/*!
* @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
/*!
* @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();
}
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 */
/* 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 */
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 */
}
forget_lite(p_ptr->current_floor_ptr);
- forget_view();
+ forget_view(p_ptr->current_floor_ptr);
/* Hack -- Character is in "icky" mode */
current_world_ptr->character_icky = TRUE;
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 */
/*!
* @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