#include "angband.h"
+#include "core.h"
+#include "util.h"
+#include "autopick.h"
+#include "term.h"
+
#include "selfinfo.h"
#include "cmd-activate.h"
#include "cmd-eat.h"
#include "cmd-usestaff.h"
#include "cmd-zaprod.h"
#include "cmd-zapwand.h"
+#include "cmd-pet.h"
+#include "cmd-basic.h"
+#include "object-flavor.h"
#include "object-hook.h"
-
+#include "object-ego.h"
+#include "sort.h"
+#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "player-status.h"
+#include "player-effects.h"
+#include "player-class.h"
+#include "player-personality.h"
+#include "monster.h"
+#include "view-mainwindow.h"
+#include "spells.h"
+#include "objectkind.h"
+#include "autopick.h"
+#include "targeting.h"
+#include "snipe.h"
+#include "player-race.h"
+#include "view-mainwindow.h"
+#include "player-inventory.h"
/*!
- * @brief 持ち物一覧を表示するコマンドのメインルーチン / Display inventory
+ * @brief 持ち物一覧を表示するコマンドのメインルーチン / Display p_ptr->inventory_list
* @return なし
*/
void do_cmd_inven(void)
{
char out_val[160];
- /* Note that we are in "inventory" mode */
+ /* Note that we are in "p_ptr->inventory_list" mode */
command_wrk = FALSE;
- /* Note that we are in "inventory" mode */
+ /* Note that we are in "p_ptr->inventory_list" mode */
if (easy_floor) command_wrk = (USE_INVEN);
screen_save();
- /* Display the inventory */
- (void)show_inven(0, USE_FULL);
+ /* Display the p_ptr->inventory_list */
+ (void)show_inven(0, USE_FULL, 0);
#ifdef JP
sprintf(out_val, "持ち物: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
/* Process "Escape" */
if (command_new == ESCAPE)
{
- int wid, hgt;
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
{
char out_val[160];
-
/* Note that we are in "equipment" mode */
command_wrk = TRUE;
if (easy_floor) command_wrk = (USE_EQUIP);
screen_save();
- (void)show_equip(0, USE_FULL);
+ (void)show_equip(0, USE_FULL, 0);
/* Build a prompt */
#ifdef JP
/* Process "Escape" */
if (command_new == ESCAPE)
{
- int wid, hgt;
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
object_type *q_ptr;
object_type *o_ptr;
- cptr act;
- cptr q, s;
+ concptr act;
+ concptr q, s;
GAME_TEXT o_name[MAX_NLEN];
q = _("どれを装備しますか? ", "Wear/Wield which item? ");
s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
- o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), 0);
if (!o_ptr) return;
/* Check the slot */
case TV_SHIELD:
case TV_CARD:
/* Dual wielding */
- if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
+ if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
{
/* Restrict the choices */
item_tester_hook = item_tester_hook_melee_weapon;
/* Choose a weapon from the equipment only */
q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
s = _("おっと。", "Oops.");
- if (!get_item(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
+ if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0)) return;
if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
}
- else if (buki_motteruka(INVEN_LARM)) slot = INVEN_RARM;
+ else if (has_melee_weapon(INVEN_LARM)) slot = INVEN_RARM;
/* Both arms are already used by non-weapon */
- else if (inventory[INVEN_RARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_RARM]) &&
- inventory[INVEN_LARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_LARM]))
+ else if (p_ptr->inventory_list[INVEN_RARM].k_idx && !object_is_melee_weapon(&p_ptr->inventory_list[INVEN_RARM]) &&
+ p_ptr->inventory_list[INVEN_LARM].k_idx && !object_is_melee_weapon(&p_ptr->inventory_list[INVEN_LARM]))
{
/* Restrict the choices */
item_tester_hook = item_tester_hook_mochikae;
/* Choose a hand */
q = _("どちらの手に装備しますか?", "Equip which hand? ");
s = _("おっと。", "Oops.");
- if (!get_item(&slot, q, s, (USE_EQUIP))) return;
+ if (!choose_object(&slot, q, s, (USE_EQUIP), 0)) return;
}
break;
if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
}
- else if (!inventory[INVEN_RARM].k_idx && buki_motteruka(INVEN_LARM))
+ else if (!p_ptr->inventory_list[INVEN_RARM].k_idx && has_melee_weapon(INVEN_LARM))
{
if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
}
/* Both arms are already used */
- else if (inventory[INVEN_LARM].k_idx && inventory[INVEN_RARM].k_idx)
+ else if (p_ptr->inventory_list[INVEN_LARM].k_idx && p_ptr->inventory_list[INVEN_RARM].k_idx)
{
/* Restrict the choices */
item_tester_hook = item_tester_hook_mochikae;
q = _("どちらの手に装備しますか?", "Equip which hand? ");
s = _("おっと。", "Oops.");
- if (!get_item(&slot, q, s, (USE_EQUIP))) return;
- if ((slot == INVEN_LARM) && !buki_motteruka(INVEN_RARM))
+ if (!choose_object(&slot, q, s, (USE_EQUIP), 0)) return;
+ if ((slot == INVEN_LARM) && !has_melee_weapon(INVEN_RARM))
need_switch_wielding = INVEN_RARM;
}
break;
/* Rings */
case TV_RING:
/* Choose a ring slot */
- if (inventory[INVEN_LEFT].k_idx && inventory[INVEN_RIGHT].k_idx)
+ if (p_ptr->inventory_list[INVEN_LEFT].k_idx && p_ptr->inventory_list[INVEN_RIGHT].k_idx)
{
q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
}
/* Restrict the choices */
select_ring_slot = TRUE;
- if (!get_item(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT)))
+ if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0))
{
select_ring_slot = FALSE;
return;
}
/* Prevent wielding into a cursed slot */
- if (object_is_cursed(&inventory[slot]))
+ if (object_is_cursed(&p_ptr->inventory_list[slot]))
{
- object_desc(o_name, &inventory[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
+ object_desc(o_name, &p_ptr->inventory_list[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
msg_format("%s%sは呪われているようだ。", describe_use(slot) , o_name );
#else
msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(slot));
#endif
-
- /* Cancel the command */
return;
}
if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
{
- char dummy[MAX_NLEN+80];
+ char dummy[MAX_NLEN+100];
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-#ifdef JP
- sprintf(dummy, "%sを装備すると吸血鬼になります。よろしいですか?", o_name);
-#else
- msg_format("%s will transforms you into a vampire permanently when equiped.", o_name);
- sprintf(dummy, "Do you become a vampire?");
-#endif
+ sprintf(dummy, _("%sを装備すると吸血鬼になります。よろしいですか?",
+ "%s will transforms you into a vampire permanently when equiped. Do you become a vampire?"), o_name);
if (!get_check(dummy)) return;
}
- if (need_switch_wielding && !object_is_cursed(&inventory[need_switch_wielding]))
+ if (need_switch_wielding && !object_is_cursed(&p_ptr->inventory_list[need_switch_wielding]))
{
- object_type *slot_o_ptr = &inventory[slot];
- object_type *switch_o_ptr = &inventory[need_switch_wielding];
+ object_type *slot_o_ptr = &p_ptr->inventory_list[slot];
+ object_type *switch_o_ptr = &p_ptr->inventory_list[need_switch_wielding];
object_type object_tmp;
object_type *otmp_ptr = &object_tmp;
GAME_TEXT switch_name[MAX_NLEN];
autopick_alter_item(item, FALSE);
}
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
q_ptr = &forge;
/* Obtain local object */
}
/* Access the wield slot */
- o_ptr = &inventory[slot];
+ o_ptr = &p_ptr->inventory_list[slot];
/* Take off existing item */
if (o_ptr->k_idx)
/* Wear the new stuff */
object_copy(o_ptr, q_ptr);
- /* Player touches it */
o_ptr->marked |= OM_TOUCHED;
- /* Increase the weight */
p_ptr->total_weight += q_ptr->weight;
/* Increment the equip counter by hand */
- equip_cnt++;
+ p_ptr->equip_cnt++;
-#ifdef JP
-#define STR_WIELD_RARM "%s(%c)を右手に装備した。"
-#define STR_WIELD_LARM "%s(%c)を左手に装備した。"
-#define STR_WIELD_ARMS "%s(%c)を両手で構えた。"
-#else
-#define STR_WIELD_RARM "You are wielding %s (%c) in your right hand."
-#define STR_WIELD_LARM "You are wielding %s (%c) in your left hand."
-#define STR_WIELD_ARMS "You are wielding %s (%c) with both hands."
-#endif
+#define STR_WIELD_RARM _("%s(%c)を右手に装備した。", "You are wielding %s (%c) in your right hand.")
+#define STR_WIELD_LARM _("%s(%c)を左手に装備した。", "You are wielding %s (%c) in your left hand.")
+#define STR_WIELD_ARMS _("%s(%c)を両手で構えた。", "You are wielding %s (%c) with both hands.")
/* Where is the item now */
switch (slot)
o_ptr->ident |= (IDENT_SENSE);
}
- /* The Stone Mask make the player turn into a vampire! */
+ /* The Stone Mask make the player current_world_ptr->game_turn into a vampire! */
if ((o_ptr->name1 == ART_STONEMASK) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
{
/* Turn into a vampire */
if (item == INVEN_RARM)
{
- if (buki_motteruka(INVEN_LARM))
+ if (has_melee_weapon(INVEN_LARM))
{
- o_ptr = &inventory[INVEN_LARM];
+ o_ptr = &p_ptr->inventory_list[INVEN_LARM];
object_desc(o_name, o_ptr, 0);
if (!object_is_cursed(o_ptr))
{
- new_o_ptr = &inventory[INVEN_RARM];
+ new_o_ptr = &p_ptr->inventory_list[INVEN_RARM];
object_copy(new_o_ptr, o_ptr);
p_ptr->total_weight += o_ptr->weight;
inven_item_increase(INVEN_LARM, -((int)o_ptr->number));
}
else if (item == INVEN_LARM)
{
- o_ptr = &inventory[INVEN_RARM];
+ o_ptr = &p_ptr->inventory_list[INVEN_RARM];
if (o_ptr->k_idx) object_desc(o_name, o_ptr, 0);
- if (buki_motteruka(INVEN_RARM))
+ if (has_melee_weapon(INVEN_RARM))
{
if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
}
else if (!(empty_hands(FALSE) & EMPTY_HAND_RARM) && !object_is_cursed(o_ptr))
{
- new_o_ptr = &inventory[INVEN_LARM];
+ new_o_ptr = &p_ptr->inventory_list[INVEN_LARM];
object_copy(new_o_ptr, o_ptr);
p_ptr->total_weight += o_ptr->weight;
inven_item_increase(INVEN_RARM, -((int)o_ptr->number));
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (p_ptr->special_defense & KATA_MUSOU)
{
q = _("どれを装備からはずしますか? ", "Take off which item? ");
s = _("はずせる装備がない。", "You are not wearing anything to take off.");
- if (!get_item(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0);
+ if (!o_ptr) return;
/* Item is cursed */
if (object_is_cursed(o_ptr))
else
{
msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
- p_ptr->energy_use = 50;
+ take_turn(p_ptr, 50);
return;
}
}
- /* Take a partial turn */
- p_ptr->energy_use = 50;
+ take_turn(p_ptr, 50);
/* Take off the item */
(void)inven_takeoff(item, 255);
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (p_ptr->special_defense & KATA_MUSOU)
{
q = _("どのアイテムを落としますか? ", "Drop which item? ");
s = _("落とせるアイテムを持っていない。", "You have nothing to drop.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
+ if (!o_ptr) return;
/* Hack -- Cannot remove cursed items */
if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
return;
}
-
- /* See how many items */
if (o_ptr->number > 1)
{
- /* Get a quantity */
amt = get_quantity(NULL, o_ptr->number);
-
- /* Allow user abort */
if (amt <= 0) return;
}
-
- /* Take a partial turn */
- p_ptr->energy_use = 50;
+ take_turn(p_ptr, 50);
/* Drop (some of) the item */
inven_drop(item, amt);
p_ptr->redraw |= (PR_EQUIPPY);
}
-/*!
- * @brief オブジェクトが高位の魔法書かどうかを判定する
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @return オブジェクトが高位の魔法書ならばTRUEを返す
- */
-static bool high_level_book(object_type *o_ptr)
-{
- if ((o_ptr->tval == TV_LIFE_BOOK) ||
- (o_ptr->tval == TV_SORCERY_BOOK) ||
- (o_ptr->tval == TV_NATURE_BOOK) ||
- (o_ptr->tval == TV_CHAOS_BOOK) ||
- (o_ptr->tval == TV_DEATH_BOOK) ||
- (o_ptr->tval == TV_TRUMP_BOOK) ||
- (o_ptr->tval == TV_CRAFT_BOOK) ||
- (o_ptr->tval == TV_DAEMON_BOOK) ||
- (o_ptr->tval == TV_CRUSADE_BOOK) ||
- (o_ptr->tval == TV_MUSIC_BOOK) ||
- (o_ptr->tval == TV_HEX_BOOK))
- {
- if (o_ptr->sval > 1)
- return TRUE;
- else
- return FALSE;
- }
-
- return FALSE;
-}
-
/*!
* @brief アイテムを破壊するコマンドのメインルーチン / Destroy an item
GAME_TEXT o_name[MAX_NLEN];
char out_val[MAX_NLEN+40];
- cptr q, s;
+ concptr q, s;
if (p_ptr->special_defense & KATA_MUSOU)
{
q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), 0);
+ if (!o_ptr) return;
/* Verify unless quantity given beforehand */
if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
} /* while (TRUE) */
}
- /* See how many items */
if (o_ptr->number > 1)
{
- /* Get a quantity */
amt = get_quantity(NULL, o_ptr->number);
-
- /* Allow user abort */
if (amt <= 0) return;
}
object_desc(o_name, o_ptr, 0);
o_ptr->number = old_number;
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
/* Artifacts cannot be destroyed */
if (!can_player_destroy_object(o_ptr))
{
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
return;
floor_item_optimize(0 - item);
}
- if (high_level_book(q_ptr))
+ if (item_tester_high_level_book(q_ptr))
{
bool gain_expr = FALSE;
msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
gain_exp(tester_exp * amt);
}
- if (high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
+ if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
{
chg_virtue(V_UNLIFE, 1);
chg_virtue(V_VITALITY, -1);
}
- else if (high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
+ else if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
{
chg_virtue(V_UNLIFE, -1);
chg_virtue(V_VITALITY, 1);
OBJECT_IDX item;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
-
+ concptr q, s;
q = _("どのアイテムを調べますか? ", "Examine which item? ");
s = _("調べられるアイテムがない。", "You have nothing to examine.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ if (!o_ptr) return;
/* Require full knowledge */
if (!(o_ptr->ident & IDENT_MENTAL))
return;
}
-
- /* Description */
object_desc(o_name, o_ptr, 0);
msg_format(_("%sを調べている...", "Examining %s..."), o_name);
- /* Describe it fully */
if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL)) msg_print(_("特に変わったところはないようだ。", "You see nothing special."));
}
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
q = _("どのアイテムの銘を消しますか? ", "Un-inscribe which item? ");
s = _("銘を消せるアイテムがない。", "You have nothing to un-inscribe.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ if (!o_ptr) return;
/* Nothing to remove */
if (!o_ptr->inscription)
/* Remove the incription */
o_ptr->inscription = 0;
-
- /* Combine the pack */
p_ptr->update |= (PU_COMBINE);
-
p_ptr->window |= (PW_INVEN | PW_EQUIP);
/* .や$の関係で, 再計算が必要なはず -- henkma */
void do_cmd_inscribe(void)
{
OBJECT_IDX item;
- object_type *o_ptr;
+ object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- char out_val[80];
- cptr q, s;
+ char out_val[80];
+ concptr q, s;
q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ if (!o_ptr) return;
/* Describe the activity */
object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
{
/* Save the inscription */
o_ptr->inscription = quark_add(out_val);
-
- /* Combine the pack */
p_ptr->update |= (PU_COMBINE);
-
p_ptr->window |= (PW_INVEN | PW_EQUIP);
/* .や$の関係で, 再計算が必要なはず -- henkma */
}
-
-/*!
- * @brief オブジェクトがランタンの燃料になるかどうかを判定する
- * An "item_tester_hook" for refilling lanterns
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @return オブジェクトがランタンの燃料になるならばTRUEを返す
- */
-static bool item_tester_refill_lantern(object_type *o_ptr)
-{
- /* Flasks of oil are okay */
- if (o_ptr->tval == TV_FLASK) return (TRUE);
-
- /* Laterns are okay */
- if ((o_ptr->tval == TV_LITE) &&
- (o_ptr->sval == SV_LITE_LANTERN)) return (TRUE);
-
- /* Assume not okay */
- return (FALSE);
-}
-
-
/*!
* @brief ランタンに燃料を加えるコマンドのメインルーチン
* Refill the players lamp (from the pack or floor)
static void do_cmd_refill_lamp(void)
{
OBJECT_IDX item;
-
object_type *o_ptr;
object_type *j_ptr;
-
- cptr q, s;
-
+ concptr q, s;
/* Restrict the choices */
item_tester_hook = item_tester_refill_lantern;
-#ifdef JP
- q = "どの油つぼから注ぎますか? ";
- s = "油つぼがない。";
-#else
- q = "Refill with which flask? ";
- s = "You have no flasks of oil.";
-#endif
+ q = _("どの油つぼから注ぎますか? ", "Refill with which flask? ");
+ s = _("油つぼがない。", "You have no flasks of oil.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), 0);
+ if (!o_ptr) return;
- /* Take a partial turn */
- p_ptr->energy_use = 50;
+ take_turn(p_ptr, 50);
/* Access the lantern */
- j_ptr = &inventory[INVEN_LITE];
+ j_ptr = &p_ptr->inventory_list[INVEN_LITE];
/* Refuel */
j_ptr->xtra4 += o_ptr->xtra4;
floor_item_optimize(0 - item);
}
- /* Recalculate torch */
p_ptr->update |= (PU_TORCH);
}
-
-/*!
- * @brief オブジェクトが松明に束ねられるかどうかを判定する
- * An "item_tester_hook" for refilling torches
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @return オブジェクトが松明に束ねられるならばTRUEを返す
- */
-static bool item_tester_refill_torch(object_type *o_ptr)
-{
- /* Torches are okay */
- if ((o_ptr->tval == TV_LITE) &&
- (o_ptr->sval == SV_LITE_TORCH)) return (TRUE);
-
- /* Assume not okay */
- return (FALSE);
-}
-
-
/*!
* @brief 松明を束ねるコマンドのメインルーチン
* Refuel the players torch (from the pack or floor)
object_type *o_ptr;
object_type *j_ptr;
- cptr q, s;
+ concptr q, s;
/* Restrict the choices */
- item_tester_hook = item_tester_refill_torch;
+ item_tester_hook = object_can_refill_torch;
q = _("どの松明で明かりを強めますか? ", "Refuel with which torch? ");
s = _("他に松明がない。", "You have no extra torches.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR), 0);
+ if (!o_ptr) return;
- /* Take a partial turn */
- p_ptr->energy_use = 50;
+ take_turn(p_ptr, 50);
/* Access the primary torch */
- j_ptr = &inventory[INVEN_LITE];
+ j_ptr = &p_ptr->inventory_list[INVEN_LITE];
/* Refuel */
j_ptr->xtra4 += o_ptr->xtra4 + 5;
floor_item_optimize(0 - item);
}
- /* Recalculate torch */
p_ptr->update |= (PU_TORCH);
}
object_type *o_ptr;
/* Get the light */
- o_ptr = &inventory[INVEN_LITE];
+ o_ptr = &p_ptr->inventory_list[INVEN_LITE];
if (p_ptr->special_defense & KATA_MUSOU)
{
*/
void do_cmd_locate(void)
{
- int dir, y1, x1, y2, x2;
-
- char tmp_val[80];
-
- char out_val[160];
-
- int wid, hgt;
+ DIRECTION dir;
+ POSITION y1, x1, y2, x2;
+ GAME_TEXT tmp_val[80];
+ GAME_TEXT out_val[160];
+ TERM_LEN wid, hgt;
get_screen_size(&wid, &hgt);
-
/* Start at current panel */
y2 = y1 = panel_row_min;
x2 = x1 = panel_col_min;
/* Describe the location */
if ((y2 == y1) && (x2 == x1))
{
-#ifdef JP
- strcpy(tmp_val, "真上");
-#else
- tmp_val[0] = '\0';
-#endif
-
+ strcpy(tmp_val, _("真上", "\0"));
}
else
{
-#ifdef JP
sprintf(tmp_val, "%s%s",
- ((y2 < y1) ? "北" : (y2 > y1) ? "南" : ""),
- ((x2 < x1) ? "西" : (x2 > x1) ? "東" : ""));
-#else
- sprintf(tmp_val, "%s%s of",
- ((y2 < y1) ? " North" : (y2 > y1) ? " South" : ""),
- ((x2 < x1) ? " West" : (x2 > x1) ? " East" : ""));
-#endif
-
+ ((y2 < y1) ? _("北", " North") : (y2 > y1) ? _("南", " South") : ""),
+ ((x2 < x1) ? _("西", " West") : (x2 > x1) ? _("東", " East") : ""));
}
/* Prepare to ask which way to look */
verify_panel();
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
handle_stuff();
}
-
-/*!
- * @brief モンスター種族情報を特定の基準によりソートするための比較処理
- * Sorting hook -- Comp function -- see below
- * @param u モンスター種族情報の入れるポインタ
- * @param v 条件基準ID
- * @param a 比較するモンスター種族のID1
- * @param b 比較するモンスター種族のID2
- * @return 2の方が大きければTRUEを返す
- * We use "u" to point to array of monster indexes,
- * and "v" to select the type of sorting to perform on "u".
- */
-bool ang_sort_comp_hook(vptr u, vptr v, int a, int b)
-{
- u16b *who = (u16b*)(u);
-
- u16b *why = (u16b*)(v);
-
- int w1 = who[a];
- int w2 = who[b];
-
- int z1, z2;
-
- /* Sort by player kills */
- if (*why >= 4)
- {
- /* Extract player kills */
- z1 = r_info[w1].r_pkills;
- z2 = r_info[w2].r_pkills;
-
- /* Compare player kills */
- if (z1 < z2) return (TRUE);
- if (z1 > z2) return (FALSE);
- }
-
-
- /* Sort by total kills */
- if (*why >= 3)
- {
- /* Extract total kills */
- z1 = r_info[w1].r_tkills;
- z2 = r_info[w2].r_tkills;
-
- /* Compare total kills */
- if (z1 < z2) return (TRUE);
- if (z1 > z2) return (FALSE);
- }
-
-
- /* Sort by monster level */
- if (*why >= 2)
- {
- /* Extract levels */
- z1 = r_info[w1].level;
- z2 = r_info[w2].level;
-
- /* Compare levels */
- if (z1 < z2) return (TRUE);
- if (z1 > z2) return (FALSE);
- }
-
-
- /* Sort by monster experience */
- if (*why >= 1)
- {
- /* Extract experience */
- z1 = r_info[w1].mexp;
- z2 = r_info[w2].mexp;
-
- /* Compare experience */
- if (z1 < z2) return (TRUE);
- if (z1 > z2) return (FALSE);
- }
-
-
- /* Compare indexes */
- return (w1 <= w2);
-}
-
-
-/*!
- * @brief モンスター種族情報を特定の基準によりソートするためのスワップ処理
- * Sorting hook -- Swap function -- see below
- * @param u モンスター種族情報の入れるポインタ
- * @param v 未使用
- * @param a スワップするモンスター種族のID1
- * @param b スワップするモンスター種族のID2
- * @return なし
- * @details
- * We use "u" to point to array of monster indexes,
- * and "v" to select the type of sorting to perform.
- */
-void ang_sort_swap_hook(vptr u, vptr v, int a, int b)
-{
- u16b *who = (u16b*)(u);
-
- u16b holder;
-
- /* Unused */
- (void)v;
-
- /* Swap */
- holder = who[a];
- who[a] = who[b];
- who[b] = holder;
-}
-
-
-
/*!
* @brief モンスターの思い出を見るコマンドのメインルーチン
* Identify a character, allow recall of monsters
IDX i;
int n;
MONRACE_IDX r_idx;
- char sym, query;
- char buf[128];
+ char sym, query;
+ char buf[128];
- bool all = FALSE;
- bool uniq = FALSE;
- bool norm = FALSE;
- bool ride = FALSE;
- char temp[80] = "";
+ bool all = FALSE;
+ bool uniq = FALSE;
+ bool norm = FALSE;
+ bool ride = FALSE;
+ char temp[80] = "";
- bool recall = FALSE;
+ bool recall = FALSE;
- u16b why = 0;
- IDX *who;
+ u16b why = 0;
+ MONRACE_IDX *who;
/* Get a character, or abort */
if (!get_com(_("知りたい文字を入力して下さい(記号 or ^A全,^Uユ,^N非ユ,^R乗馬,^M名前): ",
prt(buf, 0, 0);
/* Allocate the "who" array */
- C_MAKE(who, max_r_idx, IDX);
+ C_MAKE(who, max_r_idx, MONRACE_IDX);
/* Collect matching monsters */
for (n = 0, i = 1; i < max_r_idx; i++)
/* Nothing to recall */
if (!n)
{
- /* Free the "who" array */
- C_KILL(who, max_r_idx, IDX);
-
+ C_KILL(who, max_r_idx, MONRACE_IDX);
return;
}
/* Query */
query = inkey();
-
- /* Restore */
prt(buf, 0, 0);
why = 2;
- /* Select the sort method */
- ang_sort_comp = ang_sort_comp_hook;
- ang_sort_swap = ang_sort_swap_hook;
-
/* Sort the array */
- ang_sort(who, &why, n);
+ ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
/* Sort by kills (and level) */
if (query == 'k')
/* Catch "escape" */
if (query != 'y')
{
- /* Free the "who" array */
- C_KILL(who, max_r_idx, IDX);
-
+ C_KILL(who, max_r_idx, MONRACE_IDX);
return;
}
/* Sort if needed */
if (why == 4)
{
- /* Select the sort method */
- ang_sort_comp = ang_sort_comp_hook;
- ang_sort_swap = ang_sort_swap_hook;
-
- /* Sort the array */
- ang_sort(who, &why, n);
+ ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
}
/* Scan the monster memory */
while (1)
{
- /* Extract a race */
r_idx = who[i];
/* Hack -- Auto-recall */
/* Interact */
while (1)
{
- /* Recall */
if (recall)
{
screen_save();
/* Hack -- Complete the prompt */
Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
- /* Command */
query = inkey();
/* Unrecall */
if (recall)
{
- /* Restore */
screen_load();
}
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (p_ptr->wild_mode)
{
return;
}
- if (p_ptr->inside_arena)
- {
- msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
- msg_print(NULL);
- return;
- }
+ if (cmd_limit_arena(p_ptr)) return;
if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
{
q = _("どれを使いますか?", "Use which item? ");
s = _("使えるものがありません。", "You have nothing to use.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ if (!o_ptr) return;
switch (o_ptr->tval)
{
- /* Spike a door */
case TV_SPIKE:
- {
do_cmd_spike();
break;
- }
- /* Eat some food */
case TV_FOOD:
- {
- do_cmd_eat_food_aux(item);
+ exe_eat_food(item);
break;
- }
- /* Aim a wand */
case TV_WAND:
- {
- do_cmd_aim_wand_aux(item);
+ exe_aim_wand(item);
break;
- }
- /* Use a staff */
case TV_STAFF:
- {
- do_cmd_use_staff_aux(item);
+ exe_use_staff(item);
break;
- }
- /* Zap a rod */
case TV_ROD:
- {
- do_cmd_zap_rod_aux(item);
+ exe_zap_rod(item);
break;
- }
- /* Quaff a potion */
case TV_POTION:
- {
- do_cmd_quaff_potion_aux(item);
+ exe_quaff_potion(item);
break;
- }
- /* Read a scroll */
case TV_SCROLL:
- {
- /* Check some conditions */
- if (p_ptr->blind)
- {
- msg_print(_("目が見えない。", "You can't see anything."));
- return;
- }
- if (no_lite())
- {
- msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by."));
- return;
- }
- if (p_ptr->confused)
- {
- msg_print(_("混乱していて読めない!", "You are too confused!"));
- return;
- }
-
- do_cmd_read_scroll_aux(item, TRUE);
- break;
- }
+ if (cmd_limit_blind(p_ptr)) return;
+ if (cmd_limit_confused(p_ptr)) return;
+ exe_read(item, TRUE);
+ break;
- /* Fire ammo */
case TV_SHOT:
case TV_ARROW:
case TV_BOLT:
- {
- do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
+ exe_fire(item, &p_ptr->inventory_list[INVEN_BOW], SP_NONE);
break;
- }
- /* Activate an artifact */
default:
- {
- do_cmd_activate_aux(item);
+ exe_activate(p_ptr, item);
break;
- }
}
}