1 #include "load/inventory-loader.h"
2 #include "inventory/inventory-slot-types.h"
3 #include "load/item-loader.h"
4 #include "load/load-util.h"
5 #include "object/object-mark-types.h"
6 #include "system/object-type-definition.h"
7 #include "system/player-type-definition.h"
10 * @brief プレイヤーの所持品情報を読み込む / Read the player inventory
11 * @param player_ptr プレイヤーへの参照ポインタ
13 * Note that the inventory changed in Angband 2.7.4. Two extra
14 * pack slots were added and the equipment was rearranged. Note
15 * that these two features combine when parsing old save-files, in
16 * which items from the old "aux" slot are "carried", perhaps into
17 * one of the two new "inventory" slots.
19 * Note that the inventory is "re-sorted" later by "dungeon()".
21 static errr rd_inventory(player_type *player_ptr)
23 player_ptr->inven_cnt = 0;
24 player_ptr->equip_cnt = 0;
26 //! @todo std::make_shared の配列対応版は C++20 から
27 player_ptr->inventory_list = std::shared_ptr<object_type[]>{ new object_type[INVEN_TOTAL] };
45 if (n >= INVEN_MAIN_HAND) {
46 q_ptr->marked |= OM_TOUCHED;
47 (&player_ptr->inventory_list[n])->copy_from(q_ptr);
48 player_ptr->equip_cnt++;
52 if (player_ptr->inven_cnt == INVEN_PACK) {
53 load_note(_("持ち物の中のアイテムが多すぎる!", "Too many items in the inventory"));
58 q_ptr->marked |= OM_TOUCHED;
59 (&player_ptr->inventory_list[n])->copy_from(q_ptr);
60 player_ptr->inven_cnt++;
66 errr load_inventory(player_type *player_ptr)
69 for (int i = 0; i < 64; i++) {
71 player_ptr->spell_order[i] = (SPELL_IDX)tmp8u;
74 if (!rd_inventory(player_ptr))
77 load_note(_("持ち物情報を読み込むことができません", "Unable to read inventory"));