/*!
* @brief 取引成功時の店主のメッセージ処理 /
* Successful haggle.
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-static void say_comment_1(void)
+static void say_comment_1(player_type *player_ptr)
{
#ifdef JP
/* ブラックマーケットのときは別のメッセージを出す */
#else
msg_print("The shopkeeper whispers something into your ear:");
#endif
- display_rumor(TRUE);
+ display_rumor(player_ptr, TRUE);
}
}
* @details
* We paid "price", it was worth "value", and we thought it was worth "guess"
*/
-static void purchase_analyze(PRICE price, PRICE value, PRICE guess)
+static void purchase_analyze(player_type *player_ptr, PRICE price, PRICE value, PRICE guess)
{
/* Item was worthless, but we bought it */
if ((value <= 0) && (price > value))
{
msg_print(comment_7a[randint0(MAX_COMMENT_7A)]);
- chg_virtue(p_ptr, V_HONOUR, -1);
- chg_virtue(p_ptr, V_JUSTICE, -1);
+ chg_virtue(player_ptr, V_HONOUR, -1);
+ chg_virtue(player_ptr, V_JUSTICE, -1);
sound(SOUND_STORE1);
}
else if ((value < guess) && (price > value))
{
msg_print(comment_7b[randint0(MAX_COMMENT_7B)]);
- chg_virtue(p_ptr, V_JUSTICE, -1);
- if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, -1);
+ chg_virtue(player_ptr, V_JUSTICE, -1);
+ if (one_in_(4)) chg_virtue(player_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(p_ptr, V_HONOUR, -1);
- else if (one_in_(4)) chg_virtue(p_ptr, V_HONOUR, 1);
+ if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, -1);
+ else if (one_in_(4)) chg_virtue(player_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(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);
+ if (one_in_(2)) chg_virtue(player_ptr, V_HONOUR, -1);
+ if (one_in_(4)) chg_virtue(player_ptr, V_HONOUR, 1);
+ if (10 * price < value) chg_virtue(player_ptr, V_SACRIFICE, 1);
sound(SOUND_STORE4);
}
}
int i;
/* Hack -- Identical items cannot be stacked */
- if (o_ptr == j_ptr) return (0);
+ if (o_ptr == j_ptr) return 0;
/* Different objects cannot be stacked */
- if (o_ptr->k_idx != j_ptr->k_idx) return (0);
+ if (o_ptr->k_idx != j_ptr->k_idx) return 0;
/* Different charges (etc) cannot be stacked, unless wands or rods. */
- if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return (0);
+ if ((o_ptr->pval != j_ptr->pval) && (o_ptr->tval != TV_WAND) && (o_ptr->tval != TV_ROD)) return 0;
/* Require many identical values */
- if (o_ptr->to_h != j_ptr->to_h) return (0);
- if (o_ptr->to_d != j_ptr->to_d) return (0);
- if (o_ptr->to_a != j_ptr->to_a) return (0);
+ if (o_ptr->to_h != j_ptr->to_h) return 0;
+ if (o_ptr->to_d != j_ptr->to_d) return 0;
+ if (o_ptr->to_a != j_ptr->to_a) return 0;
/* Require identical "ego-item" names */
- if (o_ptr->name2 != j_ptr->name2) return (0);
+ if (o_ptr->name2 != j_ptr->name2) return 0;
/* Artifacts don't stack! */
- if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return (0);
+ if (object_is_artifact(o_ptr) || object_is_artifact(j_ptr)) return 0;
/* Hack -- Identical art_flags! */
for (i = 0; i < TR_FLAG_SIZE; i++)
- if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return (0);
+ if (o_ptr->art_flags[i] != j_ptr->art_flags[i]) return 0;
/* Hack -- Never stack "powerful" items */
- if (o_ptr->xtra1 || j_ptr->xtra1) return (0);
+ if (o_ptr->xtra1 || j_ptr->xtra1) return 0;
/* Hack -- Never stack recharging items */
- if (o_ptr->timeout || j_ptr->timeout) return (0);
+ if (o_ptr->timeout || j_ptr->timeout) return 0;
/* Require many identical values */
- if (o_ptr->ac != j_ptr->ac) return (0);
- if (o_ptr->dd != j_ptr->dd) return (0);
- if (o_ptr->ds != j_ptr->ds) return (0);
+ if (o_ptr->ac != j_ptr->ac) return 0;
+ if (o_ptr->dd != j_ptr->dd) return 0;
+ if (o_ptr->ds != j_ptr->ds) return 0;
/* Hack -- Never stack chests */
- if (o_ptr->tval == TV_CHEST) return (0);
- if (o_ptr->tval == TV_STATUE) return (0);
- if (o_ptr->tval == TV_CAPTURE) return (0);
+ if (o_ptr->tval == TV_CHEST) return 0;
+ if (o_ptr->tval == TV_STATUE) return 0;
+ if (o_ptr->tval == TV_CAPTURE) return 0;
/* Require matching discounts */
- if (o_ptr->discount != j_ptr->discount) return (0);
+ if (o_ptr->discount != j_ptr->discount) return 0;
/* They match, so they must be similar */
- return (TRUE);
+ return TRUE;
}
* @param o_ptr 判定したいオブジェクト構造体の参照ポインタ
* @return アイテムが祝福されたアイテムならばTRUEを返す
*/
-static bool is_blessed(object_type *o_ptr)
+static bool is_blessed_item(object_type *o_ptr)
{
BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(o_ptr, flgs);
- if (have_flag(flgs, TR_BLESSED)) return (TRUE);
- else return (FALSE);
+ if (have_flag(flgs, TR_BLESSED)) return TRUE;
+ else return FALSE;
}
static bool store_will_buy(object_type *o_ptr)
{
/* Hack -- The Home is simple */
- if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return (TRUE);
+ if ((cur_store_num == STORE_HOME) || (cur_store_num == STORE_MUSEUM)) return TRUE;
/* Switch on the store */
switch (cur_store_num)
case TV_CARD:
break;
default:
- return (FALSE);
+ return FALSE;
}
break;
}
case TV_DRAG_ARMOR:
break;
default:
- return (FALSE);
+ return FALSE;
}
break;
}
break;
case TV_HAFTED:
{
- if(o_ptr->sval == SV_WIZSTAFF) return (FALSE);
+ if(o_ptr->sval == SV_WIZSTAFF) return FALSE;
}
break;
default:
- return (FALSE);
+ return FALSE;
}
break;
}
case TV_POLEARM:
case TV_SWORD:
{
- if (is_blessed(o_ptr)) break;
+ if (is_blessed_item(o_ptr)) break;
}
default:
- return (FALSE);
+ return FALSE;
}
break;
}
case TV_POTION:
break;
default:
- return (FALSE);
+ return FALSE;
}
break;
}
case TV_HAFTED:
{
if(o_ptr->sval == SV_WIZSTAFF) break;
- else return (FALSE);
+ else return FALSE;
}
default:
- return (FALSE);
+ return FALSE;
}
break;
}
case TV_HEX_BOOK:
break;
default:
- return (FALSE);
+ return FALSE;
}
break;
}
}
/* Ignore "worthless" items */
- if (object_value(o_ptr) <= 0) return (FALSE);
+ if (object_value(o_ptr) <= 0) return FALSE;
/* Assume okay */
- return (TRUE);
+ return TRUE;
}
/* No space? */
if ((cur_store_num != STORE_HOME) || (powerup_home == TRUE)) {
if (st_ptr->stock_num >= st_ptr->stock_size) {
- return (-1);
+ return -1;
}
}
else{
if (st_ptr->stock_num >= ((st_ptr->stock_size) / 10)) {
- return (-1);
+ return -1;
}
}
value = object_value(o_ptr);
/* Cursed/Worthless items "disappear" when sold */
- if (value <= 0) return (-1);
+ if (value <= 0) return -1;
/* All store items are fully *identified* */
o_ptr->ident |= IDENT_MENTAL;
}
/* No space? */
- if (st_ptr->stock_num >= st_ptr->stock_size) return (-1);
+ if (st_ptr->stock_num >= st_ptr->stock_size) return -1;
/* Check existing slots to see if we must "slide" */
int i, j;
/* Ego items are never crap */
- if (object_is_ego(o_ptr)) return (FALSE);
+ if (object_is_ego(o_ptr)) return FALSE;
/* Good items are never crap */
- if (o_ptr->to_a > 0) return (FALSE);
- if (o_ptr->to_h > 0) return (FALSE);
- if (o_ptr->to_d > 0) return (FALSE);
+ if (o_ptr->to_a > 0) return FALSE;
+ if (o_ptr->to_h > 0) return FALSE;
+ if (o_ptr->to_d > 0) return FALSE;
/* Check all stores */
for (i = 0; i < MAX_STORES; i++)
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);
+ if (o_ptr->k_idx == j_ptr->k_idx) return TRUE;
}
}
/* Assume okay */
- return (FALSE);
+ return FALSE;
}
/*!
* @brief 店舗の品揃え変化のためにアイテムを追加する /
* Creates a random item and gives it to a store
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return なし
* @details
* <pre>
* Should we check for "permission" to have the given item?
* </pre>
*/
-static void store_create(void)
+static void store_create(player_type *player_ptr)
{
OBJECT_IDX i;
int tries;
level = 25 + randint0(25);
/* Random item (usually of given level) */
- i = get_obj_num(level, 0x00000000);
+ i = get_obj_num(player_ptr, level, 0x00000000);
/* Handle failure */
if (!i) continue;
object_prep(q_ptr, i);
/* Apply some "low-level" magic (no artifacts) */
- apply_magic(q_ptr, level, AM_NO_FIXED_ART);
+ apply_magic(player_ptr, q_ptr, level, AM_NO_FIXED_ART);
/* Require valid object */
if (!store_will_buy(q_ptr)) continue;
PRICE bad = st_ptr->bad_buy;
/* Cheap items are "boring" */
- if (minprice < 10L) return (TRUE);
+ if (minprice < 10L) return TRUE;
/* Perfect haggling */
- if (good == MAX_SHORT) return (TRUE);
+ if (good == MAX_SHORT) return TRUE;
/* Reward good haggles, punish bad haggles, notice price */
- if (good > ((3 * bad) + (5 + (minprice/50)))) return (TRUE);
+ if (good > ((3 * bad) + (5 + (minprice/50)))) return TRUE;
/* Return the flag */
- return (FALSE);
+ return FALSE;
}
if ((*com_val >= i) && (*com_val <= j))
{
/* Success */
- return (TRUE);
+ return TRUE;
}
}
msg_print(NULL);
/* Clear the prompt */
prt("", 0, 0);
- if (command == ESCAPE) return (FALSE);
+ if (command == ESCAPE) return FALSE;
repeat_push(*com_val);
/* Success */
- return (TRUE);
+ return TRUE;
}
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);
+ return TRUE;
}
/* Not closed */
- return (FALSE);
+ return FALSE;
}
static int haggle_insults(void)
{
/* Increase insults */
- if (increase_insults()) return (TRUE);
+ if (increase_insults()) return TRUE;
/* Display and flush insult */
say_comment_5();
/* Still okay */
- return (FALSE);
+ return FALSE;
}
}
/* Success */
- return (TRUE);
+ return TRUE;
}
while (TRUE)
{
/* Get a haggle (or cancel) */
- if (!get_haggle(pmt, poffer, price, final)) return (TRUE);
+ if (!get_haggle(pmt, poffer, price, final)) return TRUE;
/* Acceptable offer */
if (((*poffer) * factor) >= (last_offer * factor)) break;
/* Insult, and check for kicked out */
- if (haggle_insults()) return (TRUE);
+ if (haggle_insults()) return TRUE;
/* Reject offer (correctly) */
(*poffer) = last_offer;
}
/* Success */
- return (FALSE);
+ return FALSE;
}
}
}
- if (cancel) return (TRUE);
+ if (cancel) return TRUE;
updatebargain(*price, final_ask, o_ptr->number);
/* Do not cancel */
- return (FALSE);
+ return FALSE;
}
/* Haggle */
for (flag = FALSE; !flag; )
{
- while (1)
+ while (TRUE)
{
loop_flag = TRUE;
}
}
- if (cancel) return (TRUE);
+ if (cancel) return TRUE;
updatebargain(*price, final_ask, o_ptr->number);
/* Do not cancel */
- return (FALSE);
+ return FALSE;
}
/*!
* @brief 店からの購入処理のメインルーチン /
* Buy an item from a store -RAK-
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-static void store_purchase(void)
+static void store_purchase(player_type *player_ptr)
{
int i, choice;
COMMAND_CODE item, item_new;
if (price == (best * j_ptr->number)) o_ptr->ident |= (IDENT_FIXED);
/* Player can afford it */
- if (p_ptr->au >= price)
+ if (player_ptr->au >= price)
{
/* Say "okay" */
- say_comment_1();
+ say_comment_1(player_ptr);
if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
- chg_virtue(p_ptr, V_JUSTICE, -1);
+ chg_virtue(player_ptr, V_JUSTICE, -1);
if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
- chg_virtue(p_ptr, V_NATURE, -1);
+ chg_virtue(player_ptr, V_NATURE, -1);
/* Make a sound */
sound(SOUND_BUY);
decrease_insults();
/* Spend the money */
- p_ptr->au -= price;
+ player_ptr->au -= price;
/* Update the display */
store_prt_gold();
/* Hack -- buying an item makes you aware of it */
- object_aware(j_ptr);
+ object_aware(player_ptr, j_ptr);
/* Hack -- clear the "fixed" flag from the item */
j_ptr->ident &= ~(IDENT_FIXED);
strcpy(record_o_name, o_name);
record_turn = current_world_ptr->game_turn;
- if (record_buy) exe_write_diary(p_ptr, NIKKI_BUY, 0, o_name);
+ if (record_buy) exe_write_diary(player_ptr, NIKKI_BUY, 0, o_name);
object_desc(o_name, o_ptr, OD_NAME_ONLY);
if(record_rand_art && o_ptr->art_name)
- exe_write_diary(p_ptr, NIKKI_ART, 0, o_name);
+ exe_write_diary(player_ptr, NIKKI_ART, 0, o_name);
/* Erase the inscription */
j_ptr->inscription = 0;
j_ptr->feeling = FEEL_NONE;
j_ptr->ident &= ~(IDENT_STORE);
/* Give it to the player */
- item_new = inven_carry(j_ptr);
+ item_new = inven_carry(player_ptr, j_ptr);
/* Describe the final result */
- object_desc(o_name, &p_ptr->inventory_list[item_new], 0);
+ object_desc(o_name, &player_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 */
- autopick_alter_item(item_new, FALSE);
+ autopick_alter_item(player_ptr, item_new, FALSE);
/* Now, reduce the original stack's pval. */
if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
{
o_ptr->pval -= j_ptr->pval;
}
- handle_stuff();
+
+ handle_stuff(player_ptr);
/* Note how many slots the store used to have */
i = st_ptr->stock_num;
for (i = 0; i < 10; i++)
{
/* Maintain the store */
- store_maint(p_ptr->town_num, cur_store_num);
+ store_maint(player_ptr, player_ptr->town_num, cur_store_num);
}
/* Start over */
distribute_charges(o_ptr, j_ptr, amt);
/* Give it to the player */
- item_new = inven_carry(j_ptr);
+ item_new = inven_carry(player_ptr, j_ptr);
/* Describe just the result */
- object_desc(o_name, &p_ptr->inventory_list[item_new], 0);
+ object_desc(o_name, &player_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();
+ handle_stuff(player_ptr);
/* Take note if we take the last one */
i = st_ptr->stock_num;
else if (store_top >= st_ptr->stock_num) store_top -= store_bottom;
display_inventory();
- chg_virtue(p_ptr, V_SACRIFICE, 1);
+ chg_virtue(player_ptr, V_SACRIFICE, 1);
}
}
-
- /* Not kicked out */
- return;
}
/*!
* @brief 店からの売却処理のメインルーチン /
* Sell an item to the store (or home)
+ * @param owner_ptr プレーヤーへの参照ポインタ
* @return なし
*/
-static void store_sell(void)
+static void store_sell(player_type *owner_ptr)
{
int choice;
OBJECT_IDX item;
s = _("欲しい物がないですねえ。", "You have nothing that I want.");
}
- o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ o_ptr = choose_object(owner_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr) return;
/* Hack -- Cannot remove cursed items */
return;
}
-
/* Real store */
if ((cur_store_num != STORE_HOME) && (cur_store_num != STORE_MUSEUM))
{
if (choice == 0)
{
/* Say "okay" */
- say_comment_1();
+ say_comment_1(owner_ptr);
/* Make a sound */
sound(SOUND_SELL);
/* Be happy */
if (cur_store_num == STORE_BLACK) /* The black market is illegal! */
- chg_virtue(p_ptr, V_JUSTICE, -1);
+ chg_virtue(owner_ptr, V_JUSTICE, -1);
if((o_ptr->tval == TV_BOTTLE) && (cur_store_num != STORE_HOME))
- chg_virtue(p_ptr, V_NATURE, 1);
+ chg_virtue(owner_ptr, V_NATURE, 1);
decrease_insults();
/* Get some money */
- p_ptr->au += price;
+ owner_ptr->au += price;
/* Update the display */
store_prt_gold();
/* Get the "apparent" value */
dummy = object_value(q_ptr) * q_ptr->number;
- identify_item(p_ptr, o_ptr);
+ identify_item(owner_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) exe_write_diary(p_ptr, NIKKI_SELL, 0, o_name);
+ if (record_sell) exe_write_diary(owner_ptr, NIKKI_SELL, 0, o_name);
if (!((o_ptr->tval == TV_FIGURINE) && (value > 0)))
{
/* Analyze the prices (and comment verbally) unless a figurine*/
- purchase_analyze(price, value, dummy);
+ purchase_analyze(owner_ptr, price, value, dummy);
}
/*
q_ptr->timeout = 0;
/* Take the item from the player, describe the result */
- inven_item_increase(item, -amt);
- inven_item_describe(item);
+ inven_item_increase(owner_ptr, item, -amt);
+ inven_item_describe(owner_ptr, item);
/* If items remain, auto-inscribe before optimizing */
if (o_ptr->number > 0)
- autopick_alter_item(item, FALSE);
+ autopick_alter_item(owner_ptr, item, FALSE);
- inven_item_optimize(item);
- handle_stuff();
+ inven_item_optimize(owner_ptr, item);
+ handle_stuff(owner_ptr);
/* The store gets that (known) item */
item_pos = store_carry(q_ptr);
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(p_ptr, q_ptr);
+ identify_item(owner_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;
- vary_item(item, -amt);
- handle_stuff();
+ vary_item(owner_ptr, item, -amt);
+ handle_stuff(owner_ptr);
/* Let the home carry it */
item_pos = home_carry(q_ptr);
choice = 0;
- vary_item(item, -amt);
- handle_stuff();
+ vary_item(owner_ptr, item, -amt);
+ handle_stuff(owner_ptr);
/* Let the home carry it */
item_pos = home_carry(q_ptr);
if ((choice == 0) && (item >= INVEN_RARM))
{
- calc_android_exp(p_ptr);
- verify_equip_slot(p_ptr, item);
+ calc_android_exp(owner_ptr);
+ verify_equip_slot(owner_ptr, item);
}
}
/* Get (purchase) */
case 'g':
{
- store_purchase();
+ store_purchase(client_ptr);
break;
}
/* Drop (Sell) */
case 'd':
{
- store_sell();
+ store_sell(client_ptr);
break;
}
break;
}
-
-
/*** Help and Such ***/
/* Help */
case '?':
{
- do_cmd_help();
+ do_cmd_help(client_ptr);
break;
}
/* Identify symbol */
case '/':
{
- do_cmd_query_symbol();
+ do_cmd_query_symbol(client_ptr);
break;
}
break;
}
-
/*** System Commands ***/
/* Hack -- User interface */
case '"':
{
client_ptr->town_num = old_town_num;
- do_cmd_pref();
+ do_cmd_pref(client_ptr);
client_ptr->town_num = inner_town_num;
break;
}
case '|':
{
- do_cmd_nikki();
+ do_cmd_diary(client_ptr);
break;
}
/* Save "screen dump" */
case ')':
{
- do_cmd_save_screen();
+ do_cmd_save_screen(client_ptr);
break;
}
/*!
* @brief 店舗処理全体のメインルーチン /
* Enter a store, and interact with it. *
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return なし
* @note
* <pre>
* (cast magic) into "g" (get), and "s" (search) into "d" (drop).
* </pre>
*/
-void do_cmd_store(void)
+void do_cmd_store(player_type *player_ptr)
{
int which;
int maintain_num;
bool need_redraw_store_inv; /* To redraw missiles damage and prices in store */
TERM_LEN w, h;
- if(p_ptr->wild_mode) return;
+ if(player_ptr->wild_mode) return;
Term_get_size(&w, &h);
/* Calculate stocks per 1 page */
store_bottom = MIN_STOCK + xtra_stock;
/* Access the player grid */
- g_ptr = &p_ptr->current_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
+ g_ptr = &player_ptr->current_floor_ptr->grid_array[player_ptr->y][player_ptr->x];
/* Verify a store */
if (!cave_have_flag_grid(g_ptr, FF_STORE))
/* Extract the store code */
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 (p_ptr->current_floor_ptr->dun_level) p_ptr->town_num = NO_TOWN;
- inner_town_num = p_ptr->town_num;
+ old_town_num = player_ptr->town_num;
+ if ((which == STORE_HOME) || (which == STORE_MUSEUM)) player_ptr->town_num = 1;
+ if (player_ptr->current_floor_ptr->dun_level) player_ptr->town_num = NO_TOWN;
+ inner_town_num = player_ptr->town_num;
/* Hack -- Check the "locked doors" */
- if ((town_info[p_ptr->town_num].store[which].store_open >= current_world_ptr->game_turn) ||
+ if ((town_info[player_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."));
- p_ptr->town_num = old_town_num;
+ player_ptr->town_num = old_town_num;
return;
}
/* Calculate the number of store maintainances since the last visit */
- maintain_num = (current_world_ptr->game_turn - town_info[p_ptr->town_num].store[which].last_visit) / (TURNS_PER_TICK * STORE_TICKS);
+ maintain_num = (current_world_ptr->game_turn - town_info[player_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;
{
/* Maintain the store */
for (i = 0; i < maintain_num; i++)
- store_maint(p_ptr->town_num, which);
+ store_maint(player_ptr, player_ptr->town_num, which);
/* Save the visit */
- town_info[p_ptr->town_num].store[which].last_visit = current_world_ptr->game_turn;
+ town_info[player_ptr->town_num].store[which].last_visit = current_world_ptr->game_turn;
}
- forget_lite(p_ptr->current_floor_ptr);
- forget_view(p_ptr->current_floor_ptr);
+ forget_lite(player_ptr->current_floor_ptr);
+ forget_view(player_ptr->current_floor_ptr);
/* Hack -- Character is in "icky" mode */
current_world_ptr->character_icky = TRUE;
cur_store_feat = g_ptr->feat;
/* Save the store and owner pointers */
- st_ptr = &town_info[p_ptr->town_num].store[cur_store_num];
+ st_ptr = &town_info[player_ptr->town_num].store[cur_store_num];
ot_ptr = &owners[cur_store_num][st_ptr->owner];
/* Start at the beginning */
request_command(TRUE);
/* Process the command */
- store_process_command(p_ptr);
+ store_process_command(player_ptr);
/*
* Hack -- To redraw missiles damage and prices in store
* If player's charisma changes, or if player changes a bow, PU_BONUS is set
*/
- need_redraw_store_inv = (p_ptr->update & PU_BONUS) ? TRUE : FALSE;
+ need_redraw_store_inv = (player_ptr->update & PU_BONUS) ? TRUE : FALSE;
/* Hack -- Character is still in "icky" mode */
current_world_ptr->character_icky = TRUE;
- handle_stuff();
+ handle_stuff(player_ptr);
/* Pack Overflow */
- if (p_ptr->inventory_list[INVEN_PACK].k_idx)
+ if (player_ptr->inventory_list[INVEN_PACK].k_idx)
{
INVENTORY_IDX item = INVEN_PACK;
- object_type *o_ptr = &p_ptr->inventory_list[item];
+ object_type *o_ptr = &player_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));
- vary_item(item, -255);
- handle_stuff();
+ vary_item(player_ptr, item, -255);
+ handle_stuff(player_ptr);
/* Let the home carry it */
item_pos = home_carry(q_ptr);
if (st_ptr->store_open >= current_world_ptr->game_turn) leave_store = TRUE;
}
- select_floor_music(p_ptr);
+ select_floor_music(player_ptr);
- p_ptr->town_num = old_town_num;
+ player_ptr->town_num = old_town_num;
- take_turn(p_ptr, 100);
+ take_turn(player_ptr, 100);
/* Hack -- Character is no longer in "icky" mode */
current_world_ptr->character_icky = FALSE;
Term_clear();
/* Update everything */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
- p_ptr->update |= (PU_MONSTERS);
+ player_ptr->update |= (PU_VIEW | PU_LITE | PU_MON_LITE);
+ player_ptr->update |= (PU_MONSTERS);
/* Redraw entire screen */
- p_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
- p_ptr->redraw |= (PR_MAP);
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ player_ptr->redraw |= (PR_BASIC | PR_EXTRA | PR_EQUIPPY);
+ player_ptr->redraw |= (PR_MAP);
+ player_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
}
/*!
* @brief 店の品揃えを変化させる /
* Maintain the inventory at the stores.
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param town_num 町のID
* @param store_num 店舗種類のID
* @return なし
*/
-void store_maint(int town_num, int store_num)
+void store_maint(player_type *player_ptr, int town_num, int store_num)
{
INVENTORY_IDX j;
}
}
-
/* Choose the number of slots to keep */
j = st_ptr->stock_num;
if (j >= st_ptr->stock_size) j = st_ptr->stock_size - 1;
/* Acquire some new items */
- while (st_ptr->stock_num < j) store_create();
+ while (st_ptr->stock_num < j) store_create(player_ptr);
}