#include "cmd-zapwand.h"
#include "object-hook.h"
+#include "sort.h"
+#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "player-status.h"
/*!
object_type *q_ptr;
object_type *o_ptr;
- cptr act;
- cptr q, s;
+ concptr act;
+ concptr q, s;
GAME_TEXT o_name[MAX_NLEN];
case TV_SHIELD:
case TV_CARD:
/* Dual wielding */
- if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
+ if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
{
/* Restrict the choices */
item_tester_hook = item_tester_hook_melee_weapon;
/* Choose a weapon from the equipment only */
q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
s = _("おっと。", "Oops.");
- if (!get_item(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
+ if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
}
- else if (buki_motteruka(INVEN_LARM)) slot = INVEN_RARM;
+ else if (has_melee_weapon(INVEN_LARM)) slot = INVEN_RARM;
/* Both arms are already used by non-weapon */
else if (inventory[INVEN_RARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_RARM]) &&
/* Choose a hand */
q = _("どちらの手に装備しますか?", "Equip which hand? ");
s = _("おっと。", "Oops.");
- if (!get_item(&slot, q, s, (USE_EQUIP))) return;
+ if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
}
break;
if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
}
- else if (!inventory[INVEN_RARM].k_idx && buki_motteruka(INVEN_LARM))
+ else if (!inventory[INVEN_RARM].k_idx && has_melee_weapon(INVEN_LARM))
{
if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
}
q = _("どちらの手に装備しますか?", "Equip which hand? ");
s = _("おっと。", "Oops.");
- if (!get_item(&slot, q, s, (USE_EQUIP))) return;
- if ((slot == INVEN_LARM) && !buki_motteruka(INVEN_RARM))
+ if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
+ if ((slot == INVEN_LARM) && !has_melee_weapon(INVEN_RARM))
need_switch_wielding = INVEN_RARM;
}
break;
/* Restrict the choices */
select_ring_slot = TRUE;
- if (!get_item(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT)))
+ if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT)))
{
select_ring_slot = FALSE;
return;
/* Wear the new stuff */
object_copy(o_ptr, q_ptr);
- /* Player touches it */
o_ptr->marked |= OM_TOUCHED;
- /* Increase the weight */
p_ptr->total_weight += q_ptr->weight;
/* Increment the equip counter by hand */
equip_cnt++;
-#ifdef JP
-#define STR_WIELD_RARM "%s(%c)を右手に装備した。"
-#define STR_WIELD_LARM "%s(%c)を左手に装備した。"
-#define STR_WIELD_ARMS "%s(%c)を両手で構えた。"
-#else
-#define STR_WIELD_RARM "You are wielding %s (%c) in your right hand."
-#define STR_WIELD_LARM "You are wielding %s (%c) in your left hand."
-#define STR_WIELD_ARMS "You are wielding %s (%c) with both hands."
-#endif
+#define STR_WIELD_RARM _("%s(%c)を右手に装備した。", "You are wielding %s (%c) in your right hand.")
+#define STR_WIELD_LARM _("%s(%c)を左手に装備した。", "You are wielding %s (%c) in your left hand.")
+#define STR_WIELD_ARMS _("%s(%c)を両手で構えた。", "You are wielding %s (%c) with both hands.")
/* Where is the item now */
switch (slot)
if (item == INVEN_RARM)
{
- if (buki_motteruka(INVEN_LARM))
+ if (has_melee_weapon(INVEN_LARM))
{
o_ptr = &inventory[INVEN_LARM];
object_desc(o_name, o_ptr, 0);
o_ptr = &inventory[INVEN_RARM];
if (o_ptr->k_idx) object_desc(o_name, o_ptr, 0);
- if (buki_motteruka(INVEN_RARM))
+ if (has_melee_weapon(INVEN_RARM))
{
if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (p_ptr->special_defense & KATA_MUSOU)
{
q = _("どれを装備からはずしますか? ", "Take off which item? ");
s = _("はずせる装備がない。", "You are not wearing anything to take off.");
- if (!get_item(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* Item is cursed */
if (object_is_cursed(o_ptr))
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (p_ptr->special_defense & KATA_MUSOU)
{
q = _("どのアイテムを落としますか? ", "Drop which item? ");
s = _("落とせるアイテムを持っていない。", "You have nothing to drop.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* Hack -- Cannot remove cursed items */
if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
p_ptr->redraw |= (PR_EQUIPPY);
}
-/*!
- * @brief オブジェクトが高位の魔法書かどうかを判定する
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @return オブジェクトが高位の魔法書ならばTRUEを返す
- */
-static bool high_level_book(object_type *o_ptr)
-{
- if ((o_ptr->tval == TV_LIFE_BOOK) ||
- (o_ptr->tval == TV_SORCERY_BOOK) ||
- (o_ptr->tval == TV_NATURE_BOOK) ||
- (o_ptr->tval == TV_CHAOS_BOOK) ||
- (o_ptr->tval == TV_DEATH_BOOK) ||
- (o_ptr->tval == TV_TRUMP_BOOK) ||
- (o_ptr->tval == TV_CRAFT_BOOK) ||
- (o_ptr->tval == TV_DAEMON_BOOK) ||
- (o_ptr->tval == TV_CRUSADE_BOOK) ||
- (o_ptr->tval == TV_MUSIC_BOOK) ||
- (o_ptr->tval == TV_HEX_BOOK))
- {
- if (o_ptr->sval > 1)
- return TRUE;
- else
- return FALSE;
- }
-
- return FALSE;
-}
-
/*!
* @brief アイテムを破壊するコマンドのメインルーチン / Destroy an item
GAME_TEXT o_name[MAX_NLEN];
char out_val[MAX_NLEN+40];
- cptr q, s;
+ concptr q, s;
if (p_ptr->special_defense & KATA_MUSOU)
{
q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return;
/* Verify unless quantity given beforehand */
if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
floor_item_optimize(0 - item);
}
- if (high_level_book(q_ptr))
+ if (item_tester_high_level_book(q_ptr))
{
bool gain_expr = FALSE;
msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
gain_exp(tester_exp * amt);
}
- if (high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
+ if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
{
chg_virtue(V_UNLIFE, 1);
chg_virtue(V_VITALITY, -1);
}
- else if (high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
+ else if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
{
chg_virtue(V_UNLIFE, -1);
chg_virtue(V_VITALITY, 1);
OBJECT_IDX item;
object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
-
+ concptr q, s;
q = _("どのアイテムを調べますか? ", "Examine which item? ");
s = _("調べられるアイテムがない。", "You have nothing to examine.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* Require full knowledge */
if (!(o_ptr->ident & IDENT_MENTAL))
return;
}
-
- /* Description */
object_desc(o_name, o_ptr, 0);
msg_format(_("%sを調べている...", "Examining %s..."), o_name);
- /* Describe it fully */
if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL)) msg_print(_("特に変わったところはないようだ。", "You see nothing special."));
}
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
q = _("どのアイテムの銘を消しますか? ", "Un-inscribe which item? ");
s = _("銘を消せるアイテムがない。", "You have nothing to un-inscribe.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* Nothing to remove */
if (!o_ptr->inscription)
void do_cmd_inscribe(void)
{
OBJECT_IDX item;
- object_type *o_ptr;
+ object_type *o_ptr;
GAME_TEXT o_name[MAX_NLEN];
- char out_val[80];
- cptr q, s;
+ char out_val[80];
+ concptr q, s;
q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* Describe the activity */
object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
}
-
-/*!
- * @brief オブジェクトがランタンの燃料になるかどうかを判定する
- * An "item_tester_hook" for refilling lanterns
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @return オブジェクトがランタンの燃料になるならばTRUEを返す
- */
-static bool item_tester_refill_lantern(object_type *o_ptr)
-{
- /* Flasks of oil are okay */
- if (o_ptr->tval == TV_FLASK) return (TRUE);
-
- /* Laterns are okay */
- if ((o_ptr->tval == TV_LITE) &&
- (o_ptr->sval == SV_LITE_LANTERN)) return (TRUE);
-
- /* Assume not okay */
- return (FALSE);
-}
-
-
/*!
* @brief ランタンに燃料を加えるコマンドのメインルーチン
* Refill the players lamp (from the pack or floor)
object_type *o_ptr;
object_type *j_ptr;
- cptr q, s;
-
+ concptr q, s;
/* Restrict the choices */
item_tester_hook = item_tester_refill_lantern;
-#ifdef JP
- q = "どの油つぼから注ぎますか? ";
- s = "油つぼがない。";
-#else
- q = "Refill with which flask? ";
- s = "You have no flasks of oil.";
-#endif
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
+ q = _("どの油つぼから注ぎますか? ", "Refill with which flask? ");
+ s = _("油つぼがない。", "You have no flasks of oil.");
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return;
/* Take a partial turn */
p_ptr->energy_use = 50;
object_type *o_ptr;
object_type *j_ptr;
- cptr q, s;
+ concptr q, s;
/* Restrict the choices */
item_tester_hook = item_tester_refill_torch;
q = _("どの松明で明かりを強めますか? ", "Refuel with which torch? ");
s = _("他に松明がない。", "You have no extra torches.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return;
/* Take a partial turn */
p_ptr->energy_use = 50;
*/
void do_cmd_locate(void)
{
- int dir, y1, x1, y2, x2;
-
- char tmp_val[80];
-
- char out_val[160];
-
- int wid, hgt;
+ DIRECTION dir;
+ POSITION y1, x1, y2, x2;
+ GAME_TEXT tmp_val[80];
+ GAME_TEXT out_val[160];
+ TERM_LEN wid, hgt;
get_screen_size(&wid, &hgt);
-
/* Start at current panel */
y2 = y1 = panel_row_min;
x2 = x1 = panel_col_min;
}
/* Prepare to ask which way to look */
- sprintf(out_val, _("マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
- "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?"),
+ sprintf(out_val, _("マップ位置 [%ld(%02ld),%ld(%02ld)] (プレイヤーの%s) 方向?",
+ "Map sector [%ld(%02ld),%ld(%02ld)], which is%s your sector. Direction?"),
y2 / (hgt / 2), y2 % (hgt / 2),
x2 / (wid / 2), x2 % (wid / 2), tmp_val);
verify_panel();
p_ptr->update |= (PU_MONSTERS);
-
p_ptr->redraw |= (PR_MAP);
-
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
handle_stuff();
}
bool ang_sort_comp_hook(vptr u, vptr v, int a, int b)
{
u16b *who = (u16b*)(u);
-
u16b *why = (u16b*)(v);
int w1 = who[a];
prt(buf, 0, 0);
/* Allocate the "who" array */
- C_MAKE(who, max_r_idx, IDX);
+ C_MAKE(who, max_r_idx, MONRACE_IDX);
/* Collect matching monsters */
for (n = 0, i = 1; i < max_r_idx; i++)
/* Query */
query = inkey();
-
- /* Restore */
prt(buf, 0, 0);
why = 2;
/* Unrecall */
if (recall)
{
- /* Restore */
screen_load();
}
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (p_ptr->wild_mode)
{
q = _("どれを使いますか?", "Use which item? ");
s = _("使えるものがありません。", "You have nothing to use.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
switch (o_ptr->tval)
{
case TV_ARROW:
case TV_BOLT:
{
- do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
+ exe_fire(item, &inventory[INVEN_BOW]);
break;
}