-/*!
- * @file object1.c
- * @brief オブジェクトの実装 / Object code, part 1
- * @date 2014/01/10
- * @author
- * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
- *\n
- * This software may be copied and distributed for educational, research,\n
- * and not for profit purposes provided that this copyright and statement\n
- * are included in all such copies. Other copyrights may also apply.\n
- * 2014 Deskull rearranged comment for Doxygen.\n
- */
-
-#include "angband.h"
-#include "util.h"
-
-#include "artifact.h"
-#include "floor.h"
-#include "cmd-activate.h"
-#include "object-flavor.h"
-#include "object-hook.h"
-#include "player-move.h"
-#include "monster.h"
-#include "files.h"
-
-#if defined(MACINTOSH) || defined(MACH_O_CARBON)
-#ifdef verify
-#undef verify
-#endif
-#endif
-
-/*!
- * @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
- * @return なし
- * This involves resetting various things to their "default" state.\n
- *\n
- * If the "prefs" flag is TRUE, then we will also load the appropriate\n
- * "user pref file" based on the current setting of the "use_graphics"\n
- * flag. This is useful for switching "graphics" on/off.\n
- *\n
- * The features, objects, and monsters, should all be encoded in the\n
- * relevant "font.pref" and/or "graf.prf" files. \n
- *\n
- * The "prefs" parameter is no longer meaningful. \n
- */
-void reset_visuals(void)
-{
- int i, j;
-
- /* Extract some info about terrain features */
- for (i = 0; i < max_f_idx; i++)
- {
- feature_type *f_ptr = &f_info[i];
-
- /* Assume we will use the underlying values */
- for (j = 0; j < F_LIT_MAX; j++)
- {
- f_ptr->x_attr[j] = f_ptr->d_attr[j];
- f_ptr->x_char[j] = f_ptr->d_char[j];
- }
- }
-
- /* Extract default attr/char code for objects */
- for (i = 0; i < max_k_idx; i++)
- {
- object_kind *k_ptr = &k_info[i];
-
- /* Default attr/char */
- k_ptr->x_attr = k_ptr->d_attr;
- k_ptr->x_char = k_ptr->d_char;
- }
-
- /* Extract default attr/char code for monsters */
- for (i = 0; i < max_r_idx; i++)
- {
- monster_race *r_ptr = &r_info[i];
-
- /* Default attr/char */
- r_ptr->x_attr = r_ptr->d_attr;
- r_ptr->x_char = r_ptr->d_char;
- }
-
- if (use_graphics)
- {
- char buf[1024];
-
- /* Process "graf.prf" */
- process_pref_file("graf.prf");
-
- /* Access the "character" pref file */
- sprintf(buf, "graf-%s.prf", player_base);
-
- /* Process "graf-<playername>.prf" */
- process_pref_file(buf);
- }
-
- /* Normal symbols */
- else
- {
- char buf[1024];
-
- /* Process "font.prf" */
- process_pref_file("font.prf");
-
- /* Access the "character" pref file */
- sprintf(buf, "font-%s.prf", player_base);
-
- /* Process "font-<playername>.prf" */
- process_pref_file(buf);
- }
-}
-
-/*!
- * @brief オブジェクトのフラグ類を配列に与える
- * Obtain the "flags" for an item
- * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
- * @param flgs フラグ情報を受け取る配列
- * @return なし
- */
-void object_flags(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
-{
- object_kind *k_ptr = &k_info[o_ptr->k_idx];
- int i;
-
- /* Base object */
- for (i = 0; i < TR_FLAG_SIZE; i++)
- flgs[i] = k_ptr->flags[i];
-
- /* Artifact */
- if (object_is_fixed_artifact(o_ptr))
- {
- artifact_type *a_ptr = &a_info[o_ptr->name1];
-
- for (i = 0; i < TR_FLAG_SIZE; i++)
- flgs[i] = a_ptr->flags[i];
- }
-
- /* Ego-item */
- if (object_is_ego(o_ptr))
- {
- ego_item_type *e_ptr = &e_info[o_ptr->name2];
-
- for (i = 0; i < TR_FLAG_SIZE; i++)
- flgs[i] |= e_ptr->flags[i];
-
- if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
- {
- remove_flag(flgs, TR_SH_FIRE);
- }
- else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
- {
- remove_flag(flgs, TR_INFRA);
- }
- else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
- {
- remove_flag(flgs, TR_RES_BLIND);
- remove_flag(flgs, TR_SEE_INVIS);
- }
- }
-
- /* Random artifact ! */
- for (i = 0; i < TR_FLAG_SIZE; i++)
- flgs[i] |= o_ptr->art_flags[i];
-
- if (object_is_smith(o_ptr))
- {
- int add = o_ptr->xtra3 - 1;
-
- if (add < TR_FLAG_MAX)
- {
- add_flag(flgs, add);
- }
- else if (add == ESSENCE_TMP_RES_ACID)
- {
- add_flag(flgs, TR_RES_ACID);
- add_flag(flgs, TR_ACTIVATE);
- }
- else if (add == ESSENCE_TMP_RES_ELEC)
- {
- add_flag(flgs, TR_RES_ELEC);
- add_flag(flgs, TR_ACTIVATE);
- }
- else if (add == ESSENCE_TMP_RES_FIRE)
- {
- add_flag(flgs, TR_RES_FIRE);
- add_flag(flgs, TR_ACTIVATE);
- }
- else if (add == ESSENCE_TMP_RES_COLD)
- {
- add_flag(flgs, TR_RES_COLD);
- add_flag(flgs, TR_ACTIVATE);
- }
- else if (add == ESSENCE_SH_FIRE)
- {
- add_flag(flgs, TR_RES_FIRE);
- add_flag(flgs, TR_SH_FIRE);
- }
- else if (add == ESSENCE_SH_ELEC)
- {
- add_flag(flgs, TR_RES_ELEC);
- add_flag(flgs, TR_SH_ELEC);
- }
- else if (add == ESSENCE_SH_COLD)
- {
- add_flag(flgs, TR_RES_COLD);
- add_flag(flgs, TR_SH_COLD);
- }
- else if (add == ESSENCE_RESISTANCE)
- {
- add_flag(flgs, TR_RES_ACID);
- add_flag(flgs, TR_RES_ELEC);
- add_flag(flgs, TR_RES_FIRE);
- add_flag(flgs, TR_RES_COLD);
- }
- else if (add == TR_IMPACT)
- {
- add_flag(flgs, TR_ACTIVATE);
- }
- }
-}
-
-/*!
- * @brief オブジェクトの明示されているフラグ類を取得する
- * Obtain the "flags" for an item which are known to the player
- * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
- * @param flgs フラグ情報を受け取る配列
- * @return なし
- */
-void object_flags_known(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
-{
- bool spoil = FALSE;
- int i;
-
- object_kind *k_ptr = &k_info[o_ptr->k_idx];
-
- /* Clear */
- for (i = 0; i < TR_FLAG_SIZE; i++)
- flgs[i] = 0;
-
- if (!object_is_aware(o_ptr)) return;
-
- /* Base object */
- for (i = 0; i < TR_FLAG_SIZE; i++)
- flgs[i] = k_ptr->flags[i];
-
- /* Must be identified */
- if (!object_is_known(o_ptr)) return;
-
- /* Ego-item (known basic flags) */
- if (object_is_ego(o_ptr))
- {
- ego_item_type *e_ptr = &e_info[o_ptr->name2];
-
- for (i = 0; i < TR_FLAG_SIZE; i++)
- flgs[i] |= e_ptr->flags[i];
-
- if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
- {
- remove_flag(flgs, TR_SH_FIRE);
- }
- else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
- {
- remove_flag(flgs, TR_INFRA);
- }
- else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
- {
- remove_flag(flgs, TR_RES_BLIND);
- remove_flag(flgs, TR_SEE_INVIS);
- }
- }
-
-
-#ifdef SPOIL_ARTIFACTS
- /* Full knowledge for some artifacts */
- if (object_is_artifact(o_ptr)) spoil = TRUE;
-#endif /* SPOIL_ARTIFACTS */
-
-#ifdef SPOIL_EGO_ITEMS
- /* Full knowledge for some ego-items */
- if (object_is_ego(o_ptr)) spoil = TRUE;
-#endif /* SPOIL_EGO_ITEMS */
-
- /* Need full knowledge or spoilers */
- if (spoil || (o_ptr->ident & IDENT_MENTAL))
- {
- /* Artifact */
- if (object_is_fixed_artifact(o_ptr))
- {
- artifact_type *a_ptr = &a_info[o_ptr->name1];
-
- for (i = 0; i < TR_FLAG_SIZE; i++)
- flgs[i] = a_ptr->flags[i];
- }
-
- /* Random artifact ! */
- for (i = 0; i < TR_FLAG_SIZE; i++)
- flgs[i] |= o_ptr->art_flags[i];
- }
-
- if (object_is_smith(o_ptr))
- {
- int add = o_ptr->xtra3 - 1;
-
- if (add < TR_FLAG_MAX)
- {
- add_flag(flgs, add);
- }
- else if (add == ESSENCE_TMP_RES_ACID)
- {
- add_flag(flgs, TR_RES_ACID);
- }
- else if (add == ESSENCE_TMP_RES_ELEC)
- {
- add_flag(flgs, TR_RES_ELEC);
- }
- else if (add == ESSENCE_TMP_RES_FIRE)
- {
- add_flag(flgs, TR_RES_FIRE);
- }
- else if (add == ESSENCE_TMP_RES_COLD)
- {
- add_flag(flgs, TR_RES_COLD);
- }
- else if (add == ESSENCE_SH_FIRE)
- {
- add_flag(flgs, TR_RES_FIRE);
- add_flag(flgs, TR_SH_FIRE);
- }
- else if (add == ESSENCE_SH_ELEC)
- {
- add_flag(flgs, TR_RES_ELEC);
- add_flag(flgs, TR_SH_ELEC);
- }
- else if (add == ESSENCE_SH_COLD)
- {
- add_flag(flgs, TR_RES_COLD);
- add_flag(flgs, TR_SH_COLD);
- }
- else if (add == ESSENCE_RESISTANCE)
- {
- add_flag(flgs, TR_RES_ACID);
- add_flag(flgs, TR_RES_ELEC);
- add_flag(flgs, TR_RES_FIRE);
- add_flag(flgs, TR_RES_COLD);
- }
- }
-}
-
-/*!
- * @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)
- * @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
- * @return concptr 発動名称を返す文字列ポインタ
- */
-static concptr item_activation_dragon_breath(object_type *o_ptr)
-{
- static char desc[256];
- BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
- int i, n = 0;
-
- object_flags(o_ptr, flgs);
- strcpy(desc, _("", "breath "));
-
- for (i = 0; dragonbreath_info[i].flag != 0; i++)
- {
- if (have_flag(flgs, dragonbreath_info[i].flag))
- {
- if (n > 0) strcat(desc, _("、", ", "));
- strcat(desc, dragonbreath_info[i].name);
- n++;
- }
- }
-
- strcat(desc, _("のブレス(250)", ""));
-
- return (desc);
-}
-
-/*!
- * @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)
- * @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
- * @return concptr 発動名称を返す文字列ポインタ
- */
-static concptr item_activation_aux(object_type *o_ptr)
-{
- static char activation_detail[256];
- concptr desc;
- char timeout[32];
- int constant, dice;
- const activation_type* const act_ptr = find_activation_info(o_ptr);
-
- if (!act_ptr) return _("未定義", "something undefined");
-
- desc = act_ptr->desc;
-
- /* Overwrite description if it is special */
- switch (act_ptr->index) {
- case ACT_BR_FIRE:
- if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
- desc = _("火炎のブレス (200) と火への耐性", "breath of fire (200) and resist fire");
- break;
- case ACT_BR_COLD:
- if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
- desc = _("冷気のブレス (200) と冷気への耐性", "breath of cold (200) and resist cold");
- break;
- case ACT_BR_DRAGON:
- desc = item_activation_dragon_breath(o_ptr);
- break;
- case ACT_AGGRAVATE:
- if (o_ptr->name1 == ART_HYOUSIGI)
- desc = _("拍子木を打ちならす", "beat wooden clappers");
- break;
- case ACT_RESIST_ACID:
- if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID))
- desc = _("アシッド・ボール (100) と酸への耐性", "ball of acid (100) and resist acid");
- break;
- case ACT_RESIST_FIRE:
- if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE))
- desc = _("ファイア・ボール (100) と火への耐性", "ball of fire (100) and resist fire");
- break;
- case ACT_RESIST_COLD:
- if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD))
- desc = _("アイス・ボール (100) と冷気への耐性", "ball of cold (100) and resist cold");
- break;
- case ACT_RESIST_ELEC:
- if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC))
- desc = _("サンダー・ボール (100) と電撃への耐性", "ball of elec (100) and resist elec");
- break;
- case ACT_RESIST_POIS:
- if (o_ptr->name2 == EGO_BRAND_POIS)
- desc = _("悪臭雲 (100) と毒への耐性", "ball of poison (100) and resist elec");
- break;
- }
-
- /* Timeout description */
- constant = act_ptr->timeout.constant;
- dice = act_ptr->timeout.dice;
- if (constant == 0 && dice == 0) {
- /* We can activate it every current_world_ptr->game_turn */
- strcpy(timeout, _("いつでも", "every current_world_ptr->game_turn"));
- } else if (constant < 0) {
- /* Activations that have special timeout */
- switch (act_ptr->index) {
- case ACT_BR_FIRE:
- sprintf(timeout, _("%d ターン毎", "every %d turns"),
- ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250);
- break;
- case ACT_BR_COLD:
- sprintf(timeout, _("%d ターン毎", "every %d turns"),
- ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250);
- break;
- case ACT_TERROR:
- strcpy(timeout, _("3*(レベル+10) ターン毎", "every 3 * (level+10) turns"));
- break;
- case ACT_MURAMASA:
- strcpy(timeout, _("確率50%で壊れる", "(destroyed 50%)"));
- break;
- default:
- strcpy(timeout, "undefined");
- break;
- }
- } else {
- /* Normal timeout activations */
- char constant_str[16], dice_str[16];
- sprintf(constant_str, "%d", constant);
- sprintf(dice_str, "d%d", dice);
- sprintf(timeout, _("%s%s%s ターン毎", "every %s%s%s turns"),
- (constant > 0) ? constant_str : "",
- (constant > 0 && dice > 0) ? "+" : "",
- (dice > 0) ? dice_str : "");
- }
-
- /* Build detail activate description */
- sprintf(activation_detail, _("%s : %s", "%s %s"), desc, timeout);
-
- return activation_detail;
-}
-
-/*!
- * @brief オブジェクトの発動効果名称を返す(メインルーチン) /
- * Determine the "Activation" (if any) for an artifact Return a string, or NULL for "no activation"
- * @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
- * @return concptr 発動名称を返す文字列ポインタ
- */
-concptr item_activation(object_type *o_ptr)
-{
- BIT_FLAGS flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, flgs);
-
- /* Require activation ability */
- if (!(have_flag(flgs, TR_ACTIVATE))) return (_("なし", "nothing"));
-
- /* Get an explain of an activation */
- if (activation_index(o_ptr))
- {
- return item_activation_aux(o_ptr);
- }
-
- /* Special items */
- if (o_ptr->tval == TV_WHISTLE)
- {
- return _("ペット呼び寄せ : 100+d100ターン毎", "call pet every 100+d100 turns");
- }
-
- if (o_ptr->tval == TV_CAPTURE)
- {
- return _("モンスターを捕える、又は解放する。", "captures or releases a monster.");
- }
-
- return _("何も起きない", "Nothing");
-}
-
-
-/*!
- * @brief オブジェクトの*鑑定*内容を詳述して表示する /
- * Describe a "fully identified" item
- * @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
- * @param mode 表示オプション
- * @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。
- */
-bool screen_object(object_type *o_ptr, BIT_FLAGS mode)
-{
- int i = 0, j, k;
-
- BIT_FLAGS flgs[TR_FLAG_SIZE];
-
- char temp[70 * 20];
- concptr info[128];
- GAME_TEXT o_name[MAX_NLEN];
- int wid, hgt;
- POSITION rad;
- char desc[256];
-
- int trivial_info = 0;
- object_flags(o_ptr, flgs);
-
- /* Extract the description */
- {
- roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
- (k_text + k_info[o_ptr->k_idx].text),
- 77 - 15, temp, sizeof(temp));
- for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
- { info[i] = &temp[j]; i++;}
- }
-
- if (object_is_equipment(o_ptr))
- {
- /* Descriptions of a basic equipment is just a flavor */
- trivial_info = i;
- }
-
- /* Mega-Hack -- describe activation */
- if (have_flag(flgs, TR_ACTIVATE))
- {
- info[i++] = _("始動したときの効果...", "It can be activated for...");
- info[i++] = item_activation(o_ptr);
- info[i++] = _("...ただし装備していなければならない。", "...if it is being worn.");
- }
-
- /* Figurines, a hack */
- if (o_ptr->tval == TV_FIGURINE)
- {
- info[i++] = _("それは投げた時ペットに変化する。", "It will transform into a pet when thrown.");
- }
-
- /* Figurines, a hack */
- if (o_ptr->name1 == ART_STONEMASK)
- {
- info[i++] = _("それを装備した者は吸血鬼になる。", "It makes you current_world_ptr->game_turn into a vampire permanently.");
- }
-
- if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
- {
- info[i++] = _("それは相手を一撃で倒すことがある。", "It will attempt to kill a monster instantly.");
- }
-
- if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
- {
- info[i++] = _("それは自分自身に攻撃が返ってくることがある。", "It causes you to strike yourself sometimes.");
- info[i++] = _("それは無敵のバリアを切り裂く。", "It always penetrates invulnerability barriers.");
- }
-
- if (o_ptr->name2 == EGO_2WEAPON)
- {
- info[i++] = _("それは二刀流での命中率を向上させる。", "It affects your ability to hit when you are wielding two weapons.");
- }
-
- if (have_flag(flgs, TR_EASY_SPELL))
- {
- info[i++] = _("それは魔法の難易度を下げる。", "It affects your ability to cast spells.");
- }
-
- if (o_ptr->name2 == EGO_AMU_FOOL)
- {
- info[i++] = _("それは魔法の難易度を上げる。", "It interferes with casting spells.");
- }
-
- if (o_ptr->name2 == EGO_RING_THROW)
- {
- info[i++] = _("それは物を強く投げることを可能にする。", "It provides great strength when you throw an item.");
- }
-
- if (o_ptr->name2 == EGO_AMU_NAIVETY)
- {
- info[i++] = _("それは魔法抵抗力を下げる。", "It decreases your magic resistance.");
- }
-
- if (o_ptr->tval == TV_STATUE)
- {
- monster_race *r_ptr = &r_info[o_ptr->pval];
-
- if (o_ptr->pval == MON_BULLGATES)
- info[i++] = _("それは部屋に飾ると恥ずかしい。", "It is shameful.");
- else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR))
- info[i++] = _("それは部屋に飾ると恐い。", "It is fearful.");
- else
- info[i++] = _("それは部屋に飾ると楽しい。", "It is cheerful.");
- }
-
- /* Hack -- describe lite's */
-
- if (o_ptr->name2 == EGO_LITE_DARKNESS) info[i++] = _("それは全く光らない。", "It provides no light.");
-
- rad = 0;
- if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
- if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
- if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
- if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
- if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
- if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
-
- if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
-
- if (have_flag(flgs, TR_LITE_FUEL) && o_ptr->name2 != EGO_LITE_DARKNESS)
- {
- 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."), (int)rad);
- }
- else
- {
- 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."), (int)rad);
- 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."), (int)-rad);
- }
-
- if(rad != 0) info[i++] = desc;
-
-
- if (o_ptr->name2 == EGO_LITE_LONG)
- {
- info[i++] = _("それは長いターン明かりを授ける。", "It provides light for much longer time.");
- }
-
- /* And then describe it fully */
-
- if (have_flag(flgs, TR_RIDING))
- {
- if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
- info[i++] = _("それは乗馬中は非常に使いやすい。", "It is made for use while riding.");
- else
- {
- info[i++] = _("それは乗馬中でも使いやすい。", "It is suitable for use while riding.");
- /* This information is not important enough */
- trivial_info++;
- }
- }
- if (have_flag(flgs, TR_STR))
- {
- info[i++] = _("それは腕力に影響を及ぼす。", "It affects your strength.");
- }
- if (have_flag(flgs, TR_INT))
- {
- info[i++] = _("それは知能に影響を及ぼす。", "It affects your intelligence.");
- }
- if (have_flag(flgs, TR_WIS))
- {
- info[i++] = _("それは賢さに影響を及ぼす。", "It affects your wisdom.");
- }
- if (have_flag(flgs, TR_DEX))
- {
- info[i++] = _("それは器用さに影響を及ぼす。", "It affects your dexterity.");
- }
- if (have_flag(flgs, TR_CON))
- {
- info[i++] = _("それは耐久力に影響を及ぼす。", "It affects your constitution.");
- }
- if (have_flag(flgs, TR_CHR))
- {
- info[i++] = _("それは魅力に影響を及ぼす。", "It affects your charisma.");
- }
-
- if (have_flag(flgs, TR_MAGIC_MASTERY))
- {
- info[i++] = _("それは魔法道具使用能力に影響を及ぼす。", "It affects your ability to use magic devices.");
-
- }
- if (have_flag(flgs, TR_STEALTH))
- {
- info[i++] = _("それは隠密行動能力に影響を及ぼす。", "It affects your stealth.");
- }
- if (have_flag(flgs, TR_SEARCH))
- {
- info[i++] = _("それは探索能力に影響を及ぼす。", "It affects your searching.");
- }
- if (have_flag(flgs, TR_INFRA))
- {
- info[i++] = _("それは赤外線視力に影響を及ぼす。", "It affects your infravision.");
- }
- if (have_flag(flgs, TR_TUNNEL))
- {
- info[i++] = _("それは採掘能力に影響を及ぼす。", "It affects your ability to tunnel.");
- }
- if (have_flag(flgs, TR_SPEED))
- {
- info[i++] = _("それはスピードに影響を及ぼす。", "It affects your speed.");
- }
- if (have_flag(flgs, TR_BLOWS))
- {
- info[i++] = _("それは打撃回数に影響を及ぼす。", "It affects your attack speed.");
- }
-
- if (have_flag(flgs, TR_BRAND_ACID))
- {
- info[i++] = _("それは酸によって大きなダメージを与える。", "It does extra damage from acid.");
- }
- if (have_flag(flgs, TR_BRAND_ELEC))
- {
- info[i++] = _("それは電撃によって大きなダメージを与える。", "It does extra damage from electricity.");
- }
- if (have_flag(flgs, TR_BRAND_FIRE))
- {
- info[i++] = _("それは火炎によって大きなダメージを与える。", "It does extra damage from fire.");
- }
- if (have_flag(flgs, TR_BRAND_COLD))
- {
- info[i++] = _("それは冷気によって大きなダメージを与える。", "It does extra damage from frost.");
- }
-
- if (have_flag(flgs, TR_BRAND_POIS))
- {
- info[i++] = _("それは敵を毒する。", "It poisons your foes.");
- }
-
- if (have_flag(flgs, TR_CHAOTIC))
- {
- info[i++] = _("それはカオス的な効果を及ぼす。", "It produces chaotic effects.");
- }
-
- if (have_flag(flgs, TR_VAMPIRIC))
- {
- info[i++] = _("それは敵から生命力を吸収する。", "It drains life from your foes.");
- }
-
- if (have_flag(flgs, TR_IMPACT))
- {
- info[i++] = _("それは地震を起こすことができる。", "It can cause earthquakes.");
- }
-
- if (have_flag(flgs, TR_VORPAL))
- {
- 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。", "It is very sharp and can cut your foes.");
- }
-
- if (have_flag(flgs, TR_KILL_DRAGON))
- {
- info[i++] = _("それはドラゴンにとっての天敵である。", "It is a great bane of dragons.");
- }
- else if (have_flag(flgs, TR_SLAY_DRAGON))
- {
- 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。", "It is especially deadly against dragons.");
- }
-
- if (have_flag(flgs, TR_KILL_ORC))
- {
- info[i++] = _("それはオークにとっての天敵である。", "It is a great bane of orcs.");
- }
- if (have_flag(flgs, TR_SLAY_ORC))
- {
- info[i++] = _("それはオークに対して特に恐るべき力を発揮する。", "It is especially deadly against orcs.");
- }
-
- if (have_flag(flgs, TR_KILL_TROLL))
- {
- info[i++] = _("それはトロルにとっての天敵である。", "It is a great bane of trolls.");
- }
- if (have_flag(flgs, TR_SLAY_TROLL))
- {
- info[i++] = _("それはトロルに対して特に恐るべき力を発揮する。", "It is especially deadly against trolls.");
- }
-
- if (have_flag(flgs, TR_KILL_GIANT))
- {
- info[i++] = _("それは巨人にとっての天敵である。", "It is a great bane of giants.");
- }
- else if (have_flag(flgs, TR_SLAY_GIANT))
- {
- 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。", "It is especially deadly against giants.");
- }
-
- if (have_flag(flgs, TR_KILL_DEMON))
- {
- info[i++] = _("それはデーモンにとっての天敵である。", "It is a great bane of demons.");
- }
- if (have_flag(flgs, TR_SLAY_DEMON))
- {
- info[i++] = _("それはデーモンに対して聖なる力を発揮する。", "It strikes at demons with holy wrath.");
- }
-
- if (have_flag(flgs, TR_KILL_UNDEAD))
- {
- info[i++] = _("それはアンデッドにとっての天敵である。", "It is a great bane of undead.");
- }
- if (have_flag(flgs, TR_SLAY_UNDEAD))
- {
- info[i++] = _("それはアンデッドに対して聖なる力を発揮する。", "It strikes at undead with holy wrath.");
- }
-
- if (have_flag(flgs, TR_KILL_EVIL))
- {
- info[i++] = _("それは邪悪なる存在にとっての天敵である。", "It is a great bane of evil monsters.");
- }
- if (have_flag(flgs, TR_SLAY_EVIL))
- {
- info[i++] = _("それは邪悪なる存在に対して聖なる力で攻撃する。", "It fights against evil with holy fury.");
- }
-
- if (have_flag(flgs, TR_KILL_ANIMAL))
- {
- info[i++] = _("それは自然界の動物にとっての天敵である。", "It is a great bane of natural creatures.");
- }
- if (have_flag(flgs, TR_SLAY_ANIMAL))
- {
- 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。", "It is especially deadly against natural creatures.");
- }
-
- if (have_flag(flgs, TR_KILL_HUMAN))
- {
- info[i++] = _("それは人間にとっての天敵である。", "It is a great bane of humans.");
- }
- if (have_flag(flgs, TR_SLAY_HUMAN))
- {
- info[i++] = _("それは人間に対して特に恐るべき力を発揮する。", "It is especially deadly against humans.");
- }
-
- if (have_flag(flgs, TR_FORCE_WEAPON))
- {
- info[i++] = _("それは使用者の魔力を使って攻撃する。", "It powerfully strikes at a monster using your mana.");
- }
- if (have_flag(flgs, TR_DEC_MANA))
- {
- info[i++] = _("それは魔力の消費を押さえる。", "It decreases your mana consumption.");
- }
- if (have_flag(flgs, TR_SUST_STR))
- {
- info[i++] = _("それはあなたの腕力を維持する。", "It sustains your strength.");
- }
- if (have_flag(flgs, TR_SUST_INT))
- {
- info[i++] = _("それはあなたの知能を維持する。", "It sustains your intelligence.");
- }
- if (have_flag(flgs, TR_SUST_WIS))
- {
- info[i++] = _("それはあなたの賢さを維持する。", "It sustains your wisdom.");
- }
- if (have_flag(flgs, TR_SUST_DEX))
- {
- info[i++] = _("それはあなたの器用さを維持する。", "It sustains your dexterity.");
- }
- if (have_flag(flgs, TR_SUST_CON))
- {
- info[i++] = _("それはあなたの耐久力を維持する。", "It sustains your constitution.");
- }
- if (have_flag(flgs, TR_SUST_CHR))
- {
- info[i++] = _("それはあなたの魅力を維持する。", "It sustains your charisma.");
- }
-
- if (have_flag(flgs, TR_IM_ACID))
- {
- info[i++] = _("それは酸に対する完全な免疫を授ける。", "It provides immunity to acid.");
- }
- if (have_flag(flgs, TR_IM_ELEC))
- {
- info[i++] = _("それは電撃に対する完全な免疫を授ける。", "It provides immunity to electricity.");
- }
- if (have_flag(flgs, TR_IM_FIRE))
- {
- info[i++] = _("それは火に対する完全な免疫を授ける。", "It provides immunity to fire.");
- }
- if (have_flag(flgs, TR_IM_COLD))
- {
- info[i++] = _("それは寒さに対する完全な免疫を授ける。", "It provides immunity to cold.");
- }
-
- if (have_flag(flgs, TR_THROW))
- {
- 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。", "It is perfectly balanced for throwing.");
- }
-
- if (have_flag(flgs, TR_FREE_ACT))
- {
- info[i++] = _("それは麻痺に対する完全な免疫を授ける。", "It provides immunity to paralysis.");
- }
- if (have_flag(flgs, TR_HOLD_EXP))
- {
- info[i++] = _("それは経験値吸収に対する耐性を授ける。", "It provides resistance to experience draining.");
- }
- if (have_flag(flgs, TR_RES_FEAR))
- {
- info[i++] = _("それは恐怖への完全な耐性を授ける。", "It makes you completely fearless.");
- }
- if (have_flag(flgs, TR_RES_ACID))
- {
- info[i++] = _("それは酸への耐性を授ける。", "It provides resistance to acid.");
- }
- if (have_flag(flgs, TR_RES_ELEC))
- {
- info[i++] = _("それは電撃への耐性を授ける。", "It provides resistance to electricity.");
- }
- if (have_flag(flgs, TR_RES_FIRE))
- {
- info[i++] = _("それは火への耐性を授ける。", "It provides resistance to fire.");
- }
- if (have_flag(flgs, TR_RES_COLD))
- {
- info[i++] = _("それは寒さへの耐性を授ける。", "It provides resistance to cold.");
- }
- if (have_flag(flgs, TR_RES_POIS))
- {
- info[i++] = _("それは毒への耐性を授ける。", "It provides resistance to poison.");
- }
-
- if (have_flag(flgs, TR_RES_LITE))
- {
- info[i++] = _("それは閃光への耐性を授ける。", "It provides resistance to light.");
- }
- if (have_flag(flgs, TR_RES_DARK))
- {
- info[i++] = _("それは暗黒への耐性を授ける。", "It provides resistance to dark.");
- }
-
- if (have_flag(flgs, TR_RES_BLIND))
- {
- info[i++] = _("それは盲目への耐性を授ける。", "It provides resistance to blindness.");
- }
- if (have_flag(flgs, TR_RES_CONF))
- {
- info[i++] = _("それは混乱への耐性を授ける。", "It provides resistance to confusion.");
- }
- if (have_flag(flgs, TR_RES_SOUND))
- {
- info[i++] = _("それは轟音への耐性を授ける。", "It provides resistance to sound.");
- }
- if (have_flag(flgs, TR_RES_SHARDS))
- {
- info[i++] = _("それは破片への耐性を授ける。", "It provides resistance to shards.");
- }
-
- if (have_flag(flgs, TR_RES_NETHER))
- {
- info[i++] = _("それは地獄への耐性を授ける。", "It provides resistance to nether.");
- }
- if (have_flag(flgs, TR_RES_NEXUS))
- {
- info[i++] = _("それは因果混乱への耐性を授ける。", "It provides resistance to nexus.");
- }
- if (have_flag(flgs, TR_RES_CHAOS))
- {
- info[i++] = _("それはカオスへの耐性を授ける。", "It provides resistance to chaos.");
- }
- if (have_flag(flgs, TR_RES_DISEN))
- {
- info[i++] = _("それは劣化への耐性を授ける。", "It provides resistance to disenchantment.");
- }
-
- if (have_flag(flgs, TR_LEVITATION))
- {
- info[i++] = _("それは宙に浮くことを可能にする。", "It allows you to levitate.");
- }
-
- if (have_flag(flgs, TR_SEE_INVIS))
- {
- 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.");
- }
- if (have_flag(flgs, TR_TELEPATHY))
- {
- info[i++] = _("それはテレパシー能力を授ける。", "It gives telepathic powers.");
- }
- if (have_flag(flgs, TR_ESP_ANIMAL))
- {
- info[i++] = _("それは自然界の生物を感知する。", "It senses natural creatures.");
- }
- if (have_flag(flgs, TR_ESP_UNDEAD))
- {
- info[i++] = _("それはアンデッドを感知する。", "It senses undead.");
- }
- if (have_flag(flgs, TR_ESP_DEMON))
- {
- info[i++] = _("それは悪魔を感知する。", "It senses demons.");
- }
- if (have_flag(flgs, TR_ESP_ORC))
- {
- info[i++] = _("それはオークを感知する。", "It senses orcs.");
- }
- if (have_flag(flgs, TR_ESP_TROLL))
- {
- info[i++] = _("それはトロルを感知する。", "It senses trolls.");
- }
- if (have_flag(flgs, TR_ESP_GIANT))
- {
- info[i++] = _("それは巨人を感知する。", "It senses giants.");
- }
- if (have_flag(flgs, TR_ESP_DRAGON))
- {
- info[i++] = _("それはドラゴンを感知する。", "It senses dragons.");
- }
- if (have_flag(flgs, TR_ESP_HUMAN))
- {
- info[i++] = _("それは人間を感知する。", "It senses humans.");
- }
- if (have_flag(flgs, TR_ESP_EVIL))
- {
- info[i++] = _("それは邪悪な存在を感知する。", "It senses evil creatures.");
- }
- if (have_flag(flgs, TR_ESP_GOOD))
- {
- info[i++] = _("それは善良な存在を感知する。", "It senses good creatures.");
- }
- if (have_flag(flgs, TR_ESP_NONLIVING))
- {
- info[i++] = _("それは活動する無生物体を感知する。", "It senses non-living creatures.");
- }
- if (have_flag(flgs, TR_ESP_UNIQUE))
- {
- info[i++] = _("それは特別な強敵を感知する。", "It senses unique monsters.");
- }
- if (have_flag(flgs, TR_SLOW_DIGEST))
- {
- info[i++] = _("それはあなたの新陳代謝を遅くする。", "It slows your metabolism.");
- }
- if (have_flag(flgs, TR_REGEN))
- {
- info[i++] = _("それは体力回復力を強化する。", "It speeds your regenerative powers.");
- }
- if (have_flag(flgs, TR_WARNING))
- {
- info[i++] = _("それは危険に対して警告を発する。", "It warns you of danger");
- }
- if (have_flag(flgs, TR_REFLECT))
- {
- info[i++] = _("それは矢の呪文を反射する。", "It reflects bolt spells.");
- }
- if (have_flag(flgs, TR_SH_FIRE))
- {
- info[i++] = _("それは炎のバリアを張る。", "It produces a fiery sheath.");
- }
- if (have_flag(flgs, TR_SH_ELEC))
- {
- info[i++] = _("それは電気のバリアを張る。", "It produces an electric sheath.");
- }
- if (have_flag(flgs, TR_SH_COLD))
- {
- info[i++] = _("それは冷気のバリアを張る。", "It produces a sheath of coldness.");
- }
- if (have_flag(flgs, TR_NO_MAGIC))
- {
- info[i++] = _("それは反魔法バリアを張る。", "It produces an anti-magic shell.");
- }
- if (have_flag(flgs, TR_NO_TELE))
- {
- info[i++] = _("それはテレポートを邪魔する。", "It prevents teleportation.");
- }
- if (have_flag(flgs, TR_XTRA_MIGHT))
- {
- 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。", "It fires missiles with extra might.");
- }
- if (have_flag(flgs, TR_XTRA_SHOTS))
- {
- 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。", "It fires missiles excessively fast.");
- }
-
- if (have_flag(flgs, TR_BLESSED))
- {
- info[i++] = _("それは神に祝福されている。", "It has been blessed by the gods.");
- }
-
- if (object_is_cursed(o_ptr))
- {
- if (o_ptr->curse_flags & TRC_PERMA_CURSE)
- {
- info[i++] = _("それは永遠の呪いがかけられている。", "It is permanently cursed.");
- }
- else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
- {
- info[i++] = _("それは強力な呪いがかけられている。", "It is heavily cursed.");
- }
- else
- {
- info[i++] = _("それは呪われている。", "It is cursed.");
-
- /*
- * It's a trivial infomation since there is
- * fake inscription {cursed}
- */
- trivial_info++;
- }
- }
-
- if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE))
- {
- 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.");
- }
- if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE))
- {
- info[i++] = _("それは付近のモンスターを怒らせる。", "It aggravates nearby creatures.");
- }
- if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP))
- {
- info[i++] = _("それは経験値を吸い取る。", "It drains experience.");
- }
- if (o_ptr->curse_flags & TRC_SLOW_REGEN)
- {
- info[i++] = _("それは回復力を弱める。", "It slows your regenerative powers.");
- }
- if ((o_ptr->curse_flags & TRC_ADD_L_CURSE) || have_flag(flgs, TR_ADD_L_CURSE))
- {
- info[i++] = _("それは弱い呪いを増やす。","It adds weak curses.");
- }
- if ((o_ptr->curse_flags & TRC_ADD_H_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
- {
- info[i++] = _("それは強力な呪いを増やす。","It adds heavy curses.");
- }
- if ((have_flag(flgs, TR_CALL_ANIMAL)) || (o_ptr->curse_flags & TRC_CALL_ANIMAL))
- {
- info[i++] = _("それは動物を呼び寄せる。", "It attracts animals.");
- }
- if ((have_flag(flgs, TR_CALL_DEMON)) || (o_ptr->curse_flags & TRC_CALL_DEMON))
- {
- info[i++] = _("それは悪魔を呼び寄せる。", "It attracts demons.");
- }
- if ((have_flag(flgs, TR_CALL_DRAGON)) || (o_ptr->curse_flags & TRC_CALL_DRAGON))
- {
- info[i++] = _("それはドラゴンを呼び寄せる。", "It attracts dragons.");
- }
- if ((have_flag(flgs, TR_CALL_UNDEAD)) || (o_ptr->curse_flags & TRC_CALL_UNDEAD))
- {
- info[i++] = _("それは死霊を呼び寄せる。", "It attracts undeads.");
- }
- if ((have_flag(flgs, TR_COWARDICE)) || (o_ptr->curse_flags & TRC_COWARDICE))
- {
- info[i++] = _("それは恐怖感を引き起こす。", "It makes you subject to cowardice.");
- }
- if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT))
- {
- 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.");
- }
- if ((have_flag(flgs, TR_LOW_MELEE)) || o_ptr->curse_flags & TRC_LOW_MELEE)
- {
- info[i++] = _("それは攻撃を外しやすい。", "It causes you to miss blows.");
- }
- if ((have_flag(flgs, TR_LOW_AC)) || (o_ptr->curse_flags & TRC_LOW_AC))
- {
- info[i++] = _("それは攻撃を受けやすい。", "It helps your enemies' blows.");
- }
- if ((have_flag(flgs, TR_LOW_MAGIC)) || (o_ptr->curse_flags & TRC_LOW_MAGIC))
- {
- info[i++] = _("それは魔法を唱えにくくする。", "It encumbers you while spellcasting.");
- }
- if ((have_flag(flgs, TR_FAST_DIGEST)) || (o_ptr->curse_flags & TRC_FAST_DIGEST))
- {
- info[i++] = _("それはあなたの新陳代謝を速くする。", "It speeds your metabolism.");
- }
- if ((have_flag(flgs, TR_DRAIN_HP)) || (o_ptr->curse_flags & TRC_DRAIN_HP))
- {
- info[i++] = _("それはあなたの体力を吸い取る。", "It drains you.");
- }
- if ((have_flag(flgs, TR_DRAIN_MANA)) || (o_ptr->curse_flags & TRC_DRAIN_MANA))
- {
- info[i++] = _("それはあなたの魔力を吸い取る。", "It drains your mana.");
- }
-
- /* Describe about this kind of object instead of THIS fake object */
- if (mode & SCROBJ_FAKE_OBJECT)
- {
- switch (o_ptr->tval)
- {
- case TV_RING:
- switch (o_ptr->sval)
- {
- case SV_RING_LORDLY:
- info[i++] = _("それは幾つかのランダムな耐性を授ける。", "It provides some random resistances.");
- break;
- case SV_RING_WARNING:
- info[i++] = _("それはひとつの低級なESPを授ける事がある。", "It may provide a low rank ESP.");
- break;
- }
- break;
-
- case TV_AMULET:
- switch (o_ptr->sval)
- {
- case SV_AMULET_RESISTANCE:
- info[i++] = _("それは毒への耐性を授ける事がある。", "It may provides resistance to poison.");
- info[i++] = _("それはランダムな耐性を授ける事がある。", "It may provide a random resistances.");
- break;
- case SV_AMULET_THE_MAGI:
- info[i++] = _("それは最大で3つまでの低級なESPを授ける。", "It provides up to three low rank ESPs.");
- break;
- }
- break;
- }
- }
-
- if (have_flag(flgs, TR_IGNORE_ACID) &&
- have_flag(flgs, TR_IGNORE_ELEC) &&
- have_flag(flgs, TR_IGNORE_FIRE) &&
- have_flag(flgs, TR_IGNORE_COLD))
- {
- info[i++] = _("それは酸・電撃・火炎・冷気では傷つかない。", "It cannot be harmed by the elements.");
- }
- else
- {
- if (have_flag(flgs, TR_IGNORE_ACID))
- {
- info[i++] = _("それは酸では傷つかない。", "It cannot be harmed by acid.");
- }
- if (have_flag(flgs, TR_IGNORE_ELEC))
- {
- info[i++] = _("それは電撃では傷つかない。", "It cannot be harmed by electricity.");
- }
- if (have_flag(flgs, TR_IGNORE_FIRE))
- {
- info[i++] = _("それは火炎では傷つかない。", "It cannot be harmed by fire.");
- }
- if (have_flag(flgs, TR_IGNORE_COLD))
- {
- info[i++] = _("それは冷気では傷つかない。", "It cannot be harmed by cold.");
- }
- }
-
- if (mode & SCROBJ_FORCE_DETAIL) trivial_info = 0;
-
- /* No relevant informations */
- if (i <= trivial_info) return (FALSE);
- screen_save();
-
- Term_get_size(&wid, &hgt);
-
- /* Display Item name */
- if (!(mode & SCROBJ_FAKE_OBJECT))
- object_desc(o_name, o_ptr, 0);
- else
- object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
-
- prt(o_name, 0, 0);
-
- /* Erase the screen */
- for (k = 1; k < hgt; k++) prt("", k, 13);
-
- /* Label the information */
- if ((o_ptr->tval == TV_STATUE) && (o_ptr->sval == SV_PHOTO))
- {
- monster_race *r_ptr = &r_info[o_ptr->pval];
- int namelen = strlen(r_name + r_ptr->name);
- prt(format("%s: '", r_name + r_ptr->name), 1, 15);
- Term_queue_bigchar(18 + namelen, 1, r_ptr->x_attr, r_ptr->x_char, 0, 0);
- prt("'", 1, (use_bigtile ? 20 : 19) + namelen);
- }
- else
- {
- prt(_(" アイテムの能力:", " Item Attributes:"), 1, 15);
- }
-
- /* We will print on top of the map (column 13) */
- for (k = 2, j = 0; j < i; j++)
- {
- /* Show the info */
- prt(info[j], k++, 15);
-
- /* Every 20 entries (lines 2 to 21), start over */
- if ((k == hgt - 2) && (j+1 < i))
- {
- prt(_("-- 続く --", "-- more --"), k, 15);
- inkey();
- for (; k > 2; k--) prt("", k, 15);
- }
- }
-
- /* Wait for it */
- prt(_("[何かキーを押すとゲームに戻ります]", "[Press any key to continue]"), k, 15);
-
- inkey();
- screen_load();
-
- /* Gave knowledge */
- return (TRUE);
-}
-
-
-
-/*!
- * @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 /
- * Convert an inventory index into a one character label
- * @param i プレイヤーの所持/装備オブジェクトID
- * @return 対応するアルファベット
- * @details Note that the label does NOT distinguish inven/equip.
- */
-char index_to_label(int i)
-{
- /* Indexes for "inven" are easy */
- if (i < INVEN_RARM) return (I2A(i));
-
- /* Indexes for "equip" are offset */
- return (I2A(i - INVEN_RARM));
-}
-
-/*!
- * @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 /
- * Convert a label into the index of an item in the "inven"
- * @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
- * @details Note that the label does NOT distinguish inven/equip.
- */
-INVENTORY_IDX label_to_inven(int c)
-{
- INVENTORY_IDX i;
-
- /* Convert */
- i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1);
-
- /* Verify the index */
- if ((i < 0) || (i > INVEN_PACK)) return (-1);
-
- /* Empty slots can never be chosen */
- if (!inventory[i].k_idx) return (-1);
-
- /* Return the index */
- return (i);
-}
-
-
-/*! See cmd5.c */
-extern bool select_ring_slot;
-
-
-/*!
- * @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 /
- * @param i プレイヤーの所持/装備オブジェクトID
- * @return 指輪枠ならばTRUEを返す。
- */
-static bool is_ring_slot(int i)
-{
- return (i == INVEN_RIGHT) || (i == INVEN_LEFT);
-}
-
-
-/*!
- * @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 /
- * Convert a label into the index of a item in the "equip"
- * @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
- */
-INVENTORY_IDX label_to_equip(int c)
-{
- INVENTORY_IDX i;
-
- /* Convert */
- i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1) + INVEN_RARM;
-
- /* Verify the index */
- if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
-
- if (select_ring_slot) return is_ring_slot(i) ? i : -1;
-
- /* Empty slots can never be chosen */
- if (!inventory[i].k_idx) return (-1);
-
- /* Return the index */
- return (i);
-}
-
-
-
-/*!
- * @brief オブジェクトの該当装備部位IDを返す /
- * Determine which equipment slot (if any) an item likes
- * @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
- * @return 対応する装備部位ID
- */
-s16b wield_slot(object_type *o_ptr)
-{
- /* Slot for equipment */
- switch (o_ptr->tval)
- {
- case TV_DIGGING:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_SWORD:
- {
- if (!inventory[INVEN_RARM].k_idx) return (INVEN_RARM);
- if (inventory[INVEN_LARM].k_idx) return (INVEN_RARM);
- return (INVEN_LARM);
- }
-
- case TV_CAPTURE:
- case TV_CARD:
- case TV_SHIELD:
- {
- if (!inventory[INVEN_LARM].k_idx) return (INVEN_LARM);
- if (inventory[INVEN_RARM].k_idx) return (INVEN_LARM);
- return (INVEN_RARM);
- }
-
- case TV_BOW:
- {
- return (INVEN_BOW);
- }
-
- case TV_RING:
- {
- /* Use the right hand first */
- if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
-
- /* Use the left hand for swapping (by default) */
- return (INVEN_LEFT);
- }
-
- case TV_AMULET:
- case TV_WHISTLE:
- {
- return (INVEN_NECK);
- }
-
- case TV_LITE:
- {
- return (INVEN_LITE);
- }
-
- case TV_DRAG_ARMOR:
- case TV_HARD_ARMOR:
- case TV_SOFT_ARMOR:
- {
- return (INVEN_BODY);
- }
-
- case TV_CLOAK:
- {
- return (INVEN_OUTER);
- }
-
- case TV_CROWN:
- case TV_HELM:
- {
- return (INVEN_HEAD);
- }
-
- case TV_GLOVES:
- {
- return (INVEN_HANDS);
- }
-
- case TV_BOOTS:
- {
- return (INVEN_FEET);
- }
- }
-
- /* No slot available */
- return (-1);
-}
-
-/*!
- * @brief 所持/装備オブジェクトIDの部位表現を返す /
- * Return a string mentioning how a given item is carried
- * @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
- * @return 部位表現の文字列ポインタ
- */
-concptr mention_use(int i)
-{
- concptr p;
-
- /* Examine the location */
- switch (i)
- {
-#ifdef JP
- 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;
-#else
- case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "Just lifting" : (p_ptr->migite ? "Wielding" : "On arm"); break;
-#endif
-
-#ifdef JP
- 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;
-#else
- case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break;
-#endif
-
- case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? _("運搬中", "Just holding") : _("射撃用", "Shooting"); break;
- case INVEN_RIGHT: p = (left_hander ? _("左手指", "On left hand") : _("右手指", "On right hand")); break;
- case INVEN_LEFT: p = (left_hander ? _("右手指", "On right hand") : _("左手指", "On left hand")); break;
- case INVEN_NECK: p = _(" 首", "Around neck"); break;
- case INVEN_LITE: p = _(" 光源", "Light source"); break;
- case INVEN_BODY: p = _(" 体", "On body"); break;
- case INVEN_OUTER: p = _("体の上", "About body"); break;
- case INVEN_HEAD: p = _(" 頭", "On head"); break;
- case INVEN_HANDS: p = _(" 手", "On hands"); break;
- case INVEN_FEET: p = _(" 足", "On feet"); break;
- default: p = _("ザック", "In pack"); break;
- }
-
- /* Return the result */
- return p;
-}
-
-
-/*!
- * @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 /
- * Return a string describing how a given item is being worn.
- * @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
- * @return 状態表現内容の文字列ポインタ
- * @details
- * Currently, only used for items in the equipment, not inventory.
- */
-concptr describe_use(int i)
-{
- concptr p;
-
- switch (i)
- {
-#ifdef JP
- 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;
-#else
- case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "just lifting" : (p_ptr->migite ? "attacking monsters with" : "wearing on your arm"); break;
-#endif
-
-#ifdef JP
- 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;
-#else
- case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break;
-#endif
-
- 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", "just holding") : _("射撃用に装備している", "shooting missiles with"); break;
- case INVEN_RIGHT: p = (left_hander ? _("左手の指にはめている", "wearing on your left hand") : _("右手の指にはめている", "wearing on your right hand")); break;
- case INVEN_LEFT: p = (left_hander ? _("右手の指にはめている", "wearing on your right hand") : _("左手の指にはめている", "wearing on your left hand")); break;
- case INVEN_NECK: p = _("首にかけている", "wearing around your neck"); break;
- case INVEN_LITE: p = _("光源にしている", "using to light the way"); break;
- case INVEN_BODY: p = _("体に着ている", "wearing on your body"); break;
- case INVEN_OUTER: p = _("身にまとっている", "wearing on your back"); break;
- case INVEN_HEAD: p = _("頭にかぶっている", "wearing on your head"); break;
- case INVEN_HANDS: p = _("手につけている", "wearing on your hands"); break;
- case INVEN_FEET: p = _("足にはいている", "wearing on your feet"); break;
- default: p = _("ザックに入っている", "carrying in your pack"); break;
- }
-
- /* Return the result */
- return p;
-}
-
-
-/*!
- * @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 /
- * Hack: Check if a spellbook is one of the realms we can use. -- TY
- * @param book_tval ベースアイテムのtval
- * @param book_sval ベースアイテムのsval
- * @return 使用可能な魔法書ならばTRUEを返す。
- */
-
-bool check_book_realm(const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval)
-{
- if (book_tval < TV_LIFE_BOOK) return FALSE;
- if (p_ptr->pclass == CLASS_SORCERER)
- {
- return is_magic(tval2realm(book_tval));
- }
- else if (p_ptr->pclass == CLASS_RED_MAGE)
- {
- if (is_magic(tval2realm(book_tval)))
- return ((book_tval == TV_ARCANE_BOOK) || (book_sval < 2));
- }
- return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
-}
-
-/*!
- * @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
- * Check an item against the item tester info
- * @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
- * @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。
- */
-bool item_tester_okay(object_type *o_ptr)
-{
- /* Hack -- allow listing empty slots */
- // if (item_tester_full) return (TRUE); // TODO:DELETE
-
- /* Require an item */
- if (!o_ptr->k_idx) return (FALSE);
-
- /* Hack -- ignore "gold" */
- if (o_ptr->tval == TV_GOLD)
- {
- /* See xtra2.c */
- extern bool show_gold_on_floor;
-
- if (!show_gold_on_floor) return (FALSE);
- }
-
- /* Check the tval */
- if (item_tester_tval)
- {
- /* Is it a spellbook? If so, we need a hack -- TY */
- if ((item_tester_tval <= TV_DEATH_BOOK) &&
- (item_tester_tval >= TV_LIFE_BOOK))
- return check_book_realm(o_ptr->tval, o_ptr->sval);
- else
- if (item_tester_tval != o_ptr->tval) return (FALSE);
- }
-
- /* Check the hook */
- if (item_tester_hook)
- {
- if (!(*item_tester_hook)(o_ptr)) return (FALSE);
- }
-
- /* Assume okay */
- return (TRUE);
-}
-
-
-/*!
- * @brief 所持アイテム一覧を表示する /
- * Choice window "shadow" of the "show_inven()" function
- * @return なし
- */
-void display_inven(void)
-{
- register int i, n, z = 0;
- object_type *o_ptr;
- TERM_COLOR attr = TERM_WHITE;
- char tmp_val[80];
- GAME_TEXT o_name[MAX_NLEN];
- TERM_LEN wid, hgt;
-
- Term_get_size(&wid, &hgt);
-
- for (i = 0; i < INVEN_PACK; i++)
- {
- o_ptr = &inventory[i];
- if (!o_ptr->k_idx) continue;
- z = i + 1;
- }
-
- for (i = 0; i < z; i++)
- {
- o_ptr = &inventory[i];
- tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
- if (item_tester_okay(o_ptr))
- {
- tmp_val[0] = index_to_label(i);
- tmp_val[1] = ')';
- }
-
- Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
- object_desc(o_name, o_ptr, 0);
- n = strlen(o_name);
- attr = tval_to_attr[o_ptr->tval % 128];
- if (o_ptr->timeout)
- {
- attr = TERM_L_DARK;
- }
-
- Term_putstr(3, i, n, attr, o_name);
- Term_erase(3+n, i, 255);
-
- if (show_weights)
- {
- int wgt = o_ptr->weight * o_ptr->number;
-#ifdef JP
- sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt), lbtokg2(wgt));
-#else
- sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
-#endif
- prt(tmp_val, i, wid - 9);
- }
- }
-
- for (i = z; i < hgt; i++)
- {
- Term_erase(0, i, 255);
- }
-}
-
-
-
-/*!
- * @brief 装備アイテム一覧を表示する /
- * Choice window "shadow" of the "show_equip()" function
- * @return なし
- */
-void display_equip(void)
-{
- register int i, n;
- object_type *o_ptr;
- TERM_COLOR attr = TERM_WHITE;
- char tmp_val[80];
- GAME_TEXT o_name[MAX_NLEN];
- TERM_LEN wid, hgt;
-
- Term_get_size(&wid, &hgt);
-
- for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
- {
- /* Examine the item */
- o_ptr = &inventory[i];
-
- /* Start with an empty "index" */
- tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
-
- /* Is this item "acceptable"? */
- if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr))
- {
- /* Prepare an "index" */
- tmp_val[0] = index_to_label(i);
-
- /* Bracket the "index" --(-- */
- tmp_val[1] = ')';
- }
-
- /* Display the index (or blank space) */
- Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
-
- /* Obtain an item description */
- if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
- {
- strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
- attr = TERM_WHITE;
- }
- else
- {
- object_desc(o_name, o_ptr, 0);
- attr = tval_to_attr[o_ptr->tval % 128];
- }
-
- /* Obtain the length of the description */
- n = strlen(o_name);
-
- /* Grey out charging items */
- if (o_ptr->timeout)
- {
- attr = TERM_L_DARK;
- }
-
- /* Display the entry itself */
- Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
-
- /* Erase the rest of the line */
- Term_erase(3+n, i - INVEN_RARM, 255);
-
- /* Display the weight (if needed) */
- if (show_weights)
- {
- int wgt = o_ptr->weight * o_ptr->number;
-#ifdef JP
- sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
-#else
- sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
-#endif
-
- prt(tmp_val, i - INVEN_RARM, wid - (show_labels ? 28 : 9));
- }
-
- /* Display the slot description (if needed) */
- if (show_labels)
- {
- Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- ");
- prt(mention_use(i), i - INVEN_RARM, wid - 15);
- }
- }
-
- /* Erase the rest of the window */
- for (i = INVEN_TOTAL - INVEN_RARM; i < hgt; i++)
- {
- /* Clear that line */
- Term_erase(0, i, 255);
- }
-}
-
-
-/*!
- * @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 /
- * Find the "first" inventory object with the given "tag".
- * @param cp 対応するタグIDを与える参照ポインタ
- * @param tag 該当するオブジェクトがあるかを調べたいタグ
- * @param mode 所持、装備の切り替え
- * @return タグに該当するオブジェクトがあるならTRUEを返す
- * @details
- * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
- * inscription of an object. Alphabetical characters don't work as a\n
- * tag in this form.\n
- *\n
- * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
- * and "x" is the "current" command_cmd code.\n
- */
-static bool get_tag(COMMAND_CODE *cp, char tag, BIT_FLAGS mode)
-{
- COMMAND_CODE i;
- COMMAND_CODE start, end;
- concptr s;
-
- /* Extract index from mode */
- switch (mode)
- {
- case USE_EQUIP:
- start = INVEN_RARM;
- end = INVEN_TOTAL - 1;
- break;
-
- case USE_INVEN:
- start = 0;
- end = INVEN_PACK - 1;
- break;
-
- default:
- return FALSE;
- }
-
- /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
-
- /* Check every inventory object */
- for (i = start; i <= end; i++)
- {
- object_type *o_ptr = &inventory[i];
- if (!o_ptr->k_idx) continue;
-
- /* Skip empty inscriptions */
- if (!o_ptr->inscription) continue;
-
- /* Skip non-choice */
- if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
-
- /* Find a '@' */
- s = my_strchr(quark_str(o_ptr->inscription), '@');
-
- /* Process all tags */
- while (s)
- {
- /* Check the special tags */
- if ((s[1] == command_cmd) && (s[2] == tag))
- {
- /* Save the actual inventory ID */
- *cp = i;
-
- /* Success */
- return (TRUE);
- }
-
- /* Find another '@' */
- s = my_strchr(s + 1, '@');
- }
- }
-
-
- /**** Find a tag in the form of {@#} (allows only numerals) ***/
-
- /* Don't allow {@#} with '#' being alphabet */
- if (tag < '0' || '9' < tag)
- {
- /* No such tag */
- return FALSE;
- }
-
- /* Check every object */
- for (i = start; i <= end; i++)
- {
- object_type *o_ptr = &inventory[i];
- if (!o_ptr->k_idx) continue;
-
- /* Skip empty inscriptions */
- if (!o_ptr->inscription) continue;
-
- /* Skip non-choice */
- if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
-
- /* Find a '@' */
- s = my_strchr(quark_str(o_ptr->inscription), '@');
-
- /* Process all tags */
- while (s)
- {
- /* Check the normal tags */
- if (s[1] == tag)
- {
- /* Save the actual inventory ID */
- *cp = i;
-
- /* Success */
- return (TRUE);
- }
-
- /* Find another '@' */
- s = my_strchr(s + 1, '@');
- }
- }
-
- /* No such tag */
- return (FALSE);
-}
-
-
-/*!
- * @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 /
- * Find the "first" inventory object with the given "tag".
- * @param cp 対応するタグIDを与える参照ポインタ
- * @param tag 該当するオブジェクトがあるかを調べたいタグ
- * @param floor_list 床上アイテムの配列
- * @param floor_num 床上アイテムの配列ID
- * @return タグに該当するオブジェクトがあるならTRUEを返す
- * @details
- * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
- * inscription of an object. Alphabetical characters don't work as a\n
- * tag in this form.\n
- *\n
- * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
- * and "x" is the "current" command_cmd code.\n
- */
-static bool get_tag_floor(COMMAND_CODE *cp, char tag, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num)
-{
- COMMAND_CODE i;
- concptr s;
-
- /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
-
- /* Check every object in the grid */
- for (i = 0; i < floor_num && i < 23; i++)
- {
- object_type *o_ptr = ¤t_floor_ptr->o_list[floor_list[i]];
-
- /* Skip empty inscriptions */
- if (!o_ptr->inscription) continue;
-
- /* Find a '@' */
- s = my_strchr(quark_str(o_ptr->inscription), '@');
-
- /* Process all tags */
- while (s)
- {
- /* Check the special tags */
- if ((s[1] == command_cmd) && (s[2] == tag))
- {
- /* Save the actual floor object ID */
- *cp = i;
-
- /* Success */
- return (TRUE);
- }
-
- /* Find another '@' */
- s = my_strchr(s + 1, '@');
- }
- }
-
-
- /**** Find a tag in the form of {@#} (allows only numerals) ***/
-
- /* Don't allow {@#} with '#' being alphabet */
- if (tag < '0' || '9' < tag)
- {
- /* No such tag */
- return FALSE;
- }
-
- /* Check every object in the grid */
- for (i = 0; i < floor_num && i < 23; i++)
- {
- object_type *o_ptr = ¤t_floor_ptr->o_list[floor_list[i]];
-
- /* Skip empty inscriptions */
- if (!o_ptr->inscription) continue;
-
- /* Find a '@' */
- s = my_strchr(quark_str(o_ptr->inscription), '@');
-
- /* Process all tags */
- while (s)
- {
- /* Check the normal tags */
- if (s[1] == tag)
- {
- /* Save the floor object ID */
- *cp = i;
-
- /* Success */
- return (TRUE);
- }
-
- /* Find another '@' */
- s = my_strchr(s + 1, '@');
- }
- }
-
- /* No such tag */
- return (FALSE);
-}
-
-
-/*!
- * @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 /
- * Move around label characters with correspond tags
- * @param label ラベルリストを取得する文字列参照ポインタ
- * @param mode 所持品リストか装備品リストかの切り替え
- * @return なし
- */
-static void prepare_label_string(char *label, BIT_FLAGS mode)
-{
- concptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
- int offset = (mode == USE_EQUIP) ? INVEN_RARM : 0;
- int i;
-
- /* Prepare normal labels */
- strcpy(label, alphabet_chars);
-
- /* Move each label */
- for (i = 0; i < 52; i++)
- {
- COMMAND_CODE index;
- SYMBOL_CODE c = alphabet_chars[i];
-
- /* Find a tag with this label */
- if (get_tag(&index, c, mode))
- {
- /* Delete the overwritten label */
- if (label[i] == c) label[i] = ' ';
-
- /* Move the label to the place of corresponding tag */
- label[index - offset] = c;
- }
- }
-}
-
-
-/*!
- * @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) /
- * Move around label characters with correspond tags (floor version)
- * @param label ラベルリストを取得する文字列参照ポインタ
- * @param floor_list 床上アイテムの配列
- * @param floor_num 床上アイテムの配列ID
- * @return なし
- */
-/*
- */
-static void prepare_label_string_floor(char *label, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num)
-{
- concptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
- int i;
-
- /* Prepare normal labels */
- strcpy(label, alphabet_chars);
-
- /* Move each label */
- for (i = 0; i < 52; i++)
- {
- COMMAND_CODE index;
- SYMBOL_CODE c = alphabet_chars[i];
-
- /* Find a tag with this label */
- if (get_tag_floor(&index, c, floor_list, floor_num))
- {
- /* Delete the overwritten label */
- if (label[i] == c) label[i] = ' ';
-
- /* Move the label to the place of corresponding tag */
- label[index] = c;
- }
- }
-}
-
-
-/*!
- * @brief 所持アイテムの表示を行う /
- * Display the inventory.
- * @param target_item アイテムの選択処理を行うか否か。
- * @return 選択したアイテムのタグ
- * @details
- * Hack -- do not display "trailing" empty slots
- */
-COMMAND_CODE show_inven(int target_item, BIT_FLAGS mode)
-{
- COMMAND_CODE i;
- int j, k, l, z = 0;
- int col, cur_col, len;
- object_type *o_ptr;
- GAME_TEXT o_name[MAX_NLEN];
- char tmp_val[80];
- COMMAND_CODE out_index[23];
- TERM_COLOR out_color[23];
- char out_desc[23][MAX_NLEN];
- COMMAND_CODE target_item_label = 0;
- TERM_LEN wid, hgt;
- char inven_label[52 + 1];
-
- /* Starting column */
- col = command_gap;
-
- Term_get_size(&wid, &hgt);
-
- /* Default "max-length" */
- len = wid - col - 1;
-
-
- /* Find the "final" slot */
- for (i = 0; i < INVEN_PACK; i++)
- {
- o_ptr = &inventory[i];
- if (!o_ptr->k_idx) continue;
-
- /* Track */
- z = i + 1;
- }
-
- prepare_label_string(inven_label, USE_INVEN);
-
- /* Display the inventory */
- for (k = 0, i = 0; i < z; i++)
- {
- o_ptr = &inventory[i];
-
- /* Is this item acceptable? */
- if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
-
- object_desc(o_name, o_ptr, 0);
-
- /* Save the object index, color, and description */
- out_index[k] = i;
- out_color[k] = tval_to_attr[o_ptr->tval % 128];
-
- /* Grey out charging items */
- if (o_ptr->timeout)
- {
- out_color[k] = TERM_L_DARK;
- }
-
- (void)strcpy(out_desc[k], o_name);
-
- /* Find the predicted "line length" */
- l = strlen(out_desc[k]) + 5;
-
- /* Be sure to account for the weight */
- if (show_weights) l += 9;
-
- /* Account for icon if displayed */
- if (show_item_graph)
- {
- l += 2;
- if (use_bigtile) l++;
- }
-
- /* Maintain the maximum length */
- if (l > len) len = l;
-
- /* Advance to next "line" */
- k++;
- }
-
- /* Find the column to start in */
- col = (len > wid - 4) ? 0 : (wid - len - 1);
-
- /* Output each entry */
- for (j = 0; j < k; j++)
- {
- i = out_index[j];
- o_ptr = &inventory[i];
-
- /* Clear the line */
- prt("", j + 1, col ? col - 2 : col);
-
- if (use_menu && target_item)
- {
- if (j == (target_item-1))
- {
- strcpy(tmp_val, _("》", "> "));
- target_item_label = i;
- }
- else strcpy(tmp_val, " ");
- }
- else if (i <= INVEN_PACK)
- {
- /* Prepare an index --(-- */
- sprintf(tmp_val, "%c)", inven_label[i]);
- }
- else
- {
- /* Prepare an index --(-- */
- sprintf(tmp_val, "%c)", index_to_label(i));
- }
-
- /* Clear the line with the (possibly indented) index */
- put_str(tmp_val, j + 1, col);
-
- cur_col = col + 3;
-
- /* Display graphics for object, if desired */
- if (show_item_graph)
- {
- TERM_COLOR a = object_attr(o_ptr);
- SYMBOL_CODE c = object_char(o_ptr);
- Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
- if (use_bigtile) cur_col++;
-
- cur_col += 2;
- }
-
-
- /* Display the entry itself */
- c_put_str(out_color[j], out_desc[j], j + 1, cur_col);
-
- /* Display the weight if needed */
- if (show_weights)
- {
- int wgt = o_ptr->weight * o_ptr->number;
-#ifdef JP
- (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
-#else
- (void)sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
-#endif
-
- prt(tmp_val, j + 1, wid - 9);
- }
- }
-
- /* Make a "shadow" below the list (only if needed) */
- if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
-
- /* Save the new column */
- command_gap = col;
-
- return target_item_label;
-}
-
-
-/*!
- * @brief 装備アイテムの表示を行う /
- * Display the equipment.
- * @param target_item アイテムの選択処理を行うか否か。
- * @return 選択したアイテムのタグ
- */
-COMMAND_CODE show_equip(int target_item, BIT_FLAGS mode)
-{
- COMMAND_CODE i;
- int j, k, l;
- int col, cur_col, len;
- object_type *o_ptr;
- char tmp_val[80];
- GAME_TEXT o_name[MAX_NLEN];
- COMMAND_CODE out_index[23];
- TERM_COLOR out_color[23];
- char out_desc[23][MAX_NLEN];
- COMMAND_CODE target_item_label = 0;
- TERM_LEN wid, hgt;
- char equip_label[52 + 1];
-
- /* Starting column */
- col = command_gap;
-
- Term_get_size(&wid, &hgt);
-
- /* Maximal length */
- len = wid - col - 1;
-
-
- /* Scan the equipment list */
- for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
- {
- o_ptr = &inventory[i];
-
- /* Is this item acceptable? */
- if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr) || (mode & USE_FULL)) &&
- (!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) ||
- (mode & IGNORE_BOTHHAND_SLOT))) continue;
-
- object_desc(o_name, o_ptr, 0);
-
- if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
- {
- (void)strcpy(out_desc[k],_("(武器を両手持ち)", "(wielding with two-hands)"));
- out_color[k] = TERM_WHITE;
- }
- else
- {
- (void)strcpy(out_desc[k], o_name);
- out_color[k] = tval_to_attr[o_ptr->tval % 128];
- }
-
- out_index[k] = i;
- /* Grey out charging items */
- if (o_ptr->timeout)
- {
- out_color[k] = TERM_L_DARK;
- }
-
- /* Extract the maximal length (see below) */
-#ifdef JP
- l = strlen(out_desc[k]) + (2 + 1);
-#else
- l = strlen(out_desc[k]) + (2 + 3);
-#endif
-
-
- /* Increase length for labels (if needed) */
-#ifdef JP
- if (show_labels) l += (7 + 2);
-#else
- if (show_labels) l += (14 + 2);
-#endif
-
-
- /* Increase length for weight (if needed) */
- if (show_weights) l += 9;
-
- if (show_item_graph) l += 2;
-
- /* Maintain the max-length */
- if (l > len) len = l;
-
- /* Advance the entry */
- k++;
- }
-
- /* Hack -- Find a column to start in */
-#ifdef JP
- col = (len > wid - 6) ? 0 : (wid - len - 1);
-#else
- col = (len > wid - 4) ? 0 : (wid - len - 1);
-#endif
-
- prepare_label_string(equip_label, USE_EQUIP);
-
- /* Output each entry */
- for (j = 0; j < k; j++)
- {
- i = out_index[j];
- o_ptr = &inventory[i];
-
- /* Clear the line */
- prt("", j + 1, col ? col - 2 : col);
-
- if (use_menu && target_item)
- {
- if (j == (target_item-1))
- {
- strcpy(tmp_val, _("》", "> "));
- target_item_label = i;
- }
- else strcpy(tmp_val, " ");
- }
- else if (i >= INVEN_RARM)
- {
- /* Prepare an index --(-- */
- sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
- }
- else
- {
- /* Prepare an index --(-- */
- sprintf(tmp_val, "%c)", index_to_label(i));
- }
-
- /* Clear the line with the (possibly indented) index */
- put_str(tmp_val, j+1, col);
-
- cur_col = col + 3;
-
- /* Display graphics for object, if desired */
- if (show_item_graph)
- {
- TERM_COLOR a = object_attr(o_ptr);
- SYMBOL_CODE c = object_char(o_ptr);
- Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
- if (use_bigtile) cur_col++;
-
- cur_col += 2;
- }
-
- /* Use labels */
- if (show_labels)
- {
- /* Mention the use */
- (void)sprintf(tmp_val, _("%-7s: ", "%-14s: "), mention_use(i));
-
- put_str(tmp_val, j+1, cur_col);
-
- /* Display the entry itself */
- c_put_str(out_color[j], out_desc[j], j+1, _(cur_col + 9, cur_col + 16));
- }
-
- /* No labels */
- else
- {
- /* Display the entry itself */
- c_put_str(out_color[j], out_desc[j], j+1, cur_col);
- }
-
- /* Display the weight if needed */
- if (show_weights)
- {
- int wgt = o_ptr->weight * o_ptr->number;
-#ifdef JP
- (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
-#else
- (void)sprintf(tmp_val, "%3d.%d lb", wgt / 10, wgt % 10);
-#endif
-
- prt(tmp_val, j + 1, wid - 9);
- }
- }
-
- /* Make a "shadow" below the list (only if needed) */
- if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
-
- /* Save the new column */
- command_gap = col;
-
- return target_item_label;
-}
-
-/*!
- * @brief サブウィンドウに所持品、装備品リストの表示を行う /
- * Flip "inven" and "equip" in any sub-windows
- * @return なし
- */
-void toggle_inven_equip(void)
-{
- int j;
-
- /* Scan windows */
- for (j = 0; j < 8; j++)
- {
- /* Unused */
- if (!angband_term[j]) continue;
-
- /* Flip inven to equip */
- if (window_flag[j] & (PW_INVEN))
- {
- /* Flip flags */
- window_flag[j] &= ~(PW_INVEN);
- window_flag[j] |= (PW_EQUIP);
-
- p_ptr->window |= (PW_EQUIP);
- }
-
- /* Flip inven to equip */
- else if (window_flag[j] & (PW_EQUIP))
- {
- /* Flip flags */
- window_flag[j] &= ~(PW_EQUIP);
- window_flag[j] |= (PW_INVEN);
-
- p_ptr->window |= (PW_INVEN);
- }
- }
-}
-
-/*!
- * @brief 選択したアイテムの確認処理の補助 /
- * Verify the choice of an item.
- * @param prompt メッセージ表示の一部
- * @param item 選択アイテムID
- * @return 確認がYesならTRUEを返す。
- * @details The item can be negative to mean "item on floor".
- */
-static bool verify(concptr prompt, INVENTORY_IDX item)
-{
- GAME_TEXT o_name[MAX_NLEN];
- char out_val[MAX_NLEN+20];
- object_type *o_ptr;
-
-
- /* Inventory */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Floor */
- else
- {
- o_ptr = ¤t_floor_ptr->o_list[0 - item];
- }
- object_desc(o_name, o_ptr, 0);
-
- /* Prompt */
- (void)sprintf(out_val, _("%s%sですか? ", "%s %s? "), prompt, o_name);
-
- /* Query */
- return (get_check(out_val));
-}
-
-
-/*!
- * @brief 選択したアイテムの確認処理のメインルーチン /
- * @param item 選択アイテムID
- * @return 確認がYesならTRUEを返す。
- * @details The item can be negative to mean "item on floor".
- * Hack -- allow user to "prevent" certain choices
- */
-static bool get_item_allow(INVENTORY_IDX item)
-{
- concptr s;
- object_type *o_ptr;
- if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
-
- /* Inventory */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Floor */
- else
- {
- o_ptr = ¤t_floor_ptr->o_list[0 - item];
- }
-
- /* No inscription */
- if (!o_ptr->inscription) return (TRUE);
-
- /* Find a '!' */
- s = my_strchr(quark_str(o_ptr->inscription), '!');
-
- /* Process preventions */
- while (s)
- {
- /* Check the "restriction" */
- if ((s[1] == command_cmd) || (s[1] == '*'))
- {
- /* Verify the choice */
- if (!verify(_("本当に", "Really try"), item)) return (FALSE);
- }
-
- /* Find another '!' */
- s = my_strchr(s + 1, '!');
- }
-
- /* Allow it */
- return (TRUE);
-}
-
-
-/*!
- * @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 /
- * Auxiliary function for "get_item()" -- test an index
- * @param i 選択アイテムID
- * @return 正規のIDならばTRUEを返す。
- */
-static bool get_item_okay(OBJECT_IDX i)
-{
- /* Illegal items */
- if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
-
- if (select_ring_slot) return is_ring_slot(i);
-
- /* Verify the item */
- if (!item_tester_okay(&inventory[i])) return (FALSE);
-
- /* Assume okay */
- return (TRUE);
-}
-
-/*!
- * @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 /
- * Determine whether get_item() can get some item or not
- * @return アイテムを拾えるならばTRUEを返す。
- * @details assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
- */
-bool can_get_item(void)
-{
- int j;
- OBJECT_IDX floor_list[23];
- ITEM_NUMBER floor_num = 0;
-
- for (j = 0; j < INVEN_TOTAL; j++)
- if (item_tester_okay(&inventory[j]))
- return TRUE;
-
- floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
- if (floor_num)
- return TRUE;
-
- return FALSE;
-}
-
-/*!
- * @brief オブジェクト選択の汎用関数 /
- * Let the user select an item, save its "index"
- * @param cp 選択したオブジェクトのIDを返す。
- * @param pmt 選択目的のメッセージ
- * @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
- * @param mode オプションフラグ
- * @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。/
- * Return TRUE only if an acceptable item was chosen by the user.\n
- * @details
- * The selected item must satisfy the "item_tester_hook()" function,\n
- * if that hook is set, and the "item_tester_tval", if that value is set.\n
- *\n
- * All "item_tester" restrictions are cleared before this function returns.\n
- *\n
- * The user is allowed to choose acceptable items from the equipment,\n
- * inventory, or floor, respectively, if the proper flag was given,\n
- * and there are any acceptable items in that location.\n
- *\n
- * The equipment or inventory are displayed (even if no acceptable\n
- * items are in that location) if the proper flag was given.\n
- *\n
- * If there are no acceptable items available anywhere, and "str" is\n
- * not NULL, then it will be used as the text of a warning message\n
- * before the function returns.\n
- *\n
- * Note that the user must press "-" to specify the item on the floor,\n
- * and there is no way to "examine" the item on the floor, while the\n
- * use of "capital" letters will "examine" an inventory/equipment item,\n
- * and prompt for its use.\n
- *\n
- * If a legal item is selected from the inventory, we save it in "cp"\n
- * directly (0 to 35), and return TRUE.\n
- *\n
- * If a legal item is selected from the floor, we save it in "cp" as\n
- * a negative (-1 to -511), and return TRUE.\n
- *\n
- * If no item is available, we do nothing to "cp", and we display a\n
- * warning message, using "str" if available, and return FALSE.\n
- *\n
- * If no item is selected, we do nothing to "cp", and return FALSE.\n
- *\n
- * Global "p_ptr->command_new" is used when viewing the inventory or equipment\n
- * to allow the user to enter a command while viewing those screens, and\n
- * also to induce "auto-enter" of stores, and other such stuff.\n
- *\n
- * Global "p_ptr->command_see" may be set before calling this function to start\n
- * out in "browse" mode. It is cleared before this function returns.\n
- *\n
- * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.\n
- * If it is TRUE then we are viewing inventory, else equipment.\n
- *\n
- * We always erase the prompt when we are done, leaving a blank line,\n
- * or a warning message, if appropriate, if no items are available.\n
- */
-bool get_item(OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode)
-{
- OBJECT_IDX this_o_idx, next_o_idx = 0;
-
- char which = ' ';
-
- int j;
- OBJECT_IDX k;
- OBJECT_IDX i1, i2;
- OBJECT_IDX e1, e2;
-
- bool done, item;
-
- bool oops = FALSE;
-
- bool equip = FALSE;
- bool inven = FALSE;
- bool floor = FALSE;
-
- bool allow_floor = FALSE;
-
- bool toggle = FALSE;
-
- char tmp_val[160];
- char out_val[160];
-
- int menu_line = (use_menu ? 1 : 0);
- int max_inven = 0;
- int max_equip = 0;
-
- static char prev_tag = '\0';
- char cur_tag = '\0';
-
- if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
-
- /* Extract args */
- if (mode & USE_EQUIP) equip = TRUE;
- if (mode & USE_INVEN) inven = TRUE;
- if (mode & USE_FLOOR) floor = TRUE;
-
- /* Get the item index */
- if (repeat_pull(cp))
- {
- /* the_force */
- if (mode & USE_FORCE && (*cp == INVEN_FORCE))
- {
- item_tester_tval = 0;
- item_tester_hook = NULL;
- command_cmd = 0; /* Hack -- command_cmd is no longer effective */
- return (TRUE);
- }
-
- /* Floor item? */
- else if (floor && (*cp < 0))
- {
- object_type *o_ptr;
-
- /* Special index */
- k = 0 - (*cp);
- o_ptr = ¤t_floor_ptr->o_list[k];
-
- /* Validate the item */
- if (item_tester_okay(o_ptr) || (mode & USE_FULL))
- {
- /* Forget restrictions */
- item_tester_tval = 0;
- item_tester_hook = NULL;
- command_cmd = 0; /* Hack -- command_cmd is no longer effective */
-
- /* Success */
- return TRUE;
- }
- }
-
- else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
- (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
- {
- if (prev_tag && command_cmd)
- {
- /* Look up the tag and validate the item */
- if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
- else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
- else if (!get_item_okay(k)) /* Reject */;
- else
- {
- /* Accept that choice */
- (*cp) = k;
-
- /* Forget restrictions */
- item_tester_tval = 0;
- item_tester_hook = NULL;
- command_cmd = 0; /* Hack -- command_cmd is no longer effective */
-
- /* Success */
- return TRUE;
- }
-
- prev_tag = '\0'; /* prev_tag is no longer effective */
- }
-
- /* Verify the item */
- else if (get_item_okay(*cp))
- {
- /* Forget restrictions */
- item_tester_tval = 0;
- item_tester_hook = NULL;
- command_cmd = 0; /* Hack -- command_cmd is no longer effective */
-
- /* Success */
- return TRUE;
- }
- }
- }
- msg_print(NULL);
-
- /* Not done */
- done = FALSE;
-
- /* No item selected */
- item = FALSE;
-
-
- /* Full inventory */
- i1 = 0;
- i2 = INVEN_PACK - 1;
-
- /* Forbid inventory */
- if (!inven) i2 = -1;
- else if (use_menu)
- {
- for (j = 0; j < INVEN_PACK; j++)
- if (item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_inven++;
- }
-
- /* Restrict inventory indexes */
- while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
- while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
-
-
- /* Full equipment */
- e1 = INVEN_RARM;
- e2 = INVEN_TOTAL - 1;
-
- /* Forbid equipment */
- if (!equip) e2 = -1;
- else if (use_menu)
- {
- for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
- if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_equip++;
- if (p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) max_equip++;
- }
-
- /* Restrict equipment indexes */
- while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
- while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
-
- if (equip && p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT))
- {
- if (p_ptr->migite)
- {
- if (e2 < INVEN_LARM) e2 = INVEN_LARM;
- }
- else if (p_ptr->hidarite) e1 = INVEN_RARM;
- }
-
-
- /* Restrict floor usage */
- if (floor)
- {
- /* Scan all objects in the grid */
- for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
-
- /* Accept the item on the floor if legal */
- if ((item_tester_okay(o_ptr) || (mode & USE_FULL)) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
- }
- }
-
- /* Require at least one legal choice */
- if (!allow_floor && (i1 > i2) && (e1 > e2))
- {
- /* Cancel p_ptr->command_see */
- command_see = FALSE;
- oops = TRUE;
- done = TRUE;
-
- if (mode & USE_FORCE) {
- *cp = INVEN_FORCE;
- item = TRUE;
- }
- }
-
- /* Analyze choices */
- else
- {
- /* Hack -- Start on equipment if requested */
- if (command_see && command_wrk && equip)
- {
- command_wrk = TRUE;
- }
-
- /* Use inventory if allowed */
- else if (inven)
- {
- command_wrk = FALSE;
- }
-
- /* Use equipment if allowed */
- else if (equip)
- {
- command_wrk = TRUE;
- }
-
- /* Use inventory for floor */
- else
- {
- command_wrk = FALSE;
- }
- }
-
-
- /*
- * 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
- */
- if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
-
- /* Hack -- start out in "display" mode */
- if (command_see)
- {
- screen_save();
- }
-
-
- /* Repeat until done */
- while (!done)
- {
- COMMAND_CODE get_item_label = 0;
-
- /* Show choices */
- int ni = 0;
- int ne = 0;
-
- /* Scan windows */
- for (j = 0; j < 8; j++)
- {
- /* Unused */
- if (!angband_term[j]) continue;
-
- /* Count windows displaying inven */
- if (window_flag[j] & (PW_INVEN)) ni++;
-
- /* Count windows displaying equip */
- if (window_flag[j] & (PW_EQUIP)) ne++;
- }
-
- /* Toggle if needed */
- if ((command_wrk && ni && !ne) || (!command_wrk && !ni && ne))
- {
- /* Toggle */
- toggle_inven_equip();
-
- /* Track toggles */
- toggle = !toggle;
- }
-
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
- handle_stuff();
-
- /* Inventory screen */
- if (!command_wrk)
- {
- /* Redraw if needed */
- if (command_see) get_item_label = show_inven(menu_line, mode);
- }
-
- /* Equipment screen */
- else
- {
- /* Redraw if needed */
- if (command_see) get_item_label = show_equip(menu_line, mode);
- }
-
- /* Viewing inventory */
- if (!command_wrk)
- {
- /* Begin the prompt */
- sprintf(out_val, _("持ち物:", "Inven:"));
-
- /* Some legal items */
- if ((i1 <= i2) && !use_menu)
- {
- /* Build the prompt */
- sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
- index_to_label(i1), index_to_label(i2));
-
- /* Append */
- strcat(out_val, tmp_val);
- }
-
- /* Indicate ability to "view" */
- if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
-
- /* Append */
- if (equip) strcat(out_val, format(_(" %s 装備品,", " %s for Equip,"), use_menu ? _("'4'or'6'", "4 or 6") : _("'/'", "/")));
- }
-
- /* Viewing equipment */
- else
- {
- /* Begin the prompt */
- sprintf(out_val, _("装備品:", "Equip:"));
-
- /* Some legal items */
- if ((e1 <= e2) && !use_menu)
- {
- /* Build the prompt */
- sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
- index_to_label(e1), index_to_label(e2));
-
- /* Append */
- strcat(out_val, tmp_val);
- }
-
- /* Indicate ability to "view" */
- if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
-
- /* Append */
- if (inven) strcat(out_val, format(_(" %s 持ち物,", " %s for Inven,"), use_menu ? _("'4'or'6'", "4 or 6") : _("'/'", "'/'")));
- }
-
- /* Indicate legality of the "floor" item */
- if (allow_floor) strcat(out_val, _(" '-'床上,", " - for floor,"));
- if (mode & USE_FORCE) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
-
- /* Finish the prompt */
- strcat(out_val, " ESC");
-
- /* Build the prompt */
- sprintf(tmp_val, "(%s) %s", out_val, pmt);
-
- /* Show the prompt */
- prt(tmp_val, 0, 0);
-
- /* Get a key */
- which = inkey();
-
- if (use_menu)
- {
- int max_line = (command_wrk ? max_equip : max_inven);
- switch (which)
- {
- case ESCAPE:
- case 'z':
- case 'Z':
- case '0':
- {
- done = TRUE;
- break;
- }
-
- case '8':
- case 'k':
- case 'K':
- {
- menu_line += (max_line - 1);
- break;
- }
-
- case '2':
- case 'j':
- case 'J':
- {
- menu_line++;
- break;
- }
-
- case '4':
- case '6':
- case 'h':
- case 'H':
- case 'l':
- case 'L':
- {
- /* Verify legality */
- if (!inven || !equip)
- {
- bell();
- break;
- }
-
- /* Hack -- Fix screen */
- if (command_see)
- {
- screen_load();
- screen_save();
- }
-
- /* Switch inven/equip */
- command_wrk = !command_wrk;
- max_line = (command_wrk ? max_equip : max_inven);
- if (menu_line > max_line) menu_line = max_line;
-
- /* Need to redraw */
- break;
- }
-
- case 'x':
- case 'X':
- case '\r':
- case '\n':
- {
- if (command_wrk == USE_FLOOR)
- {
- /* Special index */
- (*cp) = -get_item_label;
- }
- else
- {
- /* Validate the item */
- if (!get_item_okay(get_item_label))
- {
- bell();
- break;
- }
-
- /* Allow player to "refuse" certain actions */
- if (!get_item_allow(get_item_label))
- {
- done = TRUE;
- break;
- }
-
- /* Accept that choice */
- (*cp) = get_item_label;
- }
-
- item = TRUE;
- done = TRUE;
- break;
- }
- case 'w':
- {
- if (mode & USE_FORCE) {
- *cp = INVEN_FORCE;
- item = TRUE;
- done = TRUE;
- break;
- }
- }
- }
- if (menu_line > max_line) menu_line -= max_line;
- }
- else
- {
- /* Parse it */
- switch (which)
- {
- case ESCAPE:
- {
- done = TRUE;
- break;
- }
-
- case '*':
- case '?':
- case ' ':
- {
- /* Hide the list */
- if (command_see)
- {
- /* Flip flag */
- command_see = FALSE;
- screen_load();
- }
-
- /* Show the list */
- else
- {
- screen_save();
-
- /* Flip flag */
- command_see = TRUE;
- }
- break;
- }
-
- case '/':
- {
- /* Verify legality */
- if (!inven || !equip)
- {
- bell();
- break;
- }
-
- /* Hack -- Fix screen */
- if (command_see)
- {
- screen_load();
- screen_save();
- }
-
- /* Switch inven/equip */
- command_wrk = !command_wrk;
-
- /* Need to redraw */
- break;
- }
-
- case '-':
- {
- /* Use floor item */
- if (allow_floor)
- {
- /* Scan all objects in the grid */
- for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
-
- /* Validate the item */
- if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
-
- /* Special index */
- k = 0 - this_o_idx;
-
- /* Verify the item (if required) */
- if (other_query_flag && !verify(_("本当に", "Try"), k)) continue;
-
- /* Allow player to "refuse" certain actions */
- if (!get_item_allow(k)) continue;
-
- /* Accept that choice */
- (*cp) = k;
- item = TRUE;
- done = TRUE;
- break;
- }
-
- /* Outer break */
- if (done) break;
- }
-
- bell();
- break;
- }
-
- case '0':
- case '1': case '2': case '3':
- case '4': case '5': case '6':
- case '7': case '8': case '9':
- {
- /* Look up the tag */
- if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
- {
- bell();
- break;
- }
-
- /* Hack -- Validate the item */
- if ((k < INVEN_RARM) ? !inven : !equip)
- {
- bell();
- break;
- }
-
- /* Validate the item */
- if (!get_item_okay(k))
- {
- bell();
- break;
- }
-
- /* Allow player to "refuse" certain actions */
- if (!get_item_allow(k))
- {
- done = TRUE;
- break;
- }
-
- /* Accept that choice */
- (*cp) = k;
- item = TRUE;
- done = TRUE;
- cur_tag = which;
- break;
- }
-
-#if 0
- case '\n':
- case '\r':
- {
- /* Choose "default" inventory item */
- if (!command_wrk)
- {
- k = ((i1 == i2) ? i1 : -1);
- }
-
- /* Choose "default" equipment item */
- else
- {
- k = ((e1 == e2) ? e1 : -1);
- }
-
- /* Validate the item */
- if (!get_item_okay(k))
- {
- bell();
- break;
- }
-
- /* Allow player to "refuse" certain actions */
- if (!get_item_allow(k))
- {
- done = TRUE;
- break;
- }
-
- /* Accept that choice */
- (*cp) = k;
- item = TRUE;
- done = TRUE;
- break;
- }
-#endif
-
- case 'w':
- {
- if (mode & USE_FORCE) {
- *cp = INVEN_FORCE;
- item = TRUE;
- done = TRUE;
- break;
- }
-
- /* Fall through */
- }
-
- default:
- {
- int ver;
- bool not_found = FALSE;
-
- /* Look up the alphabetical tag */
- if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
- {
- not_found = TRUE;
- }
-
- /* Hack -- Validate the item */
- else if ((k < INVEN_RARM) ? !inven : !equip)
- {
- not_found = TRUE;
- }
-
- /* Validate the item */
- else if (!get_item_okay(k))
- {
- not_found = TRUE;
- }
-
- if (!not_found)
- {
- /* Accept that choice */
- (*cp) = k;
- item = TRUE;
- done = TRUE;
- cur_tag = which;
- break;
- }
-
- /* Extract "query" setting */
- ver = isupper(which);
- which = (char)tolower(which);
-
- /* Convert letter to inventory index */
- if (!command_wrk)
- {
- if (which == '(') k = i1;
- else if (which == ')') k = i2;
- else k = label_to_inven(which);
- }
-
- /* Convert letter to equipment index */
- else
- {
- if (which == '(') k = e1;
- else if (which == ')') k = e2;
- else k = label_to_equip(which);
- }
-
- /* Validate the item */
- if (!get_item_okay(k))
- {
- bell();
- break;
- }
-
- /* Verify the item */
- if (ver && !verify(_("本当に", "Try"), k))
- {
- done = TRUE;
- break;
- }
-
- /* Allow player to "refuse" certain actions */
- if (!get_item_allow(k))
- {
- done = TRUE;
- break;
- }
-
- /* Accept that choice */
- (*cp) = k;
- item = TRUE;
- done = TRUE;
- break;
- }
- }
- }
- }
-
-
- /* Fix the screen if necessary */
- if (command_see)
- {
- screen_load();
-
- /* Hack -- Cancel "display" */
- command_see = FALSE;
- }
-
-
- /* Forget the item_tester_tval restriction */
- item_tester_tval = 0;
-
- /* Forget the item_tester_hook restriction */
- item_tester_hook = NULL;
-
-
- /* Clean up 'show choices' */
- /* Toggle again if needed */
- if (toggle) toggle_inven_equip();
-
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
- handle_stuff();
-
- /* Clear the prompt line */
- prt("", 0, 0);
-
- /* Warning if needed */
- if (oops && str) msg_print(str);
-
- if (item)
- {
- repeat_push(*cp);
- if (command_cmd) prev_tag = cur_tag;
- command_cmd = 0; /* Hack -- command_cmd is no longer effective */
- }
- return (item);
-}
-
-/*
- * Choose an item and get auto-picker entry from it.
- */
-object_type *choose_object(OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option)
-{
- OBJECT_IDX item;
- if (!get_item(&item, q, s, option)) return NULL;
- if (idx) *idx = item;
-
- if (item == INVEN_FORCE) return NULL;
-
- /* Get the item (in the pack) */
- else if (item >= 0) return &inventory[item];
-
- /* Get the item (on the floor) */
- else return ¤t_floor_ptr->o_list[0 - item];
-}
-
-
-/*!
- * @brief 床下に落ちているオブジェクトの数を返す / scan_floor
- * @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
- * @param y 走査するフロアのY座標
- * @param x 走査するフロアのX座標
- * @param mode オプションフラグ
- * @return 対象のマスに落ちているアイテム数
- * @details
- * Return a list of o_list[] indexes of items at the given current_floor_ptr->grid_array
- * location. Valid flags are:
- *
- * mode & 0x01 -- Item tester
- * mode & 0x02 -- Marked items only
- * mode & 0x04 -- Stop after first
- */
-ITEM_NUMBER scan_floor(OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode)
-{
- OBJECT_IDX this_o_idx, next_o_idx;
-
- ITEM_NUMBER num = 0;
-
- /* Sanity */
- if (!in_bounds(y, x)) return 0;
-
- /* Scan all objects in the grid */
- for (this_o_idx = current_floor_ptr->grid_array[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- object_type *o_ptr;
- o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
- next_o_idx = o_ptr->next_o_idx;
-
- /* Item tester */
- if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
-
- /* Marked */
- if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue;
-
- /* Accept this item */
- /* XXX Hack -- Enforce limit */
- if (num < 23)
- items[num] = this_o_idx;
-
- num++;
-
- /* Only one */
- if (mode & 0x04) break;
- }
- return num;
-}
-
-
-/*!
- * @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.
- * @param target_item カーソルの初期値
- * @param y 走査するフロアのY座標
- * @param x 走査するフロアのX座標
- * @param min_width 表示の長さ
- * @return 選択したアイテムの添え字
- * @details
- */
-COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_LEN *min_width)
-{
- COMMAND_CODE i, m;
- int j, k, l;
- int col, len;
-
- object_type *o_ptr;
-
- GAME_TEXT o_name[MAX_NLEN];
- char tmp_val[80];
-
- COMMAND_CODE out_index[23];
- TERM_COLOR out_color[23];
- char out_desc[23][MAX_NLEN];
- COMMAND_CODE target_item_label = 0;
-
- OBJECT_IDX floor_list[23];
- ITEM_NUMBER floor_num;
- TERM_LEN wid, hgt;
- char floor_label[52 + 1];
-
- bool dont_need_to_show_weights = TRUE;
-
- Term_get_size(&wid, &hgt);
-
- /* Default length */
- len = MAX((*min_width), 20);
-
- /* Scan for objects in the grid, using item_tester_okay() */
- floor_num = scan_floor(floor_list, y, x, 0x03);
-
- /* Display the floor objects */
- for (k = 0, i = 0; i < floor_num && i < 23; i++)
- {
- o_ptr = ¤t_floor_ptr->o_list[floor_list[i]];
-
- object_desc(o_name, o_ptr, 0);
-
- /* Save the index */
- out_index[k] = i;
-
- /* Acquire inventory color */
- out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
-
- /* Save the object description */
- strcpy(out_desc[k], o_name);
-
- /* Find the predicted "line length" */
- l = strlen(out_desc[k]) + 5;
-
- /* Be sure to account for the weight */
- if (show_weights) l += 9;
-
- if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE;
-
- /* Maintain the maximum length */
- if (l > len) len = l;
-
- /* Advance to next "line" */
- k++;
- }
-
- if (show_weights && dont_need_to_show_weights) len -= 9;
-
- /* Save width */
- *min_width = len;
-
- /* Find the column to start in */
- col = (len > wid - 4) ? 0 : (wid - len - 1);
-
- prepare_label_string_floor(floor_label, floor_list, floor_num);
-
- /* Output each entry */
- for (j = 0; j < k; j++)
- {
- m = floor_list[out_index[j]];
- o_ptr = ¤t_floor_ptr->o_list[m];
-
- /* Clear the line */
- prt("", j + 1, col ? col - 2 : col);
-
- if (use_menu && target_item)
- {
- if (j == (target_item-1))
- {
- strcpy(tmp_val, _("》", "> "));
- target_item_label = m;
- }
- else strcpy(tmp_val, " ");
- }
- else
- {
- /* Prepare an index --(-- */
- sprintf(tmp_val, "%c)", floor_label[j]);
- }
-
- /* Clear the line with the (possibly indented) index */
- put_str(tmp_val, j + 1, col);
-
- /* Display the entry itself */
- c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
-
- /* Display the weight if needed */
- if (show_weights && (o_ptr->tval != TV_GOLD))
- {
- int wgt = o_ptr->weight * o_ptr->number;
-#ifdef JP
- sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
-#else
- sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
-#endif
-
- prt(tmp_val, j + 1, wid - 9);
- }
- }
-
- /* Make a "shadow" below the list (only if needed) */
- if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
-
- return target_item_label;
-}
-
-/*!
- * @brief オブジェクト選択の汎用関数(床上アイテム用) /
- * Let the user select an item, save its "index"
- * @param cp 選択したオブジェクトのIDを返す。
- * @param pmt 選択目的のメッセージ
- * @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
- * @param mode オプションフラグ
- * @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。/
- */
-bool get_item_floor(COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode)
-{
- char n1 = ' ', n2 = ' ', which = ' ';
-
- int j;
- COMMAND_CODE i1, i2;
- COMMAND_CODE e1, e2;
- COMMAND_CODE k;
-
- bool done, item;
-
- bool oops = FALSE;
-
- /* Extract args */
- bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
- bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
- bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
- bool force = (mode & USE_FORCE) ? TRUE : FALSE;
-
- bool allow_equip = FALSE;
- bool allow_inven = FALSE;
- bool allow_floor = FALSE;
-
- bool toggle = FALSE;
-
- char tmp_val[160];
- char out_val[160];
-
- ITEM_NUMBER floor_num;
- OBJECT_IDX floor_list[23];
- int floor_top = 0;
- TERM_LEN min_width = 0;
-
- int menu_line = (use_menu ? 1 : 0);
- int max_inven = 0;
- int max_equip = 0;
-
- static char prev_tag = '\0';
- char cur_tag = '\0';
-
- /* Get the item index */
- if (repeat_pull(cp))
- {
- /* the_force */
- if (force && (*cp == INVEN_FORCE))
- {
- item_tester_tval = 0;
- item_tester_hook = NULL;
- command_cmd = 0; /* Hack -- command_cmd is no longer effective */
- return (TRUE);
- }
-
- /* Floor item? */
- else if (floor && (*cp < 0))
- {
- if (prev_tag && command_cmd)
- {
- /* Scan all objects in the grid */
- floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
-
- /* Look up the tag */
- if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
- {
- /* Accept that choice */
- (*cp) = 0 - floor_list[k];
-
- /* Forget restrictions */
- item_tester_tval = 0;
- item_tester_hook = NULL;
- command_cmd = 0; /* Hack -- command_cmd is no longer effective */
-
- /* Success */
- return TRUE;
- }
-
- prev_tag = '\0'; /* prev_tag is no longer effective */
- }
-
- /* Validate the item */
- else if (item_tester_okay(¤t_floor_ptr->o_list[0 - (*cp)]) || (mode & USE_FULL))
- {
- /* Forget restrictions */
- item_tester_tval = 0;
- item_tester_hook = NULL;
- command_cmd = 0; /* Hack -- command_cmd is no longer effective */
-
- /* Success */
- return TRUE;
- }
- }
-
- else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
- (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
- {
- if (prev_tag && command_cmd)
- {
- /* Look up the tag and validate the item */
- if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
- else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
- else if (!get_item_okay(k)) /* Reject */;
- else
- {
- /* Accept that choice */
- (*cp) = k;
-
- /* Forget restrictions */
- item_tester_tval = 0;
- item_tester_hook = NULL;
- command_cmd = 0; /* Hack -- command_cmd is no longer effective */
-
- /* Success */
- return TRUE;
- }
-
- prev_tag = '\0'; /* prev_tag is no longer effective */
- }
-
- /* Verify the item */
- else if (get_item_okay(*cp))
- {
- /* Forget restrictions */
- item_tester_tval = 0;
- item_tester_hook = NULL;
- command_cmd = 0; /* Hack -- command_cmd is no longer effective */
-
- /* Success */
- return TRUE;
- }
- }
- }
-
- msg_print(NULL);
-
-
- /* Not done */
- done = FALSE;
-
- /* No item selected */
- item = FALSE;
-
-
- /* Full inventory */
- i1 = 0;
- i2 = INVEN_PACK - 1;
-
- /* Forbid inventory */
- if (!inven) i2 = -1;
- else if (use_menu)
- {
- for (j = 0; j < INVEN_PACK; j++)
- if (item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_inven++;
- }
-
- /* Restrict inventory indexes */
- while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
- while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
-
-
- /* Full equipment */
- e1 = INVEN_RARM;
- e2 = INVEN_TOTAL - 1;
-
- /* Forbid equipment */
- if (!equip) e2 = -1;
- else if (use_menu)
- {
- for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
- if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_equip++;
- if (p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) max_equip++;
- }
-
- /* Restrict equipment indexes */
- while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
- while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
-
- if (equip && p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT))
- {
- if (p_ptr->migite)
- {
- if (e2 < INVEN_LARM) e2 = INVEN_LARM;
- }
- else if (p_ptr->hidarite) e1 = INVEN_RARM;
- }
-
-
- /* Count "okay" floor items */
- floor_num = 0;
-
- /* Restrict floor usage */
- if (floor)
- {
- /* Scan all objects in the grid */
- floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
- }
-
- /* Accept inventory */
- if (i1 <= i2) allow_inven = TRUE;
-
- /* Accept equipment */
- if (e1 <= e2) allow_equip = TRUE;
-
- /* Accept floor */
- if (floor_num) allow_floor = TRUE;
-
- /* Require at least one legal choice */
- if (!allow_inven && !allow_equip && !allow_floor)
- {
- /* Cancel p_ptr->command_see */
- command_see = FALSE;
- oops = TRUE;
- done = TRUE;
-
- if (force) {
- *cp = INVEN_FORCE;
- item = TRUE;
- }
- }
-
- /* Analyze choices */
- else
- {
- /* Hack -- Start on equipment if requested */
- if (command_see && (command_wrk == (USE_EQUIP))
- && allow_equip)
- {
- command_wrk = (USE_EQUIP);
- }
-
- /* Use inventory if allowed */
- else if (allow_inven)
- {
- command_wrk = (USE_INVEN);
- }
-
- /* Use equipment if allowed */
- else if (allow_equip)
- {
- command_wrk = (USE_EQUIP);
- }
-
- /* Use floor if allowed */
- else if (allow_floor)
- {
- command_wrk = (USE_FLOOR);
- }
- }
-
- /*
- * 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
- */
- if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
-
- /* Hack -- start out in "display" mode */
- if (command_see)
- {
- screen_save();
- }
-
- /* Repeat until done */
- while (!done)
- {
- COMMAND_CODE get_item_label = 0;
-
- /* Show choices */
- int ni = 0;
- int ne = 0;
-
- /* Scan windows */
- for (j = 0; j < 8; j++)
- {
- /* Unused */
- if (!angband_term[j]) continue;
-
- /* Count windows displaying inven */
- if (window_flag[j] & (PW_INVEN)) ni++;
-
- /* Count windows displaying equip */
- if (window_flag[j] & (PW_EQUIP)) ne++;
- }
-
- /* Toggle if needed */
- if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
- (command_wrk == (USE_INVEN) && !ni && ne))
- {
- /* Toggle */
- toggle_inven_equip();
-
- /* Track toggles */
- toggle = !toggle;
- }
-
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
- handle_stuff();
-
- /* Inventory screen */
- if (command_wrk == (USE_INVEN))
- {
- /* Extract the legal requests */
- n1 = I2A(i1);
- n2 = I2A(i2);
-
- /* Redraw if needed */
- if (command_see) get_item_label = show_inven(menu_line, mode);
- }
-
- /* Equipment screen */
- else if (command_wrk == (USE_EQUIP))
- {
- /* Extract the legal requests */
- n1 = I2A(e1 - INVEN_RARM);
- n2 = I2A(e2 - INVEN_RARM);
-
- /* Redraw if needed */
- if (command_see) get_item_label = show_equip(menu_line, mode);
- }
-
- /* Floor screen */
- else if (command_wrk == (USE_FLOOR))
- {
- j = floor_top;
- k = MIN(floor_top + 23, floor_num) - 1;
-
- /* Extract the legal requests */
- n1 = I2A(j - floor_top);
- n2 = I2A(k - floor_top);
-
- /* Redraw if needed */
- if (command_see) get_item_label = show_floor(menu_line, p_ptr->y, p_ptr->x, &min_width);
- }
-
- /* Viewing inventory */
- if (command_wrk == (USE_INVEN))
- {
- /* Begin the prompt */
- sprintf(out_val, _("持ち物:", "Inven:"));
-
- if (!use_menu)
- {
- /* Build the prompt */
- sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
- index_to_label(i1), index_to_label(i2));
-
- /* Append */
- strcat(out_val, tmp_val);
- }
-
- /* Indicate ability to "view" */
- if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
-
- /* Append */
- if (allow_equip)
- {
- if (!use_menu)
- strcat(out_val, _(" '/' 装備品,", " / for Equip,"));
- else if (allow_floor)
- strcat(out_val, _(" '6' 装備品,", " 6 for Equip,"));
- else
- strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
- }
-
- /* Append */
- if (allow_floor)
- {
- if (!use_menu)
- strcat(out_val, _(" '-'床上,", " - for floor,"));
- else if (allow_equip)
- strcat(out_val, _(" '4' 床上,", " 4 for floor,"));
- else
- strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
- }
- }
-
- /* Viewing equipment */
- else if (command_wrk == (USE_EQUIP))
- {
- /* Begin the prompt */
- sprintf(out_val, _("装備品:", "Equip:"));
-
- if (!use_menu)
- {
- /* Build the prompt */
- sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
- index_to_label(e1), index_to_label(e2));
-
- /* Append */
- strcat(out_val, tmp_val);
- }
-
- /* Indicate ability to "view" */
- if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
-
- /* Append */
- if (allow_inven)
- {
- if (!use_menu)
- strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
- else if (allow_floor)
- strcat(out_val, _(" '4' 持ち物,", " 4 for Inven,"));
- else
- strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
- }
-
- /* Append */
- if (allow_floor)
- {
- if (!use_menu)
- strcat(out_val, _(" '-'床上,", " - for floor,"));
- else if (allow_inven)
- strcat(out_val, _(" '6' 床上,", " 6 for floor,"));
- else
- strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
- }
- }
-
- /* Viewing floor */
- else if (command_wrk == (USE_FLOOR))
- {
- /* Begin the prompt */
- sprintf(out_val, _("床上:", "Floor:"));
-
- if (!use_menu)
- {
- /* Build the prompt */
- sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), n1, n2);
-
- /* Append */
- strcat(out_val, tmp_val);
- }
-
- /* Indicate ability to "view" */
- if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
-
- if (use_menu)
- {
- if (allow_inven && allow_equip)
- {
- strcat(out_val, _(" '4' 装備品, '6' 持ち物,", " 4 for Equip, 6 for Inven,"));
- }
- else if (allow_inven)
- {
- strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
- }
- else if (allow_equip)
- {
- strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
- }
- }
- /* Append */
- else if (allow_inven)
- {
- strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
- }
- else if (allow_equip)
- {
- strcat(out_val, _(" '/'装備品,", " / for Equip,"));
- }
-
- /* Append */
- if (command_see && !use_menu)
- {
- strcat(out_val, _(" Enter 次,", " Enter for scroll down,"));
- }
- }
-
- /* Append */
- if (force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
-
- /* Finish the prompt */
- strcat(out_val, " ESC");
-
- /* Build the prompt */
- sprintf(tmp_val, "(%s) %s", out_val, pmt);
-
- /* Show the prompt */
- prt(tmp_val, 0, 0);
-
- /* Get a key */
- which = inkey();
-
- if (use_menu)
- {
- int max_line = 1;
- if (command_wrk == USE_INVEN) max_line = max_inven;
- else if (command_wrk == USE_EQUIP) max_line = max_equip;
- else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
- switch (which)
- {
- case ESCAPE:
- case 'z':
- case 'Z':
- case '0':
- {
- done = TRUE;
- break;
- }
-
- case '8':
- case 'k':
- case 'K':
- {
- menu_line += (max_line - 1);
- break;
- }
-
- case '2':
- case 'j':
- case 'J':
- {
- menu_line++;
- break;
- }
-
- case '4':
- case 'h':
- case 'H':
- {
- /* Verify legality */
- if (command_wrk == (USE_INVEN))
- {
- if (allow_floor) command_wrk = USE_FLOOR;
- else if (allow_equip) command_wrk = USE_EQUIP;
- else
- {
- bell();
- break;
- }
- }
- else if (command_wrk == (USE_EQUIP))
- {
- if (allow_inven) command_wrk = USE_INVEN;
- else if (allow_floor) command_wrk = USE_FLOOR;
- else
- {
- bell();
- break;
- }
- }
- else if (command_wrk == (USE_FLOOR))
- {
- if (allow_equip) command_wrk = USE_EQUIP;
- else if (allow_inven) command_wrk = USE_INVEN;
- else
- {
- bell();
- break;
- }
- }
- else
- {
- bell();
- break;
- }
-
- /* Hack -- Fix screen */
- if (command_see)
- {
- screen_load();
- screen_save();
- }
-
- /* Switch inven/equip */
- if (command_wrk == USE_INVEN) max_line = max_inven;
- else if (command_wrk == USE_EQUIP) max_line = max_equip;
- else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
- if (menu_line > max_line) menu_line = max_line;
-
- /* Need to redraw */
- break;
- }
-
- case '6':
- case 'l':
- case 'L':
- {
- /* Verify legality */
- if (command_wrk == (USE_INVEN))
- {
- if (allow_equip) command_wrk = USE_EQUIP;
- else if (allow_floor) command_wrk = USE_FLOOR;
- else
- {
- bell();
- break;
- }
- }
- else if (command_wrk == (USE_EQUIP))
- {
- if (allow_floor) command_wrk = USE_FLOOR;
- else if (allow_inven) command_wrk = USE_INVEN;
- else
- {
- bell();
- break;
- }
- }
- else if (command_wrk == (USE_FLOOR))
- {
- if (allow_inven) command_wrk = USE_INVEN;
- else if (allow_equip) command_wrk = USE_EQUIP;
- else
- {
- bell();
- break;
- }
- }
- else
- {
- bell();
- break;
- }
-
- /* Hack -- Fix screen */
- if (command_see)
- {
- screen_load();
- screen_save();
- }
-
- /* Switch inven/equip */
- if (command_wrk == USE_INVEN) max_line = max_inven;
- else if (command_wrk == USE_EQUIP) max_line = max_equip;
- else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
- if (menu_line > max_line) menu_line = max_line;
-
- /* Need to redraw */
- break;
- }
-
- case 'x':
- case 'X':
- case '\r':
- case '\n':
- {
- if (command_wrk == USE_FLOOR)
- {
- /* Special index */
- (*cp) = -get_item_label;
- }
- else
- {
- /* Validate the item */
- if (!get_item_okay(get_item_label))
- {
- bell();
- break;
- }
-
- /* Allow player to "refuse" certain actions */
- if (!get_item_allow(get_item_label))
- {
- done = TRUE;
- break;
- }
-
- /* Accept that choice */
- (*cp) = get_item_label;
- }
-
- item = TRUE;
- done = TRUE;
- break;
- }
- case 'w':
- {
- if (force) {
- *cp = INVEN_FORCE;
- item = TRUE;
- done = TRUE;
- break;
- }
- }
- }
- if (menu_line > max_line) menu_line -= max_line;
- }
- else
- {
- /* Parse it */
- switch (which)
- {
- case ESCAPE:
- {
- done = TRUE;
- break;
- }
-
- case '*':
- case '?':
- case ' ':
- {
- /* Hide the list */
- if (command_see)
- {
- /* Flip flag */
- command_see = FALSE;
- screen_load();
- }
-
- /* Show the list */
- else
- {
- screen_save();
-
- /* Flip flag */
- command_see = TRUE;
- }
- break;
- }
-
- case '\n':
- case '\r':
- case '+':
- {
- int i;
- OBJECT_IDX o_idx;
- grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
-
- if (command_wrk != (USE_FLOOR)) break;
-
- /* Get the object being moved. */
- o_idx = g_ptr->o_idx;
-
- /* Only rotate a pile of two or more objects. */
- if (!(o_idx && current_floor_ptr->o_list[o_idx].next_o_idx)) break;
-
- /* Remove the first object from the list. */
- excise_object_idx(o_idx);
-
- /* Find end of the list. */
- i = g_ptr->o_idx;
- while (current_floor_ptr->o_list[i].next_o_idx)
- i = current_floor_ptr->o_list[i].next_o_idx;
-
- /* Add after the last object. */
- current_floor_ptr->o_list[i].next_o_idx = o_idx;
-
- /* Re-scan floor list */
- floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
-
- /* Hack -- Fix screen */
- if (command_see)
- {
- screen_load();
- screen_save();
- }
-
- break;
- }
-
- case '/':
- {
- if (command_wrk == (USE_INVEN))
- {
- if (!allow_equip)
- {
- bell();
- break;
- }
- command_wrk = (USE_EQUIP);
- }
- else if (command_wrk == (USE_EQUIP))
- {
- if (!allow_inven)
- {
- bell();
- break;
- }
- command_wrk = (USE_INVEN);
- }
- else if (command_wrk == (USE_FLOOR))
- {
- if (allow_inven)
- {
- command_wrk = (USE_INVEN);
- }
- else if (allow_equip)
- {
- command_wrk = (USE_EQUIP);
- }
- else
- {
- bell();
- break;
- }
- }
-
- /* Hack -- Fix screen */
- if (command_see)
- {
- screen_load();
- screen_save();
- }
-
- /* Need to redraw */
- break;
- }
-
- case '-':
- {
- if (!allow_floor)
- {
- bell();
- break;
- }
-
- /*
- * If we are already examining the floor, and there
- * is only one item, we will always select it.
- * If we aren't examining the floor and there is only
- * one item, we will select it if floor_query_flag
- * is FALSE.
- */
- if (floor_num == 1)
- {
- if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
- {
- /* Special index */
- k = 0 - floor_list[0];
-
- /* Allow player to "refuse" certain actions */
- if (!get_item_allow(k))
- {
- done = TRUE;
- break;
- }
-
- /* Accept that choice */
- (*cp) = k;
- item = TRUE;
- done = TRUE;
-
- break;
- }
- }
-
- /* Hack -- Fix screen */
- if (command_see)
- {
- screen_load();
- screen_save();
- }
-
- command_wrk = (USE_FLOOR);
-
- break;
- }
-
- case '0':
- case '1': case '2': case '3':
- case '4': case '5': case '6':
- case '7': case '8': case '9':
- {
- if (command_wrk != USE_FLOOR)
- {
- /* Look up the tag */
- if (!get_tag(&k, which, command_wrk))
- {
- bell();
- break;
- }
-
- /* Hack -- Validate the item */
- if ((k < INVEN_RARM) ? !inven : !equip)
- {
- bell();
- break;
- }
-
- /* Validate the item */
- if (!get_item_okay(k))
- {
- bell();
- break;
- }
- }
- else
- {
- /* Look up the alphabetical tag */
- if (get_tag_floor(&k, which, floor_list, floor_num))
- {
- /* Special index */
- k = 0 - floor_list[k];
- }
- else
- {
- bell();
- break;
- }
- }
-
- /* Allow player to "refuse" certain actions */
- if (!get_item_allow(k))
- {
- done = TRUE;
- break;
- }
-
- /* Accept that choice */
- (*cp) = k;
- item = TRUE;
- done = TRUE;
- cur_tag = which;
- break;
- }
-
-#if 0
- case '\n':
- case '\r':
- {
- /* Choose "default" inventory item */
- if (command_wrk == (USE_INVEN))
- {
- k = ((i1 == i2) ? i1 : -1);
- }
-
- /* Choose "default" equipment item */
- else if (command_wrk == (USE_EQUIP))
- {
- k = ((e1 == e2) ? e1 : -1);
- }
-
- /* Choose "default" floor item */
- else if (command_wrk == (USE_FLOOR))
- {
- if (floor_num == 1)
- {
- /* Special index */
- k = 0 - floor_list[0];
-
- /* Allow player to "refuse" certain actions */
- if (!get_item_allow(k))
- {
- done = TRUE;
- break;
- }
-
- /* Accept that choice */
- (*cp) = k;
- item = TRUE;
- done = TRUE;
- }
- break;
- }
-
- /* Validate the item */
- if (!get_item_okay(k))
- {
- bell();
- break;
- }
-
- /* Allow player to "refuse" certain actions */
- if (!get_item_allow(k))
- {
- done = TRUE;
- break;
- }
-
- /* Accept that choice */
- (*cp) = k;
- item = TRUE;
- done = TRUE;
- break;
- }
-#endif
-
- case 'w':
- {
- if (force) {
- *cp = INVEN_FORCE;
- item = TRUE;
- done = TRUE;
- break;
- }
-
- /* Fall through */
- }
-
- default:
- {
- int ver;
-
- if (command_wrk != USE_FLOOR)
- {
- bool not_found = FALSE;
-
- /* Look up the alphabetical tag */
- if (!get_tag(&k, which, command_wrk))
- {
- not_found = TRUE;
- }
-
- /* Hack -- Validate the item */
- else if ((k < INVEN_RARM) ? !inven : !equip)
- {
- not_found = TRUE;
- }
-
- /* Validate the item */
- else if (!get_item_okay(k))
- {
- not_found = TRUE;
- }
-
- if (!not_found)
- {
- /* Accept that choice */
- (*cp) = k;
- item = TRUE;
- done = TRUE;
- cur_tag = which;
- break;
- }
- }
- else
- {
- /* Look up the alphabetical tag */
- if (get_tag_floor(&k, which, floor_list, floor_num))
- {
- /* Special index */
- k = 0 - floor_list[k];
-
- /* Accept that choice */
- (*cp) = k;
- item = TRUE;
- done = TRUE;
- cur_tag = which;
- break;
- }
- }
-
- /* Extract "query" setting */
- ver = isupper(which);
- which = (char)tolower(which);
-
- /* Convert letter to inventory index */
- if (command_wrk == (USE_INVEN))
- {
- if (which == '(') k = i1;
- else if (which == ')') k = i2;
- else k = label_to_inven(which);
- }
-
- /* Convert letter to equipment index */
- else if (command_wrk == (USE_EQUIP))
- {
- if (which == '(') k = e1;
- else if (which == ')') k = e2;
- else k = label_to_equip(which);
- }
-
- /* Convert letter to floor index */
- else if (command_wrk == USE_FLOOR)
- {
- if (which == '(') k = 0;
- else if (which == ')') k = floor_num - 1;
- else k = islower(which) ? A2I(which) : -1;
- if (k < 0 || k >= floor_num || k >= 23)
- {
- bell();
- break;
- }
-
- /* Special index */
- k = 0 - floor_list[k];
- }
-
- /* Validate the item */
- if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
- {
- bell();
- break;
- }
-
- /* Verify the item */
- if (ver && !verify(_("本当に", "Try"), k))
- {
- done = TRUE;
- break;
- }
-
- /* Allow player to "refuse" certain actions */
- if (!get_item_allow(k))
- {
- done = TRUE;
- break;
- }
-
- /* Accept that choice */
- (*cp) = k;
- item = TRUE;
- done = TRUE;
- break;
- }
- }
- }
- }
-
- /* Fix the screen if necessary */
- if (command_see)
- {
- screen_load();
-
- /* Hack -- Cancel "display" */
- command_see = FALSE;
- }
-
-
- /* Forget the item_tester_tval restriction */
- item_tester_tval = 0;
-
- /* Forget the item_tester_hook restriction */
- item_tester_hook = NULL;
-
-
- /* Clean up 'show choices' */
- /* Toggle again if needed */
- if (toggle) toggle_inven_equip();
-
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
- handle_stuff();
-
- /* Clear the prompt line */
- prt("", 0, 0);
-
- /* Warning if needed */
- if (oops && str) msg_print(str);
-
- if (item)
- {
- repeat_push(*cp);
- if (command_cmd) prev_tag = cur_tag;
- command_cmd = 0; /* Hack -- command_cmd is no longer effective */
- }
- return (item);
-}
-
-/*!
- * @brief 床上のアイテムを拾う選択用サブルーチン
- * @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。
- */
-static bool py_pickup_floor_aux(void)
-{
- OBJECT_IDX this_o_idx;
- concptr q, s;
- OBJECT_IDX item;
-
- /* Restrict the choices */
- item_tester_hook = inven_carry_okay;
-
- /* Get an object */
- q = _("どれを拾いますか?", "Get which item? ");
- s = _("もうザックには床にあるどのアイテムも入らない。", "You no longer have any room for the objects on the floor.");
-
- if (choose_object(&item, q, s, (USE_FLOOR)))
- {
- this_o_idx = 0 - item;
- }
- else
- {
- return (FALSE);
- }
-
- /* Pick up the object */
- py_pickup_aux(this_o_idx);
-
- return (TRUE);
-}
-
-/*!
- * @brief 床上のアイテムを拾うメイン処理
- * @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
- * @return なし
- * @details
- * This is called by py_pickup() when easy_floor is TRUE.
- */
-void py_pickup_floor(bool pickup)
-{
- OBJECT_IDX this_o_idx, next_o_idx = 0;
-
- GAME_TEXT o_name[MAX_NLEN];
- object_type *o_ptr;
-
- int floor_num = 0;
- OBJECT_IDX floor_o_idx = 0;
-
- int can_pickup = 0;
-
- /* Scan the pile of objects */
- for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
- {
- /* Access the object */
- o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- object_desc(o_name, o_ptr, 0);
-
- /* Access the next object */
- next_o_idx = o_ptr->next_o_idx;
-
- disturb(FALSE, FALSE);
-
- /* Pick up gold */
- if (o_ptr->tval == TV_GOLD)
- {
-#ifdef JP
- msg_format(" $%ld の価値がある%sを見つけた。",
- (long)o_ptr->pval, o_name);
-#else
- msg_format("You have found %ld gold pieces worth of %s.",
- (long)o_ptr->pval, o_name);
-#endif
-
- /* Collect the gold */
- p_ptr->au += o_ptr->pval;
-
- /* Redraw gold */
- p_ptr->redraw |= (PR_GOLD);
-
- p_ptr->window |= (PW_PLAYER);
-
- /* Delete the gold */
- delete_object_idx(this_o_idx);
-
- /* Check the next object */
- continue;
- }
- else if (o_ptr->marked & OM_NOMSG)
- {
- /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
- * ignored. Otherwise, they are included in the prompt. */
- o_ptr->marked &= ~(OM_NOMSG);
- continue;
- }
-
- /* Count non-gold objects that can be picked up. */
- if (inven_carry_okay(o_ptr))
- {
- can_pickup++;
- }
-
- /* Count non-gold objects */
- floor_num++;
-
- /* Remember this index */
- floor_o_idx = this_o_idx;
- }
-
- /* There are no non-gold objects */
- if (!floor_num)
- return;
-
- /* Mention the number of objects */
- if (!pickup)
- {
- /* One object */
- if (floor_num == 1)
- {
- /* Access the object */
- o_ptr = ¤t_floor_ptr->o_list[floor_o_idx];
-
-#ifdef ALLOW_EASY_SENSE
-
- /* Option: Make object sensing easy */
- if (easy_sense)
- {
- /* Sense the object */
- (void) sense_object(o_ptr);
- }
-
-#endif /* ALLOW_EASY_SENSE */
-
- object_desc(o_name, o_ptr, 0);
-
- msg_format(_("%sがある。", "You see %s."), o_name);
- }
-
- /* Multiple objects */
- else
- {
- msg_format(_("%d 個のアイテムの山がある。", "You see a pile of %d items."), floor_num);
- }
-
- return;
- }
-
- /* The player has no room for anything on the floor. */
- if (!can_pickup)
- {
- /* One object */
- if (floor_num == 1)
- {
- /* Access the object */
- o_ptr = ¤t_floor_ptr->o_list[floor_o_idx];
-
-#ifdef ALLOW_EASY_SENSE
-
- /* Option: Make object sensing easy */
- if (easy_sense)
- {
- /* Sense the object */
- (void) sense_object(o_ptr);
- }
-
-#endif /* ALLOW_EASY_SENSE */
-
- object_desc(o_name, o_ptr, 0);
-
- msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
- }
-
- /* Multiple objects */
- else
- {
- msg_print(_("ザックには床にあるどのアイテムも入らない。", "You have no room for any of the objects on the floor."));
-
- }
-
- return;
- }
-
- /* One object */
- if (floor_num == 1)
- {
- /* Hack -- query every object */
- if (carry_query_flag)
- {
- char out_val[MAX_NLEN+20];
-
- /* Access the object */
- o_ptr = ¤t_floor_ptr->o_list[floor_o_idx];
-
-#ifdef ALLOW_EASY_SENSE
-
- /* Option: Make object sensing easy */
- if (easy_sense)
- {
- /* Sense the object */
- (void) sense_object(o_ptr);
- }
-
-#endif /* ALLOW_EASY_SENSE */
-
- object_desc(o_name, o_ptr, 0);
-
- /* Build a prompt */
- (void) sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
-
- /* Ask the user to confirm */
- if (!get_check(out_val))
- {
- return;
- }
- }
-
- /* Access the object */
- o_ptr = ¤t_floor_ptr->o_list[floor_o_idx];
-
-#ifdef ALLOW_EASY_SENSE
-
- /* Option: Make object sensing easy */
- if (easy_sense)
- {
- /* Sense the object */
- (void) sense_object(o_ptr);
- }
-
-#endif /* ALLOW_EASY_SENSE */
-
- /* Pick up the object */
- py_pickup_aux(floor_o_idx);
- }
-
- /* Allow the user to choose an object */
- else
- {
- while (can_pickup--)
- {
- if (!py_pickup_floor_aux()) break;
- }
- }
-}
-
-
-/*!
- * @brief 矢弾を射撃した場合の破損確率を返す /
- * Determines the odds of an object breaking when thrown at a monster
- * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
- * @return 破損確率(%)
- * @details
- * Note that artifacts never break, see the "drop_near()" function.
- */
-PERCENTAGE breakage_chance(object_type *o_ptr, SPELL_IDX snipe_type)
-{
- PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev - 1) / 7 + 4 : 0);
-
- /* Examine the snipe type */
- if (snipe_type)
- {
- if (snipe_type == SP_KILL_WALL) return (100);
- if (snipe_type == SP_EXPLODE) return (100);
- if (snipe_type == SP_PIERCE) return (100);
- if (snipe_type == SP_FINAL) return (100);
- if (snipe_type == SP_NEEDLE) return (100);
- if (snipe_type == SP_EVILNESS) return (40);
- if (snipe_type == SP_HOLYNESS) return (40);
- }
-
- /* Examine the item type */
- switch (o_ptr->tval)
- {
- /* Always break */
- case TV_FLASK:
- case TV_POTION:
- case TV_BOTTLE:
- case TV_FOOD:
- case TV_JUNK:
- return (100);
-
- /* Often break */
- case TV_LITE:
- case TV_SCROLL:
- case TV_SKELETON:
- return (50);
-
- /* Sometimes break */
- case TV_WAND:
- case TV_SPIKE:
- return (25);
- case TV_ARROW:
- return (20 - archer_bonus * 2);
-
- /* Rarely break */
- case TV_SHOT:
- case TV_BOLT:
- return (10 - archer_bonus);
- default:
- return (10);
- }
-}