/*
* Macros for Keywords
*/
-#define FLG_ALL 0
-#define FLG_COLLECTING 1
-#define FLG_UNAWARE 2
-#define FLG_UNIDENTIFIED 3
-#define FLG_IDENTIFIED 4
-#define FLG_STAR_IDENTIFIED 5
-#define FLG_BOOSTED 6
-#define FLG_MORE_DICE 7
-#define FLG_MORE_BONUS 10
-#define FLG_WORTHLESS 11
-#define FLG_ARTIFACT 12
-#define FLG_EGO 13
-#define FLG_NAMELESS 14
-#define FLG_RARE 15
-#define FLG_COMMON 16
-#define FLG_WANTED 17
-#define FLG_UNIQUE 18
-#define FLG_HUMAN 19
-#define FLG_UNREADABLE 20
-#define FLG_REALM1 21
-#define FLG_REALM2 22
-#define FLG_FIRST 23
-#define FLG_SECOND 24
-#define FLG_THIRD 25
-#define FLG_FOURTH 26
+#define FLG_ALL 0
+#define FLG_UNAWARE 1
+#define FLG_UNIDENTIFIED 2
+#define FLG_IDENTIFIED 3
+#define FLG_STAR_IDENTIFIED 4
+#define FLG_COLLECTING 5
+#define FLG_ARTIFACT 6
+#define FLG_EGO 7
+#define FLG_GOOD 10
+#define FLG_NAMELESS 11
+#define FLG_AVERAGE 12
+#define FLG_WORTHLESS 13
+#define FLG_RARE 14
+#define FLG_COMMON 15
+#define FLG_BOOSTED 16
+#define FLG_MORE_DICE 17
+#define FLG_MORE_BONUS 18
+#define FLG_WANTED 19
+#define FLG_UNIQUE 20
+#define FLG_HUMAN 21
+#define FLG_UNREADABLE 22
+#define FLG_REALM1 23
+#define FLG_REALM2 24
+#define FLG_FIRST 25
+#define FLG_SECOND 26
+#define FLG_THIRD 27
+#define FLG_FOURTH 28
#define FLG_ITEMS 30
#define FLG_WEAPONS 31
#ifdef JP
-#define KEY_ALL "¤¹¤Ù¤Æ¤Î"
-
-#ifdef MAC_MPW
-/*
- * MEGA HACK -- MPW¤Î¥Ð¥°½ü¤±¡£
- * pre-processÃæ¤Ë¡Ö¼ý¡×¤Î»ú¤Î2¥Ð¥¤¥ÈÌܤ¬¾¡¼ê¤Ë¾Ã¤¨¤Æ¤·¤Þ¤¦¡£
- */
-#define KEY_COLLECTING "\x8e\xfb½¸Ãæ¤Î"
-#else
-#define KEY_COLLECTING "¼ý½¸Ãæ¤Î"
-#endif
-
-#define KEY_UNAWARE "̤ȽÌÀ¤Î"
-#define KEY_UNIDENTIFIED "̤´ÕÄê¤Î"
-#define KEY_IDENTIFIED "´ÕÄêºÑ¤ß¤Î"
-#define KEY_STAR_IDENTIFIED "*´ÕÄê*ºÑ¤ß¤Î"
-#define KEY_BOOSTED "¥À¥¤¥¹Ìܤΰ㤦"
-#define KEY_MORE_THAN "¥À¥¤¥¹ÌÜ"
-#define KEY_DICE "°Ê¾å¤Î"
-#define KEY_MORE_BONUS "½¤ÀµÃÍ"
-#define KEY_MORE_BONUS2 "°Ê¾å¤Î"
-#define KEY_WORTHLESS "̵²ÁÃͤÎ"
-#define KEY_ARTIFACT "¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È"
-#define KEY_EGO "¥¨¥´"
-#define KEY_NAMELESS "̵ÌäÎ"
-#define KEY_RARE "¥ì¥¢¤Ê"
-#define KEY_COMMON "¤¢¤ê¤Õ¤ì¤¿"
-#define KEY_WANTED "¾Þ¶â¼ó¤Î"
-#define KEY_UNIQUE "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î"
-#define KEY_HUMAN "¿Í´Ö¤Î"
-#define KEY_UNREADABLE "Æɤá¤Ê¤¤"
-#define KEY_REALM1 "Âè°ìÎΰè¤Î"
-#define KEY_REALM2 "ÂèÆóÎΰè¤Î"
-#define KEY_FIRST "1ºýÌܤÎ"
-#define KEY_SECOND "2ºýÌܤÎ"
-#define KEY_THIRD "3ºýÌܤÎ"
-#define KEY_FOURTH "4ºýÌܤÎ"
-#define KEY_ITEMS "¥¢¥¤¥Æ¥à"
-#define KEY_WEAPONS "Éð´ï"
-#define KEY_FAVORITE_WEAPONS "ÆÀ°ÕÉð´ï"
-#define KEY_ARMORS "Ëɶñ"
-#define KEY_MISSILES "Ìð"
-#define KEY_DEVICES "ËâË¡¥¢¥¤¥Æ¥à"
-#define KEY_LIGHTS "¸÷¸»"
-#define KEY_JUNKS "¤¬¤é¤¯¤¿"
-#define KEY_CORPSES "»àÂΤä¹ü"
-#define KEY_SPELLBOOKS "ËâË¡½ñ"
-#define KEY_HAFTED "Æß´ï"
-#define KEY_SHIELDS "½â"
-#define KEY_BOWS "µÝ"
-#define KEY_RINGS "»ØÎØ"
-#define KEY_AMULETS "¥¢¥ß¥å¥ì¥Ã¥È"
-#define KEY_SUITS "³»"
-#define KEY_CLOAKS "¥¯¥í¡¼¥¯"
-#define KEY_HELMS "³õ"
-#define KEY_GLOVES "äƼê"
-#define KEY_BOOTS "·¤"
+static char KEY_ALL[] = "¤¹¤Ù¤Æ¤Î";
+static char KEY_UNAWARE[] = "̤ȽÌÀ¤Î";
+static char KEY_UNIDENTIFIED[] = "̤´ÕÄê¤Î";
+static char KEY_IDENTIFIED[] = "´ÕÄêºÑ¤ß¤Î";
+static char KEY_STAR_IDENTIFIED[] = "*´ÕÄê*ºÑ¤ß¤Î";
+static char KEY_COLLECTING[] = "¼ý½¸Ãæ¤Î";
+static char KEY_ARTIFACT[] = "¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È";
+static char KEY_EGO[] = "¥¨¥´";
+static char KEY_GOOD[] = "¾å¼Á¤Î";
+static char KEY_NAMELESS[] = "̵ÌäÎ";
+static char KEY_AVERAGE[] = "ʤÎ";
+static char KEY_WORTHLESS[] = "̵²ÁÃͤÎ";
+static char KEY_RARE[] = "¥ì¥¢¤Ê";
+static char KEY_COMMON[] = "¤¢¤ê¤Õ¤ì¤¿";
+static char KEY_BOOSTED[] = "¥À¥¤¥¹Ìܤΰ㤦";
+static char KEY_MORE_THAN[] = "¥À¥¤¥¹ÌÜ";
+static char KEY_DICE[] = "°Ê¾å¤Î";
+static char KEY_MORE_BONUS[] = "½¤ÀµÃÍ";
+static char KEY_MORE_BONUS2[] = "°Ê¾å¤Î";
+static char KEY_WANTED[] = "¾Þ¶â¼ó¤Î";
+static char KEY_UNIQUE[] = "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î";
+static char KEY_HUMAN[] = "¿Í´Ö¤Î";
+static char KEY_UNREADABLE[] = "Æɤá¤Ê¤¤";
+static char KEY_REALM1[] = "Âè°ìÎΰè¤Î";
+static char KEY_REALM2[] = "ÂèÆóÎΰè¤Î";
+static char KEY_FIRST[] = "1ºýÌܤÎ";
+static char KEY_SECOND[] = "2ºýÌܤÎ";
+static char KEY_THIRD[] = "3ºýÌܤÎ";
+static char KEY_FOURTH[] = "4ºýÌܤÎ";
+static char KEY_ITEMS[] = "¥¢¥¤¥Æ¥à";
+static char KEY_WEAPONS[] = "Éð´ï";
+static char KEY_FAVORITE_WEAPONS[] = "ÆÀ°ÕÉð´ï";
+static char KEY_ARMORS[] = "Ëɶñ";
+static char KEY_MISSILES[] = "Ìð";
+static char KEY_DEVICES[] = "ËâË¡¥¢¥¤¥Æ¥à";
+static char KEY_LIGHTS[] = "¸÷¸»";
+static char KEY_JUNKS[] = "¤¬¤é¤¯¤¿";
+static char KEY_CORPSES[] = "»àÂΤä¹ü";
+static char KEY_SPELLBOOKS[] = "ËâË¡½ñ";
+static char KEY_HAFTED[] = "Æß´ï";
+static char KEY_SHIELDS[] = "½â";
+static char KEY_BOWS[] = "µÝ";
+static char KEY_RINGS[] = "»ØÎØ";
+static char KEY_AMULETS[] = "¥¢¥ß¥å¥ì¥Ã¥È";
+static char KEY_SUITS[] = "³»";
+static char KEY_CLOAKS[] = "¥¯¥í¡¼¥¯";
+static char KEY_HELMS[] = "³õ";
+static char KEY_GLOVES[] = "äƼê";
+static char KEY_BOOTS[] = "·¤";
#else
-#define KEY_ALL "all"
-#define KEY_COLLECTING "collecting"
-#define KEY_UNAWARE "unaware"
-#define KEY_UNIDENTIFIED "unidentified"
-#define KEY_IDENTIFIED "identified"
-#define KEY_STAR_IDENTIFIED "*identified*"
-#define KEY_BOOSTED "dice boosted"
-#define KEY_MORE_THAN "more than"
-#define KEY_DICE " dice"
-#define KEY_MORE_BONUS "more bonus than"
-#define KEY_MORE_BONUS2 ""
-#define KEY_WORTHLESS "worthless"
-#define KEY_ARTIFACT "artifact"
-#define KEY_EGO "ego"
-#define KEY_NAMELESS "nameless"
-#define KEY_RARE "rare"
-#define KEY_COMMON "common"
-#define KEY_WANTED "wanted"
-#define KEY_UNIQUE "unique monster's"
-#define KEY_HUMAN "human"
-#define KEY_UNREADABLE "unreadable"
-#define KEY_REALM1 "first realm's"
-#define KEY_REALM2 "second realm's"
-#define KEY_FIRST "first"
-#define KEY_SECOND "second"
-#define KEY_THIRD "third"
-#define KEY_FOURTH "fourth"
-#define KEY_ITEMS "items"
-#define KEY_WEAPONS "weapons"
-#define KEY_FAVORITE_WEAPONS "favorite weapons"
-#define KEY_ARMORS "armors"
-#define KEY_MISSILES "missiles"
-#define KEY_DEVICES "magical devices"
-#define KEY_LIGHTS "lights"
-#define KEY_JUNKS "junks"
-#define KEY_CORPSES "corpses or skeletons"
-#define KEY_SPELLBOOKS "spellbooks"
-#define KEY_HAFTED "hafted weapons"
-#define KEY_SHIELDS "shields"
-#define KEY_BOWS "bows"
-#define KEY_RINGS "rings"
-#define KEY_AMULETS "amulets"
-#define KEY_SUITS "suits"
-#define KEY_CLOAKS "cloaks"
-#define KEY_HELMS "helms"
-#define KEY_GLOVES "gloves"
-#define KEY_BOOTS "boots"
+static char KEY_ALL[] = "all";
+static char KEY_UNAWARE[] = "unaware";
+static char KEY_UNIDENTIFIED[] = "unidentified";
+static char KEY_IDENTIFIED[] = "identified";
+static char KEY_STAR_IDENTIFIED[] = "*identified*";
+static char KEY_COLLECTING[] = "collecting";
+static char KEY_ARTIFACT[] = "artifact";
+static char KEY_EGO[] = "ego";
+static char KEY_GOOD[] = "good";
+static char KEY_NAMELESS[] = "nameless";
+static char KEY_AVERAGE[] = "average";
+static char KEY_WORTHLESS[] = "worthless";
+static char KEY_RARE[] = "rare";
+static char KEY_COMMON[] = "common";
+static char KEY_BOOSTED[] = "dice boosted";
+static char KEY_MORE_THAN[] = "more than";
+static char KEY_DICE[] = " dice";
+static char KEY_MORE_BONUS[] = "more bonus than";
+static char KEY_MORE_BONUS2[] = "";
+static char KEY_WANTED[] = "wanted";
+static char KEY_UNIQUE[] = "unique monster's";
+static char KEY_HUMAN[] = "human";
+static char KEY_UNREADABLE[] = "unreadable";
+static char KEY_REALM1[] = "first realm's";
+static char KEY_REALM2[] = "second realm's";
+static char KEY_FIRST[] = "first";
+static char KEY_SECOND[] = "second";
+static char KEY_THIRD[] = "third";
+static char KEY_FOURTH[] = "fourth";
+static char KEY_ITEMS[] = "items";
+static char KEY_WEAPONS[] = "weapons";
+static char KEY_FAVORITE_WEAPONS[] = "favorite weapons";
+static char KEY_ARMORS[] = "armors";
+static char KEY_MISSILES[] = "missiles";
+static char KEY_DEVICES[] = "magical devices";
+static char KEY_LIGHTS[] = "lights";
+static char KEY_JUNKS[] = "junks";
+static char KEY_CORPSES[] = "corpses or skeletons";
+static char KEY_SPELLBOOKS[] = "spellbooks";
+static char KEY_HAFTED[] = "hafted weapons";
+static char KEY_SHIELDS[] = "shields";
+static char KEY_BOWS[] = "bows";
+static char KEY_RINGS[] = "rings";
+static char KEY_AMULETS[] = "amulets";
+static char KEY_SUITS[] = "suits";
+static char KEY_CLOAKS[] = "cloaks";
+static char KEY_HELMS[] = "helms";
+static char KEY_GLOVES[] = "gloves";
+static char KEY_BOOTS[] = "boots";
#endif /* JP */
if (k > 0 && k <= 2)
{
+#ifdef JP
(void)MATCH_KEY(KEY_MORE_BONUS2);
+#else
+ if (' ' == *ptr) ptr++;
+#endif
ADD_FLG(FLG_MORE_BONUS);
}
else
if (MATCH_KEY(KEY_WORTHLESS)) ADD_FLG(FLG_WORTHLESS);
if (MATCH_KEY(KEY_EGO)) ADD_FLG(FLG_EGO);
+ if (MATCH_KEY(KEY_GOOD)) ADD_FLG(FLG_GOOD);
if (MATCH_KEY(KEY_NAMELESS)) ADD_FLG(FLG_NAMELESS);
+ if (MATCH_KEY(KEY_AVERAGE)) ADD_FLG(FLG_AVERAGE);
if (MATCH_KEY(KEY_RARE)) ADD_FLG(FLG_RARE);
if (MATCH_KEY(KEY_COMMON)) ADD_FLG(FLG_COMMON);
if (MATCH_KEY(KEY_WANTED)) ADD_FLG(FLG_WANTED);
/*
- * Favorite weapons
- */
-static bool is_favorite(object_type *o_ptr)
-{
- /* Only melee weapons match */
- if (!(o_ptr->tval == TV_POLEARM ||
- o_ptr->tval == TV_SWORD ||
- o_ptr->tval == TV_DIGGING ||
- o_ptr->tval == TV_HAFTED))
- {
- return FALSE;
- }
-
- /* Favorite weapons are varied depend on the class */
- switch (p_ptr->pclass)
- {
- case CLASS_PRIEST:
- {
- u32b flgs[TR_FLAG_SIZE];
- object_flags_known(o_ptr, flgs);
-
- if (!have_flag(flgs, TR_BLESSED) &&
- !(o_ptr->tval == TV_HAFTED))
- return FALSE;
- break;
- }
-
- case CLASS_MONK:
- case CLASS_FORCETRAINER:
- /* Icky to wield? */
- if (!(s_info[p_ptr->pclass].w_max[o_ptr->tval-TV_WEAPON_BEGIN][o_ptr->sval]))
- return FALSE;
- break;
-
- case CLASS_BEASTMASTER:
- case CLASS_CAVALRY:
- {
- u32b flgs[TR_FLAG_SIZE];
- object_flags_known(o_ptr, flgs);
-
- /* Is it known to be suitable to using while riding? */
- if (!(have_flag(flgs, TR_RIDING)))
- return FALSE;
-
- break;
- }
-
- case CLASS_NINJA:
- /* Icky to wield? */
- if (s_info[p_ptr->pclass].w_max[o_ptr->tval-TV_WEAPON_BEGIN][o_ptr->sval] <= WEAPON_EXP_BEGINNER)
- return FALSE;
- break;
-
- default:
- /* All weapons are okay for non-special classes */
- return TRUE;
- }
-
- return TRUE;
-}
-
-
-/*
- * Rare weapons/aromors
- * including Blade of Chaos, Dragon armors, etc.
- */
-static bool is_rare(object_type *o_ptr)
-{
- switch(o_ptr->tval)
- {
- case TV_HAFTED:
- if (o_ptr->sval == SV_MACE_OF_DISRUPTION ||
- o_ptr->sval == SV_WIZSTAFF) return TRUE;
- break;
-
- case TV_POLEARM:
- if (o_ptr->sval == SV_SCYTHE_OF_SLICING ||
- o_ptr->sval == SV_DEATH_SCYTHE) return TRUE;
- break;
-
- case TV_SWORD:
- if (o_ptr->sval == SV_BLADE_OF_CHAOS ||
- o_ptr->sval == SV_DIAMOND_EDGE ||
- o_ptr->sval == SV_DOKUBARI ||
- o_ptr->sval == SV_HAYABUSA) return TRUE;
- break;
-
- case TV_SHIELD:
- if (o_ptr->sval == SV_DRAGON_SHIELD ||
- o_ptr->sval == SV_MIRROR_SHIELD) return TRUE;
- break;
-
- case TV_HELM:
- if (o_ptr->sval == SV_DRAGON_HELM) return TRUE;
- break;
-
- case TV_BOOTS:
- if (o_ptr->sval == SV_PAIR_OF_DRAGON_GREAVE) return TRUE;
- break;
-
- case TV_CLOAK:
- if (o_ptr->sval == SV_ELVEN_CLOAK ||
- o_ptr->sval == SV_ETHEREAL_CLOAK ||
- o_ptr->sval == SV_SHADOW_CLOAK) return TRUE;
- break;
-
- case TV_GLOVES:
- if (o_ptr->sval == SV_SET_OF_DRAGON_GLOVES) return TRUE;
- break;
-
- case TV_SOFT_ARMOR:
- if (o_ptr->sval == SV_KUROSHOUZOKU ||
- o_ptr->sval == SV_ABUNAI_MIZUGI) return TRUE;
- break;
-
- case TV_DRAG_ARMOR:
- return TRUE;
-
- default:
- break;
- }
-
- /* Any others are not "rare" objects. */
- return FALSE;
-}
-
-
-/*
* Get auto-picker entry from o_ptr.
*/
static void autopick_entry_from_object(autopick_type *entry, object_type *o_ptr)
entry->dice = 0;
/* Unaware */
- if (!object_aware_p(o_ptr))
+ if (!object_is_aware(o_ptr))
{
ADD_FLG(FLG_UNAWARE);
bol_mark = TRUE;
}
/* Not really identified */
- else if (!object_known_p(o_ptr))
+ else if (!object_is_known(o_ptr))
{
if (!(o_ptr->ident & IDENT_SENSE))
{
else
{
/* Ego objects */
- if (o_ptr->name2)
+ if (object_is_ego(o_ptr))
{
- if (TV_WEAPON_BEGIN <= o_ptr->tval &&
- o_ptr->tval <= TV_ARMOR_END)
+ if (object_is_weapon_armour_ammo(o_ptr))
{
/*
* Base name of ego weapons and armors
/* Don't use the object description */
name = FALSE;
- if (TV_WEAPON_BEGIN <= o_ptr->tval &&
- o_ptr->tval <= TV_ARMOR_END)
+ if (object_is_weapon_armour_ammo(o_ptr))
{
/* Restrict to 'common' equipments */
- if (!is_rare(o_ptr)) ADD_FLG(FLG_COMMON);
+ if (!object_is_rare(o_ptr)) ADD_FLG(FLG_COMMON);
}
}
}
/* Artifact */
- else if (o_ptr->name1 || o_ptr->art_name)
+ else if (object_is_artifact(o_ptr))
ADD_FLG(FLG_ARTIFACT);
/* Non-ego, non-artifact */
else
{
/* Wearable nameless object */
- if ((TV_EQUIP_BEGIN <= o_ptr->tval && o_ptr->tval <= TV_EQUIP_END))
+ if (object_is_equipment(o_ptr))
ADD_FLG(FLG_NAMELESS);
bol_mark = TRUE;
}
-
- switch(o_ptr->tval)
+ /* Melee weapon with boosted dice */
+ if (object_is_melee_weapon(o_ptr))
{
- object_kind *k_ptr;
- case TV_HAFTED: case TV_POLEARM: case TV_SWORD: case TV_DIGGING:
- k_ptr = &k_info[o_ptr->k_idx];
+ object_kind *k_ptr = &k_info[o_ptr->k_idx];
+
if ((o_ptr->dd != k_ptr->dd) || (o_ptr->ds != k_ptr->ds))
ADD_FLG(FLG_BOOSTED);
}
- if (o_ptr->tval == TV_CORPSE && object_is_shoukinkubi(o_ptr))
+ /* Wanted monster's corpse */
+ if (object_is_shoukinkubi(o_ptr))
{
REM_FLG(FLG_WORTHLESS);
ADD_FLG(FLG_WANTED);
if (o_ptr->tval >= TV_LIFE_BOOK && 3 == o_ptr->sval)
ADD_FLG(FLG_FOURTH);
- if (o_ptr->tval == TV_SHOT || o_ptr->tval == TV_BOLT
- || o_ptr->tval == TV_ARROW)
+ if (object_is_ammo(o_ptr))
ADD_FLG(FLG_MISSILES);
else if (o_ptr->tval == TV_SCROLL || o_ptr->tval == TV_STAFF
|| o_ptr->tval == TV_WAND || o_ptr->tval == TV_ROD)
{
char o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, FALSE, 0);
+ object_desc(o_name, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NO_PLURAL | OD_NAME_ONLY));
/*
* If necessary, add a '^' which indicates the
return format("%s.prf", namebase);
case PT_WITH_PNAME:
- return format("%s-%s.prf", namebase, player_name);
+ return format("%s-%s.prf", namebase, player_base);
default:
return NULL;
if (IS_FLG(FLG_UNIQUE)) ADD_KEY(KEY_UNIQUE);
if (IS_FLG(FLG_HUMAN)) ADD_KEY(KEY_HUMAN);
if (IS_FLG(FLG_WORTHLESS)) ADD_KEY(KEY_WORTHLESS);
+ if (IS_FLG(FLG_GOOD)) ADD_KEY(KEY_GOOD);
if (IS_FLG(FLG_NAMELESS)) ADD_KEY(KEY_NAMELESS);
+ if (IS_FLG(FLG_AVERAGE)) ADD_KEY(KEY_AVERAGE);
if (IS_FLG(FLG_RARE)) ADD_KEY(KEY_RARE);
if (IS_FLG(FLG_COMMON)) ADD_KEY(KEY_COMMON);
if (IS_FLG(FLG_EGO)) ADD_KEY(KEY_EGO);
cptr ptr = entry->name;
/*** Unaware items ***/
- if (IS_FLG(FLG_UNAWARE) && object_aware_p(o_ptr))
+ if (IS_FLG(FLG_UNAWARE) && object_is_aware(o_ptr))
return FALSE;
/*** Unidentified ***/
if (IS_FLG(FLG_UNIDENTIFIED)
- && (object_known_p(o_ptr) || (o_ptr->ident & IDENT_SENSE)))
+ && (object_is_known(o_ptr) || (o_ptr->ident & IDENT_SENSE)))
return FALSE;
/*** Identified ***/
- if (IS_FLG(FLG_IDENTIFIED) && !object_known_p(o_ptr))
+ if (IS_FLG(FLG_IDENTIFIED) && !object_is_known(o_ptr))
return FALSE;
/*** *Identified* ***/
if (IS_FLG(FLG_STAR_IDENTIFIED) &&
- (!object_known_p(o_ptr) || !(o_ptr->ident & IDENT_MENTAL)))
+ (!object_is_known(o_ptr) || !(o_ptr->ident & IDENT_MENTAL)))
return FALSE;
/*** Dice boosted (weapon of slaying) ***/
if (IS_FLG(FLG_BOOSTED))
{
object_kind *k_ptr = &k_info[o_ptr->k_idx];
-
- switch( o_ptr->tval )
- {
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_SWORD:
- case TV_DIGGING:
- if ((o_ptr->dd != k_ptr->dd) || (o_ptr->ds != k_ptr->ds))
- break;
- else
- return FALSE;
- default:
+
+ /* Require melee weapon */
+ if (!object_is_melee_weapon(o_ptr))
+ return FALSE;
+
+ /* Require boosted dice */
+ if ((o_ptr->dd == k_ptr->dd) && (o_ptr->ds == k_ptr->ds))
return FALSE;
- }
}
/*** Weapons which dd*ds is more than nn ***/
/*** Weapons whic dd*ds is more than nn ***/
if (IS_FLG(FLG_MORE_BONUS))
{
- if (!object_known_p(o_ptr)) return FALSE;
+ if (!object_is_known(o_ptr)) return FALSE;
if (o_ptr->pval)
{
/*** Artifact object ***/
if (IS_FLG(FLG_ARTIFACT))
{
- if (!object_known_p(o_ptr) || (!o_ptr->name1 && !o_ptr->art_name))
+ if (!object_is_known(o_ptr) || !object_is_artifact(o_ptr))
return FALSE;
}
if (IS_FLG(FLG_EGO))
{
/* Need to be an ego item */
- if (!o_ptr->name2) return FALSE;
+ if (!object_is_ego(o_ptr)) return FALSE;
/* Need to be known to be an ego */
- if (!object_known_p(o_ptr) &&
+ if (!object_is_known(o_ptr) &&
!((o_ptr->ident & IDENT_SENSE) && o_ptr->feeling == FEEL_EXCELLENT))
return FALSE;
}
+ /*** Good ***/
+ if (IS_FLG(FLG_GOOD))
+ {
+ if (!object_is_equipment(o_ptr)) return FALSE;
+
+ /* Identified */
+ if (object_is_known(o_ptr))
+ {
+ /* Artifacts and Ego objects are not okay */
+ if (!object_is_nameless(o_ptr))
+ return FALSE;
+
+ /* Average are not okay */
+ if (o_ptr->to_a <= 0 && (o_ptr->to_h + o_ptr->to_d) <= 0)
+ return FALSE;
+ }
+
+ /* Pseudo-identified */
+ else if (o_ptr->ident & IDENT_SENSE)
+ {
+ switch (o_ptr->feeling)
+ {
+ case FEEL_GOOD:
+ /* It's good */
+ break;
+
+ default:
+ /* It's not good */
+ return FALSE;
+ }
+ }
+
+ /* Unidentified */
+ else
+ {
+ /* Not known to be good */
+ return FALSE;
+ }
+ }
+
/*** Nameless ***/
if (IS_FLG(FLG_NAMELESS))
{
- if (!(TV_EQUIP_BEGIN <= o_ptr->tval && o_ptr->tval <= TV_EQUIP_END))
- return FALSE;
+ if (!object_is_equipment(o_ptr)) return FALSE;
/* Identified */
- if (object_known_p(o_ptr))
+ if (object_is_known(o_ptr))
{
/* Artifacts and Ego objects are not okay */
- if (o_ptr->name1 || o_ptr->art_name || o_ptr->name2)
+ if (!object_is_nameless(o_ptr))
return FALSE;
}
}
}
- /*** Rere equpiments ***/
- if (IS_FLG(FLG_RARE) && !is_rare(o_ptr))
+ /*** Average ***/
+ if (IS_FLG(FLG_AVERAGE))
+ {
+ if (!object_is_equipment(o_ptr)) return FALSE;
+
+ /* Identified */
+ if (object_is_known(o_ptr))
+ {
+ /* Artifacts and Ego objects are not okay */
+ if (!object_is_nameless(o_ptr))
+ return FALSE;
+
+ /* Cursed or broken objects are not okay */
+ if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
+ return FALSE;
+
+ /* Good are not okay */
+ if (o_ptr->to_a > 0 || (o_ptr->to_h + o_ptr->to_d) > 0)
+ return FALSE;
+ }
+
+ /* Pseudo-identified */
+ else if (o_ptr->ident & IDENT_SENSE)
+ {
+ switch (o_ptr->feeling)
+ {
+ case FEEL_AVERAGE:
+ /* It's average */
+ break;
+
+ default:
+ /* It's not average */
+ return FALSE;
+ }
+ }
+
+ /* Unidentified */
+ else
+ {
+ /* Not known to be average */
+ return FALSE;
+ }
+ }
+
+ /*** Rere equipments ***/
+ if (IS_FLG(FLG_RARE) && !object_is_rare(o_ptr))
return FALSE;
- /*** Common equpiments ***/
- if (IS_FLG(FLG_COMMON) && is_rare(o_ptr))
+ /*** Common equipments ***/
+ if (IS_FLG(FLG_COMMON) && object_is_rare(o_ptr))
return FALSE;
/*** Wanted monster's corpse/skeletons ***/
- if (IS_FLG(FLG_WANTED) &&
- (o_ptr->tval != TV_CORPSE || !object_is_shoukinkubi(o_ptr)))
+ if (IS_FLG(FLG_WANTED) && !object_is_shoukinkubi(o_ptr))
return FALSE;
/*** Unique monster's corpse/skeletons/statues ***/
/*** Items ***/
if (IS_FLG(FLG_WEAPONS))
{
- if (!(TV_WEAPON_BEGIN <= o_ptr->tval && o_ptr->tval <= TV_WEAPON_END))
+ if (!object_is_weapon(o_ptr))
return FALSE;
}
else if (IS_FLG(FLG_FAVORITE_WEAPONS))
{
- if (!is_favorite(o_ptr))
+ if (!object_is_favorite(o_ptr))
return FALSE;
}
else if (IS_FLG(FLG_ARMORS))
{
- if (!(TV_ARMOR_BEGIN <= o_ptr->tval && o_ptr->tval <= TV_ARMOR_END))
+ if (!object_is_armour(o_ptr))
return FALSE;
}
else if (IS_FLG(FLG_MISSILES))
{
- switch(o_ptr->tval)
- {
- case TV_SHOT: case TV_BOLT: case TV_ARROW:
- break;
- default: return FALSE;
- }
+ if (!object_is_ammo(o_ptr)) return FALSE;
}
else if (IS_FLG(FLG_DEVICES))
{
if (o_ptr->tval == TV_GOLD) return -1;
/* Prepare object name string first */
- object_desc(o_name, o_ptr, FALSE, 3);
+ object_desc(o_name, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NO_PLURAL));
/* Convert the string to lower case */
str_tolower(o_name);
/* Known to be worthless? */
if (leave_worth)
if (object_value(o_ptr) > 0) return FALSE;
-
+
if (leave_equip)
- if ((o_ptr->tval >= TV_MISSILE_BEGIN) && (o_ptr->tval <= TV_ARMOR_END)) return FALSE;
-
+ if (object_is_weapon_armour_ammo(o_ptr)) return FALSE;
+
if (leave_chest)
if ((o_ptr->tval == TV_CHEST) && o_ptr->pval) return FALSE;
-
+
if (leave_wanted)
{
- if (o_ptr->tval == TV_CORPSE
- && object_is_shoukinkubi(o_ptr)) return FALSE;
+ if (object_is_shoukinkubi(o_ptr)) return FALSE;
}
-
+
if (leave_corpse)
if (o_ptr->tval == TV_CORPSE) return FALSE;
-
+
if (leave_junk)
if ((o_ptr->tval == TV_SKELETON) || (o_ptr->tval == TV_BOTTLE) || (o_ptr->tval == TV_JUNK) || (o_ptr->tval == TV_STATUE)) return FALSE;
else if (p_ptr->pclass == CLASS_NINJA)
{
if (o_ptr->tval == TV_LITE &&
- o_ptr->name2 == EGO_LITE_DARKNESS)
+ o_ptr->name2 == EGO_LITE_DARKNESS && object_is_known(o_ptr))
return FALSE;
}
else if (p_ptr->pclass == CLASS_BEASTMASTER ||
p_ptr->pclass == CLASS_CAVALRY)
{
if (o_ptr->tval == TV_WAND &&
- o_ptr->sval == SV_WAND_HEAL_MONSTER)
+ o_ptr->sval == SV_WAND_HEAL_MONSTER && object_is_aware(o_ptr))
return FALSE;
}
}
-
+
if (o_ptr->tval == TV_GOLD) return FALSE;
-
+
return TRUE;
}
char o_name[MAX_NLEN];
/* Describe the object (with {terrible/special}) */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Message */
#ifdef JP
/* Get the item (on the floor) */
else o_ptr = &o_list[0 - item];
- if (o_ptr->k_idx && o_ptr->marked & OM_AUTODESTROY)
+ if (o_ptr->k_idx && (o_ptr->marked & OM_AUTODESTROY))
{
char o_name[MAX_NLEN];
/* Describe the object (with {terrible/special}) */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Eliminate the item (from the pack) */
if (item >= 0)
char o_name[MAX_NLEN];
/* Describe the object */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Message */
#ifdef JP
}
/* Describe the object */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
#ifdef JP
sprintf(out_val, "%s¤ò½¦¤¤¤Þ¤¹¤«? ", o_name);
}
/* Known to be an artifact? */
- if ((object_known_p(o_ptr) &&
- (artifact_p(o_ptr) || o_ptr->art_name)) ||
+ if ((object_is_known(o_ptr) && object_is_artifact(o_ptr)) ||
((o_ptr->ident & IDENT_SENSE) &&
(o_ptr->feeling == FEEL_TERRIBLE || o_ptr->feeling == FEEL_SPECIAL)))
{
char o_name[MAX_NLEN];
/* Describe the object (with {terrible/special}) */
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Message */
#ifdef JP
body_str = "ÁõÈ÷";
}
+ /*** Good ***/
+ if (IS_FLG(FLG_GOOD))
+ {
+ before_str[before_n++] = "¾å¼Á¤Î";
+ body_str = "ÁõÈ÷";
+ }
+
/*** Nameless ***/
if (IS_FLG(FLG_NAMELESS))
{
body_str = "ÁõÈ÷";
}
- /*** Rare equpiments ***/
+ /*** Average ***/
+ if (IS_FLG(FLG_AVERAGE))
+ {
+ before_str[before_n++] = "ʤÎ";
+ body_str = "ÁõÈ÷";
+ }
+
+ /*** Rare equipments ***/
if (IS_FLG(FLG_RARE))
{
before_str[before_n++] = "¥É¥é¥´¥óÁõÈ÷¤ä¥«¥ª¥¹¡¦¥Ö¥ì¡¼¥ÉÅù¤ò´Þ¤àÄÁ¤·¤¤";
body_str = "ÁõÈ÷";
}
- /*** Common equpiments ***/
+ /*** Common equipments ***/
if (IS_FLG(FLG_COMMON))
{
before_str[before_n++] = "¤¢¤ê¤Õ¤ì¤¿(¥É¥é¥´¥óÁõÈ÷¤ä¥«¥ª¥¹¡¦¥Ö¥ì¡¼¥ÉÅù¤ÎÄÁ¤·¤¤Êª¤Ç¤Ï¤Ê¤¤)";
if (IS_FLG(FLG_STAR_IDENTIFIED))
before_str[before_n++] = "fully identified";
- /*** Rare equpiments ***/
+ /*** Rare equipments ***/
if (IS_FLG(FLG_RARE))
{
before_str[before_n++] = "very rare";
after_str[after_n++] = "such like Dragon armors, Blades of Chaos, etc.";
}
- /*** Common equpiments ***/
+ /*** Common equipments ***/
if (IS_FLG(FLG_COMMON))
{
before_str[before_n++] = "relatively common";
before_str[before_n++] = "ego";
}
+ /*** Good ***/
+ if (IS_FLG(FLG_GOOD))
+ {
+ body_str = "equipment";
+ which_str[which_n++] = "have good quality";
+ }
+
/*** Nameless ***/
if (IS_FLG(FLG_NAMELESS))
{
which_str[which_n++] = "is neither ego-item nor artifact";
}
+ /*** Average ***/
+ if (IS_FLG(FLG_AVERAGE))
+ {
+ body_str = "equipment";
+ which_str[which_n++] = "have average quality";
+ }
+
/*** Dice boosted (weapon of slaying) ***/
if (IS_FLG(FLG_BOOSTED))
{
NULL
#else
"You have activated the Auto-Picker Editor for the first time.",
- "Since no user preference file for autopick is not yet created,",
+ "Since user pref file for autopick is not yet created,",
"the default setting is loaded from lib/pref/pickpref.prf .",
NULL
#endif
}
/* You can use only one flag in artifact/ego/nameless */
- else if (FLG_ARTIFACT <= flg && flg <= FLG_NAMELESS)
+ else if (FLG_ARTIFACT <= flg && flg <= FLG_AVERAGE)
{
int i;
- for (i = FLG_ARTIFACT; i <= FLG_NAMELESS; i++)
+ for (i = FLG_ARTIFACT; i <= FLG_AVERAGE; i++)
REM_FLG(i);
}
/*
+ * Add an empty line at the last of the file
+ */
+static bool add_empty_line(text_body_type *tb)
+{
+ int k;
+
+ for (k = 0; tb->lines_list[k]; k++)
+ /* count number of lines */ ;
+
+ /* Too many lines! */
+ if (k >= MAX_LINES - 2) return FALSE;
+
+ /* The last line is already empty */
+ if (!tb->lines_list[k-1][0]) return FALSE;
+
+ /* Create new empty line */
+ tb->lines_list[k] = string_make("");
+
+ /* Expressions need re-evaluation */
+ tb->dirty_flags |= DIRTY_EXPRESSION;
+
+ /* Text is changed */
+ tb->changed = TRUE;
+
+ /* A line is added */
+ return TRUE;
+}
+
+
+/*
* Insert return code and split the line
*/
static bool insert_return_code(text_body_type *tb)
*o_handle = o_ptr;
string_free(*search_strp);
- object_desc(buf, *o_handle, FALSE, 3);
+ object_desc(buf, *o_handle, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NO_PLURAL));
*search_strp = string_make(format("<%s>", buf));
return 1;
}
*o_handle = &autopick_last_destroyed_object;
string_free(*search_strp);
- object_desc(buf, *o_handle, FALSE, 3);
+ object_desc(buf, *o_handle, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NO_PLURAL));
*search_strp = string_make(format("<%s>", buf));
return 1;
}
int i = tb->cy;
/* Prepare object name string first */
- object_desc(o_name, o_ptr, FALSE, 3);
+ object_desc(o_name, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NO_PLURAL));
/* Convert the string to lower case */
str_tolower(o_name);
#define EC_OK_WORTHLESS 46
#define EC_OK_ARTIFACT 47
#define EC_OK_EGO 48
-#define EC_OK_NAMELESS 49
-#define EC_OK_RARE 50
-#define EC_OK_COMMON 51
-#define EC_OK_WANTED 52
-#define EC_OK_UNIQUE 53
-#define EC_OK_HUMAN 54
-#define EC_OK_UNREADABLE 55
-#define EC_OK_REALM1 56
-#define EC_OK_REALM2 57
-#define EC_OK_FIRST 58
-#define EC_OK_SECOND 59
-#define EC_OK_THIRD 60
-#define EC_OK_FOURTH 61
-#define EC_KK_WEAPONS 62
-#define EC_KK_FAVORITE_WEAPONS 63
-#define EC_KK_ARMORS 64
-#define EC_KK_MISSILES 65
-#define EC_KK_DEVICES 66
-#define EC_KK_LIGHTS 67
-#define EC_KK_JUNKS 68
-#define EC_KK_CORPSES 69
-#define EC_KK_SPELLBOOKS 70
-#define EC_KK_SHIELDS 71
-#define EC_KK_BOWS 72
-#define EC_KK_RINGS 73
-#define EC_KK_AMULETS 74
-#define EC_KK_SUITS 75
-#define EC_KK_CLOAKS 76
-#define EC_KK_HELMS 77
-#define EC_KK_GLOVES 78
-#define EC_KK_BOOTS 79
+#define EC_OK_GOOD 49
+#define EC_OK_NAMELESS 50
+#define EC_OK_AVERAGE 51
+#define EC_OK_RARE 52
+#define EC_OK_COMMON 53
+#define EC_OK_WANTED 54
+#define EC_OK_UNIQUE 55
+#define EC_OK_HUMAN 56
+#define EC_OK_UNREADABLE 57
+#define EC_OK_REALM1 58
+#define EC_OK_REALM2 59
+#define EC_OK_FIRST 60
+#define EC_OK_SECOND 61
+#define EC_OK_THIRD 62
+#define EC_OK_FOURTH 63
+#define EC_KK_WEAPONS 64
+#define EC_KK_FAVORITE_WEAPONS 65
+#define EC_KK_ARMORS 66
+#define EC_KK_MISSILES 67
+#define EC_KK_DEVICES 68
+#define EC_KK_LIGHTS 69
+#define EC_KK_JUNKS 70
+#define EC_KK_CORPSES 71
+#define EC_KK_SPELLBOOKS 72
+#define EC_KK_SHIELDS 73
+#define EC_KK_BOWS 74
+#define EC_KK_RINGS 75
+#define EC_KK_AMULETS 76
+#define EC_KK_SUITS 77
+#define EC_KK_CLOAKS 78
+#define EC_KK_HELMS 79
+#define EC_KK_GLOVES 80
+#define EC_KK_BOOTS 81
/* Manu names */
#ifdef JP
-#define MN_QUIT "¥»¡¼¥Ö̵¤·¤Ç½ªÎ»"
-#define MN_SAVEQUIT "¥»¡¼¥Ö¤·¤Æ½ªÎ»"
-#define MN_REVERT "Á´¤Æ¤ÎÊѹ¹¤òÇË´þ"
-#define MN_HELP "¥Ø¥ë¥×"
-
-#define MN_MOVE "¥«¡¼¥½¥ë°ÜÆ°"
-#define MN_LEFT "º¸ (¢«Ìð°õ¥¡¼)"
-#define MN_DOWN "²¼ (¢Ìð°õ¥¡¼)"
-#define MN_UP "¾å (¢¬Ìð°õ¥¡¼)"
-#define MN_RIGHT "±¦ (¢ªÌð°õ¥¡¼)"
-#define MN_BOL "¹Ô¤ÎÀèƬ"
-#define MN_EOL "¹Ô¤Î½ªÃ¼"
-#define MN_PGUP "¾å¤Î¥Ú¡¼¥¸ (PageUp¥¡¼)"
-#define MN_PGDOWN "²¼¤Î¥Ú¡¼¥¸ (PageDown¥¡¼)"
-#define MN_TOP "1¹ÔÌܤذÜÆ° (Home¥¡¼)"
-#define MN_BOTTOM "ºÇ²¼¹Ô¤Ø°ÜÆ°(End¥¡¼)"
-
-#define MN_EDIT "ÊÔ½¸"
-#define MN_CUT "¥«¥Ã¥È"
-#define MN_COPY "¥³¥Ô¡¼"
-#define MN_PASTE "¥Ú¡¼¥¹¥È"
-#define MN_BLOCK "ÁªÂòÈϰϤλØÄê"
-#define MN_KILL_LINE "¹Ô¤Î»Ä¤ê¤òºï½ü"
-#define MN_DELETE_CHAR "1ʸ»úºï½ü"
-#define MN_BACKSPACE "¥Ð¥Ã¥¯¥¹¥Ú¡¼¥¹"
-#define MN_RETURN "²þ¹Ô"
-#define MN_RETURN "²þ¹Ô"
-
-#define MN_SEARCH "¸¡º÷"
-#define MN_SEARCH_STR "ʸ»úÎó¤Ç¸¡º÷"
-#define MN_SEARCH_FORW "Á°Êý¤ØºÆ¸¡º÷"
-#define MN_SEARCH_BACK "¸åÊý¤ØºÆ¸¡º÷"
-#define MN_SEARCH_OBJ "¥¢¥¤¥Æ¥à¤òÁªÂò¤·¤Æ¸¡º÷"
-#define MN_SEARCH_DESTROYED "¼«Æ°Ç˲õ¤µ¤ì¤¿¥¢¥¤¥Æ¥à¤Ç¸¡º÷"
-
-#define MN_INSERT "¿§¡¹ÁÞÆþ"
-#define MN_INSERT_OBJECT "ÁªÂò¤·¤¿¥¢¥¤¥Æ¥à¤Î̾Á°¤òÁÞÆþ"
-#define MN_INSERT_DESTROYED "¼«Æ°Ç˲õ¤µ¤ì¤¿¥¢¥¤¥Æ¥à¤Î̾Á°¤òÁÞÆþ"
-#define MN_INSERT_BLOCK "¾ò·ïʬ´ô¥Ö¥í¥Ã¥¯¤ÎÎã¤òÁÞÆþ"
-#define MN_INSERT_MACRO "¥Þ¥¯¥íÄêµÁ¤òÁÞÆþ"
-#define MN_INSERT_KEYMAP "¥¡¼¥Þ¥Ã¥×ÄêµÁ¤òÁÞÆþ"
-
-#ifdef MAC_MPW
-#define MN_COMMAND_LETTER "½¦¤¤/Ç˲õ/\x95\xfaÃÖ¤ÎÁªÂò"
-#else
-#define MN_COMMAND_LETTER "½¦¤¤/Ç˲õ/ÊüÃÖ¤ÎÁªÂò"
-#endif
-#define MN_CL_AUTOPICK "¡Ö ¡× (¼«Æ°½¦¤¤)"
-#define MN_CL_DESTROY "¡Ö!¡× (¼«Æ°Ç˲õ)"
-#ifdef MAC_MPW
-#define MN_CL_LEAVE "¡Ö~¡× (\x95\xfaÃÖ)"
-#else
-#define MN_CL_LEAVE "¡Ö~¡× (ÊüÃÖ)"
-#endif
-#define MN_CL_QUERY "¡Ö;¡× (³Îǧ¤·¤Æ½¦¤¦)"
-#define MN_CL_NO_DISP "¡Ö(¡× (¥Þ¥Ã¥×¥³¥Þ¥ó¥É¤Çɽ¼¨¤·¤Ê¤¤)"
-
-#define MN_ADJECTIVE_GEN "·ÁÍÆ»ì(°ìÈÌ)¤ÎÁªÂò"
-
-#define MN_ADJECTIVE_SPECIAL "·ÁÍÆ»ì(Æüì)¤ÎÁªÂò"
-#define MN_BOOSTED "¥À¥¤¥¹Ìܤΰ㤦 (Éð´ï)"
-#define MN_MORE_DICE "¥À¥¤¥¹ÌÜ # °Ê¾å¤Î (Éð´ï)"
-#define MN_MORE_BONUS "½¤ÀµÃÍ # °Ê¾å¤Î (»ØÎØÅù)"
-#define MN_ARTIFACT "¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È (ÁõÈ÷)"
-#define MN_EGO "¥¨¥´ (ÁõÈ÷)"
-#define MN_NAMELESS "̵ÌäΠ(ÁõÈ÷)"
-#define MN_RARE "¥ì¥¢¤Ê (ÁõÈ÷)"
-#define MN_COMMON "¤¢¤ê¤Õ¤ì¤¿ (ÁõÈ÷)"
-#define MN_WANTED "¾Þ¶â¼ó¤Î (»àÂÎ)"
-#define MN_UNIQUE "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î (»àÂÎ)"
-#define MN_HUMAN "¿Í´Ö¤Î (»àÂÎ)"
-#define MN_UNREADABLE "Æɤá¤Ê¤¤ (ËâË¡½ñ)"
-#define MN_REALM1 "Âè°ìÎΰè¤Î (ËâË¡½ñ)"
-#define MN_REALM2 "ÂèÆóÎΰè¤Î (ËâË¡½ñ)"
-#define MN_FIRST "1ºýÌܤΠ(ËâË¡½ñ)"
-#define MN_SECOND "2ºýÌܤΠ(ËâË¡½ñ)"
-#define MN_THIRD "3ºýÌܤΠ(ËâË¡½ñ)"
-#define MN_FOURTH "4ºýÌܤΠ(ËâË¡½ñ)"
-
-#define MN_NOUN "̾»ì¤ÎÁªÂò"
+static char MN_QUIT[] = "¥»¡¼¥Ö̵¤·¤Ç½ªÎ»";
+static char MN_SAVEQUIT[] = "¥»¡¼¥Ö¤·¤Æ½ªÎ»";
+static char MN_REVERT[] = "Á´¤Æ¤ÎÊѹ¹¤òÇË´þ";
+static char MN_HELP[] = "¥Ø¥ë¥×";
+
+static char MN_MOVE[] = "¥«¡¼¥½¥ë°ÜÆ°";
+static char MN_LEFT[] = "º¸ (¢«Ìð°õ¥¡¼)";
+static char MN_DOWN[] = "²¼ (¢Ìð°õ¥¡¼)";
+static char MN_UP[] = "¾å (¢¬Ìð°õ¥¡¼)";
+static char MN_RIGHT[] = "±¦ (¢ªÌð°õ¥¡¼)";
+static char MN_BOL[] = "¹Ô¤ÎÀèƬ";
+static char MN_EOL[] = "¹Ô¤Î½ªÃ¼";
+static char MN_PGUP[] = "¾å¤Î¥Ú¡¼¥¸ (PageUp¥¡¼)";
+static char MN_PGDOWN[] = "²¼¤Î¥Ú¡¼¥¸ (PageDown¥¡¼)";
+static char MN_TOP[] = "1¹ÔÌܤذÜÆ° (Home¥¡¼)";
+static char MN_BOTTOM[] = "ºÇ²¼¹Ô¤Ø°ÜÆ°(End¥¡¼)";
+
+static char MN_EDIT[] = "ÊÔ½¸";
+static char MN_CUT[] = "¥«¥Ã¥È";
+static char MN_COPY[] = "¥³¥Ô¡¼";
+static char MN_PASTE[] = "¥Ú¡¼¥¹¥È";
+static char MN_BLOCK[] = "ÁªÂòÈϰϤλØÄê";
+static char MN_KILL_LINE[] = "¹Ô¤Î»Ä¤ê¤òºï½ü";
+static char MN_DELETE_CHAR[] = "1ʸ»úºï½ü";
+static char MN_BACKSPACE[] = "¥Ð¥Ã¥¯¥¹¥Ú¡¼¥¹";
+static char MN_RETURN[] = "²þ¹Ô";
+
+static char MN_SEARCH[] = "¸¡º÷";
+static char MN_SEARCH_STR[] = "ʸ»úÎó¤Ç¸¡º÷";
+static char MN_SEARCH_FORW[] = "Á°Êý¤ØºÆ¸¡º÷";
+static char MN_SEARCH_BACK[] = "¸åÊý¤ØºÆ¸¡º÷";
+static char MN_SEARCH_OBJ[] = "¥¢¥¤¥Æ¥à¤òÁªÂò¤·¤Æ¸¡º÷";
+static char MN_SEARCH_DESTROYED[] = "¼«Æ°Ç˲õ¤µ¤ì¤¿¥¢¥¤¥Æ¥à¤Ç¸¡º÷";
+
+static char MN_INSERT[] = "¿§¡¹ÁÞÆþ";
+static char MN_INSERT_OBJECT[] = "ÁªÂò¤·¤¿¥¢¥¤¥Æ¥à¤Î̾Á°¤òÁÞÆþ";
+static char MN_INSERT_DESTROYED[] = "¼«Æ°Ç˲õ¤µ¤ì¤¿¥¢¥¤¥Æ¥à¤Î̾Á°¤òÁÞÆþ";
+static char MN_INSERT_BLOCK[] = "¾ò·ïʬ´ô¥Ö¥í¥Ã¥¯¤ÎÎã¤òÁÞÆþ";
+static char MN_INSERT_MACRO[] = "¥Þ¥¯¥íÄêµÁ¤òÁÞÆþ";
+static char MN_INSERT_KEYMAP[] = "¥¡¼¥Þ¥Ã¥×ÄêµÁ¤òÁÞÆþ";
+
+static char MN_COMMAND_LETTER[] = "½¦¤¤/Ç˲õ/ÊüÃÖ¤ÎÁªÂò";
+static char MN_CL_AUTOPICK[] = "¡Ö ¡× (¼«Æ°½¦¤¤)";
+static char MN_CL_DESTROY[] = "¡Ö!¡× (¼«Æ°Ç˲õ)";
+static char MN_CL_LEAVE[] = "¡Ö~¡× (ÊüÃÖ)";
+static char MN_CL_QUERY[] = "¡Ö;¡× (³Îǧ¤·¤Æ½¦¤¦)";
+static char MN_CL_NO_DISP[] = "¡Ö(¡× (¥Þ¥Ã¥×¥³¥Þ¥ó¥É¤Çɽ¼¨¤·¤Ê¤¤)";
+
+static char MN_ADJECTIVE_GEN[] = "·ÁÍÆ»ì(°ìÈÌ)¤ÎÁªÂò";
+static char MN_RARE[] = "¥ì¥¢¤Ê (ÁõÈ÷)";
+static char MN_COMMON[] = "¤¢¤ê¤Õ¤ì¤¿ (ÁõÈ÷)";
+
+static char MN_ADJECTIVE_SPECIAL[] = "·ÁÍÆ»ì(Æüì)¤ÎÁªÂò";
+static char MN_BOOSTED[] = "¥À¥¤¥¹Ìܤΰ㤦 (Éð´ï)";
+static char MN_MORE_DICE[] = "¥À¥¤¥¹ÌÜ # °Ê¾å¤Î (Éð´ï)";
+static char MN_MORE_BONUS[] = "½¤ÀµÃÍ # °Ê¾å¤Î (»ØÎØÅù)";
+static char MN_WANTED[] = "¾Þ¶â¼ó¤Î (»àÂÎ)";
+static char MN_UNIQUE[] = "¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤Î (»àÂÎ)";
+static char MN_HUMAN[] = "¿Í´Ö¤Î (»àÂÎ)";
+static char MN_UNREADABLE[] = "Æɤá¤Ê¤¤ (ËâË¡½ñ)";
+static char MN_REALM1[] = "Âè°ìÎΰè¤Î (ËâË¡½ñ)";
+static char MN_REALM2[] = "ÂèÆóÎΰè¤Î (ËâË¡½ñ)";
+static char MN_FIRST[] = "1ºýÌܤΠ(ËâË¡½ñ)";
+static char MN_SECOND[] = "2ºýÌܤΠ(ËâË¡½ñ)";
+static char MN_THIRD[] = "3ºýÌܤΠ(ËâË¡½ñ)";
+static char MN_FOURTH[] = "4ºýÌܤΠ(ËâË¡½ñ)";
+
+static char MN_NOUN[] = "̾»ì¤ÎÁªÂò";
#else
-#define MN_QUIT "Quit without save"
-#define MN_SAVEQUIT "Save & Quit"
-#define MN_REVERT "Revert all changes"
-#define MN_HELP "Help"
-
-#define MN_MOVE "Move cursor"
-#define MN_LEFT "Left (Left Arrow key)"
-#define MN_DOWN "Down (Down Arrow key)"
-#define MN_UP "Up (Up Arrow key)"
-#define MN_RIGHT "Right (Right Arrow key)"
-#define MN_BOL "Beggining of line"
-#define MN_EOL "End of line"
-#define MN_PGUP "Page up (PageUp key)"
-#define MN_PGDOWN "Page down(PageDown key)"
-#define MN_TOP "Top (Home key)"
-#define MN_BOTTOM "Bottom (End key)"
-
-#define MN_EDIT "Edit"
-#define MN_CUT "Cut"
-#define MN_COPY "Copy"
-#define MN_PASTE "Paste"
-#define MN_BLOCK "Select block"
-#define MN_KILL_LINE "Kill rest of line"
-#define MN_DELETE_CHAR "Delete character"
-#define MN_BACKSPACE "Backspace"
-#define MN_RETURN "Return"
-#define MN_RETURN "Return"
-
-#define MN_SEARCH "Search"
-#define MN_SEARCH_STR "Search by string"
-#define MN_SEARCH_FORW "Search forward"
-#define MN_SEARCH_BACK "Search backward"
-#define MN_SEARCH_OBJ "Search by inventory object"
-#define MN_SEARCH_DESTROYED "Search by destroyed object"
-
-#define MN_INSERT "Insert..."
-#define MN_INSERT_OBJECT "Insert name of choosen object"
-#define MN_INSERT_DESTROYED "Insert name of destroyed object"
-#define MN_INSERT_BLOCK "Insert conditional block"
-#define MN_INSERT_MACRO "Insert a macro definition"
-#define MN_INSERT_KEYMAP "Insert a keymap definition"
-
-#define MN_COMMAND_LETTER "Command letter"
-#define MN_CL_AUTOPICK "' ' (Auto pick)"
-#define MN_CL_DESTROY "'!' (Auto destroy)"
-#define MN_CL_LEAVE "'~' (Leave it on the floor)"
-#define MN_CL_QUERY "';' (Query to pick up)"
-#define MN_CL_NO_DISP "'(' (No display on the large map)"
-
-#define MN_ADJECTIVE_GEN "Adjective (general)"
-
-#define MN_ADJECTIVE_SPECIAL "Adjective (special)"
-#define MN_BOOSTED "dice boosted (weapons)"
-#define MN_MORE_DICE "more than # dice (weapons)"
-#define MN_MORE_BONUS "more bonus than # (rings etc.)"
-#define MN_ARTIFACT "artifact (equipments)"
-#define MN_EGO "ego (equipments)"
-#define MN_NAMELESS "nameless (equipments)"
-#define MN_RARE "rare (equipments)"
-#define MN_COMMON "common (equipments)"
-#define MN_WANTED "wanted (corpse)"
-#define MN_UNIQUE "unique (corpse)"
-#define MN_HUMAN "human (corpse)"
-#define MN_UNREADABLE "unreadable (spellbooks)"
-#define MN_REALM1 "realm1 (spellbooks)"
-#define MN_REALM2 "realm2 (spellbooks)"
-#define MN_FIRST "first (spellbooks)"
-#define MN_SECOND "second (spellbooks)"
-#define MN_THIRD "third (spellbooks)"
-#define MN_FOURTH "fourth (spellbooks)"
-
-#define MN_NOUN "Keywords (noun)"
+static char MN_QUIT[] = "Quit without save";
+static char MN_SAVEQUIT[] = "Save & Quit";
+static char MN_REVERT[] = "Revert all changes";
+static char MN_HELP[] = "Help";
+
+static char MN_MOVE[] = "Move cursor";
+static char MN_LEFT[] = "Left (Left Arrow key)";
+static char MN_DOWN[] = "Down (Down Arrow key)";
+static char MN_UP[] = "Up (Up Arrow key)";
+static char MN_RIGHT[] = "Right (Right Arrow key)";
+static char MN_BOL[] = "Beggining of line";
+static char MN_EOL[] = "End of line";
+static char MN_PGUP[] = "Page up (PageUp key)";
+static char MN_PGDOWN[] = "Page down(PageDown key)";
+static char MN_TOP[] = "Top (Home key)";
+static char MN_BOTTOM[] = "Bottom (End key)";
+
+static char MN_EDIT[] = "Edit";
+static char MN_CUT[] = "Cut";
+static char MN_COPY[] = "Copy";
+static char MN_PASTE[] = "Paste";
+static char MN_BLOCK[] = "Select block";
+static char MN_KILL_LINE[] = "Kill rest of line";
+static char MN_DELETE_CHAR[] = "Delete character";
+static char MN_BACKSPACE[] = "Backspace";
+static char MN_RETURN[] = "Return";
+
+static char MN_SEARCH[] = "Search";
+static char MN_SEARCH_STR[] = "Search by string";
+static char MN_SEARCH_FORW[] = "Search forward";
+static char MN_SEARCH_BACK[] = "Search backward";
+static char MN_SEARCH_OBJ[] = "Search by inventory object";
+static char MN_SEARCH_DESTROYED[] = "Search by destroyed object";
+
+static char MN_INSERT[] = "Insert...";
+static char MN_INSERT_OBJECT[] = "Insert name of choosen object";
+static char MN_INSERT_DESTROYED[] = "Insert name of destroyed object";
+static char MN_INSERT_BLOCK[] = "Insert conditional block";
+static char MN_INSERT_MACRO[] = "Insert a macro definition";
+static char MN_INSERT_KEYMAP[] = "Insert a keymap definition";
+
+static char MN_COMMAND_LETTER[] = "Command letter";
+static char MN_CL_AUTOPICK[] = "' ' (Auto pick)";
+static char MN_CL_DESTROY[] = "'!' (Auto destroy)";
+static char MN_CL_LEAVE[] = "'~' (Leave it on the floor)";
+static char MN_CL_QUERY[] = "';' (Query to pick up)";
+static char MN_CL_NO_DISP[] = "'(' (No display on the large map)";
+
+static char MN_ADJECTIVE_GEN[] = "Adjective (general)";
+static char MN_RARE[] = "rare (equipments)";
+static char MN_COMMON[] = "common (equipments)";
+
+static char MN_ADJECTIVE_SPECIAL[] = "Adjective (special)";
+static char MN_BOOSTED[] = "dice boosted (weapons)";
+static char MN_MORE_DICE[] = "more than # dice (weapons)";
+static char MN_MORE_BONUS[] = "more bonus than # (rings etc.)";
+static char MN_WANTED[] = "wanted (corpse)";
+static char MN_UNIQUE[] = "unique (corpse)";
+static char MN_HUMAN[] = "human (corpse)";
+static char MN_UNREADABLE[] = "unreadable (spellbooks)";
+static char MN_REALM1[] = "realm1 (spellbooks)";
+static char MN_REALM2[] = "realm2 (spellbooks)";
+static char MN_FIRST[] = "first (spellbooks)";
+static char MN_SECOND[] = "second (spellbooks)";
+static char MN_THIRD[] = "third (spellbooks)";
+static char MN_FOURTH[] = "fourth (spellbooks)";
+
+static char MN_NOUN[] = "Keywords (noun)";
#endif
{KEY_IDENTIFIED, 1, -1, EC_IK_IDENTIFIED},
{KEY_STAR_IDENTIFIED, 1, -1, EC_IK_STAR_IDENTIFIED},
{KEY_COLLECTING, 1, -1, EC_OK_COLLECTING},
+ {KEY_ARTIFACT, 1, -1, EC_OK_ARTIFACT},
+ {KEY_EGO, 1, -1, EC_OK_EGO},
+ {KEY_GOOD, 1, -1, EC_OK_GOOD},
+ {KEY_NAMELESS, 1, -1, EC_OK_NAMELESS},
+ {KEY_AVERAGE, 1, -1, EC_OK_AVERAGE},
{KEY_WORTHLESS, 1, -1, EC_OK_WORTHLESS},
+ {MN_RARE, 1, -1, EC_OK_RARE},
+ {MN_COMMON, 1, -1, EC_OK_COMMON},
{MN_ADJECTIVE_SPECIAL, 0, -1, -1},
{MN_BOOSTED, 1, -1, EC_OK_BOOSTED},
{MN_MORE_DICE, 1, -1, EC_OK_MORE_DICE},
{MN_MORE_BONUS, 1, -1, EC_OK_MORE_BONUS},
- {MN_ARTIFACT, 1, -1, EC_OK_ARTIFACT},
- {MN_EGO, 1, -1, EC_OK_EGO},
- {MN_NAMELESS, 1, -1, EC_OK_NAMELESS},
- {MN_RARE, 1, -1, EC_OK_RARE},
- {MN_COMMON, 1, -1, EC_OK_COMMON},
{MN_WANTED, 1, -1, EC_OK_WANTED},
{MN_UNIQUE, 1, -1, EC_OK_UNIQUE},
{MN_HUMAN, 1, -1, EC_OK_HUMAN},
}
+/*
+ * Do work for the copy editor-command
+ */
+static void copy_text_to_yank(text_body_type *tb)
+{
+ int len = strlen(tb->lines_list[tb->cy]);
+
+ /* Correct cursor location */
+ if (tb->cx > len) tb->cx = len;
+
+ /* Use single line? */
+ if (!tb->mark)
+ {
+ /* Select a single line */
+ tb->cx = 0;
+ tb->my = tb->cy;
+ tb->mx = len;
+ }
+
+ /* Kill old yank buffer */
+ kill_yank_chain(tb);
+
+
+ /* Single line case */
+ if (tb->my == tb->cy)
+ {
+ int i;
+ char buf[MAX_LINELEN];
+ int bx1 = MIN(tb->mx, tb->cx);
+ int bx2 = MAX(tb->mx, tb->cx);
+
+ /* Correct fake cursor position */
+ if (bx2 > len) bx2 = len;
+
+ /* Whole part of this line is selected */
+ if (bx1 == 0 && bx2 == len)
+ {
+ /* Copy this line */
+ add_str_to_yank(tb, tb->lines_list[tb->cy]);
+
+ /* Add end of line to the buffer */
+ add_str_to_yank(tb, "");
+ }
+
+ /* Segment of this line is selected */
+ else
+ {
+ for (i = 0; i < bx2 - bx1; i++)
+ {
+ buf[i] = tb->lines_list[tb->cy][bx1 + i];
+ }
+ buf[i] = '\0';
+
+ /* Copy this segment of line */
+ add_str_to_yank(tb, buf);
+ }
+ }
+
+ /* Multiple lines case */
+ else /* if (tb->my != tb->cy) */
+ {
+ int y;
+
+ int by1 = MIN(tb->my, tb->cy);
+ int by2 = MAX(tb->my, tb->cy);
+
+ /* Copy lines */
+ for (y = by1; y <= by2; y++)
+ {
+ /* Copy this line */
+ add_str_to_yank(tb, tb->lines_list[y]);
+ }
+
+ /* Add final end of line to the buffer */
+ add_str_to_yank(tb, "");
+ }
+
+ /* Disable selection */
+ tb->mark = 0;
+
+ /* Now dirty */
+ tb->dirty_flags |= DIRTY_ALL;
+}
+
+
#define DESCRIPT_HGT 3
/*
i++;
if (i == tb->cx)
{
- tb->cx--;
+ /*
+ * Move to a correct position in the
+ * left or right
+ */
+ if (i & 1) tb->cx--;
+ else tb->cx++;
break;
}
}
char f;
cptr v;
cptr s = tb->lines_list[y];
+ char *ss, *s_keep;
+ int s_len;
/* Update this line's state */
tb->states[y] = state;
if (streq(s, "$AUTOREGISTER"))
state |= LSTAT_AUTOREGISTER;
+ s_len = strlen(s);
+ ss = (char *)string_make(s);
+ s_keep = ss;
+
/* Parse the expr */
- v = process_pref_file_expr(&s, &f);
+ v = process_pref_file_expr(&ss, &f);
+
+ /* Cannot use string_free() because the string was "destroyed" */
+ C_FREE(s_keep, s_len + 1, char);
/* Set flag */
if (streq(v, "0")) state |= LSTAT_BYPASS;
if (tb->mark)
{
- int tmp_cx = tb->cx;
- int len = strlen(tb->lines_list[tb->cy]);
-
- /* Correct cursor location */
- if (tb->cx > len) tmp_cx = len;
-
tb->dirty_flags |= DIRTY_ALL;
by1 = MIN(tb->my, tb->cy);
/* Look up the keymap */
act = keymap_act[mode][(byte)(buf[0])];
+ if (act)
+ {
+ /* Analyze the current action */
+ ascii_to_text(tmp, act);
+ }
+ else
+ {
+ /* No keymap defined -- Use trigger key itself as a default */
+
+ /* Nothing to do (use tmp) */
+ }
+
/* Insert blank action preference line */
insert_return_code(tb);
string_free(tb->lines_list[tb->cy]);
- tb->lines_list[tb->cy] = string_make(format("A:%s", act));
+ tb->lines_list[tb->cy] = string_make(format("A:%s", tmp));
return TRUE;
}
if (0 < tb->cx)
{
int len;
+#ifdef JP
+ int i;
+#endif
tb->cx--;
len = strlen(tb->lines_list[tb->cy]);
if (len < tb->cx) tb->cx = len;
+
+#ifdef JP
+ /* Don't let cursor at second byte of kanji */
+ for (i = 0; tb->lines_list[tb->cy][i]; i++)
+ {
+ if (iskanji(tb->lines_list[tb->cy][i]))
+ {
+ i++;
+ if (i == tb->cx)
+ {
+ /* Move to the left */
+ tb->cx--;
+ break;
+ }
+ }
+ }
+#endif
}
else if (tb->cy > 0)
{
case EC_DOWN:
/* Next line */
- if (tb->lines_list[tb->cy + 1]) tb->cy++;
+
+ /* Is this the last line? */
+ if (!tb->lines_list[tb->cy + 1])
+ {
+ /* Add one more empty line if possible */
+ if (!add_empty_line(tb)) break;
+ }
+
+ /* Go down */
+ tb->cy++;
+
break;
case EC_UP:
len = strlen(tb->lines_list[tb->cy]);
if (len < tb->cx)
{
- if (tb->lines_list[tb->cy + 1])
+ /* Correct the cursor position */
+ tb->cx = len;
+
+ /* Is this the last line? */
+ if (!tb->lines_list[tb->cy + 1])
{
- tb->cy++;
- tb->cx = 0;
+ /* Add one more empty line if possible */
+ if (!add_empty_line(tb)) break;
}
- else
- tb->cx = len;
+
+ /* Move to the beginning of next line */
+ tb->cy++;
+ tb->cx = 0;
}
break;
}
case EC_PGDOWN:
/* Page down */
- while (tb->cy < tb->upper + tb->hgt && tb->lines_list[tb->cy + 1])
+ while (tb->cy < tb->upper + tb->hgt)
+ {
+ /* Is this the last line? */
+ if (!tb->lines_list[tb->cy + 1])
+ {
+ /* Add one more empty line if possible */
+ if (!add_empty_line(tb)) break;
+ }
+
tb->cy++;
+ }
+
tb->upper = tb->cy;
break;
break;
case EC_BOTTOM:
- while (tb->lines_list[tb->cy + 1])
+ while (TRUE)
+ {
+ /* Is this the last line? */
+ if (!tb->lines_list[tb->cy + 1])
+ {
+ /* Add one more empty line if possible */
+ if (!add_empty_line(tb)) break;
+ }
+
tb->cy++;
+ }
+
+ /* Always at the biginning of the last line */
+ tb->cx = 0;
+
break;
case EC_CUT:
{
/* Copy the text first */
- do_editor_command(tb, EC_COPY);
+ copy_text_to_yank(tb);
/* Single line case */
if (tb->my == tb->cy)
/* Now dirty */
tb->dirty_flags |= DIRTY_ALL;
+ /* Text is changed */
+ tb->changed = TRUE;
+
break;
}
case EC_COPY:
- {
- int len = strlen(tb->lines_list[tb->cy]);
-
- /* Correct cursor location */
- if (tb->cx > len) tb->cx = len;
-
- /* Use single line? */
- if (!tb->mark)
- {
- /* Select a single line */
- tb->cx = 0;
- tb->my = tb->cy;
- tb->mx = len;
- }
-
- /* Kill old yank buffer */
- kill_yank_chain(tb);
+ copy_text_to_yank(tb);
-
- /* Single line case */
+ /*
+ * Move cursor position to the end of the selection
+ *
+ * Pressing ^C ^V correctly duplicates the selection.
+ */
if (tb->my == tb->cy)
{
- int i;
- char buf[MAX_LINELEN];
- int bx1 = MIN(tb->mx, tb->cx);
- int bx2 = MAX(tb->mx, tb->cx);
-
- /* Correct fake cursor position */
- if (bx2 > len) bx2 = len;
-
- /* Whole part of this line is selected */
- if (bx1 == 0 && bx2 == len)
- {
- /* Copy this line */
- add_str_to_yank(tb, tb->lines_list[tb->cy]);
-
- /* Add end of line to the buffer */
- add_str_to_yank(tb, "");
- }
+ tb->cx = MAX(tb->cx, tb->mx);
- /* Segment of this line is selected */
- else
+ /*
+ * When whole line is selected, the end of
+ * line code is also copyed.
+ */
+ if (!tb->lines_list[tb->cy][tb->cx])
{
- for (i = 0; i < bx2 - bx1; i++)
+ /* Is this the last line? */
+ if (!tb->lines_list[tb->cy + 1])
{
- buf[i] = tb->lines_list[tb->cy][bx1 + i];
+ /* Add one more empty line if possible */
+ if (!add_empty_line(tb)) break;
}
- buf[i] = '\0';
- /* Copy this segment of line */
- add_str_to_yank(tb, buf);
+ /* Go to the beginning of next line */
+ tb->cy++;
+ tb->cx = 0;
}
}
-
- /* Multiple lines case */
- else /* if (tb->my != tb->cy) */
+ else
{
- int y;
-
- int by1 = MIN(tb->my, tb->cy);
- int by2 = MAX(tb->my, tb->cy);
+ tb->cy = MAX(tb->cy, tb->my);
- /* Copy lines */
- for (y = by1; y <= by2; y++)
+ /* Is this the last line? */
+ if (!tb->lines_list[tb->cy + 1])
{
- /* Copy this line */
- add_str_to_yank(tb, tb->lines_list[y]);
+ /* Add one more empty line if possible */
+ if (!add_empty_line(tb)) break;
}
- /* Add final end of line to the buffer */
- add_str_to_yank(tb, "");
+ /* Go down */
+ tb->cy++;
}
- /* Disable selection */
- tb->mark = 0;
-
- /* Now dirty */
- tb->dirty_flags |= DIRTY_ALL;
break;
- }
case EC_PASTE:
{
case EC_OK_WORTHLESS: toggle_keyword(tb, FLG_WORTHLESS); break;
case EC_OK_ARTIFACT: toggle_keyword(tb, FLG_ARTIFACT); break;
case EC_OK_EGO: toggle_keyword(tb, FLG_EGO); break;
+ case EC_OK_GOOD: toggle_keyword(tb, FLG_GOOD); break;
case EC_OK_NAMELESS: toggle_keyword(tb, FLG_NAMELESS); break;
+ case EC_OK_AVERAGE: toggle_keyword(tb, FLG_AVERAGE); break;
case EC_OK_RARE: toggle_keyword(tb, FLG_RARE); break;
case EC_OK_COMMON: toggle_keyword(tb, FLG_COMMON); break;
case EC_OK_WANTED: toggle_keyword(tb, FLG_WANTED); break;
tb->dirty_line = -1;
tb->filename_mode = PT_DEFAULT;
+ if (turn < old_autosave_turn)
+ {
+ while (old_autosave_turn > turn) old_autosave_turn -= TURNS_PER_TICK * TOWN_DAWN;
+ }
+
/* Autosave */
if (turn > old_autosave_turn + 100L)
{