<ClCompile Include="..\..\src\info-reader\skill-reader.c" />\r
<ClCompile Include="..\..\src\info-reader\vault-reader.c" />\r
<ClCompile Include="..\..\src\inventory\floor-item-getter.c" />\r
+ <ClCompile Include="..\..\src\inventory\inventory-describer.c" />\r
<ClCompile Include="..\..\src\inventory\inventory-util.c" />\r
<ClCompile Include="..\..\src\inventory\item-getter.c" />\r
<ClCompile Include="..\..\src\io\command-repeater.c" />\r
<ClInclude Include="..\..\src\info-reader\skill-reader.h" />\r
<ClInclude Include="..\..\src\info-reader\vault-reader.h" />\r
<ClInclude Include="..\..\src\inventory\floor-item-getter.h" />\r
+ <ClInclude Include="..\..\src\inventory\inventory-describer.h" />\r
<ClInclude Include="..\..\src\inventory\inventory-util.h" />\r
<ClInclude Include="..\..\src\inventory\item-getter.h" />\r
<ClInclude Include="..\..\src\io\command-repeater.h" />\r
<ClCompile Include="..\..\src\floor\object-scanner.c">
<Filter>floor</Filter>
</ClCompile>
+ <ClCompile Include="..\..\src\inventory\inventory-describer.c">
+ <Filter>inventory</Filter>
+ </ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="..\..\src\cmd\cmd-basic.h">
<ClInclude Include="..\..\src\floor\object-scanner.h">
<Filter>floor</Filter>
</ClInclude>
+ <ClInclude Include="..\..\src\inventory\inventory-describer.h">
+ <Filter>inventory</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="..\..\src\wall.bmp" />
inventory/floor-item-getter.c inventory/floor-item-getter.h \
inventory/inventory-curse.c inventory/inventory-curse.h \
inventory/inventory-damage.c inventory/inventory-damage.h \
+ inventory/inventory-describer.c inventory/inventory-describer.h \
inventory/inventory-object.c inventory/inventory-object.h \
inventory/inventory-util.c inventory/inventory-util.h \
inventory/item-getter.c inventory/item-getter.h \
#include "game-option/birth-options.h"
#include "game-option/input-options.h"
#include "game-option/keymap-directory-getter.h"
+#include "inventory/inventory-describer.h"
#include "inventory/inventory-object.h"
#include "inventory/player-inventory.h"
#include "io/cursor.h"
--- /dev/null
+#include "inventory/inventory-describer.h"
+#include "game-option/birth-options.h"
+#include "system/object-type-definition.h"
+
+/*!
+ * @brief 所持/装備オブジェクトIDの部位表現を返す /
+ * Return a string mentioning how a given item is carried
+ * @param owner_ptr プレーヤーへの参照ポインタ
+ * @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
+ */
+concptr mention_use(player_type *owner_ptr, int i)
+{
+ concptr p;
+
+ /* Examine the location */
+ switch (i) {
+#ifdef JP
+ case INVEN_RARM:
+ p = owner_ptr->heavy_wield[0] ? "運搬中" : ((owner_ptr->ryoute && owner_ptr->migite) ? " 両手" : (left_hander ? " 左手" : " 右手"));
+ break;
+#else
+ case INVEN_RARM:
+ p = owner_ptr->heavy_wield[0] ? "Just lifting" : (owner_ptr->migite ? "Wielding" : "On arm");
+ break;
+#endif
+
+#ifdef JP
+ case INVEN_LARM:
+ p = owner_ptr->heavy_wield[1] ? "運搬中" : ((owner_ptr->ryoute && owner_ptr->hidarite) ? " 両手" : (left_hander ? " 右手" : " 左手"));
+ break;
+#else
+ case INVEN_LARM:
+ p = owner_ptr->heavy_wield[1] ? "Just lifting" : (owner_ptr->hidarite ? "Wielding" : "On arm");
+ break;
+#endif
+
+ case INVEN_BOW:
+ p = (adj_str_hold[owner_ptr->stat_ind[A_STR]] < owner_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;
+ case INVEN_OUTER:
+ p = _("体の上", "About body");
+ break;
+ case INVEN_HEAD:
+ p = _(" 頭", "On head");
+ break;
+ case INVEN_HANDS:
+ p = _(" 手", "On hands");
+ break;
+ case INVEN_FEET:
+ p = _(" 足", "On feet");
+ break;
+ default:
+ p = _("ザック", "In pack");
+ break;
+ }
+
+ return p;
+}
+
+/*!
+ * @brief 所持/装備オブジェクトIDの現在の扱い方の状態表現を返す /
+ * Return a string describing how a given item is being worn.
+ * @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, inventory.
+ */
+concptr describe_use(player_type *owner_ptr, int i)
+{
+ concptr p;
+ switch (i) {
+#ifdef JP
+ case INVEN_RARM:
+ p = owner_ptr->heavy_wield[0]
+ ? "運搬中の"
+ : ((owner_ptr->ryoute && owner_ptr->migite) ? "両手に装備している" : (left_hander ? "左手に装備している" : "右手に装備している"));
+ break;
+#else
+ case INVEN_RARM:
+ p = owner_ptr->heavy_wield[0] ? "just lifting" : (owner_ptr->migite ? "attacking monsters with" : "wearing on your arm");
+ break;
+#endif
+
+#ifdef JP
+ case INVEN_LARM:
+ p = owner_ptr->heavy_wield[1]
+ ? "運搬中の"
+ : ((owner_ptr->ryoute && owner_ptr->hidarite) ? "両手に装備している" : (left_hander ? "右手に装備している" : "左手に装備している"));
+ break;
+#else
+ case INVEN_LARM:
+ p = owner_ptr->heavy_wield[1] ? "just lifting" : (owner_ptr->hidarite ? "attacking monsters with" : "wearing on your arm");
+ break;
+#endif
+
+ case INVEN_BOW:
+ p = (adj_str_hold[owner_ptr->stat_ind[A_STR]] < owner_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;
+ case INVEN_OUTER:
+ p = _("身にまとっている", "wearing on your back");
+ break;
+ case INVEN_HEAD:
+ p = _("頭にかぶっている", "wearing on your head");
+ break;
+ case INVEN_HANDS:
+ p = _("手につけている", "wearing on your hands");
+ break;
+ case INVEN_FEET:
+ p = _("足にはいている", "wearing on your feet");
+ break;
+ default:
+ p = _("ザックに入っている", "carrying in your pack");
+ break;
+ }
+
+ return p;
+}
--- /dev/null
+#pragma once
+
+#include "system/angband.h"
+
+concptr mention_use(player_type *owner_ptr, int i);
+concptr describe_use(player_type *owner_ptr, int i);
#include "game-option/special-options.h"
#include "game-option/text-display-options.h"
#include "grid/grid.h"
+#include "inventory/inventory-describer.h"
#include "inventory/inventory-object.h"
#include "inventory/inventory-util.h"
#include "io/input-key-requester.h"
#include "view/display-messages.h"
/*!
- * @brief 所持/装備オブジェクトIDの部位表現を返す /
- * Return a string mentioning how a given item is carried
- * @param owner_ptr プレーヤーへの参照ポインタ
- * @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
- */
-concptr mention_use(player_type *owner_ptr, int i)
-{
- concptr p;
-
- /* Examine the location */
- switch (i) {
-#ifdef JP
- case INVEN_RARM:
- p = owner_ptr->heavy_wield[0] ? "運搬中" : ((owner_ptr->ryoute && owner_ptr->migite) ? " 両手" : (left_hander ? " 左手" : " 右手"));
- break;
-#else
- case INVEN_RARM:
- p = owner_ptr->heavy_wield[0] ? "Just lifting" : (owner_ptr->migite ? "Wielding" : "On arm");
- break;
-#endif
-
-#ifdef JP
- case INVEN_LARM:
- p = owner_ptr->heavy_wield[1] ? "運搬中" : ((owner_ptr->ryoute && owner_ptr->hidarite) ? " 両手" : (left_hander ? " 右手" : " 左手"));
- break;
-#else
- case INVEN_LARM:
- p = owner_ptr->heavy_wield[1] ? "Just lifting" : (owner_ptr->hidarite ? "Wielding" : "On arm");
- break;
-#endif
-
- case INVEN_BOW:
- p = (adj_str_hold[owner_ptr->stat_ind[A_STR]] < owner_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;
- case INVEN_OUTER:
- p = _("体の上", "About body");
- break;
- case INVEN_HEAD:
- p = _(" 頭", "On head");
- break;
- case INVEN_HANDS:
- p = _(" 手", "On hands");
- break;
- case INVEN_FEET:
- p = _(" 足", "On feet");
- break;
- default:
- p = _("ザック", "In pack");
- break;
- }
-
- return p;
-}
-
-/*!
* @brief 規定の処理にできるアイテムがプレイヤーの利用可能範囲内にあるかどうかを返す /
* Determine whether get_item() can get some item or not
* @return アイテムを拾えるならばTRUEを返す。
command_gap = col;
return target_item_label;
}
-
-/*!
- * @brief 所持/装備オブジェクトIDの現在の扱い方の状態表現を返す /
- * Return a string describing how a given item is being worn.
- * @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, inventory.
- */
-concptr describe_use(player_type *owner_ptr, int i)
-{
- concptr p;
- switch (i) {
-#ifdef JP
- case INVEN_RARM:
- p = owner_ptr->heavy_wield[0]
- ? "運搬中の"
- : ((owner_ptr->ryoute && owner_ptr->migite) ? "両手に装備している" : (left_hander ? "左手に装備している" : "右手に装備している"));
- break;
-#else
- case INVEN_RARM:
- p = owner_ptr->heavy_wield[0] ? "just lifting" : (owner_ptr->migite ? "attacking monsters with" : "wearing on your arm");
- break;
-#endif
-
-#ifdef JP
- case INVEN_LARM:
- p = owner_ptr->heavy_wield[1]
- ? "運搬中の"
- : ((owner_ptr->ryoute && owner_ptr->hidarite) ? "両手に装備している" : (left_hander ? "右手に装備している" : "左手に装備している"));
- break;
-#else
- case INVEN_LARM:
- p = owner_ptr->heavy_wield[1] ? "just lifting" : (owner_ptr->hidarite ? "attacking monsters with" : "wearing on your arm");
- break;
-#endif
-
- case INVEN_BOW:
- p = (adj_str_hold[owner_ptr->stat_ind[A_STR]] < owner_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;
- case INVEN_OUTER:
- p = _("身にまとっている", "wearing on your back");
- break;
- case INVEN_HEAD:
- p = _("頭にかぶっている", "wearing on your head");
- break;
- case INVEN_HANDS:
- p = _("手につけている", "wearing on your hands");
- break;
- case INVEN_FEET:
- p = _("足にはいている", "wearing on your feet");
- break;
- default:
- p = _("ザックに入っている", "carrying in your pack");
- break;
- }
-
- return p;
-}
#include "system/angband.h"
#include "system/object-type-definition.h"
-concptr mention_use(player_type *owner_ptr, int i);
-concptr describe_use(player_type *owner_ptr, int i);
void display_inventory(player_type *creature_ptr, tval_type tval);
COMMAND_CODE show_inventory(player_type *owner_ptr, int target_item, BIT_FLAGS mode, tval_type tval);
COMMAND_CODE show_equipment(player_type *owner_ptr, int target_item, BIT_FLAGS mode, tval_type tval);
#include "autopick/autopick.h"
#include "game-option/auto-destruction-options.h"
#include "game-option/disturbance-options.h"
-#include "inventory/player-inventory.h"
+#include "inventory/inventory-describer.h"
#include "object-enchant/special-object-flags.h"
#include "object-hook/hook-checker.h"
#include "object-hook/hook-enchant.h"
#include "floor/floor-object.h"
#include "game-option/auto-destruction-options.h"
#include "game-option/play-record-options.h"
+#include "inventory/inventory-describer.h"
#include "inventory/player-inventory.h"
#include "io/write-diary.h"
#include "object-enchant/special-object-flags.h"
#include "game-option/text-display-options.h"
#include "grid/feature.h"
#include "grid/grid.h"
+#include "inventory/inventory-describer.h"
#include "inventory/inventory-util.h"
#include "inventory/player-inventory.h"
#include "io/input-key-processor.h"