#include "object-hook.h"
#include "sort.h"
#include "quest.h"
+#include "artifact.h"
+#include "avatar.h"
+#include "player-status.h"
+#include "monster.h"
/*!
/* Process "Escape" */
if (command_new == ESCAPE)
{
- int wid, hgt;
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
{
char out_val[160];
-
/* Note that we are in "equipment" mode */
command_wrk = TRUE;
/* Process "Escape" */
if (command_new == ESCAPE)
{
- int wid, hgt;
+ TERM_LEN wid, hgt;
Term_get_size(&wid, &hgt);
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;
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]) &&
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;
}
s = _("おっと。", "Oops.");
if (!choose_object(&slot, q, s, (USE_EQUIP))) return;
- if ((slot == INVEN_LARM) && !buki_motteruka(INVEN_RARM))
+ if ((slot == INVEN_LARM) && !has_melee_weapon(INVEN_RARM))
need_switch_wielding = INVEN_RARM;
}
break;
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];
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;
}
autopick_alter_item(item, FALSE);
}
- p_ptr->energy_use = 100;
+ 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;
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)
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 */
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);
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);
else
{
msg_print(_("装備を外せなかった。", "You couldn't remove the equipment."));
- p_ptr->energy_use = 50;
+ take_turn(p_ptr, 50);
return;
}
}
- /* Take a partial turn */
- p_ptr->energy_use = 50;
+ take_turn(p_ptr, 50);
/* Take off the item */
(void)inven_takeoff(item, 255);
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;
+ take_turn(p_ptr, 50);
/* Drop (some of) the item */
inven_drop(item, amt);
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
} /* 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;
}
object_desc(o_name, o_ptr, 0);
o_ptr->number = old_number;
- 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);
msg_format(_("%sは破壊不可能だ。", "You cannot destroy %s."), o_name);
return;
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);
/* Remove the incription */
o_ptr->inscription = 0;
-
- /* Combine the pack */
p_ptr->update |= (PU_COMBINE);
-
p_ptr->window |= (PW_INVEN | PW_EQUIP);
/* .や$の関係で, 再計算が必要なはず -- henkma */
{
/* Save the inscription */
o_ptr->inscription = quark_add(out_val);
-
- /* Combine the pack */
p_ptr->update |= (PU_COMBINE);
-
p_ptr->window |= (PW_INVEN | PW_EQUIP);
/* .や$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;
-
concptr q, s;
/* Restrict the choices */
o_ptr = choose_object(&item, q, s, (USE_INVEN | USE_FLOOR));
if (!o_ptr) return;
- /* Take a partial turn */
- p_ptr->energy_use = 50;
+ take_turn(p_ptr, 50);
/* Access the lantern */
j_ptr = &inventory[INVEN_LITE];
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)
concptr q, s;
/* Restrict the choices */
- item_tester_hook = item_tester_refill_torch;
+ item_tester_hook = object_can_refill_torch;
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;
+ take_turn(p_ptr, 50);
/* Access the primary torch */
j_ptr = &inventory[INVEN_LITE];
floor_item_optimize(0 - item);
}
- /* Recalculate torch */
p_ptr->update |= (PU_TORCH);
}
/* 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 */
- sprintf(out_val, _("マップ位置 [%ld(%02ld),%ld(%02ld)] (プレイヤーの%s) 方向?",
- "Map sector [%ld(%02ld),%ld(%02ld)], which is%s your sector. Direction?"),
+ sprintf(out_val, _("マップ位置 [%d(%02d),%d(%02d)] (プレイヤーの%s) 方向?",
+ "Map sector [%d(%02d),%d(%02d)], which is%s your sector. Direction?"),
y2 / (hgt / 2), y2 % (hgt / 2),
x2 / (wid / 2), x2 % (wid / 2), tmp_val);
}
-
-/*!
- * @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
- * Sorting hook -- Comp function -- see below
- * @param u モンスター種族情報の入れるポインタ
- * @param v 条件基準ID
- * @param a 比較するモンスター種族のID1
- * @param b 比較するモンスター種族のID2
- * @return 2の方が大きければTRUEを返す
- * We use "u" to point to array of monster indexes,
- * and "v" to select the type of sorting to perform on "u".
- */
-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];
- int w2 = who[b];
-
- int z1, z2;
-
- /* Sort by player kills */
- if (*why >= 4)
- {
- /* Extract player kills */
- z1 = r_info[w1].r_pkills;
- z2 = r_info[w2].r_pkills;
-
- /* Compare player kills */
- if (z1 < z2) return (TRUE);
- if (z1 > z2) return (FALSE);
- }
-
-
- /* Sort by total kills */
- if (*why >= 3)
- {
- /* Extract total kills */
- z1 = r_info[w1].r_tkills;
- z2 = r_info[w2].r_tkills;
-
- /* Compare total kills */
- if (z1 < z2) return (TRUE);
- if (z1 > z2) return (FALSE);
- }
-
-
- /* Sort by monster level */
- if (*why >= 2)
- {
- /* Extract levels */
- z1 = r_info[w1].level;
- z2 = r_info[w2].level;
-
- /* Compare levels */
- if (z1 < z2) return (TRUE);
- if (z1 > z2) return (FALSE);
- }
-
-
- /* Sort by monster experience */
- if (*why >= 1)
- {
- /* Extract experience */
- z1 = r_info[w1].mexp;
- z2 = r_info[w2].mexp;
-
- /* Compare experience */
- if (z1 < z2) return (TRUE);
- if (z1 > z2) return (FALSE);
- }
-
-
- /* Compare indexes */
- return (w1 <= w2);
-}
-
-
-/*!
- * @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
- * Sorting hook -- Swap function -- see below
- * @param u モンスター種族情報の入れるポインタ
- * @param v 未使用
- * @param a スワップするモンスター種族のID1
- * @param b スワップするモンスター種族のID2
- * @return なし
- * @details
- * We use "u" to point to array of monster indexes,
- * and "v" to select the type of sorting to perform.
- */
-void ang_sort_swap_hook(vptr u, vptr v, int a, int b)
-{
- u16b *who = (u16b*)(u);
-
- u16b holder;
-
- /* Unused */
- (void)v;
-
- /* Swap */
- holder = who[a];
- who[a] = who[b];
- who[b] = holder;
-}
-
-
-
/*!
* @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
* Identify a character, allow recall of monsters
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): ",
/* Nothing to recall */
if (!n)
{
- /* Free the "who" array */
- C_KILL(who, max_r_idx, IDX);
-
+ C_KILL(who, max_r_idx, MONRACE_IDX);
return;
}
/* Query */
query = inkey();
-
- /* Restore */
prt(buf, 0, 0);
why = 2;
- /* Select the sort method */
- ang_sort_comp = ang_sort_comp_hook;
- ang_sort_swap = ang_sort_swap_hook;
-
/* Sort the array */
- ang_sort(who, &why, n);
+ ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
/* Sort by kills (and level) */
if (query == 'k')
/* Catch "escape" */
if (query != 'y')
{
- /* Free the "who" array */
- C_KILL(who, max_r_idx, IDX);
-
+ C_KILL(who, max_r_idx, MONRACE_IDX);
return;
}
/* Sort if needed */
if (why == 4)
{
- /* Select the sort method */
- ang_sort_comp = ang_sort_comp_hook;
- ang_sort_swap = ang_sort_swap_hook;
-
- /* Sort the array */
- ang_sort(who, &why, n);
+ ang_sort(who, &why, n, ang_sort_comp_hook, ang_sort_swap_hook);
}
/* Unrecall */
if (recall)
{
- /* Restore */
screen_load();
}
return;
}
- if (p_ptr->inside_arena)
- {
- msg_print(_("アリーナが魔法を吸収した!", "The arena absorbs all attempted magic!"));
- msg_print(NULL);
- return;
- }
+ if (cmd_limit_arena(p_ptr)) return;
if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
{
/* 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;
}