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. XXX XXX XXX\n
34 * The "prefs" parameter is no longer meaningful. XXX XXX XXX\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, u32b 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, u32b 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 u32b 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 u32b 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.");
502 return _("何も起きない", "Nothing");
507 * @brief オブジェクトの*鑑定*内容を詳述して表示する /
508 * Describe a "fully identified" item
509 * @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
510 * @param mode 表示オプション
511 * @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。
513 bool screen_object(object_type *o_ptr, u32b mode)
517 u32b flgs[TR_FLAG_SIZE];
521 char o_name[MAX_NLEN];
526 int trivial_info = 0;
528 /* Extract the flags */
529 object_flags(o_ptr, flgs);
531 /* Extract the description */
533 roff_to_buf(o_ptr->name1 ? (a_text + a_info[o_ptr->name1].text) :
534 (k_text + k_info[o_ptr->k_idx].text),
535 77 - 15, temp, sizeof(temp));
536 for (j = 0; temp[j]; j += 1 + strlen(&temp[j]))
537 { info[i] = &temp[j]; i++;}
540 if (object_is_equipment(o_ptr))
542 /* Descriptions of a basic equipment is just a flavor */
546 /* Mega-Hack -- describe activation */
547 if (have_flag(flgs, TR_ACTIVATE))
549 info[i++] = _("始動したときの効果...", "It can be activated for...");
550 info[i++] = item_activation(o_ptr);
551 info[i++] = _("...ただし装備していなければならない。", "...if it is being worn.");
554 /* Figurines, a hack */
555 if (o_ptr->tval == TV_FIGURINE)
557 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.");
560 /* Figurines, a hack */
561 if (o_ptr->name1 == ART_STONEMASK)
563 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.");
566 if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
568 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.");
571 if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_DEATH_SCYTHE))
573 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.");
574 info[i++] = _("それは無敵のバリアを切り裂く。", "It always penetrates invulnerability barriers.");
577 if (o_ptr->name2 == EGO_2WEAPON)
579 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.");
582 if (have_flag(flgs, TR_EASY_SPELL))
584 info[i++] = _("それは魔法の難易度を下げる。", "It affects your ability to cast spells.");
587 if (o_ptr->name2 == EGO_AMU_FOOL)
589 info[i++] = _("それは魔法の難易度を上げる。", "It interferes with casting spells.");
592 if (o_ptr->name2 == EGO_RING_THROW)
594 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.");
597 if (o_ptr->name2 == EGO_AMU_NAIVETY)
599 info[i++] = _("それは魔法抵抗力を下げる。", "It decreases your magic resistance.");
602 if (o_ptr->tval == TV_STATUE)
604 monster_race *r_ptr = &r_info[o_ptr->pval];
606 if (o_ptr->pval == MON_BULLGATES)
607 info[i++] = _("それは部屋に飾ると恥ずかしい。", "It is shameful.");
608 else if ( r_ptr->flags2 & (RF2_ELDRITCH_HORROR))
609 info[i++] = _("それは部屋に飾ると恐い。", "It is fearful.");
611 info[i++] = _("それは部屋に飾ると楽しい。", "It is cheerful.");
614 /* Hack -- describe lite's */
616 if (o_ptr->name2 == EGO_LITE_DARKNESS) info[i++] = _("それは全く光らない。", "It provides no light.");
619 if (have_flag(flgs, TR_LITE_1) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 1;
620 if (have_flag(flgs, TR_LITE_2) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 2;
621 if (have_flag(flgs, TR_LITE_3) && o_ptr->name2 != EGO_LITE_DARKNESS) rad += 3;
622 if (have_flag(flgs, TR_LITE_M1)) rad -= 1;
623 if (have_flag(flgs, TR_LITE_M2)) rad -= 2;
624 if (have_flag(flgs, TR_LITE_M3)) rad -= 3;
626 if(o_ptr->name2 == EGO_LITE_SHINE) rad++;
628 if (have_flag(flgs, TR_LITE_FUEL) && o_ptr->name2 != EGO_LITE_DARKNESS)
630 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."), rad);
634 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."), rad);
635 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."), -rad);
638 if(rad != 0) info[i++] = desc;
641 if (o_ptr->name2 == EGO_LITE_LONG)
643 info[i++] = _("それは長いターン明かりを授ける。", "It provides light for much longer time.");
646 /* And then describe it fully */
648 if (have_flag(flgs, TR_RIDING))
650 if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
651 info[i++] = _("それは乗馬中は非常に使いやすい。", "It is made for use while riding.");
654 info[i++] = _("それは乗馬中でも使いやすい。", "It is suitable for use while riding.");
655 /* This information is not important enough */
659 if (have_flag(flgs, TR_STR))
661 info[i++] = _("それは腕力に影響を及ぼす。", "It affects your strength.");
663 if (have_flag(flgs, TR_INT))
665 info[i++] = _("それは知能に影響を及ぼす。", "It affects your intelligence.");
667 if (have_flag(flgs, TR_WIS))
669 info[i++] = _("それは賢さに影響を及ぼす。", "It affects your wisdom.");
671 if (have_flag(flgs, TR_DEX))
673 info[i++] = _("それは器用さに影響を及ぼす。", "It affects your dexterity.");
675 if (have_flag(flgs, TR_CON))
677 info[i++] = _("それは耐久力に影響を及ぼす。", "It affects your constitution.");
679 if (have_flag(flgs, TR_CHR))
681 info[i++] = _("それは魅力に影響を及ぼす。", "It affects your charisma.");
684 if (have_flag(flgs, TR_MAGIC_MASTERY))
686 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.");
689 if (have_flag(flgs, TR_STEALTH))
691 info[i++] = _("それは隠密行動能力に影響を及ぼす。", "It affects your stealth.");
693 if (have_flag(flgs, TR_SEARCH))
695 info[i++] = _("それは探索能力に影響を及ぼす。", "It affects your searching.");
697 if (have_flag(flgs, TR_INFRA))
699 info[i++] = _("それは赤外線視力に影響を及ぼす。", "It affects your infravision.");
701 if (have_flag(flgs, TR_TUNNEL))
703 info[i++] = _("それは採掘能力に影響を及ぼす。", "It affects your ability to tunnel.");
705 if (have_flag(flgs, TR_SPEED))
707 info[i++] = _("それはスピードに影響を及ぼす。", "It affects your speed.");
709 if (have_flag(flgs, TR_BLOWS))
711 info[i++] = _("それは打撃回数に影響を及ぼす。", "It affects your attack speed.");
714 if (have_flag(flgs, TR_BRAND_ACID))
716 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.");
718 if (have_flag(flgs, TR_BRAND_ELEC))
720 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.");
722 if (have_flag(flgs, TR_BRAND_FIRE))
724 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.");
726 if (have_flag(flgs, TR_BRAND_COLD))
728 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.");
731 if (have_flag(flgs, TR_BRAND_POIS))
733 info[i++] = _("それは敵を毒する。", "It poisons your foes.");
736 if (have_flag(flgs, TR_CHAOTIC))
738 info[i++] = _("それはカオス的な効果を及ぼす。", "It produces chaotic effects.");
741 if (have_flag(flgs, TR_VAMPIRIC))
743 info[i++] = _("それは敵から生命力を吸収する。", "It drains life from your foes.");
746 if (have_flag(flgs, TR_IMPACT))
748 info[i++] = _("それは地震を起こすことができる。", "It can cause earthquakes.");
751 if (have_flag(flgs, TR_VORPAL))
753 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.");
756 if (have_flag(flgs, TR_KILL_DRAGON))
758 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.");
760 else if (have_flag(flgs, TR_SLAY_DRAGON))
762 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.");
765 if (have_flag(flgs, TR_KILL_ORC))
767 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.");
769 if (have_flag(flgs, TR_SLAY_ORC))
771 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.");
774 if (have_flag(flgs, TR_KILL_TROLL))
776 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.");
778 if (have_flag(flgs, TR_SLAY_TROLL))
780 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.");
783 if (have_flag(flgs, TR_KILL_GIANT))
785 info[i++] = _("それは巨人にとっての天敵である。", "It is a great bane of giants.");
787 else if (have_flag(flgs, TR_SLAY_GIANT))
789 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.");
792 if (have_flag(flgs, TR_KILL_DEMON))
794 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.");
796 if (have_flag(flgs, TR_SLAY_DEMON))
798 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.");
801 if (have_flag(flgs, TR_KILL_UNDEAD))
803 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.");
805 if (have_flag(flgs, TR_SLAY_UNDEAD))
807 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.");
810 if (have_flag(flgs, TR_KILL_EVIL))
812 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.");
814 if (have_flag(flgs, TR_SLAY_EVIL))
816 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.");
819 if (have_flag(flgs, TR_KILL_ANIMAL))
821 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.");
823 if (have_flag(flgs, TR_SLAY_ANIMAL))
825 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.");
828 if (have_flag(flgs, TR_KILL_HUMAN))
830 info[i++] = _("それは人間にとっての天敵である。", "It is a great bane of humans.");
832 if (have_flag(flgs, TR_SLAY_HUMAN))
834 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.");
837 if (have_flag(flgs, TR_FORCE_WEAPON))
839 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.");
841 if (have_flag(flgs, TR_DEC_MANA))
843 info[i++] = _("それは魔力の消費を押さえる。", "It decreases your mana consumption.");
845 if (have_flag(flgs, TR_SUST_STR))
847 info[i++] = _("それはあなたの腕力を維持する。", "It sustains your strength.");
849 if (have_flag(flgs, TR_SUST_INT))
851 info[i++] = _("それはあなたの知能を維持する。", "It sustains your intelligence.");
853 if (have_flag(flgs, TR_SUST_WIS))
855 info[i++] = _("それはあなたの賢さを維持する。", "It sustains your wisdom.");
857 if (have_flag(flgs, TR_SUST_DEX))
859 info[i++] = _("それはあなたの器用さを維持する。", "It sustains your dexterity.");
861 if (have_flag(flgs, TR_SUST_CON))
863 info[i++] = _("それはあなたの耐久力を維持する。", "It sustains your constitution.");
865 if (have_flag(flgs, TR_SUST_CHR))
867 info[i++] = _("それはあなたの魅力を維持する。", "It sustains your charisma.");
870 if (have_flag(flgs, TR_IM_ACID))
872 info[i++] = _("それは酸に対する完全な免疫を授ける。", "It provides immunity to acid.");
874 if (have_flag(flgs, TR_IM_ELEC))
876 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.");
878 if (have_flag(flgs, TR_IM_FIRE))
880 info[i++] = _("それは火に対する完全な免疫を授ける。", "It provides immunity to fire.");
882 if (have_flag(flgs, TR_IM_COLD))
884 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.");
887 if (have_flag(flgs, TR_THROW))
889 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.");
892 if (have_flag(flgs, TR_FREE_ACT))
894 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.");
896 if (have_flag(flgs, TR_HOLD_EXP))
898 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.");
900 if (have_flag(flgs, TR_RES_FEAR))
902 info[i++] = _("それは恐怖への完全な耐性を授ける。", "It makes you completely fearless.");
904 if (have_flag(flgs, TR_RES_ACID))
906 info[i++] = _("それは酸への耐性を授ける。", "It provides resistance to acid.");
908 if (have_flag(flgs, TR_RES_ELEC))
910 info[i++] = _("それは電撃への耐性を授ける。", "It provides resistance to electricity.");
912 if (have_flag(flgs, TR_RES_FIRE))
914 info[i++] = _("それは火への耐性を授ける。", "It provides resistance to fire.");
916 if (have_flag(flgs, TR_RES_COLD))
918 info[i++] = _("それは寒さへの耐性を授ける。", "It provides resistance to cold.");
920 if (have_flag(flgs, TR_RES_POIS))
922 info[i++] = _("それは毒への耐性を授ける。", "It provides resistance to poison.");
925 if (have_flag(flgs, TR_RES_LITE))
927 info[i++] = _("それは閃光への耐性を授ける。", "It provides resistance to light.");
929 if (have_flag(flgs, TR_RES_DARK))
931 info[i++] = _("それは暗黒への耐性を授ける。", "It provides resistance to dark.");
934 if (have_flag(flgs, TR_RES_BLIND))
936 info[i++] = _("それは盲目への耐性を授ける。", "It provides resistance to blindness.");
938 if (have_flag(flgs, TR_RES_CONF))
940 info[i++] = _("それは混乱への耐性を授ける。", "It provides resistance to confusion.");
942 if (have_flag(flgs, TR_RES_SOUND))
944 info[i++] = _("それは轟音への耐性を授ける。", "It provides resistance to sound.");
946 if (have_flag(flgs, TR_RES_SHARDS))
948 info[i++] = _("それは破片への耐性を授ける。", "It provides resistance to shards.");
951 if (have_flag(flgs, TR_RES_NETHER))
953 info[i++] = _("それは地獄への耐性を授ける。", "It provides resistance to nether.");
955 if (have_flag(flgs, TR_RES_NEXUS))
957 info[i++] = _("それは因果混乱への耐性を授ける。", "It provides resistance to nexus.");
959 if (have_flag(flgs, TR_RES_CHAOS))
961 info[i++] = _("それはカオスへの耐性を授ける。", "It provides resistance to chaos.");
963 if (have_flag(flgs, TR_RES_DISEN))
965 info[i++] = _("それは劣化への耐性を授ける。", "It provides resistance to disenchantment.");
968 if (have_flag(flgs, TR_LEVITATION))
970 info[i++] = _("それは宙に浮くことを可能にする。", "It allows you to levitate.");
973 if (have_flag(flgs, TR_SEE_INVIS))
975 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.");
977 if (have_flag(flgs, TR_TELEPATHY))
979 info[i++] = _("それはテレパシー能力を授ける。", "It gives telepathic powers.");
981 if (have_flag(flgs, TR_ESP_ANIMAL))
983 info[i++] = _("それは自然界の生物を感知する。", "It senses natural creatures.");
985 if (have_flag(flgs, TR_ESP_UNDEAD))
987 info[i++] = _("それはアンデッドを感知する。", "It senses undead.");
989 if (have_flag(flgs, TR_ESP_DEMON))
991 info[i++] = _("それは悪魔を感知する。", "It senses demons.");
993 if (have_flag(flgs, TR_ESP_ORC))
995 info[i++] = _("それはオークを感知する。", "It senses orcs.");
997 if (have_flag(flgs, TR_ESP_TROLL))
999 info[i++] = _("それはトロルを感知する。", "It senses trolls.");
1001 if (have_flag(flgs, TR_ESP_GIANT))
1003 info[i++] = _("それは巨人を感知する。", "It senses giants.");
1005 if (have_flag(flgs, TR_ESP_DRAGON))
1007 info[i++] = _("それはドラゴンを感知する。", "It senses dragons.");
1009 if (have_flag(flgs, TR_ESP_HUMAN))
1011 info[i++] = _("それは人間を感知する。", "It senses humans.");
1013 if (have_flag(flgs, TR_ESP_EVIL))
1015 info[i++] = _("それは邪悪な存在を感知する。", "It senses evil creatures.");
1017 if (have_flag(flgs, TR_ESP_GOOD))
1019 info[i++] = _("それは善良な存在を感知する。", "It senses good creatures.");
1021 if (have_flag(flgs, TR_ESP_NONLIVING))
1023 info[i++] = _("それは活動する無生物体を感知する。", "It senses non-living creatures.");
1025 if (have_flag(flgs, TR_ESP_UNIQUE))
1027 info[i++] = _("それは特別な強敵を感知する。", "It senses unique monsters.");
1029 if (have_flag(flgs, TR_SLOW_DIGEST))
1031 info[i++] = _("それはあなたの新陳代謝を遅くする。", "It slows your metabolism.");
1033 if (have_flag(flgs, TR_REGEN))
1035 info[i++] = _("それは体力回復力を強化する。", "It speeds your regenerative powers.");
1037 if (have_flag(flgs, TR_WARNING))
1039 info[i++] = _("それは危険に対して警告を発する。", "It warns you of danger");
1041 if (have_flag(flgs, TR_REFLECT))
1043 info[i++] = _("それは矢の呪文を反射する。", "It reflects bolt spells.");
1045 if (have_flag(flgs, TR_SH_FIRE))
1047 info[i++] = _("それは炎のバリアを張る。", "It produces a fiery sheath.");
1049 if (have_flag(flgs, TR_SH_ELEC))
1051 info[i++] = _("それは電気のバリアを張る。", "It produces an electric sheath.");
1053 if (have_flag(flgs, TR_SH_COLD))
1055 info[i++] = _("それは冷気のバリアを張る。", "It produces a sheath of coldness.");
1057 if (have_flag(flgs, TR_NO_MAGIC))
1059 info[i++] = _("それは反魔法バリアを張る。", "It produces an anti-magic shell.");
1061 if (have_flag(flgs, TR_NO_TELE))
1063 info[i++] = _("それはテレポートを邪魔する。", "It prevents teleportation.");
1065 if (have_flag(flgs, TR_XTRA_MIGHT))
1067 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.");
1069 if (have_flag(flgs, TR_XTRA_SHOTS))
1071 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.");
1074 if (have_flag(flgs, TR_BLESSED))
1076 info[i++] = _("それは神に祝福されている。", "It has been blessed by the gods.");
1079 if (object_is_cursed(o_ptr))
1081 if (o_ptr->curse_flags & TRC_PERMA_CURSE)
1083 info[i++] = _("それは永遠の呪いがかけられている。", "It is permanently cursed.");
1085 else if (o_ptr->curse_flags & TRC_HEAVY_CURSE)
1087 info[i++] = _("それは強力な呪いがかけられている。", "It is heavily cursed.");
1091 info[i++] = _("それは呪われている。", "It is cursed.");
1094 * It's a trivial infomation since there is
1095 * fake inscription {cursed}
1101 if ((have_flag(flgs, TR_TY_CURSE)) || (o_ptr->curse_flags & TRC_TY_CURSE))
1103 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.");
1105 if ((have_flag(flgs, TR_AGGRAVATE)) || (o_ptr->curse_flags & TRC_AGGRAVATE))
1107 info[i++] = _("それは付近のモンスターを怒らせる。", "It aggravates nearby creatures.");
1109 if ((have_flag(flgs, TR_DRAIN_EXP)) || (o_ptr->curse_flags & TRC_DRAIN_EXP))
1111 info[i++] = _("それは経験値を吸い取る。", "It drains experience.");
1113 if (o_ptr->curse_flags & TRC_SLOW_REGEN)
1115 info[i++] = _("それは回復力を弱める。", "It slows your regenerative powers.");
1117 if ((o_ptr->curse_flags & TRC_ADD_L_CURSE) || have_flag(flgs, TR_ADD_L_CURSE))
1119 info[i++] = _("それは弱い呪いを増やす。","It adds weak curses.");
1121 if ((o_ptr->curse_flags & TRC_ADD_H_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
1123 info[i++] = _("それは強力な呪いを増やす。","It adds heavy curses.");
1125 if ((have_flag(flgs, TR_CALL_ANIMAL)) || (o_ptr->curse_flags & TRC_CALL_ANIMAL))
1127 info[i++] = _("それは動物を呼び寄せる。", "It attracts animals.");
1129 if ((have_flag(flgs, TR_CALL_DEMON)) || (o_ptr->curse_flags & TRC_CALL_DEMON))
1131 info[i++] = _("それは悪魔を呼び寄せる。", "It attracts demons.");
1133 if ((have_flag(flgs, TR_CALL_DRAGON)) || (o_ptr->curse_flags & TRC_CALL_DRAGON))
1135 info[i++] = _("それはドラゴンを呼び寄せる。", "It attracts dragons.");
1137 if ((have_flag(flgs, TR_CALL_UNDEAD)) || (o_ptr->curse_flags & TRC_CALL_UNDEAD))
1139 info[i++] = _("それは死霊を呼び寄せる。", "It attracts undeads.");
1141 if ((have_flag(flgs, TR_COWARDICE)) || (o_ptr->curse_flags & TRC_COWARDICE))
1143 info[i++] = _("それは恐怖感を引き起こす。", "It makes you subject to cowardice.");
1145 if ((have_flag(flgs, TR_TELEPORT)) || (o_ptr->curse_flags & TRC_TELEPORT))
1147 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.");
1149 if ((have_flag(flgs, TR_LOW_MELEE)) || o_ptr->curse_flags & TRC_LOW_MELEE)
1151 info[i++] = _("それは攻撃を外しやすい。", "It causes you to miss blows.");
1153 if ((have_flag(flgs, TR_LOW_AC)) || (o_ptr->curse_flags & TRC_LOW_AC))
1155 info[i++] = _("それは攻撃を受けやすい。", "It helps your enemies' blows.");
1157 if ((have_flag(flgs, TR_LOW_MAGIC)) || (o_ptr->curse_flags & TRC_LOW_MAGIC))
1159 info[i++] = _("それは魔法を唱えにくくする。", "It encumbers you while spellcasting.");
1161 if ((have_flag(flgs, TR_FAST_DIGEST)) || (o_ptr->curse_flags & TRC_FAST_DIGEST))
1163 info[i++] = _("それはあなたの新陳代謝を速くする。", "It speeds your metabolism.");
1165 if ((have_flag(flgs, TR_DRAIN_HP)) || (o_ptr->curse_flags & TRC_DRAIN_HP))
1167 info[i++] = _("それはあなたの体力を吸い取る。", "It drains you.");
1169 if ((have_flag(flgs, TR_DRAIN_MANA)) || (o_ptr->curse_flags & TRC_DRAIN_MANA))
1171 info[i++] = _("それはあなたの魔力を吸い取る。", "It drains your mana.");
1174 /* Describe about this kind of object instead of THIS fake object */
1175 if (mode & SCROBJ_FAKE_OBJECT)
1177 switch (o_ptr->tval)
1180 switch (o_ptr->sval)
1182 case SV_RING_LORDLY:
1183 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.");
1185 case SV_RING_WARNING:
1186 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.");
1192 switch (o_ptr->sval)
1194 case SV_AMULET_RESISTANCE:
1195 info[i++] = _("それは毒への耐性を授ける事がある。", "It may provides resistance to poison.");
1196 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.");
1198 case SV_AMULET_THE_MAGI:
1199 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.");
1206 if (have_flag(flgs, TR_IGNORE_ACID) &&
1207 have_flag(flgs, TR_IGNORE_ELEC) &&
1208 have_flag(flgs, TR_IGNORE_FIRE) &&
1209 have_flag(flgs, TR_IGNORE_COLD))
1211 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.");
1215 if (have_flag(flgs, TR_IGNORE_ACID))
1217 info[i++] = _("それは酸では傷つかない。", "It cannot be harmed by acid.");
1219 if (have_flag(flgs, TR_IGNORE_ELEC))
1221 info[i++] = _("それは電撃では傷つかない。", "It cannot be harmed by electricity.");
1223 if (have_flag(flgs, TR_IGNORE_FIRE))
1225 info[i++] = _("それは火炎では傷つかない。", "It cannot be harmed by fire.");
1227 if (have_flag(flgs, TR_IGNORE_COLD))
1229 info[i++] = _("それは冷気では傷つかない。", "It cannot be harmed by cold.");
1233 if (mode & SCROBJ_FORCE_DETAIL) trivial_info = 0;
1235 /* No relevant informations */
1236 if (i <= trivial_info) return (FALSE);
1238 /* Save the screen */
1242 Term_get_size(&wid, &hgt);
1244 /* Display Item name */
1245 if (!(mode & SCROBJ_FAKE_OBJECT))
1246 object_desc(o_name, o_ptr, 0);
1248 object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
1252 /* Erase the screen */
1253 for (k = 1; k < hgt; k++) prt("", k, 13);
1255 /* Label the information */
1256 if ((o_ptr->tval == TV_STATUE) && (o_ptr->sval == SV_PHOTO))
1258 monster_race *r_ptr = &r_info[o_ptr->pval];
1259 int namelen = strlen(r_name + r_ptr->name);
1260 prt(format("%s: '", r_name + r_ptr->name), 1, 15);
1261 Term_queue_bigchar(18 + namelen, 1, r_ptr->x_attr, r_ptr->x_char, 0, 0);
1262 prt("'", 1, (use_bigtile ? 20 : 19) + namelen);
1266 prt(_(" アイテムの能力:", " Item Attributes:"), 1, 15);
1269 /* We will print on top of the map (column 13) */
1270 for (k = 2, j = 0; j < i; j++)
1273 prt(info[j], k++, 15);
1275 /* Every 20 entries (lines 2 to 21), start over */
1276 if ((k == hgt - 2) && (j+1 < i))
1278 prt(_("-- 続く --", "-- more --"), k, 15);
1280 for (; k > 2; k--) prt("", k, 15);
1285 prt(_("[何かキーを押すとゲームに戻ります]", "[Press any key to continue]"), k, 15);
1289 /* Restore the screen */
1292 /* Gave knowledge */
1299 * @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 /
1300 * Convert an inventory index into a one character label
1301 * @param i プレイヤーの所持/装備オブジェクトID
1302 * @return 対応するアルファベット
1303 * @details Note that the label does NOT distinguish inven/equip.
1305 char index_to_label(int i)
1307 /* Indexes for "inven" are easy */
1308 if (i < INVEN_RARM) return (I2A(i));
1310 /* Indexes for "equip" are offset */
1311 return (I2A(i - INVEN_RARM));
1315 * @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 /
1316 * Convert a label into the index of an item in the "inven"
1317 * @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
1318 * @details Note that the label does NOT distinguish inven/equip.
1320 INVENTORY_IDX label_to_inven(int c)
1325 i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1);
1327 /* Verify the index */
1328 if ((i < 0) || (i > INVEN_PACK)) return (-1);
1330 /* Empty slots can never be chosen */
1331 if (!inventory[i].k_idx) return (-1);
1333 /* Return the index */
1339 extern bool select_ring_slot;
1343 * @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 /
1344 * @param i プレイヤーの所持/装備オブジェクトID
1345 * @return 指輪枠ならばTRUEを返す。
1347 static bool is_ring_slot(int i)
1349 return (i == INVEN_RIGHT) || (i == INVEN_LEFT);
1354 * @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 /
1355 * Convert a label into the index of a item in the "equip"
1356 * @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
1358 INVENTORY_IDX label_to_equip(int c)
1363 i = (INVENTORY_IDX)(islower(c) ? A2I(c) : -1) + INVEN_RARM;
1365 /* Verify the index */
1366 if ((i < INVEN_RARM) || (i >= INVEN_TOTAL)) return (-1);
1368 if (select_ring_slot) return is_ring_slot(i) ? i : -1;
1370 /* Empty slots can never be chosen */
1371 if (!inventory[i].k_idx) return (-1);
1373 /* Return the index */
1380 * @brief オブジェクトの該当装備部位IDを返す /
1381 * Determine which equipment slot (if any) an item likes
1382 * @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
1383 * @return 対応する装備部位ID
1385 s16b wield_slot(object_type *o_ptr)
1387 /* Slot for equipment */
1388 switch (o_ptr->tval)
1395 if (!inventory[INVEN_RARM].k_idx) return (INVEN_RARM);
1396 if (inventory[INVEN_LARM].k_idx) return (INVEN_RARM);
1397 return (INVEN_LARM);
1404 if (!inventory[INVEN_LARM].k_idx) return (INVEN_LARM);
1405 if (inventory[INVEN_RARM].k_idx) return (INVEN_LARM);
1406 return (INVEN_RARM);
1416 /* Use the right hand first */
1417 if (!inventory[INVEN_RIGHT].k_idx) return (INVEN_RIGHT);
1419 /* Use the left hand for swapping (by default) */
1420 return (INVEN_LEFT);
1426 return (INVEN_NECK);
1431 return (INVEN_LITE);
1438 return (INVEN_BODY);
1443 return (INVEN_OUTER);
1449 return (INVEN_HEAD);
1454 return (INVEN_HANDS);
1459 return (INVEN_FEET);
1463 /* No slot available */
1468 * @brief 所持/装備オブジェクトIDの部位表現を返す /
1469 * Return a string mentioning how a given item is carried
1470 * @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
1471 * @return 部位表現の文字列ポインタ
1473 cptr mention_use(int i)
1477 /* Examine the location */
1481 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;
1483 case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "Just lifting" : (p_ptr->migite ? "Wielding" : "On arm"); break;
1487 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;
1489 case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "Just lifting" : (p_ptr->hidarite ? "Wielding" : "On arm"); break;
1493 case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "運搬中" : "射撃用"; break;
1495 case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "Just holding" : "Shooting"; break;
1499 case INVEN_RIGHT: p = (left_hander ? "左手指" : "右手指"); break;
1501 case INVEN_RIGHT: p = (left_hander ? "On left hand" : "On right hand"); break;
1505 case INVEN_LEFT: p = (left_hander ? "右手指" : "左手指"); break;
1507 case INVEN_LEFT: p = (left_hander ? "On right hand" : "On left hand"); break;
1510 case INVEN_NECK: p = _(" 首", "Around neck"); break;
1511 case INVEN_LITE: p = _(" 光源", "Light source"); break;
1512 case INVEN_BODY: p = _(" 体", "On body"); break;
1513 case INVEN_OUTER: p = _("体の上", "About body"); break;
1514 case INVEN_HEAD: p = _(" 頭", "On head"); break;
1515 case INVEN_HANDS: p = _(" 手", "On hands"); break;
1516 case INVEN_FEET: p = _(" 足", "On feet"); break;
1517 default: p = _("ザック", "In pack"); break;
1520 /* Return the result */
1526 * @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 /
1527 * Return a string describing how a given item is being worn.
1528 * @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
1529 * @return 状態表現内容の文字列ポインタ
1531 * Currently, only used for items in the equipment, not inventory.
1533 cptr describe_use(int i)
1540 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;
1542 case INVEN_RARM: p = p_ptr->heavy_wield[0] ? "just lifting" : (p_ptr->migite ? "attacking monsters with" : "wearing on your arm"); break;
1546 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;
1548 case INVEN_LARM: p = p_ptr->heavy_wield[1] ? "just lifting" : (p_ptr->hidarite ? "attacking monsters with" : "wearing on your arm"); break;
1552 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;
1554 case INVEN_BOW: p = (adj_str_hold[p_ptr->stat_ind[A_STR]] < inventory[i].weight / 10) ? "just holding" : "shooting missiles with"; break;
1558 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;
1560 case INVEN_RIGHT: p = (left_hander ? "wearing on your left hand" : "wearing on your right hand"); break;
1564 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;
1566 case INVEN_LEFT: p = (left_hander ? "wearing on your right hand" : "wearing on your left hand"); break;
1569 case INVEN_NECK: p = _("首にかけている", "wearing around your neck"); break;
1570 case INVEN_LITE: p = _("光源にしている", "using to light the way"); break;
1571 case INVEN_BODY: p = _("体に着ている", "wearing on your body"); break;
1572 case INVEN_OUTER: p = _("身にまとっている", "wearing on your back"); break;
1573 case INVEN_HEAD: p = _("頭にかぶっている", "wearing on your head"); break;
1574 case INVEN_HANDS: p = _("手につけている", "wearing on your hands"); break;
1575 case INVEN_FEET: p = _("足にはいている", "wearing on your feet"); break;
1576 default: p = _("ザックに入っている", "carrying in your pack"); break;
1579 /* Return the result */
1585 * @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 /
1586 * Hack: Check if a spellbook is one of the realms we can use. -- TY
1587 * @param book_tval ベースアイテムのtval
1588 * @param book_sval ベースアイテムのsval
1589 * @return 使用可能な魔法書ならばTRUEを返す。
1592 bool check_book_realm(const OBJECT_TYPE_VALUE book_tval, const OBJECT_SUBTYPE_VALUE book_sval)
1594 if (book_tval < TV_LIFE_BOOK) return FALSE;
1595 if (p_ptr->pclass == CLASS_SORCERER)
1597 return is_magic(tval2realm(book_tval));
1599 else if (p_ptr->pclass == CLASS_RED_MAGE)
1601 if (is_magic(tval2realm(book_tval)))
1602 return ((book_tval == TV_ARCANE_BOOK) || (book_sval < 2));
1604 return (REALM1_BOOK == book_tval || REALM2_BOOK == book_tval);
1608 * @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
1609 * Check an item against the item tester info
1610 * @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
1611 * @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。
1613 bool item_tester_okay(object_type *o_ptr)
1615 /* Hack -- allow listing empty slots */
1616 if (item_tester_full) return (TRUE);
1618 /* Require an item */
1619 if (!o_ptr->k_idx) return (FALSE);
1621 /* Hack -- ignore "gold" */
1622 if (o_ptr->tval == TV_GOLD)
1625 extern bool show_gold_on_floor;
1627 if (!show_gold_on_floor) return (FALSE);
1630 /* Check the tval */
1631 if (item_tester_tval)
1633 /* Is it a spellbook? If so, we need a hack -- TY */
1634 if ((item_tester_tval <= TV_DEATH_BOOK) &&
1635 (item_tester_tval >= TV_LIFE_BOOK))
1636 return check_book_realm(o_ptr->tval, o_ptr->sval);
1638 if (item_tester_tval != o_ptr->tval) return (FALSE);
1641 /* Check the hook */
1642 if (item_tester_hook)
1644 if (!(*item_tester_hook)(o_ptr)) return (FALSE);
1653 * @brief 所持アイテム一覧を表示する /
1654 * Choice window "shadow" of the "show_inven()" function
1657 void display_inven(void)
1659 register int i, n, z = 0;
1661 byte attr = TERM_WHITE;
1663 char o_name[MAX_NLEN];
1667 Term_get_size(&wid, &hgt);
1669 /* Find the "final" slot */
1670 for (i = 0; i < INVEN_PACK; i++)
1672 o_ptr = &inventory[i];
1674 /* Skip non-objects */
1675 if (!o_ptr->k_idx) continue;
1681 /* Display the pack */
1682 for (i = 0; i < z; i++)
1684 /* Examine the item */
1685 o_ptr = &inventory[i];
1687 /* Start with an empty "index" */
1688 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
1690 /* Is this item "acceptable"? */
1691 if (item_tester_okay(o_ptr))
1693 /* Prepare an "index" */
1694 tmp_val[0] = index_to_label(i);
1696 /* Bracket the "index" --(-- */
1700 /* Display the index (or blank space) */
1701 Term_putstr(0, i, 3, TERM_WHITE, tmp_val);
1703 /* Obtain an item description */
1704 object_desc(o_name, o_ptr, 0);
1706 /* Obtain the length of the description */
1710 attr = tval_to_attr[o_ptr->tval % 128];
1712 /* Grey out charging items */
1718 /* Display the entry itself */
1719 Term_putstr(3, i, n, attr, o_name);
1721 /* Erase the rest of the line */
1722 Term_erase(3+n, i, 255);
1724 /* Display the weight if needed */
1727 int wgt = o_ptr->weight * o_ptr->number;
1729 sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt),lbtokg2(wgt) );
1731 sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
1734 prt(tmp_val, i, wid - 9);
1738 /* Erase the rest of the window */
1739 for (i = z; i < hgt; i++)
1741 /* Erase the line */
1742 Term_erase(0, i, 255);
1749 * @brief 装備アイテム一覧を表示する /
1750 * Choice window "shadow" of the "show_equip()" function
1753 void display_equip(void)
1757 byte attr = TERM_WHITE;
1759 char o_name[MAX_NLEN];
1763 Term_get_size(&wid, &hgt);
1765 /* Display the equipment */
1766 for (i = INVEN_RARM; i < INVEN_TOTAL; i++)
1768 /* Examine the item */
1769 o_ptr = &inventory[i];
1771 /* Start with an empty "index" */
1772 tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
1774 /* Is this item "acceptable"? */
1775 if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr))
1777 /* Prepare an "index" */
1778 tmp_val[0] = index_to_label(i);
1780 /* Bracket the "index" --(-- */
1784 /* Display the index (or blank space) */
1785 Term_putstr(0, i - INVEN_RARM, 3, TERM_WHITE, tmp_val);
1787 /* Obtain an item description */
1788 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
1790 strcpy(o_name, _("(武器を両手持ち)", "(wielding with two-hands)"));
1795 object_desc(o_name, o_ptr, 0);
1796 attr = tval_to_attr[o_ptr->tval % 128];
1799 /* Obtain the length of the description */
1802 /* Grey out charging items */
1808 /* Display the entry itself */
1809 Term_putstr(3, i - INVEN_RARM, n, attr, o_name);
1811 /* Erase the rest of the line */
1812 Term_erase(3+n, i - INVEN_RARM, 255);
1814 /* Display the weight (if needed) */
1817 int wgt = o_ptr->weight * o_ptr->number;
1819 sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt));
1821 sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
1824 prt(tmp_val, i - INVEN_RARM, wid - (show_labels ? 28 : 9));
1827 /* Display the slot description (if needed) */
1830 Term_putstr(wid - 20, i - INVEN_RARM, -1, TERM_WHITE, " <-- ");
1831 prt(mention_use(i), i - INVEN_RARM, wid - 15);
1835 /* Erase the rest of the window */
1836 for (i = INVEN_TOTAL - INVEN_RARM; i < hgt; i++)
1838 /* Clear that line */
1839 Term_erase(0, i, 255);
1845 * @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 /
1846 * Find the "first" inventory object with the given "tag".
1847 * @param cp 対応するタグIDを与える参照ポインタ
1848 * @param tag 該当するオブジェクトがあるかを調べたいタグ
1849 * @param mode 所持、装備の切り替え
1850 * @return タグに該当するオブジェクトがあるならTRUEを返す
1852 * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
1853 * inscription of an object. Alphabetical characters don't work as a\n
1854 * tag in this form.\n
1856 * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
1857 * and "x" is the "current" command_cmd code.\n
1859 static bool get_tag(COMMAND_CODE *cp, char tag, int mode)
1865 /* Extract index from mode */
1870 end = INVEN_TOTAL - 1;
1875 end = INVEN_PACK - 1;
1882 /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
1884 /* Check every inventory object */
1885 for (i = start; i <= end; i++)
1887 object_type *o_ptr = &inventory[i];
1889 /* Skip non-objects */
1890 if (!o_ptr->k_idx) continue;
1892 /* Skip empty inscriptions */
1893 if (!o_ptr->inscription) continue;
1895 /* Skip non-choice */
1896 if (!item_tester_okay(o_ptr)) continue;
1899 s = my_strchr(quark_str(o_ptr->inscription), '@');
1901 /* Process all tags */
1904 /* Check the special tags */
1905 if ((s[1] == command_cmd) && (s[2] == tag))
1907 /* Save the actual inventory ID */
1914 /* Find another '@' */
1915 s = my_strchr(s + 1, '@');
1920 /**** Find a tag in the form of {@#} (allows only numerals) ***/
1922 /* Don't allow {@#} with '#' being alphabet */
1923 if (tag < '0' || '9' < tag)
1929 /* Check every object */
1930 for (i = start; i <= end; i++)
1932 object_type *o_ptr = &inventory[i];
1934 /* Skip non-objects */
1935 if (!o_ptr->k_idx) continue;
1937 /* Skip empty inscriptions */
1938 if (!o_ptr->inscription) continue;
1940 /* Skip non-choice */
1941 if (!item_tester_okay(o_ptr)) continue;
1944 s = my_strchr(quark_str(o_ptr->inscription), '@');
1946 /* Process all tags */
1949 /* Check the normal tags */
1952 /* Save the actual inventory ID */
1959 /* Find another '@' */
1960 s = my_strchr(s + 1, '@');
1970 * @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 /
1971 * Find the "first" inventory object with the given "tag".
1972 * @param cp 対応するタグIDを与える参照ポインタ
1973 * @param tag 該当するオブジェクトがあるかを調べたいタグ
1974 * @param floor_list 床上アイテムの配列
1975 * @param floor_num 床上アイテムの配列ID
1976 * @return タグに該当するオブジェクトがあるならTRUEを返す
1978 * A "tag" is a numeral "n" appearing as "@n" anywhere in the\n
1979 * inscription of an object. Alphabetical characters don't work as a\n
1980 * tag in this form.\n
1982 * Also, the tag "@xn" will work as well, where "n" is a any tag-char,\n
1983 * and "x" is the "current" command_cmd code.\n
1985 static bool get_tag_floor(COMMAND_CODE *cp, char tag, int floor_list[], int floor_num)
1990 /**** Find a tag in the form of {@x#} (allow alphabet tag) ***/
1992 /* Check every object in the grid */
1993 for (i = 0; i < floor_num && i < 23; i++)
1995 object_type *o_ptr = &o_list[floor_list[i]];
1997 /* Skip empty inscriptions */
1998 if (!o_ptr->inscription) continue;
2001 s = my_strchr(quark_str(o_ptr->inscription), '@');
2003 /* Process all tags */
2006 /* Check the special tags */
2007 if ((s[1] == command_cmd) && (s[2] == tag))
2009 /* Save the actual floor object ID */
2016 /* Find another '@' */
2017 s = my_strchr(s + 1, '@');
2022 /**** Find a tag in the form of {@#} (allows only numerals) ***/
2024 /* Don't allow {@#} with '#' being alphabet */
2025 if (tag < '0' || '9' < tag)
2031 /* Check every object in the grid */
2032 for (i = 0; i < floor_num && i < 23; i++)
2034 object_type *o_ptr = &o_list[floor_list[i]];
2036 /* Skip empty inscriptions */
2037 if (!o_ptr->inscription) continue;
2040 s = my_strchr(quark_str(o_ptr->inscription), '@');
2042 /* Process all tags */
2045 /* Check the normal tags */
2048 /* Save the floor object ID */
2055 /* Find another '@' */
2056 s = my_strchr(s + 1, '@');
2066 * @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 /
2067 * Move around label characters with correspond tags
2068 * @param label ラベルリストを取得する文字列参照ポインタ
2069 * @param mode 所持品リストか装備品リストかの切り替え
2072 static void prepare_label_string(char *label, int mode)
2074 cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2075 int offset = (mode == USE_EQUIP) ? INVEN_RARM : 0;
2078 /* Prepare normal labels */
2079 strcpy(label, alphabet_chars);
2081 /* Move each label */
2082 for (i = 0; i < 52; i++)
2085 char c = alphabet_chars[i];
2087 /* Find a tag with this label */
2088 if (get_tag(&index, c, mode))
2090 /* Delete the overwritten label */
2091 if (label[i] == c) label[i] = ' ';
2093 /* Move the label to the place of corresponding tag */
2094 label[index - offset] = c;
2101 * @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) /
2102 * Move around label characters with correspond tags (floor version)
2103 * @param label ラベルリストを取得する文字列参照ポインタ
2104 * @param floor_list 床上アイテムの配列
2105 * @param floor_num 床上アイテムの配列ID
2110 static void prepare_label_string_floor(char *label, int floor_list[], int floor_num)
2112 cptr alphabet_chars = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ";
2115 /* Prepare normal labels */
2116 strcpy(label, alphabet_chars);
2118 /* Move each label */
2119 for (i = 0; i < 52; i++)
2122 char c = alphabet_chars[i];
2124 /* Find a tag with this label */
2125 if (get_tag_floor(&index, c, floor_list, floor_num))
2127 /* Delete the overwritten label */
2128 if (label[i] == c) label[i] = ' ';
2130 /* Move the label to the place of corresponding tag */
2138 * @brief 所持アイテムの表示を行う /
2139 * Display the inventory.
2140 * @param target_item アイテムの選択処理を行うか否か。
2141 * @return 選択したアイテムのタグ
2143 * Hack -- do not display "trailing" empty slots
2145 int show_inven(int target_item)
2147 int i, j, k, l, z = 0;
2148 int col, cur_col, len;
2150 char o_name[MAX_NLEN];
2154 char out_desc[23][MAX_NLEN];
2155 int target_item_label = 0;
2157 char inven_label[52 + 1];
2159 /* Starting column */
2163 Term_get_size(&wid, &hgt);
2165 /* Default "max-length" */
2166 len = wid - col - 1;
2169 /* Find the "final" slot */
2170 for (i = 0; i < INVEN_PACK; i++)
2172 o_ptr = &inventory[i];
2174 /* Skip non-objects */
2175 if (!o_ptr->k_idx) continue;
2181 prepare_label_string(inven_label, USE_INVEN);
2183 /* Display the inventory */
2184 for (k = 0, i = 0; i < z; i++)
2186 o_ptr = &inventory[i];
2188 /* Is this item acceptable? */
2189 if (!item_tester_okay(o_ptr)) continue;
2191 /* Describe the object */
2192 object_desc(o_name, o_ptr, 0);
2194 /* Save the object index, color, and description */
2196 out_color[k] = tval_to_attr[o_ptr->tval % 128];
2198 /* Grey out charging items */
2201 out_color[k] = TERM_L_DARK;
2204 (void)strcpy(out_desc[k], o_name);
2206 /* Find the predicted "line length" */
2207 l = strlen(out_desc[k]) + 5;
2209 /* Be sure to account for the weight */
2210 if (show_weights) l += 9;
2212 /* Account for icon if displayed */
2213 if (show_item_graph)
2216 if (use_bigtile) l++;
2219 /* Maintain the maximum length */
2220 if (l > len) len = l;
2222 /* Advance to next "line" */
2226 /* Find the column to start in */
2227 col = (len > wid - 4) ? 0 : (wid - len - 1);
2229 /* Output each entry */
2230 for (j = 0; j < k; j++)
2236 o_ptr = &inventory[i];
2238 /* Clear the line */
2239 prt("", j + 1, col ? col - 2 : col);
2241 if (use_menu && target_item)
2243 if (j == (target_item-1))
2245 strcpy(tmp_val, _("》", "> "));
2246 target_item_label = i;
2248 else strcpy(tmp_val, " ");
2250 else if (i <= INVEN_PACK)
2252 /* Prepare an index --(-- */
2253 sprintf(tmp_val, "%c)", inven_label[i]);
2257 /* Prepare an index --(-- */
2258 sprintf(tmp_val, "%c)", index_to_label(i));
2261 /* Clear the line with the (possibly indented) index */
2262 put_str(tmp_val, j + 1, col);
2266 /* Display graphics for object, if desired */
2267 if (show_item_graph)
2269 byte a = object_attr(o_ptr);
2270 char c = object_char(o_ptr);
2271 Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2272 if (use_bigtile) cur_col++;
2278 /* Display the entry itself */
2279 c_put_str(out_color[j], out_desc[j], j + 1, cur_col);
2281 /* Display the weight if needed */
2284 int wgt = o_ptr->weight * o_ptr->number;
2286 (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2288 (void)sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
2291 prt(tmp_val, j + 1, wid - 9);
2295 /* Make a "shadow" below the list (only if needed) */
2296 if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2298 /* Save the new column */
2301 return target_item_label;
2306 * @brief 装備アイテムの表示を行う /
2307 * Display the equipment.
2308 * @param target_item アイテムの選択処理を行うか否か。
2309 * @return 選択したアイテムのタグ
2311 int show_equip(int target_item)
2314 int col, cur_col, len;
2317 char o_name[MAX_NLEN];
2320 char out_desc[23][MAX_NLEN];
2321 int target_item_label = 0;
2323 char equip_label[52 + 1];
2325 /* Starting column */
2329 Term_get_size(&wid, &hgt);
2331 /* Maximal length */
2332 len = wid - col - 1;
2335 /* Scan the equipment list */
2336 for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++)
2338 o_ptr = &inventory[i];
2340 /* Is this item acceptable? */
2341 if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(o_ptr)) &&
2342 (!((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute) ||
2343 item_tester_no_ryoute)) continue;
2346 object_desc(o_name, o_ptr, 0);
2348 if ((((i == INVEN_RARM) && p_ptr->hidarite) || ((i == INVEN_LARM) && p_ptr->migite)) && p_ptr->ryoute)
2351 (void)strcpy(out_desc[k],"(武器を両手持ち)");
2353 (void)strcpy(out_desc[k],"(wielding with two-hands)");
2355 out_color[k] = TERM_WHITE;
2359 (void)strcpy(out_desc[k], o_name);
2360 out_color[k] = tval_to_attr[o_ptr->tval % 128];
2364 /* Grey out charging items */
2367 out_color[k] = TERM_L_DARK;
2370 /* Extract the maximal length (see below) */
2372 l = strlen(out_desc[k]) + (2 + 1);
2374 l = strlen(out_desc[k]) + (2 + 3);
2378 /* Increase length for labels (if needed) */
2380 if (show_labels) l += (7 + 2);
2382 if (show_labels) l += (14 + 2);
2386 /* Increase length for weight (if needed) */
2387 if (show_weights) l += 9;
2389 if (show_item_graph) l += 2;
2391 /* Maintain the max-length */
2392 if (l > len) len = l;
2394 /* Advance the entry */
2398 /* Hack -- Find a column to start in */
2400 col = (len > wid - 6) ? 0 : (wid - len - 1);
2402 col = (len > wid - 4) ? 0 : (wid - len - 1);
2405 prepare_label_string(equip_label, USE_EQUIP);
2407 /* Output each entry */
2408 for (j = 0; j < k; j++)
2414 o_ptr = &inventory[i];
2416 /* Clear the line */
2417 prt("", j + 1, col ? col - 2 : col);
2419 if (use_menu && target_item)
2421 if (j == (target_item-1))
2423 strcpy(tmp_val, _("》", "> "));
2424 target_item_label = i;
2426 else strcpy(tmp_val, " ");
2428 else if (i >= INVEN_RARM)
2430 /* Prepare an index --(-- */
2431 sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
2435 /* Prepare an index --(-- */
2436 sprintf(tmp_val, "%c)", index_to_label(i));
2439 /* Clear the line with the (possibly indented) index */
2440 put_str(tmp_val, j+1, col);
2444 /* Display graphics for object, if desired */
2445 if (show_item_graph)
2447 byte a = object_attr(o_ptr);
2448 char c = object_char(o_ptr);
2449 Term_queue_bigchar(cur_col, j + 1, a, c, 0, 0);
2450 if (use_bigtile) cur_col++;
2458 /* Mention the use */
2459 (void)sprintf(tmp_val, _("%-7s: ", "%-14s: "), mention_use(i));
2461 put_str(tmp_val, j+1, cur_col);
2463 /* Display the entry itself */
2464 c_put_str(out_color[j], out_desc[j], j+1, _(cur_col + 9, cur_col + 16));
2470 /* Display the entry itself */
2471 c_put_str(out_color[j], out_desc[j], j+1, cur_col);
2474 /* Display the weight if needed */
2477 int wgt = o_ptr->weight * o_ptr->number;
2479 (void)sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
2481 (void)sprintf(tmp_val, "%3d.%d lb", wgt / 10, wgt % 10);
2484 prt(tmp_val, j + 1, wid - 9);
2488 /* Make a "shadow" below the list (only if needed) */
2489 if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
2491 /* Save the new column */
2494 return target_item_label;
2498 * @brief サブウィンドウに所持品、装備品リストの表示を行う /
2499 * Flip "inven" and "equip" in any sub-windows
2502 void toggle_inven_equip(void)
2507 for (j = 0; j < 8; j++)
2510 if (!angband_term[j]) continue;
2512 /* Flip inven to equip */
2513 if (window_flag[j] & (PW_INVEN))
2516 window_flag[j] &= ~(PW_INVEN);
2517 window_flag[j] |= (PW_EQUIP);
2520 p_ptr->window |= (PW_EQUIP);
2523 /* Flip inven to equip */
2524 else if (window_flag[j] & (PW_EQUIP))
2527 window_flag[j] &= ~(PW_EQUIP);
2528 window_flag[j] |= (PW_INVEN);
2531 p_ptr->window |= (PW_INVEN);
2537 * @brief 選択したアイテムの確認処理の補助 /
2538 * Verify the choice of an item.
2539 * @param prompt メッセージ表示の一部
2540 * @param item 選択アイテムID
2541 * @return 確認がYesならTRUEを返す。
2542 * @details The item can be negative to mean "item on floor".
2544 static bool verify(cptr prompt, int item)
2546 char o_name[MAX_NLEN];
2547 char out_val[MAX_NLEN+20];
2554 o_ptr = &inventory[item];
2560 o_ptr = &o_list[0 - item];
2564 object_desc(o_name, o_ptr, 0);
2567 (void)sprintf(out_val, _("%s%sですか? ", "%s %s? "), prompt, o_name);
2570 return (get_check(out_val));
2575 * @brief 選択したアイテムの確認処理のメインルーチン /
2576 * @param item 選択アイテムID
2577 * @return 確認がYesならTRUEを返す。
2578 * @details The item can be negative to mean "item on floor".
2579 * Hack -- allow user to "prevent" certain choices
2581 static bool get_item_allow(int item)
2587 if (!command_cmd) return TRUE; /* command_cmd is no longer effective */
2592 o_ptr = &inventory[item];
2598 o_ptr = &o_list[0 - item];
2601 /* No inscription */
2602 if (!o_ptr->inscription) return (TRUE);
2605 s = my_strchr(quark_str(o_ptr->inscription), '!');
2607 /* Process preventions */
2610 /* Check the "restriction" */
2611 if ((s[1] == command_cmd) || (s[1] == '*'))
2613 /* Verify the choice */
2614 if (!verify(_("本当に", "Really try"), item)) return (FALSE);
2617 /* Find another '!' */
2618 s = my_strchr(s + 1, '!');
2627 * @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 /
2628 * Auxiliary function for "get_item()" -- test an index
2630 * @return 正規のIDならばTRUEを返す。
2632 static bool get_item_okay(int i)
2635 if ((i < 0) || (i >= INVEN_TOTAL)) return (FALSE);
2637 if (select_ring_slot) return is_ring_slot(i);
2639 /* Verify the item */
2640 if (!item_tester_okay(&inventory[i])) return (FALSE);
2647 * @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 /
2648 * Determine whether get_item() can get some item or not
2649 * @return アイテムを拾えるならばTRUEを返す。
2650 * @details assuming mode = (USE_EQUIP | USE_INVEN | USE_FLOOR).
2652 bool can_get_item(void)
2654 int j, floor_list[23], floor_num = 0;
2656 for (j = 0; j < INVEN_TOTAL; j++)
2657 if (item_tester_okay(&inventory[j]))
2660 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
2668 * @brief オブジェクト選択の汎用関数 /
2669 * Let the user select an item, save its "index"
2670 * @param cp 選択したオブジェクトのIDを返す。
2671 * @param pmt 選択目的のメッセージ
2672 * @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
2673 * @param mode オプションフラグ
2674 * @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。/
2675 * Return TRUE only if an acceptable item was chosen by the user.\n
2677 * The selected item must satisfy the "item_tester_hook()" function,\n
2678 * if that hook is set, and the "item_tester_tval", if that value is set.\n
2680 * All "item_tester" restrictions are cleared before this function returns.\n
2682 * The user is allowed to choose acceptable items from the equipment,\n
2683 * inventory, or floor, respectively, if the proper flag was given,\n
2684 * and there are any acceptable items in that location.\n
2686 * The equipment or inventory are displayed (even if no acceptable\n
2687 * items are in that location) if the proper flag was given.\n
2689 * If there are no acceptable items available anywhere, and "str" is\n
2690 * not NULL, then it will be used as the text of a warning message\n
2691 * before the function returns.\n
2693 * Note that the user must press "-" to specify the item on the floor,\n
2694 * and there is no way to "examine" the item on the floor, while the\n
2695 * use of "capital" letters will "examine" an inventory/equipment item,\n
2696 * and prompt for its use.\n
2698 * If a legal item is selected from the inventory, we save it in "cp"\n
2699 * directly (0 to 35), and return TRUE.\n
2701 * If a legal item is selected from the floor, we save it in "cp" as\n
2702 * a negative (-1 to -511), and return TRUE.\n
2704 * If no item is available, we do nothing to "cp", and we display a\n
2705 * warning message, using "str" if available, and return FALSE.\n
2707 * If no item is selected, we do nothing to "cp", and return FALSE.\n
2709 * Global "p_ptr->command_new" is used when viewing the inventory or equipment\n
2710 * to allow the user to enter a command while viewing those screens, and\n
2711 * also to induce "auto-enter" of stores, and other such stuff.\n
2713 * Global "p_ptr->command_see" may be set before calling this function to start\n
2714 * out in "browse" mode. It is cleared before this function returns.\n
2716 * Global "p_ptr->command_wrk" is used to choose between equip/inven listings.\n
2717 * If it is TRUE then we are viewing inventory, else equipment.\n
2719 * We always erase the prompt when we are done, leaving a blank line,\n
2720 * or a warning message, if appropriate, if no items are available.\n
2722 bool get_item(COMMAND_CODE *cp, cptr pmt, cptr str, int mode)
2724 OBJECT_IDX this_o_idx, next_o_idx = 0;
2730 COMMAND_CODE i1, i2;
2731 COMMAND_CODE e1, e2;
2741 bool allow_floor = FALSE;
2743 bool toggle = FALSE;
2749 extern bool select_the_force;
2751 int menu_line = (use_menu ? 1 : 0);
2757 static char prev_tag = '\0';
2758 char cur_tag = '\0';
2760 #endif /* ALLOW_REPEAT */
2762 #ifdef ALLOW_EASY_FLOOR /* TNB */
2764 if (easy_floor || use_menu) return get_item_floor(cp, pmt, str, mode);
2766 #endif /* ALLOW_EASY_FLOOR -- TNB */
2769 if (mode & USE_EQUIP) equip = TRUE;
2770 if (mode & USE_INVEN) inven = TRUE;
2771 if (mode & USE_FLOOR) floor = TRUE;
2775 /* Get the item index */
2776 if (repeat_pull(cp))
2779 if (select_the_force && (*cp == INVEN_FORCE))
2781 item_tester_tval = 0;
2782 item_tester_hook = NULL;
2783 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2788 else if (floor && (*cp < 0))
2795 /* Acquire object */
2798 /* Validate the item */
2799 if (item_tester_okay(o_ptr))
2801 /* Forget restrictions */
2802 item_tester_tval = 0;
2803 item_tester_hook = NULL;
2804 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2811 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
2812 (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
2814 if (prev_tag && command_cmd)
2816 /* Look up the tag and validate the item */
2817 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
2818 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
2819 else if (!get_item_okay(k)) /* Reject */;
2822 /* Accept that choice */
2825 /* Forget restrictions */
2826 item_tester_tval = 0;
2827 item_tester_hook = NULL;
2828 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2834 prev_tag = '\0'; /* prev_tag is no longer effective */
2837 /* Verify the item */
2838 else if (get_item_okay(*cp))
2840 /* Forget restrictions */
2841 item_tester_tval = 0;
2842 item_tester_hook = NULL;
2843 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
2851 #endif /* ALLOW_REPEAT */
2854 /* Paranoia XXX XXX XXX */
2861 /* No item selected */
2865 /* Full inventory */
2867 i2 = INVEN_PACK - 1;
2869 /* Forbid inventory */
2870 if (!inven) i2 = -1;
2873 for (j = 0; j < INVEN_PACK; j++)
2874 if (item_tester_okay(&inventory[j])) max_inven++;
2877 /* Restrict inventory indexes */
2878 while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
2879 while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
2882 /* Full equipment */
2884 e2 = INVEN_TOTAL - 1;
2886 /* Forbid equipment */
2887 if (!equip) e2 = -1;
2890 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
2891 if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
2892 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
2895 /* Restrict equipment indexes */
2896 while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
2897 while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
2899 if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
2903 if (e2 < INVEN_LARM) e2 = INVEN_LARM;
2905 else if (p_ptr->hidarite) e1 = INVEN_RARM;
2909 /* Restrict floor usage */
2912 /* Scan all objects in the grid */
2913 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
2917 /* Acquire object */
2918 o_ptr = &o_list[this_o_idx];
2920 /* Acquire next object */
2921 next_o_idx = o_ptr->next_o_idx;
2923 /* Accept the item on the floor if legal */
2924 if (item_tester_okay(o_ptr) && (o_ptr->marked & OM_FOUND)) allow_floor = TRUE;
2928 /* Require at least one legal choice */
2929 if (!allow_floor && (i1 > i2) && (e1 > e2))
2931 /* Cancel p_ptr->command_see */
2932 command_see = FALSE;
2940 if (select_the_force) {
2946 /* Analyze choices */
2949 /* Hack -- Start on equipment if requested */
2950 if (command_see && command_wrk && equip)
2955 /* Use inventory if allowed */
2958 command_wrk = FALSE;
2961 /* Use equipment if allowed */
2967 /* Use inventory for floor */
2970 command_wrk = FALSE;
2976 * 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
2978 if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
2980 /* Hack -- start out in "display" mode */
2988 /* Repeat until done */
2991 COMMAND_CODE get_item_label = 0;
2998 for (j = 0; j < 8; j++)
3001 if (!angband_term[j]) continue;
3003 /* Count windows displaying inven */
3004 if (window_flag[j] & (PW_INVEN)) ni++;
3006 /* Count windows displaying equip */
3007 if (window_flag[j] & (PW_EQUIP)) ne++;
3010 /* Toggle if needed */
3011 if ((command_wrk && ni && !ne) ||
3012 (!command_wrk && !ni && ne))
3015 toggle_inven_equip();
3022 p_ptr->window |= (PW_INVEN | PW_EQUIP);
3024 /* Redraw windows */
3028 /* Inventory screen */
3031 /* Redraw if needed */
3032 if (command_see) get_item_label = show_inven(menu_line);
3035 /* Equipment screen */
3038 /* Redraw if needed */
3039 if (command_see) get_item_label = show_equip(menu_line);
3042 /* Viewing inventory */
3045 /* Begin the prompt */
3046 sprintf(out_val, _("持ち物:", "Inven:"));
3048 /* Some legal items */
3049 if ((i1 <= i2) && !use_menu)
3051 /* Build the prompt */
3052 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
3053 index_to_label(i1), index_to_label(i2));
3056 strcat(out_val, tmp_val);
3059 /* Indicate ability to "view" */
3060 if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
3064 if (equip) strcat(out_val, format(" %s 装備品,", use_menu ? "'4'or'6'" : "'/'"));
3066 if (equip) strcat(out_val, format(" %s for Equip,", use_menu ? "4 or 6" : "/"));
3070 /* Viewing equipment */
3073 /* Begin the prompt */
3074 sprintf(out_val, _("装備品:", "Equip:"));
3076 /* Some legal items */
3077 if ((e1 <= e2) && !use_menu)
3079 /* Build the prompt */
3080 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
3081 index_to_label(e1), index_to_label(e2));
3084 strcat(out_val, tmp_val);
3087 /* Indicate ability to "view" */
3088 if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
3092 if (inven) strcat(out_val, format(" %s 持ち物,", use_menu ? "'4'or'6'" : "'/'"));
3094 if (inven) strcat(out_val, format(" %s for Inven,", use_menu ? "4 or 6" : "'/'"));
3098 /* Indicate legality of the "floor" item */
3099 if (allow_floor) strcat(out_val, _(" '-'床上,", " - for floor,"));
3100 if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
3102 /* Finish the prompt */
3103 strcat(out_val, " ESC");
3105 /* Build the prompt */
3106 sprintf(tmp_val, "(%s) %s", out_val, pmt);
3108 /* Show the prompt */
3116 int max_line = (command_wrk ? max_equip : max_inven);
3132 menu_line += (max_line - 1);
3151 /* Verify legality */
3152 if (!inven || !equip)
3158 /* Hack -- Fix screen */
3168 /* Switch inven/equip */
3169 command_wrk = !command_wrk;
3170 max_line = (command_wrk ? max_equip : max_inven);
3171 if (menu_line > max_line) menu_line = max_line;
3173 /* Need to redraw */
3182 if (command_wrk == USE_FLOOR)
3185 (*cp) = -get_item_label;
3189 /* Validate the item */
3190 if (!get_item_okay(get_item_label))
3196 /* Allow player to "refuse" certain actions */
3197 if (!get_item_allow(get_item_label))
3203 /* Accept that choice */
3204 (*cp) = get_item_label;
3213 if (select_the_force) {
3221 if (menu_line > max_line) menu_line -= max_line;
3242 command_see = FALSE;
3262 /* Verify legality */
3263 if (!inven || !equip)
3269 /* Hack -- Fix screen */
3279 /* Switch inven/equip */
3280 command_wrk = !command_wrk;
3282 /* Need to redraw */
3288 /* Use floor item */
3291 /* Scan all objects in the grid */
3292 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3296 /* Acquire object */
3297 o_ptr = &o_list[this_o_idx];
3299 /* Acquire next object */
3300 next_o_idx = o_ptr->next_o_idx;
3302 /* Validate the item */
3303 if (!item_tester_okay(o_ptr)) continue;
3308 /* Verify the item (if required) */
3309 if (other_query_flag && !verify(_("本当に", "Try"), k)) continue;
3311 /* Allow player to "refuse" certain actions */
3312 if (!get_item_allow(k)) continue;
3314 /* Accept that choice */
3331 case '1': case '2': case '3':
3332 case '4': case '5': case '6':
3333 case '7': case '8': case '9':
3335 /* Look up the tag */
3336 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3342 /* Hack -- Validate the item */
3343 if ((k < INVEN_RARM) ? !inven : !equip)
3349 /* Validate the item */
3350 if (!get_item_okay(k))
3356 /* Allow player to "refuse" certain actions */
3357 if (!get_item_allow(k))
3363 /* Accept that choice */
3369 #endif /* ALLOW_REPEAT */
3377 /* Choose "default" inventory item */
3380 k = ((i1 == i2) ? i1 : -1);
3383 /* Choose "default" equipment item */
3386 k = ((e1 == e2) ? e1 : -1);
3389 /* Validate the item */
3390 if (!get_item_okay(k))
3396 /* Allow player to "refuse" certain actions */
3397 if (!get_item_allow(k))
3403 /* Accept that choice */
3413 if (select_the_force) {
3426 bool not_found = FALSE;
3428 /* Look up the alphabetical tag */
3429 if (!get_tag(&k, which, command_wrk ? USE_EQUIP : USE_INVEN))
3434 /* Hack -- Validate the item */
3435 else if ((k < INVEN_RARM) ? !inven : !equip)
3440 /* Validate the item */
3441 else if (!get_item_okay(k))
3448 /* Accept that choice */
3454 #endif /* ALLOW_REPEAT */
3458 /* Extract "query" setting */
3459 ver = isupper(which);
3460 which = tolower(which);
3462 /* Convert letter to inventory index */
3465 if (which == '(') k = i1;
3466 else if (which == ')') k = i2;
3467 else k = label_to_inven(which);
3470 /* Convert letter to equipment index */
3473 if (which == '(') k = e1;
3474 else if (which == ')') k = e2;
3475 else k = label_to_equip(which);
3478 /* Validate the item */
3479 if (!get_item_okay(k))
3485 /* Verify the item */
3486 if (ver && !verify(_("本当に", "Try"), k))
3492 /* Allow player to "refuse" certain actions */
3493 if (!get_item_allow(k))
3499 /* Accept that choice */
3510 /* Fix the screen if necessary */
3516 /* Hack -- Cancel "display" */
3517 command_see = FALSE;
3521 /* Forget the item_tester_tval restriction */
3522 item_tester_tval = 0;
3524 item_tester_no_ryoute = FALSE;
3526 /* Forget the item_tester_hook restriction */
3527 item_tester_hook = NULL;
3530 /* Clean up 'show choices' */
3531 /* Toggle again if needed */
3532 if (toggle) toggle_inven_equip();
3535 p_ptr->window |= (PW_INVEN | PW_EQUIP);
3541 /* Clear the prompt line */
3544 /* Warning if needed */
3545 if (oops && str) msg_print(str);
3551 if (command_cmd) prev_tag = cur_tag;
3552 #endif /* ALLOW_REPEAT */
3554 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3562 #ifdef ALLOW_EASY_FLOOR
3565 * @brief 床下に落ちているオブジェクトの数を返す / scan_floor
3566 * @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
3567 * @param y 走査するフロアのY座標
3568 * @param x 走査するフロアのX座標
3569 * @param mode オプションフラグ
3570 * @return 対象のマスに落ちているアイテム数
3572 * Return a list of o_list[] indexes of items at the given cave
3573 * location. Valid flags are:
3575 * mode & 0x01 -- Item tester
3576 * mode & 0x02 -- Marked items only
3577 * mode & 0x04 -- Stop after first
3579 int scan_floor(int *items, int y, int x, int mode)
3581 int this_o_idx, next_o_idx;
3586 if (!in_bounds(y, x)) return 0;
3588 /* Scan all objects in the grid */
3589 for (this_o_idx = cave[y][x].o_idx; this_o_idx; this_o_idx = next_o_idx)
3593 /* Acquire object */
3594 o_ptr = &o_list[this_o_idx];
3596 /* Acquire next object */
3597 next_o_idx = o_ptr->next_o_idx;
3600 if ((mode & 0x01) && !item_tester_okay(o_ptr)) continue;
3603 if ((mode & 0x02) && !(o_ptr->marked & OM_FOUND)) continue;
3605 /* Accept this item */
3606 /* XXX Hack -- Enforce limit */
3608 items[num] = this_o_idx;
3613 if (mode & 0x04) break;
3622 * @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.
3623 * @param target_item カーソルの初期値
3624 * @param y 走査するフロアのY座標
3625 * @param x 走査するフロアのX座標
3626 * @param min_width 表示の長さ
3627 * @return 選択したアイテムのID
3630 int show_floor(int target_item, int y, int x, int *min_width)
3637 char o_name[MAX_NLEN];
3643 char out_desc[23][MAX_NLEN];
3644 int target_item_label = 0;
3646 int floor_list[23], floor_num;
3648 char floor_label[52 + 1];
3650 bool dont_need_to_show_weights = TRUE;
3653 Term_get_size(&wid, &hgt);
3655 /* Default length */
3656 len = MAX((*min_width), 20);
3659 /* Scan for objects in the grid, using item_tester_okay() */
3660 floor_num = scan_floor(floor_list, y, x, 0x03);
3662 /* Display the floor objects */
3663 for (k = 0, i = 0; i < floor_num && i < 23; i++)
3665 o_ptr = &o_list[floor_list[i]];
3667 /* Describe the object */
3668 object_desc(o_name, o_ptr, 0);
3670 /* Save the index */
3673 /* Acquire inventory color */
3674 out_color[k] = tval_to_attr[o_ptr->tval & 0x7F];
3676 /* Save the object description */
3677 strcpy(out_desc[k], o_name);
3679 /* Find the predicted "line length" */
3680 l = strlen(out_desc[k]) + 5;
3682 /* Be sure to account for the weight */
3683 if (show_weights) l += 9;
3685 if (o_ptr->tval != TV_GOLD) dont_need_to_show_weights = FALSE;
3687 /* Maintain the maximum length */
3688 if (l > len) len = l;
3690 /* Advance to next "line" */
3694 if (show_weights && dont_need_to_show_weights) len -= 9;
3699 /* Find the column to start in */
3700 col = (len > wid - 4) ? 0 : (wid - len - 1);
3702 prepare_label_string_floor(floor_label, floor_list, floor_num);
3704 /* Output each entry */
3705 for (j = 0; j < k; j++)
3708 i = floor_list[out_index[j]];
3713 /* Clear the line */
3714 prt("", j + 1, col ? col - 2 : col);
3716 if (use_menu && target_item)
3718 if (j == (target_item-1))
3720 strcpy(tmp_val, _("》", "> "));
3721 target_item_label = i;
3723 else strcpy(tmp_val, " ");
3727 /* Prepare an index --(-- */
3728 sprintf(tmp_val, "%c)", floor_label[j]);
3731 /* Clear the line with the (possibly indented) index */
3732 put_str(tmp_val, j + 1, col);
3734 /* Display the entry itself */
3735 c_put_str(out_color[j], out_desc[j], j + 1, col + 3);
3737 /* Display the weight if needed */
3738 if (show_weights && (o_ptr->tval != TV_GOLD))
3740 int wgt = o_ptr->weight * o_ptr->number;
3742 sprintf(tmp_val, "%3d.%1d kg", lbtokg1(wgt) , lbtokg2(wgt) );
3744 sprintf(tmp_val, "%3d.%1d lb", wgt / 10, wgt % 10);
3747 prt(tmp_val, j + 1, wid - 9);
3751 /* Make a "shadow" below the list (only if needed) */
3752 if (j && (j < 23)) prt("", j + 1, col ? col - 2 : col);
3754 return target_item_label;
3758 * @brief オブジェクト選択の汎用関数(床上アイテム用) /
3759 * Let the user select an item, save its "index"
3760 * @param cp 選択したオブジェクトのIDを返す。
3761 * @param pmt 選択目的のメッセージ
3762 * @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
3763 * @param mode オプションフラグ
3764 * @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。/
3766 bool get_item_floor(COMMAND_CODE *cp, cptr pmt, cptr str, int mode)
3768 char n1 = ' ', n2 = ' ', which = ' ';
3771 COMMAND_CODE i1, i2;
3772 COMMAND_CODE e1, e2;
3780 bool equip = (mode & USE_EQUIP) ? TRUE : FALSE;
3781 bool inven = (mode & USE_INVEN) ? TRUE : FALSE;
3782 bool floor = (mode & USE_FLOOR) ? TRUE : FALSE;
3784 bool allow_equip = FALSE;
3785 bool allow_inven = FALSE;
3786 bool allow_floor = FALSE;
3788 bool toggle = FALSE;
3793 int floor_num, floor_list[23], floor_top = 0;
3796 extern bool select_the_force;
3798 int menu_line = (use_menu ? 1 : 0);
3804 static char prev_tag = '\0';
3805 char cur_tag = '\0';
3807 /* Get the item index */
3808 if (repeat_pull(cp))
3811 if (select_the_force && (*cp == INVEN_FORCE))
3813 item_tester_tval = 0;
3814 item_tester_hook = NULL;
3815 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3820 else if (floor && (*cp < 0))
3822 if (prev_tag && command_cmd)
3824 /* Scan all objects in the grid */
3825 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3827 /* Look up the tag */
3828 if (get_tag_floor(&k, prev_tag, floor_list, floor_num))
3830 /* Accept that choice */
3831 (*cp) = 0 - floor_list[k];
3833 /* Forget restrictions */
3834 item_tester_tval = 0;
3835 item_tester_hook = NULL;
3836 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3842 prev_tag = '\0'; /* prev_tag is no longer effective */
3845 /* Validate the item */
3846 else if (item_tester_okay(&o_list[0 - (*cp)]))
3848 /* Forget restrictions */
3849 item_tester_tval = 0;
3850 item_tester_hook = NULL;
3851 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3858 else if ((inven && (*cp >= 0) && (*cp < INVEN_PACK)) ||
3859 (equip && (*cp >= INVEN_RARM) && (*cp < INVEN_TOTAL)))
3861 if (prev_tag && command_cmd)
3863 /* Look up the tag and validate the item */
3864 if (!get_tag(&k, prev_tag, (*cp >= INVEN_RARM) ? USE_EQUIP : USE_INVEN)) /* Reject */;
3865 else if ((k < INVEN_RARM) ? !inven : !equip) /* Reject */;
3866 else if (!get_item_okay(k)) /* Reject */;
3869 /* Accept that choice */
3872 /* Forget restrictions */
3873 item_tester_tval = 0;
3874 item_tester_hook = NULL;
3875 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3881 prev_tag = '\0'; /* prev_tag is no longer effective */
3884 /* Verify the item */
3885 else if (get_item_okay(*cp))
3887 /* Forget restrictions */
3888 item_tester_tval = 0;
3889 item_tester_hook = NULL;
3890 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
3898 #endif /* ALLOW_REPEAT */
3901 /* Paranoia XXX XXX XXX */
3908 /* No item selected */
3912 /* Full inventory */
3914 i2 = INVEN_PACK - 1;
3916 /* Forbid inventory */
3917 if (!inven) i2 = -1;
3920 for (j = 0; j < INVEN_PACK; j++)
3921 if (item_tester_okay(&inventory[j])) max_inven++;
3924 /* Restrict inventory indexes */
3925 while ((i1 <= i2) && (!get_item_okay(i1))) i1++;
3926 while ((i1 <= i2) && (!get_item_okay(i2))) i2--;
3929 /* Full equipment */
3931 e2 = INVEN_TOTAL - 1;
3933 /* Forbid equipment */
3934 if (!equip) e2 = -1;
3937 for (j = INVEN_RARM; j < INVEN_TOTAL; j++)
3938 if (select_ring_slot ? is_ring_slot(j) : item_tester_okay(&inventory[j])) max_equip++;
3939 if (p_ptr->ryoute && !item_tester_no_ryoute) max_equip++;
3942 /* Restrict equipment indexes */
3943 while ((e1 <= e2) && (!get_item_okay(e1))) e1++;
3944 while ((e1 <= e2) && (!get_item_okay(e2))) e2--;
3946 if (equip && p_ptr->ryoute && !item_tester_no_ryoute)
3950 if (e2 < INVEN_LARM) e2 = INVEN_LARM;
3952 else if (p_ptr->hidarite) e1 = INVEN_RARM;
3956 /* Count "okay" floor items */
3959 /* Restrict floor usage */
3962 /* Scan all objects in the grid */
3963 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
3966 /* Accept inventory */
3967 if (i1 <= i2) allow_inven = TRUE;
3969 /* Accept equipment */
3970 if (e1 <= e2) allow_equip = TRUE;
3973 if (floor_num) allow_floor = TRUE;
3975 /* Require at least one legal choice */
3976 if (!allow_inven && !allow_equip && !allow_floor)
3978 /* Cancel p_ptr->command_see */
3979 command_see = FALSE;
3987 if (select_the_force) {
3993 /* Analyze choices */
3996 /* Hack -- Start on equipment if requested */
3997 if (command_see && (command_wrk == (USE_EQUIP))
4000 command_wrk = (USE_EQUIP);
4003 /* Use inventory if allowed */
4004 else if (allow_inven)
4006 command_wrk = (USE_INVEN);
4009 /* Use equipment if allowed */
4010 else if (allow_equip)
4012 command_wrk = (USE_EQUIP);
4015 /* Use floor if allowed */
4016 else if (allow_floor)
4018 command_wrk = (USE_FLOOR);
4023 * 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
4025 if ((always_show_list == TRUE) || use_menu) command_see = TRUE;
4027 /* Hack -- start out in "display" mode */
4034 /* Repeat until done */
4037 COMMAND_CODE get_item_label = 0;
4044 for (j = 0; j < 8; j++)
4047 if (!angband_term[j]) continue;
4049 /* Count windows displaying inven */
4050 if (window_flag[j] & (PW_INVEN)) ni++;
4052 /* Count windows displaying equip */
4053 if (window_flag[j] & (PW_EQUIP)) ne++;
4056 /* Toggle if needed */
4057 if ((command_wrk == (USE_EQUIP) && ni && !ne) ||
4058 (command_wrk == (USE_INVEN) && !ni && ne))
4061 toggle_inven_equip();
4068 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4070 /* Redraw windows */
4073 /* Inventory screen */
4074 if (command_wrk == (USE_INVEN))
4076 /* Extract the legal requests */
4080 /* Redraw if needed */
4081 if (command_see) get_item_label = show_inven(menu_line);
4084 /* Equipment screen */
4085 else if (command_wrk == (USE_EQUIP))
4087 /* Extract the legal requests */
4088 n1 = I2A(e1 - INVEN_RARM);
4089 n2 = I2A(e2 - INVEN_RARM);
4091 /* Redraw if needed */
4092 if (command_see) get_item_label = show_equip(menu_line);
4096 else if (command_wrk == (USE_FLOOR))
4099 k = MIN(floor_top + 23, floor_num) - 1;
4101 /* Extract the legal requests */
4102 n1 = I2A(j - floor_top);
4103 n2 = I2A(k - floor_top);
4105 /* Redraw if needed */
4106 if (command_see) get_item_label = show_floor(menu_line, p_ptr->y, p_ptr->x, &min_width);
4109 /* Viewing inventory */
4110 if (command_wrk == (USE_INVEN))
4112 /* Begin the prompt */
4113 sprintf(out_val, _("持ち物:", "Inven:"));
4117 /* Build the prompt */
4118 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4119 index_to_label(i1), index_to_label(i2));
4122 strcat(out_val, tmp_val);
4125 /* Indicate ability to "view" */
4126 if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4133 strcat(out_val, " '/' 装備品,");
4134 else if (allow_floor)
4135 strcat(out_val, " '6' 装備品,");
4137 strcat(out_val, " '4'or'6' 装備品,");
4140 strcat(out_val, " / for Equip,");
4141 else if (allow_floor)
4142 strcat(out_val, " 6 for Equip,");
4144 strcat(out_val, " 4 or 6 for Equip,");
4153 strcat(out_val, " '-'床上,");
4154 else if (allow_equip)
4155 strcat(out_val, " '4' 床上,");
4157 strcat(out_val, " '4'or'6' 床上,");
4160 strcat(out_val, " - for floor,");
4161 else if (allow_equip)
4162 strcat(out_val, " 4 for floor,");
4164 strcat(out_val, " 4 or 6 for floor,");
4169 /* Viewing equipment */
4170 else if (command_wrk == (USE_EQUIP))
4172 /* Begin the prompt */
4173 sprintf(out_val, _("装備品:", "Equip:"));
4177 /* Build the prompt */
4178 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"),
4179 index_to_label(e1), index_to_label(e2));
4182 strcat(out_val, tmp_val);
4185 /* Indicate ability to "view" */
4186 if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4193 strcat(out_val, " '/' 持ち物,");
4194 else if (allow_floor)
4195 strcat(out_val, " '4' 持ち物,");
4197 strcat(out_val, " '4'or'6' 持ち物,");
4200 strcat(out_val, " / for Inven,");
4201 else if (allow_floor)
4202 strcat(out_val, " 4 for Inven,");
4204 strcat(out_val, " 4 or 6 for Inven,");
4213 strcat(out_val, " '-'床上,");
4214 else if (allow_inven)
4215 strcat(out_val, " '6' 床上,");
4217 strcat(out_val, " '4'or'6' 床上,");
4220 strcat(out_val, " - for floor,");
4221 else if (allow_inven)
4222 strcat(out_val, " 6 for floor,");
4224 strcat(out_val, " 4 or 6 for floor,");
4230 else if (command_wrk == (USE_FLOOR))
4232 /* Begin the prompt */
4233 sprintf(out_val, _("床上:", "Floor:"));
4237 /* Build the prompt */
4238 sprintf(tmp_val, _("%c-%c,'(',')',", " %c-%c,'(',')',"), n1, n2);
4241 strcat(out_val, tmp_val);
4244 /* Indicate ability to "view" */
4245 if (!command_see && !use_menu) strcat(out_val, _(" '*'一覧,", " * to see,"));
4249 if (allow_inven && allow_equip)
4251 strcat(out_val, _(" '4' 装備品, '6' 持ち物,", " 4 for Equip, 6 for Inven,"));
4253 else if (allow_inven)
4255 strcat(out_val, _(" '4'or'6' 持ち物,", " 4 or 6 for Inven,"));
4257 else if (allow_equip)
4259 strcat(out_val, _(" '4'or'6' 装備品,", " 4 or 6 for Equip,"));
4263 else if (allow_inven)
4265 strcat(out_val, _(" '/' 持ち物,", " / for Inven,"));
4267 else if (allow_equip)
4269 strcat(out_val, _(" '/'装備品,", " / for Equip,"));
4273 if (command_see && !use_menu)
4275 strcat(out_val, _(" Enter 次,", " Enter for scroll down,"));
4280 if (select_the_force) strcat(out_val, _(" 'w'練気術,", " w for the Force,"));
4282 /* Finish the prompt */
4283 strcat(out_val, " ESC");
4285 /* Build the prompt */
4286 sprintf(tmp_val, "(%s) %s", out_val, pmt);
4288 /* Show the prompt */
4297 if (command_wrk == USE_INVEN) max_line = max_inven;
4298 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4299 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4315 menu_line += (max_line - 1);
4331 /* Verify legality */
4332 if (command_wrk == (USE_INVEN))
4334 if (allow_floor) command_wrk = USE_FLOOR;
4335 else if (allow_equip) command_wrk = USE_EQUIP;
4342 else if (command_wrk == (USE_EQUIP))
4344 if (allow_inven) command_wrk = USE_INVEN;
4345 else if (allow_floor) command_wrk = USE_FLOOR;
4352 else if (command_wrk == (USE_FLOOR))
4354 if (allow_equip) command_wrk = USE_EQUIP;
4355 else if (allow_inven) command_wrk = USE_INVEN;
4368 /* Hack -- Fix screen */
4378 /* Switch inven/equip */
4379 if (command_wrk == USE_INVEN) max_line = max_inven;
4380 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4381 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4382 if (menu_line > max_line) menu_line = max_line;
4384 /* Need to redraw */
4392 /* Verify legality */
4393 if (command_wrk == (USE_INVEN))
4395 if (allow_equip) command_wrk = USE_EQUIP;
4396 else if (allow_floor) command_wrk = USE_FLOOR;
4403 else if (command_wrk == (USE_EQUIP))
4405 if (allow_floor) command_wrk = USE_FLOOR;
4406 else if (allow_inven) command_wrk = USE_INVEN;
4413 else if (command_wrk == (USE_FLOOR))
4415 if (allow_inven) command_wrk = USE_INVEN;
4416 else if (allow_equip) command_wrk = USE_EQUIP;
4429 /* Hack -- Fix screen */
4439 /* Switch inven/equip */
4440 if (command_wrk == USE_INVEN) max_line = max_inven;
4441 else if (command_wrk == USE_EQUIP) max_line = max_equip;
4442 else if (command_wrk == USE_FLOOR) max_line = MIN(23, floor_num);
4443 if (menu_line > max_line) menu_line = max_line;
4445 /* Need to redraw */
4454 if (command_wrk == USE_FLOOR)
4457 (*cp) = -get_item_label;
4461 /* Validate the item */
4462 if (!get_item_okay(get_item_label))
4468 /* Allow player to "refuse" certain actions */
4469 if (!get_item_allow(get_item_label))
4475 /* Accept that choice */
4476 (*cp) = get_item_label;
4485 if (select_the_force) {
4493 if (menu_line > max_line) menu_line -= max_line;
4514 command_see = FALSE;
4538 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
4540 if (command_wrk != (USE_FLOOR)) break;
4542 /* Get the object being moved. */
4543 o_idx = c_ptr->o_idx;
4545 /* Only rotate a pile of two or more objects. */
4546 if (!(o_idx && o_list[o_idx].next_o_idx)) break;
4548 /* Remove the first object from the list. */
4549 excise_object_idx(o_idx);
4551 /* Find end of the list. */
4553 while (o_list[i].next_o_idx)
4554 i = o_list[i].next_o_idx;
4556 /* Add after the last object. */
4557 o_list[i].next_o_idx = o_idx;
4559 /* Re-scan floor list */
4560 floor_num = scan_floor(floor_list, p_ptr->y, p_ptr->x, 0x03);
4562 /* Hack -- Fix screen */
4577 if (command_wrk == (USE_INVEN))
4584 command_wrk = (USE_EQUIP);
4586 else if (command_wrk == (USE_EQUIP))
4593 command_wrk = (USE_INVEN);
4595 else if (command_wrk == (USE_FLOOR))
4599 command_wrk = (USE_INVEN);
4601 else if (allow_equip)
4603 command_wrk = (USE_EQUIP);
4612 /* Hack -- Fix screen */
4622 /* Need to redraw */
4635 * If we are already examining the floor, and there
4636 * is only one item, we will always select it.
4637 * If we aren't examining the floor and there is only
4638 * one item, we will select it if floor_query_flag
4643 if ((command_wrk == (USE_FLOOR)) || (!carry_query_flag))
4646 k = 0 - floor_list[0];
4648 /* Allow player to "refuse" certain actions */
4649 if (!get_item_allow(k))
4655 /* Accept that choice */
4664 /* Hack -- Fix screen */
4674 command_wrk = (USE_FLOOR);
4680 case '1': case '2': case '3':
4681 case '4': case '5': case '6':
4682 case '7': case '8': case '9':
4684 if (command_wrk != USE_FLOOR)
4686 /* Look up the tag */
4687 if (!get_tag(&k, which, command_wrk))
4693 /* Hack -- Validate the item */
4694 if ((k < INVEN_RARM) ? !inven : !equip)
4700 /* Validate the item */
4701 if (!get_item_okay(k))
4709 /* Look up the alphabetical tag */
4710 if (get_tag_floor(&k, which, floor_list, floor_num))
4713 k = 0 - floor_list[k];
4722 /* Allow player to "refuse" certain actions */
4723 if (!get_item_allow(k))
4729 /* Accept that choice */
4735 #endif /* ALLOW_REPEAT */
4743 /* Choose "default" inventory item */
4744 if (command_wrk == (USE_INVEN))
4746 k = ((i1 == i2) ? i1 : -1);
4749 /* Choose "default" equipment item */
4750 else if (command_wrk == (USE_EQUIP))
4752 k = ((e1 == e2) ? e1 : -1);
4755 /* Choose "default" floor item */
4756 else if (command_wrk == (USE_FLOOR))
4761 k = 0 - floor_list[0];
4763 /* Allow player to "refuse" certain actions */
4764 if (!get_item_allow(k))
4770 /* Accept that choice */
4778 /* Validate the item */
4779 if (!get_item_okay(k))
4785 /* Allow player to "refuse" certain actions */
4786 if (!get_item_allow(k))
4792 /* Accept that choice */
4802 if (select_the_force) {
4816 if (command_wrk != USE_FLOOR)
4818 bool not_found = FALSE;
4820 /* Look up the alphabetical tag */
4821 if (!get_tag(&k, which, command_wrk))
4826 /* Hack -- Validate the item */
4827 else if ((k < INVEN_RARM) ? !inven : !equip)
4832 /* Validate the item */
4833 else if (!get_item_okay(k))
4840 /* Accept that choice */
4846 #endif /* ALLOW_REPEAT */
4852 /* Look up the alphabetical tag */
4853 if (get_tag_floor(&k, which, floor_list, floor_num))
4856 k = 0 - floor_list[k];
4858 /* Accept that choice */
4864 #endif /* ALLOW_REPEAT */
4869 /* Extract "query" setting */
4870 ver = isupper(which);
4871 which = tolower(which);
4873 /* Convert letter to inventory index */
4874 if (command_wrk == (USE_INVEN))
4876 if (which == '(') k = i1;
4877 else if (which == ')') k = i2;
4878 else k = label_to_inven(which);
4881 /* Convert letter to equipment index */
4882 else if (command_wrk == (USE_EQUIP))
4884 if (which == '(') k = e1;
4885 else if (which == ')') k = e2;
4886 else k = label_to_equip(which);
4889 /* Convert letter to floor index */
4890 else if (command_wrk == USE_FLOOR)
4892 if (which == '(') k = 0;
4893 else if (which == ')') k = floor_num - 1;
4894 else k = islower(which) ? A2I(which) : -1;
4895 if (k < 0 || k >= floor_num || k >= 23)
4902 k = 0 - floor_list[k];
4905 /* Validate the item */
4906 if ((command_wrk != USE_FLOOR) && !get_item_okay(k))
4912 /* Verify the item */
4913 if (ver && !verify(_("本当に", "Try"), k))
4919 /* Allow player to "refuse" certain actions */
4920 if (!get_item_allow(k))
4926 /* Accept that choice */
4936 /* Fix the screen if necessary */
4942 /* Hack -- Cancel "display" */
4943 command_see = FALSE;
4947 /* Forget the item_tester_tval restriction */
4948 item_tester_tval = 0;
4950 /* Forget the item_tester_hook restriction */
4951 item_tester_hook = NULL;
4954 /* Clean up 'show choices' */
4955 /* Toggle again if needed */
4956 if (toggle) toggle_inven_equip();
4959 p_ptr->window |= (PW_INVEN | PW_EQUIP);
4965 /* Clear the prompt line */
4968 /* Warning if needed */
4969 if (oops && str) msg_print(str);
4975 if (command_cmd) prev_tag = cur_tag;
4976 #endif /* ALLOW_REPEAT */
4978 command_cmd = 0; /* Hack -- command_cmd is no longer effective */
4986 * @brief 床上のアイテムを拾う選択用サブルーチン
4987 * @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。
4989 static bool py_pickup_floor_aux(void)
4997 /* Restrict the choices */
4998 item_tester_hook = inven_carry_okay;
5001 q = _("どれを拾いますか?", "Get which item? ");
5002 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.");
5004 if (get_item(&item, q, s, (USE_FLOOR)))
5006 this_o_idx = 0 - item;
5013 /* Pick up the object */
5014 py_pickup_aux(this_o_idx);
5020 * @brief 床上のアイテムを拾うメイン処理
5021 * @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
5024 * This is called by py_pickup() when easy_floor is TRUE.
5026 void py_pickup_floor(bool pickup)
5028 s16b this_o_idx, next_o_idx = 0;
5030 char o_name[MAX_NLEN];
5033 int floor_num = 0, floor_o_idx = 0;
5037 /* Scan the pile of objects */
5038 for (this_o_idx = cave[p_ptr->y][p_ptr->x].o_idx; this_o_idx; this_o_idx = next_o_idx)
5040 /* Access the object */
5041 o_ptr = &o_list[this_o_idx];
5043 /* Describe the object */
5044 object_desc(o_name, o_ptr, 0);
5046 /* Access the next object */
5047 next_o_idx = o_ptr->next_o_idx;
5049 /* Hack -- disturb */
5053 if (o_ptr->tval == TV_GOLD)
5057 msg_format(" $%ld の価値がある%sを見つけた。",
5058 (long)o_ptr->pval, o_name);
5060 msg_format("You have found %ld gold pieces worth of %s.",
5061 (long)o_ptr->pval, o_name);
5064 /* Collect the gold */
5065 p_ptr->au += o_ptr->pval;
5068 p_ptr->redraw |= (PR_GOLD);
5071 p_ptr->window |= (PW_PLAYER);
5073 /* Delete the gold */
5074 delete_object_idx(this_o_idx);
5076 /* Check the next object */
5079 else if (o_ptr->marked & OM_NOMSG)
5081 /* If 0 or 1 non-NOMSG items are in the pile, the NOMSG ones are
5082 * ignored. Otherwise, they are included in the prompt. */
5083 o_ptr->marked &= ~(OM_NOMSG);
5087 /* Count non-gold objects that can be picked up. */
5088 if (inven_carry_okay(o_ptr))
5093 /* Count non-gold objects */
5096 /* Remember this index */
5097 floor_o_idx = this_o_idx;
5100 /* There are no non-gold objects */
5104 /* Mention the number of objects */
5110 /* Access the object */
5111 o_ptr = &o_list[floor_o_idx];
5113 #ifdef ALLOW_EASY_SENSE
5115 /* Option: Make object sensing easy */
5118 /* Sense the object */
5119 (void) sense_object(o_ptr);
5122 #endif /* ALLOW_EASY_SENSE */
5124 /* Describe the object */
5125 object_desc(o_name, o_ptr, 0);
5128 msg_format(_("%sがある。", "You see %s."), o_name);
5131 /* Multiple objects */
5135 msg_format(_("%d 個のアイテムの山がある。", "You see a pile of %d items."), floor_num);
5142 /* The player has no room for anything on the floor. */
5148 /* Access the object */
5149 o_ptr = &o_list[floor_o_idx];
5151 #ifdef ALLOW_EASY_SENSE
5153 /* Option: Make object sensing easy */
5156 /* Sense the object */
5157 (void) sense_object(o_ptr);
5160 #endif /* ALLOW_EASY_SENSE */
5162 /* Describe the object */
5163 object_desc(o_name, o_ptr, 0);
5166 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);
5169 /* Multiple objects */
5173 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."));
5184 /* Hack -- query every object */
5185 if (carry_query_flag)
5187 char out_val[MAX_NLEN+20];
5189 /* Access the object */
5190 o_ptr = &o_list[floor_o_idx];
5192 #ifdef ALLOW_EASY_SENSE
5194 /* Option: Make object sensing easy */
5197 /* Sense the object */
5198 (void) sense_object(o_ptr);
5201 #endif /* ALLOW_EASY_SENSE */
5203 /* Describe the object */
5204 object_desc(o_name, o_ptr, 0);
5206 /* Build a prompt */
5207 (void) sprintf(out_val, _("%sを拾いますか? ", "Pick up %s? "), o_name);
5209 /* Ask the user to confirm */
5210 if (!get_check(out_val))
5217 /* Access the object */
5218 o_ptr = &o_list[floor_o_idx];
5220 #ifdef ALLOW_EASY_SENSE
5222 /* Option: Make object sensing easy */
5225 /* Sense the object */
5226 (void) sense_object(o_ptr);
5229 #endif /* ALLOW_EASY_SENSE */
5231 /* Pick up the object */
5232 py_pickup_aux(floor_o_idx);
5235 /* Allow the user to choose an object */
5238 while (can_pickup--)
5240 if (!py_pickup_floor_aux()) break;
5245 #endif /* ALLOW_EASY_FLOOR */