*/
#include "angband.h"
+#include "core.h"
+#include "util.h"
+
+#include "artifact.h"
+#include "floor.h"
+#include "cmd-activate.h"
+#include "objectkind.h"
+#include "object-ego.h"
+#include "object-flavor.h"
+#include "object-hook.h"
+#include "player-move.h"
+#include "monster.h"
+#include "files.h"
+#include "term.h"
+#include "cmd-smith.h"
+#include "snipe.h"
+#include "view-mainwindow.h"
#if defined(MACINTOSH) || defined(MACH_O_CARBON)
#ifdef verify
process_pref_file("graf.prf");
/* Access the "character" pref file */
- sprintf(buf, "graf-%s.prf", player_base);
+ sprintf(buf, "graf-%s.prf", p_ptr->base_name);
/* Process "graf-<playername>.prf" */
process_pref_file(buf);
process_pref_file("font.prf");
/* Access the "character" pref file */
- sprintf(buf, "font-%s.prf", player_base);
+ sprintf(buf, "font-%s.prf", p_ptr->base_name);
/* Process "font-<playername>.prf" */
process_pref_file(buf);
/*!
* @brief オブジェクトの発動効果名称を返す(サブルーチン/ブレス)
* @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
- * @return cptr 発動名称を返す文字列ポインタ
+ * @return concptr 発動名称を返す文字列ポインタ
*/
-static cptr item_activation_dragon_breath(object_type *o_ptr)
+static concptr item_activation_dragon_breath(object_type *o_ptr)
{
static char desc[256];
BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
/*!
* @brief オブジェクトの発動効果名称を返す(サブルーチン/汎用)
* @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
- * @return cptr 発動名称を返す文字列ポインタ
+ * @return concptr 発動名称を返す文字列ポインタ
*/
-static cptr item_activation_aux(object_type *o_ptr)
+static concptr item_activation_aux(object_type *o_ptr)
{
static char activation_detail[256];
- cptr desc;
+ concptr desc;
char timeout[32];
int constant, dice;
const activation_type* const act_ptr = find_activation_info(o_ptr);
constant = act_ptr->timeout.constant;
dice = act_ptr->timeout.dice;
if (constant == 0 && dice == 0) {
- /* We can activate it every turn */
- strcpy(timeout, _("いつでも", "every turn"));
+ /* We can activate it every current_world_ptr->game_turn */
+ strcpy(timeout, _("いつでも", "every current_world_ptr->game_turn"));
} else if (constant < 0) {
/* Activations that have special timeout */
switch (act_ptr->index) {
* @brief オブジェクトの発動効果名称を返す(メインルーチン) /
* Determine the "Activation" (if any) for an artifact Return a string, or NULL for "no activation"
* @param o_ptr 名称を取得する元のオブジェクト構造体参照ポインタ
- * @return cptr 発動名称を返す文字列ポインタ
+ * @return concptr 発動名称を返す文字列ポインタ
*/
-cptr item_activation(object_type *o_ptr)
+concptr item_activation(object_type *o_ptr)
{
BIT_FLAGS flgs[TR_FLAG_SIZE];
-
- /* Extract the flags */
object_flags(o_ptr, flgs);
/* Require activation ability */
BIT_FLAGS flgs[TR_FLAG_SIZE];
char temp[70 * 20];
- cptr info[128];
- char o_name[MAX_NLEN];
+ concptr info[128];
+ GAME_TEXT o_name[MAX_NLEN];
int wid, hgt;
POSITION rad;
char desc[256];
int trivial_info = 0;
-
- /* Extract the flags */
object_flags(o_ptr, flgs);
/* Extract the description */
/* Figurines, a hack */
if (o_ptr->name1 == ART_STONEMASK)
{
- info[i++] = _("それを装備した者は吸血鬼になる。", "It makes you turn into a vampire permanently.");
+ info[i++] = _("それを装備した者は吸血鬼になる。", "It makes you current_world_ptr->game_turn into a vampire permanently.");
}
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
/*!
* @brief オブジェクト選択時の選択アルファベットラベルを返す /
- * Convert an inventory index into a one character label
+ * Convert an p_ptr->inventory_list index into a one character label
* @param i プレイヤーの所持/装備オブジェクトID
* @return 対応するアルファベット
* @details Note that the label does NOT distinguish inven/equip.
if ((i < 0) || (i > INVEN_PACK)) return (-1);
/* Empty slots can never be chosen */
- if (!inventory[i].k_idx) return (-1);
+ if (!p_ptr->inventory_list[i].k_idx) return (-1);
/* Return the index */
return (i);
if (select_ring_slot) return is_ring_slot(i) ? i : -1;
/* Empty slots can never be chosen */
- if (!inventory[i].k_idx) return (-1);
+ if (!p_ptr->inventory_list[i].k_idx) return (-1);
/* Return the index */
return (i);
case TV_POLEARM:
case TV_SWORD:
{
- if (!inventory[INVEN_RARM].k_idx) return (INVEN_RARM);
- if (inventory[INVEN_LARM].k_idx) return (INVEN_RARM);
+ if (!p_ptr->inventory_list[INVEN_RARM].k_idx) return (INVEN_RARM);
+ if (p_ptr->inventory_list[INVEN_LARM].k_idx) return (INVEN_RARM);
return (INVEN_LARM);
}
case TV_CARD:
case TV_SHIELD:
{
- if (!inventory[INVEN_LARM].k_idx) return (INVEN_LARM);
- if (inventory[INVEN_RARM].k_idx) return (INVEN_LARM);
+ if (!p_ptr->inventory_list[INVEN_LARM].k_idx) return (INVEN_LARM);
+ if (p_ptr->inventory_list[INVEN_RARM].k_idx) return (INVEN_LARM);
return (INVEN_RARM);
}
case TV_RING:
{
/* Use the right hand first */
- if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
+ if (!p_ptr->inventory_list[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
/* Use the left hand for swapping (by default) */
return (INVEN_LEFT);
* @param i 部位表現を求めるプレイヤーの所持/装備オブジェクトID
* @return 部位表現の文字列ポインタ
*/
-cptr mention_use(int i)
+concptr mention_use(int i)
{
- cptr p;
+ concptr p;
/* Examine the location */
switch (i)
case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break;
#endif
-#ifdef JP
- case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "運搬中" : "射撃用"; break;
-#else
- case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "Just holding" : "Shooting"; break;
-#endif
-
-#ifdef JP
- case INVEN_RIGHT: p = (left_hander ? "左手指" : "右手指"); break;
-#else
- case INVEN_RIGHT: p = (left_hander ? "On left hand" : "On right hand"); break;
-#endif
-
-#ifdef JP
- case INVEN_LEFT: p = (left_hander ? "右手指" : "左手指"); break;
-#else
- case INVEN_LEFT: p = (left_hander ? "On right hand" : "On left hand"); break;
-#endif
-
+ case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < p_ptr->inventory_list[i].weight / 10) ? _("運搬中", "Just holding") : _("射撃用", "Shooting"); break;
+ case INVEN_RIGHT: p = (left_hander ? _("左手指", "On left hand") : _("右手指", "On right hand")); break;
+ case INVEN_LEFT: p = (left_hander ? _("右手指", "On right hand") : _("左手指", "On left hand")); break;
case INVEN_NECK: p = _(" 首", "Around neck"); break;
case INVEN_LITE: p = _(" 光源", "Light source"); break;
case INVEN_BODY: p = _(" 体", "On body"); break;
* @param i 状態表現を求めるプレイヤーの所持/装備オブジェクトID
* @return 状態表現内容の文字列ポインタ
* @details
- * Currently, only used for items in the equipment, not inventory.
+ * Currently, only used for items in the equipment, not p_ptr->inventory_list.
*/
-cptr describe_use(int i)
+concptr describe_use(int i)
{
- cptr p;
+ concptr p;
switch (i)
{
case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break;
#endif
-#ifdef JP
- case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "持つだけで精一杯の" : "射撃用に装備している"; break;
-#else
- case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "just holding" : "shooting missiles with"; break;
-#endif
-
-#ifdef JP
- case INVEN_RIGHT: p = (left_hander ? "左手の指にはめている" : "右手の指にはめている"); break;
-#else
- case INVEN_RIGHT: p = (left_hander ? "wearing on your left hand" : "wearing on your right hand"); break;
-#endif
-
-#ifdef JP
- case INVEN_LEFT: p = (left_hander ? "右手の指にはめている" : "左手の指にはめている"); break;
-#else
- case INVEN_LEFT: p = (left_hander ? "wearing on your right hand" : "wearing on your left hand"); break;
-#endif
-
+ case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < p_ptr->inventory_list[i].weight / 10) ? _("持つだけで精一杯の", "just holding") : _("射撃用に装備している", "shooting missiles with"); break;
+ case INVEN_RIGHT: p = (left_hander ? _("左手の指にはめている", "wearing on your left hand") : _("右手の指にはめている", "wearing on your right hand")); break;
+ case INVEN_LEFT: p = (left_hander ? _("右手の指にはめている", "wearing on your right hand") : _("左手の指にはめている", "wearing on your left hand")); break;
case INVEN_NECK: p = _("首にかけている", "wearing around your neck"); break;
case INVEN_LITE: p = _("光源にしている", "using to light the way"); break;
case INVEN_BODY: p = _("体に着ている", "wearing on your body"); break;
return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
}
+/*
+ * 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
bool item_tester_okay(object_type *o_ptr)
{
/* Hack -- allow listing empty slots */
- if (item_tester_full) return (TRUE);
+ // if (item_tester_full) return (TRUE); // TODO:DELETE
/* Require an item */
if (!o_ptr->k_idx) return (FALSE);
*/
void display_inven(void)
{
- register int i, n, z = 0;
- object_type *o_ptr;
- TERM_COLOR attr = TERM_WHITE;
- char tmp_val[80];
- char o_name[MAX_NLEN];
- int wid, hgt;
+ register int i, n, z = 0;
+ object_type *o_ptr;
+ TERM_COLOR attr = TERM_WHITE;
+ char tmp_val[80];
+ GAME_TEXT o_name[MAX_NLEN];
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
- /* Find the "final" slot */
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
-
- /* Skip non-objects */
+ o_ptr = &p_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
-
- /* Track */
z = i + 1;
}
- /* Display the pack */
for (i = 0; i < z; i++)
{
- /* Examine the item */
- o_ptr = &inventory[i];
-
- /* Start with an empty "index" */
+ o_ptr = &p_ptr->inventory_list[i];
tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
-
- /* Is this item "acceptable"? */
if (item_tester_okay(o_ptr))
{
- /* Prepare an "index" */
tmp_val[0] = index_to_label(i);
-
- /* Bracket the "index" --(-- */
tmp_val[1] = ')';
}
- /* Display the index (or blank space) */
Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
-
- /* Obtain an item description */
object_desc(o_name, o_ptr, 0);
-
- /* Obtain the length of the description */
n = strlen(o_name);
-
- /* Get a color */
attr = tval_to_attr[o_ptr->tval % 128];
-
- /* Grey out charging items */
if (o_ptr->timeout)
{
attr = TERM_L_DARK;
}
- /* Display the entry itself */
Term_putstr(3, i, n, attr, o_name);
-
- /* Erase the rest of the line */
Term_erase(3+n, i, 255);
- /* Display the weight if needed */
if (show_weights)
{
int wgt = o_ptr->weight * o_ptr->number;
#ifdef JP
- sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt),lbtokg2(wgt) );
+ sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt), lbtokg2(wgt));
#else
sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
#endif
-
prt(tmp_val, i, wid - 9);
}
}
- /* Erase the rest of the window */
for (i = z; i < hgt; i++)
{
- /* Erase the line */
Term_erase(0, i, 255);
}
}
*/
void display_equip(void)
{
- register int i, n;
- object_type *o_ptr;
- TERM_COLOR attr = TERM_WHITE;
- char tmp_val[80];
- char o_name[MAX_NLEN];
- int wid, hgt;
+ register int i, n;
+ object_type *o_ptr;
+ TERM_COLOR attr = TERM_WHITE;
+ char tmp_val[80];
+ GAME_TEXT o_name[MAX_NLEN];
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
- /* Display the equipment */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
- /* Examine the item */
- o_ptr = &inventory[i];
-
- /* Start with an empty "index" */
+ o_ptr = &p_ptr->inventory_list[i];
tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
-
- /* Is this item "acceptable"? */
if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr))
{
- /* Prepare an "index" */
tmp_val[0] = index_to_label(i);
-
- /* Bracket the "index" --(-- */
tmp_val[1] = ')';
}
- /* Display the index (or blank space) */
Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
-
- /* Obtain an item description */
if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
{
strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
attr = tval_to_attr[o_ptr->tval % 128];
}
- /* Obtain the length of the description */
n = strlen(o_name);
-
- /* Grey out charging items */
if (o_ptr->timeout)
{
attr = TERM_L_DARK;
}
-
- /* Display the entry itself */
Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
- /* Erase the rest of the line */
- Term_erase(3+n, i - INVEN_RARM, 255);
+ Term_erase(3 + n, i - INVEN_RARM, 255);
- /* Display the weight (if needed) */
if (show_weights)
{
int wgt = o_ptr->weight * o_ptr->number;
prt(tmp_val, i - INVEN_RARM, wid - (show_labels ? 28 : 9));
}
- /* Display the slot description (if needed) */
if (show_labels)
{
Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- ");
}
}
- /* Erase the rest of the window */
for (i = INVEN_TOTAL - INVEN_RARM; i < hgt; i++)
{
- /* Clear that line */
Term_erase(0, i, 255);
}
}
/*!
* @brief 所持/装備オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す /
- * Find the "first" inventory object with the given "tag".
+ * Find the "first" p_ptr->inventory_list object with the given "tag".
* @param cp 対応するタグIDを与える参照ポインタ
* @param tag 該当するオブジェクトがあるかを調べたいタグ
* @param mode 所持、装備の切り替え
{
COMMAND_CODE i;
COMMAND_CODE start, end;
- cptr s;
+ concptr s;
/* Extract index from mode */
switch (mode)
/**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
- /* Check every inventory object */
+ /* Check every p_ptr->inventory_list object */
for (i = start; i <= end; i++)
{
- object_type *o_ptr = &inventory[i];
-
- /* Skip non-objects */
+ object_type *o_ptr = &p_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
/* Skip empty inscriptions */
if (!o_ptr->inscription) continue;
/* Skip non-choice */
- if (!item_tester_okay(o_ptr)) continue;
+ if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
/* Find a '@' */
s = my_strchr(quark_str(o_ptr->inscription), '@');
/* Check the special tags */
if ((s[1] == command_cmd) && (s[2] == tag))
{
- /* Save the actual inventory ID */
+ /* Save the actual p_ptr->inventory_list ID */
*cp = i;
/* Success */
/* Check every object */
for (i = start; i <= end; i++)
{
- object_type *o_ptr = &inventory[i];
-
- /* Skip non-objects */
+ object_type *o_ptr = &p_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
/* Skip empty inscriptions */
if (!o_ptr->inscription) continue;
/* Skip non-choice */
- if (!item_tester_okay(o_ptr)) continue;
+ if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
/* Find a '@' */
s = my_strchr(quark_str(o_ptr->inscription), '@');
/* Check the normal tags */
if (s[1] == tag)
{
- /* Save the actual inventory ID */
+ /* Save the actual p_ptr->inventory_list ID */
*cp = i;
/* Success */
/*!
* @brief 床オブジェクトに選択タグを与える/タグに該当するオブジェクトがあるかを返す /
- * Find the "first" inventory object with the given "tag".
+ * Find the "first" p_ptr->inventory_list object with the given "tag".
* @param cp 対応するタグIDを与える参照ポインタ
* @param tag 該当するオブジェクトがあるかを調べたいタグ
* @param floor_list 床上アイテムの配列
static bool get_tag_floor(COMMAND_CODE *cp, char tag, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num)
{
COMMAND_CODE i;
- cptr s;
+ concptr s;
/**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
/* Check every object in the grid */
for (i = 0; i < floor_num && i < 23; i++)
{
- object_type *o_ptr = &o_list[floor_list[i]];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[floor_list[i]];
/* Skip empty inscriptions */
if (!o_ptr->inscription) continue;
/* Check every object in the grid */
for (i = 0; i < floor_num && i < 23; i++)
{
- object_type *o_ptr = &o_list[floor_list[i]];
+ object_type *o_ptr = ¤t_floor_ptr->o_list[floor_list[i]];
/* Skip empty inscriptions */
if (!o_ptr->inscription) continue;
*/
static void prepare_label_string(char *label, BIT_FLAGS mode)
{
- cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
+ concptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
int offset = (mode == USE_EQUIP) ? INVEN_RARM : 0;
int i;
for (i = 0; i < 52; i++)
{
COMMAND_CODE index;
- char c = alphabet_chars[i];
+ SYMBOL_CODE c = alphabet_chars[i];
/* Find a tag with this label */
if (get_tag(&index, c, mode))
*/
static void prepare_label_string_floor(char *label, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num)
{
- cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
+ concptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
int i;
/* Prepare normal labels */
for (i = 0; i < 52; i++)
{
COMMAND_CODE index;
- char c = alphabet_chars[i];
+ SYMBOL_CODE c = alphabet_chars[i];
/* Find a tag with this label */
if (get_tag_floor(&index, c, floor_list, floor_num))
/*!
* @brief 所持アイテムの表示を行う /
- * Display the inventory.
+ * Display the p_ptr->inventory_list.
* @param target_item アイテムの選択処理を行うか否か。
* @return 選択したアイテムのタグ
* @details
* Hack -- do not display "trailing" empty slots
*/
-COMMAND_CODE show_inven(int target_item)
+COMMAND_CODE show_inven(int target_item, BIT_FLAGS mode)
{
COMMAND_CODE i;
int j, k, l, z = 0;
int col, cur_col, len;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
char tmp_val[80];
COMMAND_CODE out_index[23];
TERM_COLOR out_color[23];
char out_desc[23][MAX_NLEN];
COMMAND_CODE target_item_label = 0;
TERM_LEN wid, hgt;
- char inven_label[52 + 1];
+ char inven_label[52 + 1];
/* Starting column */
col = command_gap;
/* Find the "final" slot */
for (i = 0; i < INVEN_PACK; i++)
{
- o_ptr = &inventory[i];
-
- /* Skip non-objects */
+ o_ptr = &p_ptr->inventory_list[i];
if (!o_ptr->k_idx) continue;
/* Track */
prepare_label_string(inven_label, USE_INVEN);
- /* Display the inventory */
+ /* Display the p_ptr->inventory_list */
for (k = 0, i = 0; i < z; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
/* Is this item acceptable? */
- if (!item_tester_okay(o_ptr)) continue;
+ if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
object_desc(o_name, o_ptr, 0);
/* Output each entry */
for (j = 0; j < k; j++)
{
- /* Get the index */
i = out_index[j];
-
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
/* Clear the line */
prt("", j + 1, col ? col - 2 : col);
/* Display graphics for object, if desired */
if (show_item_graph)
{
- byte a = object_attr(o_ptr);
- char c = object_char(o_ptr);
+ TERM_COLOR a = object_attr(o_ptr);
+ SYMBOL_CODE c = object_char(o_ptr);
Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
if (use_bigtile) cur_col++;
* @param target_item アイテムの選択処理を行うか否か。
* @return 選択したアイテムのタグ
*/
-COMMAND_CODE show_equip(int target_item)
+COMMAND_CODE show_equip(int target_item, BIT_FLAGS mode)
{
COMMAND_CODE i;
int j, k, l;
int col, cur_col, len;
- object_type *o_ptr;
+ object_type *o_ptr;
char tmp_val[80];
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
COMMAND_CODE out_index[23];
TERM_COLOR out_color[23];
char out_desc[23][MAX_NLEN];
/* Scan the equipment list */
for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
/* Is this item acceptable? */
- if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr)) &&
+ if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr) || (mode & USE_FULL)) &&
(!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) ||
- item_tester_no_ryoute)) continue;
+ (mode & IGNORE_BOTHHAND_SLOT))) continue;
- /* Description */
object_desc(o_name, o_ptr, 0);
if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
/* Output each entry */
for (j = 0; j < k; j++)
{
- /* Get the index */
i = out_index[j];
-
- o_ptr = &inventory[i];
+ o_ptr = &p_ptr->inventory_list[i];
/* Clear the line */
prt("", j + 1, col ? col - 2 : col);
/* Prepare an index --(-- */
sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
}
- else /* Paranoia */
+ else
{
/* Prepare an index --(-- */
sprintf(tmp_val, "%c)", index_to_label(i));
/* Display graphics for object, if desired */
if (show_item_graph)
{
- byte a = object_attr(o_ptr);
- char c = object_char(o_ptr);
+ TERM_COLOR a = object_attr(o_ptr);
+ SYMBOL_CODE c = object_char(o_ptr);
Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
if (use_bigtile) cur_col++;
* @return 確認がYesならTRUEを返す。
* @details The item can be negative to mean "item on floor".
*/
-static bool verify(cptr prompt, INVENTORY_IDX item)
+static bool verify(concptr prompt, INVENTORY_IDX item)
{
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[MAX_NLEN+20];
object_type *o_ptr;
/* Inventory */
if (item >= 0)
{
- o_ptr = &inventory[item];
+ o_ptr = &p_ptr->inventory_list[item];
}
/* Floor */
else
{
- o_ptr = &o_list[0 - item];
+ o_ptr = ¤t_floor_ptr->o_list[0 - item];
}
object_desc(o_name, o_ptr, 0);
*/
static bool get_item_allow(INVENTORY_IDX item)
{
- cptr s;
+ concptr s;
object_type *o_ptr;
if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
/* Inventory */
if (item >= 0)
{
- o_ptr = &inventory[item];
+ o_ptr = &p_ptr->inventory_list[item];
}
/* Floor */
else
{
- o_ptr = &o_list[0 - item];
+ o_ptr = ¤t_floor_ptr->o_list[0 - item];
}
/* No inscription */
if (select_ring_slot) return is_ring_slot(i);
/* Verify the item */
- if (!item_tester_okay(&inventory[i])) return (FALSE);
+ if (!item_tester_okay(&p_ptr->inventory_list[i])) return (FALSE);
/* Assume okay */
return (TRUE);
ITEM_NUMBER floor_num = 0;
for (j = 0; j < INVEN_TOTAL; j++)
- if (item_tester_okay(&inventory[j]))
+ if (item_tester_okay(&p_ptr->inventory_list[j]))
return TRUE;
floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
* All "item_tester" restrictions are cleared before this function returns.\n
*\n
* The user is allowed to choose acceptable items from the equipment,\n
- * inventory, or floor, respectively, if the proper flag was given,\n
+ * p_ptr->inventory_list, or floor, respectively, if the proper flag was given,\n
* and there are any acceptable items in that location.\n
*\n
- * The equipment or inventory are displayed (even if no acceptable\n
+ * The equipment or p_ptr->inventory_list are displayed (even if no acceptable\n
* items are in that location) if the proper flag was given.\n
*\n
* If there are no acceptable items available anywhere, and "str" is\n
*\n
* Note that the user must press "-" to specify the item on the floor,\n
* and there is no way to "examine" the item on the floor, while the\n
- * use of "capital" letters will "examine" an inventory/equipment item,\n
+ * use of "capital" letters will "examine" an p_ptr->inventory_list/equipment item,\n
* and prompt for its use.\n
*\n
- * If a legal item is selected from the inventory, we save it in "cp"\n
+ * If a legal item is selected from the p_ptr->inventory_list, we save it in "cp"\n
* directly (0 to 35), and return TRUE.\n
*\n
* If a legal item is selected from the floor, we save it in "cp" as\n
*\n
* If no item is selected, we do nothing to "cp", and return FALSE.\n
*\n
- * Global "p_ptr->command_new" is used when viewing the inventory or equipment\n
+ * Global "p_ptr->command_new" is used when viewing the p_ptr->inventory_list or equipment\n
* to allow the user to enter a command while viewing those screens, and\n
* also to induce "auto-enter" of stores, and other such stuff.\n
*\n
* out in "browse" mode. It is cleared before this function returns.\n
*\n
* Global "p_ptr->command_wrk" is used to choose between equip/inven listings.\n
- * If it is TRUE then we are viewing inventory, else equipment.\n
+ * If it is TRUE then we are viewing p_ptr->inventory_list, else equipment.\n
*\n
* We always erase the prompt when we are done, leaving a blank line,\n
* or a warning message, if appropriate, if no items are available.\n
*/
-bool get_item(OBJECT_IDX *cp, cptr pmt, cptr str, BIT_FLAGS mode)
+bool get_item(OBJECT_IDX *cp, concptr pmt, concptr str, BIT_FLAGS mode)
{
OBJECT_IDX this_o_idx, next_o_idx = 0;
char tmp_val[160];
char out_val[160];
- /* See cmd5.c */
- extern bool select_the_force;
-
int menu_line = (use_menu ? 1 : 0);
int max_inven = 0;
int max_equip = 0;
if (repeat_pull(cp))
{
/* the_force */
- if (select_the_force && (*cp == INVEN_FORCE))
+ if (mode & USE_FORCE && (*cp == INVEN_FORCE))
{
item_tester_tval = 0;
item_tester_hook = NULL;
/* Special index */
k = 0 - (*cp);
- o_ptr = &o_list[k];
+ o_ptr = ¤t_floor_ptr->o_list[k];
/* Validate the item */
- if (item_tester_okay(o_ptr))
+ if (item_tester_okay(o_ptr) || (mode & USE_FULL))
{
/* Forget restrictions */
item_tester_tval = 0;
}
}
}
-
- /* Paranoia */
msg_print(NULL);
/* Not done */
item = FALSE;
- /* Full inventory */
+ /* Full p_ptr->inventory_list */
i1 = 0;
i2 = INVEN_PACK - 1;
- /* Forbid inventory */
+ /* Forbid p_ptr->inventory_list */
if (!inven) i2 = -1;
else if (use_menu)
{
for (j = 0; j < INVEN_PACK; j++)
- if (item_tester_okay(&inventory[j])) max_inven++;
+ if (item_tester_okay(&p_ptr->inventory_list[j]) || (mode & USE_FULL)) max_inven++;
}
- /* Restrict inventory indexes */
+ /* Restrict p_ptr->inventory_list indexes */
while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
else if (use_menu)
{
for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
- if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
- if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
+ if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&p_ptr->inventory_list[j]) || (mode & USE_FULL)) max_equip++;
+ if (p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) max_equip++;
}
/* Restrict equipment indexes */
while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
- if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
+ if (equip && p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT))
{
if (p_ptr->migite)
{
if (floor)
{
/* Scan all objects in the grid */
- for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Accept the item on the floor if legal */
- if (item_tester_okay(o_ptr) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
+ if ((item_tester_okay(o_ptr) || (mode & USE_FULL)) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
}
}
{
/* Cancel p_ptr->command_see */
command_see = FALSE;
-
oops = TRUE;
-
done = TRUE;
- if (select_the_force) {
+ if (mode & USE_FORCE) {
*cp = INVEN_FORCE;
item = TRUE;
}
command_wrk = TRUE;
}
- /* Use inventory if allowed */
+ /* Use p_ptr->inventory_list if allowed */
else if (inven)
{
command_wrk = FALSE;
command_wrk = TRUE;
}
- /* Use inventory for floor */
+ /* Use p_ptr->inventory_list for floor */
else
{
command_wrk = FALSE;
if (!command_wrk)
{
/* Redraw if needed */
- if (command_see) get_item_label = show_inven(menu_line);
+ if (command_see) get_item_label = show_inven(menu_line, mode);
}
/* Equipment screen */
else
{
/* Redraw if needed */
- if (command_see) get_item_label = show_equip(menu_line);
+ if (command_see) get_item_label = show_equip(menu_line, mode);
}
- /* Viewing inventory */
+ /* Viewing p_ptr->inventory_list */
if (!command_wrk)
{
/* Begin the prompt */
if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
/* Append */
-#ifdef JP
- if (equip) strcat(out_val, format(" %s 装備品,", use_menu ? "'4'or'6'" : "'/'"));
-#else
- if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/"));
-#endif
+ if (equip) strcat(out_val, format(_(" %s 装備品,", " %s for Equip,"), use_menu ? _("'4'or'6'", "4 or 6") : _("'/'", "/")));
}
/* Viewing equipment */
if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
/* Append */
-#ifdef JP
- if (inven) strcat(out_val, format(" %s 持ち物,", use_menu ? "'4'or'6'" : "'/'"));
-#else
- if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'"));
-#endif
+ if (inven) strcat(out_val, format(_(" %s 持ち物,", " %s for Inven,"), use_menu ? _("'4'or'6'", "4 or 6") : _("'/'", "'/'")));
}
/* Indicate legality of the "floor" item */
if (allow_floor) strcat(out_val, _(" '-'床上,", " - for floor,"));
- if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
+ if (mode & USE_FORCE) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
/* Finish the prompt */
strcat(out_val, " ESC");
}
case 'w':
{
- if (select_the_force) {
+ if (mode & USE_FORCE) {
*cp = INVEN_FORCE;
item = TRUE;
done = TRUE;
if (allow_floor)
{
/* Scan all objects in the grid */
- for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Validate the item */
- if (!item_tester_okay(o_ptr)) continue;
+ if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
/* Special index */
k = 0 - this_o_idx;
case '\n':
case '\r':
{
- /* Choose "default" inventory item */
+ /* Choose "default" p_ptr->inventory_list item */
if (!command_wrk)
{
k = ((i1 == i2) ? i1 : -1);
case 'w':
{
- if (select_the_force) {
+ if (mode & USE_FORCE) {
*cp = INVEN_FORCE;
item = TRUE;
done = TRUE;
ver = isupper(which);
which = (char)tolower(which);
- /* Convert letter to inventory index */
+ /* Convert letter to p_ptr->inventory_list index */
if (!command_wrk)
{
if (which == '(') k = i1;
/* Forget the item_tester_tval restriction */
item_tester_tval = 0;
- item_tester_no_ryoute = FALSE;
-
/* Forget the item_tester_hook restriction */
item_tester_hook = NULL;
/*
* Choose an item and get auto-picker entry from it.
*/
-object_type *choose_object(OBJECT_IDX *idx, cptr q, cptr s, BIT_FLAGS option)
+object_type *choose_object(OBJECT_IDX *idx, concptr q, concptr s, BIT_FLAGS option)
{
OBJECT_IDX item;
if (!get_item(&item, q, s, option)) return NULL;
if (idx) *idx = item;
+ if (item == INVEN_FORCE) return NULL;
+
/* Get the item (in the pack) */
- if (item >= 0) return &inventory[item];
+ else if (item >= 0) return &p_ptr->inventory_list[item];
/* Get the item (on the floor) */
- else return &o_list[0 - item];
+ else return ¤t_floor_ptr->o_list[0 - item];
}
* @param mode オプションフラグ
* @return 対象のマスに落ちているアイテム数
* @details
- * Return a list of o_list[] indexes of items at the given cave
+ * Return a list of o_list[] indexes of items at the given current_floor_ptr->grid_array
* location. Valid flags are:
*
* mode & 0x01 -- Item tester
if (!in_bounds(y, x)) return 0;
/* Scan all objects in the grid */
- for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = current_floor_ptr->grid_array[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
- o_ptr = &o_list[this_o_idx];
-
- /* Acquire next object */
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
next_o_idx = o_ptr->next_o_idx;
/* Item tester */
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char tmp_val[80];
COMMAND_CODE out_index[23];
/* Display the floor objects */
for (k = 0, i = 0; i < floor_num && i < 23; i++)
{
- o_ptr = &o_list[floor_list[i]];
+ o_ptr = ¤t_floor_ptr->o_list[floor_list[i]];
object_desc(o_name, o_ptr, 0);
/* Save the index */
out_index[k] = i;
- /* Acquire inventory color */
+ /* Acquire p_ptr->inventory_list color */
out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
/* Save the object description */
/* Output each entry */
for (j = 0; j < k; j++)
{
- /* Get the index */
m = floor_list[out_index[j]];
-
- o_ptr = &o_list[m];
+ o_ptr = ¤t_floor_ptr->o_list[m];
/* Clear the line */
prt("", j + 1, col ? col - 2 : col);
* @param mode オプションフラグ
* @return プレイヤーによりアイテムが選択されたならTRUEを返す。/
*/
-bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, BIT_FLAGS mode)
+bool get_item_floor(COMMAND_CODE *cp, concptr pmt, concptr str, BIT_FLAGS mode)
{
char n1 = ' ', n2 = ' ', which = ' ';
bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
+ bool force = (mode & USE_FORCE) ? TRUE : FALSE;
bool allow_equip = FALSE;
bool allow_inven = FALSE;
int floor_top = 0;
TERM_LEN min_width = 0;
- extern bool select_the_force;
-
int menu_line = (use_menu ? 1 : 0);
int max_inven = 0;
int max_equip = 0;
if (repeat_pull(cp))
{
/* the_force */
- if (select_the_force && (*cp == INVEN_FORCE))
+ if (force && (*cp == INVEN_FORCE))
{
item_tester_tval = 0;
item_tester_hook = NULL;
}
/* Validate the item */
- else if (item_tester_okay(&o_list[0 - (*cp)]))
+ else if (item_tester_okay(¤t_floor_ptr->o_list[0 - (*cp)]) || (mode & USE_FULL))
{
/* Forget restrictions */
item_tester_tval = 0;
}
}
-
- /* Paranoia */
msg_print(NULL);
item = FALSE;
- /* Full inventory */
+ /* Full p_ptr->inventory_list */
i1 = 0;
i2 = INVEN_PACK - 1;
- /* Forbid inventory */
+ /* Forbid p_ptr->inventory_list */
if (!inven) i2 = -1;
else if (use_menu)
{
for (j = 0; j < INVEN_PACK; j++)
- if (item_tester_okay(&inventory[j])) max_inven++;
+ if (item_tester_okay(&p_ptr->inventory_list[j]) || (mode & USE_FULL)) max_inven++;
}
- /* Restrict inventory indexes */
+ /* Restrict p_ptr->inventory_list indexes */
while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
else if (use_menu)
{
for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
- if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
- if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
+ if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&p_ptr->inventory_list[j]) || (mode & USE_FULL)) max_equip++;
+ if (p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT)) max_equip++;
}
/* Restrict equipment indexes */
while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
- if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
+ if (equip && p_ptr->ryoute && !(mode & IGNORE_BOTHHAND_SLOT))
{
if (p_ptr->migite)
{
floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
}
- /* Accept inventory */
+ /* Accept p_ptr->inventory_list */
if (i1 <= i2) allow_inven = TRUE;
/* Accept equipment */
{
/* Cancel p_ptr->command_see */
command_see = FALSE;
-
oops = TRUE;
-
done = TRUE;
- if (select_the_force) {
+ if (force) {
*cp = INVEN_FORCE;
item = TRUE;
}
command_wrk = (USE_EQUIP);
}
- /* Use inventory if allowed */
+ /* Use p_ptr->inventory_list if allowed */
else if (allow_inven)
{
command_wrk = (USE_INVEN);
n2 = I2A(i2);
/* Redraw if needed */
- if (command_see) get_item_label = show_inven(menu_line);
+ if (command_see) get_item_label = show_inven(menu_line, mode);
}
/* Equipment screen */
n2 = I2A(e2 - INVEN_RARM);
/* Redraw if needed */
- if (command_see) get_item_label = show_equip(menu_line);
+ if (command_see) get_item_label = show_equip(menu_line, mode);
}
/* Floor screen */
if (command_see) get_item_label = show_floor(menu_line, p_ptr->y, p_ptr->x, &min_width);
}
- /* Viewing inventory */
+ /* Viewing p_ptr->inventory_list */
if (command_wrk == (USE_INVEN))
{
/* Begin the prompt */
}
/* Append */
- if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
+ if (force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
/* Finish the prompt */
strcat(out_val, " ESC");
}
case 'w':
{
- if (select_the_force) {
+ if (force) {
*cp = INVEN_FORCE;
item = TRUE;
done = TRUE;
{
int i;
OBJECT_IDX o_idx;
- cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+ grid_type *g_ptr = ¤t_floor_ptr->grid_array[p_ptr->y][p_ptr->x];
if (command_wrk != (USE_FLOOR)) break;
/* Get the object being moved. */
- o_idx = c_ptr->o_idx;
+ o_idx = g_ptr->o_idx;
/* Only rotate a pile of two or more objects. */
- if (!(o_idx && o_list[o_idx].next_o_idx)) break;
+ if (!(o_idx && current_floor_ptr->o_list[o_idx].next_o_idx)) break;
/* Remove the first object from the list. */
excise_object_idx(o_idx);
/* Find end of the list. */
- i = c_ptr->o_idx;
- while (o_list[i].next_o_idx)
- i = o_list[i].next_o_idx;
+ i = g_ptr->o_idx;
+ while (current_floor_ptr->o_list[i].next_o_idx)
+ i = current_floor_ptr->o_list[i].next_o_idx;
/* Add after the last object. */
- o_list[i].next_o_idx = o_idx;
+ current_floor_ptr->o_list[i].next_o_idx = o_idx;
/* Re-scan floor list */
floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
case '\n':
case '\r':
{
- /* Choose "default" inventory item */
+ /* Choose "default" p_ptr->inventory_list item */
if (command_wrk == (USE_INVEN))
{
k = ((i1 == i2) ? i1 : -1);
case 'w':
{
- if (select_the_force) {
+ if (force) {
*cp = INVEN_FORCE;
item = TRUE;
done = TRUE;
ver = isupper(which);
which = (char)tolower(which);
- /* Convert letter to inventory index */
+ /* Convert letter to p_ptr->inventory_list index */
if (command_wrk == (USE_INVEN))
{
if (which == '(') k = i1;
static bool py_pickup_floor_aux(void)
{
OBJECT_IDX this_o_idx;
-
- cptr q, s;
-
+ concptr q, s;
OBJECT_IDX item;
/* Restrict the choices */
q = _("どれを拾いますか?", "Get which item? ");
s = _("もうザックには床にあるどのアイテムも入らない。", "You no longer have any room for the objects on the floor.");
- if (get_item(&item, q, s, (USE_FLOOR)))
+ if (choose_object(&item, q, s, (USE_FLOOR)))
{
this_o_idx = 0 - item;
}
{
OBJECT_IDX this_o_idx, next_o_idx = 0;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
object_type *o_ptr;
int floor_num = 0;
int can_pickup = 0;
/* Scan the pile of objects */
- for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
+ for (this_o_idx = current_floor_ptr->grid_array[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
/* Access the object */
- o_ptr = &o_list[this_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
object_desc(o_name, o_ptr, 0);
/* Access the next object */
next_o_idx = o_ptr->next_o_idx;
- /* Hack -- disturb */
disturb(FALSE, FALSE);
/* Pick up gold */
if (floor_num == 1)
{
/* Access the object */
- o_ptr = &o_list[floor_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[floor_o_idx];
#ifdef ALLOW_EASY_SENSE
if (floor_num == 1)
{
/* Access the object */
- o_ptr = &o_list[floor_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[floor_o_idx];
#ifdef ALLOW_EASY_SENSE
char out_val[MAX_NLEN+20];
/* Access the object */
- o_ptr = &o_list[floor_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[floor_o_idx];
#ifdef ALLOW_EASY_SENSE
}
/* Access the object */
- o_ptr = &o_list[floor_o_idx];
+ o_ptr = ¤t_floor_ptr->o_list[floor_o_idx];
#ifdef ALLOW_EASY_SENSE
}
}
}
+
+
+/*!
+ * @brief 矢弾を射撃した場合の破損確率を返す /
+ * Determines the odds of an object breaking when thrown at a monster
+ * @param o_ptr 矢弾のオブジェクト構造体参照ポインタ
+ * @return 破損確率(%)
+ * @details
+ * Note that artifacts never break, see the "drop_near()" function.
+ */
+PERCENTAGE breakage_chance(object_type *o_ptr, SPELL_IDX snipe_type)
+{
+ PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev - 1) / 7 + 4 : 0);
+
+ /* Examine the snipe type */
+ if (snipe_type)
+ {
+ if (snipe_type == SP_KILL_WALL) return (100);
+ if (snipe_type == SP_EXPLODE) return (100);
+ if (snipe_type == SP_PIERCE) return (100);
+ if (snipe_type == SP_FINAL) return (100);
+ if (snipe_type == SP_NEEDLE) return (100);
+ if (snipe_type == SP_EVILNESS) return (40);
+ if (snipe_type == SP_HOLYNESS) return (40);
+ }
+
+ /* Examine the item type */
+ switch (o_ptr->tval)
+ {
+ /* Always break */
+ case TV_FLASK:
+ case TV_POTION:
+ case TV_BOTTLE:
+ case TV_FOOD:
+ case TV_JUNK:
+ return (100);
+
+ /* Often break */
+ case TV_LITE:
+ case TV_SCROLL:
+ case TV_SKELETON:
+ return (50);
+
+ /* Sometimes break */
+ case TV_WAND:
+ case TV_SPIKE:
+ return (25);
+ case TV_ARROW:
+ return (20 - archer_bonus * 2);
+
+ /* Rarely break */
+ case TV_SHOT:
+ case TV_BOLT:
+ return (10 - archer_bonus);
+ default:
+ return (10);
+ }
+}