#include "angband.h"
+#include "core.h"
#include "util.h"
+#include "autopick.h"
+#include "term.h"
#include "selfinfo.h"
#include "cmd-activate.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: ",
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
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 */
/* 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 (!choose_object(&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 (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 (!choose_object(&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 && has_melee_weapon(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 (!choose_object(&slot, q, s, (USE_EQUIP))) return;
+ if (!choose_object(&slot, q, s, (USE_EQUIP), 0)) return;
if ((slot == INVEN_LARM) && !has_melee_weapon(INVEN_RARM))
need_switch_wielding = INVEN_RARM;
}
/* 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 (!choose_object(&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 (!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];
}
/* Access the wield slot */
- o_ptr = &inventory[slot];
+ o_ptr = &p_ptr->inventory_list[slot];
/* Take off existing item */
if (o_ptr->k_idx)
p_ptr->total_weight += q_ptr->weight;
/* Increment the equip counter by hand */
- equip_cnt++;
+ p_ptr->equip_cnt++;
#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.")
{
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 (has_melee_weapon(INVEN_RARM))
}
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));
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.");
- o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr) return;
/* Item is cursed */
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.");
- o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr) return;
/* Hack -- Cannot remove cursed items */
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.");
- 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;
/* Verify unless quantity given beforehand */
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.");
- o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr) return;
/* Require full knowledge */
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.");
- o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr) return;
/* Nothing to remove */
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.");
- o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr) return;
/* Describe the activity */
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.");
- 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;
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;
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.");
- 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;
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;
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)
{
/* 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 */
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.");
- o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ 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:
- {
if (cmd_limit_blind(p_ptr)) return;
if (cmd_limit_confused(p_ptr)) return;
-
- do_cmd_read_scroll_aux(item, TRUE);
+ exe_read(item, TRUE);
break;
- }
- /* Fire ammo */
case TV_SHOT:
case TV_ARROW:
case TV_BOLT:
- {
- exe_fire(item, &inventory[INVEN_BOW], SP_NONE);
+ 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;
- }
}
}