#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 "monster.h"
+#include "view-mainwindow.h"
+#include "spells.h"
+#include "objectkind.h"
+#include "autopick.h"
+#include "targeting.h"
+#include "snipe.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 */
+ /* Display the p_ptr->inventory_list */
(void)show_inven(0, USE_FULL);
#ifdef JP
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;
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;
/* 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? ");
}
}
/* 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 );
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));
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;
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)
{
/* Hack -- Complete the prompt */
Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
- /* Command */
query = inkey();
/* Unrecall */
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;
}