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"
31 * @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
34 void do_cmd_inven(void)
38 /* Note that we are in "inventory" mode */
41 /* Note that we are in "inventory" mode */
42 if (easy_floor) command_wrk = (USE_INVEN);
45 /* Display the inventory */
46 (void)show_inven(0, USE_FULL);
49 sprintf(out_val, "持ち物: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
50 (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
51 (long int)((p_ptr->total_weight * 100) / weight_limit()));
53 sprintf(out_val, "Inventory: carrying %d.%d pounds (%ld%% of capacity). Command: ",
54 (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
55 (p_ptr->total_weight * 100) / weight_limit());
59 command_new = inkey();
62 /* Process "Escape" */
63 if (command_new == ESCAPE)
67 Term_get_size(&wid, &hgt);
71 command_gap = wid - 30;
74 /* Process normal keys */
77 /* Hack -- Use "display" mode */
84 * @brief 装備一覧を表示するコマンドのメインルーチン / Display equipment
87 void do_cmd_equip(void)
92 /* Note that we are in "equipment" mode */
95 /* Note that we are in "equipment" mode */
96 if (easy_floor) command_wrk = (USE_EQUIP);
99 (void)show_equip(0, USE_FULL);
103 sprintf(out_val, "装備: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
104 (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
105 (long int)((p_ptr->total_weight * 100) / weight_limit()));
107 sprintf(out_val, "Equipment: carrying %d.%d pounds (%ld%% of capacity). Command: ",
108 (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
109 (long int)((p_ptr->total_weight * 100) / weight_limit()));
113 command_new = inkey();
116 /* Process "Escape" */
117 if (command_new == ESCAPE)
121 Term_get_size(&wid, &hgt);
125 command_gap = wid - 30;
128 /* Process normal keys */
131 /* Enter "display" mode */
139 bool select_ring_slot = FALSE;
142 * @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
145 void do_cmd_wield(void)
147 OBJECT_IDX item, slot;
155 GAME_TEXT o_name[MAX_NLEN];
158 OBJECT_IDX need_switch_wielding = 0;
160 if (p_ptr->special_defense & KATA_MUSOU)
162 set_action(ACTION_NONE);
165 /* Restrict the choices */
166 item_tester_hook = item_tester_hook_wear;
168 q = _("どれを装備しますか? ", "Wear/Wield which item? ");
169 s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
171 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
175 slot = wield_slot(o_ptr);
179 /* Shields and some misc. items */
184 if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
186 /* Restrict the choices */
187 item_tester_hook = item_tester_hook_melee_weapon;
189 /* Choose a weapon from the equipment only */
190 q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
191 s = _("おっと。", "Oops.");
192 if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
193 if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
196 else if (buki_motteruka(INVEN_LARM)) slot = INVEN_RARM;
198 /* Both arms are already used by non-weapon */
199 else if (inventory[INVEN_RARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_RARM]) &&
200 inventory[INVEN_LARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_LARM]))
202 /* Restrict the choices */
203 item_tester_hook = item_tester_hook_mochikae;
206 q = _("どちらの手に装備しますか?", "Equip which hand? ");
207 s = _("おっと。", "Oops.");
208 if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
217 /* Asking for dual wielding */
218 if (slot == INVEN_LARM)
220 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
223 else if (!inventory[INVEN_RARM].k_idx && buki_motteruka(INVEN_LARM))
225 if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
228 /* Both arms are already used */
229 else if (inventory[INVEN_LARM].k_idx && inventory[INVEN_RARM].k_idx)
231 /* Restrict the choices */
232 item_tester_hook = item_tester_hook_mochikae;
235 q = _("どちらの手に装備しますか?", "Equip which hand? ");
236 s = _("おっと。", "Oops.");
238 if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
239 if ((slot == INVEN_LARM) && !buki_motteruka(INVEN_RARM))
240 need_switch_wielding = INVEN_RARM;
246 /* Choose a ring slot */
247 if (inventory[INVEN_LEFT].k_idx && inventory[INVEN_RIGHT].k_idx)
249 q = _("どちらの指輪と取り替えますか?", "Replace which ring? ");
253 q = _("どちらの手に装備しますか?", "Equip which hand? ");
255 s = _("おっと。", "Oops.");
257 /* Restrict the choices */
258 select_ring_slot = TRUE;
260 if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT)))
262 select_ring_slot = FALSE;
265 select_ring_slot = FALSE;
269 /* Prevent wielding into a cursed slot */
270 if (object_is_cursed(&inventory[slot]))
272 object_desc(o_name, &inventory[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
275 msg_format("%s%sは呪われているようだ。", describe_use(slot) , o_name );
277 msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(slot));
280 /* Cancel the command */
285 ((object_is_cursed(o_ptr) && object_is_known(o_ptr)) ||
286 ((o_ptr->ident & IDENT_SENSE) &&
287 (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED))))
289 char dummy[MAX_NLEN+80];
291 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
292 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);
294 if (!get_check(dummy)) return;
297 if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
299 char dummy[MAX_NLEN+80];
301 object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
304 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);
306 msg_format("%s will transforms you into a vampire permanently when equiped.", o_name);
307 sprintf(dummy, "Do you become a vampire?");
310 if (!get_check(dummy)) return;
313 if (need_switch_wielding && !object_is_cursed(&inventory[need_switch_wielding]))
315 object_type *slot_o_ptr = &inventory[slot];
316 object_type *switch_o_ptr = &inventory[need_switch_wielding];
317 object_type object_tmp;
318 object_type *otmp_ptr = &object_tmp;
319 GAME_TEXT switch_name[MAX_NLEN];
321 object_desc(switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
323 object_copy(otmp_ptr, switch_o_ptr);
324 object_copy(switch_o_ptr, slot_o_ptr);
325 object_copy(slot_o_ptr, otmp_ptr);
327 msg_format(_("%sを%sに構えなおした。", "You wield %s at %s hand."), switch_name,
328 (slot == INVEN_RARM) ? (left_hander ? _("左手", "left") : _("右手", "right")) :
329 (left_hander ? _("右手", "right") : _("左手", "left")));
330 slot = need_switch_wielding;
333 check_find_art_quest_completion(o_ptr);
335 if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
337 identify_item(o_ptr);
339 /* Auto-inscription */
340 autopick_alter_item(item, FALSE);
343 p_ptr->energy_use = 100;
346 /* Obtain local object */
347 object_copy(q_ptr, o_ptr);
349 /* Modify quantity */
352 /* Decrease the item (from the pack) */
355 inven_item_increase(item, -1);
356 inven_item_optimize(item);
359 /* Decrease the item (from the floor) */
362 floor_item_increase(0 - item, -1);
363 floor_item_optimize(0 - item);
366 /* Access the wield slot */
367 o_ptr = &inventory[slot];
369 /* Take off existing item */
372 /* Take off existing item */
373 (void)inven_takeoff(slot, 255);
376 /* Wear the new stuff */
377 object_copy(o_ptr, q_ptr);
379 /* Player touches it */
380 o_ptr->marked |= OM_TOUCHED;
382 p_ptr->total_weight += q_ptr->weight;
384 /* Increment the equip counter by hand */
388 #define STR_WIELD_RARM "%s(%c)を右手に装備した。"
389 #define STR_WIELD_LARM "%s(%c)を左手に装備した。"
390 #define STR_WIELD_ARMS "%s(%c)を両手で構えた。"
392 #define STR_WIELD_RARM "You are wielding %s (%c) in your right hand."
393 #define STR_WIELD_LARM "You are wielding %s (%c) in your left hand."
394 #define STR_WIELD_ARMS "You are wielding %s (%c) with both hands."
397 /* Where is the item now */
401 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_LARM) && CAN_TWO_HANDS_WIELDING())
402 act = STR_WIELD_ARMS;
404 act = (left_hander ? STR_WIELD_LARM : STR_WIELD_RARM);
408 if (object_allow_two_hands_wielding(o_ptr) && (empty_hands(FALSE) == EMPTY_HAND_RARM) && CAN_TWO_HANDS_WIELDING())
409 act = STR_WIELD_ARMS;
411 act = (left_hander ? STR_WIELD_RARM : STR_WIELD_LARM);
415 act = _("%s(%c)を射撃用に装備した。", "You are shooting with %s (%c).");
419 act = _("%s(%c)を光源にした。", "Your light source is %s (%c).");
423 act = _("%s(%c)を装備した。", "You are wearing %s (%c).");
427 object_desc(o_name, o_ptr, 0);
428 msg_format(act, o_name, index_to_label(slot));
431 if (object_is_cursed(o_ptr))
433 msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
434 chg_virtue(V_HARMONY, -1);
437 o_ptr->ident |= (IDENT_SENSE);
440 /* The Stone Mask make the player turn into a vampire! */
441 if ((o_ptr->name1 == ART_STONEMASK) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
443 /* Turn into a vampire */
444 change_race(RACE_VAMPIRE, "");
447 p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
448 p_ptr->redraw |= (PR_EQUIPPY);
449 p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
456 * @param item 持ち替えを行いたい装備部位ID
459 void kamaenaoshi(INVENTORY_IDX item)
461 object_type *o_ptr, *new_o_ptr;
462 GAME_TEXT o_name[MAX_NLEN];
464 if (item == INVEN_RARM)
466 if (buki_motteruka(INVEN_LARM))
468 o_ptr = &inventory[INVEN_LARM];
469 object_desc(o_name, o_ptr, 0);
471 if (!object_is_cursed(o_ptr))
473 new_o_ptr = &inventory[INVEN_RARM];
474 object_copy(new_o_ptr, o_ptr);
475 p_ptr->total_weight += o_ptr->weight;
476 inven_item_increase(INVEN_LARM, -((int)o_ptr->number));
477 inven_item_optimize(INVEN_LARM);
478 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
479 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
481 msg_format(_("%sを%sで構えた。", "You are wielding %s in your %s hand."), o_name,
482 (left_hander ? _("左手", "left") : _("右手", "right")));
486 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
487 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
491 else if (item == INVEN_LARM)
493 o_ptr = &inventory[INVEN_RARM];
494 if (o_ptr->k_idx) object_desc(o_name, o_ptr, 0);
496 if (buki_motteruka(INVEN_RARM))
498 if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
499 msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
501 else if (!(empty_hands(FALSE) & EMPTY_HAND_RARM) && !object_is_cursed(o_ptr))
503 new_o_ptr = &inventory[INVEN_LARM];
504 object_copy(new_o_ptr, o_ptr);
505 p_ptr->total_weight += o_ptr->weight;
506 inven_item_increase(INVEN_RARM, -((int)o_ptr->number));
507 inven_item_optimize(INVEN_RARM);
508 msg_format(_("%sを持ち替えた。", "You switched hand of %s."), o_name);
515 * @brief 装備を外すコマンドのメインルーチン / Take off an item
518 void do_cmd_takeoff(void)
524 if (p_ptr->special_defense & KATA_MUSOU)
526 set_action(ACTION_NONE);
529 q = _("どれを装備からはずしますか? ", "Take off which item? ");
530 s = _("はずせる装備がない。", "You are not wearing anything to take off.");
532 o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
536 if (object_is_cursed(o_ptr))
538 if ((o_ptr->curse_flags & TRC_PERMA_CURSE) || (p_ptr->pclass != CLASS_BERSERKER))
540 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
545 if (((o_ptr->curse_flags & TRC_HEAVY_CURSE) && one_in_(7)) || one_in_(4))
547 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!"));
549 o_ptr->ident |= (IDENT_SENSE);
550 o_ptr->curse_flags = 0L;
551 o_ptr->feeling = FEEL_NONE;
553 p_ptr->update |= (PU_BONUS);
554 p_ptr->window |= (PW_EQUIP);
556 msg_print(_("呪いを打ち破った。", "You break the curse."));
560 msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
561 p_ptr->energy_use = 50;
566 /* Take a partial turn */
567 p_ptr->energy_use = 50;
569 /* Take off the item */
570 (void)inven_takeoff(item, 255);
573 p_ptr->redraw |= (PR_EQUIPPY);
578 * @brief アイテムを落とすコマンドのメインルーチン / Drop an item
581 void do_cmd_drop(void)
590 if (p_ptr->special_defense & KATA_MUSOU)
592 set_action(ACTION_NONE);
595 q = _("どのアイテムを落としますか? ", "Drop which item? ");
596 s = _("落とせるアイテムを持っていない。", "You have nothing to drop.");
598 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
601 /* Hack -- Cannot remove cursed items */
602 if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
604 msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
609 /* See how many items */
610 if (o_ptr->number > 1)
613 amt = get_quantity(NULL, o_ptr->number);
615 /* Allow user abort */
616 if (amt <= 0) return;
620 /* Take a partial turn */
621 p_ptr->energy_use = 50;
623 /* Drop (some of) the item */
624 inven_drop(item, amt);
626 if (item >= INVEN_RARM)
632 p_ptr->redraw |= (PR_EQUIPPY);
636 * @brief オブジェクトが高位の魔法書かどうかを判定する
637 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
638 * @return オブジェクトが高位の魔法書ならばTRUEを返す
640 static bool high_level_book(object_type *o_ptr)
642 if ((o_ptr->tval == TV_LIFE_BOOK) ||
643 (o_ptr->tval == TV_SORCERY_BOOK) ||
644 (o_ptr->tval == TV_NATURE_BOOK) ||
645 (o_ptr->tval == TV_CHAOS_BOOK) ||
646 (o_ptr->tval == TV_DEATH_BOOK) ||
647 (o_ptr->tval == TV_TRUMP_BOOK) ||
648 (o_ptr->tval == TV_CRAFT_BOOK) ||
649 (o_ptr->tval == TV_DAEMON_BOOK) ||
650 (o_ptr->tval == TV_CRUSADE_BOOK) ||
651 (o_ptr->tval == TV_MUSIC_BOOK) ||
652 (o_ptr->tval == TV_HEX_BOOK))
665 * @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
668 void do_cmd_destroy(void)
678 object_type *q_ptr = &forge;
680 GAME_TEXT o_name[MAX_NLEN];
681 char out_val[MAX_NLEN+40];
685 if (p_ptr->special_defense & KATA_MUSOU)
687 set_action(ACTION_NONE);
690 /* Hack -- force destruction */
691 if (command_arg > 0) force = TRUE;
693 q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
694 s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
696 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
699 /* Verify unless quantity given beforehand */
700 if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
702 object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
704 /* Make a verification */
705 sprintf(out_val, _("本当に%sを壊しますか? [y/n/Auto]", "Really destroy %s? [y/n/Auto]"), o_name);
708 /* HACK : Add the line to message buffer */
709 message_add(out_val);
710 p_ptr->window |= (PW_MESSAGE);
713 /* Get an acceptable answer */
723 /* Erase the prompt */
727 if (i == 'y' || i == 'Y')
731 if (i == ESCAPE || i == 'n' || i == 'N')
738 /* Add an auto-destroy preference line */
739 if (autopick_autoregister(o_ptr))
741 /* Auto-destroy it */
742 autopick_alter_item(item, TRUE);
745 /* The object is already destroyed. */
751 /* See how many items */
752 if (o_ptr->number > 1)
755 amt = get_quantity(NULL, o_ptr->number);
757 /* Allow user abort */
758 if (amt <= 0) return;
762 old_number = o_ptr->number;
764 object_desc(o_name, o_ptr, 0);
765 o_ptr->number = old_number;
767 p_ptr->energy_use = 100;
769 /* Artifacts cannot be destroyed */
770 if (!can_player_destroy_object(o_ptr))
772 p_ptr->energy_use = 0;
774 msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
778 object_copy(q_ptr, o_ptr);
780 msg_format(_("%sを壊した。", "You destroy %s."), o_name);
781 sound(SOUND_DESTITEM);
783 /* Reduce the charges of rods/wands */
784 reduce_charges(o_ptr, amt);
786 /* Eliminate the item (from the pack) */
789 inven_item_increase(item, -amt);
790 inven_item_describe(item);
791 inven_item_optimize(item);
794 /* Eliminate the item (from the floor) */
797 floor_item_increase(0 - item, -amt);
798 floor_item_describe(0 - item);
799 floor_item_optimize(0 - item);
802 if (high_level_book(q_ptr))
804 bool gain_expr = FALSE;
806 if (p_ptr->prace == RACE_ANDROID)
809 else if ((p_ptr->pclass == CLASS_WARRIOR) || (p_ptr->pclass == CLASS_BERSERKER))
813 else if (p_ptr->pclass == CLASS_PALADIN)
815 if (is_good_realm(p_ptr->realm1))
817 if (!is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
821 if (is_good_realm(tval2realm(q_ptr->tval))) gain_expr = TRUE;
825 if (gain_expr && (p_ptr->exp < PY_MAX_EXP))
827 s32b tester_exp = p_ptr->max_exp / 20;
828 if (tester_exp > 10000) tester_exp = 10000;
829 if (q_ptr->sval < 3) tester_exp /= 4;
830 if (tester_exp<1) tester_exp = 1;
832 msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
833 gain_exp(tester_exp * amt);
835 if (high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
837 chg_virtue(V_UNLIFE, 1);
838 chg_virtue(V_VITALITY, -1);
840 else if (high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
842 chg_virtue(V_UNLIFE, -1);
843 chg_virtue(V_VITALITY, 1);
846 if (q_ptr->to_a || q_ptr->to_h || q_ptr->to_d)
847 chg_virtue(V_ENCHANT, -1);
849 if (object_value_real(q_ptr) > 30000)
850 chg_virtue(V_SACRIFICE, 2);
852 else if (object_value_real(q_ptr) > 10000)
853 chg_virtue(V_SACRIFICE, 1);
856 if (q_ptr->to_a != 0 || q_ptr->to_d != 0 || q_ptr->to_h != 0)
857 chg_virtue(V_HARMONY, 1);
859 if (item >= INVEN_RARM) calc_android_exp();
864 * @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
867 void do_cmd_observe(void)
871 GAME_TEXT o_name[MAX_NLEN];
874 q = _("どのアイテムを調べますか? ", "Examine which item? ");
875 s = _("調べられるアイテムがない。", "You have nothing to examine.");
877 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
880 /* Require full knowledge */
881 if (!(o_ptr->ident & IDENT_MENTAL))
883 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."));
887 object_desc(o_name, o_ptr, 0);
888 msg_format(_("%sを調べている...", "Examining %s..."), o_name);
889 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."));
895 * @brief アイテムの銘を消すコマンドのメインルーチン
896 * Remove the inscription from an object XXX Mention item (when done)?
899 void do_cmd_uninscribe(void)
905 q = _("どのアイテムの銘を消しますか? ", "Un-inscribe which item? ");
906 s = _("銘を消せるアイテムがない。", "You have nothing to un-inscribe.");
908 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
911 /* Nothing to remove */
912 if (!o_ptr->inscription)
914 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."));
918 msg_print(_("銘を消した。", "Inscription removed."));
920 /* Remove the incription */
921 o_ptr->inscription = 0;
923 /* Combine the pack */
924 p_ptr->update |= (PU_COMBINE);
926 p_ptr->window |= (PW_INVEN | PW_EQUIP);
928 /* .や$の関係で, 再計算が必要なはず -- henkma */
929 p_ptr->update |= (PU_BONUS);
935 * @brief アイテムの銘を刻むコマンドのメインルーチン
936 * Inscribe an object with a comment
939 void do_cmd_inscribe(void)
943 GAME_TEXT o_name[MAX_NLEN];
947 q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
948 s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
950 o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
953 /* Describe the activity */
954 object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
956 msg_format(_("%sに銘を刻む。", "Inscribing %s."), o_name);
959 /* Start with nothing */
962 /* Use old inscription */
963 if (o_ptr->inscription)
965 /* Start with the old inscription */
966 strcpy(out_val, quark_str(o_ptr->inscription));
969 /* Get a new inscription (possibly empty) */
970 if (get_string(_("銘: ", "Inscription: "), out_val, 80))
972 /* Save the inscription */
973 o_ptr->inscription = quark_add(out_val);
975 /* Combine the pack */
976 p_ptr->update |= (PU_COMBINE);
978 p_ptr->window |= (PW_INVEN | PW_EQUIP);
980 /* .や$の関係で, 再計算が必要なはず -- henkma */
981 p_ptr->update |= (PU_BONUS);
988 * @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
989 * An "item_tester_hook" for refilling lanterns
990 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
991 * @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
993 static bool item_tester_refill_lantern(object_type *o_ptr)
995 /* Flasks of oil are okay */
996 if (o_ptr->tval == TV_FLASK) return (TRUE);
998 /* Laterns are okay */
999 if ((o_ptr->tval == TV_LITE) &&
1000 (o_ptr->sval == SV_LITE_LANTERN)) return (TRUE);
1002 /* Assume not okay */
1008 * @brief ランタンに燃料を加えるコマンドのメインルーチン
1009 * Refill the players lamp (from the pack or floor)
1012 static void do_cmd_refill_lamp(void)
1021 /* Restrict the choices */
1022 item_tester_hook = item_tester_refill_lantern;
1024 q = _("どの油つぼから注ぎますか? ", "Refill with which flask? ");
1025 s = _("油つぼがない。", "You have no flasks of oil.");
1027 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
1030 /* Take a partial turn */
1031 p_ptr->energy_use = 50;
1033 /* Access the lantern */
1034 j_ptr = &inventory[INVEN_LITE];
1037 j_ptr->xtra4 += o_ptr->xtra4;
1038 msg_print(_("ランプに油を注いだ。", "You fuel your lamp."));
1040 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
1043 msg_print(_("ランプが消えてしまった!", "Your lamp has gone out!"));
1045 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
1048 msg_print(_("しかしランプは全く光らない。", "Curiously, your lamp doesn't light."));
1050 else if (j_ptr->xtra4 >= FUEL_LAMP)
1052 j_ptr->xtra4 = FUEL_LAMP;
1053 msg_print(_("ランプの油は一杯だ。", "Your lamp is full."));
1056 /* Decrease the item (from the pack) */
1059 inven_item_increase(item, -1);
1060 inven_item_describe(item);
1061 inven_item_optimize(item);
1064 /* Decrease the item (from the floor) */
1067 floor_item_increase(0 - item, -1);
1068 floor_item_describe(0 - item);
1069 floor_item_optimize(0 - item);
1072 /* Recalculate torch */
1073 p_ptr->update |= (PU_TORCH);
1078 * @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
1079 * An "item_tester_hook" for refilling torches
1080 * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
1081 * @return オブジェクトが松明に束ねられるならばTRUEを返す
1083 static bool item_tester_refill_torch(object_type *o_ptr)
1085 /* Torches are okay */
1086 if ((o_ptr->tval == TV_LITE) &&
1087 (o_ptr->sval == SV_LITE_TORCH)) return (TRUE);
1089 /* Assume not okay */
1095 * @brief 松明を束ねるコマンドのメインルーチン
1096 * Refuel the players torch (from the pack or floor)
1099 static void do_cmd_refill_torch(void)
1108 /* Restrict the choices */
1109 item_tester_hook = item_tester_refill_torch;
1111 q = _("どの松明で明かりを強めますか? ", "Refuel with which torch? ");
1112 s = _("他に松明がない。", "You have no extra torches.");
1114 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
1117 /* Take a partial turn */
1118 p_ptr->energy_use = 50;
1120 /* Access the primary torch */
1121 j_ptr = &inventory[INVEN_LITE];
1124 j_ptr->xtra4 += o_ptr->xtra4 + 5;
1126 msg_print(_("松明を結合した。", "You combine the torches."));
1128 if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
1131 msg_print(_("松明が消えてしまった!", "Your torch has gone out!"));
1133 else if ((o_ptr->name2 == EGO_LITE_DARKNESS) || (j_ptr->name2 == EGO_LITE_DARKNESS))
1136 msg_print(_("しかし松明は全く光らない。", "Curiously, your torche don't light."));
1138 /* Over-fuel message */
1139 else if (j_ptr->xtra4 >= FUEL_TORCH)
1141 j_ptr->xtra4 = FUEL_TORCH;
1142 msg_print(_("松明の寿命は十分だ。", "Your torch is fully fueled."));
1145 /* Refuel message */
1148 msg_print(_("松明はいっそう明るく輝いた。", "Your torch glows more brightly."));
1151 /* Decrease the item (from the pack) */
1154 inven_item_increase(item, -1);
1155 inven_item_describe(item);
1156 inven_item_optimize(item);
1159 /* Decrease the item (from the floor) */
1162 floor_item_increase(0 - item, -1);
1163 floor_item_describe(0 - item);
1164 floor_item_optimize(0 - item);
1167 /* Recalculate torch */
1168 p_ptr->update |= (PU_TORCH);
1173 * @brief 燃料を補充するコマンドのメインルーチン
1174 * Refill the players lamp, or restock his torches
1177 void do_cmd_refill(void)
1182 o_ptr = &inventory[INVEN_LITE];
1184 if (p_ptr->special_defense & KATA_MUSOU)
1186 set_action(ACTION_NONE);
1190 if (o_ptr->tval != TV_LITE)
1192 msg_print(_("光源を装備していない。", "You are not wielding a light."));
1196 else if (o_ptr->sval == SV_LITE_LANTERN)
1198 do_cmd_refill_lamp();
1202 else if (o_ptr->sval == SV_LITE_TORCH)
1204 do_cmd_refill_torch();
1207 /* No torch to refill */
1210 msg_print(_("この光源は寿命を延ばせない。", "Your light cannot be refilled."));
1216 * @brief ターゲットを設定するコマンドのメインルーチン
1220 void do_cmd_target(void)
1222 if (p_ptr->wild_mode) return;
1225 if (target_set(TARGET_KILL))
1227 msg_print(_("ターゲット決定。", "Target Selected."));
1230 /* Target aborted */
1233 msg_print(_("ターゲット解除。", "Target Aborted."));
1240 * @brief 周囲を見渡すコマンドのメインルーチン
1244 void do_cmd_look(void)
1246 p_ptr->window |= PW_MONSTER_LIST;
1250 if (target_set(TARGET_LOOK))
1252 msg_print(_("ターゲット決定。", "Target Selected."));
1258 * @brief 位置を確認するコマンドのメインルーチン
1259 * Allow the player to examine other sectors on the map
1262 void do_cmd_locate(void)
1265 POSITION y1, x1, y2, x2;
1266 GAME_TEXT tmp_val[80];
1267 GAME_TEXT out_val[160];
1270 get_screen_size(&wid, &hgt);
1272 /* Start at current panel */
1273 y2 = y1 = panel_row_min;
1274 x2 = x1 = panel_col_min;
1276 /* Show panels until done */
1279 /* Describe the location */
1280 if ((y2 == y1) && (x2 == x1))
1283 strcpy(tmp_val, "真上");
1292 sprintf(tmp_val, "%s%s",
1293 ((y2 < y1) ? "北" : (y2 > y1) ? "南" : ""),
1294 ((x2 < x1) ? "西" : (x2 > x1) ? "東" : ""));
1296 sprintf(tmp_val, "%s%s of",
1297 ((y2 < y1) ? " North" : (y2 > y1) ? " South" : ""),
1298 ((x2 < x1) ? " West" : (x2 > x1) ? " East" : ""));
1303 /* Prepare to ask which way to look */
1304 sprintf(out_val, _("マップ位置 [%ld(%02ld),%ld(%02ld)] (プレイヤーの%s) 方向?",
1305 "Map sector [%ld(%02ld),%ld(%02ld)], which is%s your sector. Direction?"),
1306 y2 / (hgt / 2), y2 % (hgt / 2),
1307 x2 / (wid / 2), x2 % (wid / 2), tmp_val);
1309 /* Assume no direction */
1312 /* Get a direction */
1317 /* Get a command (or Cancel) */
1318 if (!get_com(out_val, &command, TRUE)) break;
1320 /* Extract the action (if any) */
1321 dir = get_keymap_dir(command);
1330 /* Apply the motion */
1331 if (change_panel(ddy[dir], ddx[dir]))
1339 /* Recenter the map around the player */
1342 p_ptr->update |= (PU_MONSTERS);
1343 p_ptr->redraw |= (PR_MAP);
1344 p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
1351 * @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
1352 * Sorting hook -- Comp function -- see below
1353 * @param u モンスター種族情報の入れるポインタ
1355 * @param a 比較するモンスター種族のID1
1356 * @param b 比較するモンスター種族のID2
1357 * @return 2の方が大きければTRUEを返す
1358 * We use "u" to point to array of monster indexes,
1359 * and "v" to select the type of sorting to perform on "u".
1361 bool ang_sort_comp_hook(vptr u, vptr v, int a, int b)
1363 u16b *who = (u16b*)(u);
1364 u16b *why = (u16b*)(v);
1371 /* Sort by player kills */
1374 /* Extract player kills */
1375 z1 = r_info[w1].r_pkills;
1376 z2 = r_info[w2].r_pkills;
1378 /* Compare player kills */
1379 if (z1 < z2) return (TRUE);
1380 if (z1 > z2) return (FALSE);
1384 /* Sort by total kills */
1387 /* Extract total kills */
1388 z1 = r_info[w1].r_tkills;
1389 z2 = r_info[w2].r_tkills;
1391 /* Compare total kills */
1392 if (z1 < z2) return (TRUE);
1393 if (z1 > z2) return (FALSE);
1397 /* Sort by monster level */
1400 /* Extract levels */
1401 z1 = r_info[w1].level;
1402 z2 = r_info[w2].level;
1404 /* Compare levels */
1405 if (z1 < z2) return (TRUE);
1406 if (z1 > z2) return (FALSE);
1410 /* Sort by monster experience */
1413 /* Extract experience */
1414 z1 = r_info[w1].mexp;
1415 z2 = r_info[w2].mexp;
1417 /* Compare experience */
1418 if (z1 < z2) return (TRUE);
1419 if (z1 > z2) return (FALSE);
1423 /* Compare indexes */
1429 * @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
1430 * Sorting hook -- Swap function -- see below
1431 * @param u モンスター種族情報の入れるポインタ
1433 * @param a スワップするモンスター種族のID1
1434 * @param b スワップするモンスター種族のID2
1437 * We use "u" to point to array of monster indexes,
1438 * and "v" to select the type of sorting to perform.
1440 void ang_sort_swap_hook(vptr u, vptr v, int a, int b)
1442 u16b *who = (u16b*)(u);
1458 * @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
1459 * Identify a character, allow recall of monsters
1463 * Several "special" responses recall "multiple" monsters:
1465 * ^U (all unique monsters)
1466 * ^N (all non-unique monsters)
1468 * The responses may be sorted in several ways, see below.
1470 * Note that the player ghosts are ignored.
1473 void do_cmd_query_symbol(void)
1487 bool recall = FALSE;
1492 /* Get a character, or abort */
1493 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): ",
1494 "Enter character to be identified(^A:All,^U:Uniqs,^N:Non uniqs,^M:Name): "), &sym, FALSE)) return;
1496 /* Find that character info, and describe it */
1497 for (i = 0; ident_info[i]; ++i)
1499 if (sym == ident_info[i][0]) break;
1501 if (sym == KTRL('A'))
1504 strcpy(buf, _("全モンスターのリスト", "Full monster list."));
1506 else if (sym == KTRL('U'))
1509 strcpy(buf, _("ユニーク・モンスターのリスト", "Unique monster list."));
1511 else if (sym == KTRL('N'))
1514 strcpy(buf, _("ユニーク外モンスターのリスト", "Non-unique monster list."));
1516 else if (sym == KTRL('R'))
1519 strcpy(buf, _("乗馬可能モンスターのリスト", "Ridable monster list."));
1521 /* XTRA HACK WHATSEARCH */
1522 else if (sym == KTRL('M'))
1525 if (!get_string(_("名前(英語の場合小文字で可)", "Enter name:"),temp, 70))
1530 sprintf(buf, _("名前:%sにマッチ", "Monsters with a name \"%s\""),temp);
1532 else if (ident_info[i])
1534 sprintf(buf, "%c - %s.", sym, ident_info[i] + 2);
1538 sprintf(buf, "%c - %s", sym, _("無効な文字", "Unknown Symbol"));
1541 /* Display the result */
1544 /* Allocate the "who" array */
1545 C_MAKE(who, max_r_idx, MONRACE_IDX);
1547 /* Collect matching monsters */
1548 for (n = 0, i = 1; i < max_r_idx; i++)
1550 monster_race *r_ptr = &r_info[i];
1552 /* Nothing to recall */
1553 if (!cheat_know && !r_ptr->r_sights) continue;
1555 /* Require non-unique monsters if needed */
1556 if (norm && (r_ptr->flags1 & (RF1_UNIQUE))) continue;
1558 /* Require unique monsters if needed */
1559 if (uniq && !(r_ptr->flags1 & (RF1_UNIQUE))) continue;
1561 /* Require ridable monsters if needed */
1562 if (ride && !(r_ptr->flags7 & (RF7_RIDING))) continue;
1564 /* XTRA HACK WHATSEARCH */
1570 for (xx = 0; temp[xx] && xx < 80; xx++)
1573 if (iskanji(temp[xx])) { xx++; continue; }
1575 if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
1579 strcpy(temp2, r_name + r_ptr->E_name);
1581 strcpy(temp2, r_name + r_ptr->name);
1583 for (xx = 0; temp2[xx] && xx < 80; xx++)
1584 if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
1587 if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
1589 if (my_strstr(temp2, temp))
1594 /* Collect "appropriate" monsters */
1595 else if (all || (r_ptr->d_char == sym)) who[n++] = i;
1598 /* Nothing to recall */
1601 /* Free the "who" array */
1602 C_KILL(who, max_r_idx, IDX);
1608 put_str(_("思い出を見ますか? (k:殺害順/y/n): ", "Recall details? (k/y/n): "), 0, _(36, 40));
1618 /* Select the sort method */
1619 ang_sort_comp = ang_sort_comp_hook;
1620 ang_sort_swap = ang_sort_swap_hook;
1622 /* Sort the array */
1623 ang_sort(who, &why, n);
1625 /* Sort by kills (and level) */
1632 /* Catch "escape" */
1635 /* Free the "who" array */
1636 C_KILL(who, max_r_idx, IDX);
1641 /* Sort if needed */
1644 /* Select the sort method */
1645 ang_sort_comp = ang_sort_comp_hook;
1646 ang_sort_swap = ang_sort_swap_hook;
1648 /* Sort the array */
1649 ang_sort(who, &why, n);
1653 /* Start at the end */
1656 /* Scan the monster memory */
1659 /* Extract a race */
1662 /* Hack -- Auto-recall */
1663 monster_race_track(r_idx);
1674 /* Recall on screen */
1675 screen_roff(who[i], 0);
1678 /* Hack -- Begin the prompt */
1681 /* Hack -- Complete the prompt */
1682 Term_addstr(-1, TERM_WHITE, _(" ['r'思い出, ESC]", " [(r)ecall, ESC]"));
1694 /* Normal commands */
1695 if (query != 'r') break;
1702 if (query == ESCAPE) break;
1704 /* Move to "prev" monster */
1710 if (!expand_list) break;
1714 /* Move to "next" monster */
1720 if (!expand_list) break;
1725 /* Free the "who" array */
1726 C_KILL(who, max_r_idx, IDX);
1728 /* Re-display the identity */
1733 * @brief アイテムを汎用的に「使う」コマンドのメインルーチン /
1737 * XXX - Add actions for other item types
1739 void do_cmd_use(void)
1745 if (p_ptr->wild_mode)
1750 if (p_ptr->inside_arena)
1752 msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
1757 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1759 set_action(ACTION_NONE);
1762 item_tester_hook = item_tester_hook_use;
1764 q = _("どれを使いますか?", "Use which item? ");
1765 s = _("使えるものがありません。", "You have nothing to use.");
1767 o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
1770 switch (o_ptr->tval)
1782 do_cmd_eat_food_aux(item);
1789 do_cmd_aim_wand_aux(item);
1796 do_cmd_use_staff_aux(item);
1803 do_cmd_zap_rod_aux(item);
1807 /* Quaff a potion */
1810 do_cmd_quaff_potion_aux(item);
1817 /* Check some conditions */
1820 msg_print(_("目が見えない。", "You can't see anything."));
1825 msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by."));
1828 if (p_ptr->confused)
1830 msg_print(_("混乱していて読めない!", "You are too confused!"));
1834 do_cmd_read_scroll_aux(item, TRUE);
1843 exe_fire(item, &inventory[INVEN_BOW]);
1847 /* Activate an artifact */
1850 do_cmd_activate_aux(item);