3 * @brief オブジェクトの実装 / Object code, part 1
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
16 #if defined(MACINTOSH) || defined(MACH_O_CARBON)
23 * @brief オブジェクト、地形の表示シンボルなど初期化する / Reset the "visual" lists
25 * This involves resetting various things to their "default" state.\n
27 * If the "prefs" flag is TRUE, then we will also load the appropriate\n
28 * "user pref file" based on the current setting of the "use_graphics"\n
29 * flag. This is useful for switching "graphics" on/off.\n
31 * The features, objects, and monsters, should all be encoded in the\n
32 * relevant "font.pref" and/or "graf.prf" files. XXX XXX XXX\n
34 * The "prefs" parameter is no longer meaningful. XXX XXX XXX\n
36 void reset_visuals(void)
40 /* Extract some info about terrain features */
41 for (i = 0; i < max_f_idx; i++)
43 feature_type *f_ptr = &f_info[i];
45 /* Assume we will use the underlying values */
46 for (j = 0; j < F_LIT_MAX; j++)
48 f_ptr->x_attr[j] = f_ptr->d_attr[j];
49 f_ptr->x_char[j] = f_ptr->d_char[j];
53 /* Extract default attr/char code for objects */
54 for (i = 0; i < max_k_idx; i++)
56 object_kind *k_ptr = &k_info[i];
58 /* Default attr/char */
59 k_ptr->x_attr = k_ptr->d_attr;
60 k_ptr->x_char = k_ptr->d_char;
63 /* Extract default attr/char code for monsters */
64 for (i = 0; i < max_r_idx; i++)
66 monster_race *r_ptr = &r_info[i];
68 /* Default attr/char */
69 r_ptr->x_attr = r_ptr->d_attr;
70 r_ptr->x_char = r_ptr->d_char;
77 /* Process "graf.prf" */
78 process_pref_file("graf.prf");
80 /* Access the "character" pref file */
81 sprintf(buf, "graf-%s.prf", player_base);
83 /* Process "graf-<playername>.prf" */
84 process_pref_file(buf);
92 /* Process "font.prf" */
93 process_pref_file("font.prf");
95 /* Access the "character" pref file */
96 sprintf(buf, "font-%s.prf", player_base);
98 /* Process "font-<playername>.prf" */
99 process_pref_file(buf);
104 * @brief オブジェクトのフラグ類を配列に与える
105 * Obtain the "flags" for an item
106 * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
107 * @param flgs フラグ情報を受け取る配列
110 void object_flags(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
112 object_kind *k_ptr = &k_info[o_ptr->k_idx];
116 for (i = 0; i < TR_FLAG_SIZE; i++)
117 flgs[i] = k_ptr->flags[i];
120 if (object_is_fixed_artifact(o_ptr))
122 artifact_type *a_ptr = &a_info[o_ptr->name1];
124 for (i = 0; i < TR_FLAG_SIZE; i++)
125 flgs[i] = a_ptr->flags[i];
129 if (object_is_ego(o_ptr))
131 ego_item_type *e_ptr = &e_info[o_ptr->name2];
133 for (i = 0; i < TR_FLAG_SIZE; i++)
134 flgs[i] |= e_ptr->flags[i];
136 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
138 remove_flag(flgs, TR_SH_FIRE);
140 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
142 remove_flag(flgs, TR_INFRA);
144 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
146 remove_flag(flgs, TR_RES_BLIND);
147 remove_flag(flgs, TR_SEE_INVIS);
151 /* Random artifact ! */
152 for (i = 0; i < TR_FLAG_SIZE; i++)
153 flgs[i] |= o_ptr->art_flags[i];
155 if (object_is_smith(o_ptr))
157 int add = o_ptr->xtra3 - 1;
159 if (add < TR_FLAG_MAX)
163 else if (add == ESSENCE_TMP_RES_ACID)
165 add_flag(flgs, TR_RES_ACID);
166 add_flag(flgs, TR_ACTIVATE);
168 else if (add == ESSENCE_TMP_RES_ELEC)
170 add_flag(flgs, TR_RES_ELEC);
171 add_flag(flgs, TR_ACTIVATE);
173 else if (add == ESSENCE_TMP_RES_FIRE)
175 add_flag(flgs, TR_RES_FIRE);
176 add_flag(flgs, TR_ACTIVATE);
178 else if (add == ESSENCE_TMP_RES_COLD)
180 add_flag(flgs, TR_RES_COLD);
181 add_flag(flgs, TR_ACTIVATE);
183 else if (add == ESSENCE_SH_FIRE)
185 add_flag(flgs, TR_RES_FIRE);
186 add_flag(flgs, TR_SH_FIRE);
188 else if (add == ESSENCE_SH_ELEC)
190 add_flag(flgs, TR_RES_ELEC);
191 add_flag(flgs, TR_SH_ELEC);
193 else if (add == ESSENCE_SH_COLD)
195 add_flag(flgs, TR_RES_COLD);
196 add_flag(flgs, TR_SH_COLD);
198 else if (add == ESSENCE_RESISTANCE)
200 add_flag(flgs, TR_RES_ACID);
201 add_flag(flgs, TR_RES_ELEC);
202 add_flag(flgs, TR_RES_FIRE);
203 add_flag(flgs, TR_RES_COLD);
205 else if (add == TR_IMPACT)
207 add_flag(flgs, TR_ACTIVATE);
213 * @brief オブジェクトの明示されているフラグ類を取得する
214 * Obtain the "flags" for an item which are known to the player
215 * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
216 * @param flgs フラグ情報を受け取る配列
219 void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
224 object_kind *k_ptr = &k_info[o_ptr->k_idx];
227 for (i = 0; i < TR_FLAG_SIZE; i++)
230 if (!object_is_aware(o_ptr)) return;
233 for (i = 0; i < TR_FLAG_SIZE; i++)
234 flgs[i] = k_ptr->flags[i];
236 /* Must be identified */
237 if (!object_is_known(o_ptr)) return;
239 /* Ego-item (known basic flags) */
240 if (object_is_ego(o_ptr))
242 ego_item_type *e_ptr = &e_info[o_ptr->name2];
244 for (i = 0; i < TR_FLAG_SIZE; i++)
245 flgs[i] |= e_ptr->flags[i];
247 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
249 remove_flag(flgs, TR_SH_FIRE);
251 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
253 remove_flag(flgs, TR_INFRA);
255 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
257 remove_flag(flgs, TR_RES_BLIND);
258 remove_flag(flgs, TR_SEE_INVIS);
263 #ifdef SPOIL_ARTIFACTS
264 /* Full knowledge for some artifacts */
265 if (object_is_artifact(o_ptr)) spoil = TRUE;
266 #endif /* SPOIL_ARTIFACTS */
268 #ifdef SPOIL_EGO_ITEMS
269 /* Full knowledge for some ego-items */
270 if (object_is_ego(o_ptr)) spoil = TRUE;
271 #endif /* SPOIL_EGO_ITEMS */
273 /* Need full knowledge or spoilers */
274 if (spoil || (o_ptr->ident & IDENT_MENTAL))
277 if (object_is_fixed_artifact(o_ptr))
279 artifact_type *a_ptr = &a_info[o_ptr->name1];
281 for (i = 0; i < TR_FLAG_SIZE; i++)
282 flgs[i] = a_ptr->flags[i];
285 /* Random artifact ! */
286 for (i = 0; i < TR_FLAG_SIZE; i++)
287 flgs[i] |= o_ptr->art_flags[i];
290 if (object_is_smith(o_ptr))
292 int add = o_ptr->xtra3 - 1;
294 if (add < TR_FLAG_MAX)
298 else if (add == ESSENCE_TMP_RES_ACID)
300 add_flag(flgs, TR_RES_ACID);
302 else if (add == ESSENCE_TMP_RES_ELEC)
304 add_flag(flgs, TR_RES_ELEC);
306 else if (add == ESSENCE_TMP_RES_FIRE)
308 add_flag(flgs, TR_RES_FIRE);
310 else if (add == ESSENCE_TMP_RES_COLD)
312 add_flag(flgs, TR_RES_COLD);
314 else if (add == ESSENCE_SH_FIRE)
316 add_flag(flgs, TR_RES_FIRE);
317 add_flag(flgs, TR_SH_FIRE);
319 else if (add == ESSENCE_SH_ELEC)
321 add_flag(flgs, TR_RES_ELEC);
322 add_flag(flgs, TR_SH_ELEC);
324 else if (add == ESSENCE_SH_COLD)
326 add_flag(flgs, TR_RES_COLD);
327 add_flag(flgs, TR_SH_COLD);
329 else if (add == ESSENCE_RESISTANCE)
331 add_flag(flgs, TR_RES_ACID);
332 add_flag(flgs, TR_RES_ELEC);
333 add_flag(flgs, TR_RES_FIRE);
334 add_flag(flgs, TR_RES_COLD);
340 * @brief オブジェクトの発動効果名称を返す(サブルーチン/ブレス)
341 * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
342 * @return cptr 発動名称を返す文字列ポインタ
344 static cptr item_activation_dragon_breath(object_type *o_ptr)
346 static char desc[256];
347 u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
350 object_flags(o_ptr, flgs);
351 strcpy(desc, _("", "breath "));
353 for (i = 0; dragonbreath_info[i].flag != 0; i++)
355 if (have_flag(flgs, dragonbreath_info[i].flag))
357 if (n > 0) strcat(desc, _("、", ", "));
358 strcat(desc, dragonbreath_info[i].name);
363 strcat(desc, _("のブレス(250)", ""));
369 * @brief オブジェクトの発動効果名称を返す(サブルーチン/汎用)
370 * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
371 * @return cptr 発動名称を返す文字列ポインタ
373 static cptr item_activation_aux(object_type *o_ptr)
375 static char activation_detail[256];
379 const activation_type* const act_ptr = find_activation_info(o_ptr);
381 if (!act_ptr) return _("未定義", "something undefined");
383 desc = act_ptr->desc;
385 /* Overwrite description if it is special */
386 switch (act_ptr->index) {
388 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
389 desc = _("火炎のブレス (200) と火への耐性", "breath of fire (200) and resist fire");
392 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
393 desc = _("冷気のブレス (200) と冷気への耐性", "breath of cold (200) and resist cold");
396 desc = item_activation_dragon_breath(o_ptr);
399 if (o_ptr->name1 == ART_HYOUSIGI)
400 desc = _("拍子木を打ちならす", "beat wooden clappers");
402 case ACT_RESIST_ACID:
403 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID))
404 desc = _("アシッド・ボール (100) と酸への耐性", "ball of acid (100) and resist acid");
406 case ACT_RESIST_FIRE:
407 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE))
408 desc = _("ファイア・ボール (100) と火への耐性", "ball of fire (100) and resist fire");
410 case ACT_RESIST_COLD:
411 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD))
412 desc = _("アイス・ボール (100) と冷気への耐性", "ball of cold (100) and resist cold");
414 case ACT_RESIST_ELEC:
415 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC))
416 desc = _("サンダー・ボール (100) と電撃への耐性", "ball of elec (100) and resist elec");
418 case ACT_RESIST_POIS:
419 if (o_ptr->name2 == EGO_BRAND_POIS)
420 desc = _("悪臭雲 (100) と毒への耐性", "ball of poison (100) and resist elec");
424 /* Timeout description */
425 constant = act_ptr->timeout.constant;
426 dice = act_ptr->timeout.dice;
427 if (constant == 0 && dice == 0) {
428 /* We can activate it every turn */
429 strcpy(timeout, _("いつでも", "every turn"));
430 } else if (constant < 0) {
431 /* Activations that have special timeout */
432 switch (act_ptr->index) {
434 sprintf(timeout, _("%d ターン毎", "every %d turns"),
435 ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250);
438 sprintf(timeout, _("%d ターン毎", "every %d turns"),
439 ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250);
442 strcpy(timeout, _("3*(レベル+10) ターン毎", "every 3 * (level+10) turns"));
445 strcpy(timeout, _("確率50%で壊れる", "(destroyed 50%)"));
448 strcpy(timeout, "undefined");
452 /* Normal timeout activations */
453 char constant_str[16], dice_str[16];
454 sprintf(constant_str, "%d", constant);
455 sprintf(dice_str, "d%d", dice);
456 sprintf(timeout, _("%s%s%s ターン毎", "every %s%s%s turns"),
457 (constant > 0) ? constant_str : "",
458 (constant > 0 && dice > 0) ? "+" : "",
459 (dice > 0) ? dice_str : "");
462 /* Build detail activate description */
463 sprintf(activation_detail, _("%s : %s", "%s %s"), desc, timeout);
465 return activation_detail;
469 * @brief オブジェクトの発動効果名称を返す(メインルーチン) /
470 * Determine the "Activation" (if any) for an artifact Return a string, or NULL for "no activation"
471 * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
472 * @return cptr 発動名称を返す文字列ポインタ
474 cptr item_activation(object_type *o_ptr)
476 u32b flgs[TR_FLAG_SIZE];
478 /* Extract the flags */
479 object_flags(o_ptr, flgs);
481 /* Require activation ability */
483 if (!(have_flag(flgs, TR_ACTIVATE))) return ("なし");
485 if (!(have_flag(flgs, TR_ACTIVATE))) return ("nothing");
488 /* Get an explain of an activation */
489 if (activation_index(o_ptr))
491 return item_activation_aux(o_ptr);
495 if (o_ptr->tval == TV_WHISTLE)
498 return "ペット呼び寄せ : 100+d100ターン毎";
500 return "call pet every 100+d100 turns";
504 if (o_ptr->tval == TV_CAPTURE)
507 return "モンスターを捕える、又は解放する。";
509 return "captures or releases a monster.";
523 * @brief オブジェクトの*鑑定*内容を詳述して表示する /
524 * Describe a "fully identified" item
525 * @param o_ptr *鑑定*情報を取得する元のオブジェクト構造体参照ポインタ
526 * @param mode 表示オプション
527 * @return 特筆すべき情報が一つでもあった場合TRUE、一つもなく表示がキャンセルされた場合FALSEを返す。
529 bool screen_object(object_type *o_ptr, u32b mode)
533 u32b flgs[TR_FLAG_SIZE];
537 char o_name[MAX_NLEN];
542 int trivial_info = 0;
544 /* Extract the flags */
545 object_flags(o_ptr, flgs);
547 /* Extract the description */
549 roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
550 (k_text + k_info[o_ptr->k_idx].text),
551 77 - 15, temp, sizeof(temp));
552 for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
553 { info[i] = &temp[j]; i++;}
556 if (object_is_equipment(o_ptr))
558 /* Descriptions of a basic equipment is just a flavor */
562 /* Mega-Hack -- describe activation */
563 if (have_flag(flgs, TR_ACTIVATE))
566 info[i++] = "始動したときの効果...";
568 info[i++] = "It can be activated for...";
571 info[i++] = item_activation(o_ptr);
573 info[i++] = "...ただし装備していなければならない。";
575 info[i++] = "...if it is being worn.";
580 /* Figurines, a hack */
581 if (o_ptr->tval == TV_FIGURINE)
584 info[i++] = "それは投げた時ペットに変化する。";
586 info[i++] = "It will transform into a pet when thrown.";
591 /* Figurines, a hack */
592 if (o_ptr->name1 == ART_STONEMASK)
595 info[i++] = "それを装備した者は吸血鬼になる。";
597 info[i++] = "It makes you turn into a vampire permanently.";
602 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
605 info[i++] = "それは相手を一撃で倒すことがある。";
607 info[i++] = "It will attempt to kill a monster instantly.";
612 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
615 info[i++] = "それは自分自身に攻撃が返ってくることがある。";
617 info[i++] = "It causes you to strike yourself sometimes.";
621 info[i++] = "それは無敵のバリアを切り裂く。";
623 info[i++] = "It always penetrates invulnerability barriers.";
627 if (o_ptr->name2 == EGO_2WEAPON)
630 info[i++] = "それは二刀流での命中率を向上させる。";
632 info[i++] = "It affects your ability to hit when you are wielding two weapons.";
637 if (have_flag(flgs, TR_EASY_SPELL))
640 info[i++] = "それは魔法の難易度を下げる。";
642 info[i++] = "It affects your ability to cast spells.";
646 if (o_ptr->name2 == EGO_AMU_FOOL)
649 info[i++] = "それは魔法の難易度を上げる。";
651 info[i++] = "It interferes with casting spells.";
655 if (o_ptr->name2 == EGO_RING_THROW)
658 info[i++] = "それは物を強く投げることを可能にする。";
660 info[i++] = "It provides great strength when you throw an item.";
664 if (o_ptr->name2 == EGO_AMU_NAIVETY)
667 info[i++] = "それは魔法抵抗力を下げる。";
669 info[i++] = "It decreases your magic resistance.";
673 if (o_ptr->tval == TV_STATUE)
675 monster_race *r_ptr = &r_info[o_ptr->pval];
677 if (o_ptr->pval == MON_BULLGATES)
679 info[i++] = "それは部屋に飾ると恥ずかしい。";
681 info[i++] = "It is shameful.";
683 else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR))
685 info[i++] = "それは部屋に飾ると恐い。";
687 info[i++] = "It is fearful.";
691 info[i++] = "それは部屋に飾ると楽しい。";
693 info[i++] = "It is cheerful.";
697 /* Hack -- describe lite's */
699 if (o_ptr->name2 == EGO_LITE_DARKNESS) info[i++] = _("それは全く光らない。", "It provides no light.");
702 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
703 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
704 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
705 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
706 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
707 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
709 if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
711 if (have_flag(flgs, TR_LITE_FUEL) && o_ptr->name2 != EGO_LITE_DARKNESS)
713 if(rad > 0) sprintf(desc, _("それは燃料補給によって明かり(半径 %d)を授ける。", "It provides light (radius %d) when fueled."), rad);
717 if(rad > 0) sprintf(desc, _("それは永遠なる明かり(半径 %d)を授ける。", "It provides light (radius %d) forever."), rad);
718 if(rad < 0) sprintf(desc, _("それは明かりの半径を狭める(半径に-%d)。", "It decreases radius of light source by %d."), -rad);
721 if(rad != 0) info[i++] = desc;
724 if (o_ptr->name2 == EGO_LITE_LONG)
726 info[i++] = _("それは長いターン明かりを授ける。", "It provides light for much longer time.");
729 /* And then describe it fully */
731 if (have_flag(flgs, TR_RIDING))
733 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
735 info[i++] = "それは乗馬中は非常に使いやすい。";
737 info[i++] = "It is made for use while riding.";
742 info[i++] = "それは乗馬中でも使いやすい。";
744 info[i++] = "It is suitable for use while riding.";
746 /* This information is not important enough */
750 if (have_flag(flgs, TR_STR))
753 info[i++] = "それは腕力に影響を及ぼす。";
755 info[i++] = "It affects your strength.";
759 if (have_flag(flgs, TR_INT))
762 info[i++] = "それは知能に影響を及ぼす。";
764 info[i++] = "It affects your intelligence.";
768 if (have_flag(flgs, TR_WIS))
771 info[i++] = "それは賢さに影響を及ぼす。";
773 info[i++] = "It affects your wisdom.";
777 if (have_flag(flgs, TR_DEX))
780 info[i++] = "それは器用さに影響を及ぼす。";
782 info[i++] = "It affects your dexterity.";
786 if (have_flag(flgs, TR_CON))
789 info[i++] = "それは耐久力に影響を及ぼす。";
791 info[i++] = "It affects your constitution.";
795 if (have_flag(flgs, TR_CHR))
798 info[i++] = "それは魅力に影響を及ぼす。";
800 info[i++] = "It affects your charisma.";
805 if (have_flag(flgs, TR_MAGIC_MASTERY))
808 info[i++] = "それは魔法道具使用能力に影響を及ぼす。";
810 info[i++] = "It affects your ability to use magic devices.";
814 if (have_flag(flgs, TR_STEALTH))
817 info[i++] = "それは隠密行動能力に影響を及ぼす。";
819 info[i++] = "It affects your stealth.";
823 if (have_flag(flgs, TR_SEARCH))
826 info[i++] = "それは探索能力に影響を及ぼす。";
828 info[i++] = "It affects your searching.";
832 if (have_flag(flgs, TR_INFRA))
835 info[i++] = "それは赤外線視力に影響を及ぼす。";
837 info[i++] = "It affects your infravision.";
841 if (have_flag(flgs, TR_TUNNEL))
844 info[i++] = "それは採掘能力に影響を及ぼす。";
846 info[i++] = "It affects your ability to tunnel.";
850 if (have_flag(flgs, TR_SPEED))
853 info[i++] = "それはスピードに影響を及ぼす。";
855 info[i++] = "It affects your speed.";
859 if (have_flag(flgs, TR_BLOWS))
862 info[i++] = "それは打撃回数に影響を及ぼす。";
864 info[i++] = "It affects your attack speed.";
869 if (have_flag(flgs, TR_BRAND_ACID))
872 info[i++] = "それは酸によって大きなダメージを与える。";
874 info[i++] = "It does extra damage from acid.";
878 if (have_flag(flgs, TR_BRAND_ELEC))
881 info[i++] = "それは電撃によって大きなダメージを与える。";
883 info[i++] = "It does extra damage from electricity.";
887 if (have_flag(flgs, TR_BRAND_FIRE))
890 info[i++] = "それは火炎によって大きなダメージを与える。";
892 info[i++] = "It does extra damage from fire.";
896 if (have_flag(flgs, TR_BRAND_COLD))
899 info[i++] = "それは冷気によって大きなダメージを与える。";
901 info[i++] = "It does extra damage from frost.";
906 if (have_flag(flgs, TR_BRAND_POIS))
909 info[i++] = "それは敵を毒する。";
911 info[i++] = "It poisons your foes.";
916 if (have_flag(flgs, TR_CHAOTIC))
919 info[i++] = "それはカオス的な効果を及ぼす。";
921 info[i++] = "It produces chaotic effects.";
926 if (have_flag(flgs, TR_VAMPIRIC))
929 info[i++] = "それは敵から生命力を吸収する。";
931 info[i++] = "It drains life from your foes.";
936 if (have_flag(flgs, TR_IMPACT))
939 info[i++] = "それは地震を起こすことができる。";
941 info[i++] = "It can cause earthquakes.";
946 if (have_flag(flgs, TR_VORPAL))
949 info[i++] = "それは非常に切れ味が鋭く敵を切断することができる。";
951 info[i++] = "It is very sharp and can cut your foes.";
956 if (have_flag(flgs, TR_KILL_DRAGON))
959 info[i++] = "それはドラゴンにとっての天敵である。";
961 info[i++] = "It is a great bane of dragons.";
965 else if (have_flag(flgs, TR_SLAY_DRAGON))
968 info[i++] = "それはドラゴンに対して特に恐るべき力を発揮する。";
970 info[i++] = "It is especially deadly against dragons.";
975 if (have_flag(flgs, TR_KILL_ORC))
978 info[i++] = "それはオークにとっての天敵である。";
980 info[i++] = "It is a great bane of orcs.";
984 if (have_flag(flgs, TR_SLAY_ORC))
987 info[i++] = "それはオークに対して特に恐るべき力を発揮する。";
989 info[i++] = "It is especially deadly against orcs.";
994 if (have_flag(flgs, TR_KILL_TROLL))
997 info[i++] = "それはトロルにとっての天敵である。";
999 info[i++] = "It is a great bane of trolls.";
1003 if (have_flag(flgs, TR_SLAY_TROLL))
1006 info[i++] = "それはトロルに対して特に恐るべき力を発揮する。";
1008 info[i++] = "It is especially deadly against trolls.";
1013 if (have_flag(flgs, TR_KILL_GIANT))
1016 info[i++] = "それは巨人にとっての天敵である。";
1018 info[i++] = "It is a great bane of giants.";
1021 else if (have_flag(flgs, TR_SLAY_GIANT))
1024 info[i++] = "それはジャイアントに対して特に恐るべき力を発揮する。";
1026 info[i++] = "It is especially deadly against giants.";
1031 if (have_flag(flgs, TR_KILL_DEMON))
1034 info[i++] = "それはデーモンにとっての天敵である。";
1036 info[i++] = "It is a great bane of demons.";
1040 if (have_flag(flgs, TR_SLAY_DEMON))
1043 info[i++] = "それはデーモンに対して聖なる力を発揮する。";
1045 info[i++] = "It strikes at demons with holy wrath.";
1050 if (have_flag(flgs, TR_KILL_UNDEAD))
1053 info[i++] = "それはアンデッドにとっての天敵である。";
1055 info[i++] = "It is a great bane of undead.";
1059 if (have_flag(flgs, TR_SLAY_UNDEAD))
1062 info[i++] = "それはアンデッドに対して聖なる力を発揮する。";
1064 info[i++] = "It strikes at undead with holy wrath.";
1069 if (have_flag(flgs, TR_KILL_EVIL))
1072 info[i++] = "それは邪悪なる存在にとっての天敵である。";
1074 info[i++] = "It is a great bane of evil monsters.";
1078 if (have_flag(flgs, TR_SLAY_EVIL))
1081 info[i++] = "それは邪悪なる存在に対して聖なる力で攻撃する。";
1083 info[i++] = "It fights against evil with holy fury.";
1088 if (have_flag(flgs, TR_KILL_ANIMAL))
1091 info[i++] = "それは自然界の動物にとっての天敵である。";
1093 info[i++] = "It is a great bane of natural creatures.";
1097 if (have_flag(flgs, TR_SLAY_ANIMAL))
1100 info[i++] = "それは自然界の動物に対して特に恐るべき力を発揮する。";
1102 info[i++] = "It is especially deadly against natural creatures.";
1107 if (have_flag(flgs, TR_KILL_HUMAN))
1110 info[i++] = "それは人間にとっての天敵である。";
1112 info[i++] = "It is a great bane of humans.";
1116 if (have_flag(flgs, TR_SLAY_HUMAN))
1119 info[i++] = "それは人間に対して特に恐るべき力を発揮する。";
1121 info[i++] = "It is especially deadly against humans.";
1126 if (have_flag(flgs, TR_FORCE_WEAPON))
1129 info[i++] = "それは使用者の魔力を使って攻撃する。";
1131 info[i++] = "It powerfully strikes at a monster using your mana.";
1135 if (have_flag(flgs, TR_DEC_MANA))
1138 info[i++] = "それは魔力の消費を押さえる。";
1140 info[i++] = "It decreases your mana consumption.";
1144 if (have_flag(flgs, TR_SUST_STR))
1147 info[i++] = "それはあなたの腕力を維持する。";
1149 info[i++] = "It sustains your strength.";
1153 if (have_flag(flgs, TR_SUST_INT))
1156 info[i++] = "それはあなたの知能を維持する。";
1158 info[i++] = "It sustains your intelligence.";
1162 if (have_flag(flgs, TR_SUST_WIS))
1165 info[i++] = "それはあなたの賢さを維持する。";
1167 info[i++] = "It sustains your wisdom.";
1171 if (have_flag(flgs, TR_SUST_DEX))
1174 info[i++] = "それはあなたの器用さを維持する。";
1176 info[i++] = "It sustains your dexterity.";
1180 if (have_flag(flgs, TR_SUST_CON))
1183 info[i++] = "それはあなたの耐久力を維持する。";
1185 info[i++] = "It sustains your constitution.";
1189 if (have_flag(flgs, TR_SUST_CHR))
1192 info[i++] = "それはあなたの魅力を維持する。";
1194 info[i++] = "It sustains your charisma.";
1199 if (have_flag(flgs, TR_IM_ACID))
1202 info[i++] = "それは酸に対する完全な免疫を授ける。";
1204 info[i++] = "It provides immunity to acid.";
1208 if (have_flag(flgs, TR_IM_ELEC))
1211 info[i++] = "それは電撃に対する完全な免疫を授ける。";
1213 info[i++] = "It provides immunity to electricity.";
1217 if (have_flag(flgs, TR_IM_FIRE))
1220 info[i++] = "それは火に対する完全な免疫を授ける。";
1222 info[i++] = "It provides immunity to fire.";
1226 if (have_flag(flgs, TR_IM_COLD))
1229 info[i++] = "それは寒さに対する完全な免疫を授ける。";
1231 info[i++] = "It provides immunity to cold.";
1236 if (have_flag(flgs, TR_THROW))
1239 info[i++] = "それは敵に投げて大きなダメージを与えることができる。";
1241 info[i++] = "It is perfectly balanced for throwing.";
1245 if (have_flag(flgs, TR_FREE_ACT))
1248 info[i++] = "それは麻痺に対する完全な免疫を授ける。";
1250 info[i++] = "It provides immunity to paralysis.";
1254 if (have_flag(flgs, TR_HOLD_EXP))
1257 info[i++] = "それは経験値吸収に対する耐性を授ける。";
1259 info[i++] = "It provides resistance to experience draining.";
1263 if (have_flag(flgs, TR_RES_FEAR))
1266 info[i++] = "それは恐怖への完全な耐性を授ける。";
1268 info[i++] = "It makes you completely fearless.";
1272 if (have_flag(flgs, TR_RES_ACID))
1275 info[i++] = "それは酸への耐性を授ける。";
1277 info[i++] = "It provides resistance to acid.";
1281 if (have_flag(flgs, TR_RES_ELEC))
1284 info[i++] = "それは電撃への耐性を授ける。";
1286 info[i++] = "It provides resistance to electricity.";
1290 if (have_flag(flgs, TR_RES_FIRE))
1293 info[i++] = "それは火への耐性を授ける。";
1295 info[i++] = "It provides resistance to fire.";
1299 if (have_flag(flgs, TR_RES_COLD))
1302 info[i++] = "それは寒さへの耐性を授ける。";
1304 info[i++] = "It provides resistance to cold.";
1308 if (have_flag(flgs, TR_RES_POIS))
1311 info[i++] = "それは毒への耐性を授ける。";
1313 info[i++] = "It provides resistance to poison.";
1318 if (have_flag(flgs, TR_RES_LITE))
1321 info[i++] = "それは閃光への耐性を授ける。";
1323 info[i++] = "It provides resistance to light.";
1327 if (have_flag(flgs, TR_RES_DARK))
1330 info[i++] = "それは暗黒への耐性を授ける。";
1332 info[i++] = "It provides resistance to dark.";
1337 if (have_flag(flgs, TR_RES_BLIND))
1340 info[i++] = "それは盲目への耐性を授ける。";
1342 info[i++] = "It provides resistance to blindness.";
1346 if (have_flag(flgs, TR_RES_CONF))
1349 info[i++] = "それは混乱への耐性を授ける。";
1351 info[i++] = "It provides resistance to confusion.";
1355 if (have_flag(flgs, TR_RES_SOUND))
1358 info[i++] = "それは轟音への耐性を授ける。";
1360 info[i++] = "It provides resistance to sound.";
1364 if (have_flag(flgs, TR_RES_SHARDS))
1367 info[i++] = "それは破片への耐性を授ける。";
1369 info[i++] = "It provides resistance to shards.";
1374 if (have_flag(flgs, TR_RES_NETHER))
1377 info[i++] = "それは地獄への耐性を授ける。";
1379 info[i++] = "It provides resistance to nether.";
1383 if (have_flag(flgs, TR_RES_NEXUS))
1386 info[i++] = "それは因果混乱への耐性を授ける。";
1388 info[i++] = "It provides resistance to nexus.";
1392 if (have_flag(flgs, TR_RES_CHAOS))
1395 info[i++] = "それはカオスへの耐性を授ける。";
1397 info[i++] = "It provides resistance to chaos.";
1401 if (have_flag(flgs, TR_RES_DISEN))
1404 info[i++] = "それは劣化への耐性を授ける。";
1406 info[i++] = "It provides resistance to disenchantment.";
1411 if (have_flag(flgs, TR_LEVITATION))
1414 info[i++] = "それは宙に浮くことを可能にする。";
1416 info[i++] = "It allows you to levitate.";
1421 if (have_flag(flgs, TR_SEE_INVIS))
1423 info[i++] = _("それは透明なモンスターを見ることを可能にする。", "It allows you to see invisible monsters.");
1425 if (have_flag(flgs, TR_TELEPATHY))
1428 info[i++] = "それはテレパシー能力を授ける。";
1430 info[i++] = "It gives telepathic powers.";
1434 if (have_flag(flgs, TR_ESP_ANIMAL))
1437 info[i++] = "それは自然界の生物を感知する。";
1439 info[i++] = "It senses natural creatures.";
1443 if (have_flag(flgs, TR_ESP_UNDEAD))
1446 info[i++] = "それはアンデッドを感知する。";
1448 info[i++] = "It senses undead.";
1452 if (have_flag(flgs, TR_ESP_DEMON))
1455 info[i++] = "それは悪魔を感知する。";
1457 info[i++] = "It senses demons.";
1461 if (have_flag(flgs, TR_ESP_ORC))
1464 info[i++] = "それはオークを感知する。";
1466 info[i++] = "It senses orcs.";
1470 if (have_flag(flgs, TR_ESP_TROLL))
1473 info[i++] = "それはトロルを感知する。";
1475 info[i++] = "It senses trolls.";
1479 if (have_flag(flgs, TR_ESP_GIANT))
1482 info[i++] = "それは巨人を感知する。";
1484 info[i++] = "It senses giants.";
1488 if (have_flag(flgs, TR_ESP_DRAGON))
1491 info[i++] = "それはドラゴンを感知する。";
1493 info[i++] = "It senses dragons.";
1497 if (have_flag(flgs, TR_ESP_HUMAN))
1500 info[i++] = "それは人間を感知する。";
1502 info[i++] = "It senses humans.";
1506 if (have_flag(flgs, TR_ESP_EVIL))
1509 info[i++] = "それは邪悪な存在を感知する。";
1511 info[i++] = "It senses evil creatures.";
1515 if (have_flag(flgs, TR_ESP_GOOD))
1518 info[i++] = "それは善良な存在を感知する。";
1520 info[i++] = "It senses good creatures.";
1524 if (have_flag(flgs, TR_ESP_NONLIVING))
1527 info[i++] = "それは活動する無生物体を感知する。";
1529 info[i++] = "It senses non-living creatures.";
1533 if (have_flag(flgs, TR_ESP_UNIQUE))
1536 info[i++] = "それは特別な強敵を感知する。";
1538 info[i++] = "It senses unique monsters.";
1542 if (have_flag(flgs, TR_SLOW_DIGEST))
1545 info[i++] = "それはあなたの新陳代謝を遅くする。";
1547 info[i++] = "It slows your metabolism.";
1551 if (have_flag(flgs, TR_REGEN))
1554 info[i++] = "それは体力回復力を強化する。";
1556 info[i++] = "It speeds your regenerative powers.";
1560 if (have_flag(flgs, TR_WARNING))
1563 info[i++] = "それは危険に対して警告を発する。";
1565 info[i++] = "It warns you of danger";
1569 if (have_flag(flgs, TR_REFLECT))
1571 info[i++] = _("それは矢の呪文を反射する。", "It reflects bolt spells.");
1573 if (have_flag(flgs, TR_SH_FIRE))
1575 info[i++] = _("それは炎のバリアを張る。", "It produces a fiery sheath.");
1577 if (have_flag(flgs, TR_SH_ELEC))
1579 info[i++] = _("それは電気のバリアを張る。", "It produces an electric sheath.");
1581 if (have_flag(flgs, TR_SH_COLD))
1584 info[i++] = "それは冷気のバリアを張る。";
1586 info[i++] = "It produces a sheath of coldness.";
1590 if (have_flag(flgs, TR_NO_MAGIC))
1593 info[i++] = "それは反魔法バリアを張る。";
1595 info[i++] = "It produces an anti-magic shell.";
1599 if (have_flag(flgs, TR_NO_TELE))
1602 info[i++] = "それはテレポートを邪魔する。";
1604 info[i++] = "It prevents teleportation.";
1608 if (have_flag(flgs, TR_XTRA_MIGHT))
1611 info[i++] = "それは矢/ボルト/弾をより強力に発射することができる。";
1613 info[i++] = "It fires missiles with extra might.";
1617 if (have_flag(flgs, TR_XTRA_SHOTS))
1620 info[i++] = "それは矢/ボルト/弾を非常に早く発射することができる。";
1622 info[i++] = "It fires missiles excessively fast.";
1627 if (have_flag(flgs, TR_BLESSED))
1630 info[i++] = "それは神に祝福されている。";
1632 info[i++] = "It has been blessed by the gods.";
1637 if (object_is_cursed(o_ptr))
1639 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1642 info[i++] = "それは永遠の呪いがかけられている。";
1644 info[i++] = "It is permanently cursed.";
1648 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1651 info[i++] = "それは強力な呪いがかけられている。";
1653 info[i++] = "It is heavily cursed.";
1660 info[i++] = "それは呪われている。";
1662 info[i++] = "It is cursed.";
1666 * It's a trivial infomation since there is
1667 * fake inscription {cursed}
1673 if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE))
1675 info[i++] = _("それは太古の禍々しい怨念が宿っている。", "It carries an ancient foul curse.");
1677 if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE))
1679 info[i++] = _("それは付近のモンスターを怒らせる。", "It aggravates nearby creatures.");
1681 if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP))
1683 info[i++] = _("それは経験値を吸い取る。", "It drains experience.");
1685 if (o_ptr->curse_flags & TRC_SLOW_REGEN)
1687 info[i++] = _("それは回復力を弱める。", "It slows your regenerative powers.");
1689 if ((o_ptr->curse_flags & TRC_ADD_L_CURSE) || have_flag(flgs, TR_ADD_L_CURSE))
1691 info[i++] = _("それは弱い呪いを増やす。","It adds weak curses.");
1693 if ((o_ptr->curse_flags & TRC_ADD_H_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
1695 info[i++] = _("それは強力な呪いを増やす。","It adds heavy curses.");
1697 if ((have_flag(flgs, TR_CALL_ANIMAL)) || (o_ptr->curse_flags & TRC_CALL_ANIMAL))
1699 info[i++] = _("それは動物を呼び寄せる。", "It attracts animals.");
1701 if ((have_flag(flgs, TR_CALL_DEMON)) || (o_ptr->curse_flags & TRC_CALL_DEMON))
1703 info[i++] = _("それは悪魔を呼び寄せる。", "It attracts demons.");
1705 if ((have_flag(flgs, TR_CALL_DRAGON)) || (o_ptr->curse_flags & TRC_CALL_DRAGON))
1707 info[i++] = _("それはドラゴンを呼び寄せる。", "It attracts dragons.");
1709 if ((have_flag(flgs, TR_CALL_UNDEAD)) || (o_ptr->curse_flags & TRC_CALL_UNDEAD))
1711 info[i++] = _("それは死霊を呼び寄せる。", "It attracts undeads.");
1713 if ((have_flag(flgs, TR_COWARDICE)) || (o_ptr->curse_flags & TRC_COWARDICE))
1715 info[i++] = _("それは恐怖感を引き起こす。", "It makes you subject to cowardice.");
1717 if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT))
1719 info[i++] = _("それはランダムなテレポートを引き起こす。", "It induces random teleportation.");
1721 if ((have_flag(flgs, TR_LOW_MELEE)) || o_ptr->curse_flags & TRC_LOW_MELEE)
1723 info[i++] = _("それは攻撃を外しやすい。", "It causes you to miss blows.");
1725 if ((have_flag(flgs, TR_LOW_AC)) || (o_ptr->curse_flags & TRC_LOW_AC))
1727 info[i++] = _("それは攻撃を受けやすい。", "It helps your enemies' blows.");
1729 if ((have_flag(flgs, TR_LOW_MAGIC)) || (o_ptr->curse_flags & TRC_LOW_MAGIC))
1731 info[i++] = _("それは魔法を唱えにくくする。", "It encumbers you while spellcasting.");
1733 if ((have_flag(flgs, TR_FAST_DIGEST)) || (o_ptr->curse_flags & TRC_FAST_DIGEST))
1735 info[i++] = _("それはあなたの新陳代謝を速くする。", "It speeds your metabolism.");
1737 if ((have_flag(flgs, TR_DRAIN_HP)) || (o_ptr->curse_flags & TRC_DRAIN_HP))
1739 info[i++] = _("それはあなたの体力を吸い取る。", "It drains you.");
1741 if ((have_flag(flgs, TR_DRAIN_MANA)) || (o_ptr->curse_flags & TRC_DRAIN_MANA))
1743 info[i++] = _("それはあなたの魔力を吸い取る。", "It drains your mana.");
1746 /* Describe about this kind of object instead of THIS fake object */
1747 if (mode & SCROBJ_FAKE_OBJECT)
1749 switch (o_ptr->tval)
1752 switch (o_ptr->sval)
1754 case SV_RING_LORDLY:
1756 info[i++] = "それは幾つかのランダムな耐性を授ける。";
1758 info[i++] = "It provides some random resistances.";
1761 case SV_RING_WARNING:
1763 info[i++] = "それはひとつの低級なESPを授ける事がある。";
1765 info[i++] = "It may provide a low rank ESP.";
1772 switch (o_ptr->sval)
1774 case SV_AMULET_RESISTANCE:
1776 info[i++] = "それは毒への耐性を授ける事がある。";
1778 info[i++] = "It may provides resistance to poison.";
1781 info[i++] = "それはランダムな耐性を授ける事がある。";
1783 info[i++] = "It may provide a random resistances.";
1786 case SV_AMULET_THE_MAGI:
1788 info[i++] = "それは最大で3つまでの低級なESPを授ける。";
1790 info[i++] = "It provides up to three low rank ESPs.";
1798 if (have_flag(flgs, TR_IGNORE_ACID) &&
1799 have_flag(flgs, TR_IGNORE_ELEC) &&
1800 have_flag(flgs, TR_IGNORE_FIRE) &&
1801 have_flag(flgs, TR_IGNORE_COLD))
1804 info[i++] = "それは酸・電撃・火炎・冷気では傷つかない。";
1806 info[i++] = "It cannot be harmed by the elements.";
1811 if (have_flag(flgs, TR_IGNORE_ACID))
1814 info[i++] = "それは酸では傷つかない。";
1816 info[i++] = "It cannot be harmed by acid.";
1819 if (have_flag(flgs, TR_IGNORE_ELEC))
1822 info[i++] = "それは電撃では傷つかない。";
1824 info[i++] = "It cannot be harmed by electricity.";
1827 if (have_flag(flgs, TR_IGNORE_FIRE))
1830 info[i++] = "それは火炎では傷つかない。";
1832 info[i++] = "It cannot be harmed by fire.";
1835 if (have_flag(flgs, TR_IGNORE_COLD))
1838 info[i++] = "それは冷気では傷つかない。";
1840 info[i++] = "It cannot be harmed by cold.";
1845 if (mode & SCROBJ_FORCE_DETAIL) trivial_info = 0;
1847 /* No relevant informations */
1848 if (i <= trivial_info) return (FALSE);
1850 /* Save the screen */
1854 Term_get_size(&wid, &hgt);
1856 /* Display Item name */
1857 if (!(mode & SCROBJ_FAKE_OBJECT))
1858 object_desc(o_name, o_ptr, 0);
1860 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1864 /* Erase the screen */
1865 for (k = 1; k < hgt; k++) prt("", k, 13);
1867 /* Label the information */
1868 if ((o_ptr->tval == TV_STATUE) && (o_ptr->sval == SV_PHOTO))
1870 monster_race *r_ptr = &r_info[o_ptr->pval];
1871 int namelen = strlen(r_name + r_ptr->name);
1872 prt(format("%s: '", r_name + r_ptr->name), 1, 15);
1873 Term_queue_bigchar(18 + namelen, 1, r_ptr->x_attr, r_ptr->x_char, 0, 0);
1874 prt("'", 1, (use_bigtile ? 20 : 19) + namelen);
1878 prt(" アイテムの能力:", 1, 15);
1880 prt(" Item Attributes:", 1, 15);
1883 /* We will print on top of the map (column 13) */
1884 for (k = 2, j = 0; j < i; j++)
1887 prt(info[j], k++, 15);
1889 /* Every 20 entries (lines 2 to 21), start over */
1890 if ((k == hgt - 2) && (j+1 < i))
1893 prt("-- 続く --", k, 15);
1895 prt("-- more --", k, 15);
1898 for (; k > 2; k--) prt("", k, 15);
1904 prt("[何かキーを押すとゲームに戻ります]", k, 15);
1906 prt("[Press any key to continue]", k, 15);
1911 /* Restore the screen */
1914 /* Gave knowledge */
1921 * @brief オブジェクト選択時の選択アルファベットラベルを返す /
1922 * Convert an inventory index into a one character label
1923 * @param i プレイヤーの所持/装備オブジェクトID
1924 * @return 対応するアルファベット
1925 * @details Note that the label does NOT distinguish inven/equip.
1927 char index_to_label(int i)
1929 /* Indexes for "inven" are easy */
1930 if (i < INVEN_RARM) return (I2A(i));
1932 /* Indexes for "equip" are offset */
1933 return (I2A(i - INVEN_RARM));
1937 * @brief 選択アルファベットラベルからプレイヤーの所持オブジェクトIDを返す /
1938 * Convert a label into the index of an item in the "inven"
1939 * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item
1940 * @details Note that the label does NOT distinguish inven/equip.
1942 s16b label_to_inven(int c)
1947 i = (islower(c) ? A2I(c) : -1);
1949 /* Verify the index */
1950 if ((i < 0) || (i > INVEN_PACK)) return (-1);
1952 /* Empty slots can never be chosen */
1953 if (!inventory[i].k_idx) return (-1);
1955 /* Return the index */
1961 extern bool select_ring_slot;
1965 * @brief プレイヤーの所持/装備オブジェクトIDが指輪枠かを返す /
1966 * @param i プレイヤーの所持/装備オブジェクトID
1967 * @return 指輪枠ならばTRUEを返す。
1969 static bool is_ring_slot(int i)
1971 return (i == INVEN_RIGHT) || (i == INVEN_LEFT);
1976 * @brief 選択アルファベットラベルからプレイヤーの装備オブジェクトIDを返す /
1977 * Convert a label into the index of a item in the "equip"
1978 * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item
1980 s16b label_to_equip(int c)
1985 i = (islower(c) ? A2I(c) : -1) + INVEN_RARM;
1987 /* Verify the index */
1988 if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
1990 if (select_ring_slot) return is_ring_slot(i) ? i : -1;
1992 /* Empty slots can never be chosen */
1993 if (!inventory[i].k_idx) return (-1);
1995 /* Return the index */
2002 * @brief オブジェクトの該当装備部位IDを返す /
2003 * Determine which equipment slot (if any) an item likes
2004 * @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
2005 * @return 対応する装備部位ID
2007 s16b wield_slot(object_type *o_ptr)
2009 /* Slot for equipment */
2010 switch (o_ptr->tval)
2017 if (!inventory[INVEN_RARM].k_idx) return (INVEN_RARM);
2018 if (inventory[INVEN_LARM].k_idx) return (INVEN_RARM);
2019 return (INVEN_LARM);
2026 if (!inventory[INVEN_LARM].k_idx) return (INVEN_LARM);
2027 if (inventory[INVEN_RARM].k_idx) return (INVEN_LARM);
2028 return (INVEN_RARM);
2038 /* Use the right hand first */
2039 if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
2041 /* Use the left hand for swapping (by default) */
2042 return (INVEN_LEFT);
2048 return (INVEN_NECK);
2053 return (INVEN_LITE);
2060 return (INVEN_BODY);
2065 return (INVEN_OUTER);
2071 return (INVEN_HEAD);
2076 return (INVEN_HANDS);
2081 return (INVEN_FEET);
2085 /* No slot available */
2090 * @brief 所持/装備オブジェクトIDの部位表現を返す /
2091 * Return a string mentioning how a given item is carried
2092 * @param i 部位表現を求めるプレイヤーの所持/装備オブジェクトID
2093 * @return 部位表現の文字列ポインタ
2095 cptr mention_use(int i)
2099 /* Examine the location */
2103 case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "運搬中" : ((p_ptr->ryoute && p_ptr->migite) ? " 両手" : (left_hander ? " 左手" : " 右手")); break;
2105 case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "Just lifting" : (p_ptr->migite ? "Wielding" : "On arm"); break;
2109 case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "運搬中" : ((p_ptr->ryoute && p_ptr->hidarite) ? " 両手" : (left_hander ? " 右手" : " 左手")); break;
2111 case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break;
2115 case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "運搬中" : "射撃用"; break;
2117 case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "Just holding" : "Shooting"; break;
2121 case INVEN_RIGHT: p = (left_hander ? "左手指" : "右手指"); break;
2123 case INVEN_RIGHT: p = (left_hander ? "On left hand" : "On right hand"); break;
2127 case INVEN_LEFT: p = (left_hander ? "右手指" : "左手指"); break;
2129 case INVEN_LEFT: p = (left_hander ? "On right hand" : "On left hand"); break;
2133 case INVEN_NECK: p = " 首"; break;
2135 case INVEN_NECK: p = "Around neck"; break;
2139 case INVEN_LITE: p = " 光源"; break;
2141 case INVEN_LITE: p = "Light source"; break;
2145 case INVEN_BODY: p = " 体"; break;
2147 case INVEN_BODY: p = "On body"; break;
2151 case INVEN_OUTER: p = "体の上"; break;
2153 case INVEN_OUTER: p = "About body"; break;
2157 case INVEN_HEAD: p = " 頭"; break;
2159 case INVEN_HEAD: p = "On head"; break;
2163 case INVEN_HANDS: p = " 手"; break;
2165 case INVEN_HANDS: p = "On hands"; break;
2169 case INVEN_FEET: p = " 足"; break;
2171 case INVEN_FEET: p = "On feet"; break;
2175 default: p = "ザック"; break;
2177 default: p = "In pack"; break;
2181 /* Return the result */
2187 * @brief 所持/装備オブジェクトIDの現在の扱い方の状態表現を返す /
2188 * Return a string describing how a given item is being worn.
2189 * @param i 状態表現を求めるプレイヤーの所持/装備オブジェクトID
2190 * @return 状態表現内容の文字列ポインタ
2192 * Currently, only used for items in the equipment, not inventory.
2194 cptr describe_use(int i)
2201 case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "運搬中の" : ((p_ptr->ryoute && p_ptr->migite) ? "両手に装備している" : (left_hander ? "左手に装備している" : "右手に装備している")); break;
2203 case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "just lifting" : (p_ptr->migite ? "attacking monsters with" : "wearing on your arm"); break;
2207 case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "運搬中の" : ((p_ptr->ryoute && p_ptr->hidarite) ? "両手に装備している" : (left_hander ? "右手に装備している" : "左手に装備している")); break;
2209 case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break;
2213 case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "持つだけで精一杯の" : "射撃用に装備している"; break;
2215 case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "just holding" : "shooting missiles with"; break;
2219 case INVEN_RIGHT: p = (left_hander ? "左手の指にはめている" : "右手の指にはめている"); break;
2221 case INVEN_RIGHT: p = (left_hander ? "wearing on your left hand" : "wearing on your right hand"); break;
2225 case INVEN_LEFT: p = (left_hander ? "右手の指にはめている" : "左手の指にはめている"); break;
2227 case INVEN_LEFT: p = (left_hander ? "wearing on your right hand" : "wearing on your left hand"); break;
2231 case INVEN_NECK: p = "首にかけている"; break;
2233 case INVEN_NECK: p = "wearing around your neck"; break;
2237 case INVEN_LITE: p = "光源にしている"; break;
2239 case INVEN_LITE: p = "using to light the way"; break;
2243 case INVEN_BODY: p = "体に着ている"; break;
2245 case INVEN_BODY: p = "wearing on your body"; break;
2249 case INVEN_OUTER: p = "身にまとっている"; break;
2251 case INVEN_OUTER: p = "wearing on your back"; break;
2255 case INVEN_HEAD: p = "頭にかぶっている"; break;
2257 case INVEN_HEAD: p = "wearing on your head"; break;
2261 case INVEN_HANDS: p = "手につけている"; break;
2263 case INVEN_HANDS: p = "wearing on your hands"; break;
2267 case INVEN_FEET: p = "足にはいている"; break;
2269 case INVEN_FEET: p = "wearing on your feet"; break;
2273 default: p = "ザックに入っている"; break;
2275 default: p = "carrying in your pack"; break;
2279 /* Return the result */
2285 * @brief tval/sval指定のベースアイテムがプレイヤーの使用可能な魔法書かどうかを返す /
2286 * Hack: Check if a spellbook is one of the realms we can use. -- TY
2287 * @param book_tval ベースアイテムのtval
2288 * @param book_sval ベースアイテムのsval
2289 * @return 使用可能な魔法書ならばTRUEを返す。
2292 bool check_book_realm(const byte book_tval, const byte book_sval)
2294 if (book_tval < TV_LIFE_BOOK) return FALSE;
2295 if (p_ptr->pclass == CLASS_SORCERER)
2297 return is_magic(tval2realm(book_tval));
2299 else if (p_ptr->pclass == CLASS_RED_MAGE)
2301 if (is_magic(tval2realm(book_tval)))
2302 return ((book_tval == TV_ARCANE_BOOK) || (book_sval < 2));
2304 return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
2308 * @brief アイテムがitem_tester_hookグローバル関数ポインタの条件を満たしているかを返す汎用関数
2309 * Check an item against the item tester info
2310 * @param o_ptr 判定を行いたいオブジェクト構造体参照ポインタ
2311 * @return item_tester_hookの参照先、その他いくつかの例外に応じてTRUE/FALSEを返す。
2313 bool item_tester_okay(object_type *o_ptr)
2315 /* Hack -- allow listing empty slots */
2316 if (item_tester_full) return (TRUE);
2318 /* Require an item */
2319 if (!o_ptr->k_idx) return (FALSE);
2321 /* Hack -- ignore "gold" */
2322 if (o_ptr->tval == TV_GOLD)
2325 extern bool show_gold_on_floor;
2327 if (!show_gold_on_floor) return (FALSE);
2330 /* Check the tval */
2331 if (item_tester_tval)
2333 /* Is it a spellbook? If so, we need a hack -- TY */
2334 if ((item_tester_tval <= TV_DEATH_BOOK) &&
2335 (item_tester_tval >= TV_LIFE_BOOK))
2336 return check_book_realm(o_ptr->tval, o_ptr->sval);
2338 if (item_tester_tval != o_ptr->tval) return (FALSE);
2341 /* Check the hook */
2342 if (item_tester_hook)
2344 if (!(*item_tester_hook)(o_ptr)) return (FALSE);
2353 * @brief 所持アイテム一覧を表示する /
2354 * Choice window "shadow" of the "show_inven()" function
2357 void display_inven(void)
2359 register int i, n, z = 0;
2361 byte attr = TERM_WHITE;
2363 char o_name[MAX_NLEN];
2367 Term_get_size(&wid, &hgt);
2369 /* Find the "final" slot */
2370 for (i = 0; i < INVEN_PACK; i++)
2372 o_ptr = &inventory[i];
2374 /* Skip non-objects */
2375 if (!o_ptr->k_idx) continue;
2381 /* Display the pack */
2382 for (i = 0; i < z; i++)
2384 /* Examine the item */
2385 o_ptr = &inventory[i];
2387 /* Start with an empty "index" */
2388 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
2390 /* Is this item "acceptable"? */
2391 if (item_tester_okay(o_ptr))
2393 /* Prepare an "index" */
2394 tmp_val[0] = index_to_label(i);
2396 /* Bracket the "index" --(-- */
2400 /* Display the index (or blank space) */
2401 Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
2403 /* Obtain an item description */
2404 object_desc(o_name, o_ptr, 0);
2406 /* Obtain the length of the description */
2410 attr = tval_to_attr[o_ptr->tval % 128];
2412 /* Grey out charging items */
2418 /* Display the entry itself */
2419 Term_putstr(3, i, n, attr, o_name);
2421 /* Erase the rest of the line */
2422 Term_erase(3+n, i, 255);
2424 /* Display the weight if needed */
2427 int wgt = o_ptr->weight * o_ptr->number;
2429 sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt),lbtokg2(wgt) );
2431 sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
2434 prt(tmp_val, i, wid - 9);
2438 /* Erase the rest of the window */
2439 for (i = z; i < hgt; i++)
2441 /* Erase the line */
2442 Term_erase(0, i, 255);
2449 * @brief 装備アイテム一覧を表示する /
2450 * Choice window "shadow" of the "show_equip()" function
2453 void display_equip(void)
2457 byte attr = TERM_WHITE;
2459 char o_name[MAX_NLEN];
2463 Term_get_size(&wid, &hgt);
2465 /* Display the equipment */
2466 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
2468 /* Examine the item */
2469 o_ptr = &inventory[i];
2471 /* Start with an empty "index" */
2472 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
2474 /* Is this item "acceptable"? */
2475 if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr))
2477 /* Prepare an "index" */
2478 tmp_val[0] = index_to_label(i);
2480 /* Bracket the "index" --(-- */
2484 /* Display the index (or blank space) */
2485 Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
2487 /* Obtain an item description */
2488 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
2491 strcpy(o_name, "(武器を両手持ち)");
2493 strcpy(o_name, "(wielding with two-hands)");
2499 object_desc(o_name, o_ptr, 0);
2500 attr = tval_to_attr[o_ptr->tval % 128];
2503 /* Obtain the length of the description */
2506 /* Grey out charging items */
2512 /* Display the entry itself */
2513 Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
2515 /* Erase the rest of the line */
2516 Term_erase(3+n, i - INVEN_RARM, 255);
2518 /* Display the weight (if needed) */
2521 int wgt = o_ptr->weight * o_ptr->number;
2523 sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
2525 sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
2528 prt(tmp_val, i - INVEN_RARM, wid - (show_labels ? 28 : 9));
2531 /* Display the slot description (if needed) */
2534 Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- ");
2535 prt(mention_use(i), i - INVEN_RARM, wid - 15);
2539 /* Erase the rest of the window */
2540 for (i = INVEN_TOTAL - INVEN_RARM; i < hgt; i++)
2542 /* Clear that line */
2543 Term_erase(0, i, 255);
2549 * @brief 所持/装備オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す /
2550 * Find the "first" inventory object with the given "tag".
2551 * @param cp 対応するタグIDを与える参照ポインタ
2552 * @param tag 該当するオブジェクトがあるかを調べたいタグ
2553 * @param mode 所持、装備の切り替え
2554 * @return タグに該当するオブジェクトがあるならTRUEを返す
2556 * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
2557 * inscription of an object. Alphabetical characters don't work as a\n
2558 * tag in this form.\n
2560 * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
2561 * and "x" is the "current" command_cmd code.\n
2563 static bool get_tag(int *cp, char tag, int mode)
2568 /* Extract index from mode */
2573 end = INVEN_TOTAL - 1;
2578 end = INVEN_PACK - 1;
2585 /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
2587 /* Check every inventory object */
2588 for (i = start; i <= end; i++)
2590 object_type *o_ptr = &inventory[i];
2592 /* Skip non-objects */
2593 if (!o_ptr->k_idx) continue;
2595 /* Skip empty inscriptions */
2596 if (!o_ptr->inscription) continue;
2598 /* Skip non-choice */
2599 if (!item_tester_okay(o_ptr)) continue;
2602 s = my_strchr(quark_str(o_ptr->inscription), '@');
2604 /* Process all tags */
2607 /* Check the special tags */
2608 if ((s[1] == command_cmd) && (s[2] == tag))
2610 /* Save the actual inventory ID */
2617 /* Find another '@' */
2618 s = my_strchr(s + 1, '@');
2623 /**** Find a tag in the form of {@#} (allows only numerals) ***/
2625 /* Don't allow {@#} with '#' being alphabet */
2626 if (tag < '0' || '9' < tag)
2632 /* Check every object */
2633 for (i = start; i <= end; i++)
2635 object_type *o_ptr = &inventory[i];
2637 /* Skip non-objects */
2638 if (!o_ptr->k_idx) continue;
2640 /* Skip empty inscriptions */
2641 if (!o_ptr->inscription) continue;
2643 /* Skip non-choice */
2644 if (!item_tester_okay(o_ptr)) continue;
2647 s = my_strchr(quark_str(o_ptr->inscription), '@');
2649 /* Process all tags */
2652 /* Check the normal tags */
2655 /* Save the actual inventory ID */
2662 /* Find another '@' */
2663 s = my_strchr(s + 1, '@');
2673 * @brief 床オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す /
2674 * Find the "first" inventory object with the given "tag".
2675 * @param cp 対応するタグIDを与える参照ポインタ
2676 * @param tag 該当するオブジェクトがあるかを調べたいタグ
2677 * @param floor_list 床上アイテムの配列
2678 * @param floor_num 床上アイテムの配列ID
2679 * @return タグに該当するオブジェクトがあるならTRUEを返す
2681 * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
2682 * inscription of an object. Alphabetical characters don't work as a\n
2683 * tag in this form.\n
2685 * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
2686 * and "x" is the "current" command_cmd code.\n
2688 static bool get_tag_floor(int *cp, char tag, int floor_list[], int floor_num)
2693 /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
2695 /* Check every object in the grid */
2696 for (i = 0; i < floor_num && i < 23; i++)
2698 object_type *o_ptr = &o_list[floor_list[i]];
2700 /* Skip empty inscriptions */
2701 if (!o_ptr->inscription) continue;
2704 s = my_strchr(quark_str(o_ptr->inscription), '@');
2706 /* Process all tags */
2709 /* Check the special tags */
2710 if ((s[1] == command_cmd) && (s[2] == tag))
2712 /* Save the actual floor object ID */
2719 /* Find another '@' */
2720 s = my_strchr(s + 1, '@');
2725 /**** Find a tag in the form of {@#} (allows only numerals) ***/
2727 /* Don't allow {@#} with '#' being alphabet */
2728 if (tag < '0' || '9' < tag)
2734 /* Check every object in the grid */
2735 for (i = 0; i < floor_num && i < 23; i++)
2737 object_type *o_ptr = &o_list[floor_list[i]];
2739 /* Skip empty inscriptions */
2740 if (!o_ptr->inscription) continue;
2743 s = my_strchr(quark_str(o_ptr->inscription), '@');
2745 /* Process all tags */
2748 /* Check the normal tags */
2751 /* Save the floor object ID */
2758 /* Find another '@' */
2759 s = my_strchr(s + 1, '@');
2769 * @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 /
2770 * Move around label characters with correspond tags
2771 * @param label ラベルリストを取得する文字列参照ポインタ
2772 * @param mode 所持品リストか装備品リストかの切り替え
2775 static void prepare_label_string(char *label, int mode)
2777 cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2778 int offset = (mode == USE_EQUIP) ? INVEN_RARM : 0;
2781 /* Prepare normal labels */
2782 strcpy(label, alphabet_chars);
2784 /* Move each label */
2785 for (i = 0; i < 52; i++)
2788 char c = alphabet_chars[i];
2790 /* Find a tag with this label */
2791 if (get_tag(&index, c, mode))
2793 /* Delete the overwritten label */
2794 if (label[i] == c) label[i] = ' ';
2796 /* Move the label to the place of corresponding tag */
2797 label[index - offset] = c;
2804 * @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) /
2805 * Move around label characters with correspond tags (floor version)
2806 * @param label ラベルリストを取得する文字列参照ポインタ
2807 * @param floor_list 床上アイテムの配列
2808 * @param floor_num 床上アイテムの配列ID
2813 static void prepare_label_string_floor(char *label, int floor_list[], int floor_num)
2815 cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2818 /* Prepare normal labels */
2819 strcpy(label, alphabet_chars);
2821 /* Move each label */
2822 for (i = 0; i < 52; i++)
2825 char c = alphabet_chars[i];
2827 /* Find a tag with this label */
2828 if (get_tag_floor(&index, c, floor_list, floor_num))
2830 /* Delete the overwritten label */
2831 if (label[i] == c) label[i] = ' ';
2833 /* Move the label to the place of corresponding tag */
2841 * @brief 所持アイテムの表示を行う /
2842 * Display the inventory.
2843 * @param target_item アイテムの選択処理を行うか否か。
2844 * @return 選択したアイテムのタグ
2846 * Hack -- do not display "trailing" empty slots
2848 int show_inven(int target_item)
2850 int i, j, k, l, z = 0;
2851 int col, cur_col, len;
2853 char o_name[MAX_NLEN];
2857 char out_desc[23][MAX_NLEN];
2858 int target_item_label = 0;
2860 char inven_label[52 + 1];
2862 /* Starting column */
2866 Term_get_size(&wid, &hgt);
2868 /* Default "max-length" */
2869 len = wid - col - 1;
2872 /* Find the "final" slot */
2873 for (i = 0; i < INVEN_PACK; i++)
2875 o_ptr = &inventory[i];
2877 /* Skip non-objects */
2878 if (!o_ptr->k_idx) continue;
2884 prepare_label_string(inven_label, USE_INVEN);
2886 /* Display the inventory */
2887 for (k = 0, i = 0; i < z; i++)
2889 o_ptr = &inventory[i];
2891 /* Is this item acceptable? */
2892 if (!item_tester_okay(o_ptr)) continue;
2894 /* Describe the object */
2895 object_desc(o_name, o_ptr, 0);
2897 /* Save the object index, color, and description */
2899 out_color[k] = tval_to_attr[o_ptr->tval % 128];
2901 /* Grey out charging items */
2904 out_color[k] = TERM_L_DARK;
2907 (void)strcpy(out_desc[k], o_name);
2909 /* Find the predicted "line length" */
2910 l = strlen(out_desc[k]) + 5;
2912 /* Be sure to account for the weight */
2913 if (show_weights) l += 9;
2915 /* Account for icon if displayed */
2916 if (show_item_graph)
2919 if (use_bigtile) l++;
2922 /* Maintain the maximum length */
2923 if (l > len) len = l;
2925 /* Advance to next "line" */
2929 /* Find the column to start in */
2930 col = (len > wid - 4) ? 0 : (wid - len - 1);
2932 /* Output each entry */
2933 for (j = 0; j < k; j++)
2939 o_ptr = &inventory[i];
2941 /* Clear the line */
2942 prt("", j + 1, col ? col - 2 : col);
2944 if (use_menu && target_item)
2946 if (j == (target_item-1))
2949 strcpy(tmp_val, "》");
2951 strcpy(tmp_val, "> ");
2953 target_item_label = i;
2955 else strcpy(tmp_val, " ");
2957 else if (i <= INVEN_PACK)
2959 /* Prepare an index --(-- */
2960 sprintf(tmp_val, "%c)", inven_label[i]);
2964 /* Prepare an index --(-- */
2965 sprintf(tmp_val, "%c)", index_to_label(i));
2968 /* Clear the line with the (possibly indented) index */
2969 put_str(tmp_val, j + 1, col);
2973 /* Display graphics for object, if desired */
2974 if (show_item_graph)
2976 byte a = object_attr(o_ptr);
2977 char c = object_char(o_ptr);
2980 if (a & 0x80) a |= 0x40;
2983 Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2984 if (use_bigtile) cur_col++;
2990 /* Display the entry itself */
2991 c_put_str(out_color[j], out_desc[j], j + 1, cur_col);
2993 /* Display the weight if needed */
2996 int wgt = o_ptr->weight * o_ptr->number;
2998 (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
3000 (void)sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
3003 prt(tmp_val, j + 1, wid - 9);
3007 /* Make a "shadow" below the list (only if needed) */
3008 if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
3010 /* Save the new column */
3013 return target_item_label;
3018 * @brief 装備アイテムの表示を行う /
3019 * Display the equipment.
3020 * @param target_item アイテムの選択処理を行うか否か。
3021 * @return 選択したアイテムのタグ
3023 int show_equip(int target_item)
3026 int col, cur_col, len;
3029 char o_name[MAX_NLEN];
3032 char out_desc[23][MAX_NLEN];
3033 int target_item_label = 0;
3035 char equip_label[52 + 1];
3037 /* Starting column */
3041 Term_get_size(&wid, &hgt);
3043 /* Maximal length */
3044 len = wid - col - 1;
3047 /* Scan the equipment list */
3048 for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
3050 o_ptr = &inventory[i];
3052 /* Is this item acceptable? */
3053 if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr)) &&
3054 (!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) ||
3055 item_tester_no_ryoute)) continue;
3058 object_desc(o_name, o_ptr, 0);
3060 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
3063 (void)strcpy(out_desc[k],"(武器を両手持ち)");
3065 (void)strcpy(out_desc[k],"(wielding with two-hands)");
3067 out_color[k] = TERM_WHITE;
3071 (void)strcpy(out_desc[k], o_name);
3072 out_color[k] = tval_to_attr[o_ptr->tval % 128];
3076 /* Grey out charging items */
3079 out_color[k] = TERM_L_DARK;
3082 /* Extract the maximal length (see below) */
3084 l = strlen(out_desc[k]) + (2 + 1);
3086 l = strlen(out_desc[k]) + (2 + 3);
3090 /* Increase length for labels (if needed) */
3092 if (show_labels) l += (7 + 2);
3094 if (show_labels) l += (14 + 2);
3098 /* Increase length for weight (if needed) */
3099 if (show_weights) l += 9;
3101 if (show_item_graph) l += 2;
3103 /* Maintain the max-length */
3104 if (l > len) len = l;
3106 /* Advance the entry */
3110 /* Hack -- Find a column to start in */
3112 col = (len > wid - 6) ? 0 : (wid - len - 1);
3114 col = (len > wid - 4) ? 0 : (wid - len - 1);
3117 prepare_label_string(equip_label, USE_EQUIP);
3119 /* Output each entry */
3120 for (j = 0; j < k; j++)
3126 o_ptr = &inventory[i];
3128 /* Clear the line */
3129 prt("", j + 1, col ? col - 2 : col);
3131 if (use_menu && target_item)
3133 if (j == (target_item-1))
3136 strcpy(tmp_val, "》");
3138 strcpy(tmp_val, "> ");
3140 target_item_label = i;
3142 else strcpy(tmp_val, " ");
3144 else if (i >= INVEN_RARM)
3146 /* Prepare an index --(-- */
3147 sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
3151 /* Prepare an index --(-- */
3152 sprintf(tmp_val, "%c)", index_to_label(i));
3155 /* Clear the line with the (possibly indented) index */
3156 put_str(tmp_val, j+1, col);
3160 /* Display graphics for object, if desired */
3161 if (show_item_graph)
3163 byte a = object_attr(o_ptr);
3164 char c = object_char(o_ptr);
3167 if (a & 0x80) a |= 0x40;
3170 Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
3171 if (use_bigtile) cur_col++;
3179 /* Mention the use */
3181 (void)sprintf(tmp_val, "%-7s: ", mention_use(i));
3183 (void)sprintf(tmp_val, "%-14s: ", mention_use(i));
3186 put_str(tmp_val, j+1, cur_col);
3188 /* Display the entry itself */
3190 c_put_str(out_color[j], out_desc[j], j+1, cur_col + 9);
3192 c_put_str(out_color[j], out_desc[j], j+1, cur_col + 16);
3199 /* Display the entry itself */
3200 c_put_str(out_color[j], out_desc[j], j+1, cur_col);
3203 /* Display the weight if needed */
3206 int wgt = o_ptr->weight * o_ptr->number;
3208 (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
3210 (void)sprintf(tmp_val, "%3d.%d lb", wgt / 10, wgt % 10);
3213 prt(tmp_val, j + 1, wid - 9);
3217 /* Make a "shadow" below the list (only if needed) */
3218 if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
3220 /* Save the new column */
3223 return target_item_label;
3227 * @brief サブウィンドウに所持品、装備品リストの表示を行う /
3228 * Flip "inven" and "equip" in any sub-windows
3231 void toggle_inven_equip(void)
3236 for (j = 0; j < 8; j++)
3239 if (!angband_term[j]) continue;
3241 /* Flip inven to equip */
3242 if (window_flag[j] & (PW_INVEN))
3245 window_flag[j] &= ~(PW_INVEN);
3246 window_flag[j] |= (PW_EQUIP);
3249 p_ptr->window |= (PW_EQUIP);
3252 /* Flip inven to equip */
3253 else if (window_flag[j] & (PW_EQUIP))
3256 window_flag[j] &= ~(PW_EQUIP);
3257 window_flag[j] |= (PW_INVEN);
3260 p_ptr->window |= (PW_INVEN);
3266 * @brief 選択したアイテムの確認処理の補助 /
3267 * Verify the choice of an item.
3268 * @param prompt メッセージ表示の一部
3269 * @param item 選択アイテムID
3270 * @return 確認がYesならTRUEを返す。
3271 * @details The item can be negative to mean "item on floor".
3273 static bool verify(cptr prompt, int item)
3275 char o_name[MAX_NLEN];
3276 char out_val[MAX_NLEN+20];
3283 o_ptr = &inventory[item];
3289 o_ptr = &o_list[0 - item];
3293 object_desc(o_name, o_ptr, 0);
3297 (void)sprintf(out_val, "%s%sですか? ", prompt, o_name);
3299 (void)sprintf(out_val, "%s %s? ", prompt, o_name);
3304 return (get_check(out_val));
3309 * @brief 選択したアイテムの確認処理のメインルーチン /
3310 * @param item 選択アイテムID
3311 * @return 確認がYesならTRUEを返す。
3312 * @details The item can be negative to mean "item on floor".
3313 * Hack -- allow user to "prevent" certain choices
3315 static bool get_item_allow(int item)
3321 if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
3326 o_ptr = &inventory[item];
3332 o_ptr = &o_list[0 - item];
3335 /* No inscription */
3336 if (!o_ptr->inscription) return (TRUE);
3339 s = my_strchr(quark_str(o_ptr->inscription), '!');
3341 /* Process preventions */
3344 /* Check the "restriction" */
3345 if ((s[1] == command_cmd) || (s[1] == '*'))
3347 /* Verify the choice */
3349 if (!verify("本当に", item)) return (FALSE);
3351 if (!verify("Really try", item)) return (FALSE);
3356 /* Find another '!' */
3357 s = my_strchr(s + 1, '!');
3366 * @brief プレイヤーの所持/装備オブジェクトが正規のものかを返す /
3367 * Auxiliary function for "get_item()" -- test an index
3369 * @return 正規のIDならばTRUEを返す。
3371 static bool get_item_okay(int i)
3374 if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
3376 if (select_ring_slot) return is_ring_slot(i);
3378 /* Verify the item */
3379 if (!item_tester_okay(&inventory[i])) return (FALSE);
3386 * @brief プレイヤーがオブジェクトを拾うことができる状態かを返す /
3387 * Determine whether get_item() can get some item or not
3388 * @return アイテムを拾えるならばTRUEを返す。
3389 * @details assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
3391 bool can_get_item(void)
3393 int j, floor_list[23], floor_num = 0;
3395 for (j = 0; j < INVEN_TOTAL; j++)
3396 if (item_tester_okay(&inventory[j]))
3399 floor_num = scan_floor(floor_list, py, px, 0x03);
3407 * @brief オブジェクト選択の汎用関数 /
3408 * Let the user select an item, save its "index"
3409 * @param cp 選択したオブジェクトのIDを返す。
3410 * @param pmt 選択目的のメッセージ
3411 * @param str 選択できるオブジェクトがない場合のキャンセルメッセージ
3412 * @param mode オプションフラグ
3413 * @return プレイヤーによりアイテムが選択されたならTRUEを返す。/
3414 * Return TRUE only if an acceptable item was chosen by the user.\n
3416 * The selected item must satisfy the "item_tester_hook()" function,\n
3417 * if that hook is set, and the "item_tester_tval", if that value is set.\n
3419 * All "item_tester" restrictions are cleared before this function returns.\n
3421 * The user is allowed to choose acceptable items from the equipment,\n
3422 * inventory, or floor, respectively, if the proper flag was given,\n
3423 * and there are any acceptable items in that location.\n
3425 * The equipment or inventory are displayed (even if no acceptable\n
3426 * items are in that location) if the proper flag was given.\n
3428 * If there are no acceptable items available anywhere, and "str" is\n
3429 * not NULL, then it will be used as the text of a warning message\n
3430 * before the function returns.\n
3432 * Note that the user must press "-" to specify the item on the floor,\n
3433 * and there is no way to "examine" the item on the floor, while the\n
3434 * use of "capital" letters will "examine" an inventory/equipment item,\n
3435 * and prompt for its use.\n
3437 * If a legal item is selected from the inventory, we save it in "cp"\n
3438 * directly (0 to 35), and return TRUE.\n
3440 * If a legal item is selected from the floor, we save it in "cp" as\n
3441 * a negative (-1 to -511), and return TRUE.\n
3443 * If no item is available, we do nothing to "cp", and we display a\n
3444 * warning message, using "str" if available, and return FALSE.\n
3446 * If no item is selected, we do nothing to "cp", and return FALSE.\n
3448 * Global "p_ptr->command_new" is used when viewing the inventory or equipment\n
3449 * to allow the user to enter a command while viewing those screens, and\n
3450 * also to induce "auto-enter" of stores, and other such stuff.\n
3452 * Global "p_ptr->command_see" may be set before calling this function to start\n
3453 * out in "browse" mode. It is cleared before this function returns.\n
3455 * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.\n
3456 * If it is TRUE then we are viewing inventory, else equipment.\n
3458 * We always erase the prompt when we are done, leaving a blank line,\n
3459 * or a warning message, if appropriate, if no items are available.\n
3461 bool get_item(int *cp, cptr pmt, cptr str, int mode)
3463 s16b this_o_idx, next_o_idx = 0;
3467 int j, k, i1, i2, e1, e2;
3477 bool allow_floor = FALSE;
3479 bool toggle = FALSE;
3485 extern bool select_the_force;
3487 int menu_line = (use_menu ? 1 : 0);
3493 static char prev_tag = '\0';
3494 char cur_tag = '\0';
3496 #endif /* ALLOW_REPEAT */
3498 #ifdef ALLOW_EASY_FLOOR /* TNB */
3500 if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
3502 #endif /* ALLOW_EASY_FLOOR -- TNB */
3505 if (mode & USE_EQUIP) equip = TRUE;
3506 if (mode & USE_INVEN) inven = TRUE;
3507 if (mode & USE_FLOOR) floor = TRUE;
3511 /* Get the item index */
3512 if (repeat_pull(cp))
3515 if (select_the_force && (*cp == INVEN_FORCE))
3517 item_tester_tval = 0;
3518 item_tester_hook = NULL;
3519 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3524 else if (floor && (*cp < 0))
3531 /* Acquire object */
3534 /* Validate the item */
3535 if (item_tester_okay(o_ptr))
3537 /* Forget restrictions */
3538 item_tester_tval = 0;
3539 item_tester_hook = NULL;
3540 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3547 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
3548 (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
3550 if (prev_tag && command_cmd)
3552 /* Look up the tag and validate the item */
3553 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
3554 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
3555 else if (!get_item_okay(k)) /* Reject */;
3558 /* Accept that choice */
3561 /* Forget restrictions */
3562 item_tester_tval = 0;
3563 item_tester_hook = NULL;
3564 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3570 prev_tag = '\0'; /* prev_tag is no longer effective */
3573 /* Verify the item */
3574 else if (get_item_okay(*cp))
3576 /* Forget restrictions */
3577 item_tester_tval = 0;
3578 item_tester_hook = NULL;
3579 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3587 #endif /* ALLOW_REPEAT */
3590 /* Paranoia XXX XXX XXX */
3597 /* No item selected */
3601 /* Full inventory */
3603 i2 = INVEN_PACK - 1;
3605 /* Forbid inventory */
3606 if (!inven) i2 = -1;
3609 for (j = 0; j < INVEN_PACK; j++)
3610 if (item_tester_okay(&inventory[j])) max_inven++;
3613 /* Restrict inventory indexes */
3614 while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
3615 while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
3618 /* Full equipment */
3620 e2 = INVEN_TOTAL - 1;
3622 /* Forbid equipment */
3623 if (!equip) e2 = -1;
3626 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
3627 if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
3628 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
3631 /* Restrict equipment indexes */
3632 while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
3633 while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
3635 if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
3639 if (e2 < INVEN_LARM) e2 = INVEN_LARM;
3641 else if (p_ptr->hidarite) e1 = INVEN_RARM;
3645 /* Restrict floor usage */
3648 /* Scan all objects in the grid */
3649 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
3653 /* Acquire object */
3654 o_ptr = &o_list[this_o_idx];
3656 /* Acquire next object */
3657 next_o_idx = o_ptr->next_o_idx;
3659 /* Accept the item on the floor if legal */
3660 if (item_tester_okay(o_ptr) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
3664 /* Require at least one legal choice */
3665 if (!allow_floor && (i1 > i2) && (e1 > e2))
3667 /* Cancel p_ptr->command_see */
3668 command_see = FALSE;
3676 if (select_the_force) {
3682 /* Analyze choices */
3685 /* Hack -- Start on equipment if requested */
3686 if (command_see && command_wrk && equip)
3691 /* Use inventory if allowed */
3694 command_wrk = FALSE;
3697 /* Use equipment if allowed */
3703 /* Use inventory for floor */
3706 command_wrk = FALSE;
3712 * 追加オプション(always_show_list)が設定されている場合は常に一覧を表示する
3714 if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
3716 /* Hack -- start out in "display" mode */
3724 /* Repeat until done */
3727 int get_item_label = 0;
3734 for (j = 0; j < 8; j++)
3737 if (!angband_term[j]) continue;
3739 /* Count windows displaying inven */
3740 if (window_flag[j] & (PW_INVEN)) ni++;
3742 /* Count windows displaying equip */
3743 if (window_flag[j] & (PW_EQUIP)) ne++;
3746 /* Toggle if needed */
3747 if ((command_wrk && ni && !ne) ||
3748 (!command_wrk && !ni && ne))
3751 toggle_inven_equip();
3758 p_ptr->window |= (PW_INVEN | PW_EQUIP);
3760 /* Redraw windows */
3764 /* Inventory screen */
3767 /* Redraw if needed */
3768 if (command_see) get_item_label = show_inven(menu_line);
3771 /* Equipment screen */
3774 /* Redraw if needed */
3775 if (command_see) get_item_label = show_equip(menu_line);
3778 /* Viewing inventory */
3781 /* Begin the prompt */
3783 sprintf(out_val, "持ち物:");
3785 sprintf(out_val, "Inven:");
3788 /* Some legal items */
3789 if ((i1 <= i2) && !use_menu)
3791 /* Build the prompt */
3793 sprintf(tmp_val, "%c-%c,'(',')',",
3795 sprintf(tmp_val, " %c-%c,'(',')',",
3797 index_to_label(i1), index_to_label(i2));
3800 strcat(out_val, tmp_val);
3803 /* Indicate ability to "view" */
3805 if (!command_see && !use_menu) strcat(out_val, " '*'一覧,");
3807 if (!command_see && !use_menu) strcat(out_val, " * to see,");
3812 if (equip) strcat(out_val, format(" %s 装備品,", use_menu ? "'4'or'6'" : "'/'"));
3814 if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/"));
3818 /* Viewing equipment */
3821 /* Begin the prompt */
3823 sprintf(out_val, "装備品:");
3825 sprintf(out_val, "Equip:");
3828 /* Some legal items */
3829 if ((e1 <= e2) && !use_menu)
3831 /* Build the prompt */
3833 sprintf(tmp_val, "%c-%c,'(',')',",
3835 sprintf(tmp_val, " %c-%c,'(',')',",
3837 index_to_label(e1), index_to_label(e2));
3840 strcat(out_val, tmp_val);
3843 /* Indicate ability to "view" */
3845 if (!command_see && !use_menu) strcat(out_val, " '*'一覧,");
3847 if (!command_see) strcat(out_val, " * to see,");
3852 if (inven) strcat(out_val, format(" %s 持ち物,", use_menu ? "'4'or'6'" : "'/'"));
3854 if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'"));
3858 /* Indicate legality of the "floor" item */
3860 if (allow_floor) strcat(out_val, " '-'床上,");
3861 if (select_the_force) strcat(out_val, " 'w'練気術,");
3863 if (allow_floor) strcat(out_val, " - for floor,");
3864 if (select_the_force) strcat(out_val, " w for the Force,");
3867 /* Finish the prompt */
3868 strcat(out_val, " ESC");
3870 /* Build the prompt */
3871 sprintf(tmp_val, "(%s) %s", out_val, pmt);
3873 /* Show the prompt */
3881 int max_line = (command_wrk ? max_equip : max_inven);
3897 menu_line += (max_line - 1);
3916 /* Verify legality */
3917 if (!inven || !equip)
3923 /* Hack -- Fix screen */
3933 /* Switch inven/equip */
3934 command_wrk = !command_wrk;
3935 max_line = (command_wrk ? max_equip : max_inven);
3936 if (menu_line > max_line) menu_line = max_line;
3938 /* Need to redraw */
3947 if (command_wrk == USE_FLOOR)
3950 (*cp) = -get_item_label;
3954 /* Validate the item */
3955 if (!get_item_okay(get_item_label))
3961 /* Allow player to "refuse" certain actions */
3962 if (!get_item_allow(get_item_label))
3968 /* Accept that choice */
3969 (*cp) = get_item_label;
3978 if (select_the_force) {
3986 if (menu_line > max_line) menu_line -= max_line;
4007 command_see = FALSE;
4027 /* Verify legality */
4028 if (!inven || !equip)
4034 /* Hack -- Fix screen */
4044 /* Switch inven/equip */
4045 command_wrk = !command_wrk;
4047 /* Need to redraw */
4053 /* Use floor item */
4056 /* Scan all objects in the grid */
4057 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
4061 /* Acquire object */
4062 o_ptr = &o_list[this_o_idx];
4064 /* Acquire next object */
4065 next_o_idx = o_ptr->next_o_idx;
4067 /* Validate the item */
4068 if (!item_tester_okay(o_ptr)) continue;
4073 /* Verify the item (if required) */
4075 if (other_query_flag && !verify("本当に", k)) continue;
4077 if (other_query_flag && !verify("Try", k)) continue;
4081 /* Allow player to "refuse" certain actions */
4082 if (!get_item_allow(k)) continue;
4084 /* Accept that choice */
4101 case '1': case '2': case '3':
4102 case '4': case '5': case '6':
4103 case '7': case '8': case '9':
4105 /* Look up the tag */
4106 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
4112 /* Hack -- Validate the item */
4113 if ((k < INVEN_RARM) ? !inven : !equip)
4119 /* Validate the item */
4120 if (!get_item_okay(k))
4126 /* Allow player to "refuse" certain actions */
4127 if (!get_item_allow(k))
4133 /* Accept that choice */
4139 #endif /* ALLOW_REPEAT */
4147 /* Choose "default" inventory item */
4150 k = ((i1 == i2) ? i1 : -1);
4153 /* Choose "default" equipment item */
4156 k = ((e1 == e2) ? e1 : -1);
4159 /* Validate the item */
4160 if (!get_item_okay(k))
4166 /* Allow player to "refuse" certain actions */
4167 if (!get_item_allow(k))
4173 /* Accept that choice */
4183 if (select_the_force) {
4196 bool not_found = FALSE;
4198 /* Look up the alphabetical tag */
4199 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
4204 /* Hack -- Validate the item */
4205 else if ((k < INVEN_RARM) ? !inven : !equip)
4210 /* Validate the item */
4211 else if (!get_item_okay(k))
4218 /* Accept that choice */
4224 #endif /* ALLOW_REPEAT */
4228 /* Extract "query" setting */
4229 ver = isupper(which);
4230 which = tolower(which);
4232 /* Convert letter to inventory index */
4235 if (which == '(') k = i1;
4236 else if (which == ')') k = i2;
4237 else k = label_to_inven(which);
4240 /* Convert letter to equipment index */
4243 if (which == '(') k = e1;
4244 else if (which == ')') k = e2;
4245 else k = label_to_equip(which);
4248 /* Validate the item */
4249 if (!get_item_okay(k))
4255 /* Verify the item */
4257 if (ver && !verify("本当に", k))
4259 if (ver && !verify("Try", k))
4267 /* Allow player to "refuse" certain actions */
4268 if (!get_item_allow(k))
4274 /* Accept that choice */
4285 /* Fix the screen if necessary */
4291 /* Hack -- Cancel "display" */
4292 command_see = FALSE;
4296 /* Forget the item_tester_tval restriction */
4297 item_tester_tval = 0;
4299 item_tester_no_ryoute = FALSE;
4301 /* Forget the item_tester_hook restriction */
4302 item_tester_hook = NULL;
4305 /* Clean up 'show choices' */
4306 /* Toggle again if needed */
4307 if (toggle) toggle_inven_equip();
4310 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4316 /* Clear the prompt line */
4319 /* Warning if needed */
4320 if (oops && str) msg_print(str);
4326 if (command_cmd) prev_tag = cur_tag;
4327 #endif /* ALLOW_REPEAT */
4329 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4337 #ifdef ALLOW_EASY_FLOOR
4340 * @brief 床下に落ちているオブジェクトの数を返す / scan_floor
4341 * @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
4342 * @param y 走査するフロアのY座標
4343 * @param x 走査するフロアのX座標
4344 * @param mode オプションフラグ
4345 * @return 対象のマスに落ちているアイテム数
4347 * Return a list of o_list[] indexes of items at the given cave
4348 * location. Valid flags are:
4350 * mode & 0x01 -- Item tester
4351 * mode & 0x02 -- Marked items only
4352 * mode & 0x04 -- Stop after first
4354 int scan_floor(int *items, int y, int x, int mode)
4356 int this_o_idx, next_o_idx;
4361 if (!in_bounds(y, x)) return 0;
4363 /* Scan all objects in the grid */
4364 for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
4368 /* Acquire object */
4369 o_ptr = &o_list[this_o_idx];
4371 /* Acquire next object */
4372 next_o_idx = o_ptr->next_o_idx;
4375 if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
4378 if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue;
4380 /* Accept this item */
4381 /* XXX Hack -- Enforce limit */
4383 items[num] = this_o_idx;
4388 if (mode & 0x04) break;
4397 * @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.
4398 * @param target_item カーソルの初期値
4399 * @param y 走査するフロアのY座標
4400 * @param x 走査するフロアのX座標
4401 * @param min_width 表示の長さ
4402 * @return 選択したアイテムのID
4405 int show_floor(int target_item, int y, int x, int *min_width)
4412 char o_name[MAX_NLEN];
4418 char out_desc[23][MAX_NLEN];
4419 int target_item_label = 0;
4421 int floor_list[23], floor_num;
4423 char floor_label[52 + 1];
4425 bool dont_need_to_show_weights = TRUE;
4428 Term_get_size(&wid, &hgt);
4430 /* Default length */
4431 len = MAX((*min_width), 20);
4434 /* Scan for objects in the grid, using item_tester_okay() */
4435 floor_num = scan_floor(floor_list, y, x, 0x03);
4437 /* Display the floor objects */
4438 for (k = 0, i = 0; i < floor_num && i < 23; i++)
4440 o_ptr = &o_list[floor_list[i]];
4442 /* Describe the object */
4443 object_desc(o_name, o_ptr, 0);
4445 /* Save the index */
4448 /* Acquire inventory color */
4449 out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
4451 /* Save the object description */
4452 strcpy(out_desc[k], o_name);
4454 /* Find the predicted "line length" */
4455 l = strlen(out_desc[k]) + 5;
4457 /* Be sure to account for the weight */
4458 if (show_weights) l += 9;
4460 if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE;
4462 /* Maintain the maximum length */
4463 if (l > len) len = l;
4465 /* Advance to next "line" */
4469 if (show_weights && dont_need_to_show_weights) len -= 9;
4474 /* Find the column to start in */
4475 col = (len > wid - 4) ? 0 : (wid - len - 1);
4477 prepare_label_string_floor(floor_label, floor_list, floor_num);
4479 /* Output each entry */
4480 for (j = 0; j < k; j++)
4483 i = floor_list[out_index[j]];
4488 /* Clear the line */
4489 prt("", j + 1, col ? col - 2 : col);
4491 if (use_menu && target_item)
4493 if (j == (target_item-1))
4496 strcpy(tmp_val, "》");
4498 strcpy(tmp_val, "> ");
4500 target_item_label = i;
4502 else strcpy(tmp_val, " ");
4506 /* Prepare an index --(-- */
4507 sprintf(tmp_val, "%c)", floor_label[j]);
4510 /* Clear the line with the (possibly indented) index */
4511 put_str(tmp_val, j + 1, col);
4513 /* Display the entry itself */
4514 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
4516 /* Display the weight if needed */
4517 if (show_weights && (o_ptr->tval != TV_GOLD))
4519 int wgt = o_ptr->weight * o_ptr->number;
4521 sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
4523 sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
4526 prt(tmp_val, j + 1, wid - 9);
4530 /* Make a "shadow" below the list (only if needed) */
4531 if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
4533 return target_item_label;
4537 * @brief オブジェクト選択の汎用関数(床上アイテム用) /
4538 * Let the user select an item, save its "index"
4539 * @param cp 選択したオブジェクトのIDを返す。
4540 * @param pmt 選択目的のメッセージ
4541 * @param str 選択できるオブジェクトがない場合のキャンセルメッセージ
4542 * @param mode オプションフラグ
4543 * @return プレイヤーによりアイテムが選択されたならTRUEを返す。/
4545 bool get_item_floor(int *cp, cptr pmt, cptr str, int mode)
4547 char n1 = ' ', n2 = ' ', which = ' ';
4549 int j, k, i1, i2, e1, e2;
4556 bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
4557 bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
4558 bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
4560 bool allow_equip = FALSE;
4561 bool allow_inven = FALSE;
4562 bool allow_floor = FALSE;
4564 bool toggle = FALSE;
4569 int floor_num, floor_list[23], floor_top = 0;
4572 extern bool select_the_force;
4574 int menu_line = (use_menu ? 1 : 0);
4580 static char prev_tag = '\0';
4581 char cur_tag = '\0';
4583 /* Get the item index */
4584 if (repeat_pull(cp))
4587 if (select_the_force && (*cp == INVEN_FORCE))
4589 item_tester_tval = 0;
4590 item_tester_hook = NULL;
4591 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4596 else if (floor && (*cp < 0))
4598 if (prev_tag && command_cmd)
4600 /* Scan all objects in the grid */
4601 floor_num = scan_floor(floor_list, py, px, 0x03);
4603 /* Look up the tag */
4604 if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
4606 /* Accept that choice */
4607 (*cp) = 0 - floor_list[k];
4609 /* Forget restrictions */
4610 item_tester_tval = 0;
4611 item_tester_hook = NULL;
4612 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4618 prev_tag = '\0'; /* prev_tag is no longer effective */
4621 /* Validate the item */
4622 else if (item_tester_okay(&o_list[0 - (*cp)]))
4624 /* Forget restrictions */
4625 item_tester_tval = 0;
4626 item_tester_hook = NULL;
4627 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4634 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
4635 (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
4637 if (prev_tag && command_cmd)
4639 /* Look up the tag and validate the item */
4640 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
4641 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
4642 else if (!get_item_okay(k)) /* Reject */;
4645 /* Accept that choice */
4648 /* Forget restrictions */
4649 item_tester_tval = 0;
4650 item_tester_hook = NULL;
4651 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4657 prev_tag = '\0'; /* prev_tag is no longer effective */
4660 /* Verify the item */
4661 else if (get_item_okay(*cp))
4663 /* Forget restrictions */
4664 item_tester_tval = 0;
4665 item_tester_hook = NULL;
4666 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4674 #endif /* ALLOW_REPEAT */
4677 /* Paranoia XXX XXX XXX */
4684 /* No item selected */
4688 /* Full inventory */
4690 i2 = INVEN_PACK - 1;
4692 /* Forbid inventory */
4693 if (!inven) i2 = -1;
4696 for (j = 0; j < INVEN_PACK; j++)
4697 if (item_tester_okay(&inventory[j])) max_inven++;
4700 /* Restrict inventory indexes */
4701 while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
4702 while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
4705 /* Full equipment */
4707 e2 = INVEN_TOTAL - 1;
4709 /* Forbid equipment */
4710 if (!equip) e2 = -1;
4713 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
4714 if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
4715 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
4718 /* Restrict equipment indexes */
4719 while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
4720 while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
4722 if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
4726 if (e2 < INVEN_LARM) e2 = INVEN_LARM;
4728 else if (p_ptr->hidarite) e1 = INVEN_RARM;
4732 /* Count "okay" floor items */
4735 /* Restrict floor usage */
4738 /* Scan all objects in the grid */
4739 floor_num = scan_floor(floor_list, py, px, 0x03);
4742 /* Accept inventory */
4743 if (i1 <= i2) allow_inven = TRUE;
4745 /* Accept equipment */
4746 if (e1 <= e2) allow_equip = TRUE;
4749 if (floor_num) allow_floor = TRUE;
4751 /* Require at least one legal choice */
4752 if (!allow_inven && !allow_equip && !allow_floor)
4754 /* Cancel p_ptr->command_see */
4755 command_see = FALSE;
4763 if (select_the_force) {
4769 /* Analyze choices */
4772 /* Hack -- Start on equipment if requested */
4773 if (command_see && (command_wrk == (USE_EQUIP))
4776 command_wrk = (USE_EQUIP);
4779 /* Use inventory if allowed */
4780 else if (allow_inven)
4782 command_wrk = (USE_INVEN);
4785 /* Use equipment if allowed */
4786 else if (allow_equip)
4788 command_wrk = (USE_EQUIP);
4791 /* Use floor if allowed */
4792 else if (allow_floor)
4794 command_wrk = (USE_FLOOR);
4799 * 追加オプション(always_show_list)が設定されている場合は常に一覧を表示する
4801 if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
4803 /* Hack -- start out in "display" mode */
4810 /* Repeat until done */
4813 int get_item_label = 0;
4820 for (j = 0; j < 8; j++)
4823 if (!angband_term[j]) continue;
4825 /* Count windows displaying inven */
4826 if (window_flag[j] & (PW_INVEN)) ni++;
4828 /* Count windows displaying equip */
4829 if (window_flag[j] & (PW_EQUIP)) ne++;
4832 /* Toggle if needed */
4833 if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
4834 (command_wrk == (USE_INVEN) && !ni && ne))
4837 toggle_inven_equip();
4844 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4846 /* Redraw windows */
4849 /* Inventory screen */
4850 if (command_wrk == (USE_INVEN))
4852 /* Extract the legal requests */
4856 /* Redraw if needed */
4857 if (command_see) get_item_label = show_inven(menu_line);
4860 /* Equipment screen */
4861 else if (command_wrk == (USE_EQUIP))
4863 /* Extract the legal requests */
4864 n1 = I2A(e1 - INVEN_RARM);
4865 n2 = I2A(e2 - INVEN_RARM);
4867 /* Redraw if needed */
4868 if (command_see) get_item_label = show_equip(menu_line);
4872 else if (command_wrk == (USE_FLOOR))
4875 k = MIN(floor_top + 23, floor_num) - 1;
4877 /* Extract the legal requests */
4878 n1 = I2A(j - floor_top);
4879 n2 = I2A(k - floor_top);
4881 /* Redraw if needed */
4882 if (command_see) get_item_label = show_floor(menu_line, py, px, &min_width);
4885 /* Viewing inventory */
4886 if (command_wrk == (USE_INVEN))
4888 /* Begin the prompt */
4890 sprintf(out_val, "持ち物:");
4892 sprintf(out_val, "Inven:");
4897 /* Build the prompt */
4899 sprintf(tmp_val, "%c-%c,'(',')',",
4901 sprintf(tmp_val, " %c-%c,'(',')',",
4903 index_to_label(i1), index_to_label(i2));
4906 strcat(out_val, tmp_val);
4909 /* Indicate ability to "view" */
4911 if (!command_see && !use_menu) strcat(out_val, " '*'一覧,");
4913 if (!command_see && !use_menu) strcat(out_val, " * to see,");
4921 strcat(out_val, " '/' 装備品,");
4922 else if (allow_floor)
4923 strcat(out_val, " '6' 装備品,");
4925 strcat(out_val, " '4'or'6' 装備品,");
4928 strcat(out_val, " / for Equip,");
4929 else if (allow_floor)
4930 strcat(out_val, " 6 for Equip,");
4932 strcat(out_val, " 4 or 6 for Equip,");
4941 strcat(out_val, " '-'床上,");
4942 else if (allow_equip)
4943 strcat(out_val, " '4' 床上,");
4945 strcat(out_val, " '4'or'6' 床上,");
4948 strcat(out_val, " - for floor,");
4949 else if (allow_equip)
4950 strcat(out_val, " 4 for floor,");
4952 strcat(out_val, " 4 or 6 for floor,");
4957 /* Viewing equipment */
4958 else if (command_wrk == (USE_EQUIP))
4960 /* Begin the prompt */
4962 sprintf(out_val, "装備品:");
4964 sprintf(out_val, "Equip:");
4969 /* Build the prompt */
4971 sprintf(tmp_val, "%c-%c,'(',')',",
4973 sprintf(tmp_val, " %c-%c,'(',')',",
4975 index_to_label(e1), index_to_label(e2));
4978 strcat(out_val, tmp_val);
4981 /* Indicate ability to "view" */
4983 if (!command_see && !use_menu) strcat(out_val, " '*'一覧,");
4985 if (!command_see && !use_menu) strcat(out_val, " * to see,");
4993 strcat(out_val, " '/' 持ち物,");
4994 else if (allow_floor)
4995 strcat(out_val, " '4' 持ち物,");
4997 strcat(out_val, " '4'or'6' 持ち物,");
5000 strcat(out_val, " / for Inven,");
5001 else if (allow_floor)
5002 strcat(out_val, " 4 for Inven,");
5004 strcat(out_val, " 4 or 6 for Inven,");
5013 strcat(out_val, " '-'床上,");
5014 else if (allow_inven)
5015 strcat(out_val, " '6' 床上,");
5017 strcat(out_val, " '4'or'6' 床上,");
5020 strcat(out_val, " - for floor,");
5021 else if (allow_inven)
5022 strcat(out_val, " 6 for floor,");
5024 strcat(out_val, " 4 or 6 for floor,");
5030 else if (command_wrk == (USE_FLOOR))
5032 /* Begin the prompt */
5034 sprintf(out_val, "床上:");
5036 sprintf(out_val, "Floor:");
5041 /* Build the prompt */
5043 sprintf(tmp_val, "%c-%c,'(',')',", n1, n2);
5045 sprintf(tmp_val, " %c-%c,'(',')',", n1, n2);
5049 strcat(out_val, tmp_val);
5052 /* Indicate ability to "view" */
5054 if (!command_see && !use_menu) strcat(out_val, " '*'一覧,");
5056 if (!command_see && !use_menu) strcat(out_val, " * to see,");
5061 if (allow_inven && allow_equip)
5064 strcat(out_val, " '4' 装備品, '6' 持ち物,");
5066 strcat(out_val, " 4 for Equip, 6 for Inven,");
5069 else if (allow_inven)
5072 strcat(out_val, " '4'or'6' 持ち物,");
5074 strcat(out_val, " 4 or 6 for Inven,");
5077 else if (allow_equip)
5080 strcat(out_val, " '4'or'6' 装備品,");
5082 strcat(out_val, " 4 or 6 for Equip,");
5087 else if (allow_inven)
5090 strcat(out_val, " '/' 持ち物,");
5092 strcat(out_val, " / for Inven,");
5095 else if (allow_equip)
5098 strcat(out_val, " '/'装備品,");
5100 strcat(out_val, " / for Equip,");
5105 if (command_see && !use_menu)
5108 strcat(out_val, " Enter 次,");
5110 strcat(out_val, " Enter for scroll down,");
5117 if (select_the_force) strcat(out_val, " 'w'練気術,");
5119 if (select_the_force) strcat(out_val, " w for the Force,");
5122 /* Finish the prompt */
5123 strcat(out_val, " ESC");
5125 /* Build the prompt */
5126 sprintf(tmp_val, "(%s) %s", out_val, pmt);
5128 /* Show the prompt */
5137 if (command_wrk == USE_INVEN) max_line = max_inven;
5138 else if (command_wrk == USE_EQUIP) max_line = max_equip;
5139 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
5155 menu_line += (max_line - 1);
5171 /* Verify legality */
5172 if (command_wrk == (USE_INVEN))
5174 if (allow_floor) command_wrk = USE_FLOOR;
5175 else if (allow_equip) command_wrk = USE_EQUIP;
5182 else if (command_wrk == (USE_EQUIP))
5184 if (allow_inven) command_wrk = USE_INVEN;
5185 else if (allow_floor) command_wrk = USE_FLOOR;
5192 else if (command_wrk == (USE_FLOOR))
5194 if (allow_equip) command_wrk = USE_EQUIP;
5195 else if (allow_inven) command_wrk = USE_INVEN;
5208 /* Hack -- Fix screen */
5218 /* Switch inven/equip */
5219 if (command_wrk == USE_INVEN) max_line = max_inven;
5220 else if (command_wrk == USE_EQUIP) max_line = max_equip;
5221 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
5222 if (menu_line > max_line) menu_line = max_line;
5224 /* Need to redraw */
5232 /* Verify legality */
5233 if (command_wrk == (USE_INVEN))
5235 if (allow_equip) command_wrk = USE_EQUIP;
5236 else if (allow_floor) command_wrk = USE_FLOOR;
5243 else if (command_wrk == (USE_EQUIP))
5245 if (allow_floor) command_wrk = USE_FLOOR;
5246 else if (allow_inven) command_wrk = USE_INVEN;
5253 else if (command_wrk == (USE_FLOOR))
5255 if (allow_inven) command_wrk = USE_INVEN;
5256 else if (allow_equip) command_wrk = USE_EQUIP;
5269 /* Hack -- Fix screen */
5279 /* Switch inven/equip */
5280 if (command_wrk == USE_INVEN) max_line = max_inven;
5281 else if (command_wrk == USE_EQUIP) max_line = max_equip;
5282 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
5283 if (menu_line > max_line) menu_line = max_line;
5285 /* Need to redraw */
5294 if (command_wrk == USE_FLOOR)
5297 (*cp) = -get_item_label;
5301 /* Validate the item */
5302 if (!get_item_okay(get_item_label))
5308 /* Allow player to "refuse" certain actions */
5309 if (!get_item_allow(get_item_label))
5315 /* Accept that choice */
5316 (*cp) = get_item_label;
5325 if (select_the_force) {
5333 if (menu_line > max_line) menu_line -= max_line;
5354 command_see = FALSE;
5377 cave_type *c_ptr = &cave[py][px];
5379 if (command_wrk != (USE_FLOOR)) break;
5381 /* Get the object being moved. */
5382 o_idx = c_ptr->o_idx;
5384 /* Only rotate a pile of two or more objects. */
5385 if (!(o_idx && o_list[o_idx].next_o_idx)) break;
5387 /* Remove the first object from the list. */
5388 excise_object_idx(o_idx);
5390 /* Find end of the list. */
5392 while (o_list[i].next_o_idx)
5393 i = o_list[i].next_o_idx;
5395 /* Add after the last object. */
5396 o_list[i].next_o_idx = o_idx;
5398 /* Re-scan floor list */
5399 floor_num = scan_floor(floor_list, py, px, 0x03);
5401 /* Hack -- Fix screen */
5416 if (command_wrk == (USE_INVEN))
5423 command_wrk = (USE_EQUIP);
5425 else if (command_wrk == (USE_EQUIP))
5432 command_wrk = (USE_INVEN);
5434 else if (command_wrk == (USE_FLOOR))
5438 command_wrk = (USE_INVEN);
5440 else if (allow_equip)
5442 command_wrk = (USE_EQUIP);
5451 /* Hack -- Fix screen */
5461 /* Need to redraw */
5474 * If we are already examining the floor, and there
5475 * is only one item, we will always select it.
5476 * If we aren't examining the floor and there is only
5477 * one item, we will select it if floor_query_flag
5482 if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
5485 k = 0 - floor_list[0];
5487 /* Allow player to "refuse" certain actions */
5488 if (!get_item_allow(k))
5494 /* Accept that choice */
5503 /* Hack -- Fix screen */
5513 command_wrk = (USE_FLOOR);
5519 case '1': case '2': case '3':
5520 case '4': case '5': case '6':
5521 case '7': case '8': case '9':
5523 if (command_wrk != USE_FLOOR)
5525 /* Look up the tag */
5526 if (!get_tag(&k, which, command_wrk))
5532 /* Hack -- Validate the item */
5533 if ((k < INVEN_RARM) ? !inven : !equip)
5539 /* Validate the item */
5540 if (!get_item_okay(k))
5548 /* Look up the alphabetical tag */
5549 if (get_tag_floor(&k, which, floor_list, floor_num))
5552 k = 0 - floor_list[k];
5561 /* Allow player to "refuse" certain actions */
5562 if (!get_item_allow(k))
5568 /* Accept that choice */
5574 #endif /* ALLOW_REPEAT */
5582 /* Choose "default" inventory item */
5583 if (command_wrk == (USE_INVEN))
5585 k = ((i1 == i2) ? i1 : -1);
5588 /* Choose "default" equipment item */
5589 else if (command_wrk == (USE_EQUIP))
5591 k = ((e1 == e2) ? e1 : -1);
5594 /* Choose "default" floor item */
5595 else if (command_wrk == (USE_FLOOR))
5600 k = 0 - floor_list[0];
5602 /* Allow player to "refuse" certain actions */
5603 if (!get_item_allow(k))
5609 /* Accept that choice */
5617 /* Validate the item */
5618 if (!get_item_okay(k))
5624 /* Allow player to "refuse" certain actions */
5625 if (!get_item_allow(k))
5631 /* Accept that choice */
5641 if (select_the_force) {
5655 if (command_wrk != USE_FLOOR)
5657 bool not_found = FALSE;
5659 /* Look up the alphabetical tag */
5660 if (!get_tag(&k, which, command_wrk))
5665 /* Hack -- Validate the item */
5666 else if ((k < INVEN_RARM) ? !inven : !equip)
5671 /* Validate the item */
5672 else if (!get_item_okay(k))
5679 /* Accept that choice */
5685 #endif /* ALLOW_REPEAT */
5691 /* Look up the alphabetical tag */
5692 if (get_tag_floor(&k, which, floor_list, floor_num))
5695 k = 0 - floor_list[k];
5697 /* Accept that choice */
5703 #endif /* ALLOW_REPEAT */
5708 /* Extract "query" setting */
5709 ver = isupper(which);
5710 which = tolower(which);
5712 /* Convert letter to inventory index */
5713 if (command_wrk == (USE_INVEN))
5715 if (which == '(') k = i1;
5716 else if (which == ')') k = i2;
5717 else k = label_to_inven(which);
5720 /* Convert letter to equipment index */
5721 else if (command_wrk == (USE_EQUIP))
5723 if (which == '(') k = e1;
5724 else if (which == ')') k = e2;
5725 else k = label_to_equip(which);
5728 /* Convert letter to floor index */
5729 else if (command_wrk == USE_FLOOR)
5731 if (which == '(') k = 0;
5732 else if (which == ')') k = floor_num - 1;
5733 else k = islower(which) ? A2I(which) : -1;
5734 if (k < 0 || k >= floor_num || k >= 23)
5741 k = 0 - floor_list[k];
5744 /* Validate the item */
5745 if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
5751 /* Verify the item */
5753 if (ver && !verify("本当に", k))
5755 if (ver && !verify("Try", k))
5763 /* Allow player to "refuse" certain actions */
5764 if (!get_item_allow(k))
5770 /* Accept that choice */
5780 /* Fix the screen if necessary */
5786 /* Hack -- Cancel "display" */
5787 command_see = FALSE;
5791 /* Forget the item_tester_tval restriction */
5792 item_tester_tval = 0;
5794 /* Forget the item_tester_hook restriction */
5795 item_tester_hook = NULL;
5798 /* Clean up 'show choices' */
5799 /* Toggle again if needed */
5800 if (toggle) toggle_inven_equip();
5803 p_ptr->window |= (PW_INVEN | PW_EQUIP);
5809 /* Clear the prompt line */
5812 /* Warning if needed */
5813 if (oops && str) msg_print(str);
5819 if (command_cmd) prev_tag = cur_tag;
5820 #endif /* ALLOW_REPEAT */
5822 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
5830 * @brief 床上のアイテムを拾う選択用サブルーチン
5831 * @return プレイヤーによりアイテムが選択されたならTRUEを返す。
5833 static bool py_pickup_floor_aux(void)
5841 /* Restrict the choices */
5842 item_tester_hook = inven_carry_okay;
5847 s = "もうザックには床にあるどのアイテムも入らない。";
5849 q = "Get which item? ";
5850 s = "You no longer have any room for the objects on the floor.";
5853 if (get_item(&item, q, s, (USE_FLOOR)))
5855 this_o_idx = 0 - item;
5862 /* Pick up the object */
5863 py_pickup_aux(this_o_idx);
5869 * @brief 床上のアイテムを拾うメイン処理
5870 * @param pickup FALSEなら金銭の自動拾いのみを行う/ FALSE then only gold will be picked up
5873 * This is called by py_pickup() when easy_floor is TRUE.
5875 void py_pickup_floor(bool pickup)
5877 s16b this_o_idx, next_o_idx = 0;
5879 char o_name[MAX_NLEN];
5882 int floor_num = 0, floor_o_idx = 0;
5886 /* Scan the pile of objects */
5887 for (this_o_idx = cave[py][px].o_idx; this_o_idx; this_o_idx = next_o_idx)
5891 /* Access the object */
5892 o_ptr = &o_list[this_o_idx];
5894 /* Describe the object */
5895 object_desc(o_name, o_ptr, 0);
5897 /* Access the next object */
5898 next_o_idx = o_ptr->next_o_idx;
5900 /* Hack -- disturb */
5904 if (o_ptr->tval == TV_GOLD)
5908 msg_format(" $%ld の価値がある%sを見つけた。",
5909 (long)o_ptr->pval, o_name);
5911 msg_format("You have found %ld gold pieces worth of %s.",
5912 (long) o_ptr->pval, o_name);
5916 /* Collect the gold */
5917 p_ptr->au += o_ptr->pval;
5920 p_ptr->redraw |= (PR_GOLD);
5923 p_ptr->window |= (PW_PLAYER);
5925 /* Delete the gold */
5926 delete_object_idx(this_o_idx);
5928 /* Check the next object */
5931 else if (o_ptr->marked & OM_NOMSG)
5933 /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
5934 * ignored. Otherwise, they are included in the prompt. */
5935 o_ptr->marked &= ~(OM_NOMSG);
5939 /* Count non-gold objects that can be picked up. */
5940 if (inven_carry_okay(o_ptr))
5945 /* Count non-gold objects */
5948 /* Remember this index */
5949 floor_o_idx = this_o_idx;
5952 /* There are no non-gold objects */
5956 /* Mention the number of objects */
5962 /* Access the object */
5963 o_ptr = &o_list[floor_o_idx];
5965 #ifdef ALLOW_EASY_SENSE
5967 /* Option: Make object sensing easy */
5970 /* Sense the object */
5971 (void) sense_object(o_ptr);
5974 #endif /* ALLOW_EASY_SENSE */
5976 /* Describe the object */
5977 object_desc(o_name, o_ptr, 0);
5981 msg_format("%sがある。", o_name);
5983 msg_format("You see %s.", o_name);
5988 /* Multiple objects */
5993 msg_format("%d 個のアイテムの山がある。", floor_num);
5995 msg_format("You see a pile of %d items.", floor_num);
6004 /* The player has no room for anything on the floor. */
6010 /* Access the object */
6011 o_ptr = &o_list[floor_o_idx];
6013 #ifdef ALLOW_EASY_SENSE
6015 /* Option: Make object sensing easy */
6018 /* Sense the object */
6019 (void) sense_object(o_ptr);
6022 #endif /* ALLOW_EASY_SENSE */
6024 /* Describe the object */
6025 object_desc(o_name, o_ptr, 0);
6029 msg_format("ザックには%sを入れる隙間がない。", o_name);
6031 msg_format("You have no room for %s.", o_name);
6036 /* Multiple objects */
6041 msg_format("ザックには床にあるどのアイテムも入らない。", o_name);
6043 msg_print("You have no room for any of the objects on the floor.");
6055 /* Hack -- query every object */
6056 if (carry_query_flag)
6058 char out_val[MAX_NLEN+20];
6060 /* Access the object */
6061 o_ptr = &o_list[floor_o_idx];
6063 #ifdef ALLOW_EASY_SENSE
6065 /* Option: Make object sensing easy */
6068 /* Sense the object */
6069 (void) sense_object(o_ptr);
6072 #endif /* ALLOW_EASY_SENSE */
6074 /* Describe the object */
6075 object_desc(o_name, o_ptr, 0);
6077 /* Build a prompt */
6079 (void) sprintf(out_val, "%sを拾いますか? ", o_name);
6081 (void) sprintf(out_val, "Pick up %s? ", o_name);
6085 /* Ask the user to confirm */
6086 if (!get_check(out_val))
6093 /* Access the object */
6094 o_ptr = &o_list[floor_o_idx];
6096 #ifdef ALLOW_EASY_SENSE
6098 /* Option: Make object sensing easy */
6101 /* Sense the object */
6102 (void) sense_object(o_ptr);
6105 #endif /* ALLOW_EASY_SENSE */
6107 /* Pick up the object */
6108 py_pickup_aux(floor_o_idx);
6111 /* Allow the user to choose an object */
6114 while (can_pickup--)
6116 if (!py_pickup_floor_aux()) break;
6121 #endif /* ALLOW_EASY_FLOOR */