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"
28 * @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
31 void do_cmd_inven(void)
36 /* Note that we are in "inventory" mode */
39 #ifdef ALLOW_EASY_FLOOR
41 /* Note that we are in "inventory" mode */
42 if (easy_floor) command_wrk = (USE_INVEN);
44 #endif /* ALLOW_EASY_FLOOR */
49 /* Hack -- show empty slots */
50 item_tester_full = TRUE;
52 /* Display the inventory */
55 /* Hack -- hide empty slots */
56 item_tester_full = FALSE;
59 sprintf(out_val, "持ち物: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
60 (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
61 (long int)((p_ptr->total_weight * 100) / weight_limit()));
63 sprintf(out_val, "Inventory: carrying %d.%d pounds (%ld%% of capacity). Command: ",
64 (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
65 (p_ptr->total_weight * 100) / weight_limit());
72 /* Get a new command */
73 command_new = inkey();
79 /* Process "Escape" */
80 if (command_new == ESCAPE)
85 Term_get_size(&wid, &hgt);
89 command_gap = wid - 30;
92 /* Process normal keys */
95 /* Hack -- Use "display" mode */
102 * @brief 装備一覧を表示するコマンドのメインルーチン / Display equipment
105 void do_cmd_equip(void)
110 /* Note that we are in "equipment" mode */
113 #ifdef ALLOW_EASY_FLOOR
115 /* Note that we are in "equipment" mode */
116 if (easy_floor) command_wrk = (USE_EQUIP);
118 #endif /* ALLOW_EASY_FLOOR */
120 /* Save the screen */
123 /* Hack -- show empty slots */
124 item_tester_full = TRUE;
126 /* Display the equipment */
129 /* Hack -- undo the hack above */
130 item_tester_full = FALSE;
134 sprintf(out_val, "装備: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
135 (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
136 (long int)((p_ptr->total_weight * 100) / weight_limit()));
138 sprintf(out_val, "Equipment: carrying %d.%d pounds (%ld%% of capacity). Command: ",
139 (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
140 (long int)((p_ptr->total_weight * 100) / weight_limit()));
147 /* Get a new command */
148 command_new = inkey();
150 /* Restore the screen */
154 /* Process "Escape" */
155 if (command_new == ESCAPE)
160 Term_get_size(&wid, &hgt);
164 command_gap = wid - 30;
167 /* Process normal keys */
170 /* Enter "display" mode */
178 bool select_ring_slot = FALSE;
181 * @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
184 void do_cmd_wield(void)
186 OBJECT_IDX item, slot;
195 char o_name[MAX_NLEN];
199 OBJECT_IDX need_switch_wielding = 0;
201 if (p_ptr->special_defense & KATA_MUSOU)
203 set_action(ACTION_NONE);
206 /* Restrict the choices */
207 item_tester_hook = item_tester_hook_wear;
210 q = _("どれを装備しますか? ", "Wear/Wield which item? ");
211 s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
213 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
215 /* Get the item (in the pack) */
218 o_ptr = &inventory[item];
221 /* Get the item (on the floor) */
224 o_ptr = &o_list[0 - item];
229 slot = wield_slot(o_ptr);
233 /* Shields and some misc. items */
238 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
240 /* Restrict the choices */
241 item_tester_hook = item_tester_hook_melee_weapon;
242 item_tester_no_ryoute = TRUE;
244 /* Choose a weapon from the equipment only */
245 q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
246 s = _("おっと。", "Oops.");
247 if (!get_item(&slot, q, s, (USE_EQUIP))) return;
248 if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
251 else if (buki_motteruka(INVEN_LARM)) slot = INVEN_RARM;
253 /* Both arms are already used by non-weapon */
254 else if (inventory[INVEN_RARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_RARM]) &&
255 inventory[INVEN_LARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_LARM]))
257 /* Restrict the choices */
258 item_tester_hook = item_tester_hook_mochikae;
261 q = _("どちらの手に装備しますか?", "Equip which hand? ");
262 s = _("おっと。", "Oops.");
263 if (!get_item(&slot, q, s, (USE_EQUIP))) return;
272 /* Asking for dual wielding */
273 if (slot == INVEN_LARM)
275 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
278 else if (!inventory[INVEN_RARM].k_idx && buki_motteruka(INVEN_LARM))
280 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
283 /* Both arms are already used */
284 else if (inventory[INVEN_LARM].k_idx && inventory[INVEN_RARM].k_idx)
286 /* Restrict the choices */
287 item_tester_hook = item_tester_hook_mochikae;
290 q = _("どちらの手に装備しますか?", "Equip which hand? ");
291 s = _("おっと。", "Oops.");
293 if (!get_item(&slot, q, s, (USE_EQUIP))) return;
294 if ((slot == INVEN_LARM) && !buki_motteruka(INVEN_RARM))
295 need_switch_wielding = INVEN_RARM;
301 /* Choose a ring slot */
302 if (inventory[INVEN_LEFT].k_idx && inventory[INVEN_RIGHT].k_idx)
304 q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
308 q = _("どちらの手に装備しますか?", "Equip which hand? ");
310 s = _("おっと。", "Oops.");
312 /* Restrict the choices */
313 select_ring_slot = TRUE;
314 item_tester_no_ryoute = TRUE;
316 if (!get_item(&slot, q, s, (USE_EQUIP)))
318 select_ring_slot = FALSE;
321 select_ring_slot = FALSE;
325 /* Prevent wielding into a cursed slot */
326 if (object_is_cursed(&inventory[slot]))
329 object_desc(o_name, &inventory[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
332 msg_format("%s%sは呪われているようだ。",
333 describe_use(slot) , o_name );
335 msg_format("The %s you are %s appears to be cursed.",
336 o_name, describe_use(slot));
339 /* Cancel the command */
344 ((object_is_cursed(o_ptr) && object_is_known(o_ptr)) ||
345 ((o_ptr->ident & IDENT_SENSE) &&
346 (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED))))
348 char dummy[MAX_NLEN+80];
351 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
352 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);
354 if (!get_check(dummy)) return;
357 if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
359 char dummy[MAX_NLEN+80];
362 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
365 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);
367 msg_format("%s will transforms you into a vampire permanently when equiped.", o_name);
368 sprintf(dummy, "Do you become a vampire?");
371 if (!get_check(dummy)) return;
374 if (need_switch_wielding && !object_is_cursed(&inventory[need_switch_wielding]))
376 object_type *slot_o_ptr = &inventory[slot];
377 object_type *switch_o_ptr = &inventory[need_switch_wielding];
378 object_type object_tmp;
379 object_type *otmp_ptr = &object_tmp;
380 char switch_name[MAX_NLEN];
382 object_desc(switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
384 object_copy(otmp_ptr, switch_o_ptr);
385 object_copy(switch_o_ptr, slot_o_ptr);
386 object_copy(slot_o_ptr, otmp_ptr);
388 msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
389 (slot == INVEN_RARM) ? (left_hander ? _("左手", "left") : _("右手", "right")) :
390 (left_hander ? _("右手", "right") : _("左手", "left")));
391 slot = need_switch_wielding;
394 check_find_art_quest_completion(o_ptr);
396 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
398 identify_item(o_ptr);
400 /* Auto-inscription */
401 autopick_alter_item(item, FALSE);
404 p_ptr->energy_use = 100;
406 /* Get local object */
409 /* Obtain local object */
410 object_copy(q_ptr, o_ptr);
412 /* Modify quantity */
415 /* Decrease the item (from the pack) */
418 inven_item_increase(item, -1);
419 inven_item_optimize(item);
422 /* Decrease the item (from the floor) */
425 floor_item_increase(0 - item, -1);
426 floor_item_optimize(0 - item);
429 /* Access the wield slot */
430 o_ptr = &inventory[slot];
432 /* Take off existing item */
435 /* Take off existing item */
436 (void)inven_takeoff(slot, 255);
439 /* Wear the new stuff */
440 object_copy(o_ptr, q_ptr);
442 /* Player touches it */
443 o_ptr->marked |= OM_TOUCHED;
445 /* Increase the weight */
446 p_ptr->total_weight += q_ptr->weight;
448 /* Increment the equip counter by hand */
452 #define STR_WIELD_RARM "%s(%c)を右手に装備した。"
453 #define STR_WIELD_LARM "%s(%c)を左手に装備した。"
454 #define STR_WIELD_ARMS "%s(%c)を両手で構えた。"
456 #define STR_WIELD_RARM "You are wielding %s (%c) in your right hand."
457 #define STR_WIELD_LARM "You are wielding %s (%c) in your left hand."
458 #define STR_WIELD_ARMS "You are wielding %s (%c) with both hands."
461 /* Where is the item now */
465 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_LARM) && CAN_TWO_HANDS_WIELDING())
466 act = STR_WIELD_ARMS;
468 act = (left_hander ? STR_WIELD_LARM : STR_WIELD_RARM);
472 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_RARM) && CAN_TWO_HANDS_WIELDING())
473 act = STR_WIELD_ARMS;
475 act = (left_hander ? STR_WIELD_RARM : STR_WIELD_LARM);
479 act = _("%s(%c)を射撃用に装備した。", "You are shooting with %s (%c).");
483 act = _("%s(%c)を光源にした。", "Your light source is %s (%c).");
487 act = _("%s(%c)を装備した。", "You are wearing %s (%c).");
491 /* Describe the result */
492 object_desc(o_name, o_ptr, 0);
494 msg_format(act, o_name, index_to_label(slot));
498 if (object_is_cursed(o_ptr))
500 /* Warn the player */
501 msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
502 chg_virtue(V_HARMONY, -1);
505 o_ptr->ident |= (IDENT_SENSE);
508 /* The Stone Mask make the player turn into a vampire! */
509 if ((o_ptr->name1 == ART_STONEMASK) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
511 /* Turn into a vampire */
512 change_race(RACE_VAMPIRE, "");
515 /* Recalculate bonuses */
516 p_ptr->update |= (PU_BONUS);
518 /* Recalculate torch */
519 p_ptr->update |= (PU_TORCH);
521 /* Recalculate mana */
522 p_ptr->update |= (PU_MANA);
524 p_ptr->redraw |= (PR_EQUIPPY);
526 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
533 * @param item 持ち替えを行いたい装備部位ID
536 void kamaenaoshi(INVENTORY_IDX item)
538 object_type *o_ptr, *new_o_ptr;
539 char o_name[MAX_NLEN];
541 if (item == INVEN_RARM)
543 if (buki_motteruka(INVEN_LARM))
545 o_ptr = &inventory[INVEN_LARM];
546 object_desc(o_name, o_ptr, 0);
548 if (!object_is_cursed(o_ptr))
550 new_o_ptr = &inventory[INVEN_RARM];
551 object_copy(new_o_ptr, o_ptr);
552 p_ptr->total_weight += o_ptr->weight;
553 inven_item_increase(INVEN_LARM, -((int)o_ptr->number));
554 inven_item_optimize(INVEN_LARM);
555 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
556 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
558 msg_format(_("%sを%sで構えた。", "You are wielding %s in your %s hand."), o_name,
559 (left_hander ? _("左手", "left") : _("右手", "right")));
563 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
564 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
568 else if (item == INVEN_LARM)
570 o_ptr = &inventory[INVEN_RARM];
571 if (o_ptr->k_idx) object_desc(o_name, o_ptr, 0);
573 if (buki_motteruka(INVEN_RARM))
575 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
576 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
578 else if (!(empty_hands(FALSE) & EMPTY_HAND_RARM) && !object_is_cursed(o_ptr))
580 new_o_ptr = &inventory[INVEN_LARM];
581 object_copy(new_o_ptr, o_ptr);
582 p_ptr->total_weight += o_ptr->weight;
583 inven_item_increase(INVEN_RARM, -((int)o_ptr->number));
584 inven_item_optimize(INVEN_RARM);
585 msg_format(_("%sを持ち替えた。", "You switched hand of %s."), o_name);
592 * @brief 装備を外すコマンドのメインルーチン / Take off an item
595 void do_cmd_takeoff(void)
601 if (p_ptr->special_defense & KATA_MUSOU)
603 set_action(ACTION_NONE);
606 item_tester_no_ryoute = TRUE;
609 q = _("どれを装備からはずしますか? ", "Take off which item? ");
610 s = _("はずせる装備がない。", "You are not wearing anything to take off.");
612 if (!get_item(&item, q, s, (USE_EQUIP))) return;
614 /* Get the item (in the pack) */
617 o_ptr = &inventory[item];
620 /* Get the item (on the floor) */
623 o_ptr = &o_list[0 - item];
628 if (object_is_cursed(o_ptr))
630 if ((o_ptr->curse_flags & TRC_PERMA_CURSE) || (p_ptr->pclass != CLASS_BERSERKER))
633 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
639 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && one_in_(7)) || one_in_(4))
641 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!"));
643 /* Hack -- Assume felt */
644 o_ptr->ident |= (IDENT_SENSE);
646 o_ptr->curse_flags = 0L;
649 o_ptr->feeling = FEEL_NONE;
651 /* Recalculate the bonuses */
652 p_ptr->update |= (PU_BONUS);
654 p_ptr->window |= (PW_EQUIP);
656 msg_print(_("呪いを打ち破った。", "You break the curse."));
660 msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
661 p_ptr->energy_use = 50;
666 /* Take a partial turn */
667 p_ptr->energy_use = 50;
669 /* Take off the item */
670 (void)inven_takeoff(item, 255);
673 p_ptr->redraw |= (PR_EQUIPPY);
678 * @brief アイテムを落とすコマンドのメインルーチン / Drop an item
681 void do_cmd_drop(void)
690 if (p_ptr->special_defense & KATA_MUSOU)
692 set_action(ACTION_NONE);
695 item_tester_no_ryoute = TRUE;
697 q = _("どのアイテムを落としますか? ", "Drop which item? ");
698 s = _("落とせるアイテムを持っていない。", "You have nothing to drop.");
700 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN))) return;
702 /* Get the item (in the pack) */
705 o_ptr = &inventory[item];
708 /* Get the item (on the floor) */
711 o_ptr = &o_list[0 - item];
715 /* Hack -- Cannot remove cursed items */
716 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
719 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
725 /* See how many items */
726 if (o_ptr->number > 1)
729 amt = get_quantity(NULL, o_ptr->number);
731 /* Allow user abort */
732 if (amt <= 0) return;
736 /* Take a partial turn */
737 p_ptr->energy_use = 50;
739 /* Drop (some of) the item */
740 inven_drop(item, amt);
742 if (item >= INVEN_RARM)
748 p_ptr->redraw |= (PR_EQUIPPY);
752 * @brief オブジェクトが高位の魔法書かどうかを判定する
753 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
754 * @return オブジェクトが高位の魔法書ならばTRUEを返す
756 static bool high_level_book(object_type *o_ptr)
758 if ((o_ptr->tval == TV_LIFE_BOOK) ||
759 (o_ptr->tval == TV_SORCERY_BOOK) ||
760 (o_ptr->tval == TV_NATURE_BOOK) ||
761 (o_ptr->tval == TV_CHAOS_BOOK) ||
762 (o_ptr->tval == TV_DEATH_BOOK) ||
763 (o_ptr->tval == TV_TRUMP_BOOK) ||
764 (o_ptr->tval == TV_CRAFT_BOOK) ||
765 (o_ptr->tval == TV_DAEMON_BOOK) ||
766 (o_ptr->tval == TV_CRUSADE_BOOK) ||
767 (o_ptr->tval == TV_MUSIC_BOOK) ||
768 (o_ptr->tval == TV_HEX_BOOK))
781 * @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
784 void do_cmd_destroy(void)
794 object_type *q_ptr = &forge;
796 char o_name[MAX_NLEN];
797 char out_val[MAX_NLEN+40];
801 if (p_ptr->special_defense & KATA_MUSOU)
803 set_action(ACTION_NONE);
806 /* Hack -- force destruction */
807 if (command_arg > 0) force = TRUE;
810 q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
811 s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
813 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
815 /* Get the item (in the pack) */
818 o_ptr = &inventory[item];
821 /* Get the item (on the floor) */
824 o_ptr = &o_list[0 - item];
827 /* Verify unless quantity given beforehand */
828 if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
830 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
832 /* Make a verification */
833 sprintf(out_val, _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]"), o_name);
836 /* HACK : Add the line to message buffer */
837 message_add(out_val);
838 p_ptr->window |= (PW_MESSAGE);
841 /* Get an acceptable answer */
851 /* Erase the prompt */
855 if (i == 'y' || i == 'Y')
859 if (i == ESCAPE || i == 'n' || i == 'N')
866 /* Add an auto-destroy preference line */
867 if (autopick_autoregister(o_ptr))
869 /* Auto-destroy it */
870 autopick_alter_item(item, TRUE);
873 /* The object is already destroyed. */
879 /* See how many items */
880 if (o_ptr->number > 1)
883 amt = get_quantity(NULL, o_ptr->number);
885 /* Allow user abort */
886 if (amt <= 0) return;
890 /* Describe the object */
891 old_number = o_ptr->number;
893 object_desc(o_name, o_ptr, 0);
894 o_ptr->number = old_number;
896 p_ptr->energy_use = 100;
898 /* Artifacts cannot be destroyed */
899 if (!can_player_destroy_object(o_ptr))
901 p_ptr->energy_use = 0;
903 msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
907 object_copy(q_ptr, o_ptr);
909 msg_format(_("%sを壊した。", "You destroy %s."), o_name);
910 sound(SOUND_DESTITEM);
912 /* Reduce the charges of rods/wands */
913 reduce_charges(o_ptr, amt);
915 /* Eliminate the item (from the pack) */
918 inven_item_increase(item, -amt);
919 inven_item_describe(item);
920 inven_item_optimize(item);
923 /* Eliminate the item (from the floor) */
926 floor_item_increase(0 - item, -amt);
927 floor_item_describe(0 - item);
928 floor_item_optimize(0 - item);
931 if (high_level_book(q_ptr))
933 bool gain_expr = FALSE;
935 if (p_ptr->prace == RACE_ANDROID)
938 else if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
942 else if (p_ptr->pclass == CLASS_PALADIN)
944 if (is_good_realm(p_ptr->realm1))
946 if (!is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
950 if (is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
954 if (gain_expr && (p_ptr->exp < PY_MAX_EXP))
956 s32b tester_exp = p_ptr->max_exp / 20;
957 if (tester_exp > 10000) tester_exp = 10000;
958 if (q_ptr->sval < 3) tester_exp /= 4;
959 if (tester_exp<1) tester_exp = 1;
961 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
962 gain_exp(tester_exp * amt);
964 if (high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
966 chg_virtue(V_UNLIFE, 1);
967 chg_virtue(V_VITALITY, -1);
969 else if (high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
971 chg_virtue(V_UNLIFE, -1);
972 chg_virtue(V_VITALITY, 1);
975 if (q_ptr->to_a || q_ptr->to_h || q_ptr->to_d)
976 chg_virtue(V_ENCHANT, -1);
978 if (object_value_real(q_ptr) > 30000)
979 chg_virtue(V_SACRIFICE, 2);
981 else if (object_value_real(q_ptr) > 10000)
982 chg_virtue(V_SACRIFICE, 1);
985 if (q_ptr->to_a != 0 || q_ptr->to_d != 0 || q_ptr->to_h != 0)
986 chg_virtue(V_HARMONY, 1);
988 if (item >= INVEN_RARM) calc_android_exp();
993 * @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
996 void do_cmd_observe(void)
1000 char o_name[MAX_NLEN];
1004 item_tester_no_ryoute = TRUE;
1007 q = _("どのアイテムを調べますか? ", "Examine which item? ");
1008 s = _("調べられるアイテムがない。", "You have nothing to examine.");
1010 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
1012 /* Get the item (in the pack) */
1015 o_ptr = &inventory[item];
1018 /* Get the item (on the floor) */
1021 o_ptr = &o_list[0 - item];
1025 /* Require full knowledge */
1026 if (!(o_ptr->ident & IDENT_MENTAL))
1028 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."));
1034 object_desc(o_name, o_ptr, 0);
1037 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
1038 /* Describe it fully */
1039 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."));
1045 * @brief アイテムの銘を消すコマンドのメインルーチン
1046 * Remove the inscription from an object XXX Mention item (when done)?
1049 void do_cmd_uninscribe(void)
1055 item_tester_no_ryoute = TRUE;
1057 q = _("どのアイテムの銘を消しますか? ", "Un-inscribe which item? ");
1058 s = _("銘を消せるアイテムがない。", "You have nothing to un-inscribe.");
1060 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
1062 /* Get the item (in the pack) */
1065 o_ptr = &inventory[item];
1068 /* Get the item (on the floor) */
1071 o_ptr = &o_list[0 - item];
1074 /* Nothing to remove */
1075 if (!o_ptr->inscription)
1077 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."));
1081 msg_print(_("銘を消した。", "Inscription removed."));
1083 /* Remove the incription */
1084 o_ptr->inscription = 0;
1086 /* Combine the pack */
1087 p_ptr->notice |= (PN_COMBINE);
1089 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1091 /* .や$の関係で, 再計算が必要なはず -- henkma */
1092 p_ptr->update |= (PU_BONUS);
1098 * @brief アイテムの銘を刻むコマンドのメインルーチン
1099 * Inscribe an object with a comment
1102 void do_cmd_inscribe(void)
1106 char o_name[MAX_NLEN];
1110 item_tester_no_ryoute = TRUE;
1112 q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
1113 s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
1115 if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
1117 /* Get the item (in the pack) */
1120 o_ptr = &inventory[item];
1123 /* Get the item (on the floor) */
1126 o_ptr = &o_list[0 - item];
1129 /* Describe the activity */
1130 object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
1132 msg_format(_("%sに銘を刻む。", "Inscribing %s."), o_name);
1135 /* Start with nothing */
1136 strcpy(out_val, "");
1138 /* Use old inscription */
1139 if (o_ptr->inscription)
1141 /* Start with the old inscription */
1142 strcpy(out_val, quark_str(o_ptr->inscription));
1145 /* Get a new inscription (possibly empty) */
1146 if (get_string(_("銘: ", "Inscription: "), out_val, 80))
1148 /* Save the inscription */
1149 o_ptr->inscription = quark_add(out_val);
1151 /* Combine the pack */
1152 p_ptr->notice |= (PN_COMBINE);
1154 p_ptr->window |= (PW_INVEN | PW_EQUIP);
1156 /* .や$の関係で, 再計算が必要なはず -- henkma */
1157 p_ptr->update |= (PU_BONUS);
1164 * @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
1165 * An "item_tester_hook" for refilling lanterns
1166 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
1167 * @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
1169 static bool item_tester_refill_lantern(object_type *o_ptr)
1171 /* Flasks of oil are okay */
1172 if (o_ptr->tval == TV_FLASK) return (TRUE);
1174 /* Laterns are okay */
1175 if ((o_ptr->tval == TV_LITE) &&
1176 (o_ptr->sval == SV_LITE_LANTERN)) return (TRUE);
1178 /* Assume not okay */
1184 * @brief ランタンに燃料を加えるコマンドのメインルーチン
1185 * Refill the players lamp (from the pack or floor)
1188 static void do_cmd_refill_lamp(void)
1198 /* Restrict the choices */
1199 item_tester_hook = item_tester_refill_lantern;
1203 q = "どの油つぼから注ぎますか? ";
1206 q = "Refill with which flask? ";
1207 s = "You have no flasks of oil.";
1210 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
1212 /* Get the item (in the pack) */
1215 o_ptr = &inventory[item];
1218 /* Get the item (on the floor) */
1221 o_ptr = &o_list[0 - item];
1225 /* Take a partial turn */
1226 p_ptr->energy_use = 50;
1228 /* Access the lantern */
1229 j_ptr = &inventory[INVEN_LITE];
1232 j_ptr->xtra4 += o_ptr->xtra4;
1234 msg_print(_("ランプに油を注いだ。", "You fuel your lamp."));
1237 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
1240 msg_print(_("ランプが消えてしまった!", "Your lamp has gone out!"));
1242 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
1245 msg_print(_("しかしランプは全く光らない。", "Curiously, your lamp doesn't light."));
1247 else if (j_ptr->xtra4 >= FUEL_LAMP)
1249 j_ptr->xtra4 = FUEL_LAMP;
1250 msg_print(_("ランプの油は一杯だ。", "Your lamp is full."));
1253 /* Decrease the item (from the pack) */
1256 inven_item_increase(item, -1);
1257 inven_item_describe(item);
1258 inven_item_optimize(item);
1261 /* Decrease the item (from the floor) */
1264 floor_item_increase(0 - item, -1);
1265 floor_item_describe(0 - item);
1266 floor_item_optimize(0 - item);
1269 /* Recalculate torch */
1270 p_ptr->update |= (PU_TORCH);
1275 * @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
1276 * An "item_tester_hook" for refilling torches
1277 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
1278 * @return オブジェクトが松明に束ねられるならばTRUEを返す
1280 static bool item_tester_refill_torch(object_type *o_ptr)
1282 /* Torches are okay */
1283 if ((o_ptr->tval == TV_LITE) &&
1284 (o_ptr->sval == SV_LITE_TORCH)) return (TRUE);
1286 /* Assume not okay */
1292 * @brief 松明を束ねるコマンドのメインルーチン
1293 * Refuel the players torch (from the pack or floor)
1296 static void do_cmd_refill_torch(void)
1306 /* Restrict the choices */
1307 item_tester_hook = item_tester_refill_torch;
1311 q = "どの松明で明かりを強めますか? ";
1314 q = "Refuel with which torch? ";
1315 s = "You have no extra torches.";
1318 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
1320 /* Get the item (in the pack) */
1323 o_ptr = &inventory[item];
1326 /* Get the item (on the floor) */
1329 o_ptr = &o_list[0 - item];
1333 /* Take a partial turn */
1334 p_ptr->energy_use = 50;
1336 /* Access the primary torch */
1337 j_ptr = &inventory[INVEN_LITE];
1340 j_ptr->xtra4 += o_ptr->xtra4 + 5;
1342 msg_print(_("松明を結合した。", "You combine the torches."));
1345 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
1348 msg_print(_("松明が消えてしまった!", "Your torch has gone out!"));
1350 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
1353 msg_print(_("しかし松明は全く光らない。", "Curiously, your torche don't light."));
1355 /* Over-fuel message */
1356 else if (j_ptr->xtra4 >= FUEL_TORCH)
1358 j_ptr->xtra4 = FUEL_TORCH;
1359 msg_print(_("松明の寿命は十分だ。", "Your torch is fully fueled."));
1362 /* Refuel message */
1365 msg_print(_("松明はいっそう明るく輝いた。", "Your torch glows more brightly."));
1368 /* Decrease the item (from the pack) */
1371 inven_item_increase(item, -1);
1372 inven_item_describe(item);
1373 inven_item_optimize(item);
1376 /* Decrease the item (from the floor) */
1379 floor_item_increase(0 - item, -1);
1380 floor_item_describe(0 - item);
1381 floor_item_optimize(0 - item);
1384 /* Recalculate torch */
1385 p_ptr->update |= (PU_TORCH);
1390 * @brief 燃料を補充するコマンドのメインルーチン
1391 * Refill the players lamp, or restock his torches
1394 void do_cmd_refill(void)
1399 o_ptr = &inventory[INVEN_LITE];
1401 if (p_ptr->special_defense & KATA_MUSOU)
1403 set_action(ACTION_NONE);
1407 if (o_ptr->tval != TV_LITE)
1409 msg_print(_("光源を装備していない。", "You are not wielding a light."));
1413 else if (o_ptr->sval == SV_LITE_LANTERN)
1415 do_cmd_refill_lamp();
1419 else if (o_ptr->sval == SV_LITE_TORCH)
1421 do_cmd_refill_torch();
1424 /* No torch to refill */
1427 msg_print(_("この光源は寿命を延ばせない。", "Your light cannot be refilled."));
1433 * @brief ターゲットを設定するコマンドのメインルーチン
1437 void do_cmd_target(void)
1440 if (target_set(TARGET_KILL))
1442 msg_print(_("ターゲット決定。", "Target Selected."));
1445 /* Target aborted */
1448 msg_print(_("ターゲット解除。", "Target Aborted."));
1455 * @brief 周囲を見渡すコマンドのメインルーチン
1459 void do_cmd_look(void)
1462 p_ptr->window |= PW_MONSTER_LIST;
1467 if (target_set(TARGET_LOOK))
1469 msg_print(_("ターゲット決定。", "Target Selected."));
1475 * @brief 位置を確認するコマンドのメインルーチン
1476 * Allow the player to examine other sectors on the map
1479 void do_cmd_locate(void)
1481 int dir, y1, x1, y2, x2;
1490 get_screen_size(&wid, &hgt);
1493 /* Start at current panel */
1494 y2 = y1 = panel_row_min;
1495 x2 = x1 = panel_col_min;
1497 /* Show panels until done */
1500 /* Describe the location */
1501 if ((y2 == y1) && (x2 == x1))
1504 strcpy(tmp_val, "真上");
1513 sprintf(tmp_val, "%s%s",
1514 ((y2 < y1) ? "北" : (y2 > y1) ? "南" : ""),
1515 ((x2 < x1) ? "西" : (x2 > x1) ? "東" : ""));
1517 sprintf(tmp_val, "%s%s of",
1518 ((y2 < y1) ? " North" : (y2 > y1) ? " South" : ""),
1519 ((x2 < x1) ? " West" : (x2 > x1) ? " East" : ""));
1524 /* Prepare to ask which way to look */
1525 sprintf(out_val, _("マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
1526 "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?"),
1527 y2 / (hgt / 2), y2 % (hgt / 2),
1528 x2 / (wid / 2), x2 % (wid / 2), tmp_val);
1530 /* Assume no direction */
1533 /* Get a direction */
1538 /* Get a command (or Cancel) */
1539 if (!get_com(out_val, &command, TRUE)) break;
1541 /* Extract the action (if any) */
1542 dir = get_keymap_dir(command);
1551 /* Apply the motion */
1552 if (change_panel(ddy[dir], ddx[dir]))
1560 /* Recenter the map around the player */
1563 p_ptr->update |= (PU_MONSTERS);
1566 p_ptr->redraw |= (PR_MAP);
1568 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1577 * @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
1578 * Sorting hook -- Comp function -- see below
1579 * @param u モンスター種族情報の入れるポインタ
1581 * @param a 比較するモンスター種族のID1
1582 * @param b 比較するモンスター種族のID2
1583 * @return 2の方が大きければTRUEを返す
1584 * We use "u" to point to array of monster indexes,
1585 * and "v" to select the type of sorting to perform on "u".
1587 bool ang_sort_comp_hook(vptr u, vptr v, int a, int b)
1589 u16b *who = (u16b*)(u);
1591 u16b *why = (u16b*)(v);
1598 /* Sort by player kills */
1601 /* Extract player kills */
1602 z1 = r_info[w1].r_pkills;
1603 z2 = r_info[w2].r_pkills;
1605 /* Compare player kills */
1606 if (z1 < z2) return (TRUE);
1607 if (z1 > z2) return (FALSE);
1611 /* Sort by total kills */
1614 /* Extract total kills */
1615 z1 = r_info[w1].r_tkills;
1616 z2 = r_info[w2].r_tkills;
1618 /* Compare total kills */
1619 if (z1 < z2) return (TRUE);
1620 if (z1 > z2) return (FALSE);
1624 /* Sort by monster level */
1627 /* Extract levels */
1628 z1 = r_info[w1].level;
1629 z2 = r_info[w2].level;
1631 /* Compare levels */
1632 if (z1 < z2) return (TRUE);
1633 if (z1 > z2) return (FALSE);
1637 /* Sort by monster experience */
1640 /* Extract experience */
1641 z1 = r_info[w1].mexp;
1642 z2 = r_info[w2].mexp;
1644 /* Compare experience */
1645 if (z1 < z2) return (TRUE);
1646 if (z1 > z2) return (FALSE);
1650 /* Compare indexes */
1656 * @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
1657 * Sorting hook -- Swap function -- see below
1658 * @param u モンスター種族情報の入れるポインタ
1660 * @param a スワップするモンスター種族のID1
1661 * @param b スワップするモンスター種族のID2
1664 * We use "u" to point to array of monster indexes,
1665 * and "v" to select the type of sorting to perform.
1667 void ang_sort_swap_hook(vptr u, vptr v, int a, int b)
1669 u16b *who = (u16b*)(u);
1685 * @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
1686 * Identify a character, allow recall of monsters
1690 * Several "special" responses recall "multiple" monsters:
1692 * ^U (all unique monsters)
1693 * ^N (all non-unique monsters)
1695 * The responses may be sorted in several ways, see below.
1697 * Note that the player ghosts are ignored. XXX XXX XXX
1700 void do_cmd_query_symbol(void)
1714 bool recall = FALSE;
1719 /* Get a character, or abort */
1720 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): ",
1721 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) return;
1723 /* Find that character info, and describe it */
1724 for (i = 0; ident_info[i]; ++i)
1726 if (sym == ident_info[i][0]) break;
1730 if (sym == KTRL('A'))
1733 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
1735 else if (sym == KTRL('U'))
1738 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
1740 else if (sym == KTRL('N'))
1743 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
1745 else if (sym == KTRL('R'))
1748 strcpy(buf, _("乗馬可能モンスターのリスト", "Ridable monster list."));
1750 /* XTRA HACK WHATSEARCH */
1751 else if (sym == KTRL('M'))
1754 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
1759 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
1761 else if (ident_info[i])
1763 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
1767 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
1770 /* Display the result */
1773 /* Allocate the "who" array */
1774 C_MAKE(who, max_r_idx, IDX);
1776 /* Collect matching monsters */
1777 for (n = 0, i = 1; i < max_r_idx; i++)
1779 monster_race *r_ptr = &r_info[i];
1781 /* Nothing to recall */
1782 if (!cheat_know && !r_ptr->r_sights) continue;
1784 /* Require non-unique monsters if needed */
1785 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
1787 /* Require unique monsters if needed */
1788 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
1790 /* Require ridable monsters if needed */
1791 if (ride && !(r_ptr->flags7 & (RF7_RIDING))) continue;
1793 /* XTRA HACK WHATSEARCH */
1799 for (xx = 0; temp[xx] && xx < 80; xx++)
1802 if (iskanji(temp[xx])) { xx++; continue; }
1804 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
1808 strcpy(temp2, r_name + r_ptr->E_name);
1810 strcpy(temp2, r_name + r_ptr->name);
1812 for (xx = 0; temp2[xx] && xx < 80; xx++)
1813 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
1816 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
1818 if (my_strstr(temp2, temp))
1823 /* Collect "appropriate" monsters */
1824 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
1827 /* Nothing to recall */
1830 /* Free the "who" array */
1831 C_KILL(who, max_r_idx, IDX);
1837 /* Prompt XXX XXX XXX */
1838 put_str(_("思い出を見ますか? (k:殺害順/y/n): ", "Recall details? (k/y/n): "), 0, _(36, 40));
1849 /* Select the sort method */
1850 ang_sort_comp = ang_sort_comp_hook;
1851 ang_sort_swap = ang_sort_swap_hook;
1853 /* Sort the array */
1854 ang_sort(who, &why, n);
1856 /* Sort by kills (and level) */
1863 /* Catch "escape" */
1866 /* Free the "who" array */
1867 C_KILL(who, max_r_idx, IDX);
1872 /* Sort if needed */
1875 /* Select the sort method */
1876 ang_sort_comp = ang_sort_comp_hook;
1877 ang_sort_swap = ang_sort_swap_hook;
1879 /* Sort the array */
1880 ang_sort(who, &why, n);
1884 /* Start at the end */
1887 /* Scan the monster memory */
1890 /* Extract a race */
1893 /* Hack -- Auto-recall */
1894 monster_race_track(r_idx);
1896 /* Hack -- Handle stuff */
1905 /* Save the screen */
1908 /* Recall on screen */
1909 screen_roff(who[i], 0);
1912 /* Hack -- Begin the prompt */
1915 /* Hack -- Complete the prompt */
1916 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
1928 /* Normal commands */
1929 if (query != 'r') break;
1936 if (query == ESCAPE) break;
1938 /* Move to "prev" monster */
1944 if (!expand_list) break;
1948 /* Move to "next" monster */
1954 if (!expand_list) break;
1959 /* Free the "who" array */
1960 C_KILL(who, max_r_idx, IDX);
1962 /* Re-display the identity */
1967 * @brief アイテムを汎用的に「使う」コマンドのメインルーチン /
1971 * XXX - Add actions for other item types
1973 void do_cmd_use(void)
1979 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1981 set_action(ACTION_NONE);
1984 item_tester_no_ryoute = TRUE;
1985 /* Prepare the hook */
1986 item_tester_hook = item_tester_hook_use;
1989 q = _("どれを使いますか?", "Use which item? ");
1990 s = _("使えるものがありません。", "You have nothing to use.");
1992 if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR))) return;
1994 /* Get the item (in the pack) */
1997 o_ptr = &inventory[item];
1999 /* Get the item (on the floor) */
2002 o_ptr = &o_list[0 - item];
2005 switch (o_ptr->tval)
2017 do_cmd_eat_food_aux(item);
2024 do_cmd_aim_wand_aux(item);
2031 do_cmd_use_staff_aux(item);
2038 do_cmd_zap_rod_aux(item);
2042 /* Quaff a potion */
2045 do_cmd_quaff_potion_aux(item);
2052 /* Check some conditions */
2055 msg_print(_("目が見えない。", "You can't see anything."));
2060 msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by."));
2063 if (p_ptr->confused)
2065 msg_print(_("混乱していて読めない!", "You are too confused!"));
2069 do_cmd_read_scroll_aux(item, TRUE);
2078 do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
2082 /* Activate an artifact */
2085 do_cmd_activate_aux(item);