1 #include "floor/object-scanner.h"
2 #include "flavor/flavor-describer.h"
3 #include "floor/cave.h"
4 #include "game-option/text-display-options.h"
5 #include "inventory/inventory-util.h"
6 #include "io/input-key-requester.h"
7 #include "locale/japanese.h"
8 #include "object/item-tester-hooker.h"
9 #include "object/object-mark-types.h"
10 #include "system/floor-type-definition.h"
11 #include "system/grid-type-definition.h"
12 #include "system/object-type-definition.h"
13 #include "system/player-type-definition.h"
14 #include "term/gameterm.h"
15 #include "term/screen-processor.h"
18 * @brief 床に落ちているオブジェクトの数を返す / scan floor items
19 * @param items オブジェクトのIDリストを返すための配列参照ポインタ
20 * @param y 走査するフロアのY座標
21 * @param x 走査するフロアのX座標
22 * @param mode オプションフラグ
23 * @return 対象のマスに落ちているアイテム数
25 * Return a list of o_list[] indexes of items at the given floor
26 * location. Valid flags are:
28 * mode & 0x01 -- Item tester
29 * mode & 0x02 -- Marked items only
30 * mode & 0x04 -- Stop after first
32 ITEM_NUMBER scan_floor_items(PlayerType *player_ptr, OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode, const ItemTester &item_tester)
34 auto *floor_ptr = player_ptr->current_floor_ptr;
35 if (!in_bounds(floor_ptr, y, x)) {
40 for (const auto this_o_idx : floor_ptr->grid_array[y][x].o_idx_list) {
42 o_ptr = &floor_ptr->o_list[this_o_idx];
43 if ((mode & SCAN_FLOOR_ITEM_TESTER) && !item_tester.okay(o_ptr)) {
47 if ((mode & SCAN_FLOOR_ONLY_MARKED) && !(o_ptr->marked & OM_FOUND)) {
52 items[num] = this_o_idx;
56 if (mode & SCAN_FLOOR_AT_MOST_ONE) {
65 * @brief タグIDにあわせてタグアルファベットのリストを返す(床上アイテム用) /
66 * Move around label characters with correspond tags (floor version)
67 * @param label ラベルリストを取得する文字列参照ポインタ
68 * @param floor_list 床上アイテムの配列
69 * @param floor_num 床上アイテムの配列ID
73 static void prepare_label_string_floor(floor_type *floor_ptr, char *label, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num)
75 concptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
76 strcpy(label, alphabet_chars);
77 for (int i = 0; i < 52; i++) {
79 auto c = alphabet_chars[i];
80 if (!get_tag_floor(floor_ptr, &index, c, floor_list, floor_num)) {
93 * @brief 床下に落ちているアイテムの一覧を返す / Display a list of the items on the floor at the given location.
94 * @param target_item カーソルの初期値
95 * @param y 走査するフロアのY座標
96 * @param x 走査するフロアのX座標
97 * @param min_width 表示の長さ
98 * @return 選択したアイテムの添え字
101 COMMAND_CODE show_floor_items(PlayerType *player_ptr, int target_item, POSITION y, POSITION x, TERM_LEN *min_width, const ItemTester &item_tester)
106 GAME_TEXT o_name[MAX_NLEN];
108 COMMAND_CODE out_index[23];
109 TERM_COLOR out_color[23];
110 char out_desc[23][MAX_NLEN];
111 COMMAND_CODE target_item_label = 0;
112 OBJECT_IDX floor_list[23];
113 ITEM_NUMBER floor_num;
115 char floor_label[52 + 1];
116 bool dont_need_to_show_weights = true;
117 term_get_size(&wid, &hgt);
118 int len = std::max((*min_width), 20);
119 floor_num = scan_floor_items(player_ptr, floor_list, y, x, SCAN_FLOOR_ITEM_TESTER | SCAN_FLOOR_ONLY_MARKED, item_tester);
120 auto *floor_ptr = player_ptr->current_floor_ptr;
121 for (k = 0, i = 0; i < floor_num && i < 23; i++) {
122 o_ptr = &floor_ptr->o_list[floor_list[i]];
123 describe_flavor(player_ptr, o_name, o_ptr, 0);
125 out_color[k] = tval_to_attr[enum2i(o_ptr->tval) & 0x7F];
126 strcpy(out_desc[k], o_name);
127 l = strlen(out_desc[k]) + 5;
132 if (o_ptr->tval != ItemKindType::GOLD) {
133 dont_need_to_show_weights = false;
143 if (show_weights && dont_need_to_show_weights) {
148 int col = (len > wid - 4) ? 0 : (wid - len - 1);
149 prepare_label_string_floor(floor_ptr, floor_label, floor_list, floor_num);
150 for (j = 0; j < k; j++) {
151 m = floor_list[out_index[j]];
152 o_ptr = &floor_ptr->o_list[m];
153 prt("", j + 1, col ? col - 2 : col);
154 if (use_menu && target_item) {
155 if (j == (target_item - 1)) {
156 strcpy(tmp_val, _("》", "> "));
157 target_item_label = m;
159 strcpy(tmp_val, " ");
162 sprintf(tmp_val, "%c)", floor_label[j]);
165 put_str(tmp_val, j + 1, col);
166 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
167 if (show_weights && (o_ptr->tval != ItemKindType::GOLD)) {
168 int wgt = o_ptr->weight * o_ptr->number;
169 sprintf(tmp_val, _("%3d.%1d kg", "%3d.%1d lb"), _(lb_to_kg_integer(wgt), wgt / 10), _(lb_to_kg_fraction(wgt), wgt % 10));
170 prt(tmp_val, j + 1, wid - 9);
175 prt("", j + 1, col ? col - 2 : col);
178 return target_item_label;