* Get the ID of a store item and return its value -RAK-
* @param com_val 選択IDを返す参照ポインタ
* @param pmt メッセージキャプション
- * @param i 選択範囲の最小値
- * @param j 選択範囲の最大値
+ * @param min 選択範囲の最小値
+ * @param max 選択範囲の最大値
* @return 実際に選択したらTRUE、キャンセルしたらFALSE
*/
-int input_stock(COMMAND_CODE *com_val, concptr pmt, int i, int j, [[maybe_unused]] StoreSaleType store_num)
+int input_stock(COMMAND_CODE *com_val, concptr pmt, int min, int max, [[maybe_unused]] StoreSaleType store_num)
{
- if (repeat_pull(com_val) && (*com_val >= i) && (*com_val <= j)) {
+ if (repeat_pull(com_val) && (*com_val >= min) && (*com_val <= max)) {
return true;
}
msg_print(nullptr);
*com_val = (-1);
- const auto lo = I2A(i);
- const auto hi = (j > 25) ? toupper(I2A(j - 26)) : I2A(j);
+ const auto lo = I2A(min);
+ const auto hi = (max > 25) ? toupper(I2A(max - 26)) : I2A(max);
#ifdef JP
const auto title = (store_num == StoreSaleType::HOME) || (store_num == StoreSaleType::MUSEUM) ? "アイテム" : "商品";
const auto prompt = format("(%s:%c-%c, ESCで中断) %s", title, lo, hi, pmt);
k = -1;
}
- if ((k >= i) && (k <= j)) {
+ if ((k >= min) && (k <= max)) {
*com_val = k;
break;
}
void store_init(int town_num, StoreSaleType store_num);
void store_examine(PlayerType *player_ptr, StoreSaleType store_num);
int store_check_num(ItemEntity *o_ptr, StoreSaleType store_num);
-int input_stock(COMMAND_CODE *com_val, concptr pmt, int i, int j, StoreSaleType store_num);
+int input_stock(COMMAND_CODE *com_val, concptr pmt, int min, int max, StoreSaleType store_num);