*/
#include "angband.h"
+#include "artifact.h"
#if defined(MACINTOSH) || defined(MACH_O_CARBON)
#ifdef verify
/*!
* @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);
* @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 */
/* No relevant informations */
if (i <= trivial_info) return (FALSE);
-
- /* Save the screen */
screen_save();
- /* Get size */
Term_get_size(&wid, &hgt);
/* Display Item name */
prt(_("[何かキーを押すとゲームに戻ります]", "[Press any key to continue]"), k, 15);
inkey();
-
- /* Restore the screen */
screen_load();
/* Gave knowledge */
* @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]] < inventory[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;
* @details
* Currently, only used for items in the equipment, not inventory.
*/
-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]] < inventory[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;
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;
- /* Get size */
Term_get_size(&wid, &hgt);
/* Find the "final" slot */
{
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
*/
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;
- /* Get size */
Term_get_size(&wid, &hgt);
- /* Display the equipment */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
{
/* Examine the item */
{
COMMAND_CODE i;
COMMAND_CODE start, end;
- cptr s;
+ concptr s;
/* Extract index from mode */
switch (mode)
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), '@');
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), '@');
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) ***/
*/
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))
* @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;
- /* Get size */
Term_get_size(&wid, &hgt);
/* Default "max-length" */
o_ptr = &inventory[i];
/* Is this item acceptable? */
- if (!item_tester_okay(o_ptr)) continue;
+ if (!item_tester_okay(o_ptr) && !(mode & USE_FULL)) continue;
- /* Describe the object */
object_desc(o_name, o_ptr, 0);
/* Save the object index, color, and description */
/* Get the index */
i = out_index[j];
- /* Get the item */
o_ptr = &inventory[i];
/* Clear the line */
/* 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];
/* Starting column */
col = command_gap;
- /* Get size */
Term_get_size(&wid, &hgt);
/* Maximal length */
o_ptr = &inventory[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)
/* Get the index */
i = out_index[j];
- /* Get the item */
o_ptr = &inventory[i];
/* Clear the line */
/* 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;
{
o_ptr = &o_list[0 - item];
}
-
- /* Describe */
object_desc(o_name, o_ptr, 0);
/* Prompt */
*/
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 */
* 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);
-
- /* Acquire object */
o_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 */
done = FALSE;
else if (use_menu)
{
for (j = 0; j < INVEN_PACK; j++)
- if (item_tester_okay(&inventory[j])) max_inven++;
+ if (item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_inven++;
}
/* Restrict inventory indexes */
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(&inventory[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)
{
for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
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;
}
/* Hack -- start out in "display" mode */
if (command_see)
{
- /* Save screen */
screen_save();
}
}
/* Toggle if needed */
- if ((command_wrk && ni && !ne) ||
- (!command_wrk && !ni && ne))
+ if ((command_wrk && ni && !ne) || (!command_wrk && !ni && ne))
{
/* Toggle */
toggle_inven_equip();
toggle = !toggle;
}
- /* Update */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Redraw windows */
- window_stuff();
-
+ handle_stuff();
/* Inventory screen */
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 */
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");
/* Hack -- Fix screen */
if (command_see)
{
- /* Load screen */
screen_load();
-
- /* Save screen */
screen_save();
}
}
case 'w':
{
- if (select_the_force) {
+ if (mode & USE_FORCE) {
*cp = INVEN_FORCE;
item = TRUE;
done = TRUE;
{
/* Flip flag */
command_see = FALSE;
-
- /* Load screen */
screen_load();
}
/* Show the list */
else
{
- /* Save screen */
screen_save();
/* Flip flag */
/* Hack -- Fix screen */
if (command_see)
{
- /* Load screen */
screen_load();
-
- /* Save screen */
screen_save();
}
for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
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 'w':
{
- if (select_the_force) {
+ if (mode & USE_FORCE) {
*cp = INVEN_FORCE;
item = TRUE;
done = TRUE;
/* Fix the screen if necessary */
if (command_see)
{
- /* Load screen */
screen_load();
/* Hack -- Cancel "display" */
/* 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;
/* Toggle again if needed */
if (toggle) toggle_inven_equip();
- /* Update */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- window_stuff();
-
+ handle_stuff();
/* Clear the prompt line */
prt("", 0, 0);
return (item);
}
+/*
+ * Choose an item and get auto-picker entry from it.
+ */
+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) */
+ else if (item >= 0) return &inventory[item];
+
+ /* Get the item (on the floor) */
+ else return &o_list[0 - item];
+}
+
+
/*!
* @brief 床下に落ちているオブジェクトの数を返す / scan_floor
* @param items オブジェクトのIDリストを返すための配列参照ポインタ
for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
{
object_type *o_ptr;
-
- /* Acquire object */
o_ptr = &o_list[this_o_idx];
/* Acquire next object */
object_type *o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char tmp_val[80];
COMMAND_CODE out_index[23];
bool dont_need_to_show_weights = TRUE;
- /* Get size */
Term_get_size(&wid, &hgt);
/* Default length */
len = MAX((*min_width), 20);
-
/* Scan for objects in the grid, using item_tester_okay() */
floor_num = scan_floor(floor_list, y, x, 0x03);
{
o_ptr = &o_list[floor_list[i]];
- /* Describe the object */
object_desc(o_name, o_ptr, 0);
/* Save the index */
/* Get the index */
m = floor_list[out_index[j]];
- /* Get the item */
o_ptr = &o_list[m];
/* Clear the line */
* @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(&o_list[0 - (*cp)]) || (mode & USE_FULL))
{
/* Forget restrictions */
item_tester_tval = 0;
else if (use_menu)
{
for (j = 0; j < INVEN_PACK; j++)
- if (item_tester_okay(&inventory[j])) max_inven++;
+ if (item_tester_okay(&inventory[j]) || (mode & USE_FULL)) max_inven++;
}
/* Restrict inventory indexes */
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(&inventory[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)
{
{
/* Cancel p_ptr->command_see */
command_see = FALSE;
-
oops = TRUE;
-
done = TRUE;
- if (select_the_force) {
+ if (force) {
*cp = INVEN_FORCE;
item = TRUE;
}
/* Hack -- start out in "display" mode */
if (command_see)
{
- /* Save screen */
screen_save();
}
toggle = !toggle;
}
- /* Update */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Redraw windows */
- window_stuff();
+ handle_stuff();
/* Inventory screen */
if (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 */
/* Append */
if (allow_equip)
{
-#ifdef JP
if (!use_menu)
- strcat(out_val, " '/' 装備品,");
+ strcat(out_val, _(" '/' 装備品,", " / for Equip,"));
else if (allow_floor)
- strcat(out_val, " '6' 装備品,");
+ strcat(out_val, _(" '6' 装備品,", " 6 for Equip,"));
else
- strcat(out_val, " '4'or'6' 装備品,");
-#else
- if (!use_menu)
- strcat(out_val, " / for Equip,");
- else if (allow_floor)
- strcat(out_val, " 6 for Equip,");
- else
- strcat(out_val, " 4 or 6 for Equip,");
-#endif
+ strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
}
/* Append */
if (allow_floor)
{
-#ifdef JP
- if (!use_menu)
- strcat(out_val, " '-'床上,");
- else if (allow_equip)
- strcat(out_val, " '4' 床上,");
- else
- strcat(out_val, " '4'or'6' 床上,");
-#else
if (!use_menu)
- strcat(out_val, " - for floor,");
+ strcat(out_val, _(" '-'床上,", " - for floor,"));
else if (allow_equip)
- strcat(out_val, " 4 for floor,");
+ strcat(out_val, _(" '4' 床上,", " 4 for floor,"));
else
- strcat(out_val, " 4 or 6 for floor,");
-#endif
+ strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
}
}
/* Append */
if (allow_inven)
{
-#ifdef JP
- if (!use_menu)
- strcat(out_val, " '/' 持ち物,");
- else if (allow_floor)
- strcat(out_val, " '4' 持ち物,");
- else
- strcat(out_val, " '4'or'6' 持ち物,");
-#else
if (!use_menu)
- strcat(out_val, " / for Inven,");
+ strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
else if (allow_floor)
- strcat(out_val, " 4 for Inven,");
+ strcat(out_val, _(" '4' 持ち物,", " 4 for Inven,"));
else
- strcat(out_val, " 4 or 6 for Inven,");
-#endif
+ strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
}
/* Append */
if (allow_floor)
{
-#ifdef JP
- if (!use_menu)
- strcat(out_val, " '-'床上,");
- else if (allow_inven)
- strcat(out_val, " '6' 床上,");
- else
- strcat(out_val, " '4'or'6' 床上,");
-#else
if (!use_menu)
- strcat(out_val, " - for floor,");
+ strcat(out_val, _(" '-'床上,", " - for floor,"));
else if (allow_inven)
- strcat(out_val, " 6 for floor,");
+ strcat(out_val, _(" '6' 床上,", " 6 for floor,"));
else
- strcat(out_val, " 4 or 6 for floor,");
-#endif
+ strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
}
}
}
/* 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");
/* Hack -- Fix screen */
if (command_see)
{
- /* Load screen */
screen_load();
-
- /* Save screen */
screen_save();
}
/* Hack -- Fix screen */
if (command_see)
{
- /* Load screen */
screen_load();
-
- /* Save screen */
screen_save();
}
}
case 'w':
{
- if (select_the_force) {
+ if (force) {
*cp = INVEN_FORCE;
item = TRUE;
done = TRUE;
{
/* Flip flag */
command_see = FALSE;
-
- /* Load screen */
screen_load();
}
/* Show the list */
else
{
- /* Save screen */
screen_save();
/* Flip flag */
/* Hack -- Fix screen */
if (command_see)
{
- /* Load screen */
screen_load();
-
- /* Save screen */
screen_save();
}
/* Hack -- Fix screen */
if (command_see)
{
- /* Load screen */
screen_load();
-
- /* Save screen */
screen_save();
}
/* Hack -- Fix screen */
if (command_see)
{
- /* Load screen */
screen_load();
-
- /* Save screen */
screen_save();
}
case 'w':
{
- if (select_the_force) {
+ if (force) {
*cp = INVEN_FORCE;
item = TRUE;
done = TRUE;
/* Fix the screen if necessary */
if (command_see)
{
- /* Load screen */
screen_load();
/* Hack -- Cancel "display" */
/* Toggle again if needed */
if (toggle) toggle_inven_equip();
- /* Update */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- window_stuff();
-
+ handle_stuff();
/* Clear the prompt line */
prt("", 0, 0);
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;
/* Access the object */
o_ptr = &o_list[this_o_idx];
- /* Describe the object */
object_desc(o_name, o_ptr, 0);
/* Access the next object */
#endif /* ALLOW_EASY_SENSE */
- /* Describe the object */
object_desc(o_name, o_ptr, 0);
msg_format(_("%sがある。", "You see %s."), o_name);
#endif /* ALLOW_EASY_SENSE */
- /* Describe the object */
object_desc(o_name, o_ptr, 0);
msg_format(_("ザックには%sを入れる隙間がない。", "You have no room for %s."), o_name);
#endif /* ALLOW_EASY_SENSE */
- /* Describe the object */
object_desc(o_name, o_ptr, 0);
/* Build a prompt */
}
}
}
+
+
+/*!
+ * @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)
+{
+ 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);
+ }
+}