#include "cmd-zapwand.h"
#include "object-hook.h"
+#include "sort.h"
+#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "player-status.h"
/*!
{
char out_val[160];
-
/* Note that we are in "inventory" mode */
command_wrk = FALSE;
-#ifdef ALLOW_EASY_FLOOR
-
/* Note that we are in "inventory" mode */
if (easy_floor) command_wrk = (USE_INVEN);
-
-#endif /* ALLOW_EASY_FLOOR */
-
- /* Save screen */
screen_save();
- /* Hack -- show empty slots */
- item_tester_full = TRUE;
-
/* Display the inventory */
- (void)show_inven(0);
-
- /* Hack -- hide empty slots */
- item_tester_full = FALSE;
+ (void)show_inven(0, USE_FULL);
#ifdef JP
sprintf(out_val, "持ち物: 合計 %3d.%1d kg (限界の%ld%%) コマンド: ",
- (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
- (long int)((p_ptr->total_weight * 100) / weight_limit()));
+ (int)lbtokg1(p_ptr->total_weight) , (int)lbtokg2(p_ptr->total_weight) ,
+ (long int)((p_ptr->total_weight * 100) / weight_limit()));
#else
sprintf(out_val, "Inventory: carrying %d.%d pounds (%ld%% of capacity). Command: ",
- (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
- (p_ptr->total_weight * 100) / weight_limit());
+ (int)(p_ptr->total_weight / 10), (int)(p_ptr->total_weight % 10),
+ (p_ptr->total_weight * 100) / weight_limit());
#endif
-
- /* Get a command */
prt(out_val, 0, 0);
-
- /* Get a new command */
command_new = inkey();
-
- /* Load screen */
screen_load();
-
/* Process "Escape" */
if (command_new == ESCAPE)
{
- int wid, hgt;
+ TERM_LEN wid, hgt;
- /* Get size */
Term_get_size(&wid, &hgt);
/* Reset stuff */
{
char out_val[160];
-
/* Note that we are in "equipment" mode */
command_wrk = TRUE;
-#ifdef ALLOW_EASY_FLOOR
-
/* Note that we are in "equipment" mode */
if (easy_floor) command_wrk = (USE_EQUIP);
-
-#endif /* ALLOW_EASY_FLOOR */
-
- /* Save the screen */
screen_save();
- /* Hack -- show empty slots */
- item_tester_full = TRUE;
-
- /* Display the equipment */
- (void)show_equip(0);
-
- /* Hack -- undo the hack above */
- item_tester_full = FALSE;
+ (void)show_equip(0, USE_FULL);
/* Build a prompt */
#ifdef JP
(long int)((p_ptr->total_weight * 100) / weight_limit()));
#endif
-
- /* Get a command */
prt(out_val, 0, 0);
-
- /* Get a new command */
command_new = inkey();
-
- /* Restore the screen */
screen_load();
-
/* Process "Escape" */
if (command_new == ESCAPE)
{
- int wid, hgt;
+ TERM_LEN wid, hgt;
- /* Get size */
Term_get_size(&wid, &hgt);
/* Reset stuff */
void do_cmd_wield(void)
{
OBJECT_IDX item, slot;
-
object_type forge;
object_type *q_ptr;
-
object_type *o_ptr;
- cptr act;
+ concptr act;
+ concptr q, s;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
- cptr q, s;
OBJECT_IDX need_switch_wielding = 0;
/* Restrict the choices */
item_tester_hook = item_tester_hook_wear;
- /* Get an item */
q = _("どれを装備しますか? ", "Wear/Wield which item? ");
s = _("装備可能なアイテムがない。", "You have nothing you can wear or wield.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return;
/* Check the slot */
slot = wield_slot(o_ptr);
case TV_SHIELD:
case TV_CARD:
/* Dual wielding */
- if (buki_motteruka(INVEN_RARM) && buki_motteruka(INVEN_LARM))
+ if (has_melee_weapon(INVEN_RARM) && has_melee_weapon(INVEN_LARM))
{
/* Restrict the choices */
item_tester_hook = item_tester_hook_melee_weapon;
- item_tester_no_ryoute = TRUE;
/* Choose a weapon from the equipment only */
q = _("どちらの武器と取り替えますか?", "Replace which weapon? ");
s = _("おっと。", "Oops.");
- if (!get_item(&slot, q, s, (USE_EQUIP))) return;
+ if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT))) return;
if (slot == INVEN_RARM) need_switch_wielding = INVEN_LARM;
}
- else if (buki_motteruka(INVEN_LARM)) slot = INVEN_RARM;
+ else if (has_melee_weapon(INVEN_LARM)) slot = INVEN_RARM;
/* Both arms are already used by non-weapon */
else if (inventory[INVEN_RARM].k_idx && !object_is_melee_weapon(&inventory[INVEN_RARM]) &&
/* Choose a hand */
q = _("どちらの手に装備しますか?", "Equip which hand? ");
s = _("おっと。", "Oops.");
- if (!get_item(&slot, q, s, (USE_EQUIP))) return;
+ if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
}
break;
if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_RARM;
}
- else if (!inventory[INVEN_RARM].k_idx && buki_motteruka(INVEN_LARM))
+ else if (!inventory[INVEN_RARM].k_idx && has_melee_weapon(INVEN_LARM))
{
if (!get_check(_("二刀流で戦いますか?", "Dual wielding? "))) slot = INVEN_LARM;
}
q = _("どちらの手に装備しますか?", "Equip which hand? ");
s = _("おっと。", "Oops.");
- if (!get_item(&slot, q, s, (USE_EQUIP))) return;
- if ((slot == INVEN_LARM) && !buki_motteruka(INVEN_RARM))
+ if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
+ if ((slot == INVEN_LARM) && !has_melee_weapon(INVEN_RARM))
need_switch_wielding = INVEN_RARM;
}
break;
/* Restrict the choices */
select_ring_slot = TRUE;
- item_tester_no_ryoute = TRUE;
- if (!get_item(&slot, q, s, (USE_EQUIP)))
+ if (!choose_object(&slot, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT)))
{
select_ring_slot = FALSE;
return;
/* Prevent wielding into a cursed slot */
if (object_is_cursed(&inventory[slot]))
{
- /* Describe it */
object_desc(o_name, &inventory[slot], (OD_OMIT_PREFIX | OD_NAME_ONLY));
- /* Message */
#ifdef JP
- msg_format("%s%sは呪われているようだ。",
- describe_use(slot) , o_name );
+ msg_format("%s%sは呪われているようだ。", describe_use(slot) , o_name );
#else
- msg_format("The %s you are %s appears to be cursed.",
- o_name, describe_use(slot));
+ msg_format("The %s you are %s appears to be cursed.", o_name, describe_use(slot));
#endif
/* Cancel the command */
{
char dummy[MAX_NLEN+80];
- /* Describe it */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
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);
if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
{
- char dummy[MAX_NLEN+80];
+ char dummy[MAX_NLEN+100];
- /* Describe it */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-#ifdef JP
- 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);
-#else
- msg_format("%s will transforms you into a vampire permanently when equiped.", o_name);
- sprintf(dummy, "Do you become a vampire?");
-#endif
+ sprintf(dummy, _("%sを装備すると吸血鬼になります。よろしいですか?",
+ "%s will transforms you into a vampire permanently when equiped. Do you become a vampire?"), o_name);
if (!get_check(dummy)) return;
}
object_type *switch_o_ptr = &inventory[need_switch_wielding];
object_type object_tmp;
object_type *otmp_ptr = &object_tmp;
- char switch_name[MAX_NLEN];
+ GAME_TEXT switch_name[MAX_NLEN];
object_desc(switch_name, switch_o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
autopick_alter_item(item, FALSE);
}
- /* Take a turn */
- p_ptr->energy_use = 100;
-
- /* Get local object */
+ take_turn(p_ptr, 100);
q_ptr = &forge;
/* Obtain local object */
/* Wear the new stuff */
object_copy(o_ptr, q_ptr);
- /* Player touches it */
o_ptr->marked |= OM_TOUCHED;
- /* Increase the weight */
p_ptr->total_weight += q_ptr->weight;
/* Increment the equip counter by hand */
equip_cnt++;
-#ifdef JP
-#define STR_WIELD_RARM "%s(%c)を右手に装備した。"
-#define STR_WIELD_LARM "%s(%c)を左手に装備した。"
-#define STR_WIELD_ARMS "%s(%c)を両手で構えた。"
-#else
-#define STR_WIELD_RARM "You are wielding %s (%c) in your right hand."
-#define STR_WIELD_LARM "You are wielding %s (%c) in your left hand."
-#define STR_WIELD_ARMS "You are wielding %s (%c) with both hands."
-#endif
+#define STR_WIELD_RARM _("%s(%c)を右手に装備した。", "You are wielding %s (%c) in your right hand.")
+#define STR_WIELD_LARM _("%s(%c)を左手に装備した。", "You are wielding %s (%c) in your left hand.")
+#define STR_WIELD_ARMS _("%s(%c)を両手で構えた。", "You are wielding %s (%c) with both hands.")
/* Where is the item now */
switch (slot)
break;
}
- /* Describe the result */
object_desc(o_name, o_ptr, 0);
-
- /* Message */
msg_format(act, o_name, index_to_label(slot));
-
/* Cursed! */
if (object_is_cursed(o_ptr))
{
- /* Warn the player */
msg_print(_("うわ! すさまじく冷たい!", "Oops! It feels deathly cold!"));
chg_virtue(V_HARMONY, -1);
o_ptr->ident |= (IDENT_SENSE);
}
- /* The Stone Mask make the player turn into a vampire! */
+ /* The Stone Mask make the player current_world_ptr->game_turn into a vampire! */
if ((o_ptr->name1 == ART_STONEMASK) && (p_ptr->prace != RACE_VAMPIRE) && (p_ptr->prace != RACE_ANDROID))
{
/* Turn into a vampire */
change_race(RACE_VAMPIRE, "");
}
- /* Recalculate bonuses */
- p_ptr->update |= (PU_BONUS);
-
- /* Recalculate torch */
- p_ptr->update |= (PU_TORCH);
-
- /* Recalculate mana */
- p_ptr->update |= (PU_MANA);
-
+ p_ptr->update |= (PU_BONUS | PU_TORCH | PU_MANA);
p_ptr->redraw |= (PR_EQUIPPY);
-
- /* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
calc_android_exp();
void kamaenaoshi(INVENTORY_IDX item)
{
object_type *o_ptr, *new_o_ptr;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
if (item == INVEN_RARM)
{
- if (buki_motteruka(INVEN_LARM))
+ if (has_melee_weapon(INVEN_LARM))
{
o_ptr = &inventory[INVEN_LARM];
object_desc(o_name, o_ptr, 0);
inven_item_optimize(INVEN_LARM);
if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
- else
- msg_format(_("%sを%sで構えた。", "You are wielding %s in your %s hand."), o_name,
- (left_hander ? _("左手", "left") : _("右手", "right")));
+ else
+ msg_format(_("%sを%sで構えた。", "You are wielding %s in your %s hand."), o_name,
+ (left_hander ? _("左手", "left") : _("右手", "right")));
}
else
{
o_ptr = &inventory[INVEN_RARM];
if (o_ptr->k_idx) object_desc(o_name, o_ptr, 0);
- if (buki_motteruka(INVEN_RARM))
+ if (has_melee_weapon(INVEN_RARM))
{
if (object_allow_two_hands_wielding(o_ptr) && CAN_TWO_HANDS_WIELDING())
msg_format(_("%sを両手で構えた。", "You are wielding %s with both hands."), o_name);
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (p_ptr->special_defense & KATA_MUSOU)
{
set_action(ACTION_NONE);
}
- item_tester_no_ryoute = TRUE;
-
- /* Get an item */
q = _("どれを装備からはずしますか? ", "Take off which item? ");
s = _("はずせる装備がない。", "You are not wearing anything to take off.");
- if (!get_item(&item, q, s, (USE_EQUIP))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* Item is cursed */
if (object_is_cursed(o_ptr))
{
if ((o_ptr->curse_flags & TRC_PERMA_CURSE) || (p_ptr->pclass != CLASS_BERSERKER))
{
- /* Oops */
msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
- /* Nope */
return;
}
{
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!"));
- /* Hack -- Assume felt */
o_ptr->ident |= (IDENT_SENSE);
-
o_ptr->curse_flags = 0L;
-
- /* Take note */
o_ptr->feeling = FEEL_NONE;
- /* Recalculate the bonuses */
p_ptr->update |= (PU_BONUS);
-
- /* Window stuff */
p_ptr->window |= (PW_EQUIP);
msg_print(_("呪いを打ち破った。", "You break the curse."));
}
}
- /* Take a partial turn */
p_ptr->energy_use = 50;
/* Take off the item */
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
if (p_ptr->special_defense & KATA_MUSOU)
{
set_action(ACTION_NONE);
}
- item_tester_no_ryoute = TRUE;
- /* Get an item */
q = _("どのアイテムを落としますか? ", "Drop which item? ");
s = _("落とせるアイテムを持っていない。", "You have nothing to drop.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* Hack -- Cannot remove cursed items */
if ((item >= INVEN_RARM) && object_is_cursed(o_ptr))
{
- /* Oops */
msg_print(_("ふーむ、どうやら呪われているようだ。", "Hmmm, it seems to be cursed."));
- /* Nope */
return;
}
-
- /* See how many items */
if (o_ptr->number > 1)
{
- /* Get a quantity */
amt = get_quantity(NULL, o_ptr->number);
-
- /* Allow user abort */
if (amt <= 0) return;
}
-
- /* Take a partial turn */
p_ptr->energy_use = 50;
/* Drop (some of) the item */
p_ptr->redraw |= (PR_EQUIPPY);
}
-/*!
- * @brief オブジェクトが高位の魔法書かどうかを判定する
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @return オブジェクトが高位の魔法書ならばTRUEを返す
- */
-static bool high_level_book(object_type *o_ptr)
-{
- if ((o_ptr->tval == TV_LIFE_BOOK) ||
- (o_ptr->tval == TV_SORCERY_BOOK) ||
- (o_ptr->tval == TV_NATURE_BOOK) ||
- (o_ptr->tval == TV_CHAOS_BOOK) ||
- (o_ptr->tval == TV_DEATH_BOOK) ||
- (o_ptr->tval == TV_TRUMP_BOOK) ||
- (o_ptr->tval == TV_CRAFT_BOOK) ||
- (o_ptr->tval == TV_DAEMON_BOOK) ||
- (o_ptr->tval == TV_CRUSADE_BOOK) ||
- (o_ptr->tval == TV_MUSIC_BOOK) ||
- (o_ptr->tval == TV_HEX_BOOK))
- {
- if (o_ptr->sval > 1)
- return TRUE;
- else
- return FALSE;
- }
-
- return FALSE;
-}
-
/*!
* @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
object_type forge;
object_type *q_ptr = &forge;
- char o_name[MAX_NLEN];
+ GAME_TEXT o_name[MAX_NLEN];
char out_val[MAX_NLEN+40];
- cptr q, s;
+ concptr q, s;
if (p_ptr->special_defense & KATA_MUSOU)
{
/* Hack -- force destruction */
if (command_arg > 0) force = TRUE;
- /* Get an item */
q = _("どのアイテムを壊しますか? ", "Destroy which item? ");
s = _("壊せるアイテムを持っていない。", "You have nothing to destroy.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return;
/* Verify unless quantity given beforehand */
if (!force && (confirm_destroy || (object_value(o_ptr) > 0)))
/* HACK : Add the line to message buffer */
message_add(out_val);
p_ptr->window |= (PW_MESSAGE);
- window_stuff();
+ handle_stuff();
/* Get an acceptable answer */
while (TRUE)
} /* while (TRUE) */
}
- /* See how many items */
if (o_ptr->number > 1)
{
- /* Get a quantity */
amt = get_quantity(NULL, o_ptr->number);
-
- /* Allow user abort */
if (amt <= 0) return;
}
- /* Describe the object */
old_number = o_ptr->number;
o_ptr->number = amt;
object_desc(o_name, o_ptr, 0);
o_ptr->number = old_number;
- /* Take a turn */
- p_ptr->energy_use = 100;
+ take_turn(p_ptr, 100);
/* Artifacts cannot be destroyed */
if (!can_player_destroy_object(o_ptr))
{
- p_ptr->energy_use = 0;
+ free_turn(p_ptr);
- /* Message */
msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
- /* Done */
return;
}
object_copy(q_ptr, o_ptr);
- /* Message */
msg_format(_("%sを壊した。", "You destroy %s."), o_name);
sound(SOUND_DESTITEM);
floor_item_optimize(0 - item);
}
- if (high_level_book(q_ptr))
+ if (item_tester_high_level_book(q_ptr))
{
bool gain_expr = FALSE;
msg_print(_("更に経験を積んだような気がする。", "You feel more experienced."));
gain_exp(tester_exp * amt);
}
- if (high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
+ if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_LIFE_BOOK)
{
chg_virtue(V_UNLIFE, 1);
chg_virtue(V_VITALITY, -1);
}
- else if (high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
+ else if (item_tester_high_level_book(q_ptr) && q_ptr->tval == TV_DEATH_BOOK)
{
chg_virtue(V_UNLIFE, -1);
chg_virtue(V_VITALITY, 1);
void do_cmd_observe(void)
{
OBJECT_IDX item;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
-
- cptr q, s;
-
- item_tester_no_ryoute = TRUE;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ concptr q, s;
- /* Get an item */
q = _("どのアイテムを調べますか? ", "Examine which item? ");
s = _("調べられるアイテムがない。", "You have nothing to examine.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* Require full knowledge */
if (!(o_ptr->ident & IDENT_MENTAL))
return;
}
-
- /* Description */
object_desc(o_name, o_ptr, 0);
-
- /* Describe */
msg_format(_("%sを調べている...", "Examining %s..."), o_name);
- /* Describe it fully */
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."));
}
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
- item_tester_no_ryoute = TRUE;
- /* Get an item */
q = _("どのアイテムの銘を消しますか? ", "Un-inscribe which item? ");
s = _("銘を消せるアイテムがない。", "You have nothing to un-inscribe.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* Nothing to remove */
if (!o_ptr->inscription)
return;
}
- /* Message */
msg_print(_("銘を消した。", "Inscription removed."));
/* Remove the incription */
o_ptr->inscription = 0;
-
- /* Combine the pack */
- p_ptr->notice |= (PN_COMBINE);
-
- /* Window stuff */
+ p_ptr->update |= (PU_COMBINE);
p_ptr->window |= (PW_INVEN | PW_EQUIP);
/* .や$の関係で, 再計算が必要なはず -- henkma */
void do_cmd_inscribe(void)
{
OBJECT_IDX item;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
- char out_val[80];
- cptr q, s;
+ object_type *o_ptr;
+ GAME_TEXT o_name[MAX_NLEN];
+ char out_val[80];
+ concptr q, s;
- item_tester_no_ryoute = TRUE;
- /* Get an item */
q = _("どのアイテムに銘を刻みますか? ", "Inscribe which item? ");
s = _("銘を刻めるアイテムがない。", "You have nothing to inscribe.");
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
/* Describe the activity */
object_desc(o_name, o_ptr, OD_OMIT_INSCRIPTION);
- /* Message */
msg_format(_("%sに銘を刻む。", "Inscribing %s."), o_name);
msg_print(NULL);
{
/* Save the inscription */
o_ptr->inscription = quark_add(out_val);
-
- /* Combine the pack */
- p_ptr->notice |= (PN_COMBINE);
-
- /* Window stuff */
+ p_ptr->update |= (PU_COMBINE);
p_ptr->window |= (PW_INVEN | PW_EQUIP);
/* .や$の関係で, 再計算が必要なはず -- henkma */
}
-
-/*!
- * @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
- * An "item_tester_hook" for refilling lanterns
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @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
- */
-static bool item_tester_refill_lantern(object_type *o_ptr)
-{
- /* Flasks of oil are okay */
- if (o_ptr->tval == TV_FLASK) return (TRUE);
-
- /* Laterns are okay */
- if ((o_ptr->tval == TV_LITE) &&
- (o_ptr->sval == SV_LITE_LANTERN)) return (TRUE);
-
- /* Assume not okay */
- return (FALSE);
-}
-
-
/*!
* @brief ランタンに燃料を加えるコマンドのメインルーチン
* Refill the players lamp (from the pack or floor)
static void do_cmd_refill_lamp(void)
{
OBJECT_IDX item;
-
object_type *o_ptr;
object_type *j_ptr;
-
- cptr q, s;
-
+ concptr q, s;
/* Restrict the choices */
item_tester_hook = item_tester_refill_lantern;
- /* Get an item */
-#ifdef JP
- q = "どの油つぼから注ぎますか? ";
- s = "油つぼがない。";
-#else
- q = "Refill with which flask? ";
- s = "You have no flasks of oil.";
-#endif
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ q = _("どの油つぼから注ぎますか? ", "Refill with which flask? ");
+ s = _("油つぼがない。", "You have no flasks of oil.");
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return;
- /* Take a partial turn */
p_ptr->energy_use = 50;
/* Access the lantern */
/* Refuel */
j_ptr->xtra4 += o_ptr->xtra4;
-
- /* Message */
msg_print(_("ランプに油を注いだ。", "You fuel your lamp."));
- /* Comment */
if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
{
j_ptr->xtra4 = 0;
floor_item_optimize(0 - item);
}
- /* Recalculate torch */
p_ptr->update |= (PU_TORCH);
}
-
-/*!
- * @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
- * An "item_tester_hook" for refilling torches
- * @param o_ptr 判定したいオブジェクトの構造体参照ポインタ
- * @return オブジェクトが松明に束ねられるならばTRUEを返す
- */
-static bool item_tester_refill_torch(object_type *o_ptr)
-{
- /* Torches are okay */
- if ((o_ptr->tval == TV_LITE) &&
- (o_ptr->sval == SV_LITE_TORCH)) return (TRUE);
-
- /* Assume not okay */
- return (FALSE);
-}
-
-
/*!
* @brief 松明を束ねるコマンドのメインルーチン
* Refuel the players torch (from the pack or floor)
object_type *o_ptr;
object_type *j_ptr;
- cptr q, s;
-
+ concptr q, s;
/* Restrict the choices */
- item_tester_hook = item_tester_refill_torch;
-
- /* Get an item */
-#ifdef JP
- q = "どの松明で明かりを強めますか? ";
- s = "他に松明がない。";
-#else
- q = "Refuel with which torch? ";
- s = "You have no extra torches.";
-#endif
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
+ item_tester_hook = object_can_refill_torch;
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ q = _("どの松明で明かりを強めますか? ", "Refuel with which torch? ");
+ s = _("他に松明がない。", "You have no extra torches.");
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
+ if (!o_ptr) return;
- /* Take a partial turn */
p_ptr->energy_use = 50;
/* Access the primary torch */
/* Refuel */
j_ptr->xtra4 += o_ptr->xtra4 + 5;
- /* Message */
msg_print(_("松明を結合した。", "You combine the torches."));
- /* Comment */
if ((o_ptr->name2 == EGO_LITE_DARKNESS) && (j_ptr->xtra4 > 0))
{
j_ptr->xtra4 = 0;
floor_item_optimize(0 - item);
}
- /* Recalculate torch */
p_ptr->update |= (PU_TORCH);
}
*/
void do_cmd_target(void)
{
+ if (p_ptr->wild_mode) return;
+
/* Target set */
if (target_set(TARGET_KILL))
{
*/
void do_cmd_look(void)
{
- /*TEST*/
p_ptr->window |= PW_MONSTER_LIST;
- window_stuff();
- /*TEST*/
+ handle_stuff();
/* Look around */
if (target_set(TARGET_LOOK))
*/
void do_cmd_locate(void)
{
- int dir, y1, x1, y2, x2;
+ DIRECTION dir;
+ POSITION y1, x1, y2, x2;
+ GAME_TEXT tmp_val[80];
+ GAME_TEXT out_val[160];
+ TERM_LEN wid, hgt;
- char tmp_val[80];
-
- char out_val[160];
-
- int wid, hgt;
-
- /* Get size */
get_screen_size(&wid, &hgt);
-
/* Start at current panel */
y2 = y1 = panel_row_min;
x2 = x1 = panel_col_min;
/* Describe the location */
if ((y2 == y1) && (x2 == x1))
{
-#ifdef JP
- strcpy(tmp_val, "真上");
-#else
- tmp_val[0] = '\0';
-#endif
-
+ strcpy(tmp_val, _("真上", "\0"));
}
else
{
-#ifdef JP
sprintf(tmp_val, "%s%s",
- ((y2 < y1) ? "北" : (y2 > y1) ? "南" : ""),
- ((x2 < x1) ? "西" : (x2 > x1) ? "東" : ""));
-#else
- sprintf(tmp_val, "%s%s of",
- ((y2 < y1) ? " North" : (y2 > y1) ? " South" : ""),
- ((x2 < x1) ? " West" : (x2 > x1) ? " East" : ""));
-#endif
-
+ ((y2 < y1) ? _("北", " North") : (y2 > y1) ? _("南", " South") : ""),
+ ((x2 < x1) ? _("西", " West") : (x2 > x1) ? _("東", " East") : ""));
}
/* Prepare to ask which way to look */
/* Recenter the map around the player */
verify_panel();
- /* Update stuff */
p_ptr->update |= (PU_MONSTERS);
-
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
-
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
- /* Handle stuff */
handle_stuff();
}
bool ang_sort_comp_hook(vptr u, vptr v, int a, int b)
{
u16b *who = (u16b*)(u);
-
u16b *why = (u16b*)(v);
int w1 = who[a];
void ang_sort_swap_hook(vptr u, vptr v, int a, int b)
{
u16b *who = (u16b*)(u);
-
u16b holder;
/* Unused */
*
* The responses may be sorted in several ways, see below.
*
- * Note that the player ghosts are ignored. XXX XXX XXX
+ * Note that the player ghosts are ignored.
* </pre>
*/
void do_cmd_query_symbol(void)
IDX i;
int n;
MONRACE_IDX r_idx;
- char sym, query;
- char buf[128];
+ char sym, query;
+ char buf[128];
- bool all = FALSE;
- bool uniq = FALSE;
- bool norm = FALSE;
- bool ride = FALSE;
- char temp[80] = "";
+ bool all = FALSE;
+ bool uniq = FALSE;
+ bool norm = FALSE;
+ bool ride = FALSE;
+ char temp[80] = "";
- bool recall = FALSE;
+ bool recall = FALSE;
- u16b why = 0;
- IDX *who;
+ u16b why = 0;
+ MONRACE_IDX *who;
/* Get a character, or abort */
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): ",
{
if (sym == ident_info[i][0]) break;
}
-
- /* Describe */
if (sym == KTRL('A'))
{
all = TRUE;
prt(buf, 0, 0);
/* Allocate the "who" array */
- C_MAKE(who, max_r_idx, IDX);
+ C_MAKE(who, max_r_idx, MONRACE_IDX);
/* Collect matching monsters */
for (n = 0, i = 1; i < max_r_idx; i++)
/* XTRA HACK WHATSEARCH */
if (temp[0])
{
- int xx;
- char temp2[80];
-
- for (xx=0; temp[xx] && xx<80; xx++)
- {
+ TERM_LEN xx;
+ char temp2[80];
+
+ for (xx = 0; temp[xx] && xx < 80; xx++)
+ {
#ifdef JP
- if (iskanji( temp[xx])) { xx++; continue; }
+ if (iskanji(temp[xx])) { xx++; continue; }
#endif
- if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
- }
-
+ if (isupper(temp[xx])) temp[xx] = (char)tolower(temp[xx]);
+ }
+
#ifdef JP
- strcpy(temp2, r_name+r_ptr->E_name);
+ strcpy(temp2, r_name + r_ptr->E_name);
#else
- strcpy(temp2, r_name+r_ptr->name);
+ strcpy(temp2, r_name + r_ptr->name);
#endif
- for (xx=0; temp2[xx] && xx<80; xx++)
- if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
-
+ for (xx = 0; temp2[xx] && xx < 80; xx++)
+ if (isupper(temp2[xx])) temp2[xx] = (char)tolower(temp2[xx]);
+
#ifdef JP
- if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp) )
+ if (my_strstr(temp2, temp) || my_strstr(r_name + r_ptr->name, temp))
#else
- if (my_strstr(temp2, temp))
+ if (my_strstr(temp2, temp))
#endif
- who[n++] = i;
+ who[n++] = i;
}
/* Collect "appropriate" monsters */
return;
}
-
- /* Prompt XXX XXX XXX */
+ /* Prompt */
put_str(_("思い出を見ますか? (k:殺害順/y/n): ", "Recall details? (k/y/n): "), 0, _(36, 40));
-
/* Query */
query = inkey();
-
- /* Restore */
prt(buf, 0, 0);
why = 2;
/* Hack -- Auto-recall */
monster_race_track(r_idx);
-
- /* Hack -- Handle stuff */
handle_stuff();
/* Interact */
/* Recall */
if (recall)
{
- /* Save the screen */
screen_save();
/* Recall on screen */
/* Unrecall */
if (recall)
{
- /* Restore */
screen_load();
}
{
OBJECT_IDX item;
object_type *o_ptr;
- cptr q, s;
+ concptr q, s;
+
+ if (p_ptr->wild_mode)
+ {
+ return;
+ }
+
+ if (cmd_limit_arena(p_ptr)) return;
if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
{
set_action(ACTION_NONE);
}
- item_tester_no_ryoute = TRUE;
- /* Prepare the hook */
item_tester_hook = item_tester_hook_use;
- /* Get an item */
q = _("どれを使いますか?", "Use which item? ");
s = _("使えるものがありません。", "You have nothing to use.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR))) return;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
+ o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_EQUIP | USE_FLOOR | IGNORE_BOTHHAND_SLOT));
+ if (!o_ptr) return;
switch (o_ptr->tval)
{
/* Read a scroll */
case TV_SCROLL:
{
- /* Check some conditions */
- if (p_ptr->blind)
- {
- msg_print(_("目が見えない。", "You can't see anything."));
- return;
- }
- if (no_lite())
- {
- msg_print(_("明かりがないので、暗くて読めない。", "You have no light to read by."));
- return;
- }
- if (p_ptr->confused)
- {
- msg_print(_("混乱していて読めない!", "You are too confused!"));
- return;
- }
+ if (cmd_limit_blind(p_ptr)) return;
+ if (cmd_limit_confused(p_ptr)) return;
- do_cmd_read_scroll_aux(item, TRUE);
- break;
+ do_cmd_read_scroll_aux(item, TRUE);
+ break;
}
/* Fire ammo */
case TV_ARROW:
case TV_BOLT:
{
- do_cmd_fire_aux(item, &inventory[INVEN_BOW]);
+ exe_fire(item, &inventory[INVEN_BOW], SP_NONE);
break;
}