static void home_aware(player_type *creature_ptr)
{
object_type *o_ptr;
- store_type *st_ptr;
+ store_type *store_ptr;
for (int i = 1; i < max_towns; i++)
{
- st_ptr = &town_info[i].store[STORE_HOME];
- for (int j = 0; j < st_ptr->stock_num; j++)
+ store_ptr = &town_info[i].store[STORE_HOME];
+ for (int j = 0; j < store_ptr->stock_num; j++)
{
- o_ptr = &st_ptr->stock[j];
+ o_ptr = &store_ptr->stock[j];
if (!o_ptr->k_idx) continue;
object_aware(creature_ptr, o_ptr);
{
for (int l = 1; l < max_towns; l++)
{
- store_type *st_ptr;
- st_ptr = &town_info[l].store[STORE_HOME];
- if (st_ptr->stock_num == 0) continue;
+ store_type *store_ptr;
+ store_ptr = &town_info[l].store[STORE_HOME];
+ if (store_ptr->stock_num == 0) continue;
- for (int i = 0, k = 0; i < st_ptr->stock_num; k++)
+ for (int i = 0, k = 0; i < store_ptr->stock_num; k++)
{
Term_clear();
- for (int j = 0; (j < 12) && (i < st_ptr->stock_num); j++, i++)
+ for (int j = 0; (j < 12) && (i < store_ptr->stock_num); j++, i++)
{
GAME_TEXT o_name[MAX_NLEN];
char tmp_val[80];
object_type *o_ptr;
- o_ptr = &st_ptr->stock[i];
+ o_ptr = &store_ptr->stock[i];
sprintf(tmp_val, "%c) ", I2A(j));
prt(tmp_val, j + 2, 4);
object_desc(creature_ptr, o_name, o_ptr, 0);