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.
17 #include "main/sound-definitions-table.h"
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/display-main-window.h"
45 #include "object/object-kind.h"
46 #include "autopick/autopick.h"
47 #include "targeting.h"
49 #include "player-race.h"
50 #include "view/display-main-window.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_inventory(creature_ptr, 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_equipment(creature_ptr, 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
137 * @param creature_ptr プレーヤーへの参照ポインタ
140 void do_cmd_wield(player_type *creature_ptr)
142 OBJECT_IDX item, slot;
150 GAME_TEXT o_name[MAX_NLEN];
153 OBJECT_IDX need_switch_wielding = 0;
155 if (creature_ptr->special_defense & KATA_MUSOU)
157 set_action(creature_ptr, ACTION_NONE);
160 /* Restrict the choices */
161 item_tester_hook = item_tester_hook_wear;
163 q = _("どれを装備しますか? ", "Wear/Wield which item? ");
164 s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
166 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
170 slot = wield_slot(creature_ptr, o_ptr);
174 /* Shields and some misc. items */
179 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM))
181 /* Restrict the choices */
182 item_tester_hook = item_tester_hook_melee_weapon;
184 /* Choose a weapon from the equipment only */
185 q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
186 s = _("おっと。", "Oops.");
187 if (!choose_object(creature_ptr, &slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0)) return;
188 if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
191 else if (has_melee_weapon(creature_ptr, INVEN_LARM)) slot = INVEN_RARM;
193 /* Both arms are already used by non-weapon */
194 else if (creature_ptr->inventory_list[INVEN_RARM].k_idx && !object_is_melee_weapon(&creature_ptr->inventory_list[INVEN_RARM]) &&
195 creature_ptr->inventory_list[INVEN_LARM].k_idx && !object_is_melee_weapon(&creature_ptr->inventory_list[INVEN_LARM]))
197 /* Restrict the choices */
198 item_tester_hook = item_tester_hook_mochikae;
201 q = _("どちらの手に装備しますか?", "Equip which hand? ");
202 s = _("おっと。", "Oops.");
203 if (!choose_object(creature_ptr, &slot, q, s, (USE_EQUIP), 0)) return;
212 /* Asking for dual wielding */
213 if (slot == INVEN_LARM)
215 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
218 else if (!creature_ptr->inventory_list[INVEN_RARM].k_idx && has_melee_weapon(creature_ptr, INVEN_LARM))
220 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
223 /* Both arms are already used */
224 else if (creature_ptr->inventory_list[INVEN_LARM].k_idx && creature_ptr->inventory_list[INVEN_RARM].k_idx)
226 /* Restrict the choices */
227 item_tester_hook = item_tester_hook_mochikae;
230 q = _("どちらの手に装備しますか?", "Equip which hand? ");
231 s = _("おっと。", "Oops.");
233 if (!choose_object(creature_ptr, &slot, q, s, (USE_EQUIP), 0)) return;
234 if ((slot == INVEN_LARM) && !has_melee_weapon(creature_ptr, INVEN_RARM))
235 need_switch_wielding = INVEN_RARM;
241 /* Choose a ring slot */
242 if (creature_ptr->inventory_list[INVEN_LEFT].k_idx && creature_ptr->inventory_list[INVEN_RIGHT].k_idx)
244 q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
248 q = _("どちらの手に装備しますか?", "Equip which hand? ");
250 s = _("おっと。", "Oops.");
252 /* Restrict the choices */
253 select_ring_slot = TRUE;
255 if (!choose_object(creature_ptr, &slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0))
257 select_ring_slot = FALSE;
260 select_ring_slot = FALSE;
264 /* Prevent wielding into a cursed slot */
265 if (object_is_cursed(&creature_ptr->inventory_list[slot]))
267 object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
269 msg_format("%s%sは呪われているようだ。", describe_use(creature_ptr, slot), o_name);
271 msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(creature_ptr, slot));
277 ((object_is_cursed(o_ptr) && object_is_known(o_ptr)) ||
278 ((o_ptr->ident & IDENT_SENSE) &&
279 (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED))))
281 char dummy[MAX_NLEN+80];
283 object_desc(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
284 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);
286 if (!get_check(dummy)) return;
289 if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (creature_ptr->prace != RACE_VAMPIRE) && (creature_ptr->prace != RACE_ANDROID))
291 char dummy[MAX_NLEN+100];
293 object_desc(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
295 sprintf(dummy, _("%sを装備すると吸血鬼になります。よろしいですか?",
296 "%s will transforms you into a vampire permanently when equiped. Do you become a vampire?"), o_name);
298 if (!get_check(dummy)) return;
301 if (need_switch_wielding && !object_is_cursed(&creature_ptr->inventory_list[need_switch_wielding]))
303 object_type *slot_o_ptr = &creature_ptr->inventory_list[slot];
304 object_type *switch_o_ptr = &creature_ptr->inventory_list[need_switch_wielding];
305 object_type object_tmp;
306 object_type *otmp_ptr = &object_tmp;
307 GAME_TEXT switch_name[MAX_NLEN];
309 object_desc(creature_ptr, switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
311 object_copy(otmp_ptr, switch_o_ptr);
312 object_copy(switch_o_ptr, slot_o_ptr);
313 object_copy(slot_o_ptr, otmp_ptr);
315 msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
316 (slot == INVEN_RARM) ? (left_hander ? _("左手", "left") : _("右手", "right")) :
317 (left_hander ? _("右手", "right") : _("左手", "left")));
318 slot = need_switch_wielding;
321 check_find_art_quest_completion(creature_ptr, o_ptr);
323 if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
325 identify_item(creature_ptr, o_ptr);
327 /* Auto-inscription */
328 autopick_alter_item(creature_ptr, item, FALSE);
331 take_turn(creature_ptr, 100);
334 /* Obtain local object */
335 object_copy(q_ptr, o_ptr);
337 /* Modify quantity */
340 /* Decrease the item (from the pack) */
343 inven_item_increase(creature_ptr, item, -1);
344 inven_item_optimize(creature_ptr, item);
346 /* Decrease the item (from the floor) */
349 floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
350 floor_item_optimize(creature_ptr, 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(creature_ptr, 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(creature_ptr))
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(creature_ptr))
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(creature_ptr, 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);
437 * @param owner_ptr プレーヤーへの参照ポインタ
438 * @param item 持ち替えを行いたい装備部位ID
441 void verify_equip_slot(player_type *owner_ptr, INVENTORY_IDX item)
443 object_type *o_ptr, *new_o_ptr;
444 GAME_TEXT o_name[MAX_NLEN];
446 if (item == INVEN_RARM)
448 if (!has_melee_weapon(owner_ptr, INVEN_LARM)) return;
450 o_ptr = &owner_ptr->inventory_list[INVEN_LARM];
451 object_desc(owner_ptr, o_name, o_ptr, 0);
453 if (object_is_cursed(o_ptr))
455 if (object_allow_two_hands_wielding(o_ptr) && can_two_hands_wielding(owner_ptr))
456 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
460 new_o_ptr = &owner_ptr->inventory_list[INVEN_RARM];
461 object_copy(new_o_ptr, o_ptr);
462 owner_ptr->total_weight += o_ptr->weight;
463 inven_item_increase(owner_ptr, INVEN_LARM, -((int)o_ptr->number));
464 inven_item_optimize(owner_ptr, INVEN_LARM);
465 if (object_allow_two_hands_wielding(o_ptr) && can_two_hands_wielding(owner_ptr))
466 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
468 msg_format(_("%sを%sで構えた。", "You are wielding %s in your %s hand."), o_name,
469 (left_hander ? _("左手", "left") : _("右手", "right")));
473 if (item != INVEN_LARM) return;
475 o_ptr = &owner_ptr->inventory_list[INVEN_RARM];
476 if (o_ptr->k_idx) object_desc(owner_ptr, o_name, o_ptr, 0);
478 if (has_melee_weapon(owner_ptr, INVEN_RARM))
480 if (object_allow_two_hands_wielding(o_ptr) && can_two_hands_wielding(owner_ptr))
481 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
485 if ((empty_hands(owner_ptr, FALSE) & EMPTY_HAND_RARM) || object_is_cursed(o_ptr)) return;
487 new_o_ptr = &owner_ptr->inventory_list[INVEN_LARM];
488 object_copy(new_o_ptr, o_ptr);
489 owner_ptr->total_weight += o_ptr->weight;
490 inven_item_increase(owner_ptr, INVEN_RARM, -((int)o_ptr->number));
491 inven_item_optimize(owner_ptr, INVEN_RARM);
492 msg_format(_("%sを持ち替えた。", "You switched hand of %s."), o_name);
497 * @brief 装備を外すコマンドのメインルーチン / Take off an item
500 void do_cmd_takeoff(player_type *creature_ptr)
506 if (creature_ptr->special_defense & KATA_MUSOU)
508 set_action(creature_ptr, ACTION_NONE);
511 q = _("どれを装備からはずしますか? ", "Take off which item? ");
512 s = _("はずせる装備がない。", "You are not wearing anything to take off.");
514 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0);
518 if (object_is_cursed(o_ptr))
520 if ((o_ptr->curse_flags & TRC_PERMA_CURSE) || (creature_ptr->pclass != CLASS_BERSERKER))
522 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
527 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && one_in_(7)) || one_in_(4))
529 msg_print(_("呪われた装備を力づくで剥がした!", "You tore off a piece of cursed equipment by sheer strength!"));
531 o_ptr->ident |= (IDENT_SENSE);
532 o_ptr->curse_flags = 0L;
533 o_ptr->feeling = FEEL_NONE;
535 creature_ptr->update |= (PU_BONUS);
536 creature_ptr->window |= (PW_EQUIP);
538 msg_print(_("呪いを打ち破った。", "You break the curse."));
542 msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
543 take_turn(creature_ptr, 50);
548 take_turn(creature_ptr, 50);
550 /* Take off the item */
551 (void)inven_takeoff(creature_ptr, item, 255);
552 verify_equip_slot(creature_ptr, item);
553 calc_android_exp(creature_ptr);
554 creature_ptr->redraw |= (PR_EQUIPPY);
559 * @brief アイテムを落とすコマンドのメインルーチン / Drop an item
562 void do_cmd_drop(player_type *creature_ptr)
571 if (creature_ptr->special_defense & KATA_MUSOU)
573 set_action(creature_ptr, ACTION_NONE);
576 q = _("どのアイテムを落としますか? ", "Drop which item? ");
577 s = _("落とせるアイテムを持っていない。", "You have nothing to drop.");
579 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
582 /* Hack -- Cannot remove cursed items */
583 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
585 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
589 if (o_ptr->number > 1)
591 amt = get_quantity(NULL, o_ptr->number);
592 if (amt <= 0) return;
595 take_turn(creature_ptr, 50);
597 /* Drop (some of) the item */
598 drop_from_inventory(creature_ptr, item, amt);
600 if (item >= INVEN_RARM)
602 verify_equip_slot(creature_ptr, item);
603 calc_android_exp(creature_ptr);
606 creature_ptr->redraw |= (PR_EQUIPPY);
611 * @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 * @param creature_ptr プレーヤーへの参照ポインタ
615 void do_cmd_destroy(player_type *creature_ptr)
625 object_type *q_ptr = &forge;
627 GAME_TEXT o_name[MAX_NLEN];
628 char out_val[MAX_NLEN+40];
632 if (creature_ptr->special_defense & KATA_MUSOU)
634 set_action(creature_ptr, ACTION_NONE);
637 /* Hack -- force destruction */
638 if (command_arg > 0) force = TRUE;
640 q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
641 s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
643 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
646 /* Verify unless quantity given beforehand */
647 if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
649 object_desc(creature_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
651 /* Make a verification */
652 sprintf(out_val, _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]"), o_name);
655 /* HACK : Add the line to message buffer */
656 message_add(out_val);
657 creature_ptr->window |= (PW_MESSAGE);
658 handle_stuff(creature_ptr);
660 /* Get an acceptable answer */
670 /* Erase the prompt */
674 if (i == 'y' || i == 'Y')
678 if (i == ESCAPE || i == 'n' || i == 'N')
685 /* Add an auto-destroy preference line */
686 if (autopick_autoregister(creature_ptr, o_ptr))
688 /* Auto-destroy it */
689 autopick_alter_item(creature_ptr, item, TRUE);
692 /* The object is already destroyed. */
698 if (o_ptr->number > 1)
700 amt = get_quantity(NULL, o_ptr->number);
701 if (amt <= 0) return;
705 old_number = o_ptr->number;
707 object_desc(creature_ptr, o_name, o_ptr, 0);
708 o_ptr->number = old_number;
710 take_turn(creature_ptr, 100);
712 /* Artifacts cannot be destroyed */
713 if (!can_player_destroy_object(o_ptr))
715 free_turn(creature_ptr);
717 msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
721 object_copy(q_ptr, o_ptr);
723 msg_format(_("%sを壊した。", "You destroy %s."), o_name);
724 sound(SOUND_DESTITEM);
726 /* Reduce the charges of rods/wands */
727 reduce_charges(o_ptr, amt);
729 vary_item(creature_ptr, item, -amt);
731 if (item_tester_high_level_book(q_ptr))
733 bool gain_expr = FALSE;
735 if (creature_ptr->prace == RACE_ANDROID)
738 else if ((creature_ptr->pclass == CLASS_WARRIOR) || (creature_ptr->pclass == CLASS_BERSERKER))
742 else if (creature_ptr->pclass == CLASS_PALADIN)
744 if (is_good_realm(creature_ptr->realm1))
746 if (!is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
750 if (is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
754 if (gain_expr && (creature_ptr->exp < PY_MAX_EXP))
756 s32b tester_exp = creature_ptr->max_exp / 20;
757 if (tester_exp > 10000) tester_exp = 10000;
758 if (q_ptr->sval < 3) tester_exp /= 4;
759 if (tester_exp<1) tester_exp = 1;
761 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
762 gain_exp(creature_ptr, tester_exp * amt);
764 if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
766 chg_virtue(creature_ptr, V_UNLIFE, 1);
767 chg_virtue(creature_ptr, V_VITALITY, -1);
769 else if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
771 chg_virtue(creature_ptr, V_UNLIFE, -1);
772 chg_virtue(creature_ptr, V_VITALITY, 1);
775 if (q_ptr->to_a || q_ptr->to_h || q_ptr->to_d)
776 chg_virtue(creature_ptr, V_ENCHANT, -1);
778 if (object_value_real(q_ptr) > 30000)
779 chg_virtue(creature_ptr, V_SACRIFICE, 2);
781 else if (object_value_real(q_ptr) > 10000)
782 chg_virtue(creature_ptr, V_SACRIFICE, 1);
785 if (q_ptr->to_a != 0 || q_ptr->to_d != 0 || q_ptr->to_h != 0)
786 chg_virtue(creature_ptr, V_HARMONY, 1);
788 if (item >= INVEN_RARM) calc_android_exp(creature_ptr);
793 * @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
796 void do_cmd_observe(player_type *creature_ptr)
800 GAME_TEXT o_name[MAX_NLEN];
803 q = _("どのアイテムを調べますか? ", "Examine which item? ");
804 s = _("調べられるアイテムがない。", "You have nothing to examine.");
806 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
809 /* Require full knowledge */
810 if (!OBJECT_IS_FULL_KNOWN(o_ptr))
812 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."));
816 object_desc(creature_ptr, o_name, o_ptr, 0);
817 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
818 if (!screen_object(creature_ptr, 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."));
824 * @brief アイテムの銘を消すコマンドのメインルーチン
825 * Remove the inscription from an object XXX Mention item (when done)?
828 void do_cmd_uninscribe(player_type *creature_ptr)
834 q = _("どのアイテムの銘を消しますか? ", "Un-inscribe which item? ");
835 s = _("銘を消せるアイテムがない。", "You have nothing to un-inscribe.");
837 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
840 /* Nothing to remove */
841 if (!o_ptr->inscription)
843 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."));
847 msg_print(_("銘を消した。", "Inscription removed."));
849 /* Remove the incription */
850 o_ptr->inscription = 0;
851 creature_ptr->update |= (PU_COMBINE);
852 creature_ptr->window |= (PW_INVEN | PW_EQUIP);
854 /* .や$の関係で, 再計算が必要なはず -- henkma */
855 creature_ptr->update |= (PU_BONUS);
861 * @brief アイテムの銘を刻むコマンドのメインルーチン
862 * Inscribe an object with a comment
865 void do_cmd_inscribe(player_type *creature_ptr)
869 GAME_TEXT o_name[MAX_NLEN];
873 q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
874 s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
876 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
879 /* Describe the activity */
880 object_desc(creature_ptr, o_name, o_ptr, OD_OMIT_INSCRIPTION);
882 msg_format(_("%sに銘を刻む。", "Inscribing %s."), o_name);
885 /* Start with nothing */
888 /* Use old inscription */
889 if (o_ptr->inscription)
891 /* Start with the old inscription */
892 strcpy(out_val, quark_str(o_ptr->inscription));
895 /* Get a new inscription (possibly empty) */
896 if (get_string(_("銘: ", "Inscription: "), out_val, 80))
898 /* Save the inscription */
899 o_ptr->inscription = quark_add(out_val);
900 creature_ptr->update |= (PU_COMBINE);
901 creature_ptr->window |= (PW_INVEN | PW_EQUIP);
903 /* .や$の関係で, 再計算が必要なはず -- henkma */
904 creature_ptr->update |= (PU_BONUS);
910 * @brief ランタンに燃料を加えるコマンドのメインルーチン
911 * Refill the players lamp (from the pack or floor)
914 static void do_cmd_refill_lamp(player_type *user_ptr)
921 /* Restrict the choices */
922 item_tester_hook = item_tester_refill_lantern;
924 q = _("どの油つぼから注ぎますか? ", "Refill with which flask? ");
925 s = _("油つぼがない。", "You have no flasks of oil.");
927 o_ptr = choose_object(user_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
930 take_turn(user_ptr, 50);
932 /* Access the lantern */
933 j_ptr = &user_ptr->inventory_list[INVEN_LITE];
936 j_ptr->xtra4 += o_ptr->xtra4;
937 msg_print(_("ランプに油を注いだ。", "You fuel your lamp."));
939 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
942 msg_print(_("ランプが消えてしまった!", "Your lamp has gone out!"));
944 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
947 msg_print(_("しかしランプは全く光らない。", "Curiously, your lamp doesn't light."));
949 else if (j_ptr->xtra4 >= FUEL_LAMP)
951 j_ptr->xtra4 = FUEL_LAMP;
952 msg_print(_("ランプの油は一杯だ。", "Your lamp is full."));
955 vary_item(user_ptr, item, -1);
957 user_ptr->update |= (PU_TORCH);
961 * @brief 松明を束ねるコマンドのメインルーチン
962 * Refuel the players torch (from the pack or floor)
965 static void do_cmd_refill_torch(player_type *creature_ptr)
974 /* Restrict the choices */
975 item_tester_hook = object_can_refill_torch;
977 q = _("どの松明で明かりを強めますか? ", "Refuel with which torch? ");
978 s = _("他に松明がない。", "You have no extra torches.");
980 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
983 take_turn(creature_ptr, 50);
985 /* Access the primary torch */
986 j_ptr = &creature_ptr->inventory_list[INVEN_LITE];
989 j_ptr->xtra4 += o_ptr->xtra4 + 5;
991 msg_print(_("松明を結合した。", "You combine the torches."));
993 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
996 msg_print(_("松明が消えてしまった!", "Your torch has gone out!"));
998 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
1001 msg_print(_("しかし松明は全く光らない。", "Curiously, your torch doesn't light."));
1003 /* Over-fuel message */
1004 else if (j_ptr->xtra4 >= FUEL_TORCH)
1006 j_ptr->xtra4 = FUEL_TORCH;
1007 msg_print(_("松明の寿命は十分だ。", "Your torch is fully fueled."));
1010 /* Refuel message */
1013 msg_print(_("松明はいっそう明るく輝いた。", "Your torch glows more brightly."));
1016 vary_item(creature_ptr, item, -1);
1018 creature_ptr->update |= (PU_TORCH);
1023 * @brief 燃料を補充するコマンドのメインルーチン
1024 * Refill the players lamp, or restock his torches
1027 void do_cmd_refill(player_type *creature_ptr)
1032 o_ptr = &creature_ptr->inventory_list[INVEN_LITE];
1034 if (creature_ptr->special_defense & KATA_MUSOU)
1036 set_action(creature_ptr, ACTION_NONE);
1040 if (o_ptr->tval != TV_LITE)
1042 msg_print(_("光源を装備していない。", "You are not wielding a light."));
1046 else if (o_ptr->sval == SV_LITE_LANTERN)
1048 do_cmd_refill_lamp(creature_ptr);
1052 else if (o_ptr->sval == SV_LITE_TORCH)
1054 do_cmd_refill_torch(creature_ptr);
1057 /* No torch to refill */
1060 msg_print(_("この光源は寿命を延ばせない。", "Your light cannot be refilled."));
1066 * @brief ターゲットを設定するコマンドのメインルーチン
1070 void do_cmd_target(player_type *creature_ptr)
1072 if (creature_ptr->wild_mode) return;
1075 if (target_set(creature_ptr, TARGET_KILL))
1077 msg_print(_("ターゲット決定。", "Target Selected."));
1080 /* Target aborted */
1083 msg_print(_("ターゲット解除。", "Target Aborted."));
1089 * @brief 周囲を見渡すコマンドのメインルーチン
1093 void do_cmd_look(player_type *creature_ptr)
1095 creature_ptr->window |= PW_MONSTER_LIST;
1096 handle_stuff(creature_ptr);
1099 if (target_set(creature_ptr, TARGET_LOOK))
1101 msg_print(_("ターゲット決定。", "Target Selected."));
1107 * @brief 位置を確認するコマンドのメインルーチン
1108 * Allow the player to examine other sectors on the map
1111 void do_cmd_locate(player_type *creature_ptr)
1114 POSITION y1, x1, y2, x2;
1115 GAME_TEXT tmp_val[80];
1116 GAME_TEXT out_val[160];
1119 get_screen_size(&wid, &hgt);
1121 /* Start at current panel */
1122 y2 = y1 = panel_row_min;
1123 x2 = x1 = panel_col_min;
1125 /* Show panels until done */
1128 /* Describe the location */
1129 if ((y2 == y1) && (x2 == x1))
1131 strcpy(tmp_val, _("真上", "\0"));
1135 sprintf(tmp_val, "%s%s",
1136 ((y2 < y1) ? _("北", " North") : (y2 > y1) ? _("南", " South") : ""),
1137 ((x2 < x1) ? _("西", " West") : (x2 > x1) ? _("東", " East") : ""));
1140 /* Prepare to ask which way to look */
1141 sprintf(out_val, _("マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
1142 "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?"),
1143 y2 / (hgt / 2), y2 % (hgt / 2),
1144 x2 / (wid / 2), x2 % (wid / 2), tmp_val);
1146 /* Assume no direction */
1149 /* Get a direction */
1154 /* Get a command (or Cancel) */
1155 if (!get_com(out_val, &command, TRUE)) break;
1157 /* Extract the action (if any) */
1158 dir = get_keymap_dir(command);
1167 /* Apply the motion */
1168 if (change_panel(creature_ptr, ddy[dir], ddx[dir]))
1176 /* Recenter the map around the player */
1177 verify_panel(creature_ptr);
1179 creature_ptr->update |= (PU_MONSTERS);
1180 creature_ptr->redraw |= (PR_MAP);
1181 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1182 handle_stuff(creature_ptr);
1187 * @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
1188 * Identify a character, allow recall of monsters
1189 * @param player_ptr プレーヤーへの参照ポインタ
1193 * Several "special" responses recall "multiple" monsters:
1195 * ^U (all unique monsters)
1196 * ^N (all non-unique monsters)
1198 * The responses may be sorted in several ways, see below.
1200 * Note that the player ghosts are ignored.
1203 void do_cmd_query_symbol(player_type *creature_ptr)
1217 bool recall = FALSE;
1222 /* Get a character, or abort */
1223 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): ",
1224 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) return;
1226 /* Find that character info, and describe it */
1227 for (i = 0; ident_info[i]; ++i)
1229 if (sym == ident_info[i][0]) break;
1231 if (sym == KTRL('A'))
1234 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
1236 else if (sym == KTRL('U'))
1239 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
1241 else if (sym == KTRL('N'))
1244 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
1246 else if (sym == KTRL('R'))
1249 strcpy(buf, _("乗馬可能モンスターのリスト", "Ridable monster list."));
1251 /* XTRA HACK WHATSEARCH */
1252 else if (sym == KTRL('M'))
1255 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
1260 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
1262 else if (ident_info[i])
1264 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
1268 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
1271 /* Display the result */
1274 /* Allocate the "who" array */
1275 C_MAKE(who, max_r_idx, MONRACE_IDX);
1277 /* Collect matching monsters */
1278 for (n = 0, i = 1; i < max_r_idx; i++)
1280 monster_race *r_ptr = &r_info[i];
1282 /* Nothing to recall */
1283 if (!cheat_know && !r_ptr->r_sights) continue;
1285 /* Require non-unique monsters if needed */
1286 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
1288 /* Require unique monsters if needed */
1289 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
1291 /* Require ridable monsters if needed */
1292 if (ride && !(r_ptr->flags7 & (RF7_RIDING))) continue;
1294 /* XTRA HACK WHATSEARCH */
1300 for (xx = 0; temp[xx] && xx < 80; xx++)
1303 if (iskanji(temp[xx])) { xx++; continue; }
1305 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
1309 strcpy(temp2, r_name + r_ptr->E_name);
1311 strcpy(temp2, r_name + r_ptr->name);
1313 for (xx = 0; temp2[xx] && xx < 80; xx++)
1314 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
1317 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
1319 if (my_strstr(temp2, temp))
1324 /* Collect "appropriate" monsters */
1325 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
1328 /* Nothing to recall */
1331 C_KILL(who, max_r_idx, MONRACE_IDX);
1336 put_str(_("思い出を見ますか? (k:殺害順/y/n): ", "Recall details? (k/y/n): "), 0, _(36, 40));
1344 /* Sort the array */
1345 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1347 /* Sort by kills (and level) */
1354 /* Catch "escape" */
1357 C_KILL(who, max_r_idx, MONRACE_IDX);
1361 /* Sort if needed */
1364 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1367 /* Start at the end */
1370 /* Scan the monster memory */
1375 /* Hack -- Auto-recall */
1376 monster_race_track(creature_ptr, r_idx);
1377 handle_stuff(creature_ptr);
1386 /* Recall on screen */
1387 screen_roff(creature_ptr, who[i], 0);
1390 /* Hack -- Begin the prompt */
1393 /* Hack -- Complete the prompt */
1394 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
1404 /* Normal commands */
1405 if (query != 'r') break;
1411 if (query == ESCAPE) break;
1413 /* Move to "prev" monster */
1419 if (!expand_list) break;
1423 /* Move to "next" monster */
1429 if (!expand_list) break;
1434 /* Free the "who" array */
1435 C_KILL(who, max_r_idx, IDX);
1437 /* Re-display the identity */
1442 * @brief アイテムを汎用的に「使う」コマンドのメインルーチン /
1446 * XXX - Add actions for other item types
1448 void do_cmd_use(player_type *creature_ptr)
1454 if (creature_ptr->wild_mode)
1459 if (cmd_limit_arena(creature_ptr)) return;
1461 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1463 set_action(creature_ptr, ACTION_NONE);
1466 item_tester_hook = item_tester_hook_use;
1468 q = _("どれを使いますか?", "Use which item? ");
1469 s = _("使えるものがありません。", "You have nothing to use.");
1471 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1474 switch (o_ptr->tval)
1477 do_cmd_spike(creature_ptr);
1481 exe_eat_food(creature_ptr, item);
1485 exe_aim_wand(creature_ptr, item);
1489 exe_use_staff(creature_ptr, item);
1493 exe_zap_rod(creature_ptr, item);
1497 exe_quaff_potion(creature_ptr, item);
1501 if (cmd_limit_blind(creature_ptr)) return;
1502 if (cmd_limit_confused(creature_ptr)) return;
1503 exe_read(creature_ptr, item, TRUE);
1509 exe_fire(creature_ptr, item, &creature_ptr->inventory_list[INVEN_BOW], SP_NONE);
1513 exe_activate(creature_ptr, item);