 101, 110, 110, 120, 120, 115, 130, 115, 95, 140,
- 115, 110, 110, 115 },
+ 115, 110, 110, 115, 110 },
/* Dwarf */
{ 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
120, 105, 115, 115, 115, 115, 120, 130, 120, 95, 140,
- 115, 110, 115, 115 },
+ 115, 110, 115, 115, 120 },
/* Half-Orc */
{ 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
115, 125, 120, 120, 115, 120, 125, 115, 125, 95, 140,
- 115, 110, 115, 115 },
+ 115, 110, 115, 115, 125 },
/* Half-Troll */
{ 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
- 110, 110, 115, 110 },
+ 110, 110, 115, 110, 130 },
/* Amberite */
{ 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
120, 120, 105, 120, 115, 105, 115, 120, 110, 105, 105,
120, 105, 120, 120, 125, 120, 105, 135, 105, 95, 140,
- 100, 110, 110, 100 },
+ 100, 110, 110, 100, 110 },
/* High_Elf */
{ 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
125, 115, 120, 120, 125, 120, 100, 125, 100, 95, 140,
- 110, 110, 105, 110 },
+ 110, 110, 105, 110, 110 },
/* Human / Barbarian (copied from human) */
{ 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
115, 105, 125, 125, 130, 125, 115, 120, 115, 95, 140,
- 100, 120, 110, 100 },
+ 100, 120, 110, 100, 110 },
/* Half-Ogre: theoretical, copied from half-troll */
{ 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
110, 115, 112, 112, 115, 112, 120, 110, 120, 95, 140,
- 110, 110, 115, 110 },
+ 110, 110, 115, 110, 120 },
/* Half-Giant: theoretical, copied from half-troll */
{ 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
110, 115, 112, 112, 115, 112, 130, 120, 130, 95, 140,
- 110, 110, 115, 110 },
+ 110, 110, 115, 110, 115 },
/* Half-Titan: theoretical, copied from High_Elf */
{ 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 110, 110, 115, 110 },
+ 110, 110, 115, 110, 108 },
/* Cyclops: theoretical, copied from half-troll */
{ 110, 115, 115, 110, 110, 130, 110, 110, 110, 115, 110,
110, 115, 120, 110, 120, 120, 110, 110, 110, 115, 110,
110, 115, 112, 112, 115, 112, 130, 130, 130, 95, 140,
- 110, 110, 115, 110 },
+ 110, 110, 115, 110, 115 },
/* Yeek: theoretical, copied from Half-Orc */
{ 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 115, 110, 115, 115 },
+ 115, 110, 115, 115, 110 },
/* Klackon: theoretical, copied from Gnome */
{ 115, 115, 110, 105, 95, 110, 115, 130, 115, 110, 115,
120, 125, 110, 120, 110, 105, 120, 110, 110, 105, 110,
120, 101, 110, 110, 120, 120, 130, 130, 130, 95, 140,
- 115, 110, 115, 115 },
+ 115, 110, 115, 115, 110 },
/* Kobold: theoretical, copied from Half-Orc */
{ 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 115, 110, 115, 115 },
+ 115, 110, 115, 115, 120 },
/* Nibelung: theoretical, copied from Dwarf */
{ 115, 120, 120, 110, 110, 95, 125, 135, 115, 120, 115,
125, 140, 130, 130, 120, 115, 115, 115, 135, 125, 120,
120, 105, 115, 115, 120, 120, 130, 130, 130, 95, 140,
- 115, 135, 115, 115 },
+ 115, 135, 115, 115, 120 },
/* Dark Elf */
{ 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
- 110, 101, 115, 110 },
+ 110, 101, 115, 110, 115 },
/* Draconian: theoretical, copied from High_Elf */
{ 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 110, 110, 115, 110 },
+ 110, 110, 115, 110, 115 },
/* Mind Flayer: theoretical, copied from High_Elf */
{ 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 110, 110, 115, 110 },
+ 110, 110, 115, 110, 110 },
/* Imp: theoretical, copied from High_Elf */
{ 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
125, 115, 120, 120, 120, 120, 130, 130, 130, 120, 120,
- 110, 110, 115, 110 },
+ 110, 110, 115, 110, 120 },
/* Golem: theoretical, copied from High_Elf */
{ 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
125, 125, 101, 120, 115, 110, 115, 125, 110, 110, 110,
125, 115, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 110, 110, 115, 110 },
+ 110, 110, 115, 110, 110 },
/* Skeleton: theoretical, copied from half-orc */
{ 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
- 115, 110, 125, 115 },
+ 115, 110, 125, 115, 110 },
/* Zombie: Theoretical, copied from half-orc */
{ 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
- 115, 110, 125, 115 },
+ 115, 110, 125, 115, 110 },
/* Vampire: Theoretical, copied from half-orc */
{ 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
- 115, 110, 125, 115 },
+ 115, 110, 125, 115, 120 },
/* Spectre: Theoretical, copied from half-orc */
{ 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
115, 125, 120, 120, 120, 120, 130, 130, 130, 120, 120,
- 115, 110, 125, 115 },
+ 115, 110, 125, 115, 110 },
/* Sprite: Theoretical, copied from half-orc */
{ 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 115, 110, 105, 115 },
+ 115, 110, 105, 115, 110 },
/* Beastman: Theoretical, copied from half-orc */
{ 115, 120, 125, 115, 115, 130, 110, 115, 115, 125, 115,
110, 110, 120, 110, 120, 125, 115, 115, 110, 120, 110,
115, 125, 120, 120, 120, 120, 130, 130, 130, 95, 140,
- 115, 110, 115, 115 },
+ 115, 110, 115, 115, 125 },
/* Ent */
{ 110, 105, 100, 105, 110, 120, 125, 130, 110, 100, 110,
120, 120, 105, 120, 110, 105, 125, 125, 110, 115, 108,
120, 115, 110, 110, 120, 110, 100, 125, 100, 95, 140,
- 110, 110, 105, 110 },
+ 110, 110, 105, 110, 110 },
/* Angel */
{ 95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 95,
95, 95, 95, 95, 95, 95, 95, 95, 95, 95, 160,
- 95, 95, 95, 95 },
+ 95, 95, 95, 95, 95 },
/* Demon */
{ 140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
140, 140, 140, 140, 140, 140, 140, 140, 140, 140, 140,
140, 140, 140, 140, 140, 140, 140, 140, 140, 160, 120,
- 140, 140, 140, 140 },
+ 140, 140, 140, 140, 140 },
/* Dunadan */
{ 100, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
- 100, 120, 110, 100 },
+ 100, 120, 110, 100, 110 },
/* Shadow Fairy */
{ 110, 110, 110, 115, 120, 130, 115, 115, 120, 110, 115,
115, 115, 116, 115, 120, 120, 115, 115, 101, 110, 110,
110, 110, 112, 122, 110, 110, 110, 115, 110, 120, 120,
- 110, 101, 115, 110 },
+ 110, 101, 115, 110, 115 },
/* Kutar */
{ 110, 110, 105, 105, 110, 115, 115, 115, 110, 105, 110,
115, 115, 115, 115, 115, 115, 115, 115, 115, 115, 115,
115, 115, 125, 125, 125, 125, 105, 115, 105, 95, 140,
- 110, 115, 100, 110 },
+ 110, 115, 100, 110, 110 },
/* Android */
{ 105, 105, 105, 110, 113, 115, 120, 125, 100, 105, 100,
124, 120, 110, 125, 115, 120, 120, 120, 120, 115, 120,
115, 105, 125, 125, 125, 125, 105, 120, 105, 95, 140,
- 100, 120, 110, 100 },
+ 100, 120, 110, 100, 110 },
+
+ /* Merfolk */
+ { 110, 110, 110, 105, 110, 120, 125, 130, 110, 110, 110,
+ 120, 115, 108, 115, 110, 110, 120, 120, 115, 115, 110,
+ 120, 110, 110, 110, 120, 110, 110, 125, 110, 95, 140,
+ 110, 115, 110, 110, 100 },
};
* @param o_ptr 店舗に並べるオブジェクト構造体の参照ポインタ
* @param greed 店主の強欲度
* @param flip TRUEならば店主にとっての買取価格、FALSEなら売出価格を計算
- * @return ã\81ªã\81\97
+ * @return ã\82¢ã\82¤ã\83\86ã\83 ã\81®åº\97è\88\97ä¾¡æ ¼
* @details
* <pre>
* This function takes into account the player's charisma, and the
* "greed" value is always something (?).
* </pre>
*/
-static s32b price_item(object_type *o_ptr, int greed, bool flip)
+static PRICE price_item(object_type *o_ptr, int greed, bool flip)
{
- int factor;
- int adjust;
- s32b price;
-
+ int factor;
+ int adjust;
+ PRICE price;
/* Get the value of one of the items */
price = object_value(o_ptr);
/* Worthless items */
if (price <= 0) return (0L);
-
/* Compute the racial factor */
factor = rgold_adj[ot_ptr->owner_race][p_ptr->prace];
int size = 1;
DISCOUNT_RATE discount = 0;
- s32b cost = object_value(o_ptr);
+ PRICE cost = object_value(o_ptr);
/* Analyze the type */
*/
static int store_check_num(object_type *o_ptr)
{
- int i;
+ int i;
object_type *j_ptr;
/* The "home" acts like the player */
bool old_stack_force_notes = stack_force_notes;
bool old_stack_force_costs = stack_force_costs;
- st_ptr = &town[1].store[store_num];
+ st_ptr = &town_info[1].store[store_num];
if (store_num != STORE_HOME)
{
stack_force_notes = FALSE;
*/
static int home_carry(object_type *o_ptr)
{
- int slot;
- s32b value;
- int i;
+ int slot;
+ PRICE value;
+ int i;
object_type *j_ptr;
bool old_stack_force_notes = stack_force_notes;
bool old_stack_force_costs = stack_force_costs;
/* 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);
*/
static int store_carry(object_type *o_ptr)
{
- int i, slot;
- s32b value, j_value;
+ int i, slot;
+ PRICE value, j_value;
object_type *j_ptr;
*/
static bool black_market_crap(object_type *o_ptr)
{
- int i, j;
+ int i, j;
/* Ego items are never crap */
if (object_is_ego(o_ptr)) return (FALSE);
if (i == STORE_MUSEUM) continue;
/* Check every item in the store */
- for (j = 0; j < town[p_ptr->town_num].store[i].stock_num; j++)
+ for (j = 0; j < town_info[p_ptr->town_num].store[i].stock_num; j++)
{
- object_type *j_ptr = &town[p_ptr->town_num].store[i].stock[j];
+ object_type *j_ptr = &town_info[p_ptr->town_num].store[i].stock[j];
/* Duplicate item "type", assume crappy */
if (o_ptr->k_idx == j_ptr->k_idx) return (TRUE);
object_type forge;
object_type *q_ptr;
-
/* Paranoia -- no room left */
if (st_ptr->stock_num >= st_ptr->stock_size) return;
-
/* Hack -- consider up to four items */
for (tries = 0; tries < 4; tries++)
{
level = 25 + randint0(25);
/* Random item (usually of given level) */
- i = get_obj_num(level);
+ i = get_obj_num(level, 0x00000000);
/* Handle failure */
if (!i) continue;
*/
static bool noneedtobargain(PRICE minprice)
{
- s32b good = st_ptr->good_buy;
- s32b bad = st_ptr->bad_buy;
+ PRICE good = st_ptr->good_buy;
+ PRICE bad = st_ptr->bad_buy;
/* Cheap items are "boring" */
if (minprice < 10L) return (TRUE);
*/
static void display_entry(int pos)
{
- int i, cur_col;
+ int i, cur_col;
object_type *o_ptr;
- s32b x;
+ s32b x;
GAME_TEXT o_name[MAX_NLEN];
- char out_val[160];
+ char out_val[160];
int maxwid = 75;
/* Actually draw the price (not fixed) */
#ifdef JP
-(void)sprintf(out_val, "%9ld固", (long)x);
+ (void)sprintf(out_val, "%9ld固", (long)x);
#else
(void)sprintf(out_val, "%9ld F", (long)x);
#endif
-
put_str(out_val, i+6, 68);
}
/*!
* @brief 店の商品リストを表示する /
- * Displays a store's inventory -RAK-
+ * Displays a store's inventory -RAK-
* @return なし
* @details
* All prices are listed as "per individual object". -BEN-
if (st_ptr->stock_num > store_bottom)
{
/* Show "more" reminder (after the last item) */
-#ifdef JP
- prt("-続く-", k + 6, 3);
-#else
- prt("-more-", k + 6, 3);
-#endif
-
+ prt(_("-続く-", "-more-"), k + 6, 3);
/* Indicate the "current page" */
/* Trailing spaces are to display (Page xx) and (Page x) */
-#ifdef JP
- put_str(format("(%dページ) ", store_top/store_bottom + 1), 5, 20);
-#else
- put_str(format("(Page %d) ", store_top/store_bottom + 1), 5, 20);
-#endif
-
+ put_str(format(_("(%dページ) ", "(Page %d) "), store_top/store_bottom + 1), 5, 20);
}
if (cur_store_num == STORE_HOME || cur_store_num == STORE_MUSEUM)
{
char out_val[64];
-#ifdef JP
- prt("手持ちのお金: ", 19 + xtra_stock, 53);
-#else
- prt("Gold Remaining: ", 19 + xtra_stock, 53);
-#endif
-
-
+ prt(_("手持ちのお金: ", "Gold Remaining: "), 19 + xtra_stock, 53);
sprintf(out_val, "%9ld", (long)p_ptr->au);
prt(out_val, 19 + xtra_stock, 68);
}
/* Display the current gold */
store_prt_gold();
-
- /* Draw in the inventory */
display_inventory();
}
return (TRUE);
}
}
-
- /* Paranoia */
msg_print(NULL);
/* Assume failure */
st_ptr->bad_buy = 0;
/* Open tomorrow */
- st_ptr->store_open = turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
+ st_ptr->store_open = current_world_ptr->game_turn + TURNS_PER_TICK*TOWN_DAWN/8 + randint1(TURNS_PER_TICK*TOWN_DAWN/8);
/* Closed */
return (TRUE);
*/
static int get_haggle(concptr pmt, s32b *poffer, PRICE price, int final)
{
- s32b i;
-
- concptr p;
-
- char buf[128];
- char out_val[160];
-
+ s32b i;
+ concptr p;
+ GAME_TEXT buf[128];
+ GAME_TEXT out_val[160];
/* Clear old increment if necessary */
if (!allow_inc) last_inc = 0L;
-
/* Final offer */
if (final)
{
-#ifdef JP
- sprintf(buf, "%s [承諾] ", pmt);
-#else
- sprintf(buf, "%s [accept] ", pmt);
-#endif
-
+ sprintf(buf, _("%s [承諾] ", "%s [accept] "), pmt);
}
/* Old (negative) increment, and not final */
else if (last_inc < 0)
{
-#ifdef JP
- sprintf(buf, "%s [-$%ld] ", pmt, (long)(ABS(last_inc)));
-#else
- sprintf(buf, "%s [-%ld] ", pmt, (long)(ABS(last_inc)));
-#endif
-
+ sprintf(buf, _("%s [-$%ld] ", "%s [-%ld] "), pmt, (long)(ABS(last_inc)));
}
/* Old (positive) increment, and not final */
else if (last_inc > 0)
{
-#ifdef JP
- sprintf(buf, "%s [+$%ld] ", pmt, (long)(ABS(last_inc)));
-#else
- sprintf(buf, "%s [+%ld] ", pmt, (long)(ABS(last_inc)));
-#endif
-
+ sprintf(buf, _("%s [+$%ld] ", "%s [+%ld] "), pmt, (long)(ABS(last_inc)));
}
/* Normal haggle */
{
sprintf(buf, "%s ", pmt);
}
-
-
- /* Paranoia */
msg_print(NULL);
-
/* Ask until done */
while (TRUE)
{
}
/* Warning */
-#ifdef JP
- msg_print("値がおかしいです。");
-#else
- msg_print("Invalid response.");
-#endif
-
+ msg_print(_("値がおかしいです。", "Invalid response."));
msg_print(NULL);
}
s32b min_per, max_per;
int flag, loop_flag, noneed;
int annoyed = 0, final = FALSE;
-
bool cancel = FALSE;
-
-#ifdef JP
- concptr pmt = "提示価格";
-#else
- concptr pmt = "Asking";
-#endif
-
-
char out_val[160];
-
-
*price = 0;
+ concptr pmt = _("提示価格", "Asking");
/* Extract the starting offer and the final offer */
cur_ask = price_item(o_ptr, ot_ptr->max_inflate, FALSE);
if (noneed)
{
/* Message summary */
-#ifdef JP
- msg_print("結局この金額にまとまった。");
-#else
- msg_print("You eventually agree upon the price.");
-#endif
-
+ msg_print(_("結局この金額にまとまった。", "You eventually agree upon the price."));
msg_print(NULL);
}
else
{
/* Message summary */
-#ifdef JP
- msg_print("すんなりとこの金額にまとまった。");
-#else
- msg_print("You quickly agree upon the price.");
-#endif
-
+ msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
msg_print(NULL);
/* Apply Sales Tax */
cur_ask = final_ask;
/* Go to final offer */
-#ifdef JP
- pmt = "最終提示価格";
-#else
- pmt = "Final Offer";
-#endif
-
+ pmt = _("最終提示価格", "Final Offer");
final = TRUE;
}
{
(void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
put_str(out_val, 1, 0);
-#ifdef JP
- cancel = receive_offer("提示する金額? ",
-#else
- cancel = receive_offer("What do you offer? ",
-#endif
-
- &offer, last_offer, 1, cur_ask, final);
-
+ cancel = receive_offer(_("提示する金額? ", "What do you offer? "), &offer, last_offer, 1, cur_ask, final);
if (cancel)
{
flag = TRUE;
{
final = TRUE;
cur_ask = final_ask;
-#ifdef JP
- pmt = "最終提示価格";
-#else
- pmt = "Final Offer";
-#endif
-
+ pmt = _("最終提示価格", "What do you offer? ");
annoyed++;
if (annoyed > 3)
{
last_offer = offer;
allow_inc = TRUE;
prt("", 1, 0);
-#ifdef JP
-(void)sprintf(out_val, "前回の提示金額: $%ld",
-#else
- (void)sprintf(out_val, "Your last offer: %ld",
-#endif
-
- (long)last_offer);
+ (void)sprintf(out_val, _("前回の提示金額: $%ld", "Your last offer: %ld"), (long)last_offer);
put_str(out_val, 1, 39);
say_comment_2(cur_ask, annoyed);
}
int flag, loop_flag, noneed;
int annoyed = 0, final = FALSE;
bool cancel = FALSE;
-#ifdef JP
- concptr pmt = "提示金額";
-#else
- concptr pmt = "Offer";
-#endif
+ concptr pmt = _("提示金額", "Offer");
char out_val[160];
-
*price = 0;
-
/* Obtain the starting offer and the final offer */
cur_ask = price_item(o_ptr, ot_ptr->max_inflate, TRUE);
final_ask = price_item(o_ptr, ot_ptr->min_inflate, TRUE);
/* No reason to haggle */
if (final_ask >= purse)
{
-#ifdef JP
- msg_print("即座にこの金額にまとまった。");
-#else
- msg_print("You instantly agree upon the price.");
-#endif
-
+ msg_print(_("即座にこの金額にまとまった。", "You instantly agree upon the price."));
msg_print(NULL);
/* Offer full purse */
/* No need to haggle */
else if (noneed)
{
-#ifdef JP
- msg_print("結局この金額にまとまった。");
-#else
- msg_print("You eventually agree upon the price.");
-#endif
-
+ msg_print(_("結局この金額にまとまった。", "You eventually agree upon the price."));
msg_print(NULL);
}
else
{
/* Message summary */
-#ifdef JP
- msg_print("すんなりとこの金額にまとまった。");
-#else
- msg_print("You quickly agree upon the price.");
-#endif
-
+ msg_print(_("すんなりとこの金額にまとまった。", "You quickly agree upon the price."));
msg_print(NULL);
}
/* Final offer */
final = TRUE;
-#ifdef JP
- pmt = "最終提示金額";
-#else
- pmt = "Final Offer";
-#endif
-
+ pmt = _("最終提示金額", "Final Offer");
}
/* Haggle for the whole pile */
(void)sprintf(out_val, "%s : %ld", pmt, (long)cur_ask);
put_str(out_val, 1, 0);
-#ifdef JP
- cancel = receive_offer("提示する価格? ",
-#else
- cancel = receive_offer("What price do you ask? ",
-#endif
-
+ cancel = receive_offer(_("提示する価格? ", "What price do you ask? "),
&offer, last_offer, -1, cur_ask, final);
if (cancel)
{
cur_ask = final_ask;
final = TRUE;
-#ifdef JP
- pmt = "最終提示金額";
-#else
- pmt = "Final Offer";
-#endif
+ pmt = _("最終提示金額", "Final Offer");
annoyed++;
if (annoyed > 3)
allow_inc = TRUE;
prt("", 1, 0);
(void)sprintf(out_val,
-#ifdef JP
- "前回の提示価格 $%ld", (long)last_offer);
-#else
- "Your last bid %ld", (long)last_offer);
-#endif
-
+ _("前回の提示価格 $%ld", "Your last bid %ld"), (long)last_offer);
put_str(out_val, 1, 39);
say_comment_3(cur_ask, annoyed);
}
if (cur_store_num == STORE_MUSEUM)
{
-#ifdef JP
- msg_print("博物館から取り出すことはできません。");
-#else
- msg_print("Museum.");
-#endif
+ msg_print(_("博物館から取り出すことはできません。", "Museum."));
return;
}
if (st_ptr->stock_num <= 0)
{
if (cur_store_num == STORE_HOME)
-#ifdef JP
- msg_print("我が家には何も置いてありません。");
-#else
- msg_print("Your home is empty.");
-#endif
-
+ msg_print(_("我が家には何も置いてありません。", "Your home is empty."));
else
-#ifdef JP
- msg_print("現在商品の在庫を切らしています。");
-#else
- msg_print("I am currently out of stock.");
-#endif
-
+ msg_print(_("現在商品の在庫を切らしています。", "I am currently out of stock."));
return;
}
-
/* Find the number of objects on this and following pages */
i = (st_ptr->stock_num - store_top);
{
msg_format(_("一つにつき $%ldです。", "That costs %ld gold per item."), (long)(best));
}
-
- /* Get a quantity */
amt = get_quantity(NULL, o_ptr->number);
-
- /* Allow user abort */
if (amt <= 0) return;
}
j_ptr = &forge;
choice = purchase_haggle(j_ptr, &price);
/* Hack -- Got kicked out */
- if (st_ptr->store_open >= turn) return;
+ if (st_ptr->store_open >= current_world_ptr->game_turn) return;
}
/* Player wants it */
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);
msg_format(_("%sを $%ldで購入しました。", "You bought %s for %ld gold."), o_name, (long)price);
strcpy(record_o_name, o_name);
- record_turn = turn;
+ 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;
item_new = inven_carry(j_ptr);
/* Describe the final result */
- object_desc(o_name, &inventory[item_new], 0);
+ object_desc(o_name, &p_ptr->inventory_list[item_new], 0);
msg_format(_("%s(%c)を手に入れた。", "You have %s (%c)."), o_name, index_to_label(item_new));
/* Auto-inscription */
msg_print(_("店主は新たな在庫を取り出した。", "The shopkeeper brings out some new stock."));
}
- /* New inventory */
for (i = 0; i < 10; i++)
{
/* Maintain the store */
item_new = inven_carry(j_ptr);
/* Describe just the result */
- object_desc(o_name, &inventory[item_new], 0);
+ object_desc(o_name, &p_ptr->inventory_list[item_new], 0);
msg_format(_("%s(%c)を取った。", "You have %s (%c)."), o_name, index_to_label(item_new));
handle_stuff();
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);
}
}
object_type forge;
object_type *q_ptr;
-
object_type *o_ptr;
concptr q, s;
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));
+ 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 */
/* Assume one item */
amt = 1;
- /* Find out how many the player wants (letter means "all") */
if (o_ptr->number > 1)
{
- /* Get a quantity */
amt = get_quantity(NULL, o_ptr->number);
-
- /* Allow user abort */
if (amt <= 0) return;
}
q_ptr = &forge;
choice = sell_haggle(q_ptr, &price);
/* Kicked out */
- if (st_ptr->store_open >= turn) return;
+ if (st_ptr->store_open >= current_world_ptr->game_turn) return;
/* Sold... */
if (choice == 0)
/* 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 inventory */
- 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 inventory */
- 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 inventory 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 inventory 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_change_name();
- 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;
}
int which;
int maintain_num;
int i;
- cave_type *c_ptr;
+ grid_type *g_ptr;
bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
TERM_LEN w, h;
store_bottom = MIN_STOCK + xtra_stock;
/* Access the player grid */
- c_ptr = &cave[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(c_ptr, FF_STORE))
+ if (!cave_have_flag_grid(g_ptr, FF_STORE))
{
msg_print(_("ここには店がありません。", "You see no store here."));
return;
}
/* Extract the store code */
- which = f_info[c_ptr->feat].subtype;
+ which = f_info[g_ptr->feat].subtype;
old_town_num = p_ptr->town_num;
if ((which == STORE_HOME) || (which == STORE_MUSEUM)) p_ptr->town_num = 1;
- if (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" */
- if ((town[p_ptr->town_num].store[which].store_open >= turn) ||
+ if ((town_info[p_ptr->town_num].store[which].store_open >= current_world_ptr->game_turn) ||
(ironman_shops))
{
msg_print(_("ドアに鍵がかかっている。", "The doors are locked."));
}
/* Calculate the number of store maintainances since the last visit */
- maintain_num = (turn - town[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
+ maintain_num = (current_world_ptr->game_turn - town_info[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
/* Maintain the store max. 10 times */
if (maintain_num > 10) maintain_num = 10;
store_maint(p_ptr->town_num, which);
/* Save the visit */
- town[p_ptr->town_num].store[which].last_visit = turn;
+ 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 */
- character_icky = TRUE;
+ current_world_ptr->character_icky = TRUE;
/* command reset */
command_arg = 0;
cur_store_num = which;
/* Hack -- save the store feature */
- cur_store_feat = c_ptr->feat;
+ cur_store_feat = g_ptr->feat;
/* Save the store and owner pointers */
- st_ptr = &town[p_ptr->town_num].store[cur_store_num];
+ st_ptr = &town_info[p_ptr->town_num].store[cur_store_num];
ot_ptr = &owners[cur_store_num][st_ptr->owner];
/* Start at the beginning */
{
/* 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
need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
/* Hack -- Character is still in "icky" mode */
- character_icky = TRUE;
+ current_world_ptr->character_icky = TRUE;
handle_stuff();
/* Pack Overflow */
- if (inventory[INVEN_PACK].k_idx)
+ if (p_ptr->inventory_list[INVEN_PACK].k_idx)
{
INVENTORY_IDX item = INVEN_PACK;
- object_type *o_ptr = &inventory[item];
+ object_type *o_ptr = &p_ptr->inventory_list[item];
/* Hack -- Flee from the store */
if (cur_store_num != STORE_HOME)
msg_format(_("%sが落ちた。(%c)", "You drop %s (%c)."), o_name, index_to_label(item));
- /* Remove it from the players inventory */
- 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 (need_redraw_store_inv) display_inventory();
/* Hack -- get kicked out of the store */
- if (st_ptr->store_open >= turn) leave_store = TRUE;
+ 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;
- /* Free turn */
- p_ptr->energy_use = 100;
-
+ take_turn(p_ptr, 100);
/* Hack -- Character is no longer in "icky" mode */
- character_icky = FALSE;
-
+ current_world_ptr->character_icky = FALSE;
/* Hack -- Cancel automatic command */
command_new = 0;
cur_store_num = which;
/* Activate that store */
- st_ptr = &town[p_ptr->town_num].store[cur_store_num];
+ st_ptr = &town_info[p_ptr->town_num].store[cur_store_num];
j = st_ptr->owner;
/* Pick a new owner */
for (i = 1;i < max_towns; i++)
{
if (i == p_ptr->town_num) continue;
- if (st_ptr->owner == town[i].store[cur_store_num].owner) break;
+ if (st_ptr->owner == town_info[i].store[cur_store_num].owner) break;
}
if (i == max_towns) break;
}
if (store_num == STORE_MUSEUM) return;
/* Activate that store */
- st_ptr = &town[town_num].store[store_num];
+ st_ptr = &town_info[town_num].store[store_num];
/* Activate the owner */
ot_ptr = &owners[store_num][st_ptr->owner];
cur_store_num = store_num;
/* Activate that store */
- st_ptr = &town[town_num].store[store_num];
+ st_ptr = &town_info[town_num].store[store_num];
/* Pick an owner */
for (i = 1;i < max_towns; i++)
{
if (i == town_num) continue;
- if (st_ptr->owner == town[i].store[store_num].owner) break;
+ if (st_ptr->owner == town_info[i].store[store_num].owner) break;
}
if (i == max_towns) break;
}
/* Not in town */
if (!p_ptr->town_num) return;
- st_ptr = &town[p_ptr->town_num].store[STORE_BLACK];
+ st_ptr = &town_info[p_ptr->town_num].store[STORE_BLACK];
o_ptr->ident |= IDENT_STORE;