#include "core/disturbance.h"
#include "core/player-update-types.h"
#include "core/stuff-handler.h"
-#include "floor/pattern-walk.h"
#include "floor/geometry.h"
+#include "floor/pattern-walk.h"
#include "game-option/input-options.h"
#include "grid/feature.h"
#include "grid/grid.h"
#include "inventory/inventory-slot-types.h"
+#include "locale/english.h"
#include "main/sound-definitions-table.h"
#include "main/sound-of-music.h"
#include "monster-race/monster-race.h"
#include "system/grid-type-definition.h"
#include "system/monster-race-definition.h"
#include "system/monster-type-definition.h"
-#include "system/player-type-definition.h"
#include "system/object-type-definition.h"
+#include "system/player-type-definition.h"
#include "timed-effect/player-stun.h"
#include "timed-effect/timed-effects.h"
#include "util/bit-flags-calculator.h"
#include "view/display-messages.h"
-#ifdef JP
-#else
-#include "locale/english.h"
-#endif
/*!
* Determine if a "boundary" grid is "floor mimic"
stormbringer = true;
feature_type *f_ptr = &f_info[g_ptr->feat];
- bool p_can_kill_walls = has_kill_wall(player_ptr) && f_ptr->flags.has(FF::HURT_DISI) && (!p_can_enter || f_ptr->flags.has_not(FF::LOS))
- && f_ptr->flags.has_not(FF::PERMANENT);
+ bool p_can_kill_walls = has_kill_wall(player_ptr) && f_ptr->flags.has(FF::HURT_DISI) && (!p_can_enter || f_ptr->flags.has_not(FF::LOS)) && f_ptr->flags.has_not(FF::PERMANENT);
GAME_TEXT m_name[MAX_NLEN];
bool can_move = true;
bool do_past = false;
monster_race *r_ptr = &r_info[m_ptr->r_idx];
auto effects = player_ptr->effects();
auto is_stunned = effects->stun()->is_stunned();
- if (!is_hostile(m_ptr)
- && !(player_ptr->confused || player_ptr->hallucinated || !m_ptr->ml || is_stunned
- || (player_ptr->muta.has(MUTA::BERS_RAGE) && is_shero(player_ptr)))
- && pattern_seq(player_ptr, player_ptr->y, player_ptr->x, y, x) && (p_can_enter || p_can_kill_walls)) {
+ if (!is_hostile(m_ptr) && !(player_ptr->confused || player_ptr->hallucinated || !m_ptr->ml || is_stunned || (player_ptr->muta.has(MUTA::BERS_RAGE) && is_shero(player_ptr))) && pattern_seq(player_ptr, player_ptr->y, player_ptr->x, y, x) && (p_can_enter || p_can_kill_walls)) {
(void)set_monster_csleep(player_ptr, g_ptr->m_idx, 0);
monster_desc(player_ptr, m_name, m_ptr, 0);
if (m_ptr->ml) {
#include "birth/history-editor.h"
#include "io/input-key-acceptor.h"
#include "io/read-pref-file.h"
+#include "locale/japanese.h"
#include "system/player-type-definition.h"
#include "term/screen-processor.h"
#include "term/term-color-types.h"
#include "util/int-char-converter.h"
#include "view/display-player.h" // 暫定。後で消す.
-#ifdef JP
-#include "locale/japanese.h"
-#endif
/*!
* @brief 生い立ちメッセージを編集する。/Character background edit-mode
#include "io/input-key-acceptor.h"
#include "io/input-key-requester.h"
#include "io/write-diary.h"
+#include "locale/japanese.h"
#include "main/sound-definitions-table.h"
#include "main/sound-of-music.h"
#include "object-hook/hook-magic.h"
#include "util/buffer-shaper.h"
#include "util/int-char-converter.h"
#include "view/display-messages.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
static const int extra_magic_gain_exp = 4;
/* No "okay" spells */
if (!okay)
return false;
- if (((use_realm) != player_ptr->realm1) && ((use_realm) != player_ptr->realm2) && (player_ptr->pclass != PlayerClassType::SORCERER)
- && (player_ptr->pclass != PlayerClassType::RED_MAGE))
+ if (((use_realm) != player_ptr->realm1) && ((use_realm) != player_ptr->realm2) && (player_ptr->pclass != PlayerClassType::SORCERER) && (player_ptr->pclass != PlayerClassType::RED_MAGE))
return false;
if (((player_ptr->pclass == PlayerClassType::SORCERER) || (player_ptr->pclass == PlayerClassType::RED_MAGE)) && !is_magic(use_realm))
return false;
/* Ask for a spell */
#ifdef JP
if (!get_spell(player_ptr, &spell,
- ((mp_ptr->spell_book == ItemKindType::LIFE_BOOK) ? "詠唱する"
- : (mp_ptr->spell_book == ItemKindType::MUSIC_BOOK) ? "歌う"
- : "唱える"),
+ ((mp_ptr->spell_book == ItemKindType::LIFE_BOOK) ? "詠唱する"
+ : (mp_ptr->spell_book == ItemKindType::MUSIC_BOOK) ? "歌う"
+ : "唱える"),
sval, true, realm)) {
if (spell == -2)
msg_format("その本には知っている%sがない。", prayer);
/* Warning */
#ifdef JP
msg_format("その%sを%sのに十分なマジックポイントがない。", prayer,
- ((mp_ptr->spell_book == ItemKindType::LIFE_BOOK) ? "詠唱する"
- : (mp_ptr->spell_book == ItemKindType::LIFE_BOOK) ? "歌う"
- : "唱える"));
+ ((mp_ptr->spell_book == ItemKindType::LIFE_BOOK) ? "詠唱する"
+ : (mp_ptr->spell_book == ItemKindType::LIFE_BOOK) ? "歌う"
+ : "唱える"));
#else
msg_format("You do not have enough mana to %s this %s.", ((mp_ptr->spell_book == ItemKindType::LIFE_BOOK) ? "recite" : "cast"), prayer);
#endif
chg_virtue(player_ptr, V_CHANCE, 1);
/* A spell was cast */
- if (!(increment ? (player_ptr->spell_worked2 & (1UL << spell)) : (player_ptr->spell_worked1 & (1UL << spell))) && (player_ptr->pclass != PlayerClassType::SORCERER)
- && (player_ptr->pclass != PlayerClassType::RED_MAGE)) {
+ if (!(increment ? (player_ptr->spell_worked2 & (1UL << spell)) : (player_ptr->spell_worked1 & (1UL << spell))) && (player_ptr->pclass != PlayerClassType::SORCERER) && (player_ptr->pclass != PlayerClassType::RED_MAGE)) {
int e = s_ptr->sexp;
/* The spell worked */
#include "inventory/inventory-slot-types.h"
#include "io/input-key-acceptor.h"
#include "io/input-key-requester.h"
+#include "locale/japanese.h"
#include "main/sound-definitions-table.h"
#include "main/sound-of-music.h"
#include "object-enchant/item-feeling.h"
#include "view/display-inventory.h"
#include "view/display-messages.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
-
/*!
* @brief 装備一覧を表示するコマンドのメインルーチン / Display equipment
*/
#include "inventory/inventory-slot-types.h"
#include "io/input-key-acceptor.h"
#include "io/input-key-requester.h"
+#include "locale/japanese.h"
#include "mind/snipe-types.h"
#include "object-activation/activation-switcher.h"
#include "object-hook/hook-magic.h"
#include "view/display-inventory.h"
#include "view/display-messages.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
-
/*!
* @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_list
*/
#include "io/report.h"
#include "io/signal-handlers.h"
#include "io/uid-checker.h"
+#include "locale/japanese.h"
#include "player-info/class-info.h"
#include "player/player-personality.h"
#include "player/player-status.h"
#include "view/display-scores.h"
#include "world/world.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
-
/*!
* @brief 所定ポインタへスコア情報を書き込む / Write one score to the highscore file
* @param score スコア情報参照ポインタ
#include "flavor/object-flavor-types.h"
#include "flavor/tval-description-switcher.h"
#include "game-option/text-display-options.h"
+#include "locale/english.h"
#include "mind/mind-weaponsmith.h"
#include "object-enchant/object-ego.h"
#include "object-enchant/special-object-flags.h"
#include "util/string-processor.h"
#ifdef JP
#else
-#include "locale/english.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
#include "system/monster-race-definition.h"
if (describe_prefix_en(flavor_ptr))
return;
- if ((flavor_ptr->known && flavor_ptr->o_ptr->is_artifact())
- || ((flavor_ptr->o_ptr->tval == ItemKindType::CORPSE) && (r_info[flavor_ptr->o_ptr->pval].flags1 & RF1_UNIQUE))) {
+ if ((flavor_ptr->known && flavor_ptr->o_ptr->is_artifact()) || ((flavor_ptr->o_ptr->tval == ItemKindType::CORPSE) && (r_info[flavor_ptr->o_ptr->pval].flags1 & RF1_UNIQUE))) {
flavor_ptr->t = object_desc_str(flavor_ptr->t, "The ");
return;
}
#include "grid/trap.h"
#include "inventory/inventory-slot-types.h"
#include "io/files-util.h"
+#include "locale/english.h"
+#include "locale/japanese.h"
#include "mind/mind-sniper.h"
#include "mind/mind-weaponsmith.h"
#include "monster-race/monster-race.h"
#include "util/quarks.h"
#include "util/string-processor.h"
#include "world/world.h"
-#ifdef JP
-#include "locale/japanese.h"
-#else
-#include "locale/english.h"
-#endif
-
#include <utility>
/*!
#include "flavor/tval-description-switcher.h"
#include "flavor/flavor-util.h"
+#include "locale/english.h"
#include "monster-race/monster-race.h"
#include "object-enchant/trg-types.h"
#include "object/object-kind.h"
#include "system/object-type-definition.h"
#ifdef JP
#else
-#include "locale/english.h"
#include "monster-race/race-flags1.h"
#include "player-info/class-info.h"
#endif
#include "game-option/text-display-options.h"
#include "inventory/inventory-util.h"
#include "io/input-key-requester.h"
+#include "locale/japanese.h"
#include "object/item-tester-hooker.h"
#include "object/object-mark-types.h"
#include "system/floor-type-definition.h"
#include "term/gameterm.h"
#include "term/screen-processor.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
-
/*!
* @brief 床に落ちているオブジェクトの数を返す / scan floor items
* @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
#include "io/files-util.h"
#include "io/inet.h"
#include "io/signal-handlers.h"
+#include "locale/japanese.h"
#include "system/player-type-definition.h"
#include "term/gameterm.h"
#include "util/angband-files.h"
#include "view/display-messages.h"
#include <algorithm>
-#ifdef JP
-#include "locale/japanese.h"
-#endif
-
#ifdef WINDOWS
#include <windows.h>
#define WAIT 100
fresh_queue.next = fresh_queue.tail = 0;
ring.wptr = ring.rptr = ring.inlen = 0;
fresh_queue.time[0] = 0;
- ring.buf = static_cast<char*>(malloc(RINGBUF_SIZE));
+ ring.buf = static_cast<char *>(malloc(RINGBUF_SIZE));
if (ring.buf == nullptr)
return -1;
#include "term/screen-processor.h"
#include "util/angband-files.h"
#include "util/sort.h"
-
#include <numeric>
/*!
#include "load/load-util.h"
-#include "term/screen-processor.h"
-#ifdef JP
#include "locale/japanese.h"
-#endif
+#include "term/screen-processor.h"
FILE *loading_savefile;
uint32_t loading_savefile_version;
#include "locale/english.h"
+#include "system/angband.h"
#include "util/string-processor.h"
/*!
#pragma once
-#include "system/angband.h"
-
+#ifndef JP
void plural_aux(char * Name);
bool is_a_vowel(int ch);
+#endif
* @brief Windows版固有実装(.cfgファイル処理)
*/
-#include "locale/japanese.h"
#include "main-win/main-win-cfg-reader.h"
+#include "locale/japanese.h"
#include "main-win/main-win-define.h"
#include "main-win/main-win-file-utils.h"
#include "main-win/main-win-tokenizer.h"
+#include "main/sound-definitions-table.h"
#include "term/z-term.h"
#include "util/angband-files.h"
-
-#include "main/sound-definitions-table.h"
-
#include <windows.h>
// 1つの項目に設定可能な最大ファイル数
char *tokens[SAMPLE_MAX];
for (auto §ion : sections) {
-
+
bool has_data = false;
int index = 0;
concptr read_key;
#pragma once
-#include "system/h-type.h"
-
+#include "system/angband.h"
#include <cstddef>
#include <vector>
#include <unordered_map>
#include "mind/mind-info.h"
#include "cmd-action/cmd-spell.h"
+#include "locale/japanese.h"
#include "mind/mind-force-trainer.h"
#include "mind/mind-types.h"
#include "player-info/equipment-info.h"
#include "system/player-type-definition.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
-
static void switch_mind_mindcrafter(player_type *player_ptr, const PLAYER_LEVEL plev, const int power, char *p)
{
switch (power) {
#include "monster/monster-describer.h"
#include "io/files-util.h"
+#include "locale/english.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
#include "monster/monster-description-types.h"
#include "util/quarks.h"
#include "util/string-processor.h"
#include "view/display-messages.h"
-#ifdef JP
-#else
-#include "locale/english.h"
-#endif
/*!
* @brief モンスターの呼称を作成する / Build a string describing a monster in some way.
GAME_TEXT m_name[MAX_NLEN];
-
monster_desc(player_ptr, m_name, m_ptr, 0);
if (dam == 0) {
#include "player/eldritch-horror.h"
#include "core/player-update-types.h"
#include "core/stuff-handler.h"
+#include "locale/english.h"
#include "monster-race/monster-race-hook.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
#include "system/player-type-definition.h"
#include "view/display-messages.h"
#include "world/world.h"
-#ifdef JP
-#else
-#include "locale/english.h"
-#endif
/*!
* @brief エルドリッチホラーの形容詞種別を決める
}
/* 過去の効果無効率再現のため5回saving_throw 実行 */
- if (saving_throw(player_ptr->skill_sav - power) && saving_throw(player_ptr->skill_sav - power) && saving_throw(player_ptr->skill_sav - power)
- && saving_throw(player_ptr->skill_sav - power) && saving_throw(player_ptr->skill_sav - power)) {
+ if (saving_throw(player_ptr->skill_sav - power) && saving_throw(player_ptr->skill_sav - power) && saving_throw(player_ptr->skill_sav - power) && saving_throw(player_ptr->skill_sav - power) && saving_throw(player_ptr->skill_sav - power)) {
return;
}
#include "racial/mutation-racial-selector.h"
#include "cmd-action/cmd-spell.h"
+#include "locale/japanese.h"
#include "mutation/mutation-flag-types.h"
#include "racial/racial-util.h"
#include "system/player-type-definition.h"
#include "util/enum-converter.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
-
void select_mutation_racial(player_type *player_ptr, rc_type *rc_ptr)
{
rpi_type rpi;
#include "game-option/disturbance-options.h"
#include "grid/grid.h"
#include "hpmp/hp-mp-processor.h"
+#include "locale/english.h"
#include "mutation/mutation-investor-remover.h"
#include "player-info/class-info.h"
#include "player/player-damage.h"
#include "timed-effect/timed-effects.h"
#include "util/enum-converter.h"
#include "view/display-messages.h"
-#ifdef JP
-#else
-#include "locale/english.h"
-#endif
void do_poly_wounds(player_type *player_ptr)
{
#include "game-option/birth-options.h"
#include "game-option/game-play-options.h"
#include "io/command-repeater.h"
+#include "locale/japanese.h"
#include "main/sound-of-music.h"
#include "object-enchant/special-object-flags.h"
#include "object/object-stack.h"
#include "util/int-char-converter.h"
#include "util/quarks.h"
#include "view/display-messages.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
int store_top = 0;
int store_bottom = 0;
for (int k = 0; k < st_ptr->stock_size; k++)
(&st_ptr->stock[k])->wipe();
}
-
#include "info-reader/fixed-map-parser.h"
#include "io/cursor.h"
#include "io/input-key-acceptor.h"
+#include "locale/english.h"
#include "lore/lore-util.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
#include "view/display-monster-status.h"
#include "window/display-sub-windows.h"
-#ifdef JP
-#else
-#include "locale/english.h"
-#endif
-
static const int16_t CONTINUOUS_DESCRIPTION = 256;
bool show_gold_on_floor = false;
* 安全を確保できたら構造体から外すことも検討する
*/
eg_ptr->name = decide_target_floor(player_ptr, eg_ptr);
- if (*eg_ptr->s2
- && (eg_ptr->f_ptr->flags.has_none_of({FF::MOVE, FF::CAN_FLY})
- || eg_ptr->f_ptr->flags.has_none_of({FF::LOS, FF::TREE}) || eg_ptr->f_ptr->flags.has(FF::TOWN))) {
+ if (*eg_ptr->s2 && (eg_ptr->f_ptr->flags.has_none_of({ FF::MOVE, FF::CAN_FLY }) || eg_ptr->f_ptr->flags.has_none_of({ FF::LOS, FF::TREE }) || eg_ptr->f_ptr->flags.has(FF::TOWN))) {
eg_ptr->s2 = _("の中", "in ");
}
- if (eg_ptr->f_ptr->flags.has(FF::STORE) || eg_ptr->f_ptr->flags.has(FF::QUEST_ENTER)
- || (eg_ptr->f_ptr->flags.has(FF::BLDG) && !player_ptr->current_floor_ptr->inside_arena) || eg_ptr->f_ptr->flags.has(FF::ENTRANCE))
+ if (eg_ptr->f_ptr->flags.has(FF::STORE) || eg_ptr->f_ptr->flags.has(FF::QUEST_ENTER) || (eg_ptr->f_ptr->flags.has(FF::BLDG) && !player_ptr->current_floor_ptr->inside_arena) || eg_ptr->f_ptr->flags.has(FF::ENTRANCE))
eg_ptr->s2 = _("の入口", "");
#ifdef JP
#else
- else if (eg_ptr->f_ptr->flags.has(FF::FLOOR) || eg_ptr->f_ptr->flags.has(FF::TOWN) || eg_ptr->f_ptr->flags.has(FF::SHALLOW)
- || eg_ptr->f_ptr->flags.has(FF::DEEP))
+ else if (eg_ptr->f_ptr->flags.has(FF::FLOOR) || eg_ptr->f_ptr->flags.has(FF::TOWN) || eg_ptr->f_ptr->flags.has(FF::SHALLOW) || eg_ptr->f_ptr->flags.has(FF::DEEP))
eg_ptr->s3 = "";
else
eg_ptr->s3 = (is_a_vowel(eg_ptr->name[0])) ? "an " : "a ";
#include "util/angband-files.h"
-#include "util/string-processor.h"
-#ifdef JP
#include "locale/japanese.h"
-#endif
+#include "util/string-processor.h"
#ifdef SET_UID
#include "inventory/inventory-slot-types.h"
#include "inventory/inventory-util.h"
#include "io/input-key-requester.h"
+#include "locale/japanese.h"
#include "object/item-tester-hooker.h"
#include "object/item-use-flags.h"
#include "object/object-info.h"
#include "term/screen-processor.h"
#include "term/term-color-types.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
-
/*!
* @brief 所持アイテムの表示を行う /
* Display the inventory.
#include "view/display-lore-attacks.h"
+#include "locale/japanese.h"
#include "lore/combat-types-setter.h"
#include "lore/lore-calculator.h"
#include "lore/lore-util.h"
#include "monster-race/race-flags1.h"
#include "system/monster-race-definition.h"
#include "term/term-color-types.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
#ifdef JP
/*!
int attack_numbers = 0;
for (int m = 0; m < max_attack_numbers; m++) {
- if (!lore_ptr->r_ptr->blow[m].method || (lore_ptr->r_ptr->blow[m].method == RBM_SHOOT)
- || (((lore_ptr->r_ptr->r_blows[m] == 0) && !lore_ptr->know_everything)))
+ if (!lore_ptr->r_ptr->blow[m].method || (lore_ptr->r_ptr->blow[m].method == RBM_SHOOT) || (((lore_ptr->r_ptr->r_blows[m] == 0) && !lore_ptr->know_everything)))
continue;
set_monster_blow_method(lore_ptr, m);
#include "view/display-lore-status.h"
+#include "locale/japanese.h"
#include "lore/lore-calculator.h"
#include "lore/lore-util.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags7.h"
#include "system/monster-race-definition.h"
#include "term/term-color-types.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
void display_monster_hp_ac(lore_type *lore_ptr)
{
hooked_roff(_("の耐性を持っている。", ". "));
}
-void display_monster_evolution(lore_type* lore_ptr)
+void display_monster_evolution(lore_type *lore_ptr)
{
if (!lore_ptr->r_ptr->r_can_evolve && !lore_ptr->know_everything)
return;
#include "view/display-lore.h"
#include "game-option/cheat-options.h"
#include "game-option/text-display-options.h"
+#include "locale/english.h"
+#include "locale/japanese.h"
#include "lore/lore-calculator.h"
#include "lore/lore-util.h"
#include "lore/monster-lore.h"
#include "util/bit-flags-calculator.h"
#include "view/display-messages.h"
#include "world/world.h"
-#ifdef JP
-#include "locale/japanese.h"
-#else
-#include "locale/english.h"
-#endif
/*!
* 英語の複数系記述用マクロ / Pluralizer. Args(count, singular, plural)
void display_monster_kind(lore_type *lore_ptr)
{
- if (((lore_ptr->flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) == 0)
- && ((lore_ptr->flags2 & (RF2_QUANTUM | RF2_HUMAN)) == 0)) {
+ if (((lore_ptr->flags3 & (RF3_DRAGON | RF3_DEMON | RF3_GIANT | RF3_TROLL | RF3_ORC | RF3_ANGEL)) == 0) && ((lore_ptr->flags2 & (RF2_QUANTUM | RF2_HUMAN)) == 0)) {
hooked_roff(_("モンスター", " creature"));
return;
}
#include "core/score-util.h"
#include "io/files-util.h"
#include "io/input-key-acceptor.h"
+#include "locale/japanese.h"
#include "player-info/class-info.h"
#include "player/player-personality.h"
#include "player/race-info-table.h"
#include "util/angband-files.h"
#include "util/int-char-converter.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
-
/*!
* @brief 指定された順位範囲でスコアを並べて表示する / Display the scores in a given range.
* @param from 順位先頭
#include "game-option/special-options.h"
#include "game-option/text-display-options.h"
#include "grid/feature.h"
+#include "locale/japanese.h"
#include "object-enchant/special-object-flags.h"
#include "object/object-info.h"
#include "object/object-kind.h"
#include "util/enum-converter.h"
#include "util/int-char-converter.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
-
/*!
* @brief プレイヤーの所持金を表示する /
* Displays players gold -RAK-
#include "inventory/inventory-describer.h"
#include "inventory/inventory-slot-types.h"
#include "inventory/inventory-util.h"
+#include "locale/japanese.h"
#include "main/sound-of-music.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
#include <sstream>
#include <string>
-#ifdef JP
-#include "locale/japanese.h"
-#endif
-
/*! サブウィンドウ表示用の ItemTester オブジェクト */
static std::unique_ptr<ItemTester> fix_item_tester = std::make_unique<AllMatchItemTester>();
#include "inventory/inventory-slot-types.h"
#include "inventory/inventory-util.h"
#include "io/input-key-requester.h"
+#include "locale/japanese.h"
#include "object/item-tester-hooker.h"
#include "object/item-use-flags.h"
#include "object/object-info.h"
#include "term/screen-processor.h"
#include "term/term-color-types.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
-
/*!
* @brief メインウィンドウの右上に装備アイテムの表示させる
* Display the equipment.
#include "wizard/artifact-analyzer.h"
#include "flavor/flavor-describer.h"
#include "flavor/object-flavor-types.h"
+#include "locale/japanese.h"
#include "object-enchant/object-ego.h"
#include "object-enchant/trc-types.h"
#include "object-enchant/trg-types.h"
#include "util/quarks.h"
#include "wizard/spoiler-util.h"
-#ifdef JP
-#include "locale/japanese.h"
-#endif
-
/*!
* @brief アーティファクトの特性一覧を出力する /
* Write a line to the spoiler file and then "underline" it with hypens