#include "object-hook/hook-weapon.h"
#include "object/item-use-flags.h"
#include "object/object-info.h"
-#include "object/object-kind.h"
#include "perception/object-perception.h"
#include "player-base/player-class.h"
#include "player/player-realm.h"
-#include "system/monster-race-definition.h"
-#include "system/object-type-definition.h"
+#include "system/baseitem-info.h"
+#include "system/item-entity.h"
+#include "system/monster-race-info.h"
#include "system/player-type-definition.h"
#include "util/quarks.h"
#include "util/string-processor.h"
*/
bool autopick_new_entry(autopick_type *entry, concptr str, bool allow_default)
{
- if (str[0] && str[1] == ':')
+ if (str[0] && str[1] == ':') {
switch (str[0]) {
case '?':
case '%':
case 'C':
return false;
}
+ }
- entry->flag[0] = entry->flag[1] = 0L;
+ entry->flags[0] = entry->flags[1] = 0L;
entry->dice = 0;
entry->bonus = 0;
break;
}
- if (isupper(c))
+ if (isupper(c)) {
c = (char)tolower(c);
+ }
buf[i] = c;
}
buf[i] = '\0';
- if (!allow_default && *buf == 0)
+ if (!allow_default && *buf == 0) {
return false;
- if (*buf == 0 && insc)
+ }
+ if (*buf == 0 && insc) {
return false;
+ }
concptr prev_ptr, ptr;
ptr = prev_ptr = buf;
concptr old_ptr = nullptr;
while (old_ptr != ptr) {
old_ptr = ptr;
- if (MATCH_KEY(KEY_ALL))
+ if (MATCH_KEY(KEY_ALL)) {
ADD_FLG(FLG_ALL);
- if (MATCH_KEY(KEY_COLLECTING))
+ }
+ if (MATCH_KEY(KEY_COLLECTING)) {
ADD_FLG(FLG_COLLECTING);
- if (MATCH_KEY(KEY_UNAWARE))
+ }
+ if (MATCH_KEY(KEY_UNAWARE)) {
ADD_FLG(FLG_UNAWARE);
- if (MATCH_KEY(KEY_UNIDENTIFIED))
+ }
+ if (MATCH_KEY(KEY_UNIDENTIFIED)) {
ADD_FLG(FLG_UNIDENTIFIED);
- if (MATCH_KEY(KEY_IDENTIFIED))
+ }
+ if (MATCH_KEY(KEY_IDENTIFIED)) {
ADD_FLG(FLG_IDENTIFIED);
- if (MATCH_KEY(KEY_STAR_IDENTIFIED))
+ }
+ if (MATCH_KEY(KEY_STAR_IDENTIFIED)) {
ADD_FLG(FLG_STAR_IDENTIFIED);
- if (MATCH_KEY(KEY_BOOSTED))
+ }
+ if (MATCH_KEY(KEY_BOOSTED)) {
ADD_FLG(FLG_BOOSTED);
+ }
/*** Weapons whose dd*ds is more than nn ***/
if (MATCH_KEY2(KEY_MORE_THAN)) {
int k = 0;
entry->dice = 0;
- while (' ' == *ptr)
+ while (' ' == *ptr) {
ptr++;
+ }
while ('0' <= *ptr && *ptr <= '9') {
entry->dice = 10 * entry->dice + (*ptr - '0');
if (k > 0 && k <= 2) {
(void)MATCH_KEY(KEY_DICE);
ADD_FLG(FLG_MORE_DICE);
- } else
+ } else {
ptr = prev_ptr;
+ }
}
/*** Items whose magical bonus is more than n ***/
int k = 0;
entry->bonus = 0;
- while (' ' == *ptr)
+ while (' ' == *ptr) {
ptr++;
+ }
while ('0' <= *ptr && *ptr <= '9') {
entry->bonus = 10 * entry->bonus + (*ptr - '0');
#ifdef JP
(void)MATCH_KEY(KEY_MORE_BONUS2);
#else
- if (' ' == *ptr)
+ if (' ' == *ptr) {
ptr++;
+ }
#endif
ADD_FLG(FLG_MORE_BONUS);
- } else
+ } else {
ptr = prev_ptr;
+ }
}
- if (MATCH_KEY(KEY_WORTHLESS))
+ if (MATCH_KEY(KEY_WORTHLESS)) {
ADD_FLG(FLG_WORTHLESS);
- if (MATCH_KEY(KEY_EGO))
+ }
+ if (MATCH_KEY(KEY_EGO)) {
ADD_FLG(FLG_EGO);
- if (MATCH_KEY(KEY_GOOD))
+ }
+ if (MATCH_KEY(KEY_GOOD)) {
ADD_FLG(FLG_GOOD);
- if (MATCH_KEY(KEY_NAMELESS))
+ }
+ if (MATCH_KEY(KEY_NAMELESS)) {
ADD_FLG(FLG_NAMELESS);
- if (MATCH_KEY(KEY_AVERAGE))
+ }
+ if (MATCH_KEY(KEY_AVERAGE)) {
ADD_FLG(FLG_AVERAGE);
- if (MATCH_KEY(KEY_RARE))
+ }
+ if (MATCH_KEY(KEY_RARE)) {
ADD_FLG(FLG_RARE);
- if (MATCH_KEY(KEY_COMMON))
+ }
+ if (MATCH_KEY(KEY_COMMON)) {
ADD_FLG(FLG_COMMON);
- if (MATCH_KEY(KEY_WANTED))
+ }
+ if (MATCH_KEY(KEY_WANTED)) {
ADD_FLG(FLG_WANTED);
- if (MATCH_KEY(KEY_UNIQUE))
+ }
+ if (MATCH_KEY(KEY_UNIQUE)) {
ADD_FLG(FLG_UNIQUE);
- if (MATCH_KEY(KEY_HUMAN))
+ }
+ if (MATCH_KEY(KEY_HUMAN)) {
ADD_FLG(FLG_HUMAN);
- if (MATCH_KEY(KEY_UNREADABLE))
+ }
+ if (MATCH_KEY(KEY_UNREADABLE)) {
ADD_FLG(FLG_UNREADABLE);
- if (MATCH_KEY(KEY_REALM1))
+ }
+ if (MATCH_KEY(KEY_REALM1)) {
ADD_FLG(FLG_REALM1);
- if (MATCH_KEY(KEY_REALM2))
+ }
+ if (MATCH_KEY(KEY_REALM2)) {
ADD_FLG(FLG_REALM2);
- if (MATCH_KEY(KEY_FIRST))
+ }
+ if (MATCH_KEY(KEY_FIRST)) {
ADD_FLG(FLG_FIRST);
- if (MATCH_KEY(KEY_SECOND))
+ }
+ if (MATCH_KEY(KEY_SECOND)) {
ADD_FLG(FLG_SECOND);
- if (MATCH_KEY(KEY_THIRD))
+ }
+ if (MATCH_KEY(KEY_THIRD)) {
ADD_FLG(FLG_THIRD);
- if (MATCH_KEY(KEY_FOURTH))
+ }
+ if (MATCH_KEY(KEY_FOURTH)) {
ADD_FLG(FLG_FOURTH);
+ }
}
int prev_flg = -1;
- if (MATCH_KEY2(KEY_ARTIFACT))
+ if (MATCH_KEY2(KEY_ARTIFACT)) {
ADD_FLG_NOUN(FLG_ARTIFACT);
+ }
- if (MATCH_KEY2(KEY_ITEMS))
+ if (MATCH_KEY2(KEY_ITEMS)) {
ADD_FLG_NOUN(FLG_ITEMS);
- else if (MATCH_KEY2(KEY_WEAPONS))
+ } else if (MATCH_KEY2(KEY_WEAPONS)) {
ADD_FLG_NOUN(FLG_WEAPONS);
- else if (MATCH_KEY2(KEY_FAVORITE_WEAPONS))
+ } else if (MATCH_KEY2(KEY_FAVORITE_WEAPONS)) {
ADD_FLG_NOUN(FLG_FAVORITE_WEAPONS);
- else if (MATCH_KEY2(KEY_ARMORS))
+ } else if (MATCH_KEY2(KEY_ARMORS)) {
ADD_FLG_NOUN(FLG_ARMORS);
- else if (MATCH_KEY2(KEY_MISSILES))
+ } else if (MATCH_KEY2(KEY_MISSILES)) {
ADD_FLG_NOUN(FLG_MISSILES);
- else if (MATCH_KEY2(KEY_DEVICES))
+ } else if (MATCH_KEY2(KEY_DEVICES)) {
ADD_FLG_NOUN(FLG_DEVICES);
- else if (MATCH_KEY2(KEY_LIGHTS))
+ } else if (MATCH_KEY2(KEY_LIGHTS)) {
ADD_FLG_NOUN(FLG_LIGHTS);
- else if (MATCH_KEY2(KEY_JUNKS))
+ } else if (MATCH_KEY2(KEY_JUNKS)) {
ADD_FLG_NOUN(FLG_JUNKS);
- else if (MATCH_KEY2(KEY_CORPSES))
+ } else if (MATCH_KEY2(KEY_CORPSES)) {
ADD_FLG_NOUN(FLG_CORPSES);
- else if (MATCH_KEY2(KEY_SPELLBOOKS))
+ } else if (MATCH_KEY2(KEY_SPELLBOOKS)) {
ADD_FLG_NOUN(FLG_SPELLBOOKS);
- else if (MATCH_KEY2(KEY_HAFTED))
+ } else if (MATCH_KEY2(KEY_HAFTED)) {
ADD_FLG_NOUN(FLG_HAFTED);
- else if (MATCH_KEY2(KEY_SHIELDS))
+ } else if (MATCH_KEY2(KEY_SHIELDS)) {
ADD_FLG_NOUN(FLG_SHIELDS);
- else if (MATCH_KEY2(KEY_BOWS))
+ } else if (MATCH_KEY2(KEY_BOWS)) {
ADD_FLG_NOUN(FLG_BOWS);
- else if (MATCH_KEY2(KEY_RINGS))
+ } else if (MATCH_KEY2(KEY_RINGS)) {
ADD_FLG_NOUN(FLG_RINGS);
- else if (MATCH_KEY2(KEY_AMULETS))
+ } else if (MATCH_KEY2(KEY_AMULETS)) {
ADD_FLG_NOUN(FLG_AMULETS);
- else if (MATCH_KEY2(KEY_SUITS))
+ } else if (MATCH_KEY2(KEY_SUITS)) {
ADD_FLG_NOUN(FLG_SUITS);
- else if (MATCH_KEY2(KEY_CLOAKS))
+ } else if (MATCH_KEY2(KEY_CLOAKS)) {
ADD_FLG_NOUN(FLG_CLOAKS);
- else if (MATCH_KEY2(KEY_HELMS))
+ } else if (MATCH_KEY2(KEY_HELMS)) {
ADD_FLG_NOUN(FLG_HELMS);
- else if (MATCH_KEY2(KEY_GLOVES))
+ } else if (MATCH_KEY2(KEY_GLOVES)) {
ADD_FLG_NOUN(FLG_GLOVES);
- else if (MATCH_KEY2(KEY_BOOTS))
+ } else if (MATCH_KEY2(KEY_BOOTS)) {
ADD_FLG_NOUN(FLG_BOOTS);
+ }
- if (*ptr == ':')
+ if (*ptr == ':') {
ptr++;
+ }
#ifdef JP
- else if (ptr[0] == kanji_colon[0] && ptr[1] == kanji_colon[1])
+ else if (ptr[0] == kanji_colon[0] && ptr[1] == kanji_colon[1]) {
ptr += 2;
+ }
#endif
else if (*ptr == '\0') {
- if (prev_flg == -1)
+ if (prev_flg == -1) {
ADD_FLG_NOUN(FLG_ITEMS);
+ }
} else {
if (prev_flg != -1) {
- entry->flag[prev_flg / 32] &= ~(1UL << (prev_flg % 32));
+ entry->flags[prev_flg / 32] &= ~(1UL << (prev_flg % 32));
ptr = prev_ptr;
}
}
/*!
* @brief Get auto-picker entry from o_ptr.
*/
-void autopick_entry_from_object(PlayerType *player_ptr, autopick_type *entry, ObjectType *o_ptr)
+void autopick_entry_from_object(PlayerType *player_ptr, autopick_type *entry, ItemEntity *o_ptr)
{
/* Assume that object name is to be added */
bool name = true;
- GAME_TEXT name_str[MAX_NLEN + 32];
- name_str[0] = '\0';
- auto insc = quark_str(o_ptr->inscription);
- entry->insc = insc != nullptr ? insc : "";
+ entry->name.clear();
+ entry->insc = o_ptr->inscription.value_or("");
entry->action = DO_AUTOPICK | DO_DISPLAY;
- entry->flag[0] = entry->flag[1] = 0L;
+ entry->flags[0] = entry->flags[1] = 0L;
entry->dice = 0;
// エゴ銘が邪魔かもしれないので、デフォルトで「^」は付けない.
* are almost meaningless.
* Register the ego type only.
*/
- ego_item_type *e_ptr = &e_info[enum2i<EgoType>(o_ptr->name2)];
+ auto *e_ptr = &egos_info[o_ptr->ego_idx];
#ifdef JP
/* エゴ銘には「^」マークが使える */
- sprintf(name_str, "^%s", e_ptr->name.c_str());
+ entry->name = "^";
+ entry->name.append(e_ptr->name);
#else
- /* We ommit the basename and cannot use the ^ mark */
- strcpy(name_str, e_ptr->name.c_str());
+ /* We omit the basename and cannot use the ^ mark */
+ entry->name = e_ptr->name;
#endif
name = false;
- if (!o_ptr->is_rare())
+ if (!o_ptr->is_rare()) {
ADD_FLG(FLG_COMMON);
+ }
}
ADD_FLG(FLG_EGO);
- } else if (o_ptr->is_artifact())
+ } else if (o_ptr->is_fixed_or_random_artifact()) {
ADD_FLG(FLG_ARTIFACT);
- else {
- if (o_ptr->is_equipment())
+ } else {
+ if (o_ptr->is_equipment()) {
ADD_FLG(FLG_NAMELESS);
+ }
is_hat_added = true;
}
}
if (o_ptr->is_melee_weapon()) {
- auto *k_ptr = &k_info[o_ptr->k_idx];
-
- if ((o_ptr->dd != k_ptr->dd) || (o_ptr->ds != k_ptr->ds))
+ const auto &baseitem = baseitems_info[o_ptr->bi_id];
+ if ((o_ptr->dd != baseitem.dd) || (o_ptr->ds != baseitem.ds)) {
ADD_FLG(FLG_BOOSTED);
+ }
}
if (object_is_bounty(player_ptr, o_ptr)) {
ADD_FLG(FLG_WANTED);
}
- if ((o_ptr->tval == ItemKindType::CORPSE || o_ptr->tval == ItemKindType::STATUE) && r_info[o_ptr->pval].kind_flags.has(MonsterKindType::UNIQUE)) {
+ const auto r_idx = i2enum<MonsterRaceId>(o_ptr->pval);
+ const auto &bi_key = o_ptr->bi_key;
+ const auto tval = bi_key.tval();
+ if ((tval == ItemKindType::CORPSE || tval == ItemKindType::STATUE) && monraces_info[r_idx].kind_flags.has(MonsterKindType::UNIQUE)) {
ADD_FLG(FLG_UNIQUE);
}
- if (o_ptr->tval == ItemKindType::CORPSE && angband_strchr("pht", r_info[o_ptr->pval].d_char)) {
+ if (tval == ItemKindType::CORPSE && angband_strchr("pht", monraces_info[r_idx].d_char)) {
ADD_FLG(FLG_HUMAN);
}
- if (o_ptr->tval >= ItemKindType::LIFE_BOOK && !check_book_realm(player_ptr, o_ptr->tval, o_ptr->sval)) {
+ if (o_ptr->is_spell_book() && !check_book_realm(player_ptr, bi_key)) {
ADD_FLG(FLG_UNREADABLE);
- if (o_ptr->tval != ItemKindType::ARCANE_BOOK)
+ if (tval != ItemKindType::ARCANE_BOOK) {
name = false;
+ }
}
PlayerClass pc(player_ptr);
auto realm_except_class = pc.equals(PlayerClassType::SORCERER) || pc.equals(PlayerClassType::RED_MAGE);
- if ((get_realm1_book(player_ptr) == o_ptr->tval) && !realm_except_class) {
+ if ((get_realm1_book(player_ptr) == tval) && !realm_except_class) {
ADD_FLG(FLG_REALM1);
name = false;
}
- if ((get_realm2_book(player_ptr) == o_ptr->tval) && !realm_except_class) {
+ if ((get_realm2_book(player_ptr) == tval) && !realm_except_class) {
ADD_FLG(FLG_REALM2);
name = false;
}
- if (o_ptr->tval >= ItemKindType::LIFE_BOOK && 0 == o_ptr->sval)
+ const auto sval = bi_key.sval();
+ if (o_ptr->is_spell_book() && (sval == 0)) {
ADD_FLG(FLG_FIRST);
- if (o_ptr->tval >= ItemKindType::LIFE_BOOK && 1 == o_ptr->sval)
+ }
+ if (o_ptr->is_spell_book() && (sval == 1)) {
ADD_FLG(FLG_SECOND);
- if (o_ptr->tval >= ItemKindType::LIFE_BOOK && 2 == o_ptr->sval)
+ }
+ if (o_ptr->is_spell_book() && (sval == 2)) {
ADD_FLG(FLG_THIRD);
- if (o_ptr->tval >= ItemKindType::LIFE_BOOK && 3 == o_ptr->sval)
+ }
+ if (o_ptr->is_spell_book() && (sval == 3)) {
ADD_FLG(FLG_FOURTH);
+ }
- if (o_ptr->is_ammo())
+ if (o_ptr->is_ammo()) {
ADD_FLG(FLG_MISSILES);
- else if (o_ptr->tval == ItemKindType::SCROLL || o_ptr->tval == ItemKindType::STAFF || o_ptr->tval == ItemKindType::WAND || o_ptr->tval == ItemKindType::ROD)
+ } else if (tval == ItemKindType::SCROLL || o_ptr->is_wand_staff() || o_ptr->is_wand_rod()) {
ADD_FLG(FLG_DEVICES);
- else if (o_ptr->tval == ItemKindType::LITE)
+ } else if (tval == ItemKindType::LITE) {
ADD_FLG(FLG_LIGHTS);
- else if (o_ptr->tval == ItemKindType::SKELETON || o_ptr->tval == ItemKindType::BOTTLE || o_ptr->tval == ItemKindType::JUNK || o_ptr->tval == ItemKindType::STATUE)
+ } else if (o_ptr->is_junk()) {
ADD_FLG(FLG_JUNKS);
- else if (o_ptr->tval == ItemKindType::CORPSE)
+ } else if (tval == ItemKindType::CORPSE) {
ADD_FLG(FLG_CORPSES);
- else if (o_ptr->tval >= ItemKindType::LIFE_BOOK)
+ } else if (o_ptr->is_spell_book()) {
ADD_FLG(FLG_SPELLBOOKS);
- else if (o_ptr->tval == ItemKindType::POLEARM || o_ptr->tval == ItemKindType::SWORD || o_ptr->tval == ItemKindType::DIGGING || o_ptr->tval == ItemKindType::HAFTED)
+ } else if (o_ptr->is_melee_weapon()) {
ADD_FLG(FLG_WEAPONS);
- else if (o_ptr->tval == ItemKindType::SHIELD)
+ } else if (tval == ItemKindType::SHIELD) {
ADD_FLG(FLG_SHIELDS);
- else if (o_ptr->tval == ItemKindType::BOW)
+ } else if (tval == ItemKindType::BOW) {
ADD_FLG(FLG_BOWS);
- else if (o_ptr->tval == ItemKindType::RING)
+ } else if (tval == ItemKindType::RING) {
ADD_FLG(FLG_RINGS);
- else if (o_ptr->tval == ItemKindType::AMULET)
+ } else if (tval == ItemKindType::AMULET) {
ADD_FLG(FLG_AMULETS);
- else if (o_ptr->tval == ItemKindType::DRAG_ARMOR || o_ptr->tval == ItemKindType::HARD_ARMOR || o_ptr->tval == ItemKindType::SOFT_ARMOR)
+ } else if (o_ptr->is_armour()) {
ADD_FLG(FLG_SUITS);
- else if (o_ptr->tval == ItemKindType::CLOAK)
+ } else if (tval == ItemKindType::CLOAK) {
ADD_FLG(FLG_CLOAKS);
- else if (o_ptr->tval == ItemKindType::HELM)
+ } else if (tval == ItemKindType::HELM) {
ADD_FLG(FLG_HELMS);
- else if (o_ptr->tval == ItemKindType::GLOVES)
+ } else if (tval == ItemKindType::GLOVES) {
ADD_FLG(FLG_GLOVES);
- else if (o_ptr->tval == ItemKindType::BOOTS)
+ } else if (tval == ItemKindType::BOOTS) {
ADD_FLG(FLG_BOOTS);
+ }
if (!name) {
- str_tolower(name_str);
- entry->name = name_str;
+ str_tolower(entry->name.data());
return;
}
- GAME_TEXT o_name[MAX_NLEN];
- describe_flavor(player_ptr, o_name, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NO_PLURAL | OD_NAME_ONLY));
+ const auto item_name = describe_flavor(player_ptr, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NO_PLURAL | OD_NAME_ONLY));
/*
* If necessary, add a '^' which indicates the
* beginning of line.
*/
- sprintf(name_str, "%s%s", is_hat_added ? "^" : "", o_name);
- str_tolower(name_str);
- entry->name = name_str;
+ entry->name = std::string(is_hat_added ? "^" : "").append(item_name);
+ str_tolower(entry->name.data());
}
/*!
* @brief Reconstruct preference line from entry
*/
-concptr autopick_line_from_entry(autopick_type *entry)
+concptr autopick_line_from_entry(const autopick_type &entry)
{
- char buf[MAX_LINELEN];
- *buf = '\0';
- if (!(entry->action & DO_DISPLAY))
+ char buf[MAX_LINELEN]{};
+ if (!(entry.action & DO_DISPLAY)) {
strcat(buf, "(");
- if (entry->action & DO_QUERY_AUTOPICK)
+ }
+ if (entry.action & DO_QUERY_AUTOPICK) {
strcat(buf, ";");
- if (entry->action & DO_AUTODESTROY)
+ }
+ if (entry.action & DO_AUTODESTROY) {
strcat(buf, "!");
- if (entry->action & DONT_AUTOPICK)
+ }
+ if (entry.action & DONT_AUTOPICK) {
strcat(buf, "~");
+ }
char *ptr;
ptr = buf;
- if (IS_FLG(FLG_ALL))
+ if (entry.has(FLG_ALL)) {
ADD_KEY(KEY_ALL);
- if (IS_FLG(FLG_COLLECTING))
+ }
+ if (entry.has(FLG_COLLECTING)) {
ADD_KEY(KEY_COLLECTING);
- if (IS_FLG(FLG_UNAWARE))
+ }
+ if (entry.has(FLG_UNAWARE)) {
ADD_KEY(KEY_UNAWARE);
- if (IS_FLG(FLG_UNIDENTIFIED))
+ }
+ if (entry.has(FLG_UNIDENTIFIED)) {
ADD_KEY(KEY_UNIDENTIFIED);
- if (IS_FLG(FLG_IDENTIFIED))
+ }
+ if (entry.has(FLG_IDENTIFIED)) {
ADD_KEY(KEY_IDENTIFIED);
- if (IS_FLG(FLG_STAR_IDENTIFIED))
+ }
+ if (entry.has(FLG_STAR_IDENTIFIED)) {
ADD_KEY(KEY_STAR_IDENTIFIED);
- if (IS_FLG(FLG_BOOSTED))
+ }
+ if (entry.has(FLG_BOOSTED)) {
ADD_KEY(KEY_BOOSTED);
+ }
- if (IS_FLG(FLG_MORE_DICE)) {
+ if (entry.has(FLG_MORE_DICE)) {
ADD_KEY(KEY_MORE_THAN);
- strcat(ptr, format("%d", entry->dice));
+ strcat(ptr, format("%d", entry.dice).data());
ADD_KEY(KEY_DICE);
}
- if (IS_FLG(FLG_MORE_BONUS)) {
+ if (entry.has(FLG_MORE_BONUS)) {
ADD_KEY(KEY_MORE_BONUS);
- strcat(ptr, format("%d", entry->bonus));
+ strcat(ptr, format("%d", entry.bonus).data());
ADD_KEY(KEY_MORE_BONUS2);
}
- if (IS_FLG(FLG_UNREADABLE))
+ if (entry.has(FLG_UNREADABLE)) {
ADD_KEY(KEY_UNREADABLE);
- if (IS_FLG(FLG_REALM1))
+ }
+ if (entry.has(FLG_REALM1)) {
ADD_KEY(KEY_REALM1);
- if (IS_FLG(FLG_REALM2))
+ }
+ if (entry.has(FLG_REALM2)) {
ADD_KEY(KEY_REALM2);
- if (IS_FLG(FLG_FIRST))
+ }
+ if (entry.has(FLG_FIRST)) {
ADD_KEY(KEY_FIRST);
- if (IS_FLG(FLG_SECOND))
+ }
+ if (entry.has(FLG_SECOND)) {
ADD_KEY(KEY_SECOND);
- if (IS_FLG(FLG_THIRD))
+ }
+ if (entry.has(FLG_THIRD)) {
ADD_KEY(KEY_THIRD);
- if (IS_FLG(FLG_FOURTH))
+ }
+ if (entry.has(FLG_FOURTH)) {
ADD_KEY(KEY_FOURTH);
- if (IS_FLG(FLG_WANTED))
+ }
+ if (entry.has(FLG_WANTED)) {
ADD_KEY(KEY_WANTED);
- if (IS_FLG(FLG_UNIQUE))
+ }
+ if (entry.has(FLG_UNIQUE)) {
ADD_KEY(KEY_UNIQUE);
- if (IS_FLG(FLG_HUMAN))
+ }
+ if (entry.has(FLG_HUMAN)) {
ADD_KEY(KEY_HUMAN);
- if (IS_FLG(FLG_WORTHLESS))
+ }
+ if (entry.has(FLG_WORTHLESS)) {
ADD_KEY(KEY_WORTHLESS);
- if (IS_FLG(FLG_GOOD))
+ }
+ if (entry.has(FLG_GOOD)) {
ADD_KEY(KEY_GOOD);
- if (IS_FLG(FLG_NAMELESS))
+ }
+ if (entry.has(FLG_NAMELESS)) {
ADD_KEY(KEY_NAMELESS);
- if (IS_FLG(FLG_AVERAGE))
+ }
+ if (entry.has(FLG_AVERAGE)) {
ADD_KEY(KEY_AVERAGE);
- if (IS_FLG(FLG_RARE))
+ }
+ if (entry.has(FLG_RARE)) {
ADD_KEY(KEY_RARE);
- if (IS_FLG(FLG_COMMON))
+ }
+ if (entry.has(FLG_COMMON)) {
ADD_KEY(KEY_COMMON);
- if (IS_FLG(FLG_EGO))
+ }
+ if (entry.has(FLG_EGO)) {
ADD_KEY(KEY_EGO);
+ }
- if (IS_FLG(FLG_ARTIFACT))
+ if (entry.has(FLG_ARTIFACT)) {
ADD_KEY(KEY_ARTIFACT);
+ }
bool sepa_flag = true;
- if (IS_FLG(FLG_ITEMS))
+ if (entry.has(FLG_ITEMS)) {
ADD_KEY2(KEY_ITEMS);
- else if (IS_FLG(FLG_WEAPONS))
+ } else if (entry.has(FLG_WEAPONS)) {
ADD_KEY2(KEY_WEAPONS);
- else if (IS_FLG(FLG_FAVORITE_WEAPONS))
+ } else if (entry.has(FLG_FAVORITE_WEAPONS)) {
ADD_KEY2(KEY_FAVORITE_WEAPONS);
- else if (IS_FLG(FLG_ARMORS))
+ } else if (entry.has(FLG_ARMORS)) {
ADD_KEY2(KEY_ARMORS);
- else if (IS_FLG(FLG_MISSILES))
+ } else if (entry.has(FLG_MISSILES)) {
ADD_KEY2(KEY_MISSILES);
- else if (IS_FLG(FLG_DEVICES))
+ } else if (entry.has(FLG_DEVICES)) {
ADD_KEY2(KEY_DEVICES);
- else if (IS_FLG(FLG_LIGHTS))
+ } else if (entry.has(FLG_LIGHTS)) {
ADD_KEY2(KEY_LIGHTS);
- else if (IS_FLG(FLG_JUNKS))
+ } else if (entry.has(FLG_JUNKS)) {
ADD_KEY2(KEY_JUNKS);
- else if (IS_FLG(FLG_CORPSES))
+ } else if (entry.has(FLG_CORPSES)) {
ADD_KEY2(KEY_CORPSES);
- else if (IS_FLG(FLG_SPELLBOOKS))
+ } else if (entry.has(FLG_SPELLBOOKS)) {
ADD_KEY2(KEY_SPELLBOOKS);
- else if (IS_FLG(FLG_HAFTED))
+ } else if (entry.has(FLG_HAFTED)) {
ADD_KEY2(KEY_HAFTED);
- else if (IS_FLG(FLG_SHIELDS))
+ } else if (entry.has(FLG_SHIELDS)) {
ADD_KEY2(KEY_SHIELDS);
- else if (IS_FLG(FLG_BOWS))
+ } else if (entry.has(FLG_BOWS)) {
ADD_KEY2(KEY_BOWS);
- else if (IS_FLG(FLG_RINGS))
+ } else if (entry.has(FLG_RINGS)) {
ADD_KEY2(KEY_RINGS);
- else if (IS_FLG(FLG_AMULETS))
+ } else if (entry.has(FLG_AMULETS)) {
ADD_KEY2(KEY_AMULETS);
- else if (IS_FLG(FLG_SUITS))
+ } else if (entry.has(FLG_SUITS)) {
ADD_KEY2(KEY_SUITS);
- else if (IS_FLG(FLG_CLOAKS))
+ } else if (entry.has(FLG_CLOAKS)) {
ADD_KEY2(KEY_CLOAKS);
- else if (IS_FLG(FLG_HELMS))
+ } else if (entry.has(FLG_HELMS)) {
ADD_KEY2(KEY_HELMS);
- else if (IS_FLG(FLG_GLOVES))
+ } else if (entry.has(FLG_GLOVES)) {
ADD_KEY2(KEY_GLOVES);
- else if (IS_FLG(FLG_BOOTS))
+ } else if (entry.has(FLG_BOOTS)) {
ADD_KEY2(KEY_BOOTS);
- else if (!IS_FLG(FLG_ARTIFACT))
+ } else if (!entry.has(FLG_ARTIFACT)) {
sepa_flag = false;
+ }
- if (!entry->name.empty()) {
- if (sepa_flag)
+ if (!entry.name.empty()) {
+ if (sepa_flag) {
strcat(buf, ":");
+ }
int i = strlen(buf);
int j = 0;
- while (entry->name[j] && i < MAX_LINELEN - 2 - 1) {
+ while (entry.name[j] && i < MAX_LINELEN - 2 - 1) {
#ifdef JP
- if (iskanji(entry->name[j]))
- buf[i++] = entry->name[j++];
+ if (iskanji(entry.name[j])) {
+ buf[i++] = entry.name[j++];
+ }
#endif
- buf[i++] = entry->name[j++];
+ buf[i++] = entry.name[j++];
}
buf[i] = '\0';
}
- if (entry->insc.empty())
+ if (entry.insc.empty()) {
return string_make(buf);
+ }
int i, j = 0;
strcat(buf, "#");
i = strlen(buf);
- while (entry->insc[j] && i < MAX_LINELEN - 2) {
+ while (entry.insc[j] && i < MAX_LINELEN - 2) {
#ifdef JP
- if (iskanji(entry->insc[j]))
- buf[i++] = entry->insc[j++];
+ if (iskanji(entry.insc[j])) {
+ buf[i++] = entry.insc[j++];
+ }
#endif
- buf[i++] = entry->insc[j++];
+ buf[i++] = entry.insc[j++];
}
buf[i] = '\0';
*/
concptr autopick_line_from_entry_kill(autopick_type *entry)
{
- concptr ptr = autopick_line_from_entry(entry);
- return ptr;
+ return autopick_line_from_entry(*entry);
}
/*!
*/
bool entry_from_choosed_object(PlayerType *player_ptr, autopick_type *entry)
{
- concptr q = _("どのアイテムを登録しますか? ", "Enter which item? ");
- concptr s = _("アイテムを持っていない。", "You have nothing to enter.");
- ObjectType *o_ptr;
- o_ptr = choose_object(player_ptr, nullptr, q, s, USE_INVEN | USE_FLOOR | USE_EQUIP);
- if (!o_ptr)
+ constexpr auto q = _("どのアイテムを登録しますか? ", "Enter which item? ");
+ constexpr auto s = _("アイテムを持っていない。", "You have nothing to enter.");
+ auto *o_ptr = choose_object(player_ptr, nullptr, q, s, USE_INVEN | USE_FLOOR | USE_EQUIP);
+ if (!o_ptr) {
return false;
+ }
autopick_entry_from_object(player_ptr, entry, o_ptr);
return true;