command_gap = wid - 30;
}
-bool select_ring_slot = FALSE;
/*!
* @brief 装備するコマンドのメインルーチン / Wield or wear a single item from the pack or floor
q = _("どちらの手に装備しますか?", "Equip which hand? ");
s = _("おっと。", "Oops.");
- select_ring_slot = TRUE;
+ creature_ptr->select_ring_slot = TRUE;
if (!choose_object(creature_ptr, &slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0)) {
- select_ring_slot = FALSE;
+ creature_ptr->select_ring_slot = FALSE;
return;
}
- select_ring_slot = FALSE;
+ creature_ptr->select_ring_slot = FALSE;
break;
}
return;
for (inventory_slot_type i = INVEN_RARM; i < INVEN_TOTAL; i++)
- if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(owner_ptr, &owner_ptr->inventory_list[i], fis_ptr->tval) || (fis_ptr->mode & USE_FULL))
+ if (owner_ptr->select_ring_slot ? is_ring_slot(i) : item_tester_okay(owner_ptr, &owner_ptr->inventory_list[i], fis_ptr->tval) || (fis_ptr->mode & USE_FULL))
fis_ptr->max_equip++;
}
if ((i < 0) || (i >= INVEN_TOTAL))
return FALSE;
- if (select_ring_slot)
+ if (owner_ptr->select_ring_slot)
return is_ring_slot(i);
return item_tester_okay(owner_ptr, &owner_ptr->inventory_list[i], item_tester_tval);
if ((i < INVEN_RARM) || (i >= INVEN_TOTAL))
return -1;
- if (select_ring_slot)
+ if (owner_ptr->select_ring_slot)
return is_ring_slot(i) ? i : -1;
if (!owner_ptr->inventory_list[i].k_idx)
#include "object/tval-types.h"
#include "system/angband.h"
-extern bool select_ring_slot;
-
bool is_ring_slot(int i);
bool get_tag_floor(floor_type *floor_ptr, COMMAND_CODE *cp, char tag, FLOOR_IDX floor_list[], ITEM_NUMBER floor_num);
bool get_tag(player_type *owner_ptr, COMMAND_CODE *cp, char tag, BIT_FLAGS mode, tval_type tval);
return;
for (int j = INVEN_RARM; j < INVEN_TOTAL; j++)
- if (select_ring_slot ? is_ring_slot(j)
+ if (owner_ptr->select_ring_slot ? is_ring_slot(j)
: item_tester_okay(owner_ptr, &owner_ptr->inventory_list[j], item_selection_ptr->tval) || (item_selection_ptr->mode & USE_FULL))
item_selection_ptr->max_equip++;
/*** Temporary fields ***/
+ bool select_ring_slot;
+
bool playing; /* True if player is playing */
bool leaving; /* True if player is leaving */
object_type *o_ptr;
o_ptr = &owner_ptr->inventory_list[i];
tmp_val[0] = tmp_val[1] = tmp_val[2] = ' ';
- if (select_ring_slot ? is_ring_slot(i) : item_tester_okay(owner_ptr, o_ptr, tval)) {
+ if (owner_ptr->select_ring_slot ? is_ring_slot(i) : item_tester_okay(owner_ptr, o_ptr, tval)) {
tmp_val[0] = index_to_label(i);
tmp_val[1] = ')';
}
int len = wid - col - 1;
for (k = 0, i = INVEN_RARM; i < INVEN_TOTAL; i++) {
o_ptr = &owner_ptr->inventory_list[i];
- if (!(select_ring_slot ? is_ring_slot(i) : item_tester_okay(owner_ptr, o_ptr, tval) || (mode & USE_FULL))
+ if (!(owner_ptr->select_ring_slot ? is_ring_slot(i) : item_tester_okay(owner_ptr, o_ptr, tval) || (mode & USE_FULL))
&& (!((((i == INVEN_RARM) && has_left_hand_weapon(owner_ptr)) || ((i == INVEN_LARM) && has_right_hand_weapon(owner_ptr))) && has_two_handed_weapons(owner_ptr))
|| (mode & IGNORE_BOTHHAND_SLOT)))
continue;