#include "cmd-zapwand.h"
#include "object-hook.h"
+#include "sort.h"
/*!
object_type *q_ptr;
object_type *o_ptr;
- cptr act;
- cptr q, s;
+ concptr act;
+ concptr q, s;
GAME_TEXT o_name[MAX_NLEN];
/* 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))) return;
if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
}
/* 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))) return;
}
break;
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))) return;
if ((slot == INVEN_LARM) && !buki_motteruka(INVEN_RARM))
need_switch_wielding = INVEN_RARM;
}
/* 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)))
{
select_ring_slot = FALSE;
return;
/* Player touches it */
o_ptr->marked |= OM_TOUCHED;
- /* Increase the weight */
p_ptr->total_weight += q_ptr->weight;
/* Increment the equip counter by hand */
{
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));
+ if (!o_ptr) return;
/* Item is cursed */
if (object_is_cursed(o_ptr))
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));
+ if (!o_ptr) return;
/* Hack -- Cannot remove cursed items */
if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
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));
+ if (!o_ptr) return;
/* Verify unless quantity given beforehand */
if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
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));
+ 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));
+ if (!o_ptr) return;
/* Nothing to remove */
if (!o_ptr->inscription)
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));
+ if (!o_ptr) return;
/* Describe the activity */
object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
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
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
+ 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.");
- /* 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));
+ if (!o_ptr) return;
/* Take a partial turn */
p_ptr->energy_use = 50;
object_type *o_ptr;
object_type *j_ptr;
- cptr q, s;
+ concptr q, s;
/* Restrict the choices */
item_tester_hook = item_tester_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));
+ if (!o_ptr) return;
/* Take a partial turn */
p_ptr->energy_use = 50;
*/
void do_cmd_target(void)
{
+ if (p_ptr->wild_mode) return;
+
/* Target set */
if (target_set(TARGET_KILL))
{
*/
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;
}
/* Prepare to ask which way to look */
- sprintf(out_val, _("マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
- "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?"),
+ sprintf(out_val, _("マップ位置 [%ld(%02ld),%ld(%02ld)] (プレイヤーの%s) 方向?",
+ "Map sector [%ld(%02ld),%ld(%02ld)], which is%s your sector. Direction?"),
y2 / (hgt / 2), y2 % (hgt / 2),
x2 / (wid / 2), x2 % (wid / 2), tmp_val);
verify_panel();
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
handle_stuff();
}
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];
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++)
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (p_ptr->wild_mode)
{
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));
+ if (!o_ptr) return;
switch (o_ptr->tval)
{