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 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.
16 #include "cmd-activate.h"
18 #include "cmd-quaff.h"
20 #include "cmd-usestaff.h"
21 #include "cmd-zaprod.h"
22 #include "cmd-zapwand.h"
24 #include "object-hook.h"
29 * @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
32 void do_cmd_inven(void)
36 /* Note that we are in "inventory" mode */
39 /* Note that we are in "inventory" mode */
40 if (easy_floor) command_wrk = (USE_INVEN);
43 /* Display the inventory */
44 (void)show_inven(0, USE_FULL);
47 sprintf(out_val, "持ち物: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
48 (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
49 (long int)((p_ptr->total_weight * 100) / weight_limit()));
51 sprintf(out_val, "Inventory: carrying %d.%d pounds (%ld%% of capacity). Command: ",
52 (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
53 (p_ptr->total_weight * 100) / weight_limit());
57 command_new = inkey();
60 /* Process "Escape" */
61 if (command_new == ESCAPE)
65 Term_get_size(&wid, &hgt);
69 command_gap = wid - 30;
72 /* Process normal keys */
75 /* Hack -- Use "display" mode */
82 * @brief 装備一覧を表示するコマンドのメインルーチン / Display equipment
85 void do_cmd_equip(void)
90 /* Note that we are in "equipment" mode */
93 /* Note that we are in "equipment" mode */
94 if (easy_floor) command_wrk = (USE_EQUIP);
97 (void)show_equip(0, USE_FULL);
101 sprintf(out_val, "装備: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
102 (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
103 (long int)((p_ptr->total_weight * 100) / weight_limit()));
105 sprintf(out_val, "Equipment: carrying %d.%d pounds (%ld%% of capacity). Command: ",
106 (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
107 (long int)((p_ptr->total_weight * 100) / weight_limit()));
111 command_new = inkey();
114 /* Process "Escape" */
115 if (command_new == ESCAPE)
119 Term_get_size(&wid, &hgt);
123 command_gap = wid - 30;
126 /* Process normal keys */
129 /* Enter "display" mode */
137 bool select_ring_slot = FALSE;
140 * @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
143 void do_cmd_wield(void)
145 OBJECT_IDX item, slot;
153 GAME_TEXT o_name[MAX_NLEN];
156 OBJECT_IDX need_switch_wielding = 0;
158 if (p_ptr->special_defense & KATA_MUSOU)
160 set_action(ACTION_NONE);
163 /* Restrict the choices */
164 item_tester_hook = item_tester_hook_wear;
166 q = _("どれを装備しますか? ", "Wear/Wield which item? ");
167 s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
169 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
173 slot = wield_slot(o_ptr);
177 /* Shields and some misc. items */
182 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
184 /* Restrict the choices */
185 item_tester_hook = item_tester_hook_melee_weapon;
187 /* Choose a weapon from the equipment only */
188 q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
189 s = _("おっと。", "Oops.");
190 if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
191 if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
194 else if (buki_motteruka(INVEN_LARM)) slot = INVEN_RARM;
196 /* Both arms are already used by non-weapon */
197 else if (inventory[INVEN_RARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_RARM]) &&
198 inventory[INVEN_LARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_LARM]))
200 /* Restrict the choices */
201 item_tester_hook = item_tester_hook_mochikae;
204 q = _("どちらの手に装備しますか?", "Equip which hand? ");
205 s = _("おっと。", "Oops.");
206 if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
215 /* Asking for dual wielding */
216 if (slot == INVEN_LARM)
218 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
221 else if (!inventory[INVEN_RARM].k_idx && buki_motteruka(INVEN_LARM))
223 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
226 /* Both arms are already used */
227 else if (inventory[INVEN_LARM].k_idx && inventory[INVEN_RARM].k_idx)
229 /* Restrict the choices */
230 item_tester_hook = item_tester_hook_mochikae;
233 q = _("どちらの手に装備しますか?", "Equip which hand? ");
234 s = _("おっと。", "Oops.");
236 if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
237 if ((slot == INVEN_LARM) && !buki_motteruka(INVEN_RARM))
238 need_switch_wielding = INVEN_RARM;
244 /* Choose a ring slot */
245 if (inventory[INVEN_LEFT].k_idx && inventory[INVEN_RIGHT].k_idx)
247 q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
251 q = _("どちらの手に装備しますか?", "Equip which hand? ");
253 s = _("おっと。", "Oops.");
255 /* Restrict the choices */
256 select_ring_slot = TRUE;
258 if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT)))
260 select_ring_slot = FALSE;
263 select_ring_slot = FALSE;
267 /* Prevent wielding into a cursed slot */
268 if (object_is_cursed(&inventory[slot]))
270 object_desc(o_name, &inventory[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
273 msg_format("%s%sは呪われているようだ。", describe_use(slot) , o_name );
275 msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(slot));
278 /* Cancel the command */
283 ((object_is_cursed(o_ptr) && object_is_known(o_ptr)) ||
284 ((o_ptr->ident & IDENT_SENSE) &&
285 (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED))))
287 char dummy[MAX_NLEN+80];
289 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
290 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);
292 if (!get_check(dummy)) return;
295 if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
297 char dummy[MAX_NLEN+80];
299 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
302 sprintf(dummy, "%sを装備すると吸血鬼になります。よろしいですか?", o_name);
304 msg_format("%s will transforms you into a vampire permanently when equiped.", o_name);
305 sprintf(dummy, "Do you become a vampire?");
308 if (!get_check(dummy)) return;
311 if (need_switch_wielding && !object_is_cursed(&inventory[need_switch_wielding]))
313 object_type *slot_o_ptr = &inventory[slot];
314 object_type *switch_o_ptr = &inventory[need_switch_wielding];
315 object_type object_tmp;
316 object_type *otmp_ptr = &object_tmp;
317 GAME_TEXT switch_name[MAX_NLEN];
319 object_desc(switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
321 object_copy(otmp_ptr, switch_o_ptr);
322 object_copy(switch_o_ptr, slot_o_ptr);
323 object_copy(slot_o_ptr, otmp_ptr);
325 msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
326 (slot == INVEN_RARM) ? (left_hander ? _("左手", "left") : _("右手", "right")) :
327 (left_hander ? _("右手", "right") : _("左手", "left")));
328 slot = need_switch_wielding;
331 check_find_art_quest_completion(o_ptr);
333 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
335 identify_item(o_ptr);
337 /* Auto-inscription */
338 autopick_alter_item(item, FALSE);
341 p_ptr->energy_use = 100;
344 /* Obtain local object */
345 object_copy(q_ptr, o_ptr);
347 /* Modify quantity */
350 /* Decrease the item (from the pack) */
353 inven_item_increase(item, -1);
354 inven_item_optimize(item);
357 /* Decrease the item (from the floor) */
360 floor_item_increase(0 - item, -1);
361 floor_item_optimize(0 - item);
364 /* Access the wield slot */
365 o_ptr = &inventory[slot];
367 /* Take off existing item */
370 /* Take off existing item */
371 (void)inven_takeoff(slot, 255);
374 /* Wear the new stuff */
375 object_copy(o_ptr, q_ptr);
377 /* Player touches it */
378 o_ptr->marked |= OM_TOUCHED;
380 p_ptr->total_weight += q_ptr->weight;
382 /* Increment the equip counter by hand */
386 #define STR_WIELD_RARM "%s(%c)を右手に装備した。"
387 #define STR_WIELD_LARM "%s(%c)を左手に装備した。"
388 #define STR_WIELD_ARMS "%s(%c)を両手で構えた。"
390 #define STR_WIELD_RARM "You are wielding %s (%c) in your right hand."
391 #define STR_WIELD_LARM "You are wielding %s (%c) in your left hand."
392 #define STR_WIELD_ARMS "You are wielding %s (%c) with both hands."
395 /* Where is the item now */
399 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_LARM) && CAN_TWO_HANDS_WIELDING())
400 act = STR_WIELD_ARMS;
402 act = (left_hander ? STR_WIELD_LARM : STR_WIELD_RARM);
406 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_RARM) && CAN_TWO_HANDS_WIELDING())
407 act = STR_WIELD_ARMS;
409 act = (left_hander ? STR_WIELD_RARM : STR_WIELD_LARM);
413 act = _("%s(%c)を射撃用に装備した。", "You are shooting with %s (%c).");
417 act = _("%s(%c)を光源にした。", "Your light source is %s (%c).");
421 act = _("%s(%c)を装備した。", "You are wearing %s (%c).");
425 object_desc(o_name, o_ptr, 0);
426 msg_format(act, o_name, index_to_label(slot));
429 if (object_is_cursed(o_ptr))
431 msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
432 chg_virtue(V_HARMONY, -1);
435 o_ptr->ident |= (IDENT_SENSE);
438 /* The Stone Mask make the player turn into a vampire! */
439 if ((o_ptr->name1 == ART_STONEMASK) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
441 /* Turn into a vampire */
442 change_race(RACE_VAMPIRE, "");
445 p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
446 p_ptr->redraw |= (PR_EQUIPPY);
447 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
454 * @param item 持ち替えを行いたい装備部位ID
457 void kamaenaoshi(INVENTORY_IDX item)
459 object_type *o_ptr, *new_o_ptr;
460 GAME_TEXT o_name[MAX_NLEN];
462 if (item == INVEN_RARM)
464 if (buki_motteruka(INVEN_LARM))
466 o_ptr = &inventory[INVEN_LARM];
467 object_desc(o_name, o_ptr, 0);
469 if (!object_is_cursed(o_ptr))
471 new_o_ptr = &inventory[INVEN_RARM];
472 object_copy(new_o_ptr, o_ptr);
473 p_ptr->total_weight += o_ptr->weight;
474 inven_item_increase(INVEN_LARM, -((int)o_ptr->number));
475 inven_item_optimize(INVEN_LARM);
476 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
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 (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
485 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
489 else if (item == INVEN_LARM)
491 o_ptr = &inventory[INVEN_RARM];
492 if (o_ptr->k_idx) object_desc(o_name, o_ptr, 0);
494 if (buki_motteruka(INVEN_RARM))
496 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
497 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
499 else if (!(empty_hands(FALSE) & EMPTY_HAND_RARM) && !object_is_cursed(o_ptr))
501 new_o_ptr = &inventory[INVEN_LARM];
502 object_copy(new_o_ptr, o_ptr);
503 p_ptr->total_weight += o_ptr->weight;
504 inven_item_increase(INVEN_RARM, -((int)o_ptr->number));
505 inven_item_optimize(INVEN_RARM);
506 msg_format(_("%sを持ち替えた。", "You switched hand of %s."), o_name);
513 * @brief 装備を外すコマンドのメインルーチン / Take off an item
516 void do_cmd_takeoff(void)
522 if (p_ptr->special_defense & KATA_MUSOU)
524 set_action(ACTION_NONE);
527 q = _("どれを装備からはずしますか? ", "Take off which item? ");
528 s = _("はずせる装備がない。", "You are not wearing anything to take off.");
530 o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
534 if (object_is_cursed(o_ptr))
536 if ((o_ptr->curse_flags & TRC_PERMA_CURSE) || (p_ptr->pclass != CLASS_BERSERKER))
538 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
543 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && one_in_(7)) || one_in_(4))
545 msg_print(_("呪われた装備を力づくで剥がした!", "You teared a cursed equipment off by sheer strength!"));
547 o_ptr->ident |= (IDENT_SENSE);
548 o_ptr->curse_flags = 0L;
549 o_ptr->feeling = FEEL_NONE;
551 p_ptr->update |= (PU_BONUS);
552 p_ptr->window |= (PW_EQUIP);
554 msg_print(_("呪いを打ち破った。", "You break the curse."));
558 msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
559 p_ptr->energy_use = 50;
564 /* Take a partial turn */
565 p_ptr->energy_use = 50;
567 /* Take off the item */
568 (void)inven_takeoff(item, 255);
571 p_ptr->redraw |= (PR_EQUIPPY);
576 * @brief アイテムを落とすコマンドのメインルーチン / Drop an item
579 void do_cmd_drop(void)
588 if (p_ptr->special_defense & KATA_MUSOU)
590 set_action(ACTION_NONE);
593 q = _("どのアイテムを落としますか? ", "Drop which item? ");
594 s = _("落とせるアイテムを持っていない。", "You have nothing to drop.");
596 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
599 /* Hack -- Cannot remove cursed items */
600 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
602 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
607 /* See how many items */
608 if (o_ptr->number > 1)
611 amt = get_quantity(NULL, o_ptr->number);
613 /* Allow user abort */
614 if (amt <= 0) return;
618 /* Take a partial turn */
619 p_ptr->energy_use = 50;
621 /* Drop (some of) the item */
622 inven_drop(item, amt);
624 if (item >= INVEN_RARM)
630 p_ptr->redraw |= (PR_EQUIPPY);
634 * @brief オブジェクトが高位の魔法書かどうかを判定する
635 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
636 * @return オブジェクトが高位の魔法書ならばTRUEを返す
638 static bool high_level_book(object_type *o_ptr)
640 if ((o_ptr->tval == TV_LIFE_BOOK) ||
641 (o_ptr->tval == TV_SORCERY_BOOK) ||
642 (o_ptr->tval == TV_NATURE_BOOK) ||
643 (o_ptr->tval == TV_CHAOS_BOOK) ||
644 (o_ptr->tval == TV_DEATH_BOOK) ||
645 (o_ptr->tval == TV_TRUMP_BOOK) ||
646 (o_ptr->tval == TV_CRAFT_BOOK) ||
647 (o_ptr->tval == TV_DAEMON_BOOK) ||
648 (o_ptr->tval == TV_CRUSADE_BOOK) ||
649 (o_ptr->tval == TV_MUSIC_BOOK) ||
650 (o_ptr->tval == TV_HEX_BOOK))
663 * @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
666 void do_cmd_destroy(void)
676 object_type *q_ptr = &forge;
678 GAME_TEXT o_name[MAX_NLEN];
679 char out_val[MAX_NLEN+40];
683 if (p_ptr->special_defense & KATA_MUSOU)
685 set_action(ACTION_NONE);
688 /* Hack -- force destruction */
689 if (command_arg > 0) force = TRUE;
691 q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
692 s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
694 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
697 /* Verify unless quantity given beforehand */
698 if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
700 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
702 /* Make a verification */
703 sprintf(out_val, _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]"), o_name);
706 /* HACK : Add the line to message buffer */
707 message_add(out_val);
708 p_ptr->window |= (PW_MESSAGE);
711 /* Get an acceptable answer */
721 /* Erase the prompt */
725 if (i == 'y' || i == 'Y')
729 if (i == ESCAPE || i == 'n' || i == 'N')
736 /* Add an auto-destroy preference line */
737 if (autopick_autoregister(o_ptr))
739 /* Auto-destroy it */
740 autopick_alter_item(item, TRUE);
743 /* The object is already destroyed. */
749 /* See how many items */
750 if (o_ptr->number > 1)
753 amt = get_quantity(NULL, o_ptr->number);
755 /* Allow user abort */
756 if (amt <= 0) return;
760 old_number = o_ptr->number;
762 object_desc(o_name, o_ptr, 0);
763 o_ptr->number = old_number;
765 p_ptr->energy_use = 100;
767 /* Artifacts cannot be destroyed */
768 if (!can_player_destroy_object(o_ptr))
770 p_ptr->energy_use = 0;
772 msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
776 object_copy(q_ptr, o_ptr);
778 msg_format(_("%sを壊した。", "You destroy %s."), o_name);
779 sound(SOUND_DESTITEM);
781 /* Reduce the charges of rods/wands */
782 reduce_charges(o_ptr, amt);
784 /* Eliminate the item (from the pack) */
787 inven_item_increase(item, -amt);
788 inven_item_describe(item);
789 inven_item_optimize(item);
792 /* Eliminate the item (from the floor) */
795 floor_item_increase(0 - item, -amt);
796 floor_item_describe(0 - item);
797 floor_item_optimize(0 - item);
800 if (high_level_book(q_ptr))
802 bool gain_expr = FALSE;
804 if (p_ptr->prace == RACE_ANDROID)
807 else if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
811 else if (p_ptr->pclass == CLASS_PALADIN)
813 if (is_good_realm(p_ptr->realm1))
815 if (!is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
819 if (is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
823 if (gain_expr && (p_ptr->exp < PY_MAX_EXP))
825 s32b tester_exp = p_ptr->max_exp / 20;
826 if (tester_exp > 10000) tester_exp = 10000;
827 if (q_ptr->sval < 3) tester_exp /= 4;
828 if (tester_exp<1) tester_exp = 1;
830 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
831 gain_exp(tester_exp * amt);
833 if (high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
835 chg_virtue(V_UNLIFE, 1);
836 chg_virtue(V_VITALITY, -1);
838 else if (high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
840 chg_virtue(V_UNLIFE, -1);
841 chg_virtue(V_VITALITY, 1);
844 if (q_ptr->to_a || q_ptr->to_h || q_ptr->to_d)
845 chg_virtue(V_ENCHANT, -1);
847 if (object_value_real(q_ptr) > 30000)
848 chg_virtue(V_SACRIFICE, 2);
850 else if (object_value_real(q_ptr) > 10000)
851 chg_virtue(V_SACRIFICE, 1);
854 if (q_ptr->to_a != 0 || q_ptr->to_d != 0 || q_ptr->to_h != 0)
855 chg_virtue(V_HARMONY, 1);
857 if (item >= INVEN_RARM) calc_android_exp();
862 * @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
865 void do_cmd_observe(void)
869 GAME_TEXT o_name[MAX_NLEN];
872 q = _("どのアイテムを調べますか? ", "Examine which item? ");
873 s = _("調べられるアイテムがない。", "You have nothing to examine.");
875 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
878 /* Require full knowledge */
879 if (!(o_ptr->ident & IDENT_MENTAL))
881 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."));
885 object_desc(o_name, o_ptr, 0);
886 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
887 if (!screen_object(o_ptr, SCROBJ_FORCE_DETAIL)) msg_print(_("特に変わったところはないようだ。", "You see nothing special."));
893 * @brief アイテムの銘を消すコマンドのメインルーチン
894 * Remove the inscription from an object XXX Mention item (when done)?
897 void do_cmd_uninscribe(void)
903 q = _("どのアイテムの銘を消しますか? ", "Un-inscribe which item? ");
904 s = _("銘を消せるアイテムがない。", "You have nothing to un-inscribe.");
906 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
909 /* Nothing to remove */
910 if (!o_ptr->inscription)
912 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."));
916 msg_print(_("銘を消した。", "Inscription removed."));
918 /* Remove the incription */
919 o_ptr->inscription = 0;
921 /* Combine the pack */
922 p_ptr->update |= (PU_COMBINE);
924 p_ptr->window |= (PW_INVEN | PW_EQUIP);
926 /* .や$の関係で, 再計算が必要なはず -- henkma */
927 p_ptr->update |= (PU_BONUS);
933 * @brief アイテムの銘を刻むコマンドのメインルーチン
934 * Inscribe an object with a comment
937 void do_cmd_inscribe(void)
941 GAME_TEXT o_name[MAX_NLEN];
945 q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
946 s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
948 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
951 /* Describe the activity */
952 object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
954 msg_format(_("%sに銘を刻む。", "Inscribing %s."), o_name);
957 /* Start with nothing */
960 /* Use old inscription */
961 if (o_ptr->inscription)
963 /* Start with the old inscription */
964 strcpy(out_val, quark_str(o_ptr->inscription));
967 /* Get a new inscription (possibly empty) */
968 if (get_string(_("銘: ", "Inscription: "), out_val, 80))
970 /* Save the inscription */
971 o_ptr->inscription = quark_add(out_val);
973 /* Combine the pack */
974 p_ptr->update |= (PU_COMBINE);
976 p_ptr->window |= (PW_INVEN | PW_EQUIP);
978 /* .や$の関係で, 再計算が必要なはず -- henkma */
979 p_ptr->update |= (PU_BONUS);
986 * @brief オブジェクトがランタンの燃料になるかどうかを判定する
987 * An "item_tester_hook" for refilling lanterns
988 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
989 * @return オブジェクトがランタンの燃料になるならばTRUEを返す
991 static bool item_tester_refill_lantern(object_type *o_ptr)
993 /* Flasks of oil are okay */
994 if (o_ptr->tval == TV_FLASK) return (TRUE);
996 /* Laterns are okay */
997 if ((o_ptr->tval == TV_LITE) &&
998 (o_ptr->sval == SV_LITE_LANTERN)) return (TRUE);
1000 /* Assume not okay */
1006 * @brief ランタンに燃料を加えるコマンドのメインルーチン
1007 * Refill the players lamp (from the pack or floor)
1010 static void do_cmd_refill_lamp(void)
1019 /* Restrict the choices */
1020 item_tester_hook = item_tester_refill_lantern;
1022 q = _("どの油つぼから注ぎますか? ", "Refill with which flask? ");
1023 s = _("油つぼがない。", "You have no flasks of oil.");
1025 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
1028 /* Take a partial turn */
1029 p_ptr->energy_use = 50;
1031 /* Access the lantern */
1032 j_ptr = &inventory[INVEN_LITE];
1035 j_ptr->xtra4 += o_ptr->xtra4;
1036 msg_print(_("ランプに油を注いだ。", "You fuel your lamp."));
1038 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
1041 msg_print(_("ランプが消えてしまった!", "Your lamp has gone out!"));
1043 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
1046 msg_print(_("しかしランプは全く光らない。", "Curiously, your lamp doesn't light."));
1048 else if (j_ptr->xtra4 >= FUEL_LAMP)
1050 j_ptr->xtra4 = FUEL_LAMP;
1051 msg_print(_("ランプの油は一杯だ。", "Your lamp is full."));
1054 /* Decrease the item (from the pack) */
1057 inven_item_increase(item, -1);
1058 inven_item_describe(item);
1059 inven_item_optimize(item);
1062 /* Decrease the item (from the floor) */
1065 floor_item_increase(0 - item, -1);
1066 floor_item_describe(0 - item);
1067 floor_item_optimize(0 - item);
1070 /* Recalculate torch */
1071 p_ptr->update |= (PU_TORCH);
1076 * @brief オブジェクトが松明に束ねられるかどうかを判定する
1077 * An "item_tester_hook" for refilling torches
1078 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
1079 * @return オブジェクトが松明に束ねられるならばTRUEを返す
1081 static bool item_tester_refill_torch(object_type *o_ptr)
1083 /* Torches are okay */
1084 if ((o_ptr->tval == TV_LITE) &&
1085 (o_ptr->sval == SV_LITE_TORCH)) return (TRUE);
1087 /* Assume not okay */
1093 * @brief 松明を束ねるコマンドのメインルーチン
1094 * Refuel the players torch (from the pack or floor)
1097 static void do_cmd_refill_torch(void)
1106 /* Restrict the choices */
1107 item_tester_hook = item_tester_refill_torch;
1109 q = _("どの松明で明かりを強めますか? ", "Refuel with which torch? ");
1110 s = _("他に松明がない。", "You have no extra torches.");
1112 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
1115 /* Take a partial turn */
1116 p_ptr->energy_use = 50;
1118 /* Access the primary torch */
1119 j_ptr = &inventory[INVEN_LITE];
1122 j_ptr->xtra4 += o_ptr->xtra4 + 5;
1124 msg_print(_("松明を結合した。", "You combine the torches."));
1126 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
1129 msg_print(_("松明が消えてしまった!", "Your torch has gone out!"));
1131 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
1134 msg_print(_("しかし松明は全く光らない。", "Curiously, your torche don't light."));
1136 /* Over-fuel message */
1137 else if (j_ptr->xtra4 >= FUEL_TORCH)
1139 j_ptr->xtra4 = FUEL_TORCH;
1140 msg_print(_("松明の寿命は十分だ。", "Your torch is fully fueled."));
1143 /* Refuel message */
1146 msg_print(_("松明はいっそう明るく輝いた。", "Your torch glows more brightly."));
1149 /* Decrease the item (from the pack) */
1152 inven_item_increase(item, -1);
1153 inven_item_describe(item);
1154 inven_item_optimize(item);
1157 /* Decrease the item (from the floor) */
1160 floor_item_increase(0 - item, -1);
1161 floor_item_describe(0 - item);
1162 floor_item_optimize(0 - item);
1165 /* Recalculate torch */
1166 p_ptr->update |= (PU_TORCH);
1171 * @brief 燃料を補充するコマンドのメインルーチン
1172 * Refill the players lamp, or restock his torches
1175 void do_cmd_refill(void)
1180 o_ptr = &inventory[INVEN_LITE];
1182 if (p_ptr->special_defense & KATA_MUSOU)
1184 set_action(ACTION_NONE);
1188 if (o_ptr->tval != TV_LITE)
1190 msg_print(_("光源を装備していない。", "You are not wielding a light."));
1194 else if (o_ptr->sval == SV_LITE_LANTERN)
1196 do_cmd_refill_lamp();
1200 else if (o_ptr->sval == SV_LITE_TORCH)
1202 do_cmd_refill_torch();
1205 /* No torch to refill */
1208 msg_print(_("この光源は寿命を延ばせない。", "Your light cannot be refilled."));
1214 * @brief ターゲットを設定するコマンドのメインルーチン
1218 void do_cmd_target(void)
1220 if (p_ptr->wild_mode) return;
1223 if (target_set(TARGET_KILL))
1225 msg_print(_("ターゲット決定。", "Target Selected."));
1228 /* Target aborted */
1231 msg_print(_("ターゲット解除。", "Target Aborted."));
1238 * @brief 周囲を見渡すコマンドのメインルーチン
1242 void do_cmd_look(void)
1244 p_ptr->window |= PW_MONSTER_LIST;
1248 if (target_set(TARGET_LOOK))
1250 msg_print(_("ターゲット決定。", "Target Selected."));
1256 * @brief 位置を確認するコマンドのメインルーチン
1257 * Allow the player to examine other sectors on the map
1260 void do_cmd_locate(void)
1263 POSITION y1, x1, y2, x2;
1264 GAME_TEXT tmp_val[80];
1265 GAME_TEXT out_val[160];
1268 get_screen_size(&wid, &hgt);
1270 /* Start at current panel */
1271 y2 = y1 = panel_row_min;
1272 x2 = x1 = panel_col_min;
1274 /* Show panels until done */
1277 /* Describe the location */
1278 if ((y2 == y1) && (x2 == x1))
1281 strcpy(tmp_val, "真上");
1290 sprintf(tmp_val, "%s%s",
1291 ((y2 < y1) ? "北" : (y2 > y1) ? "南" : ""),
1292 ((x2 < x1) ? "西" : (x2 > x1) ? "東" : ""));
1294 sprintf(tmp_val, "%s%s of",
1295 ((y2 < y1) ? " North" : (y2 > y1) ? " South" : ""),
1296 ((x2 < x1) ? " West" : (x2 > x1) ? " East" : ""));
1301 /* Prepare to ask which way to look */
1302 sprintf(out_val, _("マップ位置 [%ld(%02ld),%ld(%02ld)] (プレイヤーの%s) 方向?",
1303 "Map sector [%ld(%02ld),%ld(%02ld)], which is%s your sector. Direction?"),
1304 y2 / (hgt / 2), y2 % (hgt / 2),
1305 x2 / (wid / 2), x2 % (wid / 2), tmp_val);
1307 /* Assume no direction */
1310 /* Get a direction */
1315 /* Get a command (or Cancel) */
1316 if (!get_com(out_val, &command, TRUE)) break;
1318 /* Extract the action (if any) */
1319 dir = get_keymap_dir(command);
1328 /* Apply the motion */
1329 if (change_panel(ddy[dir], ddx[dir]))
1337 /* Recenter the map around the player */
1340 p_ptr->update |= (PU_MONSTERS);
1341 p_ptr->redraw |= (PR_MAP);
1342 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1349 * @brief モンスター種族情報を特定の基準によりソートするための比較処理
1350 * Sorting hook -- Comp function -- see below
1351 * @param u モンスター種族情報の入れるポインタ
1353 * @param a 比較するモンスター種族のID1
1354 * @param b 比較するモンスター種族のID2
1355 * @return 2の方が大きければTRUEを返す
1356 * We use "u" to point to array of monster indexes,
1357 * and "v" to select the type of sorting to perform on "u".
1359 bool ang_sort_comp_hook(vptr u, vptr v, int a, int b)
1361 u16b *who = (u16b*)(u);
1362 u16b *why = (u16b*)(v);
1369 /* Sort by player kills */
1372 /* Extract player kills */
1373 z1 = r_info[w1].r_pkills;
1374 z2 = r_info[w2].r_pkills;
1376 /* Compare player kills */
1377 if (z1 < z2) return (TRUE);
1378 if (z1 > z2) return (FALSE);
1382 /* Sort by total kills */
1385 /* Extract total kills */
1386 z1 = r_info[w1].r_tkills;
1387 z2 = r_info[w2].r_tkills;
1389 /* Compare total kills */
1390 if (z1 < z2) return (TRUE);
1391 if (z1 > z2) return (FALSE);
1395 /* Sort by monster level */
1398 /* Extract levels */
1399 z1 = r_info[w1].level;
1400 z2 = r_info[w2].level;
1402 /* Compare levels */
1403 if (z1 < z2) return (TRUE);
1404 if (z1 > z2) return (FALSE);
1408 /* Sort by monster experience */
1411 /* Extract experience */
1412 z1 = r_info[w1].mexp;
1413 z2 = r_info[w2].mexp;
1415 /* Compare experience */
1416 if (z1 < z2) return (TRUE);
1417 if (z1 > z2) return (FALSE);
1421 /* Compare indexes */
1427 * @brief モンスター種族情報を特定の基準によりソートするためのスワップ処理
1428 * Sorting hook -- Swap function -- see below
1429 * @param u モンスター種族情報の入れるポインタ
1431 * @param a スワップするモンスター種族のID1
1432 * @param b スワップするモンスター種族のID2
1435 * We use "u" to point to array of monster indexes,
1436 * and "v" to select the type of sorting to perform.
1438 void ang_sort_swap_hook(vptr u, vptr v, int a, int b)
1440 u16b *who = (u16b*)(u);
1456 * @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
1457 * Identify a character, allow recall of monsters
1461 * Several "special" responses recall "multiple" monsters:
1463 * ^U (all unique monsters)
1464 * ^N (all non-unique monsters)
1466 * The responses may be sorted in several ways, see below.
1468 * Note that the player ghosts are ignored.
1471 void do_cmd_query_symbol(void)
1485 bool recall = FALSE;
1490 /* Get a character, or abort */
1491 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): ",
1492 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) return;
1494 /* Find that character info, and describe it */
1495 for (i = 0; ident_info[i]; ++i)
1497 if (sym == ident_info[i][0]) break;
1499 if (sym == KTRL('A'))
1502 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
1504 else if (sym == KTRL('U'))
1507 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
1509 else if (sym == KTRL('N'))
1512 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
1514 else if (sym == KTRL('R'))
1517 strcpy(buf, _("乗馬可能モンスターのリスト", "Ridable monster list."));
1519 /* XTRA HACK WHATSEARCH */
1520 else if (sym == KTRL('M'))
1523 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
1528 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
1530 else if (ident_info[i])
1532 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
1536 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
1539 /* Display the result */
1542 /* Allocate the "who" array */
1543 C_MAKE(who, max_r_idx, IDX);
1545 /* Collect matching monsters */
1546 for (n = 0, i = 1; i < max_r_idx; i++)
1548 monster_race *r_ptr = &r_info[i];
1550 /* Nothing to recall */
1551 if (!cheat_know && !r_ptr->r_sights) continue;
1553 /* Require non-unique monsters if needed */
1554 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
1556 /* Require unique monsters if needed */
1557 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
1559 /* Require ridable monsters if needed */
1560 if (ride && !(r_ptr->flags7 & (RF7_RIDING))) continue;
1562 /* XTRA HACK WHATSEARCH */
1568 for (xx = 0; temp[xx] && xx < 80; xx++)
1571 if (iskanji(temp[xx])) { xx++; continue; }
1573 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
1577 strcpy(temp2, r_name + r_ptr->E_name);
1579 strcpy(temp2, r_name + r_ptr->name);
1581 for (xx = 0; temp2[xx] && xx < 80; xx++)
1582 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
1585 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
1587 if (my_strstr(temp2, temp))
1592 /* Collect "appropriate" monsters */
1593 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
1596 /* Nothing to recall */
1599 /* Free the "who" array */
1600 C_KILL(who, max_r_idx, IDX);
1606 put_str(_("思い出を見ますか? (k:殺害順/y/n): ", "Recall details? (k/y/n): "), 0, _(36, 40));
1616 /* Select the sort method */
1617 ang_sort_comp = ang_sort_comp_hook;
1618 ang_sort_swap = ang_sort_swap_hook;
1620 /* Sort the array */
1621 ang_sort(who, &why, n);
1623 /* Sort by kills (and level) */
1630 /* Catch "escape" */
1633 /* Free the "who" array */
1634 C_KILL(who, max_r_idx, IDX);
1639 /* Sort if needed */
1642 /* Select the sort method */
1643 ang_sort_comp = ang_sort_comp_hook;
1644 ang_sort_swap = ang_sort_swap_hook;
1646 /* Sort the array */
1647 ang_sort(who, &why, n);
1651 /* Start at the end */
1654 /* Scan the monster memory */
1657 /* Extract a race */
1660 /* Hack -- Auto-recall */
1661 monster_race_track(r_idx);
1672 /* Recall on screen */
1673 screen_roff(who[i], 0);
1676 /* Hack -- Begin the prompt */
1679 /* Hack -- Complete the prompt */
1680 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
1692 /* Normal commands */
1693 if (query != 'r') break;
1700 if (query == ESCAPE) break;
1702 /* Move to "prev" monster */
1708 if (!expand_list) break;
1712 /* Move to "next" monster */
1718 if (!expand_list) break;
1723 /* Free the "who" array */
1724 C_KILL(who, max_r_idx, IDX);
1726 /* Re-display the identity */
1731 * @brief アイテムを汎用的に「使う」コマンドのメインルーチン /
1735 * XXX - Add actions for other item types
1737 void do_cmd_use(void)
1743 if (p_ptr->wild_mode)
1748 if (p_ptr->inside_arena)
1750 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
1755 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1757 set_action(ACTION_NONE);
1760 item_tester_hook = item_tester_hook_use;
1762 q = _("どれを使いますか?", "Use which item? ");
1763 s = _("使えるものがありません。", "You have nothing to use.");
1765 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1768 switch (o_ptr->tval)
1780 do_cmd_eat_food_aux(item);
1787 do_cmd_aim_wand_aux(item);
1794 do_cmd_use_staff_aux(item);
1801 do_cmd_zap_rod_aux(item);
1805 /* Quaff a potion */
1808 do_cmd_quaff_potion_aux(item);
1815 /* Check some conditions */
1818 msg_print(_("目が見えない。", "You can't see anything."));
1823 msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by."));
1826 if (p_ptr->confused)
1828 msg_print(_("混乱していて読めない!", "You are too confused!"));
1832 do_cmd_read_scroll_aux(item, TRUE);
1841 do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
1845 /* Activate an artifact */
1848 do_cmd_activate_aux(item);