3 * @brief オブジェクトの実装 / Object code, part 1
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
8 * This software may be copied and distributed for educational, research,\n
9 * and not for profit purposes provided that this copyright and statement\n
10 * are included in all such copies. Other copyrights may also apply.\n
11 * 2014 Deskull rearranged comment for Doxygen.\n
16 #if defined(MACINTOSH) || defined(MACH_O_CARBON)
23 * @brief オブジェクト、地形の表示シンボルなど初期化する / Reset the "visual" lists
25 * This involves resetting various things to their "default" state.\n
27 * If the "prefs" flag is TRUE, then we will also load the appropriate\n
28 * "user pref file" based on the current setting of the "use_graphics"\n
29 * flag. This is useful for switching "graphics" on/off.\n
31 * The features, objects, and monsters, should all be encoded in the\n
32 * relevant "font.pref" and/or "graf.prf" files. \n
34 * The "prefs" parameter is no longer meaningful. \n
36 void reset_visuals(void)
40 /* Extract some info about terrain features */
41 for (i = 0; i < max_f_idx; i++)
43 feature_type *f_ptr = &f_info[i];
45 /* Assume we will use the underlying values */
46 for (j = 0; j < F_LIT_MAX; j++)
48 f_ptr->x_attr[j] = f_ptr->d_attr[j];
49 f_ptr->x_char[j] = f_ptr->d_char[j];
53 /* Extract default attr/char code for objects */
54 for (i = 0; i < max_k_idx; i++)
56 object_kind *k_ptr = &k_info[i];
58 /* Default attr/char */
59 k_ptr->x_attr = k_ptr->d_attr;
60 k_ptr->x_char = k_ptr->d_char;
63 /* Extract default attr/char code for monsters */
64 for (i = 0; i < max_r_idx; i++)
66 monster_race *r_ptr = &r_info[i];
68 /* Default attr/char */
69 r_ptr->x_attr = r_ptr->d_attr;
70 r_ptr->x_char = r_ptr->d_char;
77 /* Process "graf.prf" */
78 process_pref_file("graf.prf");
80 /* Access the "character" pref file */
81 sprintf(buf, "graf-%s.prf", player_base);
83 /* Process "graf-<playername>.prf" */
84 process_pref_file(buf);
92 /* Process "font.prf" */
93 process_pref_file("font.prf");
95 /* Access the "character" pref file */
96 sprintf(buf, "font-%s.prf", player_base);
98 /* Process "font-<playername>.prf" */
99 process_pref_file(buf);
104 * @brief オブジェクトのフラグ類を配列に与える
105 * Obtain the "flags" for an item
106 * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
107 * @param flgs フラグ情報を受け取る配列
110 void object_flags(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
112 object_kind *k_ptr = &k_info[o_ptr->k_idx];
116 for (i = 0; i < TR_FLAG_SIZE; i++)
117 flgs[i] = k_ptr->flags[i];
120 if (object_is_fixed_artifact(o_ptr))
122 artifact_type *a_ptr = &a_info[o_ptr->name1];
124 for (i = 0; i < TR_FLAG_SIZE; i++)
125 flgs[i] = a_ptr->flags[i];
129 if (object_is_ego(o_ptr))
131 ego_item_type *e_ptr = &e_info[o_ptr->name2];
133 for (i = 0; i < TR_FLAG_SIZE; i++)
134 flgs[i] |= e_ptr->flags[i];
136 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
138 remove_flag(flgs, TR_SH_FIRE);
140 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
142 remove_flag(flgs, TR_INFRA);
144 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
146 remove_flag(flgs, TR_RES_BLIND);
147 remove_flag(flgs, TR_SEE_INVIS);
151 /* Random artifact ! */
152 for (i = 0; i < TR_FLAG_SIZE; i++)
153 flgs[i] |= o_ptr->art_flags[i];
155 if (object_is_smith(o_ptr))
157 int add = o_ptr->xtra3 - 1;
159 if (add < TR_FLAG_MAX)
163 else if (add == ESSENCE_TMP_RES_ACID)
165 add_flag(flgs, TR_RES_ACID);
166 add_flag(flgs, TR_ACTIVATE);
168 else if (add == ESSENCE_TMP_RES_ELEC)
170 add_flag(flgs, TR_RES_ELEC);
171 add_flag(flgs, TR_ACTIVATE);
173 else if (add == ESSENCE_TMP_RES_FIRE)
175 add_flag(flgs, TR_RES_FIRE);
176 add_flag(flgs, TR_ACTIVATE);
178 else if (add == ESSENCE_TMP_RES_COLD)
180 add_flag(flgs, TR_RES_COLD);
181 add_flag(flgs, TR_ACTIVATE);
183 else if (add == ESSENCE_SH_FIRE)
185 add_flag(flgs, TR_RES_FIRE);
186 add_flag(flgs, TR_SH_FIRE);
188 else if (add == ESSENCE_SH_ELEC)
190 add_flag(flgs, TR_RES_ELEC);
191 add_flag(flgs, TR_SH_ELEC);
193 else if (add == ESSENCE_SH_COLD)
195 add_flag(flgs, TR_RES_COLD);
196 add_flag(flgs, TR_SH_COLD);
198 else if (add == ESSENCE_RESISTANCE)
200 add_flag(flgs, TR_RES_ACID);
201 add_flag(flgs, TR_RES_ELEC);
202 add_flag(flgs, TR_RES_FIRE);
203 add_flag(flgs, TR_RES_COLD);
205 else if (add == TR_IMPACT)
207 add_flag(flgs, TR_ACTIVATE);
213 * @brief オブジェクトの明示されているフラグ類を取得する
214 * Obtain the "flags" for an item which are known to the player
215 * @param o_ptr フラグ取得元のオブジェクト構造体ポインタ
216 * @param flgs フラグ情報を受け取る配列
219 void object_flags_known(object_type *o_ptr, BIT_FLAGS flgs[TR_FLAG_SIZE])
224 object_kind *k_ptr = &k_info[o_ptr->k_idx];
227 for (i = 0; i < TR_FLAG_SIZE; i++)
230 if (!object_is_aware(o_ptr)) return;
233 for (i = 0; i < TR_FLAG_SIZE; i++)
234 flgs[i] = k_ptr->flags[i];
236 /* Must be identified */
237 if (!object_is_known(o_ptr)) return;
239 /* Ego-item (known basic flags) */
240 if (object_is_ego(o_ptr))
242 ego_item_type *e_ptr = &e_info[o_ptr->name2];
244 for (i = 0; i < TR_FLAG_SIZE; i++)
245 flgs[i] |= e_ptr->flags[i];
247 if ((o_ptr->name2 == EGO_LITE_AURA_FIRE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
249 remove_flag(flgs, TR_SH_FIRE);
251 else if ((o_ptr->name2 == EGO_LITE_INFRA) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
253 remove_flag(flgs, TR_INFRA);
255 else if ((o_ptr->name2 == EGO_LITE_EYE) && !o_ptr->xtra4 && (o_ptr->sval <= SV_LITE_LANTERN))
257 remove_flag(flgs, TR_RES_BLIND);
258 remove_flag(flgs, TR_SEE_INVIS);
263 #ifdef SPOIL_ARTIFACTS
264 /* Full knowledge for some artifacts */
265 if (object_is_artifact(o_ptr)) spoil = TRUE;
266 #endif /* SPOIL_ARTIFACTS */
268 #ifdef SPOIL_EGO_ITEMS
269 /* Full knowledge for some ego-items */
270 if (object_is_ego(o_ptr)) spoil = TRUE;
271 #endif /* SPOIL_EGO_ITEMS */
273 /* Need full knowledge or spoilers */
274 if (spoil || (o_ptr->ident & IDENT_MENTAL))
277 if (object_is_fixed_artifact(o_ptr))
279 artifact_type *a_ptr = &a_info[o_ptr->name1];
281 for (i = 0; i < TR_FLAG_SIZE; i++)
282 flgs[i] = a_ptr->flags[i];
285 /* Random artifact ! */
286 for (i = 0; i < TR_FLAG_SIZE; i++)
287 flgs[i] |= o_ptr->art_flags[i];
290 if (object_is_smith(o_ptr))
292 int add = o_ptr->xtra3 - 1;
294 if (add < TR_FLAG_MAX)
298 else if (add == ESSENCE_TMP_RES_ACID)
300 add_flag(flgs, TR_RES_ACID);
302 else if (add == ESSENCE_TMP_RES_ELEC)
304 add_flag(flgs, TR_RES_ELEC);
306 else if (add == ESSENCE_TMP_RES_FIRE)
308 add_flag(flgs, TR_RES_FIRE);
310 else if (add == ESSENCE_TMP_RES_COLD)
312 add_flag(flgs, TR_RES_COLD);
314 else if (add == ESSENCE_SH_FIRE)
316 add_flag(flgs, TR_RES_FIRE);
317 add_flag(flgs, TR_SH_FIRE);
319 else if (add == ESSENCE_SH_ELEC)
321 add_flag(flgs, TR_RES_ELEC);
322 add_flag(flgs, TR_SH_ELEC);
324 else if (add == ESSENCE_SH_COLD)
326 add_flag(flgs, TR_RES_COLD);
327 add_flag(flgs, TR_SH_COLD);
329 else if (add == ESSENCE_RESISTANCE)
331 add_flag(flgs, TR_RES_ACID);
332 add_flag(flgs, TR_RES_ELEC);
333 add_flag(flgs, TR_RES_FIRE);
334 add_flag(flgs, TR_RES_COLD);
340 * @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)
341 * @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
342 * @return cptr 発動名称を返す文字列ポインタ
344 static cptr item_activation_dragon_breath(object_type *o_ptr)
346 static char desc[256];
347 BIT_FLAGS flgs[TR_FLAG_SIZE]; /* for resistance flags */
350 object_flags(o_ptr, flgs);
351 strcpy(desc, _("", "breath "));
353 for (i = 0; dragonbreath_info[i].flag != 0; i++)
355 if (have_flag(flgs, dragonbreath_info[i].flag))
357 if (n > 0) strcat(desc, _("、", ", "));
358 strcat(desc, dragonbreath_info[i].name);
363 strcat(desc, _("のブレス(250)", ""));
369 * @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)
370 * @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
371 * @return cptr 発動名称を返す文字列ポインタ
373 static cptr item_activation_aux(object_type *o_ptr)
375 static char activation_detail[256];
379 const activation_type* const act_ptr = find_activation_info(o_ptr);
381 if (!act_ptr) return _("未定義", "something undefined");
383 desc = act_ptr->desc;
385 /* Overwrite description if it is special */
386 switch (act_ptr->index) {
388 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
389 desc = _("火炎のブレス (200) と火への耐性", "breath of fire (200) and resist fire");
392 if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
393 desc = _("冷気のブレス (200) と冷気への耐性", "breath of cold (200) and resist cold");
396 desc = item_activation_dragon_breath(o_ptr);
399 if (o_ptr->name1 == ART_HYOUSIGI)
400 desc = _("拍子木を打ちならす", "beat wooden clappers");
402 case ACT_RESIST_ACID:
403 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID))
404 desc = _("アシッド・ボール (100) と酸への耐性", "ball of acid (100) and resist acid");
406 case ACT_RESIST_FIRE:
407 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE))
408 desc = _("ファイア・ボール (100) と火への耐性", "ball of fire (100) and resist fire");
410 case ACT_RESIST_COLD:
411 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD))
412 desc = _("アイス・ボール (100) と冷気への耐性", "ball of cold (100) and resist cold");
414 case ACT_RESIST_ELEC:
415 if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC))
416 desc = _("サンダー・ボール (100) と電撃への耐性", "ball of elec (100) and resist elec");
418 case ACT_RESIST_POIS:
419 if (o_ptr->name2 == EGO_BRAND_POIS)
420 desc = _("悪臭雲 (100) と毒への耐性", "ball of poison (100) and resist elec");
424 /* Timeout description */
425 constant = act_ptr->timeout.constant;
426 dice = act_ptr->timeout.dice;
427 if (constant == 0 && dice == 0) {
428 /* We can activate it every turn */
429 strcpy(timeout, _("いつでも", "every turn"));
430 } else if (constant < 0) {
431 /* Activations that have special timeout */
432 switch (act_ptr->index) {
434 sprintf(timeout, _("%d ターン毎", "every %d turns"),
435 ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250);
438 sprintf(timeout, _("%d ターン毎", "every %d turns"),
439 ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250);
442 strcpy(timeout, _("3*(レベル+10) ターン毎", "every 3 * (level+10) turns"));
445 strcpy(timeout, _("確率50%で壊れる", "(destroyed 50%)"));
448 strcpy(timeout, "undefined");
452 /* Normal timeout activations */
453 char constant_str[16], dice_str[16];
454 sprintf(constant_str, "%d", constant);
455 sprintf(dice_str, "d%d", dice);
456 sprintf(timeout, _("%s%s%s ターン毎", "every %s%s%s turns"),
457 (constant > 0) ? constant_str : "",
458 (constant > 0 && dice > 0) ? "+" : "",
459 (dice > 0) ? dice_str : "");
462 /* Build detail activate description */
463 sprintf(activation_detail, _("%s : %s", "%s %s"), desc, timeout);
465 return activation_detail;
469 * @brief オブジェクトの発動効果名称を返す(メインルーチン) /
470 * Determine the "Activation" (if any) for an artifact Return a string, or NULL for "no activation"
471 * @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
472 * @return cptr 発動名称を返す文字列ポインタ
474 cptr item_activation(object_type *o_ptr)
476 BIT_FLAGS flgs[TR_FLAG_SIZE];
478 /* Extract the flags */
479 object_flags(o_ptr, flgs);
481 /* Require activation ability */
482 if (!(have_flag(flgs, TR_ACTIVATE))) return (_("なし", "nothing"));
484 /* Get an explain of an activation */
485 if (activation_index(o_ptr))
487 return item_activation_aux(o_ptr);
491 if (o_ptr->tval == TV_WHISTLE)
493 return _("ペット呼び寄せ : 100+d100ターン毎", "call pet every 100+d100 turns");
496 if (o_ptr->tval == TV_CAPTURE)
498 return _("モンスターを捕える、又は解放する。", "captures or releases a monster.");
501 return _("何も起きない", "Nothing");
506 * @brief オブジェクトの*鑑定*内容を詳述して表示する /
507 * Describe a "fully identified" item
508 * @param o_ptr *鑑定*情報を取得する元のオブジェクト構造体参照ポインタ
509 * @param mode 表示オプション
510 * @return 特筆すべき情報が一つでもあった場合TRUE、一つもなく表示がキャンセルされた場合FALSEを返す。
512 bool screen_object(object_type *o_ptr, BIT_FLAGS mode)
516 BIT_FLAGS flgs[TR_FLAG_SIZE];
520 char o_name[MAX_NLEN];
525 int trivial_info = 0;
527 /* Extract the flags */
528 object_flags(o_ptr, flgs);
530 /* Extract the description */
532 roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
533 (k_text + k_info[o_ptr->k_idx].text),
534 77 - 15, temp, sizeof(temp));
535 for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
536 { info[i] = &temp[j]; i++;}
539 if (object_is_equipment(o_ptr))
541 /* Descriptions of a basic equipment is just a flavor */
545 /* Mega-Hack -- describe activation */
546 if (have_flag(flgs, TR_ACTIVATE))
548 info[i++] = _("始動したときの効果...", "It can be activated for...");
549 info[i++] = item_activation(o_ptr);
550 info[i++] = _("...ただし装備していなければならない。", "...if it is being worn.");
553 /* Figurines, a hack */
554 if (o_ptr->tval == TV_FIGURINE)
556 info[i++] = _("それは投げた時ペットに変化する。", "It will transform into a pet when thrown.");
559 /* Figurines, a hack */
560 if (o_ptr->name1 == ART_STONEMASK)
562 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.");
565 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
567 info[i++] = _("それは相手を一撃で倒すことがある。", "It will attempt to kill a monster instantly.");
570 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
572 info[i++] = _("それは自分自身に攻撃が返ってくることがある。", "It causes you to strike yourself sometimes.");
573 info[i++] = _("それは無敵のバリアを切り裂く。", "It always penetrates invulnerability barriers.");
576 if (o_ptr->name2 == EGO_2WEAPON)
578 info[i++] = _("それは二刀流での命中率を向上させる。", "It affects your ability to hit when you are wielding two weapons.");
581 if (have_flag(flgs, TR_EASY_SPELL))
583 info[i++] = _("それは魔法の難易度を下げる。", "It affects your ability to cast spells.");
586 if (o_ptr->name2 == EGO_AMU_FOOL)
588 info[i++] = _("それは魔法の難易度を上げる。", "It interferes with casting spells.");
591 if (o_ptr->name2 == EGO_RING_THROW)
593 info[i++] = _("それは物を強く投げることを可能にする。", "It provides great strength when you throw an item.");
596 if (o_ptr->name2 == EGO_AMU_NAIVETY)
598 info[i++] = _("それは魔法抵抗力を下げる。", "It decreases your magic resistance.");
601 if (o_ptr->tval == TV_STATUE)
603 monster_race *r_ptr = &r_info[o_ptr->pval];
605 if (o_ptr->pval == MON_BULLGATES)
606 info[i++] = _("それは部屋に飾ると恥ずかしい。", "It is shameful.");
607 else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR))
608 info[i++] = _("それは部屋に飾ると恐い。", "It is fearful.");
610 info[i++] = _("それは部屋に飾ると楽しい。", "It is cheerful.");
613 /* Hack -- describe lite's */
615 if (o_ptr->name2 == EGO_LITE_DARKNESS) info[i++] = _("それは全く光らない。", "It provides no light.");
618 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
619 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
620 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
621 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
622 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
623 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
625 if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
627 if (have_flag(flgs, TR_LITE_FUEL) && o_ptr->name2 != EGO_LITE_DARKNESS)
629 if(rad > 0) sprintf(desc, _("それは燃料補給によって明かり(半径 %d)を授ける。", "It provides light (radius %d) when fueled."), (int)rad);
633 if(rad > 0) sprintf(desc, _("それは永遠なる明かり(半径 %d)を授ける。", "It provides light (radius %d) forever."), (int)rad);
634 if(rad < 0) sprintf(desc, _("それは明かりの半径を狭める(半径に-%d)。", "It decreases radius of light source by %d."), (int)-rad);
637 if(rad != 0) info[i++] = desc;
640 if (o_ptr->name2 == EGO_LITE_LONG)
642 info[i++] = _("それは長いターン明かりを授ける。", "It provides light for much longer time.");
645 /* And then describe it fully */
647 if (have_flag(flgs, TR_RIDING))
649 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
650 info[i++] = _("それは乗馬中は非常に使いやすい。", "It is made for use while riding.");
653 info[i++] = _("それは乗馬中でも使いやすい。", "It is suitable for use while riding.");
654 /* This information is not important enough */
658 if (have_flag(flgs, TR_STR))
660 info[i++] = _("それは腕力に影響を及ぼす。", "It affects your strength.");
662 if (have_flag(flgs, TR_INT))
664 info[i++] = _("それは知能に影響を及ぼす。", "It affects your intelligence.");
666 if (have_flag(flgs, TR_WIS))
668 info[i++] = _("それは賢さに影響を及ぼす。", "It affects your wisdom.");
670 if (have_flag(flgs, TR_DEX))
672 info[i++] = _("それは器用さに影響を及ぼす。", "It affects your dexterity.");
674 if (have_flag(flgs, TR_CON))
676 info[i++] = _("それは耐久力に影響を及ぼす。", "It affects your constitution.");
678 if (have_flag(flgs, TR_CHR))
680 info[i++] = _("それは魅力に影響を及ぼす。", "It affects your charisma.");
683 if (have_flag(flgs, TR_MAGIC_MASTERY))
685 info[i++] = _("それは魔法道具使用能力に影響を及ぼす。", "It affects your ability to use magic devices.");
688 if (have_flag(flgs, TR_STEALTH))
690 info[i++] = _("それは隠密行動能力に影響を及ぼす。", "It affects your stealth.");
692 if (have_flag(flgs, TR_SEARCH))
694 info[i++] = _("それは探索能力に影響を及ぼす。", "It affects your searching.");
696 if (have_flag(flgs, TR_INFRA))
698 info[i++] = _("それは赤外線視力に影響を及ぼす。", "It affects your infravision.");
700 if (have_flag(flgs, TR_TUNNEL))
702 info[i++] = _("それは採掘能力に影響を及ぼす。", "It affects your ability to tunnel.");
704 if (have_flag(flgs, TR_SPEED))
706 info[i++] = _("それはスピードに影響を及ぼす。", "It affects your speed.");
708 if (have_flag(flgs, TR_BLOWS))
710 info[i++] = _("それは打撃回数に影響を及ぼす。", "It affects your attack speed.");
713 if (have_flag(flgs, TR_BRAND_ACID))
715 info[i++] = _("それは酸によって大きなダメージを与える。", "It does extra damage from acid.");
717 if (have_flag(flgs, TR_BRAND_ELEC))
719 info[i++] = _("それは電撃によって大きなダメージを与える。", "It does extra damage from electricity.");
721 if (have_flag(flgs, TR_BRAND_FIRE))
723 info[i++] = _("それは火炎によって大きなダメージを与える。", "It does extra damage from fire.");
725 if (have_flag(flgs, TR_BRAND_COLD))
727 info[i++] = _("それは冷気によって大きなダメージを与える。", "It does extra damage from frost.");
730 if (have_flag(flgs, TR_BRAND_POIS))
732 info[i++] = _("それは敵を毒する。", "It poisons your foes.");
735 if (have_flag(flgs, TR_CHAOTIC))
737 info[i++] = _("それはカオス的な効果を及ぼす。", "It produces chaotic effects.");
740 if (have_flag(flgs, TR_VAMPIRIC))
742 info[i++] = _("それは敵から生命力を吸収する。", "It drains life from your foes.");
745 if (have_flag(flgs, TR_IMPACT))
747 info[i++] = _("それは地震を起こすことができる。", "It can cause earthquakes.");
750 if (have_flag(flgs, TR_VORPAL))
752 info[i++] = _("それは非常に切れ味が鋭く敵を切断することができる。", "It is very sharp and can cut your foes.");
755 if (have_flag(flgs, TR_KILL_DRAGON))
757 info[i++] = _("それはドラゴンにとっての天敵である。", "It is a great bane of dragons.");
759 else if (have_flag(flgs, TR_SLAY_DRAGON))
761 info[i++] = _("それはドラゴンに対して特に恐るべき力を発揮する。", "It is especially deadly against dragons.");
764 if (have_flag(flgs, TR_KILL_ORC))
766 info[i++] = _("それはオークにとっての天敵である。", "It is a great bane of orcs.");
768 if (have_flag(flgs, TR_SLAY_ORC))
770 info[i++] = _("それはオークに対して特に恐るべき力を発揮する。", "It is especially deadly against orcs.");
773 if (have_flag(flgs, TR_KILL_TROLL))
775 info[i++] = _("それはトロルにとっての天敵である。", "It is a great bane of trolls.");
777 if (have_flag(flgs, TR_SLAY_TROLL))
779 info[i++] = _("それはトロルに対して特に恐るべき力を発揮する。", "It is especially deadly against trolls.");
782 if (have_flag(flgs, TR_KILL_GIANT))
784 info[i++] = _("それは巨人にとっての天敵である。", "It is a great bane of giants.");
786 else if (have_flag(flgs, TR_SLAY_GIANT))
788 info[i++] = _("それはジャイアントに対して特に恐るべき力を発揮する。", "It is especially deadly against giants.");
791 if (have_flag(flgs, TR_KILL_DEMON))
793 info[i++] = _("それはデーモンにとっての天敵である。", "It is a great bane of demons.");
795 if (have_flag(flgs, TR_SLAY_DEMON))
797 info[i++] = _("それはデーモンに対して聖なる力を発揮する。", "It strikes at demons with holy wrath.");
800 if (have_flag(flgs, TR_KILL_UNDEAD))
802 info[i++] = _("それはアンデッドにとっての天敵である。", "It is a great bane of undead.");
804 if (have_flag(flgs, TR_SLAY_UNDEAD))
806 info[i++] = _("それはアンデッドに対して聖なる力を発揮する。", "It strikes at undead with holy wrath.");
809 if (have_flag(flgs, TR_KILL_EVIL))
811 info[i++] = _("それは邪悪なる存在にとっての天敵である。", "It is a great bane of evil monsters.");
813 if (have_flag(flgs, TR_SLAY_EVIL))
815 info[i++] = _("それは邪悪なる存在に対して聖なる力で攻撃する。", "It fights against evil with holy fury.");
818 if (have_flag(flgs, TR_KILL_ANIMAL))
820 info[i++] = _("それは自然界の動物にとっての天敵である。", "It is a great bane of natural creatures.");
822 if (have_flag(flgs, TR_SLAY_ANIMAL))
824 info[i++] = _("それは自然界の動物に対して特に恐るべき力を発揮する。", "It is especially deadly against natural creatures.");
827 if (have_flag(flgs, TR_KILL_HUMAN))
829 info[i++] = _("それは人間にとっての天敵である。", "It is a great bane of humans.");
831 if (have_flag(flgs, TR_SLAY_HUMAN))
833 info[i++] = _("それは人間に対して特に恐るべき力を発揮する。", "It is especially deadly against humans.");
836 if (have_flag(flgs, TR_FORCE_WEAPON))
838 info[i++] = _("それは使用者の魔力を使って攻撃する。", "It powerfully strikes at a monster using your mana.");
840 if (have_flag(flgs, TR_DEC_MANA))
842 info[i++] = _("それは魔力の消費を押さえる。", "It decreases your mana consumption.");
844 if (have_flag(flgs, TR_SUST_STR))
846 info[i++] = _("それはあなたの腕力を維持する。", "It sustains your strength.");
848 if (have_flag(flgs, TR_SUST_INT))
850 info[i++] = _("それはあなたの知能を維持する。", "It sustains your intelligence.");
852 if (have_flag(flgs, TR_SUST_WIS))
854 info[i++] = _("それはあなたの賢さを維持する。", "It sustains your wisdom.");
856 if (have_flag(flgs, TR_SUST_DEX))
858 info[i++] = _("それはあなたの器用さを維持する。", "It sustains your dexterity.");
860 if (have_flag(flgs, TR_SUST_CON))
862 info[i++] = _("それはあなたの耐久力を維持する。", "It sustains your constitution.");
864 if (have_flag(flgs, TR_SUST_CHR))
866 info[i++] = _("それはあなたの魅力を維持する。", "It sustains your charisma.");
869 if (have_flag(flgs, TR_IM_ACID))
871 info[i++] = _("それは酸に対する完全な免疫を授ける。", "It provides immunity to acid.");
873 if (have_flag(flgs, TR_IM_ELEC))
875 info[i++] = _("それは電撃に対する完全な免疫を授ける。", "It provides immunity to electricity.");
877 if (have_flag(flgs, TR_IM_FIRE))
879 info[i++] = _("それは火に対する完全な免疫を授ける。", "It provides immunity to fire.");
881 if (have_flag(flgs, TR_IM_COLD))
883 info[i++] = _("それは寒さに対する完全な免疫を授ける。", "It provides immunity to cold.");
886 if (have_flag(flgs, TR_THROW))
888 info[i++] = _("それは敵に投げて大きなダメージを与えることができる。", "It is perfectly balanced for throwing.");
891 if (have_flag(flgs, TR_FREE_ACT))
893 info[i++] = _("それは麻痺に対する完全な免疫を授ける。", "It provides immunity to paralysis.");
895 if (have_flag(flgs, TR_HOLD_EXP))
897 info[i++] = _("それは経験値吸収に対する耐性を授ける。", "It provides resistance to experience draining.");
899 if (have_flag(flgs, TR_RES_FEAR))
901 info[i++] = _("それは恐怖への完全な耐性を授ける。", "It makes you completely fearless.");
903 if (have_flag(flgs, TR_RES_ACID))
905 info[i++] = _("それは酸への耐性を授ける。", "It provides resistance to acid.");
907 if (have_flag(flgs, TR_RES_ELEC))
909 info[i++] = _("それは電撃への耐性を授ける。", "It provides resistance to electricity.");
911 if (have_flag(flgs, TR_RES_FIRE))
913 info[i++] = _("それは火への耐性を授ける。", "It provides resistance to fire.");
915 if (have_flag(flgs, TR_RES_COLD))
917 info[i++] = _("それは寒さへの耐性を授ける。", "It provides resistance to cold.");
919 if (have_flag(flgs, TR_RES_POIS))
921 info[i++] = _("それは毒への耐性を授ける。", "It provides resistance to poison.");
924 if (have_flag(flgs, TR_RES_LITE))
926 info[i++] = _("それは閃光への耐性を授ける。", "It provides resistance to light.");
928 if (have_flag(flgs, TR_RES_DARK))
930 info[i++] = _("それは暗黒への耐性を授ける。", "It provides resistance to dark.");
933 if (have_flag(flgs, TR_RES_BLIND))
935 info[i++] = _("それは盲目への耐性を授ける。", "It provides resistance to blindness.");
937 if (have_flag(flgs, TR_RES_CONF))
939 info[i++] = _("それは混乱への耐性を授ける。", "It provides resistance to confusion.");
941 if (have_flag(flgs, TR_RES_SOUND))
943 info[i++] = _("それは轟音への耐性を授ける。", "It provides resistance to sound.");
945 if (have_flag(flgs, TR_RES_SHARDS))
947 info[i++] = _("それは破片への耐性を授ける。", "It provides resistance to shards.");
950 if (have_flag(flgs, TR_RES_NETHER))
952 info[i++] = _("それは地獄への耐性を授ける。", "It provides resistance to nether.");
954 if (have_flag(flgs, TR_RES_NEXUS))
956 info[i++] = _("それは因果混乱への耐性を授ける。", "It provides resistance to nexus.");
958 if (have_flag(flgs, TR_RES_CHAOS))
960 info[i++] = _("それはカオスへの耐性を授ける。", "It provides resistance to chaos.");
962 if (have_flag(flgs, TR_RES_DISEN))
964 info[i++] = _("それは劣化への耐性を授ける。", "It provides resistance to disenchantment.");
967 if (have_flag(flgs, TR_LEVITATION))
969 info[i++] = _("それは宙に浮くことを可能にする。", "It allows you to levitate.");
972 if (have_flag(flgs, TR_SEE_INVIS))
974 info[i++] = _("それは透明なモンスターを見ることを可能にする。", "It allows you to see invisible monsters.");
976 if (have_flag(flgs, TR_TELEPATHY))
978 info[i++] = _("それはテレパシー能力を授ける。", "It gives telepathic powers.");
980 if (have_flag(flgs, TR_ESP_ANIMAL))
982 info[i++] = _("それは自然界の生物を感知する。", "It senses natural creatures.");
984 if (have_flag(flgs, TR_ESP_UNDEAD))
986 info[i++] = _("それはアンデッドを感知する。", "It senses undead.");
988 if (have_flag(flgs, TR_ESP_DEMON))
990 info[i++] = _("それは悪魔を感知する。", "It senses demons.");
992 if (have_flag(flgs, TR_ESP_ORC))
994 info[i++] = _("それはオークを感知する。", "It senses orcs.");
996 if (have_flag(flgs, TR_ESP_TROLL))
998 info[i++] = _("それはトロルを感知する。", "It senses trolls.");
1000 if (have_flag(flgs, TR_ESP_GIANT))
1002 info[i++] = _("それは巨人を感知する。", "It senses giants.");
1004 if (have_flag(flgs, TR_ESP_DRAGON))
1006 info[i++] = _("それはドラゴンを感知する。", "It senses dragons.");
1008 if (have_flag(flgs, TR_ESP_HUMAN))
1010 info[i++] = _("それは人間を感知する。", "It senses humans.");
1012 if (have_flag(flgs, TR_ESP_EVIL))
1014 info[i++] = _("それは邪悪な存在を感知する。", "It senses evil creatures.");
1016 if (have_flag(flgs, TR_ESP_GOOD))
1018 info[i++] = _("それは善良な存在を感知する。", "It senses good creatures.");
1020 if (have_flag(flgs, TR_ESP_NONLIVING))
1022 info[i++] = _("それは活動する無生物体を感知する。", "It senses non-living creatures.");
1024 if (have_flag(flgs, TR_ESP_UNIQUE))
1026 info[i++] = _("それは特別な強敵を感知する。", "It senses unique monsters.");
1028 if (have_flag(flgs, TR_SLOW_DIGEST))
1030 info[i++] = _("それはあなたの新陳代謝を遅くする。", "It slows your metabolism.");
1032 if (have_flag(flgs, TR_REGEN))
1034 info[i++] = _("それは体力回復力を強化する。", "It speeds your regenerative powers.");
1036 if (have_flag(flgs, TR_WARNING))
1038 info[i++] = _("それは危険に対して警告を発する。", "It warns you of danger");
1040 if (have_flag(flgs, TR_REFLECT))
1042 info[i++] = _("それは矢の呪文を反射する。", "It reflects bolt spells.");
1044 if (have_flag(flgs, TR_SH_FIRE))
1046 info[i++] = _("それは炎のバリアを張る。", "It produces a fiery sheath.");
1048 if (have_flag(flgs, TR_SH_ELEC))
1050 info[i++] = _("それは電気のバリアを張る。", "It produces an electric sheath.");
1052 if (have_flag(flgs, TR_SH_COLD))
1054 info[i++] = _("それは冷気のバリアを張る。", "It produces a sheath of coldness.");
1056 if (have_flag(flgs, TR_NO_MAGIC))
1058 info[i++] = _("それは反魔法バリアを張る。", "It produces an anti-magic shell.");
1060 if (have_flag(flgs, TR_NO_TELE))
1062 info[i++] = _("それはテレポートを邪魔する。", "It prevents teleportation.");
1064 if (have_flag(flgs, TR_XTRA_MIGHT))
1066 info[i++] = _("それは矢/ボルト/弾をより強力に発射することができる。", "It fires missiles with extra might.");
1068 if (have_flag(flgs, TR_XTRA_SHOTS))
1070 info[i++] = _("それは矢/ボルト/弾を非常に早く発射することができる。", "It fires missiles excessively fast.");
1073 if (have_flag(flgs, TR_BLESSED))
1075 info[i++] = _("それは神に祝福されている。", "It has been blessed by the gods.");
1078 if (object_is_cursed(o_ptr))
1080 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1082 info[i++] = _("それは永遠の呪いがかけられている。", "It is permanently cursed.");
1084 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1086 info[i++] = _("それは強力な呪いがかけられている。", "It is heavily cursed.");
1090 info[i++] = _("それは呪われている。", "It is cursed.");
1093 * It's a trivial infomation since there is
1094 * fake inscription {cursed}
1100 if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE))
1102 info[i++] = _("それは太古の禍々しい怨念が宿っている。", "It carries an ancient foul curse.");
1104 if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE))
1106 info[i++] = _("それは付近のモンスターを怒らせる。", "It aggravates nearby creatures.");
1108 if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP))
1110 info[i++] = _("それは経験値を吸い取る。", "It drains experience.");
1112 if (o_ptr->curse_flags & TRC_SLOW_REGEN)
1114 info[i++] = _("それは回復力を弱める。", "It slows your regenerative powers.");
1116 if ((o_ptr->curse_flags & TRC_ADD_L_CURSE) || have_flag(flgs, TR_ADD_L_CURSE))
1118 info[i++] = _("それは弱い呪いを増やす。","It adds weak curses.");
1120 if ((o_ptr->curse_flags & TRC_ADD_H_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
1122 info[i++] = _("それは強力な呪いを増やす。","It adds heavy curses.");
1124 if ((have_flag(flgs, TR_CALL_ANIMAL)) || (o_ptr->curse_flags & TRC_CALL_ANIMAL))
1126 info[i++] = _("それは動物を呼び寄せる。", "It attracts animals.");
1128 if ((have_flag(flgs, TR_CALL_DEMON)) || (o_ptr->curse_flags & TRC_CALL_DEMON))
1130 info[i++] = _("それは悪魔を呼び寄せる。", "It attracts demons.");
1132 if ((have_flag(flgs, TR_CALL_DRAGON)) || (o_ptr->curse_flags & TRC_CALL_DRAGON))
1134 info[i++] = _("それはドラゴンを呼び寄せる。", "It attracts dragons.");
1136 if ((have_flag(flgs, TR_CALL_UNDEAD)) || (o_ptr->curse_flags & TRC_CALL_UNDEAD))
1138 info[i++] = _("それは死霊を呼び寄せる。", "It attracts undeads.");
1140 if ((have_flag(flgs, TR_COWARDICE)) || (o_ptr->curse_flags & TRC_COWARDICE))
1142 info[i++] = _("それは恐怖感を引き起こす。", "It makes you subject to cowardice.");
1144 if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT))
1146 info[i++] = _("それはランダムなテレポートを引き起こす。", "It induces random teleportation.");
1148 if ((have_flag(flgs, TR_LOW_MELEE)) || o_ptr->curse_flags & TRC_LOW_MELEE)
1150 info[i++] = _("それは攻撃を外しやすい。", "It causes you to miss blows.");
1152 if ((have_flag(flgs, TR_LOW_AC)) || (o_ptr->curse_flags & TRC_LOW_AC))
1154 info[i++] = _("それは攻撃を受けやすい。", "It helps your enemies' blows.");
1156 if ((have_flag(flgs, TR_LOW_MAGIC)) || (o_ptr->curse_flags & TRC_LOW_MAGIC))
1158 info[i++] = _("それは魔法を唱えにくくする。", "It encumbers you while spellcasting.");
1160 if ((have_flag(flgs, TR_FAST_DIGEST)) || (o_ptr->curse_flags & TRC_FAST_DIGEST))
1162 info[i++] = _("それはあなたの新陳代謝を速くする。", "It speeds your metabolism.");
1164 if ((have_flag(flgs, TR_DRAIN_HP)) || (o_ptr->curse_flags & TRC_DRAIN_HP))
1166 info[i++] = _("それはあなたの体力を吸い取る。", "It drains you.");
1168 if ((have_flag(flgs, TR_DRAIN_MANA)) || (o_ptr->curse_flags & TRC_DRAIN_MANA))
1170 info[i++] = _("それはあなたの魔力を吸い取る。", "It drains your mana.");
1173 /* Describe about this kind of object instead of THIS fake object */
1174 if (mode & SCROBJ_FAKE_OBJECT)
1176 switch (o_ptr->tval)
1179 switch (o_ptr->sval)
1181 case SV_RING_LORDLY:
1182 info[i++] = _("それは幾つかのランダムな耐性を授ける。", "It provides some random resistances.");
1184 case SV_RING_WARNING:
1185 info[i++] = _("それはひとつの低級なESPを授ける事がある。", "It may provide a low rank ESP.");
1191 switch (o_ptr->sval)
1193 case SV_AMULET_RESISTANCE:
1194 info[i++] = _("それは毒への耐性を授ける事がある。", "It may provides resistance to poison.");
1195 info[i++] = _("それはランダムな耐性を授ける事がある。", "It may provide a random resistances.");
1197 case SV_AMULET_THE_MAGI:
1198 info[i++] = _("それは最大で3つまでの低級なESPを授ける。", "It provides up to three low rank ESPs.");
1205 if (have_flag(flgs, TR_IGNORE_ACID) &&
1206 have_flag(flgs, TR_IGNORE_ELEC) &&
1207 have_flag(flgs, TR_IGNORE_FIRE) &&
1208 have_flag(flgs, TR_IGNORE_COLD))
1210 info[i++] = _("それは酸・電撃・火炎・冷気では傷つかない。", "It cannot be harmed by the elements.");
1214 if (have_flag(flgs, TR_IGNORE_ACID))
1216 info[i++] = _("それは酸では傷つかない。", "It cannot be harmed by acid.");
1218 if (have_flag(flgs, TR_IGNORE_ELEC))
1220 info[i++] = _("それは電撃では傷つかない。", "It cannot be harmed by electricity.");
1222 if (have_flag(flgs, TR_IGNORE_FIRE))
1224 info[i++] = _("それは火炎では傷つかない。", "It cannot be harmed by fire.");
1226 if (have_flag(flgs, TR_IGNORE_COLD))
1228 info[i++] = _("それは冷気では傷つかない。", "It cannot be harmed by cold.");
1232 if (mode & SCROBJ_FORCE_DETAIL) trivial_info = 0;
1234 /* No relevant informations */
1235 if (i <= trivial_info) return (FALSE);
1237 /* Save the screen */
1240 Term_get_size(&wid, &hgt);
1242 /* Display Item name */
1243 if (!(mode & SCROBJ_FAKE_OBJECT))
1244 object_desc(o_name, o_ptr, 0);
1246 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1250 /* Erase the screen */
1251 for (k = 1; k < hgt; k++) prt("", k, 13);
1253 /* Label the information */
1254 if ((o_ptr->tval == TV_STATUE) && (o_ptr->sval == SV_PHOTO))
1256 monster_race *r_ptr = &r_info[o_ptr->pval];
1257 int namelen = strlen(r_name + r_ptr->name);
1258 prt(format("%s: '", r_name + r_ptr->name), 1, 15);
1259 Term_queue_bigchar(18 + namelen, 1, r_ptr->x_attr, r_ptr->x_char, 0, 0);
1260 prt("'", 1, (use_bigtile ? 20 : 19) + namelen);
1264 prt(_(" アイテムの能力:", " Item Attributes:"), 1, 15);
1267 /* We will print on top of the map (column 13) */
1268 for (k = 2, j = 0; j < i; j++)
1271 prt(info[j], k++, 15);
1273 /* Every 20 entries (lines 2 to 21), start over */
1274 if ((k == hgt - 2) && (j+1 < i))
1276 prt(_("-- 続く --", "-- more --"), k, 15);
1278 for (; k > 2; k--) prt("", k, 15);
1283 prt(_("[何かキーを押すとゲームに戻ります]", "[Press any key to continue]"), k, 15);
1287 /* Restore the screen */
1290 /* Gave knowledge */
1297 * @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 /
1298 * Convert an inventory index into a one character label
1299 * @param i プレイヤーの所持/装備オブジェクトID
1300 * @return 対応するアルファベット
1301 * @details Note that the label does NOT distinguish inven/equip.
1303 char index_to_label(int i)
1305 /* Indexes for "inven" are easy */
1306 if (i < INVEN_RARM) return (I2A(i));
1308 /* Indexes for "equip" are offset */
1309 return (I2A(i - INVEN_RARM));
1313 * @brief 選択アルファベットラベルからプレイヤーの所持オブジェクトIDを返す /
1314 * Convert a label into the index of an item in the "inven"
1315 * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item
1316 * @details Note that the label does NOT distinguish inven/equip.
1318 INVENTORY_IDX label_to_inven(int c)
1323 i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1);
1325 /* Verify the index */
1326 if ((i < 0) || (i > INVEN_PACK)) return (-1);
1328 /* Empty slots can never be chosen */
1329 if (!inventory[i].k_idx) return (-1);
1331 /* Return the index */
1337 extern bool select_ring_slot;
1341 * @brief プレイヤーの所持/装備オブジェクトIDが指輪枠かを返す /
1342 * @param i プレイヤーの所持/装備オブジェクトID
1343 * @return 指輪枠ならばTRUEを返す。
1345 static bool is_ring_slot(int i)
1347 return (i == INVEN_RIGHT) || (i == INVEN_LEFT);
1352 * @brief 選択アルファベットラベルからプレイヤーの装備オブジェクトIDを返す /
1353 * Convert a label into the index of a item in the "equip"
1354 * @return 対応するID。該当スロットにオブジェクトが存在しなかった場合-1を返す / Return "-1" if the label does not indicate a real item
1356 INVENTORY_IDX label_to_equip(int c)
1361 i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1) + INVEN_RARM;
1363 /* Verify the index */
1364 if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
1366 if (select_ring_slot) return is_ring_slot(i) ? i : -1;
1368 /* Empty slots can never be chosen */
1369 if (!inventory[i].k_idx) return (-1);
1371 /* Return the index */
1378 * @brief オブジェクトの該当装備部位IDを返す /
1379 * Determine which equipment slot (if any) an item likes
1380 * @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
1381 * @return 対応する装備部位ID
1383 s16b wield_slot(object_type *o_ptr)
1385 /* Slot for equipment */
1386 switch (o_ptr->tval)
1393 if (!inventory[INVEN_RARM].k_idx) return (INVEN_RARM);
1394 if (inventory[INVEN_LARM].k_idx) return (INVEN_RARM);
1395 return (INVEN_LARM);
1402 if (!inventory[INVEN_LARM].k_idx) return (INVEN_LARM);
1403 if (inventory[INVEN_RARM].k_idx) return (INVEN_LARM);
1404 return (INVEN_RARM);
1414 /* Use the right hand first */
1415 if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
1417 /* Use the left hand for swapping (by default) */
1418 return (INVEN_LEFT);
1424 return (INVEN_NECK);
1429 return (INVEN_LITE);
1436 return (INVEN_BODY);
1441 return (INVEN_OUTER);
1447 return (INVEN_HEAD);
1452 return (INVEN_HANDS);
1457 return (INVEN_FEET);
1461 /* No slot available */
1466 * @brief 所持/装備オブジェクトIDの部位表現を返す /
1467 * Return a string mentioning how a given item is carried
1468 * @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
1469 * @return 部位表現の文字列ポインタ
1471 cptr mention_use(int i)
1475 /* Examine the location */
1479 case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "運搬中" : ((p_ptr->ryoute && p_ptr->migite) ? " 両手" : (left_hander ? " 左手" : " 右手")); break;
1481 case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "Just lifting" : (p_ptr->migite ? "Wielding" : "On arm"); break;
1485 case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "運搬中" : ((p_ptr->ryoute && p_ptr->hidarite) ? " 両手" : (left_hander ? " 右手" : " 左手")); break;
1487 case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break;
1491 case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "運搬中" : "射撃用"; break;
1493 case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "Just holding" : "Shooting"; break;
1497 case INVEN_RIGHT: p = (left_hander ? "左手指" : "右手指"); break;
1499 case INVEN_RIGHT: p = (left_hander ? "On left hand" : "On right hand"); break;
1503 case INVEN_LEFT: p = (left_hander ? "右手指" : "左手指"); break;
1505 case INVEN_LEFT: p = (left_hander ? "On right hand" : "On left hand"); break;
1508 case INVEN_NECK: p = _(" 首", "Around neck"); break;
1509 case INVEN_LITE: p = _(" 光源", "Light source"); break;
1510 case INVEN_BODY: p = _(" 体", "On body"); break;
1511 case INVEN_OUTER: p = _("体の上", "About body"); break;
1512 case INVEN_HEAD: p = _(" 頭", "On head"); break;
1513 case INVEN_HANDS: p = _(" 手", "On hands"); break;
1514 case INVEN_FEET: p = _(" 足", "On feet"); break;
1515 default: p = _("ザック", "In pack"); break;
1518 /* Return the result */
1524 * @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 /
1525 * Return a string describing how a given item is being worn.
1526 * @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
1527 * @return 状態表現内容の文字列ポインタ
1529 * Currently, only used for items in the equipment, not inventory.
1531 cptr describe_use(int i)
1538 case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "運搬中の" : ((p_ptr->ryoute && p_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;
1540 case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "just lifting" : (p_ptr->migite ? "attacking monsters with" : "wearing on your arm"); break;
1544 case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "運搬中の" : ((p_ptr->ryoute && p_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;
1546 case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break;
1550 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;
1552 case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "just holding" : "shooting missiles with"; break;
1556 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;
1558 case INVEN_RIGHT: p = (left_hander ? "wearing on your left hand" : "wearing on your right hand"); break;
1562 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;
1564 case INVEN_LEFT: p = (left_hander ? "wearing on your right hand" : "wearing on your left hand"); break;
1567 case INVEN_NECK: p = _("首にかけている", "wearing around your neck"); break;
1568 case INVEN_LITE: p = _("光源にしている", "using to light the way"); break;
1569 case INVEN_BODY: p = _("体に着ている", "wearing on your body"); break;
1570 case INVEN_OUTER: p = _("身にまとっている", "wearing on your back"); break;
1571 case INVEN_HEAD: p = _("頭にかぶっている", "wearing on your head"); break;
1572 case INVEN_HANDS: p = _("手につけている", "wearing on your hands"); break;
1573 case INVEN_FEET: p = _("足にはいている", "wearing on your feet"); break;
1574 default: p = _("ザックに入っている", "carrying in your pack"); break;
1577 /* Return the result */
1583 * @brief tval/sval指定のベースアイテムがプレイヤーの使用可能な魔法書かどうかを返す /
1584 * Hack: Check if a spellbook is one of the realms we can use. -- TY
1585 * @param book_tval ベースアイテムのtval
1586 * @param book_sval ベースアイテムのsval
1587 * @return 使用可能な魔法書ならばTRUEを返す。
1590 bool check_book_realm(const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval)
1592 if (book_tval < TV_LIFE_BOOK) return FALSE;
1593 if (p_ptr->pclass == CLASS_SORCERER)
1595 return is_magic(tval2realm(book_tval));
1597 else if (p_ptr->pclass == CLASS_RED_MAGE)
1599 if (is_magic(tval2realm(book_tval)))
1600 return ((book_tval == TV_ARCANE_BOOK) || (book_sval < 2));
1602 return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
1606 * @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
1607 * Check an item against the item tester info
1608 * @param o_ptr 判定を行いたいオブジェクト構造体参照ポインタ
1609 * @return item_tester_hookの参照先、その他いくつかの例外に応じてTRUE/FALSEを返す。
1611 bool item_tester_okay(object_type *o_ptr)
1613 /* Hack -- allow listing empty slots */
1614 if (item_tester_full) return (TRUE);
1616 /* Require an item */
1617 if (!o_ptr->k_idx) return (FALSE);
1619 /* Hack -- ignore "gold" */
1620 if (o_ptr->tval == TV_GOLD)
1623 extern bool show_gold_on_floor;
1625 if (!show_gold_on_floor) return (FALSE);
1628 /* Check the tval */
1629 if (item_tester_tval)
1631 /* Is it a spellbook? If so, we need a hack -- TY */
1632 if ((item_tester_tval <= TV_DEATH_BOOK) &&
1633 (item_tester_tval >= TV_LIFE_BOOK))
1634 return check_book_realm(o_ptr->tval, o_ptr->sval);
1636 if (item_tester_tval != o_ptr->tval) return (FALSE);
1639 /* Check the hook */
1640 if (item_tester_hook)
1642 if (!(*item_tester_hook)(o_ptr)) return (FALSE);
1651 * @brief 所持アイテム一覧を表示する /
1652 * Choice window "shadow" of the "show_inven()" function
1655 void display_inven(void)
1657 register int i, n, z = 0;
1659 TERM_COLOR attr = TERM_WHITE;
1661 char o_name[MAX_NLEN];
1664 Term_get_size(&wid, &hgt);
1666 /* Find the "final" slot */
1667 for (i = 0; i < INVEN_PACK; i++)
1669 o_ptr = &inventory[i];
1671 /* Skip non-objects */
1672 if (!o_ptr->k_idx) continue;
1678 /* Display the pack */
1679 for (i = 0; i < z; i++)
1681 /* Examine the item */
1682 o_ptr = &inventory[i];
1684 /* Start with an empty "index" */
1685 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
1687 /* Is this item "acceptable"? */
1688 if (item_tester_okay(o_ptr))
1690 /* Prepare an "index" */
1691 tmp_val[0] = index_to_label(i);
1693 /* Bracket the "index" --(-- */
1697 /* Display the index (or blank space) */
1698 Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
1700 /* Obtain an item description */
1701 object_desc(o_name, o_ptr, 0);
1703 /* Obtain the length of the description */
1707 attr = tval_to_attr[o_ptr->tval % 128];
1709 /* Grey out charging items */
1715 /* Display the entry itself */
1716 Term_putstr(3, i, n, attr, o_name);
1718 /* Erase the rest of the line */
1719 Term_erase(3+n, i, 255);
1721 /* Display the weight if needed */
1724 int wgt = o_ptr->weight * o_ptr->number;
1726 sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt),lbtokg2(wgt) );
1728 sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
1731 prt(tmp_val, i, wid - 9);
1735 /* Erase the rest of the window */
1736 for (i = z; i < hgt; i++)
1738 /* Erase the line */
1739 Term_erase(0, i, 255);
1746 * @brief 装備アイテム一覧を表示する /
1747 * Choice window "shadow" of the "show_equip()" function
1750 void display_equip(void)
1754 TERM_COLOR attr = TERM_WHITE;
1756 char o_name[MAX_NLEN];
1759 Term_get_size(&wid, &hgt);
1761 /* Display the equipment */
1762 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1764 /* Examine the item */
1765 o_ptr = &inventory[i];
1767 /* Start with an empty "index" */
1768 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
1770 /* Is this item "acceptable"? */
1771 if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr))
1773 /* Prepare an "index" */
1774 tmp_val[0] = index_to_label(i);
1776 /* Bracket the "index" --(-- */
1780 /* Display the index (or blank space) */
1781 Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
1783 /* Obtain an item description */
1784 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
1786 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
1791 object_desc(o_name, o_ptr, 0);
1792 attr = tval_to_attr[o_ptr->tval % 128];
1795 /* Obtain the length of the description */
1798 /* Grey out charging items */
1804 /* Display the entry itself */
1805 Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
1807 /* Erase the rest of the line */
1808 Term_erase(3+n, i - INVEN_RARM, 255);
1810 /* Display the weight (if needed) */
1813 int wgt = o_ptr->weight * o_ptr->number;
1815 sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
1817 sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
1820 prt(tmp_val, i - INVEN_RARM, wid - (show_labels ? 28 : 9));
1823 /* Display the slot description (if needed) */
1826 Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- ");
1827 prt(mention_use(i), i - INVEN_RARM, wid - 15);
1831 /* Erase the rest of the window */
1832 for (i = INVEN_TOTAL - INVEN_RARM; i < hgt; i++)
1834 /* Clear that line */
1835 Term_erase(0, i, 255);
1841 * @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 /
1842 * Find the "first" inventory object with the given "tag".
1843 * @param cp 対応するタグIDを与える参照ポインタ
1844 * @param tag 該当するオブジェクトがあるかを調べたいタグ
1845 * @param mode 所持、装備の切り替え
1846 * @return タグに該当するオブジェクトがあるならTRUEを返す
1848 * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
1849 * inscription of an object. Alphabetical characters don't work as a\n
1850 * tag in this form.\n
1852 * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
1853 * and "x" is the "current" command_cmd code.\n
1855 static bool get_tag(COMMAND_CODE *cp, char tag, BIT_FLAGS mode)
1858 COMMAND_CODE start, end;
1861 /* Extract index from mode */
1866 end = INVEN_TOTAL - 1;
1871 end = INVEN_PACK - 1;
1878 /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
1880 /* Check every inventory object */
1881 for (i = start; i <= end; i++)
1883 object_type *o_ptr = &inventory[i];
1885 /* Skip non-objects */
1886 if (!o_ptr->k_idx) continue;
1888 /* Skip empty inscriptions */
1889 if (!o_ptr->inscription) continue;
1891 /* Skip non-choice */
1892 if (!item_tester_okay(o_ptr)) continue;
1895 s = my_strchr(quark_str(o_ptr->inscription), '@');
1897 /* Process all tags */
1900 /* Check the special tags */
1901 if ((s[1] == command_cmd) && (s[2] == tag))
1903 /* Save the actual inventory ID */
1910 /* Find another '@' */
1911 s = my_strchr(s + 1, '@');
1916 /**** Find a tag in the form of {@#} (allows only numerals) ***/
1918 /* Don't allow {@#} with '#' being alphabet */
1919 if (tag < '0' || '9' < tag)
1925 /* Check every object */
1926 for (i = start; i <= end; i++)
1928 object_type *o_ptr = &inventory[i];
1930 /* Skip non-objects */
1931 if (!o_ptr->k_idx) continue;
1933 /* Skip empty inscriptions */
1934 if (!o_ptr->inscription) continue;
1936 /* Skip non-choice */
1937 if (!item_tester_okay(o_ptr)) continue;
1940 s = my_strchr(quark_str(o_ptr->inscription), '@');
1942 /* Process all tags */
1945 /* Check the normal tags */
1948 /* Save the actual inventory ID */
1955 /* Find another '@' */
1956 s = my_strchr(s + 1, '@');
1966 * @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 /
1967 * Find the "first" inventory object with the given "tag".
1968 * @param cp 対応するタグIDを与える参照ポインタ
1969 * @param tag 該当するオブジェクトがあるかを調べたいタグ
1970 * @param floor_list 床上アイテムの配列
1971 * @param floor_num 床上アイテムの配列ID
1972 * @return タグに該当するオブジェクトがあるならTRUEを返す
1974 * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
1975 * inscription of an object. Alphabetical characters don't work as a\n
1976 * tag in this form.\n
1978 * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
1979 * and "x" is the "current" command_cmd code.\n
1981 static bool get_tag_floor(COMMAND_CODE *cp, char tag, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num)
1986 /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
1988 /* Check every object in the grid */
1989 for (i = 0; i < floor_num && i < 23; i++)
1991 object_type *o_ptr = &o_list[floor_list[i]];
1993 /* Skip empty inscriptions */
1994 if (!o_ptr->inscription) continue;
1997 s = my_strchr(quark_str(o_ptr->inscription), '@');
1999 /* Process all tags */
2002 /* Check the special tags */
2003 if ((s[1] == command_cmd) && (s[2] == tag))
2005 /* Save the actual floor object ID */
2012 /* Find another '@' */
2013 s = my_strchr(s + 1, '@');
2018 /**** Find a tag in the form of {@#} (allows only numerals) ***/
2020 /* Don't allow {@#} with '#' being alphabet */
2021 if (tag < '0' || '9' < tag)
2027 /* Check every object in the grid */
2028 for (i = 0; i < floor_num && i < 23; i++)
2030 object_type *o_ptr = &o_list[floor_list[i]];
2032 /* Skip empty inscriptions */
2033 if (!o_ptr->inscription) continue;
2036 s = my_strchr(quark_str(o_ptr->inscription), '@');
2038 /* Process all tags */
2041 /* Check the normal tags */
2044 /* Save the floor object ID */
2051 /* Find another '@' */
2052 s = my_strchr(s + 1, '@');
2062 * @brief タグIDにあわせてタグアルファベットのリストを返す /
2063 * Move around label characters with correspond tags
2064 * @param label ラベルリストを取得する文字列参照ポインタ
2065 * @param mode 所持品リストか装備品リストかの切り替え
2068 static void prepare_label_string(char *label, BIT_FLAGS mode)
2070 cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2071 int offset = (mode == USE_EQUIP) ? INVEN_RARM : 0;
2074 /* Prepare normal labels */
2075 strcpy(label, alphabet_chars);
2077 /* Move each label */
2078 for (i = 0; i < 52; i++)
2081 char c = alphabet_chars[i];
2083 /* Find a tag with this label */
2084 if (get_tag(&index, c, mode))
2086 /* Delete the overwritten label */
2087 if (label[i] == c) label[i] = ' ';
2089 /* Move the label to the place of corresponding tag */
2090 label[index - offset] = c;
2097 * @brief タグIDにあわせてタグアルファベットのリストを返す(床上アイテム用) /
2098 * Move around label characters with correspond tags (floor version)
2099 * @param label ラベルリストを取得する文字列参照ポインタ
2100 * @param floor_list 床上アイテムの配列
2101 * @param floor_num 床上アイテムの配列ID
2106 static void prepare_label_string_floor(char *label, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num)
2108 cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2111 /* Prepare normal labels */
2112 strcpy(label, alphabet_chars);
2114 /* Move each label */
2115 for (i = 0; i < 52; i++)
2118 char c = alphabet_chars[i];
2120 /* Find a tag with this label */
2121 if (get_tag_floor(&index, c, floor_list, floor_num))
2123 /* Delete the overwritten label */
2124 if (label[i] == c) label[i] = ' ';
2126 /* Move the label to the place of corresponding tag */
2134 * @brief 所持アイテムの表示を行う /
2135 * Display the inventory.
2136 * @param target_item アイテムの選択処理を行うか否か。
2137 * @return 選択したアイテムのタグ
2139 * Hack -- do not display "trailing" empty slots
2141 COMMAND_CODE show_inven(int target_item)
2145 int col, cur_col, len;
2147 char o_name[MAX_NLEN];
2149 COMMAND_CODE out_index[23];
2150 TERM_COLOR out_color[23];
2151 char out_desc[23][MAX_NLEN];
2152 COMMAND_CODE target_item_label = 0;
2154 char inven_label[52 + 1];
2156 /* Starting column */
2159 Term_get_size(&wid, &hgt);
2161 /* Default "max-length" */
2162 len = wid - col - 1;
2165 /* Find the "final" slot */
2166 for (i = 0; i < INVEN_PACK; i++)
2168 o_ptr = &inventory[i];
2170 /* Skip non-objects */
2171 if (!o_ptr->k_idx) continue;
2177 prepare_label_string(inven_label, USE_INVEN);
2179 /* Display the inventory */
2180 for (k = 0, i = 0; i < z; i++)
2182 o_ptr = &inventory[i];
2184 /* Is this item acceptable? */
2185 if (!item_tester_okay(o_ptr)) continue;
2187 object_desc(o_name, o_ptr, 0);
2189 /* Save the object index, color, and description */
2191 out_color[k] = tval_to_attr[o_ptr->tval % 128];
2193 /* Grey out charging items */
2196 out_color[k] = TERM_L_DARK;
2199 (void)strcpy(out_desc[k], o_name);
2201 /* Find the predicted "line length" */
2202 l = strlen(out_desc[k]) + 5;
2204 /* Be sure to account for the weight */
2205 if (show_weights) l += 9;
2207 /* Account for icon if displayed */
2208 if (show_item_graph)
2211 if (use_bigtile) l++;
2214 /* Maintain the maximum length */
2215 if (l > len) len = l;
2217 /* Advance to next "line" */
2221 /* Find the column to start in */
2222 col = (len > wid - 4) ? 0 : (wid - len - 1);
2224 /* Output each entry */
2225 for (j = 0; j < k; j++)
2230 o_ptr = &inventory[i];
2232 /* Clear the line */
2233 prt("", j + 1, col ? col - 2 : col);
2235 if (use_menu && target_item)
2237 if (j == (target_item-1))
2239 strcpy(tmp_val, _("》", "> "));
2240 target_item_label = i;
2242 else strcpy(tmp_val, " ");
2244 else if (i <= INVEN_PACK)
2246 /* Prepare an index --(-- */
2247 sprintf(tmp_val, "%c)", inven_label[i]);
2251 /* Prepare an index --(-- */
2252 sprintf(tmp_val, "%c)", index_to_label(i));
2255 /* Clear the line with the (possibly indented) index */
2256 put_str(tmp_val, j + 1, col);
2260 /* Display graphics for object, if desired */
2261 if (show_item_graph)
2263 byte a = object_attr(o_ptr);
2264 char c = object_char(o_ptr);
2265 Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2266 if (use_bigtile) cur_col++;
2272 /* Display the entry itself */
2273 c_put_str(out_color[j], out_desc[j], j + 1, cur_col);
2275 /* Display the weight if needed */
2278 int wgt = o_ptr->weight * o_ptr->number;
2280 (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2282 (void)sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
2285 prt(tmp_val, j + 1, wid - 9);
2289 /* Make a "shadow" below the list (only if needed) */
2290 if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2292 /* Save the new column */
2295 return target_item_label;
2300 * @brief 装備アイテムの表示を行う /
2301 * Display the equipment.
2302 * @param target_item アイテムの選択処理を行うか否か。
2303 * @return 選択したアイテムのタグ
2305 COMMAND_CODE show_equip(int target_item)
2309 int col, cur_col, len;
2312 char o_name[MAX_NLEN];
2313 COMMAND_CODE out_index[23];
2314 TERM_COLOR out_color[23];
2315 char out_desc[23][MAX_NLEN];
2316 COMMAND_CODE target_item_label = 0;
2318 char equip_label[52 + 1];
2320 /* Starting column */
2323 Term_get_size(&wid, &hgt);
2325 /* Maximal length */
2326 len = wid - col - 1;
2329 /* Scan the equipment list */
2330 for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2332 o_ptr = &inventory[i];
2334 /* Is this item acceptable? */
2335 if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr)) &&
2336 (!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) ||
2337 item_tester_no_ryoute)) continue;
2340 object_desc(o_name, o_ptr, 0);
2342 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
2344 (void)strcpy(out_desc[k],_("(武器を両手持ち)", "(wielding with two-hands)"));
2345 out_color[k] = TERM_WHITE;
2349 (void)strcpy(out_desc[k], o_name);
2350 out_color[k] = tval_to_attr[o_ptr->tval % 128];
2354 /* Grey out charging items */
2357 out_color[k] = TERM_L_DARK;
2360 /* Extract the maximal length (see below) */
2362 l = strlen(out_desc[k]) + (2 + 1);
2364 l = strlen(out_desc[k]) + (2 + 3);
2368 /* Increase length for labels (if needed) */
2370 if (show_labels) l += (7 + 2);
2372 if (show_labels) l += (14 + 2);
2376 /* Increase length for weight (if needed) */
2377 if (show_weights) l += 9;
2379 if (show_item_graph) l += 2;
2381 /* Maintain the max-length */
2382 if (l > len) len = l;
2384 /* Advance the entry */
2388 /* Hack -- Find a column to start in */
2390 col = (len > wid - 6) ? 0 : (wid - len - 1);
2392 col = (len > wid - 4) ? 0 : (wid - len - 1);
2395 prepare_label_string(equip_label, USE_EQUIP);
2397 /* Output each entry */
2398 for (j = 0; j < k; j++)
2403 o_ptr = &inventory[i];
2405 /* Clear the line */
2406 prt("", j + 1, col ? col - 2 : col);
2408 if (use_menu && target_item)
2410 if (j == (target_item-1))
2412 strcpy(tmp_val, _("》", "> "));
2413 target_item_label = i;
2415 else strcpy(tmp_val, " ");
2417 else if (i >= INVEN_RARM)
2419 /* Prepare an index --(-- */
2420 sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
2424 /* Prepare an index --(-- */
2425 sprintf(tmp_val, "%c)", index_to_label(i));
2428 /* Clear the line with the (possibly indented) index */
2429 put_str(tmp_val, j+1, col);
2433 /* Display graphics for object, if desired */
2434 if (show_item_graph)
2436 byte a = object_attr(o_ptr);
2437 char c = object_char(o_ptr);
2438 Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2439 if (use_bigtile) cur_col++;
2447 /* Mention the use */
2448 (void)sprintf(tmp_val, _("%-7s: ", "%-14s: "), mention_use(i));
2450 put_str(tmp_val, j+1, cur_col);
2452 /* Display the entry itself */
2453 c_put_str(out_color[j], out_desc[j], j+1, _(cur_col + 9, cur_col + 16));
2459 /* Display the entry itself */
2460 c_put_str(out_color[j], out_desc[j], j+1, cur_col);
2463 /* Display the weight if needed */
2466 int wgt = o_ptr->weight * o_ptr->number;
2468 (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2470 (void)sprintf(tmp_val, "%3d.%d lb", wgt / 10, wgt % 10);
2473 prt(tmp_val, j + 1, wid - 9);
2477 /* Make a "shadow" below the list (only if needed) */
2478 if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2480 /* Save the new column */
2483 return target_item_label;
2487 * @brief サブウィンドウに所持品、装備品リストの表示を行う /
2488 * Flip "inven" and "equip" in any sub-windows
2491 void toggle_inven_equip(void)
2496 for (j = 0; j < 8; j++)
2499 if (!angband_term[j]) continue;
2501 /* Flip inven to equip */
2502 if (window_flag[j] & (PW_INVEN))
2505 window_flag[j] &= ~(PW_INVEN);
2506 window_flag[j] |= (PW_EQUIP);
2508 p_ptr->window |= (PW_EQUIP);
2511 /* Flip inven to equip */
2512 else if (window_flag[j] & (PW_EQUIP))
2515 window_flag[j] &= ~(PW_EQUIP);
2516 window_flag[j] |= (PW_INVEN);
2518 p_ptr->window |= (PW_INVEN);
2524 * @brief 選択したアイテムの確認処理の補助 /
2525 * Verify the choice of an item.
2526 * @param prompt メッセージ表示の一部
2527 * @param item 選択アイテムID
2528 * @return 確認がYesならTRUEを返す。
2529 * @details The item can be negative to mean "item on floor".
2531 static bool verify(cptr prompt, INVENTORY_IDX item)
2533 char o_name[MAX_NLEN];
2534 char out_val[MAX_NLEN+20];
2541 o_ptr = &inventory[item];
2547 o_ptr = &o_list[0 - item];
2549 object_desc(o_name, o_ptr, 0);
2552 (void)sprintf(out_val, _("%s%sですか? ", "%s %s? "), prompt, o_name);
2555 return (get_check(out_val));
2560 * @brief 選択したアイテムの確認処理のメインルーチン /
2561 * @param item 選択アイテムID
2562 * @return 確認がYesならTRUEを返す。
2563 * @details The item can be negative to mean "item on floor".
2564 * Hack -- allow user to "prevent" certain choices
2566 static bool get_item_allow(INVENTORY_IDX item)
2572 if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
2577 o_ptr = &inventory[item];
2583 o_ptr = &o_list[0 - item];
2586 /* No inscription */
2587 if (!o_ptr->inscription) return (TRUE);
2590 s = my_strchr(quark_str(o_ptr->inscription), '!');
2592 /* Process preventions */
2595 /* Check the "restriction" */
2596 if ((s[1] == command_cmd) || (s[1] == '*'))
2598 /* Verify the choice */
2599 if (!verify(_("本当に", "Really try"), item)) return (FALSE);
2602 /* Find another '!' */
2603 s = my_strchr(s + 1, '!');
2612 * @brief プレイヤーの所持/装備オブジェクトが正規のものかを返す /
2613 * Auxiliary function for "get_item()" -- test an index
2615 * @return 正規のIDならばTRUEを返す。
2617 static bool get_item_okay(OBJECT_IDX i)
2620 if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
2622 if (select_ring_slot) return is_ring_slot(i);
2624 /* Verify the item */
2625 if (!item_tester_okay(&inventory[i])) return (FALSE);
2632 * @brief プレイヤーがオブジェクトを拾うことができる状態かを返す /
2633 * Determine whether get_item() can get some item or not
2634 * @return アイテムを拾えるならばTRUEを返す。
2635 * @details assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
2637 bool can_get_item(void)
2640 OBJECT_IDX floor_list[23];
2641 ITEM_NUMBER floor_num = 0;
2643 for (j = 0; j < INVEN_TOTAL; j++)
2644 if (item_tester_okay(&inventory[j]))
2647 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
2655 * @brief オブジェクト選択の汎用関数 /
2656 * Let the user select an item, save its "index"
2657 * @param cp 選択したオブジェクトのIDを返す。
2658 * @param pmt 選択目的のメッセージ
2659 * @param str 選択できるオブジェクトがない場合のキャンセルメッセージ
2660 * @param mode オプションフラグ
2661 * @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。/
2662 * Return TRUE only if an acceptable item was chosen by the user.\n
2664 * The selected item must satisfy the "item_tester_hook()" function,\n
2665 * if that hook is set, and the "item_tester_tval", if that value is set.\n
2667 * All "item_tester" restrictions are cleared before this function returns.\n
2669 * The user is allowed to choose acceptable items from the equipment,\n
2670 * inventory, or floor, respectively, if the proper flag was given,\n
2671 * and there are any acceptable items in that location.\n
2673 * The equipment or inventory are displayed (even if no acceptable\n
2674 * items are in that location) if the proper flag was given.\n
2676 * If there are no acceptable items available anywhere, and "str" is\n
2677 * not NULL, then it will be used as the text of a warning message\n
2678 * before the function returns.\n
2680 * Note that the user must press "-" to specify the item on the floor,\n
2681 * and there is no way to "examine" the item on the floor, while the\n
2682 * use of "capital" letters will "examine" an inventory/equipment item,\n
2683 * and prompt for its use.\n
2685 * If a legal item is selected from the inventory, we save it in "cp"\n
2686 * directly (0 to 35), and return TRUE.\n
2688 * If a legal item is selected from the floor, we save it in "cp" as\n
2689 * a negative (-1 to -511), and return TRUE.\n
2691 * If no item is available, we do nothing to "cp", and we display a\n
2692 * warning message, using "str" if available, and return FALSE.\n
2694 * If no item is selected, we do nothing to "cp", and return FALSE.\n
2696 * Global "p_ptr->command_new" is used when viewing the inventory or equipment\n
2697 * to allow the user to enter a command while viewing those screens, and\n
2698 * also to induce "auto-enter" of stores, and other such stuff.\n
2700 * Global "p_ptr->command_see" may be set before calling this function to start\n
2701 * out in "browse" mode. It is cleared before this function returns.\n
2703 * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.\n
2704 * If it is TRUE then we are viewing inventory, else equipment.\n
2706 * We always erase the prompt when we are done, leaving a blank line,\n
2707 * or a warning message, if appropriate, if no items are available.\n
2709 bool get_item(OBJECT_IDX *cp, cptr pmt, cptr str, BIT_FLAGS mode)
2711 OBJECT_IDX this_o_idx, next_o_idx = 0;
2728 bool allow_floor = FALSE;
2730 bool toggle = FALSE;
2736 extern bool select_the_force;
2738 int menu_line = (use_menu ? 1 : 0);
2742 static char prev_tag = '\0';
2743 char cur_tag = '\0';
2745 if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
2748 if (mode & USE_EQUIP) equip = TRUE;
2749 if (mode & USE_INVEN) inven = TRUE;
2750 if (mode & USE_FLOOR) floor = TRUE;
2752 /* Get the item index */
2753 if (repeat_pull(cp))
2756 if (select_the_force && (*cp == INVEN_FORCE))
2758 item_tester_tval = 0;
2759 item_tester_hook = NULL;
2760 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2765 else if (floor && (*cp < 0))
2772 /* Acquire object */
2775 /* Validate the item */
2776 if (item_tester_okay(o_ptr))
2778 /* Forget restrictions */
2779 item_tester_tval = 0;
2780 item_tester_hook = NULL;
2781 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2788 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
2789 (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
2791 if (prev_tag && command_cmd)
2793 /* Look up the tag and validate the item */
2794 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
2795 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
2796 else if (!get_item_okay(k)) /* Reject */;
2799 /* Accept that choice */
2802 /* Forget restrictions */
2803 item_tester_tval = 0;
2804 item_tester_hook = NULL;
2805 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2811 prev_tag = '\0'; /* prev_tag is no longer effective */
2814 /* Verify the item */
2815 else if (get_item_okay(*cp))
2817 /* Forget restrictions */
2818 item_tester_tval = 0;
2819 item_tester_hook = NULL;
2820 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2836 /* No item selected */
2840 /* Full inventory */
2842 i2 = INVEN_PACK - 1;
2844 /* Forbid inventory */
2845 if (!inven) i2 = -1;
2848 for (j = 0; j < INVEN_PACK; j++)
2849 if (item_tester_okay(&inventory[j])) max_inven++;
2852 /* Restrict inventory indexes */
2853 while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
2854 while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
2857 /* Full equipment */
2859 e2 = INVEN_TOTAL - 1;
2861 /* Forbid equipment */
2862 if (!equip) e2 = -1;
2865 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
2866 if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
2867 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
2870 /* Restrict equipment indexes */
2871 while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
2872 while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
2874 if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
2878 if (e2 < INVEN_LARM) e2 = INVEN_LARM;
2880 else if (p_ptr->hidarite) e1 = INVEN_RARM;
2884 /* Restrict floor usage */
2887 /* Scan all objects in the grid */
2888 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2892 /* Acquire object */
2893 o_ptr = &o_list[this_o_idx];
2895 /* Acquire next object */
2896 next_o_idx = o_ptr->next_o_idx;
2898 /* Accept the item on the floor if legal */
2899 if (item_tester_okay(o_ptr) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
2903 /* Require at least one legal choice */
2904 if (!allow_floor && (i1 > i2) && (e1 > e2))
2906 /* Cancel p_ptr->command_see */
2907 command_see = FALSE;
2913 if (select_the_force) {
2919 /* Analyze choices */
2922 /* Hack -- Start on equipment if requested */
2923 if (command_see && command_wrk && equip)
2928 /* Use inventory if allowed */
2931 command_wrk = FALSE;
2934 /* Use equipment if allowed */
2940 /* Use inventory for floor */
2943 command_wrk = FALSE;
2949 * 追加オプション(always_show_list)が設定されている場合は常に一覧を表示する
2951 if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
2953 /* Hack -- start out in "display" mode */
2961 /* Repeat until done */
2964 COMMAND_CODE get_item_label = 0;
2971 for (j = 0; j < 8; j++)
2974 if (!angband_term[j]) continue;
2976 /* Count windows displaying inven */
2977 if (window_flag[j] & (PW_INVEN)) ni++;
2979 /* Count windows displaying equip */
2980 if (window_flag[j] & (PW_EQUIP)) ne++;
2983 /* Toggle if needed */
2984 if ((command_wrk && ni && !ne) ||
2985 (!command_wrk && !ni && ne))
2988 toggle_inven_equip();
2995 p_ptr->window |= (PW_INVEN | PW_EQUIP);
2997 /* Redraw windows */
3001 /* Inventory screen */
3004 /* Redraw if needed */
3005 if (command_see) get_item_label = show_inven(menu_line);
3008 /* Equipment screen */
3011 /* Redraw if needed */
3012 if (command_see) get_item_label = show_equip(menu_line);
3015 /* Viewing inventory */
3018 /* Begin the prompt */
3019 sprintf(out_val, _("持ち物:", "Inven:"));
3021 /* Some legal items */
3022 if ((i1 <= i2) && !use_menu)
3024 /* Build the prompt */
3025 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
3026 index_to_label(i1), index_to_label(i2));
3029 strcat(out_val, tmp_val);
3032 /* Indicate ability to "view" */
3033 if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
3037 if (equip) strcat(out_val, format(" %s 装備品,", use_menu ? "'4'or'6'" : "'/'"));
3039 if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/"));
3043 /* Viewing equipment */
3046 /* Begin the prompt */
3047 sprintf(out_val, _("装備品:", "Equip:"));
3049 /* Some legal items */
3050 if ((e1 <= e2) && !use_menu)
3052 /* Build the prompt */
3053 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
3054 index_to_label(e1), index_to_label(e2));
3057 strcat(out_val, tmp_val);
3060 /* Indicate ability to "view" */
3061 if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
3065 if (inven) strcat(out_val, format(" %s 持ち物,", use_menu ? "'4'or'6'" : "'/'"));
3067 if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'"));
3071 /* Indicate legality of the "floor" item */
3072 if (allow_floor) strcat(out_val, _(" '-'床上,", " - for floor,"));
3073 if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
3075 /* Finish the prompt */
3076 strcat(out_val, " ESC");
3078 /* Build the prompt */
3079 sprintf(tmp_val, "(%s) %s", out_val, pmt);
3081 /* Show the prompt */
3089 int max_line = (command_wrk ? max_equip : max_inven);
3105 menu_line += (max_line - 1);
3124 /* Verify legality */
3125 if (!inven || !equip)
3131 /* Hack -- Fix screen */
3141 /* Switch inven/equip */
3142 command_wrk = !command_wrk;
3143 max_line = (command_wrk ? max_equip : max_inven);
3144 if (menu_line > max_line) menu_line = max_line;
3146 /* Need to redraw */
3155 if (command_wrk == USE_FLOOR)
3158 (*cp) = -get_item_label;
3162 /* Validate the item */
3163 if (!get_item_okay(get_item_label))
3169 /* Allow player to "refuse" certain actions */
3170 if (!get_item_allow(get_item_label))
3176 /* Accept that choice */
3177 (*cp) = get_item_label;
3186 if (select_the_force) {
3194 if (menu_line > max_line) menu_line -= max_line;
3215 command_see = FALSE;
3235 /* Verify legality */
3236 if (!inven || !equip)
3242 /* Hack -- Fix screen */
3252 /* Switch inven/equip */
3253 command_wrk = !command_wrk;
3255 /* Need to redraw */
3261 /* Use floor item */
3264 /* Scan all objects in the grid */
3265 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3269 /* Acquire object */
3270 o_ptr = &o_list[this_o_idx];
3272 /* Acquire next object */
3273 next_o_idx = o_ptr->next_o_idx;
3275 /* Validate the item */
3276 if (!item_tester_okay(o_ptr)) continue;
3281 /* Verify the item (if required) */
3282 if (other_query_flag && !verify(_("本当に", "Try"), k)) continue;
3284 /* Allow player to "refuse" certain actions */
3285 if (!get_item_allow(k)) continue;
3287 /* Accept that choice */
3303 case '1': case '2': case '3':
3304 case '4': case '5': case '6':
3305 case '7': case '8': case '9':
3307 /* Look up the tag */
3308 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3314 /* Hack -- Validate the item */
3315 if ((k < INVEN_RARM) ? !inven : !equip)
3321 /* Validate the item */
3322 if (!get_item_okay(k))
3328 /* Allow player to "refuse" certain actions */
3329 if (!get_item_allow(k))
3335 /* Accept that choice */
3347 /* Choose "default" inventory item */
3350 k = ((i1 == i2) ? i1 : -1);
3353 /* Choose "default" equipment item */
3356 k = ((e1 == e2) ? e1 : -1);
3359 /* Validate the item */
3360 if (!get_item_okay(k))
3366 /* Allow player to "refuse" certain actions */
3367 if (!get_item_allow(k))
3373 /* Accept that choice */
3383 if (select_the_force) {
3396 bool not_found = FALSE;
3398 /* Look up the alphabetical tag */
3399 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3404 /* Hack -- Validate the item */
3405 else if ((k < INVEN_RARM) ? !inven : !equip)
3410 /* Validate the item */
3411 else if (!get_item_okay(k))
3418 /* Accept that choice */
3426 /* Extract "query" setting */
3427 ver = isupper(which);
3428 which = (char)tolower(which);
3430 /* Convert letter to inventory index */
3433 if (which == '(') k = i1;
3434 else if (which == ')') k = i2;
3435 else k = label_to_inven(which);
3438 /* Convert letter to equipment index */
3441 if (which == '(') k = e1;
3442 else if (which == ')') k = e2;
3443 else k = label_to_equip(which);
3446 /* Validate the item */
3447 if (!get_item_okay(k))
3453 /* Verify the item */
3454 if (ver && !verify(_("本当に", "Try"), k))
3460 /* Allow player to "refuse" certain actions */
3461 if (!get_item_allow(k))
3467 /* Accept that choice */
3478 /* Fix the screen if necessary */
3484 /* Hack -- Cancel "display" */
3485 command_see = FALSE;
3489 /* Forget the item_tester_tval restriction */
3490 item_tester_tval = 0;
3492 item_tester_no_ryoute = FALSE;
3494 /* Forget the item_tester_hook restriction */
3495 item_tester_hook = NULL;
3498 /* Clean up 'show choices' */
3499 /* Toggle again if needed */
3500 if (toggle) toggle_inven_equip();
3503 p_ptr->window |= (PW_INVEN | PW_EQUIP);
3508 /* Clear the prompt line */
3511 /* Warning if needed */
3512 if (oops && str) msg_print(str);
3517 if (command_cmd) prev_tag = cur_tag;
3518 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3524 * @brief 床下に落ちているオブジェクトの数を返す / scan_floor
3525 * @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
3526 * @param y 走査するフロアのY座標
3527 * @param x 走査するフロアのX座標
3528 * @param mode オプションフラグ
3529 * @return 対象のマスに落ちているアイテム数
3531 * Return a list of o_list[] indexes of items at the given cave
3532 * location. Valid flags are:
3534 * mode & 0x01 -- Item tester
3535 * mode & 0x02 -- Marked items only
3536 * mode & 0x04 -- Stop after first
3538 ITEM_NUMBER scan_floor(OBJECT_IDX *items, POSITION y, POSITION x, BIT_FLAGS mode)
3540 OBJECT_IDX this_o_idx, next_o_idx;
3542 ITEM_NUMBER num = 0;
3545 if (!in_bounds(y, x)) return 0;
3547 /* Scan all objects in the grid */
3548 for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3552 /* Acquire object */
3553 o_ptr = &o_list[this_o_idx];
3555 /* Acquire next object */
3556 next_o_idx = o_ptr->next_o_idx;
3559 if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
3562 if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue;
3564 /* Accept this item */
3565 /* XXX Hack -- Enforce limit */
3567 items[num] = this_o_idx;
3572 if (mode & 0x04) break;
3579 * @brief 床下に落ちているアイテムの一覧を返す / Display a list of the items on the floor at the given location.
3580 * @param target_item カーソルの初期値
3581 * @param y 走査するフロアのY座標
3582 * @param x 走査するフロアのX座標
3583 * @param min_width 表示の長さ
3584 * @return 選択したアイテムの添え字
3587 COMMAND_CODE show_floor(int target_item, POSITION y, POSITION x, TERM_LEN *min_width)
3595 char o_name[MAX_NLEN];
3598 COMMAND_CODE out_index[23];
3599 TERM_COLOR out_color[23];
3600 char out_desc[23][MAX_NLEN];
3601 COMMAND_CODE target_item_label = 0;
3603 OBJECT_IDX floor_list[23];
3604 ITEM_NUMBER floor_num;
3606 char floor_label[52 + 1];
3608 bool dont_need_to_show_weights = TRUE;
3610 Term_get_size(&wid, &hgt);
3612 /* Default length */
3613 len = MAX((*min_width), 20);
3615 /* Scan for objects in the grid, using item_tester_okay() */
3616 floor_num = scan_floor(floor_list, y, x, 0x03);
3618 /* Display the floor objects */
3619 for (k = 0, i = 0; i < floor_num && i < 23; i++)
3621 o_ptr = &o_list[floor_list[i]];
3623 object_desc(o_name, o_ptr, 0);
3625 /* Save the index */
3628 /* Acquire inventory color */
3629 out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
3631 /* Save the object description */
3632 strcpy(out_desc[k], o_name);
3634 /* Find the predicted "line length" */
3635 l = strlen(out_desc[k]) + 5;
3637 /* Be sure to account for the weight */
3638 if (show_weights) l += 9;
3640 if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE;
3642 /* Maintain the maximum length */
3643 if (l > len) len = l;
3645 /* Advance to next "line" */
3649 if (show_weights && dont_need_to_show_weights) len -= 9;
3654 /* Find the column to start in */
3655 col = (len > wid - 4) ? 0 : (wid - len - 1);
3657 prepare_label_string_floor(floor_label, floor_list, floor_num);
3659 /* Output each entry */
3660 for (j = 0; j < k; j++)
3663 m = floor_list[out_index[j]];
3667 /* Clear the line */
3668 prt("", j + 1, col ? col - 2 : col);
3670 if (use_menu && target_item)
3672 if (j == (target_item-1))
3674 strcpy(tmp_val, _("》", "> "));
3675 target_item_label = m;
3677 else strcpy(tmp_val, " ");
3681 /* Prepare an index --(-- */
3682 sprintf(tmp_val, "%c)", floor_label[j]);
3685 /* Clear the line with the (possibly indented) index */
3686 put_str(tmp_val, j + 1, col);
3688 /* Display the entry itself */
3689 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
3691 /* Display the weight if needed */
3692 if (show_weights && (o_ptr->tval != TV_GOLD))
3694 int wgt = o_ptr->weight * o_ptr->number;
3696 sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
3698 sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
3701 prt(tmp_val, j + 1, wid - 9);
3705 /* Make a "shadow" below the list (only if needed) */
3706 if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
3708 return target_item_label;
3712 * @brief オブジェクト選択の汎用関数(床上アイテム用) /
3713 * Let the user select an item, save its "index"
3714 * @param cp 選択したオブジェクトのIDを返す。
3715 * @param pmt 選択目的のメッセージ
3716 * @param str 選択できるオブジェクトがない場合のキャンセルメッセージ
3717 * @param mode オプションフラグ
3718 * @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。/
3720 bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, BIT_FLAGS mode)
3722 char n1 = ' ', n2 = ' ', which = ' ';
3725 COMMAND_CODE i1, i2;
3726 COMMAND_CODE e1, e2;
3734 bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
3735 bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
3736 bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
3738 bool allow_equip = FALSE;
3739 bool allow_inven = FALSE;
3740 bool allow_floor = FALSE;
3742 bool toggle = FALSE;
3747 ITEM_NUMBER floor_num;
3748 OBJECT_IDX floor_list[23];
3750 TERM_LEN min_width = 0;
3752 extern bool select_the_force;
3754 int menu_line = (use_menu ? 1 : 0);
3758 static char prev_tag = '\0';
3759 char cur_tag = '\0';
3761 /* Get the item index */
3762 if (repeat_pull(cp))
3765 if (select_the_force && (*cp == INVEN_FORCE))
3767 item_tester_tval = 0;
3768 item_tester_hook = NULL;
3769 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3774 else if (floor && (*cp < 0))
3776 if (prev_tag && command_cmd)
3778 /* Scan all objects in the grid */
3779 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3781 /* Look up the tag */
3782 if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
3784 /* Accept that choice */
3785 (*cp) = 0 - floor_list[k];
3787 /* Forget restrictions */
3788 item_tester_tval = 0;
3789 item_tester_hook = NULL;
3790 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3796 prev_tag = '\0'; /* prev_tag is no longer effective */
3799 /* Validate the item */
3800 else if (item_tester_okay(&o_list[0 - (*cp)]))
3802 /* Forget restrictions */
3803 item_tester_tval = 0;
3804 item_tester_hook = NULL;
3805 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3812 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
3813 (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
3815 if (prev_tag && command_cmd)
3817 /* Look up the tag and validate the item */
3818 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
3819 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
3820 else if (!get_item_okay(k)) /* Reject */;
3823 /* Accept that choice */
3826 /* Forget restrictions */
3827 item_tester_tval = 0;
3828 item_tester_hook = NULL;
3829 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3835 prev_tag = '\0'; /* prev_tag is no longer effective */
3838 /* Verify the item */
3839 else if (get_item_okay(*cp))
3841 /* Forget restrictions */
3842 item_tester_tval = 0;
3843 item_tester_hook = NULL;
3844 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3860 /* No item selected */
3864 /* Full inventory */
3866 i2 = INVEN_PACK - 1;
3868 /* Forbid inventory */
3869 if (!inven) i2 = -1;
3872 for (j = 0; j < INVEN_PACK; j++)
3873 if (item_tester_okay(&inventory[j])) max_inven++;
3876 /* Restrict inventory indexes */
3877 while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
3878 while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
3881 /* Full equipment */
3883 e2 = INVEN_TOTAL - 1;
3885 /* Forbid equipment */
3886 if (!equip) e2 = -1;
3889 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
3890 if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
3891 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
3894 /* Restrict equipment indexes */
3895 while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
3896 while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
3898 if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
3902 if (e2 < INVEN_LARM) e2 = INVEN_LARM;
3904 else if (p_ptr->hidarite) e1 = INVEN_RARM;
3908 /* Count "okay" floor items */
3911 /* Restrict floor usage */
3914 /* Scan all objects in the grid */
3915 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3918 /* Accept inventory */
3919 if (i1 <= i2) allow_inven = TRUE;
3921 /* Accept equipment */
3922 if (e1 <= e2) allow_equip = TRUE;
3925 if (floor_num) allow_floor = TRUE;
3927 /* Require at least one legal choice */
3928 if (!allow_inven && !allow_equip && !allow_floor)
3930 /* Cancel p_ptr->command_see */
3931 command_see = FALSE;
3937 if (select_the_force) {
3943 /* Analyze choices */
3946 /* Hack -- Start on equipment if requested */
3947 if (command_see && (command_wrk == (USE_EQUIP))
3950 command_wrk = (USE_EQUIP);
3953 /* Use inventory if allowed */
3954 else if (allow_inven)
3956 command_wrk = (USE_INVEN);
3959 /* Use equipment if allowed */
3960 else if (allow_equip)
3962 command_wrk = (USE_EQUIP);
3965 /* Use floor if allowed */
3966 else if (allow_floor)
3968 command_wrk = (USE_FLOOR);
3973 * 追加オプション(always_show_list)が設定されている場合は常に一覧を表示する
3975 if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
3977 /* Hack -- start out in "display" mode */
3984 /* Repeat until done */
3987 COMMAND_CODE get_item_label = 0;
3994 for (j = 0; j < 8; j++)
3997 if (!angband_term[j]) continue;
3999 /* Count windows displaying inven */
4000 if (window_flag[j] & (PW_INVEN)) ni++;
4002 /* Count windows displaying equip */
4003 if (window_flag[j] & (PW_EQUIP)) ne++;
4006 /* Toggle if needed */
4007 if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
4008 (command_wrk == (USE_INVEN) && !ni && ne))
4011 toggle_inven_equip();
4018 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4020 /* Redraw windows */
4023 /* Inventory screen */
4024 if (command_wrk == (USE_INVEN))
4026 /* Extract the legal requests */
4030 /* Redraw if needed */
4031 if (command_see) get_item_label = show_inven(menu_line);
4034 /* Equipment screen */
4035 else if (command_wrk == (USE_EQUIP))
4037 /* Extract the legal requests */
4038 n1 = I2A(e1 - INVEN_RARM);
4039 n2 = I2A(e2 - INVEN_RARM);
4041 /* Redraw if needed */
4042 if (command_see) get_item_label = show_equip(menu_line);
4046 else if (command_wrk == (USE_FLOOR))
4049 k = MIN(floor_top + 23, floor_num) - 1;
4051 /* Extract the legal requests */
4052 n1 = I2A(j - floor_top);
4053 n2 = I2A(k - floor_top);
4055 /* Redraw if needed */
4056 if (command_see) get_item_label = show_floor(menu_line, p_ptr->y, p_ptr->x, &min_width);
4059 /* Viewing inventory */
4060 if (command_wrk == (USE_INVEN))
4062 /* Begin the prompt */
4063 sprintf(out_val, _("持ち物:", "Inven:"));
4067 /* Build the prompt */
4068 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4069 index_to_label(i1), index_to_label(i2));
4072 strcat(out_val, tmp_val);
4075 /* Indicate ability to "view" */
4076 if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4082 strcat(out_val, _(" '/' 装備品,", " / for Equip,"));
4083 else if (allow_floor)
4084 strcat(out_val, _(" '6' 装備品,", " 6 for Equip,"));
4086 strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
4093 strcat(out_val, _(" '-'床上,", " - for floor,"));
4094 else if (allow_equip)
4095 strcat(out_val, _(" '4' 床上,", " 4 for floor,"));
4097 strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
4101 /* Viewing equipment */
4102 else if (command_wrk == (USE_EQUIP))
4104 /* Begin the prompt */
4105 sprintf(out_val, _("装備品:", "Equip:"));
4109 /* Build the prompt */
4110 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4111 index_to_label(e1), index_to_label(e2));
4114 strcat(out_val, tmp_val);
4117 /* Indicate ability to "view" */
4118 if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4124 strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
4125 else if (allow_floor)
4126 strcat(out_val, _(" '4' 持ち物,", " 4 for Inven,"));
4128 strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
4135 strcat(out_val, _(" '-'床上,", " - for floor,"));
4136 else if (allow_inven)
4137 strcat(out_val, _(" '6' 床上,", " 6 for floor,"));
4139 strcat(out_val, _(" '4'or'6' 床上,", " 4 or 6 for floor,"));
4144 else if (command_wrk == (USE_FLOOR))
4146 /* Begin the prompt */
4147 sprintf(out_val, _("床上:", "Floor:"));
4151 /* Build the prompt */
4152 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), n1, n2);
4155 strcat(out_val, tmp_val);
4158 /* Indicate ability to "view" */
4159 if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4163 if (allow_inven && allow_equip)
4165 strcat(out_val, _(" '4' 装備品, '6' 持ち物,", " 4 for Equip, 6 for Inven,"));
4167 else if (allow_inven)
4169 strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
4171 else if (allow_equip)
4173 strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
4177 else if (allow_inven)
4179 strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
4181 else if (allow_equip)
4183 strcat(out_val, _(" '/'装備品,", " / for Equip,"));
4187 if (command_see && !use_menu)
4189 strcat(out_val, _(" Enter 次,", " Enter for scroll down,"));
4194 if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
4196 /* Finish the prompt */
4197 strcat(out_val, " ESC");
4199 /* Build the prompt */
4200 sprintf(tmp_val, "(%s) %s", out_val, pmt);
4202 /* Show the prompt */
4211 if (command_wrk == USE_INVEN) max_line = max_inven;
4212 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4213 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4229 menu_line += (max_line - 1);
4245 /* Verify legality */
4246 if (command_wrk == (USE_INVEN))
4248 if (allow_floor) command_wrk = USE_FLOOR;
4249 else if (allow_equip) command_wrk = USE_EQUIP;
4256 else if (command_wrk == (USE_EQUIP))
4258 if (allow_inven) command_wrk = USE_INVEN;
4259 else if (allow_floor) command_wrk = USE_FLOOR;
4266 else if (command_wrk == (USE_FLOOR))
4268 if (allow_equip) command_wrk = USE_EQUIP;
4269 else if (allow_inven) command_wrk = USE_INVEN;
4282 /* Hack -- Fix screen */
4292 /* Switch inven/equip */
4293 if (command_wrk == USE_INVEN) max_line = max_inven;
4294 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4295 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4296 if (menu_line > max_line) menu_line = max_line;
4298 /* Need to redraw */
4306 /* Verify legality */
4307 if (command_wrk == (USE_INVEN))
4309 if (allow_equip) command_wrk = USE_EQUIP;
4310 else if (allow_floor) command_wrk = USE_FLOOR;
4317 else if (command_wrk == (USE_EQUIP))
4319 if (allow_floor) command_wrk = USE_FLOOR;
4320 else if (allow_inven) command_wrk = USE_INVEN;
4327 else if (command_wrk == (USE_FLOOR))
4329 if (allow_inven) command_wrk = USE_INVEN;
4330 else if (allow_equip) command_wrk = USE_EQUIP;
4343 /* Hack -- Fix screen */
4353 /* Switch inven/equip */
4354 if (command_wrk == USE_INVEN) max_line = max_inven;
4355 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4356 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4357 if (menu_line > max_line) menu_line = max_line;
4359 /* Need to redraw */
4368 if (command_wrk == USE_FLOOR)
4371 (*cp) = -get_item_label;
4375 /* Validate the item */
4376 if (!get_item_okay(get_item_label))
4382 /* Allow player to "refuse" certain actions */
4383 if (!get_item_allow(get_item_label))
4389 /* Accept that choice */
4390 (*cp) = get_item_label;
4399 if (select_the_force) {
4407 if (menu_line > max_line) menu_line -= max_line;
4428 command_see = FALSE;
4452 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
4454 if (command_wrk != (USE_FLOOR)) break;
4456 /* Get the object being moved. */
4457 o_idx = c_ptr->o_idx;
4459 /* Only rotate a pile of two or more objects. */
4460 if (!(o_idx && o_list[o_idx].next_o_idx)) break;
4462 /* Remove the first object from the list. */
4463 excise_object_idx(o_idx);
4465 /* Find end of the list. */
4467 while (o_list[i].next_o_idx)
4468 i = o_list[i].next_o_idx;
4470 /* Add after the last object. */
4471 o_list[i].next_o_idx = o_idx;
4473 /* Re-scan floor list */
4474 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
4476 /* Hack -- Fix screen */
4491 if (command_wrk == (USE_INVEN))
4498 command_wrk = (USE_EQUIP);
4500 else if (command_wrk == (USE_EQUIP))
4507 command_wrk = (USE_INVEN);
4509 else if (command_wrk == (USE_FLOOR))
4513 command_wrk = (USE_INVEN);
4515 else if (allow_equip)
4517 command_wrk = (USE_EQUIP);
4526 /* Hack -- Fix screen */
4536 /* Need to redraw */
4549 * If we are already examining the floor, and there
4550 * is only one item, we will always select it.
4551 * If we aren't examining the floor and there is only
4552 * one item, we will select it if floor_query_flag
4557 if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
4560 k = 0 - floor_list[0];
4562 /* Allow player to "refuse" certain actions */
4563 if (!get_item_allow(k))
4569 /* Accept that choice */
4578 /* Hack -- Fix screen */
4588 command_wrk = (USE_FLOOR);
4594 case '1': case '2': case '3':
4595 case '4': case '5': case '6':
4596 case '7': case '8': case '9':
4598 if (command_wrk != USE_FLOOR)
4600 /* Look up the tag */
4601 if (!get_tag(&k, which, command_wrk))
4607 /* Hack -- Validate the item */
4608 if ((k < INVEN_RARM) ? !inven : !equip)
4614 /* Validate the item */
4615 if (!get_item_okay(k))
4623 /* Look up the alphabetical tag */
4624 if (get_tag_floor(&k, which, floor_list, floor_num))
4627 k = 0 - floor_list[k];
4636 /* Allow player to "refuse" certain actions */
4637 if (!get_item_allow(k))
4643 /* Accept that choice */
4655 /* Choose "default" inventory item */
4656 if (command_wrk == (USE_INVEN))
4658 k = ((i1 == i2) ? i1 : -1);
4661 /* Choose "default" equipment item */
4662 else if (command_wrk == (USE_EQUIP))
4664 k = ((e1 == e2) ? e1 : -1);
4667 /* Choose "default" floor item */
4668 else if (command_wrk == (USE_FLOOR))
4673 k = 0 - floor_list[0];
4675 /* Allow player to "refuse" certain actions */
4676 if (!get_item_allow(k))
4682 /* Accept that choice */
4690 /* Validate the item */
4691 if (!get_item_okay(k))
4697 /* Allow player to "refuse" certain actions */
4698 if (!get_item_allow(k))
4704 /* Accept that choice */
4714 if (select_the_force) {
4728 if (command_wrk != USE_FLOOR)
4730 bool not_found = FALSE;
4732 /* Look up the alphabetical tag */
4733 if (!get_tag(&k, which, command_wrk))
4738 /* Hack -- Validate the item */
4739 else if ((k < INVEN_RARM) ? !inven : !equip)
4744 /* Validate the item */
4745 else if (!get_item_okay(k))
4752 /* Accept that choice */
4762 /* Look up the alphabetical tag */
4763 if (get_tag_floor(&k, which, floor_list, floor_num))
4766 k = 0 - floor_list[k];
4768 /* Accept that choice */
4777 /* Extract "query" setting */
4778 ver = isupper(which);
4779 which = (char)tolower(which);
4781 /* Convert letter to inventory index */
4782 if (command_wrk == (USE_INVEN))
4784 if (which == '(') k = i1;
4785 else if (which == ')') k = i2;
4786 else k = label_to_inven(which);
4789 /* Convert letter to equipment index */
4790 else if (command_wrk == (USE_EQUIP))
4792 if (which == '(') k = e1;
4793 else if (which == ')') k = e2;
4794 else k = label_to_equip(which);
4797 /* Convert letter to floor index */
4798 else if (command_wrk == USE_FLOOR)
4800 if (which == '(') k = 0;
4801 else if (which == ')') k = floor_num - 1;
4802 else k = islower(which) ? A2I(which) : -1;
4803 if (k < 0 || k >= floor_num || k >= 23)
4810 k = 0 - floor_list[k];
4813 /* Validate the item */
4814 if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
4820 /* Verify the item */
4821 if (ver && !verify(_("本当に", "Try"), k))
4827 /* Allow player to "refuse" certain actions */
4828 if (!get_item_allow(k))
4834 /* Accept that choice */
4844 /* Fix the screen if necessary */
4850 /* Hack -- Cancel "display" */
4851 command_see = FALSE;
4855 /* Forget the item_tester_tval restriction */
4856 item_tester_tval = 0;
4858 /* Forget the item_tester_hook restriction */
4859 item_tester_hook = NULL;
4862 /* Clean up 'show choices' */
4863 /* Toggle again if needed */
4864 if (toggle) toggle_inven_equip();
4867 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4872 /* Clear the prompt line */
4875 /* Warning if needed */
4876 if (oops && str) msg_print(str);
4881 if (command_cmd) prev_tag = cur_tag;
4882 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4888 * @brief 床上のアイテムを拾う選択用サブルーチン
4889 * @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。
4891 static bool py_pickup_floor_aux(void)
4893 OBJECT_IDX this_o_idx;
4899 /* Restrict the choices */
4900 item_tester_hook = inven_carry_okay;
4903 q = _("どれを拾いますか?", "Get which item? ");
4904 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.");
4906 if (get_item(&item, q, s, (USE_FLOOR)))
4908 this_o_idx = 0 - item;
4915 /* Pick up the object */
4916 py_pickup_aux(this_o_idx);
4922 * @brief 床上のアイテムを拾うメイン処理
4923 * @param pickup FALSEなら金銭の自動拾いのみを行う/ FALSE then only gold will be picked up
4926 * This is called by py_pickup() when easy_floor is TRUE.
4928 void py_pickup_floor(bool pickup)
4930 OBJECT_IDX this_o_idx, next_o_idx = 0;
4932 char o_name[MAX_NLEN];
4936 OBJECT_IDX floor_o_idx = 0;
4940 /* Scan the pile of objects */
4941 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
4943 /* Access the object */
4944 o_ptr = &o_list[this_o_idx];
4946 object_desc(o_name, o_ptr, 0);
4948 /* Access the next object */
4949 next_o_idx = o_ptr->next_o_idx;
4951 /* Hack -- disturb */
4952 disturb(FALSE, FALSE);
4955 if (o_ptr->tval == TV_GOLD)
4958 msg_format(" $%ld の価値がある%sを見つけた。",
4959 (long)o_ptr->pval, o_name);
4961 msg_format("You have found %ld gold pieces worth of %s.",
4962 (long)o_ptr->pval, o_name);
4965 /* Collect the gold */
4966 p_ptr->au += o_ptr->pval;
4969 p_ptr->redraw |= (PR_GOLD);
4971 p_ptr->window |= (PW_PLAYER);
4973 /* Delete the gold */
4974 delete_object_idx(this_o_idx);
4976 /* Check the next object */
4979 else if (o_ptr->marked & OM_NOMSG)
4981 /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
4982 * ignored. Otherwise, they are included in the prompt. */
4983 o_ptr->marked &= ~(OM_NOMSG);
4987 /* Count non-gold objects that can be picked up. */
4988 if (inven_carry_okay(o_ptr))
4993 /* Count non-gold objects */
4996 /* Remember this index */
4997 floor_o_idx = this_o_idx;
5000 /* There are no non-gold objects */
5004 /* Mention the number of objects */
5010 /* Access the object */
5011 o_ptr = &o_list[floor_o_idx];
5013 #ifdef ALLOW_EASY_SENSE
5015 /* Option: Make object sensing easy */
5018 /* Sense the object */
5019 (void) sense_object(o_ptr);
5022 #endif /* ALLOW_EASY_SENSE */
5024 object_desc(o_name, o_ptr, 0);
5026 msg_format(_("%sがある。", "You see %s."), o_name);
5029 /* Multiple objects */
5032 msg_format(_("%d 個のアイテムの山がある。", "You see a pile of %d items."), floor_num);
5038 /* The player has no room for anything on the floor. */
5044 /* Access the object */
5045 o_ptr = &o_list[floor_o_idx];
5047 #ifdef ALLOW_EASY_SENSE
5049 /* Option: Make object sensing easy */
5052 /* Sense the object */
5053 (void) sense_object(o_ptr);
5056 #endif /* ALLOW_EASY_SENSE */
5058 object_desc(o_name, o_ptr, 0);
5060 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);
5063 /* Multiple objects */
5066 msg_print(_("ザックには床にあるどのアイテムも入らない。", "You have no room for any of the objects on the floor."));
5076 /* Hack -- query every object */
5077 if (carry_query_flag)
5079 char out_val[MAX_NLEN+20];
5081 /* Access the object */
5082 o_ptr = &o_list[floor_o_idx];
5084 #ifdef ALLOW_EASY_SENSE
5086 /* Option: Make object sensing easy */
5089 /* Sense the object */
5090 (void) sense_object(o_ptr);
5093 #endif /* ALLOW_EASY_SENSE */
5095 object_desc(o_name, o_ptr, 0);
5097 /* Build a prompt */
5098 (void) sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
5100 /* Ask the user to confirm */
5101 if (!get_check(out_val))
5107 /* Access the object */
5108 o_ptr = &o_list[floor_o_idx];
5110 #ifdef ALLOW_EASY_SENSE
5112 /* Option: Make object sensing easy */
5115 /* Sense the object */
5116 (void) sense_object(o_ptr);
5119 #endif /* ALLOW_EASY_SENSE */
5121 /* Pick up the object */
5122 py_pickup_aux(floor_o_idx);
5125 /* Allow the user to choose an object */
5128 while (can_pickup--)
5130 if (!py_pickup_floor_aux()) break;