#include "object/object-mark-types.h"
#include "perception/object-perception.h"
#include "player-base/player-class.h"
-#include "player-info/samurai-data-type.h"
#include "player-info/equipment-info.h"
+#include "player-info/samurai-data-type.h"
#include "player-status/player-energy.h"
#include "player-status/player-hand-types.h"
#include "player/attack-defense-types.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
*/
return;
}
- if (confirm_wear
- && ((o_ptr->is_cursed() && o_ptr->is_known())
- || ((o_ptr->ident & IDENT_SENSE) && (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED)))) {
+ if (confirm_wear && ((o_ptr->is_cursed() && o_ptr->is_known()) || ((o_ptr->ident & IDENT_SENSE) && (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED)))) {
char dummy[MAX_NLEN + 80];
describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
sprintf(dummy, _("本当に%s{呪われている}を使いますか?", "Really use the %s {cursed}? "), o_name);
return;
}
- if ((o_ptr->name1 == ART_STONEMASK) && o_ptr->is_known() && (player_ptr->prace != PlayerRaceType::VAMPIRE)
- && (player_ptr->prace != PlayerRaceType::ANDROID)) {
+ if ((o_ptr->name1 == ART_STONEMASK) && o_ptr->is_known() && (player_ptr->prace != PlayerRaceType::VAMPIRE) && (player_ptr->prace != PlayerRaceType::ANDROID)) {
char dummy[MAX_NLEN + 100];
describe_flavor(player_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
sprintf(dummy,
#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 "floor/object-scanner.h"
-#include "floor/cave.h"
#include "flavor/flavor-describer.h"
+#include "floor/cave.h"
#include "game-option/text-display-options.h"
#include "inventory/inventory-util.h"
#include "io/input-key-requester.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
* mode & 0x02 -- Marked items only
* mode & 0x04 -- Stop after first
*/
-ITEM_NUMBER scan_floor_items(player_type *player_ptr, OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode, const ItemTester& item_tester)
+ITEM_NUMBER scan_floor_items(player_type *player_ptr, OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode, const ItemTester &item_tester)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
if (!in_bounds(floor_ptr, y, x))
* @return 選択したアイテムの添え字
* @details
*/
-COMMAND_CODE show_floor_items(player_type *player_ptr, int target_item, POSITION y, POSITION x, TERM_LEN *min_width, const ItemTester& item_tester)
+COMMAND_CODE show_floor_items(player_type *player_ptr, int target_item, POSITION y, POSITION x, TERM_LEN *min_width, const ItemTester &item_tester)
{
COMMAND_CODE i, m;
int j, k, l;
bool iskanji2(concptr s, int x);
void guess_convert_to_system_encoding(char *strbuf, int buflen);
+#define lbtokg(x) ((int)((x)*5)) /*!< 変愚蛮怒基準のポンド→キログラム変換定義(全体) */
+#define lbtokg1(x) (lbtokg(x) / 100) /*!< 変愚蛮怒基準のポンド→キログラム変換定義(整数部) */
+#define lbtokg2(x) ((lbtokg(x) % 100) / 10) /*!< 変愚蛮怒基準のポンド→キログラム変換定義(少数部) */
+
#ifdef EUC
int utf8_to_euc(char *utf8_str, size_t utf8_str_len, char *euc_buf, size_t euc_buf_len);
int euc_to_utf8(const char *euc_str, size_t euc_str_len, char *utf8_buf, size_t utf8_buf_len);
#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 "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;
if (player_ptr->muta.has(MUTA::EARTHQUAKE)) {
rpi = rpi_type(_("地震", "Earthquake"));
rpi.info = format("%s%d", KWD_SPHERE, 10);
- rpi.text
- = _("周囲のダンジョンを揺らし、壁と床をランダムに入れ変える。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
+ rpi.text = _("周囲のダンジョンを揺らし、壁と床をランダムに入れ変える。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
rpi.min_level = 12;
rpi.cost = 12;
rpi.stat = A_STR;
#ifndef INCLUDED_H_DEFINE_H
#define INCLUDED_H_DEFINE_H
-/**** Simple "Macros" ****/
-#ifdef JP
-#define lbtokg(x) ((int)((x)*5)) /*!< 変愚蛮怒基準のポンド→キログラム変換定義(全体) */
-#define lbtokg1(x) (lbtokg(x)/100) /*!< 変愚蛮怒基準のポンド→キログラム変換定義(整数部) */
-#define lbtokg2(x) ((lbtokg(x)%100)/10) /*!< 変愚蛮怒基準のポンド→キログラム変換定義(少数部) */
-#endif
-
/*
* Refer to the member at offset of structure
*/
#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.
* @details
* Hack -- do not display "trailing" empty slots
*/
-COMMAND_CODE show_inventory(player_type *player_ptr, int target_item, BIT_FLAGS mode, const ItemTester& item_tester)
+COMMAND_CODE show_inventory(player_type *player_ptr, int target_item, BIT_FLAGS mode, const ItemTester &item_tester)
{
COMMAND_CODE i;
int k, l, z = 0;
* @brief 所持アイテム一覧を表示する /
* Choice window "shadow" of the "show_inven()" function
*/
-void display_inventory(player_type *player_ptr, const ItemTester& item_tester)
+void display_inventory(player_type *player_ptr, const ItemTester &item_tester)
{
int i, n, z = 0;
TERM_COLOR attr = TERM_WHITE;
#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 <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>();
-FixItemTesterSetter::FixItemTesterSetter(const ItemTester& item_tester)
+FixItemTesterSetter::FixItemTesterSetter(const ItemTester &item_tester)
{
fix_item_tester = item_tester.clone();
}
* @brief 装備アイテム一覧を表示する /
* Choice window "shadow" of the "show_equip()" function
*/
-static void display_equipment(player_type *player_ptr, const ItemTester& item_tester)
+static void display_equipment(player_type *player_ptr, const ItemTester &item_tester)
{
if (!player_ptr || !player_ptr->inventory_list)
return;
term_erase(cur_col, cur_row, 255);
term_putstr(0, cur_row, cur_col, TERM_WHITE, tmp_val);
- if ((((i == INVEN_MAIN_HAND) && can_attack_with_sub_hand(player_ptr)) || ((i == INVEN_SUB_HAND) && can_attack_with_main_hand(player_ptr)))
- && has_two_handed_weapons(player_ptr)) {
+ if ((((i == INVEN_MAIN_HAND) && can_attack_with_sub_hand(player_ptr)) || ((i == INVEN_SUB_HAND) && can_attack_with_main_hand(player_ptr))) && has_two_handed_weapons(player_ptr)) {
strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
attr = TERM_WHITE;
} else {
#include "object/item-use-flags.h"
#include "object/object-info.h"
#include "object/object-kind.h"
+#include "player/player-status-flags.h"
#include "system/object-type-definition.h"
#include "system/player-type-definition.h"
#include "term/gameterm.h"
#include "term/screen-processor.h"
#include "term/term-color-types.h"
-#include "player/player-status-flags.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
* @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_equipment(player_type *player_ptr, int target_item, BIT_FLAGS mode, const ItemTester& item_tester)
+COMMAND_CODE show_equipment(player_type *player_ptr, int target_item, BIT_FLAGS mode, const ItemTester &item_tester)
{
COMMAND_CODE i;
int j, k, l;
int len = wid - col - 1;
for (k = 0, i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
o_ptr = &player_ptr->inventory_list[i];
- if (!(player_ptr->select_ring_slot ? is_ring_slot(i) : item_tester.okay(o_ptr) || (mode & USE_FULL))
- && (!((((i == INVEN_MAIN_HAND) && can_attack_with_sub_hand(player_ptr)) || ((i == INVEN_SUB_HAND) && can_attack_with_main_hand(player_ptr)))
- && has_two_handed_weapons(player_ptr))
- || (mode & IGNORE_BOTHHAND_SLOT)))
+ if (!(player_ptr->select_ring_slot ? is_ring_slot(i) : item_tester.okay(o_ptr) || (mode & USE_FULL)) && (!((((i == INVEN_MAIN_HAND) && can_attack_with_sub_hand(player_ptr)) || ((i == INVEN_SUB_HAND) && can_attack_with_main_hand(player_ptr))) && has_two_handed_weapons(player_ptr)) || (mode & IGNORE_BOTHHAND_SLOT)))
continue;
describe_flavor(player_ptr, o_name, o_ptr, 0);
- if ((((i == INVEN_MAIN_HAND) && can_attack_with_sub_hand(player_ptr)) || ((i == INVEN_SUB_HAND) && can_attack_with_main_hand(player_ptr)))
- && has_two_handed_weapons(player_ptr)) {
+ if ((((i == INVEN_MAIN_HAND) && can_attack_with_sub_hand(player_ptr)) || ((i == INVEN_SUB_HAND) && can_attack_with_main_hand(player_ptr))) && has_two_handed_weapons(player_ptr)) {
(void)strcpy(out_desc[k], _("(武器を両手持ち)", "(wielding with two-hands)"));
out_color[k] = TERM_WHITE;
} else {
#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
auto flgs = object_flags(o_ptr);
affects_list = pi_ptr->pval_affects;
sprintf(pi_ptr->pval_desc, "%s%d", o_ptr->pval >= 0 ? "+" : "", o_ptr->pval);
- if (flgs.has(TR_STR) && flgs.has(TR_INT) && flgs.has(TR_WIS) && flgs.has(TR_DEX) && flgs.has(TR_CON)
- && flgs.has(TR_CHR)) {
+ if (flgs.has(TR_STR) && flgs.has(TR_INT) && flgs.has(TR_WIS) && flgs.has(TR_DEX) && flgs.has(TR_CON) && flgs.has(TR_CHR)) {
*affects_list++ = _("全能力", "All stats");
- } else if (flgs.has(TR_STR) || flgs.has(TR_INT) || flgs.has(TR_WIS) || flgs.has(TR_DEX) || flgs.has(TR_CON)
- || flgs.has(TR_CHR)) {
+ } else if (flgs.has(TR_STR) || flgs.has(TR_INT) || flgs.has(TR_WIS) || flgs.has(TR_DEX) || flgs.has(TR_CON) || flgs.has(TR_CHR)) {
affects_list = spoiler_flag_aux(flgs, stat_flags_desc, affects_list, N_ELEMENTS(stat_flags_desc));
}
static void analyze_sustains(object_type *o_ptr, concptr *sustain_list)
{
auto flgs = object_flags(o_ptr);
- if (flgs.has(TR_SUST_STR) && flgs.has(TR_SUST_INT) && flgs.has(TR_SUST_WIS) && flgs.has(TR_SUST_DEX)
- && flgs.has(TR_SUST_CON) && flgs.has(TR_SUST_CHR)) {
+ if (flgs.has(TR_SUST_STR) && flgs.has(TR_SUST_INT) && flgs.has(TR_SUST_WIS) && flgs.has(TR_SUST_DEX) && flgs.has(TR_SUST_CON) && flgs.has(TR_SUST_CHR)) {
*sustain_list++ = _("全能力", "All stats");
- } else if (flgs.has(TR_SUST_STR) || flgs.has(TR_SUST_INT) || flgs.has(TR_SUST_WIS) || flgs.has(TR_SUST_DEX)
- || flgs.has(TR_SUST_CON) || flgs.has(TR_SUST_CHR)) {
+ } else if (flgs.has(TR_SUST_STR) || flgs.has(TR_SUST_INT) || flgs.has(TR_SUST_WIS) || flgs.has(TR_SUST_DEX) || flgs.has(TR_SUST_CON) || flgs.has(TR_SUST_CHR)) {
sustain_list = spoiler_flag_aux(flgs, sustain_flags_desc, sustain_list, N_ELEMENTS(sustain_flags_desc));
}