2 * @brief プレイヤーの鍛冶コマンド実装
7 #include "cmd-item/cmd-smith.h"
8 #include "action/action-limited.h"
9 #include "autopick/autopick.h"
10 #include "core/asking-player.h"
11 #include "core/player-update-types.h"
12 #include "core/window-redrawer.h"
13 #include "flavor/flavor-describer.h"
14 #include "flavor/object-flavor-types.h"
15 #include "floor/floor-object.h"
16 #include "game-option/text-display-options.h"
17 #include "io/command-repeater.h"
18 #include "io/input-key-acceptor.h"
19 #include "io/input-key-requester.h"
20 #include "main/sound-of-music.h"
21 #include "mind/mind-weaponsmith.h"
22 #include "object-enchant/object-ego.h"
23 #include "object-enchant/special-object-flags.h"
24 #include "object-enchant/tr-types.h"
25 #include "object-enchant/trc-types.h"
26 #include "object-hook/hook-armor.h"
27 #include "object-hook/hook-enchant.h"
28 #include "object-hook/hook-weapon.h"
29 #include "object/item-tester-hooker.h"
30 #include "object/item-use-flags.h"
31 #include "object/object-flags.h" // todo 相互参照している.
32 #include "object/object-generator.h"
33 #include "perception/object-perception.h"
34 #include "player/player-status.h"
35 #include "term/screen-processor.h"
36 #include "term/term-color-types.h"
37 #include "util/bit-flags-calculator.h"
38 #include "util/buffer-shaper.h"
39 #include "util/int-char-converter.h"
40 #include "view/display-messages.h"
43 * エッセンス情報の構造体 / A structure for smithing
46 int add; /* TR flag number or special essence id */
47 concptr add_name; /* Name of this ability */
48 ESSENCE_IDX type; /* Menu number */
49 int essence; /* Index for carrying essences */
50 int value; /* Needed value to add this ability */
54 * エッセンス情報テーブル Smithing type data for Weapon smith
57 static essence_type essence_info[] = { { TR_STR, "腕力", 4, TR_STR, 20 }, { TR_INT, "知能", 4, TR_INT, 20 }, { TR_WIS, "賢さ", 4, TR_WIS, 20 },
58 { TR_DEX, "器用さ", 4, TR_DEX, 20 }, { TR_CON, "耐久力", 4, TR_CON, 20 }, { TR_CHR, "魅力", 4, TR_CHR, 20 },
59 { TR_MAGIC_MASTERY, "魔力支配", 4, TR_MAGIC_MASTERY, 20 }, { TR_STEALTH, "隠密", 4, TR_STEALTH, 40 }, { TR_SEARCH, "探索", 4, TR_SEARCH, 15 },
60 { TR_INFRA, "赤外線視力", 4, TR_INFRA, 15 }, { TR_TUNNEL, "採掘", 4, TR_TUNNEL, 15 }, { TR_SPEED, "スピード", 4, TR_SPEED, 12 },
61 { TR_BLOWS, "追加攻撃", 1, TR_BLOWS, 20 }, { TR_CHAOTIC, "カオス攻撃", 1, TR_CHAOTIC, 15 }, { TR_VAMPIRIC, "吸血攻撃", 1, TR_VAMPIRIC, 60 },
62 { TR_IMPACT, "地震発動", 7, TR_IMPACT, 15 }, { TR_BRAND_POIS, "毒殺", 1, TR_BRAND_POIS, 20 }, { TR_BRAND_ACID, "溶解", 1, TR_BRAND_ACID, 20 },
63 { TR_BRAND_ELEC, "電撃", 1, TR_BRAND_ELEC, 20 }, { TR_BRAND_FIRE, "焼棄", 1, TR_BRAND_FIRE, 20 }, { TR_BRAND_COLD, "凍結", 1, TR_BRAND_COLD, 20 },
64 { TR_SUST_STR, "腕力維持", 3, TR_SUST_STR, 15 }, { TR_SUST_INT, "知能維持", 3, TR_SUST_STR, 15 }, { TR_SUST_WIS, "賢さ維持", 3, TR_SUST_STR, 15 },
65 { TR_SUST_DEX, "器用さ維持", 3, TR_SUST_STR, 15 }, { TR_SUST_CON, "耐久力維持", 3, TR_SUST_STR, 15 }, { TR_SUST_CHR, "魅力維持", 3, TR_SUST_STR, 15 },
66 { TR_IM_ACID, "酸免疫", 2, TR_IM_ACID, 20 }, { TR_IM_ELEC, "電撃免疫", 2, TR_IM_ACID, 20 }, { TR_IM_FIRE, "火炎免疫", 2, TR_IM_ACID, 20 },
67 { TR_IM_COLD, "冷気免疫", 2, TR_IM_ACID, 20 }, { TR_REFLECT, "反射", 2, TR_REFLECT, 20 }, { TR_FREE_ACT, "麻痺知らず", 3, TR_FREE_ACT, 20 },
68 { TR_HOLD_EXP, "経験値維持", 3, TR_HOLD_EXP, 20 }, { TR_RES_ACID, "耐酸", 2, TR_RES_ACID, 15 }, { TR_RES_ELEC, "耐電撃", 2, TR_RES_ELEC, 15 },
69 { TR_RES_FIRE, "耐火炎", 2, TR_RES_FIRE, 15 }, { TR_RES_COLD, "耐冷気", 2, TR_RES_COLD, 15 }, { TR_RES_POIS, "耐毒", 2, TR_RES_POIS, 25 },
70 { TR_RES_FEAR, "耐恐怖", 2, TR_RES_FEAR, 20 }, { TR_RES_LITE, "耐閃光", 2, TR_RES_LITE, 20 }, { TR_RES_DARK, "耐暗黒", 2, TR_RES_DARK, 20 },
71 { TR_RES_BLIND, "耐盲目", 2, TR_RES_BLIND, 20 }, { TR_RES_CONF, "耐混乱", 2, TR_RES_CONF, 20 }, { TR_RES_SOUND, "耐轟音", 2, TR_RES_SOUND, 20 },
72 { TR_RES_SHARDS, "耐破片", 2, TR_RES_SHARDS, 20 }, { TR_RES_NETHER, "耐地獄", 2, TR_RES_NETHER, 20 }, { TR_RES_NEXUS, "耐因果混乱", 2, TR_RES_NEXUS, 20 },
73 { TR_RES_CHAOS, "耐カオス", 2, TR_RES_CHAOS, 20 }, { TR_RES_DISEN, "耐劣化", 2, TR_RES_DISEN, 20 }, { TR_SH_FIRE, "", 0, -2, 0 },
74 { TR_SH_ELEC, "", 0, -2, 0 }, { TR_SH_COLD, "", 0, -2, 0 }, { TR_NO_MAGIC, "反魔法", 3, TR_NO_MAGIC, 15 }, { TR_WARNING, "警告", 3, TR_WARNING, 20 },
75 { TR_LEVITATION, "浮遊", 3, TR_LEVITATION, 20 }, { TR_LITE_1, "永久光源", 3, TR_LITE_1, 15 }, { TR_LITE_2, "", 0, -2, 0 }, { TR_LITE_3, "", 0, -2, 0 },
76 { TR_SEE_INVIS, "可視透明", 3, TR_SEE_INVIS, 20 }, { TR_TELEPATHY, "テレパシー", 6, TR_TELEPATHY, 15 }, { TR_SLOW_DIGEST, "遅消化", 3, TR_SLOW_DIGEST, 15 },
77 { TR_REGEN, "急速回復", 3, TR_REGEN, 20 }, { TR_TELEPORT, "テレポート", 3, TR_TELEPORT, 25 },
79 { TR_SLAY_EVIL, "邪悪倍打", 5, TR_SLAY_EVIL, 100 }, { TR_KILL_EVIL, "邪悪倍倍打", 0, TR_SLAY_EVIL, 60 },
80 { TR_SLAY_ANIMAL, "動物倍打", 5, TR_SLAY_ANIMAL, 20 }, { TR_KILL_ANIMAL, "動物倍倍打", 5, TR_SLAY_ANIMAL, 60 },
81 { TR_SLAY_UNDEAD, "不死倍打", 5, TR_SLAY_UNDEAD, 20 }, { TR_KILL_UNDEAD, "不死倍倍打", 5, TR_SLAY_UNDEAD, 60 },
82 { TR_SLAY_DEMON, "悪魔倍打", 5, TR_SLAY_DEMON, 20 }, { TR_KILL_DEMON, "悪魔倍倍打", 5, TR_SLAY_DEMON, 60 },
83 { TR_SLAY_ORC, "オーク倍打", 5, TR_SLAY_ORC, 15 }, { TR_KILL_ORC, "オーク倍倍打", 5, TR_SLAY_ORC, 60 },
84 { TR_SLAY_TROLL, "トロル倍打", 5, TR_SLAY_TROLL, 15 }, { TR_KILL_TROLL, "トロル倍倍打", 5, TR_SLAY_TROLL, 60 },
85 { TR_SLAY_GIANT, "巨人倍打", 5, TR_SLAY_GIANT, 20 }, { TR_KILL_GIANT, "巨人倍倍打", 5, TR_SLAY_GIANT, 60 },
86 { TR_SLAY_DRAGON, "竜倍打", 5, TR_SLAY_DRAGON, 20 }, { TR_KILL_DRAGON, "竜倍倍打", 5, TR_SLAY_DRAGON, 60 },
87 { TR_SLAY_HUMAN, "人間倍打", 5, TR_SLAY_HUMAN, 20 }, { TR_KILL_HUMAN, "人間倍倍打", 5, TR_SLAY_HUMAN, 60 },
89 { TR_ESP_ANIMAL, "動物ESP", 6, TR_SLAY_ANIMAL, 40 }, { TR_ESP_UNDEAD, "不死ESP", 6, TR_SLAY_UNDEAD, 40 }, { TR_ESP_DEMON, "悪魔ESP", 6, TR_SLAY_DEMON, 40 },
90 { TR_ESP_ORC, "オークESP", 6, TR_SLAY_ORC, 40 }, { TR_ESP_TROLL, "トロルESP", 6, TR_SLAY_TROLL, 40 }, { TR_ESP_GIANT, "巨人ESP", 6, TR_SLAY_GIANT, 40 },
91 { TR_ESP_DRAGON, "竜ESP", 6, TR_SLAY_DRAGON, 40 }, { TR_ESP_HUMAN, "人間ESP", 6, TR_SLAY_HUMAN, 40 },
93 { ESSENCE_ATTACK, "攻撃", 10, TR_ES_ATTACK, 30 }, { ESSENCE_AC, "防御", 10, TR_ES_AC, 15 }, { ESSENCE_TMP_RES_ACID, "酸耐性発動", 7, TR_RES_ACID, 50 },
94 { ESSENCE_TMP_RES_ELEC, "電撃耐性発動", 7, TR_RES_ELEC, 50 }, { ESSENCE_TMP_RES_FIRE, "火炎耐性発動", 7, TR_RES_FIRE, 50 },
95 { ESSENCE_TMP_RES_COLD, "冷気耐性発動", 7, TR_RES_COLD, 50 }, { ESSENCE_SH_FIRE, "火炎オーラ", 7, -1, 50 }, { ESSENCE_SH_ELEC, "電撃オーラ", 7, -1, 50 },
96 { ESSENCE_SH_COLD, "冷気オーラ", 7, -1, 50 }, { ESSENCE_RESISTANCE, "全耐性", 2, -1, 150 }, { ESSENCE_SUSTAIN, "装備保持", 10, -1, 10 },
97 { ESSENCE_SLAY_GLOVE, "殺戮の小手", 1, TR_ES_ATTACK, 200 },
99 { -1, NULL, 0, -1, 0 } };
101 static essence_type essence_info[] = { { TR_STR, "strength", 4, TR_STR, 20 }, { TR_INT, "intelligence", 4, TR_INT, 20 }, { TR_WIS, "wisdom", 4, TR_WIS, 20 },
102 { TR_DEX, "dexterity", 4, TR_DEX, 20 }, { TR_CON, "constitution", 4, TR_CON, 20 }, { TR_CHR, "charisma", 4, TR_CHR, 20 },
103 { TR_MAGIC_MASTERY, "magic mastery", 4, TR_MAGIC_MASTERY, 20 }, { TR_STEALTH, "stealth", 4, TR_STEALTH, 40 }, { TR_SEARCH, "serching", 4, TR_SEARCH, 15 },
104 { TR_INFRA, "infravision", 4, TR_INFRA, 15 }, { TR_TUNNEL, "digging", 4, TR_TUNNEL, 15 }, { TR_SPEED, "speed", 4, TR_SPEED, 12 },
105 { TR_BLOWS, "extra attack", 1, TR_BLOWS, 20 }, { TR_CHAOTIC, "chaos brand", 1, TR_CHAOTIC, 15 }, { TR_VAMPIRIC, "vampiric brand", 1, TR_VAMPIRIC, 60 },
106 { TR_IMPACT, "quake activation", 7, TR_IMPACT, 15 }, { TR_BRAND_POIS, "poison brand", 1, TR_BRAND_POIS, 20 },
107 { TR_BRAND_ACID, "acid brand", 1, TR_BRAND_ACID, 20 }, { TR_BRAND_ELEC, "electric brand", 1, TR_BRAND_ELEC, 20 },
108 { TR_BRAND_FIRE, "fire brand", 1, TR_BRAND_FIRE, 20 }, { TR_BRAND_COLD, "cold brand", 1, TR_BRAND_COLD, 20 },
109 { TR_SUST_STR, "sustain strength", 3, TR_SUST_STR, 15 }, { TR_SUST_INT, "sustain intelligence", 3, TR_SUST_STR, 15 },
110 { TR_SUST_WIS, "sustain wisdom", 3, TR_SUST_STR, 15 }, { TR_SUST_DEX, "sustain dexterity", 3, TR_SUST_STR, 15 },
111 { TR_SUST_CON, "sustain constitution", 3, TR_SUST_STR, 15 }, { TR_SUST_CHR, "sustain charisma", 3, TR_SUST_STR, 15 },
112 { TR_IM_ACID, "acid immunity", 2, TR_IM_ACID, 20 }, { TR_IM_ELEC, "electric immunity", 2, TR_IM_ACID, 20 },
113 { TR_IM_FIRE, "fire immunity", 2, TR_IM_ACID, 20 }, { TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20 }, { TR_REFLECT, "reflection", 2, TR_REFLECT, 20 },
114 { TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20 }, { TR_HOLD_EXP, "hold experience", 3, TR_HOLD_EXP, 20 },
115 { TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15 }, { TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15 },
116 { TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15 }, { TR_RES_COLD, "resistance to cold", 2, TR_RES_COLD, 15 },
117 { TR_RES_POIS, "resistance to poison", 2, TR_RES_POIS, 25 }, { TR_RES_FEAR, "resistance to fear", 2, TR_RES_FEAR, 20 },
118 { TR_RES_LITE, "resistance to light", 2, TR_RES_LITE, 20 }, { TR_RES_DARK, "resistance to dark", 2, TR_RES_DARK, 20 },
119 { TR_RES_BLIND, "resistance to blind", 2, TR_RES_BLIND, 20 }, { TR_RES_CONF, "resistance to confusion", 2, TR_RES_CONF, 20 },
120 { TR_RES_SOUND, "resistance to sound", 2, TR_RES_SOUND, 20 }, { TR_RES_SHARDS, "resistance to shard", 2, TR_RES_SHARDS, 20 },
121 { TR_RES_NETHER, "resistance to nether", 2, TR_RES_NETHER, 20 }, { TR_RES_NEXUS, "resistance to nexus", 2, TR_RES_NEXUS, 20 },
122 { TR_RES_CHAOS, "resistance to chaos", 2, TR_RES_CHAOS, 20 }, { TR_RES_DISEN, "resistance to disenchantment", 2, TR_RES_DISEN, 20 },
123 { TR_SH_FIRE, "", 0, -2, 0 }, { TR_SH_ELEC, "", 0, -2, 0 }, { TR_SH_COLD, "", 0, -2, 0 }, { TR_NO_MAGIC, "anti magic", 3, TR_NO_MAGIC, 15 },
124 { TR_WARNING, "warning", 3, TR_WARNING, 20 }, { TR_LEVITATION, "levitation", 3, TR_LEVITATION, 20 }, { TR_LITE_1, "permanent light", 3, TR_LITE_1, 15 },
125 { TR_LITE_2, "", 0, -2, 0 }, { TR_LITE_3, "", 0, -2, 0 }, { TR_SEE_INVIS, "see invisible", 3, TR_SEE_INVIS, 20 },
126 { TR_TELEPATHY, "telepathy", 6, TR_TELEPATHY, 15 }, { TR_SLOW_DIGEST, "slow digestion", 3, TR_SLOW_DIGEST, 15 },
127 { TR_REGEN, "regeneration", 3, TR_REGEN, 20 }, { TR_TELEPORT, "teleport", 3, TR_TELEPORT, 25 },
129 { TR_SLAY_EVIL, "slay evil", 5, TR_SLAY_EVIL, 100 }, { TR_SLAY_ANIMAL, "slay animal", 5, TR_SLAY_ANIMAL, 20 },
130 { TR_KILL_ANIMAL, "kill animal", 5, TR_SLAY_ANIMAL, 60 }, { TR_KILL_EVIL, "kill evil", 0, TR_SLAY_EVIL, 60 },
131 { TR_SLAY_UNDEAD, "slay undead", 5, TR_SLAY_UNDEAD, 20 }, { TR_KILL_UNDEAD, "kill undead", 5, TR_SLAY_UNDEAD, 60 },
132 { TR_SLAY_DEMON, "slay demon", 5, TR_SLAY_DEMON, 20 }, { TR_KILL_DEMON, "kill demon", 5, TR_SLAY_DEMON, 60 },
133 { TR_SLAY_ORC, "slay orc", 5, TR_SLAY_ORC, 15 }, { TR_KILL_ORC, "kill orc", 5, TR_SLAY_ORC, 60 }, { TR_SLAY_TROLL, "slay troll", 5, TR_SLAY_TROLL, 15 },
134 { TR_KILL_TROLL, "kill troll", 5, TR_SLAY_TROLL, 60 }, { TR_SLAY_GIANT, "slay giant", 5, TR_SLAY_GIANT, 20 },
135 { TR_KILL_GIANT, "kill giant", 5, TR_SLAY_GIANT, 60 }, { TR_SLAY_DRAGON, "slay dragon", 5, TR_SLAY_DRAGON, 20 },
136 { TR_KILL_DRAGON, "kill dragon", 5, TR_SLAY_DRAGON, 60 }, { TR_SLAY_HUMAN, "slay human", 5, TR_SLAY_HUMAN, 20 },
137 { TR_KILL_HUMAN, "kill human", 5, TR_SLAY_HUMAN, 60 },
139 { TR_ESP_ANIMAL, "sense animal", 6, TR_SLAY_ANIMAL, 40 }, { TR_ESP_UNDEAD, "sense undead", 6, TR_SLAY_UNDEAD, 40 },
140 { TR_ESP_DEMON, "sense demon", 6, TR_SLAY_DEMON, 40 }, { TR_ESP_ORC, "sense orc", 6, TR_SLAY_ORC, 40 },
141 { TR_ESP_TROLL, "sense troll", 6, TR_SLAY_TROLL, 40 }, { TR_ESP_GIANT, "sense giant", 6, TR_SLAY_GIANT, 40 },
142 { TR_ESP_DRAGON, "sense dragon", 6, TR_SLAY_DRAGON, 40 }, { TR_ESP_HUMAN, "sense human", 6, TR_SLAY_HUMAN, 40 },
144 { ESSENCE_ATTACK, "weapon enchant", 10, TR_ES_ATTACK, 30 }, { ESSENCE_AC, "armor enchant", 10, TR_ES_AC, 15 },
145 { ESSENCE_TMP_RES_ACID, "resist acid activation", 7, TR_RES_ACID, 50 }, { ESSENCE_TMP_RES_ELEC, "resist electricity activation", 7, TR_RES_ELEC, 50 },
146 { ESSENCE_TMP_RES_FIRE, "resist fire activation", 7, TR_RES_FIRE, 50 }, { ESSENCE_TMP_RES_COLD, "resist cold activation", 7, TR_RES_COLD, 50 },
147 { ESSENCE_SH_FIRE, "fiery sheath", 7, -1, 50 }, { ESSENCE_SH_ELEC, "electric sheath", 7, -1, 50 }, { ESSENCE_SH_COLD, "sheath of coldness", 7, -1, 50 },
148 { ESSENCE_RESISTANCE, "resistance", 2, -1, 150 }, { ESSENCE_SUSTAIN, "elements proof", 10, -1, 10 },
149 { ESSENCE_SLAY_GLOVE, "gauntlets of slaying", 1, TR_ES_ATTACK, 200 },
151 { -1, NULL, 0, -1, 0 } };
155 * エッセンス名テーブル / Essense names for Weapon smith
158 concptr essence_name[] = { "腕力", "知能", "賢さ", "器用さ", "耐久力", "魅力", "魔力支配", "", "隠密", "探索", "赤外線視力", "採掘", "スピード", "追加攻撃",
159 "カオス攻撃", "吸血攻撃", "動物倍打", "邪悪倍打", "不死倍打", "悪魔倍打", "オーク倍打", "トロル倍打", "巨人倍打", "竜倍打", "", "", "地震", "毒殺", "溶解",
160 "電撃", "焼棄", "凍結", "能力維持", "", "", "", "", "", "", "", "免疫", "", "", "", "", "反射", "麻痺知らず", "経験値維持", "耐酸", "耐電撃", "耐火炎",
161 "耐冷気", "耐毒", "耐恐怖", "耐閃光", "耐暗黒", "耐盲目", "耐混乱", "耐轟音", "耐破片", "耐地獄", "耐因果混乱", "耐カオス", "耐劣化", "", "", "人間倍打",
162 "", "", "反魔法", "", "", "警告", "", "", "", "浮遊", "永久光源", "可視透明", "テレパシー", "遅消化", "急速回復", "", "", "", "", "", "", "", "",
163 "テレポート", "", "", "攻撃", "防御",
169 concptr essence_name[] = { "strength", "intelligen.", "wisdom", "dexterity", "constitut.", "charisma", "magic mast.", "", "stealth", "serching", "infravision",
170 "digging", "speed", "extra atk", "chaos brand", "vampiric", "slay animal", "slay evil", "slay undead", "slay demon", "slay orc", "slay troll", "slay giant",
171 "slay dragon", "", "", "quake", "pois. brand", "acid brand", "elec. brand", "fire brand", "cold brand", "sustain", "", "", "", "", "", "", "", "immunity",
172 "", "", "", "", "reflection", "free action", "hold exp", "res. acid", "res. elec.", "res. fire", "res. cold", "res. poison", "res. fear", "res. light",
173 "res. dark", "res. blind", "res.confuse", "res. sound", "res. shard", "res. nether", "res. nexus", "res. chaos", "res. disen.", "", "", "slay human", "",
174 "", "anti magic", "", "", "warning", "", "", "", "levitation", "perm. light", "see invis.", "telepathy", "slow dige.", "regen.", "", "", "", "", "", "", "",
175 "", "teleport", "", "", "weapon enc.", "armor enc.",
180 static concptr const kaji_tips[5] = {
182 "現在持っているエッセンスの一覧を表示する。",
183 "アイテムからエッセンスを取り出す。エッセンスを取られたアイテムは全く魔法がかかっていない初期状態に戻る。",
184 "既にエッセンスが付加されたアイテムからエッセンスのみ消し去る。エッセンスは手に入らない。",
185 "アイテムにエッセンスを付加する。既にエッセンスが付加されたアイテムやアーティファクトには付加できない。",
186 "武器や防具を強化したり、攻撃で傷つかないようにしたりする。エッセンスが付加されたアイテムやアーティファクトに対しても使用できる。",
188 "Display essences you have.",
189 "Extract essences from an item. The item become non magical.",
190 "Remove added essences from an equipment which was improved before. The removed essence will be ruined.",
191 "Add essences to an item. The improved items or artifacts cannot be reimprove.",
192 "Enchant an equipment or make an equiment element-proofed. The improved items and artifacts can be enchanted too.",
197 * @brief 所持しているエッセンス一覧を表示する
200 static void display_essence(player_type *creature_ptr)
205 for (i = 1; i < 22; i++) {
208 prt(_("エッセンス 個数 エッセンス 個数 エッセンス 個数", "Essence Num Essence Num Essence Num "), 1, 8);
209 for (i = 0; essence_name[i]; i++) {
210 if (!essence_name[i][0])
212 prt(format("%-11s %5d", essence_name[i], creature_ptr->magic_num1[i]), 2 + num % 21, 8 + num / 21 * 22);
215 prt(_("現在所持しているエッセンス", "List of all essences you have."), 0, 0);
223 * @param creature_ptr プレーヤーへの参照ポインタ
226 static void drain_essence(player_type *creature_ptr)
228 int drain_value[sizeof(creature_ptr->magic_num1) / sizeof(s32b)];
232 bool observe = FALSE;
233 int old_ds, old_dd, old_to_h, old_to_d, old_ac, old_to_a, old_pval, old_name2;
234 TIME_EFFECT old_timeout;
235 BIT_FLAGS old_flgs[TR_FLAG_SIZE], new_flgs[TR_FLAG_SIZE];
241 OBJECT_IDX next_o_idx;
244 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++)
247 item_tester_hook = object_is_weapon_armour_ammo;
249 q = _("どのアイテムから抽出しますか?", "Extract from which item? ");
250 s = _("抽出できるアイテムがありません。", "You have nothing you can extract from.");
252 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
256 if (object_is_known(o_ptr) && !object_is_nameless(creature_ptr, o_ptr)) {
257 GAME_TEXT o_name[MAX_NLEN];
258 describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
259 if (!get_check(format(_("本当に%sから抽出してよろしいですか?", "Really extract from %s? "), o_name)))
263 take_turn(creature_ptr, 100);
265 object_flags(creature_ptr, o_ptr, old_flgs);
266 if (has_flag(old_flgs, TR_KILL_DRAGON))
267 add_flag(old_flgs, TR_SLAY_DRAGON);
268 if (has_flag(old_flgs, TR_KILL_ANIMAL))
269 add_flag(old_flgs, TR_SLAY_ANIMAL);
270 if (has_flag(old_flgs, TR_KILL_EVIL))
271 add_flag(old_flgs, TR_SLAY_EVIL);
272 if (has_flag(old_flgs, TR_KILL_UNDEAD))
273 add_flag(old_flgs, TR_SLAY_UNDEAD);
274 if (has_flag(old_flgs, TR_KILL_DEMON))
275 add_flag(old_flgs, TR_SLAY_DEMON);
276 if (has_flag(old_flgs, TR_KILL_ORC))
277 add_flag(old_flgs, TR_SLAY_ORC);
278 if (has_flag(old_flgs, TR_KILL_TROLL))
279 add_flag(old_flgs, TR_SLAY_TROLL);
280 if (has_flag(old_flgs, TR_KILL_GIANT))
281 add_flag(old_flgs, TR_SLAY_GIANT);
282 if (has_flag(old_flgs, TR_KILL_HUMAN))
283 add_flag(old_flgs, TR_SLAY_HUMAN);
285 old_to_a = o_ptr->to_a;
287 old_to_h = o_ptr->to_h;
288 old_to_d = o_ptr->to_d;
291 old_pval = o_ptr->pval;
292 old_name2 = o_ptr->name2;
293 old_timeout = o_ptr->timeout;
294 if (o_ptr->curse_flags & (TRC_CURSED | TRC_HEAVY_CURSE | TRC_PERMA_CURSE))
296 if (has_flag(old_flgs, TR_ADD_L_CURSE))
298 if (has_flag(old_flgs, TR_ADD_H_CURSE))
300 if (has_flag(old_flgs, TR_AGGRAVATE))
302 if (has_flag(old_flgs, TR_NO_TELE))
304 if (has_flag(old_flgs, TR_DRAIN_EXP))
306 if (has_flag(old_flgs, TR_DRAIN_HP))
308 if (has_flag(old_flgs, TR_DRAIN_MANA))
310 if (has_flag(old_flgs, TR_CALL_ANIMAL))
312 if (has_flag(old_flgs, TR_CALL_DEMON))
314 if (has_flag(old_flgs, TR_CALL_DRAGON))
316 if (has_flag(old_flgs, TR_CALL_UNDEAD))
318 if (has_flag(old_flgs, TR_COWARDICE))
320 if (has_flag(old_flgs, TR_LOW_MELEE))
322 if (has_flag(old_flgs, TR_LOW_AC))
324 if (has_flag(old_flgs, TR_LOW_MAGIC))
326 if (has_flag(old_flgs, TR_FAST_DIGEST))
328 if (has_flag(old_flgs, TR_SLOW_REGEN))
330 if (has_flag(old_flgs, TR_TY_CURSE))
335 next_o_idx = o_ptr->next_o_idx;
336 marked = o_ptr->marked;
337 weight = o_ptr->weight;
338 number = o_ptr->number;
340 object_prep(creature_ptr, o_ptr, o_ptr->k_idx);
344 o_ptr->next_o_idx = next_o_idx;
345 o_ptr->marked = marked;
346 o_ptr->number = number;
347 if (o_ptr->tval == TV_DRAG_ARMOR)
348 o_ptr->timeout = old_timeout;
349 o_ptr->ident |= (IDENT_FULL_KNOWN);
350 object_aware(creature_ptr, o_ptr);
353 object_flags(creature_ptr, o_ptr, new_flgs);
355 for (i = 0; essence_info[i].add_name; i++) {
356 essence_type *es_ptr = &essence_info[i];
357 PARAMETER_VALUE pval = 0;
359 if (es_ptr->add < TR_FLAG_MAX && is_pval_flag(es_ptr->add) && old_pval)
360 pval = (has_flag(new_flgs, es_ptr->add)) ? old_pval - o_ptr->pval : old_pval;
362 if (es_ptr->add < TR_FLAG_MAX && (!has_flag(new_flgs, es_ptr->add) || pval) && has_flag(old_flgs, es_ptr->add)) {
364 drain_value[es_ptr->essence] += 10 * pval;
365 } else if (es_ptr->essence != -2) {
366 drain_value[es_ptr->essence] += 10;
367 } else if (es_ptr->add == TR_SH_FIRE) {
368 drain_value[TR_BRAND_FIRE] += 10;
369 drain_value[TR_RES_FIRE] += 10;
370 } else if (es_ptr->add == TR_SH_ELEC) {
371 drain_value[TR_BRAND_ELEC] += 10;
372 drain_value[TR_RES_ELEC] += 10;
373 } else if (es_ptr->add == TR_SH_COLD) {
374 drain_value[TR_BRAND_COLD] += 10;
375 drain_value[TR_RES_COLD] += 10;
376 } else if (es_ptr->add == TR_LITE_2) {
377 drain_value[TR_LITE_1] += 20;
378 } else if (es_ptr->add == TR_LITE_3) {
379 drain_value[TR_LITE_1] += 30;
384 if ((has_flag(old_flgs, TR_FORCE_WEAPON)) && !(has_flag(new_flgs, TR_FORCE_WEAPON))) {
385 drain_value[TR_INT] += 5;
386 drain_value[TR_WIS] += 5;
388 if ((has_flag(old_flgs, TR_VORPAL)) && !(has_flag(new_flgs, TR_VORPAL))) {
389 drain_value[TR_BRAND_POIS] += 5;
390 drain_value[TR_BRAND_ACID] += 5;
391 drain_value[TR_BRAND_ELEC] += 5;
392 drain_value[TR_BRAND_FIRE] += 5;
393 drain_value[TR_BRAND_COLD] += 5;
395 if ((has_flag(old_flgs, TR_DEC_MANA)) && !(has_flag(new_flgs, TR_DEC_MANA))) {
396 drain_value[TR_INT] += 10;
398 if ((has_flag(old_flgs, TR_XTRA_MIGHT)) && !(has_flag(new_flgs, TR_XTRA_MIGHT))) {
399 drain_value[TR_STR] += 10;
401 if ((has_flag(old_flgs, TR_XTRA_SHOTS)) && !(has_flag(new_flgs, TR_XTRA_SHOTS))) {
402 drain_value[TR_DEX] += 10;
404 if (old_name2 == EGO_2WEAPON) {
405 drain_value[TR_DEX] += 20;
407 if (object_is_weapon_ammo(o_ptr)) {
408 if (old_ds > o_ptr->ds)
409 drain_value[TR_ES_ATTACK] += (old_ds - o_ptr->ds) * 10;
411 if (old_dd > o_ptr->dd)
412 drain_value[TR_ES_ATTACK] += (old_dd - o_ptr->dd) * 10;
414 if (old_to_h > o_ptr->to_h)
415 drain_value[TR_ES_ATTACK] += (old_to_h - o_ptr->to_h) * 10;
416 if (old_to_d > o_ptr->to_d)
417 drain_value[TR_ES_ATTACK] += (old_to_d - o_ptr->to_d) * 10;
418 if (old_ac > o_ptr->ac)
419 drain_value[TR_ES_AC] += (old_ac - o_ptr->ac) * 10;
420 if (old_to_a > o_ptr->to_a)
421 drain_value[TR_ES_AC] += (old_to_a - o_ptr->to_a) * 10;
423 for (i = 0; i < sizeof(drain_value) / sizeof(int); i++) {
424 drain_value[i] *= number;
425 drain_value[i] = drain_value[i] * dec / 4;
426 drain_value[i] = MAX(drain_value[i], 0);
427 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT))
428 drain_value[i] /= 10;
429 if (drain_value[i]) {
434 msg_print(_("エッセンスは抽出できませんでした。", "You were not able to extract any essence."));
436 msg_print(_("抽出したエッセンス:", "Extracted essences:"));
438 for (i = 0; essence_name[i]; i++) {
439 if (!essence_name[i][0])
444 creature_ptr->magic_num1[i] += drain_value[i];
445 creature_ptr->magic_num1[i] = MIN(20000, creature_ptr->magic_num1[i]);
447 msg_format("%s...%d%s", essence_name[i], drain_value[i], _("。", ". "));
451 /* Apply autodestroy/inscription to the drained item */
452 autopick_alter_item(creature_ptr, item, TRUE);
453 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
454 creature_ptr->window |= (PW_INVEN);
458 * @brief 付加するエッセンスの大別を選択する
459 * @return 選んだエッセンスの大別ID
461 static COMMAND_CODE choose_essence(void)
463 COMMAND_CODE mode = 0;
465 COMMAND_CODE menu_line = (use_menu ? 1 : 0);
468 concptr menu_name[] = { "武器属性", "耐性", "能力", "数値", "スレイ", "ESP", "その他" };
470 concptr menu_name[] = { "Brand weapon", "Resistance", "Ability", "Magic number", "Slay", "ESP", "Others" };
472 const COMMAND_CODE mode_max = 7;
474 if (repeat_pull(&mode) && 1 <= mode && mode <= mode_max)
482 for (i = 0; i < mode_max; i++)
484 prt(format(" %s %s", (menu_line == 1 + i) ? "》" : " ", menu_name[i]), 2 + i, 14);
485 prt("どの種類のエッセンス付加を行いますか?", 0, 0);
487 prt(format(" %s %s", (menu_line == 1 + i) ? "> " : " ", menu_name[i]), 2 + i, 14);
488 prt("Choose from menu.", 0, 0);
506 menu_line += mode_max - 1;
515 if (menu_line > mode_max)
516 menu_line -= mode_max;
524 for (i = 0; i < mode_max; i++)
525 prt(format(" %c) %s", 'a' + i, menu_name[i]), 2 + i, 14);
527 if (!get_com(_("何を付加しますか:", "Command :"), &choice, TRUE)) {
533 choice = (char)tolower(choice);
535 if ('a' <= choice && choice <= 'a' + (char)mode_max - 1)
536 mode = (int)choice - 'a' + 1;
546 * @brief エッセンスを実際に付加する
547 * @param mode エッセンスの大別ID
550 static void add_essence(player_type *creature_ptr, ESSENCE_IDX mode)
562 GAME_TEXT o_name[MAX_NLEN];
564 essence_type *es_ptr;
565 bool able[22] = { 0 };
567 int menu_line = (use_menu ? 1 : 0);
569 for (i = 0; essence_info[i].add_name; i++) {
570 es_ptr = &essence_info[i];
572 if (es_ptr->type != mode)
577 if (!repeat_pull(&i) || i < 0 || i >= max_num) {
581 (void)strnfmt(out_val, 78, _("('*'で一覧, ESCで中断) どの能力を付加しますか?", "(*=List, ESC=exit) Add which ability? "));
585 choice = (always_show_list || use_menu) ? ESCAPE : 1;
587 if (choice == ESCAPE)
589 else if (!get_com(out_val, &choice, FALSE))
592 if (use_menu && choice != ' ') {
602 menu_line += (max_num - 1);
635 if (menu_line > max_num)
636 menu_line -= max_num;
639 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask)) {
641 if (!redraw || use_menu) {
644 char dummy[80], dummy2[80];
652 for (y = 1; y < 24; y++)
655 /* Print header(s) */
657 prt(format(" %-43s %6s/%s", "能力(必要エッセンス)", "必要数", "所持数"), 1, x);
660 prt(format(" %-43s %6s/%s", "Ability (needed essence)", "Needs", "Possess"), 1, x);
663 for (ctr = 0; ctr < max_num; ctr++) {
664 es_ptr = &essence_info[num[ctr]];
667 if (ctr == (menu_line - 1))
668 strcpy(dummy, _("》 ", "> "));
673 /* letter/number for power selection */
675 sprintf(dummy, "%c) ", I2A(ctr));
678 strcat(dummy, es_ptr->add_name);
683 if (es_ptr->essence != -1) {
684 strcat(dummy, format("(%s)", essence_name[es_ptr->essence]));
685 if (creature_ptr->magic_num1[es_ptr->essence] < es_ptr->value)
688 switch (es_ptr->add) {
689 case ESSENCE_SH_FIRE:
690 strcat(dummy, _("(焼棄+耐火炎)", "(brand fire + res.fire)"));
691 if (creature_ptr->magic_num1[TR_BRAND_FIRE] < es_ptr->value)
693 if (creature_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value)
696 case ESSENCE_SH_ELEC:
697 strcat(dummy, _("(電撃+耐電撃)", "(brand elec. + res. elec.)"));
698 if (creature_ptr->magic_num1[TR_BRAND_ELEC] < es_ptr->value)
700 if (creature_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value)
703 case ESSENCE_SH_COLD:
704 strcat(dummy, _("(凍結+耐冷気)", "(brand cold + res. cold)"));
705 if (creature_ptr->magic_num1[TR_BRAND_COLD] < es_ptr->value)
707 if (creature_ptr->magic_num1[TR_RES_COLD] < es_ptr->value)
710 case ESSENCE_RESISTANCE:
711 strcat(dummy, _("(耐火炎+耐冷気+耐電撃+耐酸)", "(r.fire+r.cold+r.elec+r.acid)"));
712 if (creature_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value)
714 if (creature_ptr->magic_num1[TR_RES_COLD] < es_ptr->value)
716 if (creature_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value)
718 if (creature_ptr->magic_num1[TR_RES_ACID] < es_ptr->value)
721 case ESSENCE_SUSTAIN:
722 strcat(dummy, _("(耐火炎+耐冷気+耐電撃+耐酸)", "(r.fire+r.cold+r.elec+r.acid)"));
723 if (creature_ptr->magic_num1[TR_RES_FIRE] < es_ptr->value)
725 if (creature_ptr->magic_num1[TR_RES_COLD] < es_ptr->value)
727 if (creature_ptr->magic_num1[TR_RES_ELEC] < es_ptr->value)
729 if (creature_ptr->magic_num1[TR_RES_ACID] < es_ptr->value)
738 if (es_ptr->essence != -1) {
739 sprintf(dummy2, "%-49s %3d/%d", dummy, es_ptr->value, (int)creature_ptr->magic_num1[es_ptr->essence]);
741 sprintf(dummy2, "%-49s %3d/(\?\?)", dummy, es_ptr->value);
744 c_prt(col, dummy2, ctr + 2, x);
761 ask = (isupper(choice));
765 choice = (char)tolower(choice);
767 /* Extract request */
768 i = (islower(choice) ? A2I(choice) : -1);
771 /* Totally Illegal */
772 if ((i < 0) || (i >= max_num) || !able[i]) {
782 (void)strnfmt(tmp_val, 78, _("%sを付加しますか? ", "Add the abilitiy of %s? "), essence_info[num[i]].add_name);
784 /* Belay that order */
785 if (!get_check(tmp_val))
800 es_ptr = &essence_info[num[i]];
802 if (es_ptr->add == ESSENCE_SLAY_GLOVE)
804 else if (mode == 1 || mode == 5)
805 item_tester_hook = item_tester_hook_melee_ammo;
806 else if (es_ptr->add == ESSENCE_ATTACK)
807 item_tester_hook = object_allow_enchant_weapon;
808 else if (es_ptr->add == ESSENCE_AC)
809 item_tester_hook = object_is_armour;
811 item_tester_hook = object_is_weapon_armour_ammo;
813 q = _("どのアイテムを改良しますか?", "Improve which item? ");
814 s = _("改良できるアイテムがありません。", "You have nothing to improve.");
816 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), tval);
820 if ((mode != 10) && (object_is_artifact(o_ptr) || object_is_smith(creature_ptr, o_ptr))) {
821 msg_print(_("そのアイテムはこれ以上改良できない。", "This item can not be improved any further."));
825 describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
827 use_essence = es_ptr->value;
828 if ((o_ptr->tval >= TV_SHOT) && (o_ptr->tval <= TV_BOLT))
829 use_essence = (use_essence + 9) / 10;
830 if (o_ptr->number > 1) {
831 use_essence *= o_ptr->number;
832 msg_format(_("%d個あるのでエッセンスは%d必要です。", "For %d items, it will take %d essences."), o_ptr->number, use_essence);
835 if (es_ptr->essence != -1) {
836 if (creature_ptr->magic_num1[es_ptr->essence] < use_essence) {
837 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
840 if (is_pval_flag(es_ptr->add)) {
841 if (o_ptr->pval < 0) {
842 msg_print(_("このアイテムの能力修正を強化することはできない。", "You cannot increase magic number of this item."));
844 } else if (es_ptr->add == TR_BLOWS) {
845 if (o_ptr->pval > 1) {
846 if (!get_check(_("修正値は1になります。よろしいですか?", "The magic number of this weapon will become 1. Are you sure? ")))
851 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
852 } else if (o_ptr->pval > 0) {
853 use_essence *= o_ptr->pval;
854 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
858 PARAMETER_VALUE pval;
859 PARAMETER_VALUE limit = MIN(5, creature_ptr->magic_num1[es_ptr->essence] / es_ptr->value);
861 sprintf(tmp, _("いくつ付加しますか? (1-%d): ", "Enchant how many? (1-%d): "), limit);
862 strcpy(tmp_val, "1");
864 if (!get_string(tmp, tmp_val, 1))
866 pval = (PARAMETER_VALUE)atoi(tmp_val);
873 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
876 if (creature_ptr->magic_num1[es_ptr->essence] < use_essence) {
877 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
880 } else if (es_ptr->add == ESSENCE_SLAY_GLOVE) {
886 strcpy(tmp_val, "1");
887 if (!get_string(format(_("いくつ付加しますか? (1-%d):", "Enchant how many? (1-%d):"), creature_ptr->lev / 7 + 3), tmp_val, 2))
890 if (val > creature_ptr->lev / 7 + 3)
891 val = creature_ptr->lev / 7 + 3;
895 msg_format(_("エッセンスを%d個使用します。", "It will take %d essences."), use_essence);
896 if (creature_ptr->magic_num1[es_ptr->essence] < use_essence) {
897 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
900 get_to_h = ((val + 1) / 2 + randint0(val / 2 + 1));
901 get_to_d = ((val + 1) / 2 + randint0(val / 2 + 1));
902 o_ptr->xtra4 = (get_to_h << 8) + get_to_d;
903 o_ptr->to_h += get_to_h;
904 o_ptr->to_d += get_to_d;
906 creature_ptr->magic_num1[es_ptr->essence] -= use_essence;
907 if (es_ptr->add == ESSENCE_ATTACK) {
908 if ((o_ptr->to_h >= creature_ptr->lev / 5 + 5) && (o_ptr->to_d >= creature_ptr->lev / 5 + 5)) {
909 msg_print(_("改良に失敗した。", "You failed to enchant."));
910 take_turn(creature_ptr, 100);
913 if (o_ptr->to_h < creature_ptr->lev / 5 + 5)
915 if (o_ptr->to_d < creature_ptr->lev / 5 + 5)
918 } else if (es_ptr->add == ESSENCE_AC) {
919 if (o_ptr->to_a >= creature_ptr->lev / 5 + 5) {
920 msg_print(_("改良に失敗した。", "You failed to enchant."));
921 take_turn(creature_ptr, 100);
924 if (o_ptr->to_a < creature_ptr->lev / 5 + 5)
928 o_ptr->xtra3 = es_ptr->add + 1;
933 switch (es_ptr->add) {
934 case ESSENCE_SH_FIRE:
935 if ((creature_ptr->magic_num1[TR_BRAND_FIRE] < use_essence) || (creature_ptr->magic_num1[TR_RES_FIRE] < use_essence)) {
939 creature_ptr->magic_num1[TR_BRAND_FIRE] -= use_essence;
940 creature_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
942 case ESSENCE_SH_ELEC:
943 if ((creature_ptr->magic_num1[TR_BRAND_ELEC] < use_essence) || (creature_ptr->magic_num1[TR_RES_ELEC] < use_essence)) {
947 creature_ptr->magic_num1[TR_BRAND_ELEC] -= use_essence;
948 creature_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
950 case ESSENCE_SH_COLD:
951 if ((creature_ptr->magic_num1[TR_BRAND_COLD] < use_essence) || (creature_ptr->magic_num1[TR_RES_COLD] < use_essence)) {
955 creature_ptr->magic_num1[TR_BRAND_COLD] -= use_essence;
956 creature_ptr->magic_num1[TR_RES_COLD] -= use_essence;
958 case ESSENCE_RESISTANCE:
959 case ESSENCE_SUSTAIN:
960 if ((creature_ptr->magic_num1[TR_RES_ACID] < use_essence) || (creature_ptr->magic_num1[TR_RES_ELEC] < use_essence)
961 || (creature_ptr->magic_num1[TR_RES_FIRE] < use_essence) || (creature_ptr->magic_num1[TR_RES_COLD] < use_essence)) {
965 creature_ptr->magic_num1[TR_RES_ACID] -= use_essence;
966 creature_ptr->magic_num1[TR_RES_ELEC] -= use_essence;
967 creature_ptr->magic_num1[TR_RES_FIRE] -= use_essence;
968 creature_ptr->magic_num1[TR_RES_COLD] -= use_essence;
972 msg_print(_("エッセンスが足りない。", "You don't have enough essences."));
975 if (es_ptr->add == ESSENCE_SUSTAIN) {
976 add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
977 add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
978 add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
979 add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
981 o_ptr->xtra3 = es_ptr->add + 1;
985 take_turn(creature_ptr, 100);
986 _(msg_format("%sに%sの能力を付加しました。", o_name, es_ptr->add_name), msg_format("You have added ability of %s to %s.", es_ptr->add_name, o_name));
987 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
988 creature_ptr->window |= (PW_INVEN);
995 static void erase_essence(player_type *creature_ptr)
1000 GAME_TEXT o_name[MAX_NLEN];
1001 BIT_FLAGS flgs[TR_FLAG_SIZE];
1003 item_tester_hook = object_is_smith;
1005 q = _("どのアイテムのエッセンスを消去しますか?", "Remove from which item? ");
1006 s = _("エッセンスを付加したアイテムがありません。", "You have nothing to remove essence.");
1008 o_ptr = choose_object(creature_ptr, &item, q, s, (USE_INVEN | USE_FLOOR), 0);
1012 describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
1013 if (!get_check(format(_("よろしいですか? [%s]", "Are you sure? [%s]"), o_name)))
1016 take_turn(creature_ptr, 100);
1018 if (o_ptr->xtra3 == 1 + ESSENCE_SLAY_GLOVE) {
1019 o_ptr->to_h -= (o_ptr->xtra4 >> 8);
1020 o_ptr->to_d -= (o_ptr->xtra4 & 0x000f);
1022 if (o_ptr->to_h < 0)
1024 if (o_ptr->to_d < 0)
1028 object_flags(creature_ptr, o_ptr, flgs);
1029 if (!(has_pval_flags(flgs)))
1031 msg_print(_("エッセンスを取り去った。", "You removed all essence you have added."));
1032 creature_ptr->update |= (PU_COMBINE | PU_REORDER);
1033 creature_ptr->window |= (PW_INVEN);
1037 * @brief 鍛冶コマンドのメインルーチン
1038 * @param only_browse TRUEならばエッセンス一覧の表示のみを行う
1041 void do_cmd_kaji(player_type *creature_ptr, bool only_browse)
1043 COMMAND_CODE mode = 0;
1046 COMMAND_CODE menu_line = (use_menu ? 1 : 0);
1049 if (cmd_limit_confused(creature_ptr))
1051 if (cmd_limit_blind(creature_ptr))
1053 if (cmd_limit_image(creature_ptr))
1057 if (!(repeat_pull(&mode) && 1 <= mode && mode <= 5)) {
1066 prt(format(" %s エッセンス一覧", (menu_line == 1) ? "》" : " "), 2, 14);
1067 prt(format(" %s エッセンス抽出", (menu_line == 2) ? "》" : " "), 3, 14);
1068 prt(format(" %s エッセンス消去", (menu_line == 3) ? "》" : " "), 4, 14);
1069 prt(format(" %s エッセンス付加", (menu_line == 4) ? "》" : " "), 5, 14);
1070 prt(format(" %s 武器/防具強化", (menu_line == 5) ? "》" : " "), 6, 14);
1071 prt(format("どの種類の技術を%sますか?", only_browse ? "調べ" : "使い"), 0, 0);
1073 prt(format(" %s List essences", (menu_line == 1) ? "> " : " "), 2, 14);
1074 prt(format(" %s Extract essence", (menu_line == 2) ? "> " : " "), 3, 14);
1075 prt(format(" %s Remove essence", (menu_line == 3) ? "> " : " "), 4, 14);
1076 prt(format(" %s Add essence", (menu_line == 4) ? "> " : " "), 5, 14);
1077 prt(format(" %s Enchant weapon/armor", (menu_line == 5) ? "> " : " "), 6, 14);
1078 prt(format("Choose command from menu."), 0, 0);
1111 prt(_(" a) エッセンス一覧", " a) List essences"), 2, 14);
1112 prt(_(" b) エッセンス抽出", " b) Extract essence"), 3, 14);
1113 prt(_(" c) エッセンス消去", " c) Remove essence"), 4, 14);
1114 prt(_(" d) エッセンス付加", " d) Add essence"), 5, 14);
1115 prt(_(" e) 武器/防具強化", " e) Enchant weapon/armor"), 6, 14);
1117 if (!get_com(format("どの能力を%sますか:", only_browse ? "調べ" : "使い"), &choice, TRUE))
1119 if (!get_com("Command :", &choice, TRUE))
1154 /* Clear lines, position cursor (really should use strlen here) */
1155 term_erase(14, 21, 255);
1156 term_erase(14, 20, 255);
1157 term_erase(14, 19, 255);
1158 term_erase(14, 18, 255);
1159 term_erase(14, 17, 255);
1160 term_erase(14, 16, 255);
1162 shape_buffer(kaji_tips[mode - 1], 62, temp, sizeof(temp));
1163 for (j = 0, line = 17; temp[j]; j += (1 + strlen(&temp[j]))) {
1164 prt(&temp[j], line, 15);
1171 } while (only_browse);
1176 display_essence(creature_ptr);
1179 drain_essence(creature_ptr);
1182 erase_essence(creature_ptr);
1185 mode = choose_essence();
1188 add_essence(creature_ptr, mode);
1191 add_essence(creature_ptr, 10);