/*!
* @brief 宿屋で食事を摂る
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return 満腹ならFALSE、そうでないならTRUE
*/
-static bool buy_food(player_type *customer_ptr)
+static bool buy_food(player_type *player_ptr)
{
- if (customer_ptr->food >= PY_FOOD_FULL) {
+ if (player_ptr->food >= PY_FOOD_FULL) {
msg_print(_("今は満腹だ。", "You are full now."));
return false;
}
msg_print(_("バーテンはいくらかの食べ物とビールをくれた。", "The barkeep gives you some gruel and a beer."));
- (void)set_food(customer_ptr, PY_FOOD_MAX - 1);
+ (void)set_food(player_ptr, PY_FOOD_MAX - 1);
return true;
}
/*!
* @brief 健康体しか宿屋に泊めない処理
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return 毒でも切り傷でもないならTRUE、そうでないならFALSE
*/
-static bool is_healthy_stay(player_type *customer_ptr)
+static bool is_healthy_stay(player_type *player_ptr)
{
- if (!customer_ptr->poisoned && !customer_ptr->cut)
+ if (!player_ptr->poisoned && !player_ptr->cut)
return true;
msg_print(_("あなたに必要なのは部屋ではなく、治療者です。", "You need a healer, not a room."));
}
#ifdef JP
-static bool is_player_undead(player_type *customer_ptr)
+static bool is_player_undead(player_type *player_ptr)
{
- return player_race_life(customer_ptr, true) == PlayerRaceLife::UNDEAD;
+ return player_race_life(player_ptr, true) == PlayerRaceLife::UNDEAD;
}
#endif
/*!
* @brief 宿屋に泊まったことを日記に残す
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param prev_hour 宿屋に入った直後のゲーム内時刻
*/
-static void write_diary_stay_inn(player_type *customer_ptr, int prev_hour)
+static void write_diary_stay_inn(player_type *player_ptr, int prev_hour)
{
if ((prev_hour >= 6) && (prev_hour < 18)) {
- concptr stay_message = _(is_player_undead(customer_ptr) ? "宿屋に泊まった。" : "日が暮れるまで宿屋で過ごした。", "stayed during the day at the inn.");
- exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, stay_message);
+ concptr stay_message = _(is_player_undead(player_ptr) ? "宿屋に泊まった。" : "日が暮れるまで宿屋で過ごした。", "stayed during the day at the inn.");
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, stay_message);
return;
}
- concptr stay_message = _(is_player_undead(customer_ptr) ? "夜が明けるまで宿屋で過ごした。" : "宿屋に泊まった。", "stayed overnight at the inn.");
- exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, stay_message);
+ concptr stay_message = _(is_player_undead(player_ptr) ? "夜が明けるまで宿屋で過ごした。" : "宿屋に泊まった。", "stayed overnight at the inn.");
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, stay_message);
}
/*!
/*!
* @brief 悪夢モードなら悪夢を見せる
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return 悪夢モードならばTRUE
*/
-static bool has_a_nightmare(player_type *customer_ptr)
+static bool has_a_nightmare(player_type *player_ptr)
{
if (!ironman_nightmare)
return false;
msg_print(_("眠りに就くと恐ろしい光景が心をよぎった。", "Horrible visions flit through your mind as you sleep."));
while (true) {
- sanity_blast(customer_ptr, nullptr, false);
+ sanity_blast(player_ptr, nullptr, false);
if (!one_in_(3))
break;
}
msg_print(_("あなたは絶叫して目を覚ました。", "You awake screaming."));
- exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, _("悪夢にうなされてよく眠れなかった。", "had a nightmare."));
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("悪夢にうなされてよく眠れなかった。", "had a nightmare."));
return true;
}
/*!
* @brief 体調を元に戻す
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
*/
-static void back_to_health(player_type *customer_ptr)
+static void back_to_health(player_type *player_ptr)
{
- set_blind(customer_ptr, 0);
- set_confused(customer_ptr, 0);
- customer_ptr->stun = 0;
- customer_ptr->chp = customer_ptr->mhp;
- customer_ptr->csp = customer_ptr->msp;
+ set_blind(player_ptr, 0);
+ set_confused(player_ptr, 0);
+ player_ptr->stun = 0;
+ player_ptr->chp = player_ptr->mhp;
+ player_ptr->csp = player_ptr->msp;
}
/*!
* @brief 魔力喰いの残り回数回復(本当? 要調査)
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
*/
-static void charge_magic_eating_energy(player_type *customer_ptr)
+static void charge_magic_eating_energy(player_type *player_ptr)
{
- if (customer_ptr->pclass != CLASS_MAGIC_EATER)
+ if (player_ptr->pclass != CLASS_MAGIC_EATER)
return;
int i;
for (i = 0; i < 72; i++) {
- customer_ptr->magic_num1[i] = customer_ptr->magic_num2[i] * EATER_CHARGE;
+ player_ptr->magic_num1[i] = player_ptr->magic_num2[i] * EATER_CHARGE;
}
for (; i < MAX_SPELLS; i++) {
- customer_ptr->magic_num1[i] = 0;
+ player_ptr->magic_num1[i] = 0;
}
}
/*!
* @brief リフレッシュ結果を画面に表示する
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param prev_hour 宿屋に入った直後のゲーム内時刻
*/
-static void display_stay_result(player_type *customer_ptr, int prev_hour)
+static void display_stay_result(player_type *player_ptr, int prev_hour)
{
if ((prev_hour >= 6) && (prev_hour < 18)) {
#if JP
char refresh_message_jp[50];
- sprintf(refresh_message_jp, "%s%s%s", "あなたはリフレッシュして目覚め、", is_player_undead(customer_ptr) ? "夜" : "夕方", "を迎えた。");
+ sprintf(refresh_message_jp, "%s%s%s", "あなたはリフレッシュして目覚め、", is_player_undead(player_ptr) ? "夜" : "夕方", "を迎えた。");
msg_print(refresh_message_jp);
#else
msg_print("You awake refreshed for the evening.");
#endif
- concptr awake_message = _(is_player_undead(customer_ptr) ? "すがすがしい夜を迎えた。" : "夕方を迎えた。", "awoke refreshed.");
- exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, awake_message);
+ concptr awake_message = _(is_player_undead(player_ptr) ? "すがすがしい夜を迎えた。" : "夕方を迎えた。", "awoke refreshed.");
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, awake_message);
return;
}
msg_print(_("あなたはリフレッシュして目覚め、新たな日を迎えた。", "You awake refreshed for the new day."));
- concptr awake_message = _(is_player_undead(customer_ptr) ? "すがすがしい朝を迎えた。" : "朝を迎えた。", "awoke refreshed.");
- exe_write_diary(customer_ptr, DIARY_DESCRIPTION, 0, awake_message);
+ concptr awake_message = _(is_player_undead(player_ptr) ? "すがすがしい朝を迎えた。" : "朝を迎えた。", "awoke refreshed.");
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, awake_message);
}
/*!
* @brief 宿屋への宿泊実行処理
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @return 泊まれたらTRUE
*/
-static bool stay_inn(player_type *customer_ptr)
+static bool stay_inn(player_type *player_ptr)
{
- if (!is_healthy_stay(customer_ptr))
+ if (!is_healthy_stay(player_ptr))
return false;
int prev_day, prev_hour, prev_min;
- extract_day_hour_min(customer_ptr, &prev_day, &prev_hour, &prev_min);
- write_diary_stay_inn(customer_ptr, prev_hour);
+ extract_day_hour_min(player_ptr, &prev_day, &prev_hour, &prev_min);
+ write_diary_stay_inn(player_ptr, prev_hour);
pass_game_turn_by_stay();
- prevent_turn_overflow(customer_ptr);
+ prevent_turn_overflow(player_ptr);
if ((prev_hour >= 18) && (prev_hour <= 23)) {
- determine_daily_bounty(customer_ptr, false); /* Update daily bounty */
- exe_write_diary(customer_ptr, DIARY_DIALY, 0, nullptr);
+ determine_daily_bounty(player_ptr, false); /* Update daily bounty */
+ exe_write_diary(player_ptr, DIARY_DIALY, 0, nullptr);
}
- customer_ptr->chp = customer_ptr->mhp;
- if (has_a_nightmare(customer_ptr))
+ player_ptr->chp = player_ptr->mhp;
+ if (has_a_nightmare(player_ptr))
return true;
- back_to_health(customer_ptr);
- charge_magic_eating_energy(customer_ptr);
+ back_to_health(player_ptr);
+ charge_magic_eating_energy(player_ptr);
- display_stay_result(customer_ptr, prev_hour);
+ display_stay_result(player_ptr, prev_hour);
return true;
}
/*!
* @brief 宿屋を利用する
- * @param customer_ptr プレーヤーへの参照ポインタ
+ * @param player_ptr プレーヤーへの参照ポインタ
* @param cmd 宿屋の利用施設ID
* @return 施設の利用が実際に行われたらTRUE
* @details inn commands
* Resting at night is also a quick way to restock stores -KMW-
* @todo 悪夢を見る前後に全回復しているが、何か意図がある?
*/
-bool inn_comm(player_type *customer_ptr, int cmd)
+bool inn_comm(player_type *player_ptr, int cmd)
{
switch (cmd) {
case BACT_FOOD:
- return buy_food(customer_ptr);
+ return buy_food(player_ptr);
case BACT_REST:
- return stay_inn(customer_ptr);
+ return stay_inn(player_ptr);
case BACT_RUMORS:
- display_rumor(customer_ptr, true);
+ display_rumor(player_ptr, true);
return true;
default:
//!< @todo リファクタリング前のコードもTRUEだった、FALSEにすべきでは.
* @param bcost 基本鑑定費用
* @return 最終的にかかった費用
*/
-PRICE compare_weapons(player_type *customer_ptr, PRICE bcost)
+PRICE compare_weapons(player_type *player_ptr, PRICE bcost)
{
object_type *o_ptr[2];
object_type orig_weapon;
screen_save();
clear_bldg(0, 22);
- i_ptr = &customer_ptr->inventory_list[INVEN_MAIN_HAND];
+ i_ptr = &player_ptr->inventory_list[INVEN_MAIN_HAND];
(&orig_weapon)->copy_from(i_ptr);
concptr q = _("第一の武器は?", "What is your first weapon? ");
concptr s = _("比べるものがありません。", "You have nothing to compare.");
OBJECT_IDX item;
- o_ptr[0] = choose_object(customer_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), FuncItemTester(&object_type::is_orthodox_melee_weapons));
+ o_ptr[0] = choose_object(player_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), FuncItemTester(&object_type::is_orthodox_melee_weapons));
if (!o_ptr[0]) {
screen_load();
return 0;
if (o_ptr[i] != i_ptr)
i_ptr->copy_from(o_ptr[i]);
- customer_ptr->update |= PU_BONUS;
- handle_stuff(customer_ptr);
+ player_ptr->update |= PU_BONUS;
+ handle_stuff(player_ptr);
- list_weapon(customer_ptr, o_ptr[i], row, col);
- compare_weapon_aux(customer_ptr, o_ptr[i], col, row + 8);
+ list_weapon(player_ptr, o_ptr[i], row, col);
+ compare_weapon_aux(player_ptr, o_ptr[i], col, row + 8);
i_ptr->copy_from(&orig_weapon);
}
- customer_ptr->update |= PU_BONUS;
- handle_stuff(customer_ptr);
+ player_ptr->update |= PU_BONUS;
+ handle_stuff(player_ptr);
current_world_ptr->character_xtra = old_character_xtra;
#ifdef JP
if (ch != 's')
break;
- if (total + cost > customer_ptr->au) {
+ if (total + cost > player_ptr->au) {
msg_print(_("お金が足りません!", "You don't have enough money!"));
msg_print(nullptr);
continue;
q = _("第二の武器は?", "What is your second weapon? ");
s = _("比べるものがありません。", "You have nothing to compare.");
OBJECT_IDX item2;
- object_type *i2_ptr = choose_object(customer_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), FuncItemTester(&object_type::is_orthodox_melee_weapons));
+ object_type *i2_ptr = choose_object(player_ptr, &item2, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), FuncItemTester(&object_type::is_orthodox_melee_weapons));
if (!i2_ptr)
continue;