3 * @brief プレイヤーのアイテムに関するコマンドの実装1 / Inventory and equipment commands
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research,
9 * and not for profit purposes provided that this copyright and statement
10 * are included in all such copies. Other copyrights may also apply.
21 #include "cmd-activate.h"
23 #include "cmd-quaff.h"
25 #include "cmd-usestaff.h"
26 #include "cmd-zaprod.h"
27 #include "cmd-zapwand.h"
29 #include "cmd-basic.h"
31 #include "object-flavor.h"
32 #include "object-hook.h"
33 #include "object-ego.h"
38 #include "player-status.h"
39 #include "player-effects.h"
40 #include "player-class.h"
41 #include "player-personality.h"
43 #include "view-mainwindow.h"
45 #include "objectkind.h"
47 #include "targeting.h"
49 #include "player-race.h"
50 #include "view-mainwindow.h"
51 #include "player-inventory.h"
54 * @brief 持ち物一覧を表示するコマンドのメインルーチン / Display inventory_list
57 void do_cmd_inven(player_type *creature_ptr)
61 if (easy_floor) command_wrk = (USE_INVEN);
63 (void)show_inven(0, USE_FULL, 0);
66 sprintf(out_val, "持ち物: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
67 (int)lbtokg1(creature_ptr->total_weight) , (int)lbtokg2(creature_ptr->total_weight) ,
69 sprintf(out_val, "Inventory: carrying %d.%d pounds (%ld%% of capacity). Command: ",
70 (int)(creature_ptr->total_weight / 10), (int)(creature_ptr->total_weight % 10),
72 (long int)(creature_ptr->total_weight * 100) / weight_limit(creature_ptr));
75 command_new = inkey();
78 if (command_new == ESCAPE)
81 Term_get_size(&wid, &hgt);
83 command_gap = wid - 30;
93 * @brief 装備一覧を表示するコマンドのメインルーチン / Display equipment
96 void do_cmd_equip(player_type *creature_ptr)
100 if (easy_floor) command_wrk = (USE_EQUIP);
103 (void)show_equip(0, USE_FULL, 0);
106 sprintf(out_val, "装備: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
107 (int)lbtokg1(creature_ptr->total_weight) , (int)lbtokg2(creature_ptr->total_weight) ,
108 (long int)((creature_ptr->total_weight * 100) / weight_limit(creature_ptr)));
110 sprintf(out_val, "Equipment: carrying %d.%d pounds (%ld%% of capacity). Command: ",
111 (int)(creature_ptr->total_weight / 10), (int)(creature_ptr->total_weight % 10),
112 (long int)((creature_ptr->total_weight * 100) / weight_limit(creature_ptr)));
116 command_new = inkey();
119 if (command_new == ESCAPE)
122 Term_get_size(&wid, &hgt);
124 command_gap = wid - 30;
133 bool select_ring_slot = FALSE;
136 * @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
139 void do_cmd_wield(player_type *creature_ptr)
141 OBJECT_IDX item, slot;
149 GAME_TEXT o_name[MAX_NLEN];
152 OBJECT_IDX need_switch_wielding = 0;
154 if (creature_ptr->special_defense & KATA_MUSOU)
156 set_action(creature_ptr, ACTION_NONE);
159 /* Restrict the choices */
160 item_tester_hook = item_tester_hook_wear;
162 q = _("どれを装備しますか? ", "Wear/Wield which item? ");
163 s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
165 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
169 slot = wield_slot(o_ptr);
173 /* Shields and some misc. items */
178 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM))
180 /* Restrict the choices */
181 item_tester_hook = item_tester_hook_melee_weapon;
183 /* Choose a weapon from the equipment only */
184 q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
185 s = _("おっと。", "Oops.");
186 if (!choose_object(creature_ptr, &slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0)) return;
187 if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
190 else if (has_melee_weapon(creature_ptr, INVEN_LARM)) slot = INVEN_RARM;
192 /* Both arms are already used by non-weapon */
193 else if (creature_ptr->inventory_list[INVEN_RARM].k_idx && !object_is_melee_weapon(&creature_ptr->inventory_list[INVEN_RARM]) &&
194 creature_ptr->inventory_list[INVEN_LARM].k_idx && !object_is_melee_weapon(&creature_ptr->inventory_list[INVEN_LARM]))
196 /* Restrict the choices */
197 item_tester_hook = item_tester_hook_mochikae;
200 q = _("どちらの手に装備しますか?", "Equip which hand? ");
201 s = _("おっと。", "Oops.");
202 if (!choose_object(creature_ptr, &slot, q, s, (USE_EQUIP), 0)) return;
211 /* Asking for dual wielding */
212 if (slot == INVEN_LARM)
214 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
217 else if (!creature_ptr->inventory_list[INVEN_RARM].k_idx && has_melee_weapon(creature_ptr, INVEN_LARM))
219 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
222 /* Both arms are already used */
223 else if (creature_ptr->inventory_list[INVEN_LARM].k_idx && creature_ptr->inventory_list[INVEN_RARM].k_idx)
225 /* Restrict the choices */
226 item_tester_hook = item_tester_hook_mochikae;
229 q = _("どちらの手に装備しますか?", "Equip which hand? ");
230 s = _("おっと。", "Oops.");
232 if (!choose_object(creature_ptr, &slot, q, s, (USE_EQUIP), 0)) return;
233 if ((slot == INVEN_LARM) && !has_melee_weapon(creature_ptr, INVEN_RARM))
234 need_switch_wielding = INVEN_RARM;
240 /* Choose a ring slot */
241 if (creature_ptr->inventory_list[INVEN_LEFT].k_idx && creature_ptr->inventory_list[INVEN_RIGHT].k_idx)
243 q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
247 q = _("どちらの手に装備しますか?", "Equip which hand? ");
249 s = _("おっと。", "Oops.");
251 /* Restrict the choices */
252 select_ring_slot = TRUE;
254 if (!choose_object(creature_ptr, &slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0))
256 select_ring_slot = FALSE;
259 select_ring_slot = FALSE;
263 /* Prevent wielding into a cursed slot */
264 if (object_is_cursed(&creature_ptr->inventory_list[slot]))
266 object_desc(o_name, &creature_ptr->inventory_list[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
268 msg_format("%s%sは呪われているようだ。", describe_use(slot) , o_name );
270 msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(slot));
276 ((object_is_cursed(o_ptr) && object_is_known(o_ptr)) ||
277 ((o_ptr->ident & IDENT_SENSE) &&
278 (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED))))
280 char dummy[MAX_NLEN+80];
282 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
283 sprintf(dummy, _("本当に%s{呪われている}を使いますか?", "Really use the %s {cursed}? "), o_name);
285 if (!get_check(dummy)) return;
288 if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (creature_ptr->prace != RACE_VAMPIRE) && (creature_ptr->prace != RACE_ANDROID))
290 char dummy[MAX_NLEN+100];
292 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
294 sprintf(dummy, _("%sを装備すると吸血鬼になります。よろしいですか?",
295 "%s will transforms you into a vampire permanently when equiped. Do you become a vampire?"), o_name);
297 if (!get_check(dummy)) return;
300 if (need_switch_wielding && !object_is_cursed(&creature_ptr->inventory_list[need_switch_wielding]))
302 object_type *slot_o_ptr = &creature_ptr->inventory_list[slot];
303 object_type *switch_o_ptr = &creature_ptr->inventory_list[need_switch_wielding];
304 object_type object_tmp;
305 object_type *otmp_ptr = &object_tmp;
306 GAME_TEXT switch_name[MAX_NLEN];
308 object_desc(switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
310 object_copy(otmp_ptr, switch_o_ptr);
311 object_copy(switch_o_ptr, slot_o_ptr);
312 object_copy(slot_o_ptr, otmp_ptr);
314 msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
315 (slot == INVEN_RARM) ? (left_hander ? _("左手", "left") : _("右手", "right")) :
316 (left_hander ? _("右手", "right") : _("左手", "left")));
317 slot = need_switch_wielding;
320 check_find_art_quest_completion(o_ptr);
322 if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
324 identify_item(creature_ptr, o_ptr);
326 /* Auto-inscription */
327 autopick_alter_item(item, FALSE);
330 take_turn(creature_ptr, 100);
333 /* Obtain local object */
334 object_copy(q_ptr, o_ptr);
336 /* Modify quantity */
339 /* Decrease the item (from the pack) */
342 inven_item_increase(item, -1);
343 inven_item_optimize(item);
346 /* Decrease the item (from the floor) */
349 floor_item_increase(0 - item, -1);
350 floor_item_optimize(0 - item);
353 /* Access the wield slot */
354 o_ptr = &creature_ptr->inventory_list[slot];
356 /* Take off existing item */
359 /* Take off existing item */
360 (void)inven_takeoff(slot, 255);
363 /* Wear the new stuff */
364 object_copy(o_ptr, q_ptr);
366 o_ptr->marked |= OM_TOUCHED;
368 creature_ptr->total_weight += q_ptr->weight;
370 /* Increment the equip counter by hand */
371 creature_ptr->equip_cnt++;
373 #define STR_WIELD_RARM _("%s(%c)を右手に装備した。", "You are wielding %s (%c) in your right hand.")
374 #define STR_WIELD_LARM _("%s(%c)を左手に装備した。", "You are wielding %s (%c) in your left hand.")
375 #define STR_WIELD_ARMS _("%s(%c)を両手で構えた。", "You are wielding %s (%c) with both hands.")
377 /* Where is the item now */
381 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM) && CAN_TWO_HANDS_WIELDING())
382 act = STR_WIELD_ARMS;
384 act = (left_hander ? STR_WIELD_LARM : STR_WIELD_RARM);
388 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM) && CAN_TWO_HANDS_WIELDING())
389 act = STR_WIELD_ARMS;
391 act = (left_hander ? STR_WIELD_RARM : STR_WIELD_LARM);
395 act = _("%s(%c)を射撃用に装備した。", "You are shooting with %s (%c).");
399 act = _("%s(%c)を光源にした。", "Your light source is %s (%c).");
403 act = _("%s(%c)を装備した。", "You are wearing %s (%c).");
407 object_desc(o_name, o_ptr, 0);
408 msg_format(act, o_name, index_to_label(slot));
411 if (object_is_cursed(o_ptr))
413 msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
414 chg_virtue(creature_ptr, V_HARMONY, -1);
417 o_ptr->ident |= (IDENT_SENSE);
420 /* The Stone Mask make the player turn into a vampire! */
421 if ((o_ptr->name1 == ART_STONEMASK) && (creature_ptr->prace != RACE_VAMPIRE) && (creature_ptr->prace != RACE_ANDROID))
423 /* Turn into a vampire */
424 change_race(creature_ptr, RACE_VAMPIRE, "");
427 creature_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
428 creature_ptr->redraw |= (PR_EQUIPPY);
429 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
431 calc_android_exp(creature_ptr);
436 * @param item 持ち替えを行いたい装備部位ID
439 void verify_equip_slot(player_type *owner_ptr, INVENTORY_IDX item)
441 object_type *o_ptr, *new_o_ptr;
442 GAME_TEXT o_name[MAX_NLEN];
444 if (item == INVEN_RARM)
446 if (has_melee_weapon(owner_ptr, INVEN_LARM))
448 o_ptr = &owner_ptr->inventory_list[INVEN_LARM];
449 object_desc(o_name, o_ptr, 0);
451 if (!object_is_cursed(o_ptr))
453 new_o_ptr = &owner_ptr->inventory_list[INVEN_RARM];
454 object_copy(new_o_ptr, o_ptr);
455 owner_ptr->total_weight += o_ptr->weight;
456 inven_item_increase(INVEN_LARM, -((int)o_ptr->number));
457 inven_item_optimize(INVEN_LARM);
458 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
459 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
461 msg_format(_("%sを%sで構えた。", "You are wielding %s in your %s hand."), o_name,
462 (left_hander ? _("左手", "left") : _("右手", "right")));
466 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
467 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
471 else if (item == INVEN_LARM)
473 o_ptr = &owner_ptr->inventory_list[INVEN_RARM];
474 if (o_ptr->k_idx) object_desc(o_name, o_ptr, 0);
476 if (has_melee_weapon(owner_ptr, INVEN_RARM))
478 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
479 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
481 else if (!(empty_hands(owner_ptr, FALSE) & EMPTY_HAND_RARM) && !object_is_cursed(o_ptr))
483 new_o_ptr = &owner_ptr->inventory_list[INVEN_LARM];
484 object_copy(new_o_ptr, o_ptr);
485 owner_ptr->total_weight += o_ptr->weight;
486 inven_item_increase(INVEN_RARM, -((int)o_ptr->number));
487 inven_item_optimize(INVEN_RARM);
488 msg_format(_("%sを持ち替えた。", "You switched hand of %s."), o_name);
495 * @brief 装備を外すコマンドのメインルーチン / Take off an item
498 void do_cmd_takeoff(player_type *creature_ptr)
504 if (creature_ptr->special_defense & KATA_MUSOU)
506 set_action(creature_ptr, ACTION_NONE);
509 q = _("どれを装備からはずしますか? ", "Take off which item? ");
510 s = _("はずせる装備がない。", "You are not wearing anything to take off.");
512 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0);
516 if (object_is_cursed(o_ptr))
518 if ((o_ptr->curse_flags & TRC_PERMA_CURSE) || (creature_ptr->pclass != CLASS_BERSERKER))
520 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
525 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && one_in_(7)) || one_in_(4))
527 msg_print(_("呪われた装備を力づくで剥がした!", "You teared a cursed equipment off by sheer strength!"));
529 o_ptr->ident |= (IDENT_SENSE);
530 o_ptr->curse_flags = 0L;
531 o_ptr->feeling = FEEL_NONE;
533 creature_ptr->update |= (PU_BONUS);
534 creature_ptr->window |= (PW_EQUIP);
536 msg_print(_("呪いを打ち破った。", "You break the curse."));
540 msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
541 take_turn(creature_ptr, 50);
546 take_turn(creature_ptr, 50);
548 /* Take off the item */
549 (void)inven_takeoff(item, 255);
550 verify_equip_slot(creature_ptr, item);
551 calc_android_exp(creature_ptr);
552 creature_ptr->redraw |= (PR_EQUIPPY);
557 * @brief アイテムを落とすコマンドのメインルーチン / Drop an item
560 void do_cmd_drop(player_type *creature_ptr)
569 if (creature_ptr->special_defense & KATA_MUSOU)
571 set_action(creature_ptr, ACTION_NONE);
574 q = _("どのアイテムを落としますか? ", "Drop which item? ");
575 s = _("落とせるアイテムを持っていない。", "You have nothing to drop.");
577 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
580 /* Hack -- Cannot remove cursed items */
581 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
583 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
587 if (o_ptr->number > 1)
589 amt = get_quantity(NULL, o_ptr->number);
590 if (amt <= 0) return;
593 take_turn(creature_ptr, 50);
595 /* Drop (some of) the item */
596 inven_drop(item, amt);
598 if (item >= INVEN_RARM)
600 verify_equip_slot(creature_ptr, item);
601 calc_android_exp(creature_ptr);
604 creature_ptr->redraw |= (PR_EQUIPPY);
609 * @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
612 void do_cmd_destroy(player_type *creature_ptr)
622 object_type *q_ptr = &forge;
624 GAME_TEXT o_name[MAX_NLEN];
625 char out_val[MAX_NLEN+40];
629 if (creature_ptr->special_defense & KATA_MUSOU)
631 set_action(creature_ptr, ACTION_NONE);
634 /* Hack -- force destruction */
635 if (command_arg > 0) force = TRUE;
637 q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
638 s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
640 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
643 /* Verify unless quantity given beforehand */
644 if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
646 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
648 /* Make a verification */
649 sprintf(out_val, _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]"), o_name);
652 /* HACK : Add the line to message buffer */
653 message_add(out_val);
654 creature_ptr->window |= (PW_MESSAGE);
657 /* Get an acceptable answer */
667 /* Erase the prompt */
671 if (i == 'y' || i == 'Y')
675 if (i == ESCAPE || i == 'n' || i == 'N')
682 /* Add an auto-destroy preference line */
683 if (autopick_autoregister(o_ptr))
685 /* Auto-destroy it */
686 autopick_alter_item(item, TRUE);
689 /* The object is already destroyed. */
695 if (o_ptr->number > 1)
697 amt = get_quantity(NULL, o_ptr->number);
698 if (amt <= 0) return;
702 old_number = o_ptr->number;
704 object_desc(o_name, o_ptr, 0);
705 o_ptr->number = old_number;
707 take_turn(creature_ptr, 100);
709 /* Artifacts cannot be destroyed */
710 if (!can_player_destroy_object(o_ptr))
712 free_turn(creature_ptr);
714 msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
718 object_copy(q_ptr, o_ptr);
720 msg_format(_("%sを壊した。", "You destroy %s."), o_name);
721 sound(SOUND_DESTITEM);
723 /* Reduce the charges of rods/wands */
724 reduce_charges(o_ptr, amt);
726 /* Eliminate the item (from the pack) */
729 inven_item_increase(item, -amt);
730 inven_item_describe(item);
731 inven_item_optimize(item);
734 /* Eliminate the item (from the floor) */
737 floor_item_increase(0 - item, -amt);
738 floor_item_describe(0 - item);
739 floor_item_optimize(0 - item);
742 if (item_tester_high_level_book(q_ptr))
744 bool gain_expr = FALSE;
746 if (creature_ptr->prace == RACE_ANDROID)
749 else if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_BERSERKER))
753 else if (creature_ptr->pclass == CLASS_PALADIN)
755 if (is_good_realm(creature_ptr->realm1))
757 if (!is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
761 if (is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
765 if (gain_expr && (creature_ptr->exp < PY_MAX_EXP))
767 s32b tester_exp = creature_ptr->max_exp / 20;
768 if (tester_exp > 10000) tester_exp = 10000;
769 if (q_ptr->sval < 3) tester_exp /= 4;
770 if (tester_exp<1) tester_exp = 1;
772 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
773 gain_exp(creature_ptr, tester_exp * amt);
775 if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
777 chg_virtue(creature_ptr, V_UNLIFE, 1);
778 chg_virtue(creature_ptr, V_VITALITY, -1);
780 else if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
782 chg_virtue(creature_ptr, V_UNLIFE, -1);
783 chg_virtue(creature_ptr, V_VITALITY, 1);
786 if (q_ptr->to_a || q_ptr->to_h || q_ptr->to_d)
787 chg_virtue(creature_ptr, V_ENCHANT, -1);
789 if (object_value_real(q_ptr) > 30000)
790 chg_virtue(creature_ptr, V_SACRIFICE, 2);
792 else if (object_value_real(q_ptr) > 10000)
793 chg_virtue(creature_ptr, V_SACRIFICE, 1);
796 if (q_ptr->to_a != 0 || q_ptr->to_d != 0 || q_ptr->to_h != 0)
797 chg_virtue(creature_ptr, V_HARMONY, 1);
799 if (item >= INVEN_RARM) calc_android_exp(creature_ptr);
804 * @brief アイテムを調査するコマンドのメインルーチン / Observe an item which has been *identify*-ed
807 void do_cmd_observe(player_type *creature_ptr)
811 GAME_TEXT o_name[MAX_NLEN];
814 q = _("どのアイテムを調べますか? ", "Examine which item? ");
815 s = _("調べられるアイテムがない。", "You have nothing to examine.");
817 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
820 /* Require full knowledge */
821 if (!(o_ptr->ident & IDENT_MENTAL))
823 msg_print(_("このアイテムについて特に知っていることはない。", "You have no special knowledge about that item."));
827 object_desc(o_name, o_ptr, 0);
828 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
829 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."));
835 * @brief アイテムの銘を消すコマンドのメインルーチン
836 * Remove the inscription from an object XXX Mention item (when done)?
839 void do_cmd_uninscribe(player_type *creature_ptr)
845 q = _("どのアイテムの銘を消しますか? ", "Un-inscribe which item? ");
846 s = _("銘を消せるアイテムがない。", "You have nothing to un-inscribe.");
848 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
851 /* Nothing to remove */
852 if (!o_ptr->inscription)
854 msg_print(_("このアイテムには消すべき銘がない。", "That item had no inscription to remove."));
858 msg_print(_("銘を消した。", "Inscription removed."));
860 /* Remove the incription */
861 o_ptr->inscription = 0;
862 creature_ptr->update |= (PU_COMBINE);
863 creature_ptr->window |= (PW_INVEN | PW_EQUIP);
865 /* .や$の関係で, 再計算が必要なはず -- henkma */
866 creature_ptr->update |= (PU_BONUS);
872 * @brief アイテムの銘を刻むコマンドのメインルーチン
873 * Inscribe an object with a comment
876 void do_cmd_inscribe(player_type *creature_ptr)
880 GAME_TEXT o_name[MAX_NLEN];
884 q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
885 s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
887 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
890 /* Describe the activity */
891 object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
893 msg_format(_("%sに銘を刻む。", "Inscribing %s."), o_name);
896 /* Start with nothing */
899 /* Use old inscription */
900 if (o_ptr->inscription)
902 /* Start with the old inscription */
903 strcpy(out_val, quark_str(o_ptr->inscription));
906 /* Get a new inscription (possibly empty) */
907 if (get_string(_("銘: ", "Inscription: "), out_val, 80))
909 /* Save the inscription */
910 o_ptr->inscription = quark_add(out_val);
911 creature_ptr->update |= (PU_COMBINE);
912 creature_ptr->window |= (PW_INVEN | PW_EQUIP);
914 /* .や$の関係で, 再計算が必要なはず -- henkma */
915 creature_ptr->update |= (PU_BONUS);
921 * @brief ランタンに燃料を加えるコマンドのメインルーチン
922 * Refill the players lamp (from the pack or floor)
925 static void do_cmd_refill_lamp(player_type *user_ptr)
932 /* Restrict the choices */
933 item_tester_hook = item_tester_refill_lantern;
935 q = _("どの油つぼから注ぎますか? ", "Refill with which flask? ");
936 s = _("油つぼがない。", "You have no flasks of oil.");
938 o_ptr = choose_object(user_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
941 take_turn(user_ptr, 50);
943 /* Access the lantern */
944 j_ptr = &user_ptr->inventory_list[INVEN_LITE];
947 j_ptr->xtra4 += o_ptr->xtra4;
948 msg_print(_("ランプに油を注いだ。", "You fuel your lamp."));
950 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
953 msg_print(_("ランプが消えてしまった!", "Your lamp has gone out!"));
955 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
958 msg_print(_("しかしランプは全く光らない。", "Curiously, your lamp doesn't light."));
960 else if (j_ptr->xtra4 >= FUEL_LAMP)
962 j_ptr->xtra4 = FUEL_LAMP;
963 msg_print(_("ランプの油は一杯だ。", "Your lamp is full."));
966 /* Decrease the item (from the pack) */
969 inven_item_increase(item, -1);
970 inven_item_describe(item);
971 inven_item_optimize(item);
974 /* Decrease the item (from the floor) */
977 floor_item_increase(0 - item, -1);
978 floor_item_describe(0 - item);
979 floor_item_optimize(0 - item);
982 user_ptr->update |= (PU_TORCH);
986 * @brief 松明を束ねるコマンドのメインルーチン
987 * Refuel the players torch (from the pack or floor)
990 static void do_cmd_refill_torch(player_type *creature_ptr)
999 /* Restrict the choices */
1000 item_tester_hook = object_can_refill_torch;
1002 q = _("どの松明で明かりを強めますか? ", "Refuel with which torch? ");
1003 s = _("他に松明がない。", "You have no extra torches.");
1005 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1008 take_turn(creature_ptr, 50);
1010 /* Access the primary torch */
1011 j_ptr = &creature_ptr->inventory_list[INVEN_LITE];
1014 j_ptr->xtra4 += o_ptr->xtra4 + 5;
1016 msg_print(_("松明を結合した。", "You combine the torches."));
1018 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
1021 msg_print(_("松明が消えてしまった!", "Your torch has gone out!"));
1023 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
1026 msg_print(_("しかし松明は全く光らない。", "Curiously, your torche don't light."));
1028 /* Over-fuel message */
1029 else if (j_ptr->xtra4 >= FUEL_TORCH)
1031 j_ptr->xtra4 = FUEL_TORCH;
1032 msg_print(_("松明の寿命は十分だ。", "Your torch is fully fueled."));
1035 /* Refuel message */
1038 msg_print(_("松明はいっそう明るく輝いた。", "Your torch glows more brightly."));
1041 /* Decrease the item (from the pack) */
1044 inven_item_increase(item, -1);
1045 inven_item_describe(item);
1046 inven_item_optimize(item);
1049 /* Decrease the item (from the floor) */
1052 floor_item_increase(0 - item, -1);
1053 floor_item_describe(0 - item);
1054 floor_item_optimize(0 - item);
1057 creature_ptr->update |= (PU_TORCH);
1062 * @brief 燃料を補充するコマンドのメインルーチン
1063 * Refill the players lamp, or restock his torches
1066 void do_cmd_refill(player_type *creature_ptr)
1071 o_ptr = &creature_ptr->inventory_list[INVEN_LITE];
1073 if (creature_ptr->special_defense & KATA_MUSOU)
1075 set_action(creature_ptr, ACTION_NONE);
1079 if (o_ptr->tval != TV_LITE)
1081 msg_print(_("光源を装備していない。", "You are not wielding a light."));
1085 else if (o_ptr->sval == SV_LITE_LANTERN)
1087 do_cmd_refill_lamp(creature_ptr);
1091 else if (o_ptr->sval == SV_LITE_TORCH)
1093 do_cmd_refill_torch(creature_ptr);
1096 /* No torch to refill */
1099 msg_print(_("この光源は寿命を延ばせない。", "Your light cannot be refilled."));
1105 * @brief ターゲットを設定するコマンドのメインルーチン
1109 void do_cmd_target(void)
1111 if (p_ptr->wild_mode) return;
1114 if (target_set(TARGET_KILL))
1116 msg_print(_("ターゲット決定。", "Target Selected."));
1119 /* Target aborted */
1122 msg_print(_("ターゲット解除。", "Target Aborted."));
1129 * @brief 周囲を見渡すコマンドのメインルーチン
1133 void do_cmd_look(player_type *creature_ptr)
1135 creature_ptr->window |= PW_MONSTER_LIST;
1139 if (target_set(TARGET_LOOK))
1141 msg_print(_("ターゲット決定。", "Target Selected."));
1147 * @brief 位置を確認するコマンドのメインルーチン
1148 * Allow the player to examine other sectors on the map
1151 void do_cmd_locate(player_type *creature_ptr)
1154 POSITION y1, x1, y2, x2;
1155 GAME_TEXT tmp_val[80];
1156 GAME_TEXT out_val[160];
1159 get_screen_size(&wid, &hgt);
1161 /* Start at current panel */
1162 y2 = y1 = panel_row_min;
1163 x2 = x1 = panel_col_min;
1165 /* Show panels until done */
1168 /* Describe the location */
1169 if ((y2 == y1) && (x2 == x1))
1171 strcpy(tmp_val, _("真上", "\0"));
1175 sprintf(tmp_val, "%s%s",
1176 ((y2 < y1) ? _("北", " North") : (y2 > y1) ? _("南", " South") : ""),
1177 ((x2 < x1) ? _("西", " West") : (x2 > x1) ? _("東", " East") : ""));
1180 /* Prepare to ask which way to look */
1181 sprintf(out_val, _("マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
1182 "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?"),
1183 y2 / (hgt / 2), y2 % (hgt / 2),
1184 x2 / (wid / 2), x2 % (wid / 2), tmp_val);
1186 /* Assume no direction */
1189 /* Get a direction */
1194 /* Get a command (or Cancel) */
1195 if (!get_com(out_val, &command, TRUE)) break;
1197 /* Extract the action (if any) */
1198 dir = get_keymap_dir(command);
1207 /* Apply the motion */
1208 if (change_panel(ddy[dir], ddx[dir]))
1216 /* Recenter the map around the player */
1219 creature_ptr->update |= (PU_MONSTERS);
1220 creature_ptr->redraw |= (PR_MAP);
1221 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1227 * @brief モンスターの思い出を見るコマンドのメインルーチン
1228 * Identify a character, allow recall of monsters
1232 * Several "special" responses recall "multiple" monsters:
1234 * ^U (all unique monsters)
1235 * ^N (all non-unique monsters)
1237 * The responses may be sorted in several ways, see below.
1239 * Note that the player ghosts are ignored.
1242 void do_cmd_query_symbol(void)
1256 bool recall = FALSE;
1261 /* Get a character, or abort */
1262 if (!get_com(_("知りたい文字を入力して下さい(記号 or ^A全,^Uユ,^N非ユ,^R乗馬,^M名前): ",
1263 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) return;
1265 /* Find that character info, and describe it */
1266 for (i = 0; ident_info[i]; ++i)
1268 if (sym == ident_info[i][0]) break;
1270 if (sym == KTRL('A'))
1273 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
1275 else if (sym == KTRL('U'))
1278 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
1280 else if (sym == KTRL('N'))
1283 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
1285 else if (sym == KTRL('R'))
1288 strcpy(buf, _("乗馬可能モンスターのリスト", "Ridable monster list."));
1290 /* XTRA HACK WHATSEARCH */
1291 else if (sym == KTRL('M'))
1294 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
1299 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
1301 else if (ident_info[i])
1303 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
1307 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
1310 /* Display the result */
1313 /* Allocate the "who" array */
1314 C_MAKE(who, max_r_idx, MONRACE_IDX);
1316 /* Collect matching monsters */
1317 for (n = 0, i = 1; i < max_r_idx; i++)
1319 monster_race *r_ptr = &r_info[i];
1321 /* Nothing to recall */
1322 if (!cheat_know && !r_ptr->r_sights) continue;
1324 /* Require non-unique monsters if needed */
1325 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
1327 /* Require unique monsters if needed */
1328 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
1330 /* Require ridable monsters if needed */
1331 if (ride && !(r_ptr->flags7 & (RF7_RIDING))) continue;
1333 /* XTRA HACK WHATSEARCH */
1339 for (xx = 0; temp[xx] && xx < 80; xx++)
1342 if (iskanji(temp[xx])) { xx++; continue; }
1344 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
1348 strcpy(temp2, r_name + r_ptr->E_name);
1350 strcpy(temp2, r_name + r_ptr->name);
1352 for (xx = 0; temp2[xx] && xx < 80; xx++)
1353 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
1356 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
1358 if (my_strstr(temp2, temp))
1363 /* Collect "appropriate" monsters */
1364 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
1367 /* Nothing to recall */
1370 C_KILL(who, max_r_idx, MONRACE_IDX);
1375 put_str(_("思い出を見ますか? (k:殺害順/y/n): ", "Recall details? (k/y/n): "), 0, _(36, 40));
1383 /* Sort the array */
1384 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1386 /* Sort by kills (and level) */
1393 /* Catch "escape" */
1396 C_KILL(who, max_r_idx, MONRACE_IDX);
1400 /* Sort if needed */
1403 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1407 /* Start at the end */
1410 /* Scan the monster memory */
1415 /* Hack -- Auto-recall */
1416 monster_race_track(r_idx);
1426 /* Recall on screen */
1427 screen_roff(who[i], 0);
1430 /* Hack -- Begin the prompt */
1433 /* Hack -- Complete the prompt */
1434 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
1444 /* Normal commands */
1445 if (query != 'r') break;
1451 if (query == ESCAPE) break;
1453 /* Move to "prev" monster */
1459 if (!expand_list) break;
1463 /* Move to "next" monster */
1469 if (!expand_list) break;
1474 /* Free the "who" array */
1475 C_KILL(who, max_r_idx, IDX);
1477 /* Re-display the identity */
1482 * @brief アイテムを汎用的に「使う」コマンドのメインルーチン /
1486 * XXX - Add actions for other item types
1488 void do_cmd_use(player_type *creature_ptr)
1494 if (creature_ptr->wild_mode)
1499 if (cmd_limit_arena(creature_ptr)) return;
1501 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1503 set_action(creature_ptr, ACTION_NONE);
1506 item_tester_hook = item_tester_hook_use;
1508 q = _("どれを使いますか?", "Use which item? ");
1509 s = _("使えるものがありません。", "You have nothing to use.");
1511 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1514 switch (o_ptr->tval)
1517 do_cmd_spike(creature_ptr);
1521 exe_eat_food(creature_ptr, item);
1525 exe_aim_wand(creature_ptr, item);
1529 exe_use_staff(creature_ptr, item);
1533 exe_zap_rod(creature_ptr, item);
1537 exe_quaff_potion(creature_ptr, item);
1541 if (cmd_limit_blind(creature_ptr)) return;
1542 if (cmd_limit_confused(creature_ptr)) return;
1543 exe_read(creature_ptr, item, TRUE);
1549 exe_fire(creature_ptr, item, &creature_ptr->inventory_list[INVEN_BOW], SP_NONE);
1553 exe_activate(creature_ptr, item);