2 * @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
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
7 * This software may be copied and distributed for educational, research,
8 * and not for profit purposes provided that this copyright and statement
9 * are included in all such copies. Other copyrights may also apply.
12 #include "cmd-item/cmd-item.h"
13 #include "art-definition/art-protector-types.h"
14 #include "autopick/autopick-registry.h"
15 #include "autopick/autopick.h"
16 #include "cmd-action/cmd-pet.h"
17 #include "cmd-item/cmd-activate.h"
18 #include "cmd-item/cmd-eat.h"
19 #include "cmd-item/cmd-quaff.h"
20 #include "cmd-item/cmd-read.h"
21 #include "cmd-item/cmd-usestaff.h"
22 #include "cmd-item/cmd-zaprod.h"
23 #include "cmd-item/cmd-zapwand.h"
24 #include "cmd/cmd-basic.h"
25 #include "combat/snipe.h"
26 #include "core/sort.h"
27 #include "core/stuff-handler.h"
28 #include "dungeon/quest.h"
29 #include "floor/floor-object.h"
30 #include "inventory/inventory-object.h"
31 #include "inventory/player-inventory.h"
32 #include "io/targeting.h"
33 #include "main/sound-definitions-table.h"
34 #include "monster/monster.h"
35 #include "object-enchant/item-feeling.h"
36 #include "object-enchant/object-ego.h"
37 #include "object-enchant/special-object-flags.h"
38 #include "object-enchant/trc-types.h"
39 #include "object/item-use-flags.h"
40 #include "object/object-flavor.h"
41 #include "object/object-generator.h"
42 #include "object/object-hook.h"
43 #include "object/object-mark-types.h"
44 #include "object/object-stack.h"
45 #include "object/object-value.h"
46 #include "object/object1.h"
47 #include "perception/identification.h"
48 #include "perception/object-perception.h"
49 #include "player/avatar.h"
50 #include "player/player-class.h"
51 #include "player/player-effects.h"
52 #include "player/player-personalities-table.h"
53 #include "player/player-races-table.h"
54 #include "player/player-status.h"
55 #include "player/selfinfo.h"
56 #include "realm/realm-hex-numbers.h"
57 #include "spell/spells3.h"
58 #include "sv-definition/sv-lite-types.h"
59 #include "term/gameterm.h"
60 #include "term/term-color-types.h"
61 #include "util/util.h"
62 #include "view/display-main-window.h"
65 * @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
68 void do_cmd_inven(player_type *creature_ptr)
72 if (easy_floor) command_wrk = (USE_INVEN);
74 (void)show_inventory(creature_ptr, 0, USE_FULL, 0);
77 sprintf(out_val, "持ち物: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
78 (int)lbtokg1(creature_ptr->total_weight) , (int)lbtokg2(creature_ptr->total_weight) ,
80 sprintf(out_val, "Inventory: carrying %d.%d pounds (%ld%% of capacity). Command: ",
81 (int)(creature_ptr->total_weight / 10), (int)(creature_ptr->total_weight % 10),
83 (long int)(creature_ptr->total_weight * 100) / weight_limit(creature_ptr));
86 command_new = inkey();
89 if (command_new == ESCAPE)
92 Term_get_size(&wid, &hgt);
94 command_gap = wid - 30;
104 * @brief 装備一覧を表示するコマンドのメインルーチン / Display equipment
107 void do_cmd_equip(player_type *creature_ptr)
111 if (easy_floor) command_wrk = (USE_EQUIP);
114 (void)show_equipment(creature_ptr, 0, USE_FULL, 0);
117 sprintf(out_val, "装備: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
118 (int)lbtokg1(creature_ptr->total_weight) , (int)lbtokg2(creature_ptr->total_weight) ,
119 (long int)((creature_ptr->total_weight * 100) / weight_limit(creature_ptr)));
121 sprintf(out_val, "Equipment: carrying %d.%d pounds (%ld%% of capacity). Command: ",
122 (int)(creature_ptr->total_weight / 10), (int)(creature_ptr->total_weight % 10),
123 (long int)((creature_ptr->total_weight * 100) / weight_limit(creature_ptr)));
127 command_new = inkey();
130 if (command_new == ESCAPE)
133 Term_get_size(&wid, &hgt);
135 command_gap = wid - 30;
144 bool select_ring_slot = FALSE;
147 * @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
148 * @param creature_ptr プレーヤーへの参照ポインタ
151 void do_cmd_wield(player_type *creature_ptr)
153 OBJECT_IDX item, slot;
161 GAME_TEXT o_name[MAX_NLEN];
164 OBJECT_IDX need_switch_wielding = 0;
166 if (creature_ptr->special_defense & KATA_MUSOU)
168 set_action(creature_ptr, ACTION_NONE);
171 /* Restrict the choices */
172 item_tester_hook = item_tester_hook_wear;
174 q = _("どれを装備しますか? ", "Wear/Wield which item? ");
175 s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
177 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
181 slot = wield_slot(creature_ptr, o_ptr);
185 /* Shields and some misc. items */
190 if (has_melee_weapon(creature_ptr, INVEN_RARM) && has_melee_weapon(creature_ptr, INVEN_LARM))
192 /* Restrict the choices */
193 item_tester_hook = item_tester_hook_melee_weapon;
195 /* Choose a weapon from the equipment only */
196 q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
197 s = _("おっと。", "Oops.");
198 if (!choose_object(creature_ptr, &slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0)) return;
199 if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
202 else if (has_melee_weapon(creature_ptr, INVEN_LARM)) slot = INVEN_RARM;
204 /* Both arms are already used by non-weapon */
205 else if (creature_ptr->inventory_list[INVEN_RARM].k_idx && !object_is_melee_weapon(&creature_ptr->inventory_list[INVEN_RARM]) &&
206 creature_ptr->inventory_list[INVEN_LARM].k_idx && !object_is_melee_weapon(&creature_ptr->inventory_list[INVEN_LARM]))
208 /* Restrict the choices */
209 item_tester_hook = item_tester_hook_mochikae;
212 q = _("どちらの手に装備しますか?", "Equip which hand? ");
213 s = _("おっと。", "Oops.");
214 if (!choose_object(creature_ptr, &slot, q, s, (USE_EQUIP), 0)) return;
223 /* Asking for dual wielding */
224 if (slot == INVEN_LARM)
226 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
229 else if (!creature_ptr->inventory_list[INVEN_RARM].k_idx && has_melee_weapon(creature_ptr, INVEN_LARM))
231 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
234 /* Both arms are already used */
235 else if (creature_ptr->inventory_list[INVEN_LARM].k_idx && creature_ptr->inventory_list[INVEN_RARM].k_idx)
237 /* Restrict the choices */
238 item_tester_hook = item_tester_hook_mochikae;
241 q = _("どちらの手に装備しますか?", "Equip which hand? ");
242 s = _("おっと。", "Oops.");
244 if (!choose_object(creature_ptr, &slot, q, s, (USE_EQUIP), 0)) return;
245 if ((slot == INVEN_LARM) && !has_melee_weapon(creature_ptr, INVEN_RARM))
246 need_switch_wielding = INVEN_RARM;
252 /* Choose a ring slot */
253 if (creature_ptr->inventory_list[INVEN_LEFT].k_idx && creature_ptr->inventory_list[INVEN_RIGHT].k_idx)
255 q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
259 q = _("どちらの手に装備しますか?", "Equip which hand? ");
261 s = _("おっと。", "Oops.");
263 /* Restrict the choices */
264 select_ring_slot = TRUE;
266 if (!choose_object(creature_ptr, &slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0))
268 select_ring_slot = FALSE;
271 select_ring_slot = FALSE;
275 /* Prevent wielding into a cursed slot */
276 if (object_is_cursed(&creature_ptr->inventory_list[slot]))
278 object_desc(creature_ptr, o_name, &creature_ptr->inventory_list[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
280 msg_format("%s%sは呪われているようだ。", describe_use(creature_ptr, slot), o_name);
282 msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(creature_ptr, slot));
288 ((object_is_cursed(o_ptr) && object_is_known(o_ptr)) ||
289 ((o_ptr->ident & IDENT_SENSE) &&
290 (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED))))
292 char dummy[MAX_NLEN+80];
294 object_desc(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
295 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);
297 if (!get_check(dummy)) return;
300 if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (creature_ptr->prace != RACE_VAMPIRE) && (creature_ptr->prace != RACE_ANDROID))
302 char dummy[MAX_NLEN+100];
304 object_desc(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
306 sprintf(dummy, _("%sを装備すると吸血鬼になります。よろしいですか?",
307 "%s will transforms you into a vampire permanently when equiped. Do you become a vampire?"), o_name);
309 if (!get_check(dummy)) return;
312 if (need_switch_wielding && !object_is_cursed(&creature_ptr->inventory_list[need_switch_wielding]))
314 object_type *slot_o_ptr = &creature_ptr->inventory_list[slot];
315 object_type *switch_o_ptr = &creature_ptr->inventory_list[need_switch_wielding];
316 object_type object_tmp;
317 object_type *otmp_ptr = &object_tmp;
318 GAME_TEXT switch_name[MAX_NLEN];
320 object_desc(creature_ptr, switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
322 object_copy(otmp_ptr, switch_o_ptr);
323 object_copy(switch_o_ptr, slot_o_ptr);
324 object_copy(slot_o_ptr, otmp_ptr);
326 msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
327 (slot == INVEN_RARM) ? (left_hander ? _("左手", "left") : _("右手", "right")) :
328 (left_hander ? _("右手", "right") : _("左手", "left")));
329 slot = need_switch_wielding;
332 check_find_art_quest_completion(creature_ptr, o_ptr);
334 if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)
336 identify_item(creature_ptr, o_ptr);
338 /* Auto-inscription */
339 autopick_alter_item(creature_ptr, item, FALSE);
342 take_turn(creature_ptr, 100);
345 /* Obtain local object */
346 object_copy(q_ptr, o_ptr);
348 /* Modify quantity */
351 /* Decrease the item (from the pack) */
354 inven_item_increase(creature_ptr, item, -1);
355 inven_item_optimize(creature_ptr, item);
357 /* Decrease the item (from the floor) */
360 floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
361 floor_item_optimize(creature_ptr, 0 - item);
364 /* Access the wield slot */
365 o_ptr = &creature_ptr->inventory_list[slot];
367 /* Take off existing item */
370 /* Take off existing item */
371 (void)inven_takeoff(creature_ptr, slot, 255);
374 /* Wear the new stuff */
375 object_copy(o_ptr, q_ptr);
377 o_ptr->marked |= OM_TOUCHED;
379 creature_ptr->total_weight += q_ptr->weight;
381 /* Increment the equip counter by hand */
382 creature_ptr->equip_cnt++;
384 #define STR_WIELD_RARM _("%s(%c)を右手に装備した。", "You are wielding %s (%c) in your right hand.")
385 #define STR_WIELD_LARM _("%s(%c)を左手に装備した。", "You are wielding %s (%c) in your left hand.")
386 #define STR_WIELD_ARMS _("%s(%c)を両手で構えた。", "You are wielding %s (%c) with both hands.")
388 /* Where is the item now */
392 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_LARM) && can_two_hands_wielding(creature_ptr))
393 act = STR_WIELD_ARMS;
395 act = (left_hander ? STR_WIELD_LARM : STR_WIELD_RARM);
399 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(creature_ptr, FALSE) == EMPTY_HAND_RARM) && can_two_hands_wielding(creature_ptr))
400 act = STR_WIELD_ARMS;
402 act = (left_hander ? STR_WIELD_RARM : STR_WIELD_LARM);
406 act = _("%s(%c)を射撃用に装備した。", "You are shooting with %s (%c).");
410 act = _("%s(%c)を光源にした。", "Your light source is %s (%c).");
414 act = _("%s(%c)を装備した。", "You are wearing %s (%c).");
418 object_desc(creature_ptr, o_name, o_ptr, 0);
419 msg_format(act, o_name, index_to_label(slot));
422 if (object_is_cursed(o_ptr))
424 msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
425 chg_virtue(creature_ptr, V_HARMONY, -1);
428 o_ptr->ident |= (IDENT_SENSE);
431 /* The Stone Mask make the player turn into a vampire! */
432 if ((o_ptr->name1 == ART_STONEMASK) && (creature_ptr->prace != RACE_VAMPIRE) && (creature_ptr->prace != RACE_ANDROID))
434 /* Turn into a vampire */
435 change_race(creature_ptr, RACE_VAMPIRE, "");
438 creature_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
439 creature_ptr->redraw |= (PR_EQUIPPY);
440 creature_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
442 calc_android_exp(creature_ptr);
448 * @param owner_ptr プレーヤーへの参照ポインタ
449 * @param item 持ち替えを行いたい装備部位ID
452 void verify_equip_slot(player_type *owner_ptr, INVENTORY_IDX item)
454 object_type *o_ptr, *new_o_ptr;
455 GAME_TEXT o_name[MAX_NLEN];
457 if (item == INVEN_RARM)
459 if (!has_melee_weapon(owner_ptr, INVEN_LARM)) return;
461 o_ptr = &owner_ptr->inventory_list[INVEN_LARM];
462 object_desc(owner_ptr, o_name, o_ptr, 0);
464 if (object_is_cursed(o_ptr))
466 if (object_allow_two_hands_wielding(o_ptr) && can_two_hands_wielding(owner_ptr))
467 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
471 new_o_ptr = &owner_ptr->inventory_list[INVEN_RARM];
472 object_copy(new_o_ptr, o_ptr);
473 owner_ptr->total_weight += o_ptr->weight;
474 inven_item_increase(owner_ptr, INVEN_LARM, -((int)o_ptr->number));
475 inven_item_optimize(owner_ptr, INVEN_LARM);
476 if (object_allow_two_hands_wielding(o_ptr) && can_two_hands_wielding(owner_ptr))
477 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
479 msg_format(_("%sを%sで構えた。", "You are wielding %s in your %s hand."), o_name,
480 (left_hander ? _("左手", "left") : _("右手", "right")));
484 if (item != INVEN_LARM) return;
486 o_ptr = &owner_ptr->inventory_list[INVEN_RARM];
487 if (o_ptr->k_idx) object_desc(owner_ptr, o_name, o_ptr, 0);
489 if (has_melee_weapon(owner_ptr, INVEN_RARM))
491 if (object_allow_two_hands_wielding(o_ptr) && can_two_hands_wielding(owner_ptr))
492 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
496 if ((empty_hands(owner_ptr, FALSE) & EMPTY_HAND_RARM) || object_is_cursed(o_ptr)) return;
498 new_o_ptr = &owner_ptr->inventory_list[INVEN_LARM];
499 object_copy(new_o_ptr, o_ptr);
500 owner_ptr->total_weight += o_ptr->weight;
501 inven_item_increase(owner_ptr, INVEN_RARM, -((int)o_ptr->number));
502 inven_item_optimize(owner_ptr, INVEN_RARM);
503 msg_format(_("%sを持ち替えた。", "You switched hand of %s."), o_name);
508 * @brief 装備を外すコマンドのメインルーチン / Take off an item
511 void do_cmd_takeoff(player_type *creature_ptr)
517 if (creature_ptr->special_defense & KATA_MUSOU)
519 set_action(creature_ptr, ACTION_NONE);
522 q = _("どれを装備からはずしますか? ", "Take off which item? ");
523 s = _("はずせる装備がない。", "You are not wearing anything to take off.");
525 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT), 0);
529 if (object_is_cursed(o_ptr))
531 if ((o_ptr->curse_flags & TRC_PERMA_CURSE) || (creature_ptr->pclass != CLASS_BERSERKER))
533 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
538 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && one_in_(7)) || one_in_(4))
540 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!"));
542 o_ptr->ident |= (IDENT_SENSE);
543 o_ptr->curse_flags = 0L;
544 o_ptr->feeling = FEEL_NONE;
546 creature_ptr->update |= (PU_BONUS);
547 creature_ptr->window |= (PW_EQUIP);
549 msg_print(_("呪いを打ち破った。", "You break the curse."));
553 msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
554 take_turn(creature_ptr, 50);
559 take_turn(creature_ptr, 50);
561 /* Take off the item */
562 (void)inven_takeoff(creature_ptr, item, 255);
563 verify_equip_slot(creature_ptr, item);
564 calc_android_exp(creature_ptr);
565 creature_ptr->redraw |= (PR_EQUIPPY);
570 * @brief アイテムを落とすコマンドのメインルーチン / Drop an item
573 void do_cmd_drop(player_type *creature_ptr)
582 if (creature_ptr->special_defense & KATA_MUSOU)
584 set_action(creature_ptr, ACTION_NONE);
587 q = _("どのアイテムを落としますか? ", "Drop which item? ");
588 s = _("落とせるアイテムを持っていない。", "You have nothing to drop.");
590 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT), 0);
593 /* Hack -- Cannot remove cursed items */
594 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
596 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
600 if (o_ptr->number > 1)
602 amt = get_quantity(NULL, o_ptr->number);
603 if (amt <= 0) return;
606 take_turn(creature_ptr, 50);
608 /* Drop (some of) the item */
609 drop_from_inventory(creature_ptr, item, amt);
611 if (item >= INVEN_RARM)
613 verify_equip_slot(creature_ptr, item);
614 calc_android_exp(creature_ptr);
617 creature_ptr->redraw |= (PR_EQUIPPY);
622 * @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
623 * @param creature_ptr プレーヤーへの参照ポインタ
626 void do_cmd_destroy(player_type *creature_ptr)
636 object_type *q_ptr = &forge;
638 GAME_TEXT o_name[MAX_NLEN];
639 char out_val[MAX_NLEN+40];
643 if (creature_ptr->special_defense & KATA_MUSOU)
645 set_action(creature_ptr, ACTION_NONE);
648 /* Hack -- force destruction */
649 if (command_arg > 0) force = TRUE;
651 q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
652 s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
654 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
657 /* Verify unless quantity given beforehand */
658 if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
660 object_desc(creature_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
662 /* Make a verification */
663 sprintf(out_val, _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]"), o_name);
666 /* HACK : Add the line to message buffer */
667 message_add(out_val);
668 creature_ptr->window |= (PW_MESSAGE);
669 handle_stuff(creature_ptr);
671 /* Get an acceptable answer */
681 /* Erase the prompt */
685 if (i == 'y' || i == 'Y')
689 if (i == ESCAPE || i == 'n' || i == 'N')
696 /* Add an auto-destroy preference line */
697 if (autopick_autoregister(creature_ptr, o_ptr))
699 /* Auto-destroy it */
700 autopick_alter_item(creature_ptr, item, TRUE);
703 /* The object is already destroyed. */
709 if (o_ptr->number > 1)
711 amt = get_quantity(NULL, o_ptr->number);
712 if (amt <= 0) return;
716 old_number = o_ptr->number;
718 object_desc(creature_ptr, o_name, o_ptr, 0);
719 o_ptr->number = old_number;
721 take_turn(creature_ptr, 100);
723 /* Artifacts cannot be destroyed */
724 if (!can_player_destroy_object(o_ptr))
726 free_turn(creature_ptr);
728 msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
732 object_copy(q_ptr, o_ptr);
734 msg_format(_("%sを壊した。", "You destroy %s."), o_name);
735 sound(SOUND_DESTITEM);
737 /* Reduce the charges of rods/wands */
738 reduce_charges(o_ptr, amt);
740 vary_item(creature_ptr, item, -amt);
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 (!object_is_fully_known(o_ptr))
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(creature_ptr, o_name, o_ptr, 0);
828 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
829 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."));
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$の関係で, 再計算が必要なはず -- henkma */
866 creature_ptr->update |= (PU_BONUS);
872 * @brief アイテムの銘を刻むコマンドのメインルーチン
873 * Inscribe an object with a comment
876 void do_cmd_inscribe(player_type *creature_ptr)
880 GAME_TEXT o_name[MAX_NLEN];
884 q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
885 s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
887 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
890 /* Describe the activity */
891 object_desc(creature_ptr, o_name, o_ptr, OD_OMIT_INSCRIPTION);
893 msg_format(_("%sに銘を刻む。", "Inscribing %s."), o_name);
896 /* Start with nothing */
899 /* Use old inscription */
900 if (o_ptr->inscription)
902 /* Start with the old inscription */
903 strcpy(out_val, quark_str(o_ptr->inscription));
906 /* Get a new inscription (possibly empty) */
907 if (get_string(_("銘: ", "Inscription: "), out_val, 80))
909 /* Save the inscription */
910 o_ptr->inscription = quark_add(out_val);
911 creature_ptr->update |= (PU_COMBINE);
912 creature_ptr->window |= (PW_INVEN | PW_EQUIP);
914 /* .や$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 vary_item(user_ptr, item, -1);
968 user_ptr->update |= (PU_TORCH);
972 * @brief 松明を束ねるコマンドのメインルーチン
973 * Refuel the players torch (from the pack or floor)
976 static void do_cmd_refill_torch(player_type *creature_ptr)
985 /* Restrict the choices */
986 item_tester_hook = object_can_refill_torch;
988 q = _("どの松明で明かりを強めますか? ", "Refuel with which torch? ");
989 s = _("他に松明がない。", "You have no extra torches.");
991 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
994 take_turn(creature_ptr, 50);
996 /* Access the primary torch */
997 j_ptr = &creature_ptr->inventory_list[INVEN_LITE];
1000 j_ptr->xtra4 += o_ptr->xtra4 + 5;
1002 msg_print(_("松明を結合した。", "You combine the torches."));
1004 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
1007 msg_print(_("松明が消えてしまった!", "Your torch has gone out!"));
1009 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
1012 msg_print(_("しかし松明は全く光らない。", "Curiously, your torch doesn't light."));
1014 /* Over-fuel message */
1015 else if (j_ptr->xtra4 >= FUEL_TORCH)
1017 j_ptr->xtra4 = FUEL_TORCH;
1018 msg_print(_("松明の寿命は十分だ。", "Your torch is fully fueled."));
1021 /* Refuel message */
1024 msg_print(_("松明はいっそう明るく輝いた。", "Your torch glows more brightly."));
1027 vary_item(creature_ptr, item, -1);
1029 creature_ptr->update |= (PU_TORCH);
1034 * @brief 燃料を補充するコマンドのメインルーチン
1035 * Refill the players lamp, or restock his torches
1038 void do_cmd_refill(player_type *creature_ptr)
1043 o_ptr = &creature_ptr->inventory_list[INVEN_LITE];
1045 if (creature_ptr->special_defense & KATA_MUSOU)
1047 set_action(creature_ptr, ACTION_NONE);
1051 if (o_ptr->tval != TV_LITE)
1053 msg_print(_("光源を装備していない。", "You are not wielding a light."));
1057 else if (o_ptr->sval == SV_LITE_LANTERN)
1059 do_cmd_refill_lamp(creature_ptr);
1063 else if (o_ptr->sval == SV_LITE_TORCH)
1065 do_cmd_refill_torch(creature_ptr);
1068 /* No torch to refill */
1071 msg_print(_("この光源は寿命を延ばせない。", "Your light cannot be refilled."));
1077 * @brief ターゲットを設定するコマンドのメインルーチン
1081 void do_cmd_target(player_type *creature_ptr)
1083 if (creature_ptr->wild_mode) return;
1086 if (target_set(creature_ptr, TARGET_KILL))
1088 msg_print(_("ターゲット決定。", "Target Selected."));
1091 /* Target aborted */
1094 msg_print(_("ターゲット解除。", "Target Aborted."));
1100 * @brief 周囲を見渡すコマンドのメインルーチン
1104 void do_cmd_look(player_type *creature_ptr)
1106 creature_ptr->window |= PW_MONSTER_LIST;
1107 handle_stuff(creature_ptr);
1110 if (target_set(creature_ptr, TARGET_LOOK))
1112 msg_print(_("ターゲット決定。", "Target Selected."));
1118 * @brief 位置を確認するコマンドのメインルーチン
1119 * Allow the player to examine other sectors on the map
1122 void do_cmd_locate(player_type *creature_ptr)
1125 POSITION y1, x1, y2, x2;
1126 GAME_TEXT tmp_val[80];
1127 GAME_TEXT out_val[160];
1130 get_screen_size(&wid, &hgt);
1132 /* Start at current panel */
1133 y2 = y1 = panel_row_min;
1134 x2 = x1 = panel_col_min;
1136 /* Show panels until done */
1139 /* Describe the location */
1140 if ((y2 == y1) && (x2 == x1))
1142 strcpy(tmp_val, _("真上", "\0"));
1146 sprintf(tmp_val, "%s%s",
1147 ((y2 < y1) ? _("北", " North") : (y2 > y1) ? _("南", " South") : ""),
1148 ((x2 < x1) ? _("西", " West") : (x2 > x1) ? _("東", " East") : ""));
1151 /* Prepare to ask which way to look */
1152 sprintf(out_val, _("マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
1153 "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?"),
1154 y2 / (hgt / 2), y2 % (hgt / 2),
1155 x2 / (wid / 2), x2 % (wid / 2), tmp_val);
1157 /* Assume no direction */
1160 /* Get a direction */
1165 /* Get a command (or Cancel) */
1166 if (!get_com(out_val, &command, TRUE)) break;
1168 /* Extract the action (if any) */
1169 dir = get_keymap_dir(command);
1178 /* Apply the motion */
1179 if (change_panel(creature_ptr, ddy[dir], ddx[dir]))
1187 /* Recenter the map around the player */
1188 verify_panel(creature_ptr);
1190 creature_ptr->update |= (PU_MONSTERS);
1191 creature_ptr->redraw |= (PR_MAP);
1192 creature_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1193 handle_stuff(creature_ptr);
1198 * @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
1199 * Identify a character, allow recall of monsters
1200 * @param player_ptr プレーヤーへの参照ポインタ
1204 * Several "special" responses recall "multiple" monsters:
1206 * ^U (all unique monsters)
1207 * ^N (all non-unique monsters)
1209 * The responses may be sorted in several ways, see below.
1211 * Note that the player ghosts are ignored.
1214 void do_cmd_query_symbol(player_type *creature_ptr)
1228 bool recall = FALSE;
1233 /* Get a character, or abort */
1234 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): ",
1235 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) return;
1237 /* Find that character info, and describe it */
1238 for (i = 0; ident_info[i]; ++i)
1240 if (sym == ident_info[i][0]) break;
1242 if (sym == KTRL('A'))
1245 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
1247 else if (sym == KTRL('U'))
1250 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
1252 else if (sym == KTRL('N'))
1255 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
1257 else if (sym == KTRL('R'))
1260 strcpy(buf, _("乗馬可能モンスターのリスト", "Ridable monster list."));
1262 /* XTRA HACK WHATSEARCH */
1263 else if (sym == KTRL('M'))
1266 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
1271 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
1273 else if (ident_info[i])
1275 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
1279 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
1282 /* Display the result */
1285 /* Allocate the "who" array */
1286 C_MAKE(who, max_r_idx, MONRACE_IDX);
1288 /* Collect matching monsters */
1289 for (n = 0, i = 1; i < max_r_idx; i++)
1291 monster_race *r_ptr = &r_info[i];
1293 /* Nothing to recall */
1294 if (!cheat_know && !r_ptr->r_sights) continue;
1296 /* Require non-unique monsters if needed */
1297 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
1299 /* Require unique monsters if needed */
1300 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
1302 /* Require ridable monsters if needed */
1303 if (ride && !(r_ptr->flags7 & (RF7_RIDING))) continue;
1305 /* XTRA HACK WHATSEARCH */
1311 for (xx = 0; temp[xx] && xx < 80; xx++)
1314 if (iskanji(temp[xx])) { xx++; continue; }
1316 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
1320 strcpy(temp2, r_name + r_ptr->E_name);
1322 strcpy(temp2, r_name + r_ptr->name);
1324 for (xx = 0; temp2[xx] && xx < 80; xx++)
1325 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
1328 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
1330 if (my_strstr(temp2, temp))
1335 /* Collect "appropriate" monsters */
1336 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
1339 /* Nothing to recall */
1342 C_KILL(who, max_r_idx, MONRACE_IDX);
1347 put_str(_("思い出を見ますか? (k:殺害順/y/n): ", "Recall details? (k/y/n): "), 0, _(36, 40));
1355 /* Sort the array */
1356 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1358 /* Sort by kills (and level) */
1365 /* Catch "escape" */
1368 C_KILL(who, max_r_idx, MONRACE_IDX);
1372 /* Sort if needed */
1375 ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
1378 /* Start at the end */
1381 /* Scan the monster memory */
1386 /* Hack -- Auto-recall */
1387 monster_race_track(creature_ptr, r_idx);
1388 handle_stuff(creature_ptr);
1397 /* Recall on screen */
1398 screen_roff(creature_ptr, who[i], 0);
1401 /* Hack -- Begin the prompt */
1404 /* Hack -- Complete the prompt */
1405 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
1415 /* Normal commands */
1416 if (query != 'r') break;
1422 if (query == ESCAPE) break;
1424 /* Move to "prev" monster */
1430 if (!expand_list) break;
1434 /* Move to "next" monster */
1440 if (!expand_list) break;
1445 /* Free the "who" array */
1446 C_KILL(who, max_r_idx, IDX);
1448 /* Re-display the identity */
1453 * @brief アイテムを汎用的に「使う」コマンドのメインルーチン /
1457 * XXX - Add actions for other item types
1459 void do_cmd_use(player_type *creature_ptr)
1465 if (creature_ptr->wild_mode)
1470 if (cmd_limit_arena(creature_ptr)) return;
1472 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1474 set_action(creature_ptr, ACTION_NONE);
1477 item_tester_hook = item_tester_hook_use;
1479 q = _("どれを使いますか?", "Use which item? ");
1480 s = _("使えるものがありません。", "You have nothing to use.");
1482 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
1485 switch (o_ptr->tval)
1488 do_cmd_spike(creature_ptr);
1492 exe_eat_food(creature_ptr, item);
1496 exe_aim_wand(creature_ptr, item);
1500 exe_use_staff(creature_ptr, item);
1504 exe_zap_rod(creature_ptr, item);
1508 exe_quaff_potion(creature_ptr, item);
1512 if (cmd_limit_blind(creature_ptr)) return;
1513 if (cmd_limit_confused(creature_ptr)) return;
1514 exe_read(creature_ptr, item, TRUE);
1520 exe_fire(creature_ptr, item, &creature_ptr->inventory_list[INVEN_BOW], SP_NONE);
1524 exe_activate(creature_ptr, item);