#include "object-hook.h"
#include "monster.h"
#include "artifact.h"
+#include "player-class.h"
#include "player-skill.h"
+#include "player-race.h"
+#include "quest.h"
+#include "world.h"
+#include "objectkind.h"
+#include "view-mainwindow.h"
/*!
* @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
if (o_ptr->tval == TV_FOOD) return TRUE;
#if 0
- if (prace_is_(RACE_SKELETON))
+ if (PRACE_IS_(p_ptr, RACE_SKELETON))
{
if (o_ptr->tval == TV_SKELETON ||
(o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_SKELETON))
else
#endif
- if (prace_is_(RACE_SKELETON) ||
- prace_is_(RACE_GOLEM) ||
- prace_is_(RACE_ZOMBIE) ||
- prace_is_(RACE_SPECTRE))
+ if (PRACE_IS_(p_ptr, RACE_SKELETON) ||
+ PRACE_IS_(p_ptr, RACE_GOLEM) ||
+ PRACE_IS_(p_ptr, RACE_ZOMBIE) ||
+ PRACE_IS_(p_ptr, RACE_SPECTRE))
{
if (o_ptr->tval == TV_STAFF || o_ptr->tval == TV_WAND)
return TRUE;
}
- else if (prace_is_(RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON))
+ else if (PRACE_IS_(p_ptr, RACE_DEMON) || (mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_DEMON))
{
if (o_ptr->tval == TV_CORPSE &&
o_ptr->sval == SV_CORPSE &&
if (p_ptr->psex == SEX_MALE) return FALSE;
/* Check for a usable slot */
- if (wield_slot(o_ptr) >= INVEN_RARM) return (TRUE);
+ if (wield_slot(p_ptr, o_ptr) >= INVEN_RARM) return (TRUE);
return (FALSE);
}
/* HACK - only items from the equipment can be activated */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
- if (&inventory[i] == o_ptr)
+ if (&p_ptr->inventory_list[i] == o_ptr)
{
object_flags(o_ptr, flgs);
{
if (o_ptr->tval == TV_POTION) return TRUE;
- if (prace_is_(RACE_ANDROID))
+ if (PRACE_IS_(p_ptr, RACE_ANDROID))
{
if (o_ptr->tval == TV_FLASK && o_ptr->sval == SV_FLASK_OIL)
return TRUE;
* @param o_ptr 対象のオブジェクト構造体ポインタ
* @return オブジェクトが報酬対象になるならTRUEを返す
*/
-bool object_is_shoukinkubi(object_type *o_ptr)
+bool object_is_bounty(object_type *o_ptr)
{
int i;
if (o_ptr->pval == MON_TSUCHINOKO) return TRUE;
/* Unique monster */
- for (i = 0; i < MAX_KUBI; i++)
+ for (i = 0; i < MAX_BOUNTY; i++)
if (o_ptr->pval == current_world_ptr->bounty_r_idx[i]) break;
- if (i < MAX_KUBI) return TRUE;
+ if (i < MAX_BOUNTY) return TRUE;
/* Not wanted */
return FALSE;
*/
bool object_is_quest_target(object_type *o_ptr)
{
- if (p_ptr->inside_quest)
+ if (p_ptr->current_floor_ptr->inside_quest)
{
- ARTIFACT_IDX a_idx = quest[p_ptr->inside_quest].k_idx;
+ ARTIFACT_IDX a_idx = quest[p_ptr->current_floor_ptr->inside_quest].k_idx;
if (a_idx)
{
artifact_type *a_ptr = &a_info[a_idx];
return FALSE;
}
+/*
+ * Here is a "hook" used during calls to "get_item()" and
+ * "show_inven()" and "show_equip()", and the choice window routines.
+ */
+bool(*item_tester_hook)(object_type*);
+
+/*
+ * Here is a "pseudo-hook" used during calls to "get_item()" and
+ * "show_inven()" and "show_equip()", and the choice window routines.
+ */
+OBJECT_TYPE_VALUE item_tester_tval;
+
+/*!
+ * @brief アイテムがitem_tester_hookグローバル関数ポインタの条件を満たしているかを返す汎用関数
+ * Check an item against the item tester info
+ * @param o_ptr 判定を行いたいオブジェクト構造体参照ポインタ
+ * @return item_tester_hookの参照先、その他いくつかの例外に応じてTRUE/FALSEを返す。
+ */
+bool item_tester_okay(object_type *o_ptr, OBJECT_TYPE_VALUE tval)
+{
+ /* Hack -- allow listing empty slots */
+ // if (item_tester_full) return (TRUE); // TODO:DELETE
+
+ /* Require an item */
+ if (!o_ptr->k_idx) return (FALSE);
+
+ /* Hack -- ignore "gold" */
+ if (o_ptr->tval == TV_GOLD)
+ {
+ /* See xtra2.c */
+ extern bool show_gold_on_floor;
+ if (!show_gold_on_floor) return (FALSE);
+ }
+
+ /* Check the tval */
+ if (tval)
+ {
+ /* Is it a spellbook? If so, we need a hack -- TY */
+ if ((tval <= TV_DEATH_BOOK) && (tval >= TV_LIFE_BOOK))
+ return check_book_realm(o_ptr->tval, o_ptr->sval);
+ else
+ if (tval != o_ptr->tval) return (FALSE);
+ }
+
+ /* Check the hook */
+ if (item_tester_hook)
+ {
+ if (!(*item_tester_hook)(o_ptr)) return (FALSE);
+ }
+
+ /* Assume okay */
+ return (TRUE);
+}